feat: add collision detection between falling letters and ship

- Detect collisions when letters reach ship's Y position
- Both letter and ship explode with particle animations on collision
- Ship explosion displays expanding particles in yellow, orange, and red
- Letters explode with their existing animation system
- After collision, letters clear and new letter spawns automatically
- Game continues after collision (no game-over condition yet)
- Collision threshold tuned for reliable detection (30px from ship center)
- Added shipState tracking to GameStatusManager
- Ship position continuously synced during game loop
This commit is contained in:
2025-11-03 22:57:41 +00:00
parent d69a9a6cc9
commit 08c2d40d23
4 changed files with 186 additions and 95 deletions
+6
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@@ -21,6 +21,7 @@ export const getGamePhase = (status: GameStatus): GamePhase =>
export type PlayerPosition = { x: number }; // pixel position 0-800
export type LetterState = 'normal' | 'wrong' | 'exploding';
export type ShipState = 'normal' | 'exploding';
export type FallingLetter = {
id: string;
@@ -95,6 +96,11 @@ export type GameStatusManager = {
level: number;
score: number;
togglePause: () => void;
shipState: ShipState;
shipExplosionTime: number;
updatePlayerX: (x: number) => void;
handleTypedLetter: (letter: string) => void;
setGameLoopCallback: (callback: (deltaTime: number, letters: FallingLetter[]) => void) => void;
};
// ============================================================================
+121 -86
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@@ -1,5 +1,5 @@
import { useRef, useEffect } from "react";
import type { PlayerPosition } from "../types";
import type { PlayerPosition, ShipState } from "../types";
const CANVAS_WIDTH = 800;
const CANVAS_HEIGHT = 600;
@@ -8,6 +8,8 @@ const SPACESHIP_Y = CANVAS_HEIGHT - 40;
export function useBoard() {
const containerRef = useRef<HTMLDivElement | null>(null);
const canvasRef = useRef<HTMLCanvasElement | null>(null);
const shipStateRef = useRef<ShipState>("normal");
const shipExplosionTimeRef = useRef<number>(0);
// Setup canvas on mount
useEffect(() => {
@@ -25,7 +27,11 @@ export function useBoard() {
canvasRef.current = canvas;
}, []);
const renderBoard = (playerPosition: PlayerPosition, letters: any = []) => {
const renderBoard = (playerPosition: PlayerPosition, letters: any = [], shipState: ShipState = "normal", shipExplosionTime?: number) => {
if (shipExplosionTime !== undefined) {
shipExplosionTimeRef.current = shipExplosionTime;
}
shipStateRef.current = shipState;
const canvas = canvasRef.current;
if (!canvas) return;
@@ -40,97 +46,126 @@ export function useBoard() {
const spaceshipX = playerPosition.x;
const spaceshipY = SPACESHIP_Y;
// Main body (sleek metallic hull)
ctx.fillStyle = "#4a90e2";
ctx.beginPath();
ctx.moveTo(spaceshipX, spaceshipY - 20); // nose
ctx.lineTo(spaceshipX - 12, spaceshipY + 8);
ctx.lineTo(spaceshipX + 12, spaceshipY + 8);
ctx.closePath();
ctx.fill();
if (shipStateRef.current === 'exploding') {
// Explosion animation
const elapsed = performance.now() - shipExplosionTimeRef.current;
const progress = Math.min(elapsed / 300, 1);
const scale = 1 + progress * 1.5;
const opacity = 1 - progress;
// Body highlight (lighter blue for 3D effect)
ctx.fillStyle = "#7bb3ff";
ctx.beginPath();
ctx.moveTo(spaceshipX, spaceshipY - 20);
ctx.lineTo(spaceshipX - 6, spaceshipY + 8);
ctx.lineTo(spaceshipX + 6, spaceshipY + 8);
ctx.closePath();
ctx.fill();
ctx.save();
ctx.translate(spaceshipX, spaceshipY);
ctx.scale(scale, scale);
ctx.globalAlpha = opacity;
// Cockpit (glowing cyan)
const gradient = ctx.createRadialGradient(spaceshipX, spaceshipY - 8, 2, spaceshipX, spaceshipY - 8, 6);
gradient.addColorStop(0, "#00ffff");
gradient.addColorStop(0.5, "#0088ff");
gradient.addColorStop(1, "#004488");
ctx.fillStyle = gradient;
ctx.beginPath();
ctx.arc(spaceshipX, spaceshipY - 8, 5, 0, Math.PI * 2);
ctx.fill();
// Explosion particles
for (let i = 0; i < 12; i++) {
const angle = (i / 12) * Math.PI * 2;
const distance = progress * 40;
const px = Math.cos(angle) * distance;
const py = Math.sin(angle) * distance;
// Wings (left)
ctx.fillStyle = "#2a5a8a";
ctx.beginPath();
ctx.moveTo(spaceshipX - 12, spaceshipY);
ctx.lineTo(spaceshipX - 22, spaceshipY + 8);
ctx.lineTo(spaceshipX - 12, spaceshipY + 8);
ctx.closePath();
ctx.fill();
ctx.fillStyle = i % 3 === 0 ? "#ffff00" : i % 3 === 1 ? "#ff6600" : "#ff0000";
ctx.beginPath();
ctx.arc(px, py, 4, 0, Math.PI * 2);
ctx.fill();
}
// Wings (right)
ctx.beginPath();
ctx.moveTo(spaceshipX + 12, spaceshipY);
ctx.lineTo(spaceshipX + 22, spaceshipY + 8);
ctx.lineTo(spaceshipX + 12, spaceshipY + 8);
ctx.closePath();
ctx.fill();
ctx.restore();
} else {
// Normal spaceship drawing
// Main body (sleek metallic hull)
ctx.fillStyle = "#4a90e2";
ctx.beginPath();
ctx.moveTo(spaceshipX, spaceshipY - 20); // nose
ctx.lineTo(spaceshipX - 12, spaceshipY + 8);
ctx.lineTo(spaceshipX + 12, spaceshipY + 8);
ctx.closePath();
ctx.fill();
// Wing tips (glowing)
ctx.fillStyle = "#ff3366";
ctx.beginPath();
ctx.arc(spaceshipX - 22, spaceshipY + 8, 2, 0, Math.PI * 2);
ctx.fill();
ctx.beginPath();
ctx.arc(spaceshipX + 22, spaceshipY + 8, 2, 0, Math.PI * 2);
ctx.fill();
// Body highlight (lighter blue for 3D effect)
ctx.fillStyle = "#7bb3ff";
ctx.beginPath();
ctx.moveTo(spaceshipX, spaceshipY - 20);
ctx.lineTo(spaceshipX - 6, spaceshipY + 8);
ctx.lineTo(spaceshipX + 6, spaceshipY + 8);
ctx.closePath();
ctx.fill();
// Engine exhaust (animated glow)
const engineGradient = ctx.createRadialGradient(spaceshipX, spaceshipY + 10, 0, spaceshipX, spaceshipY + 10, 10);
engineGradient.addColorStop(0, "rgba(255, 255, 0, 0.8)");
engineGradient.addColorStop(0.3, "rgba(255, 150, 0, 0.6)");
engineGradient.addColorStop(0.6, "rgba(255, 50, 50, 0.3)");
engineGradient.addColorStop(1, "rgba(255, 0, 0, 0)");
ctx.fillStyle = engineGradient;
ctx.beginPath();
ctx.arc(spaceshipX, spaceshipY + 10, 8, 0, Math.PI * 2);
ctx.fill();
// Cockpit (glowing cyan)
const gradient = ctx.createRadialGradient(spaceshipX, spaceshipY - 8, 2, spaceshipX, spaceshipY - 8, 6);
gradient.addColorStop(0, "#00ffff");
gradient.addColorStop(0.5, "#0088ff");
gradient.addColorStop(1, "#004488");
ctx.fillStyle = gradient;
ctx.beginPath();
ctx.arc(spaceshipX, spaceshipY - 8, 5, 0, Math.PI * 2);
ctx.fill();
// Exhaust flames (triple)
ctx.fillStyle = "#ff9900";
// Center flame
ctx.beginPath();
ctx.moveTo(spaceshipX - 2, spaceshipY + 10);
ctx.lineTo(spaceshipX, spaceshipY + 22);
ctx.lineTo(spaceshipX + 2, spaceshipY + 10);
ctx.closePath();
ctx.fill();
// Left flame
ctx.fillStyle = "#ff6600";
ctx.beginPath();
ctx.moveTo(spaceshipX - 8, spaceshipY + 10);
ctx.lineTo(spaceshipX - 6, spaceshipY + 18);
ctx.lineTo(spaceshipX - 4, spaceshipY + 10);
ctx.closePath();
ctx.fill();
// Right flame
ctx.beginPath();
ctx.moveTo(spaceshipX + 4, spaceshipY + 10);
ctx.lineTo(spaceshipX + 6, spaceshipY + 18);
ctx.lineTo(spaceshipX + 8, spaceshipY + 10);
ctx.closePath();
ctx.fill();
// Wings (left)
ctx.fillStyle = "#2a5a8a";
ctx.beginPath();
ctx.moveTo(spaceshipX - 12, spaceshipY);
ctx.lineTo(spaceshipX - 22, spaceshipY + 8);
ctx.lineTo(spaceshipX - 12, spaceshipY + 8);
ctx.closePath();
ctx.fill();
// Wings (right)
ctx.beginPath();
ctx.moveTo(spaceshipX + 12, spaceshipY);
ctx.lineTo(spaceshipX + 22, spaceshipY + 8);
ctx.lineTo(spaceshipX + 12, spaceshipY + 8);
ctx.closePath();
ctx.fill();
// Wing tips (glowing)
ctx.fillStyle = "#ff3366";
ctx.beginPath();
ctx.arc(spaceshipX - 22, spaceshipY + 8, 2, 0, Math.PI * 2);
ctx.fill();
ctx.beginPath();
ctx.arc(spaceshipX + 22, spaceshipY + 8, 2, 0, Math.PI * 2);
ctx.fill();
// Engine exhaust (animated glow)
const engineGradient = ctx.createRadialGradient(spaceshipX, spaceshipY + 10, 0, spaceshipX, spaceshipY + 10, 10);
engineGradient.addColorStop(0, "rgba(255, 255, 0, 0.8)");
engineGradient.addColorStop(0.3, "rgba(255, 150, 0, 0.6)");
engineGradient.addColorStop(0.6, "rgba(255, 50, 50, 0.3)");
engineGradient.addColorStop(1, "rgba(255, 0, 0, 0)");
ctx.fillStyle = engineGradient;
ctx.beginPath();
ctx.arc(spaceshipX, spaceshipY + 10, 8, 0, Math.PI * 2);
ctx.fill();
// Exhaust flames (triple)
ctx.fillStyle = "#ff9900";
// Center flame
ctx.beginPath();
ctx.moveTo(spaceshipX - 2, spaceshipY + 10);
ctx.lineTo(spaceshipX, spaceshipY + 22);
ctx.lineTo(spaceshipX + 2, spaceshipY + 10);
ctx.closePath();
ctx.fill();
// Left flame
ctx.fillStyle = "#ff6600";
ctx.beginPath();
ctx.moveTo(spaceshipX - 8, spaceshipY + 10);
ctx.lineTo(spaceshipX - 6, spaceshipY + 18);
ctx.lineTo(spaceshipX - 4, spaceshipY + 10);
ctx.closePath();
ctx.fill();
// Right flame
ctx.beginPath();
ctx.moveTo(spaceshipX + 4, spaceshipY + 10);
ctx.lineTo(spaceshipX + 6, spaceshipY + 18);
ctx.lineTo(spaceshipX + 8, spaceshipY + 10);
ctx.closePath();
ctx.fill();
}
// Draw falling letters with state effects
ctx.font = "bold 32px monospace";
+13 -5
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@@ -1,5 +1,5 @@
import { useState, useEffect } from "react";
import type { GameManager, GameOptions, KeyLogEntry } from "../types";
import type { GameManager, GameOptions, KeyLogEntry, FallingLetter } from "../types";
import { useBoard } from "../useBoard";
import { useCursor } from "../useCursor";
import { useGameStatus } from "../useGameStatus";
@@ -13,14 +13,18 @@ export function useGame(
const boardManager = useBoard();
const cursorManager = useCursor();
const gameStatusManager = useGameStatus();
// Wrap renderBoard to include player position
const renderBoardWrapped = (letters: any = []) => {
boardManager.renderBoard(cursorManager.position(), letters);
boardManager.renderBoard(cursorManager.position(), letters, gameStatusManager.shipState, gameStatusManager.shipExplosionTime);
};
// Game loop tick handler
const handleGameLoopTick = (deltaTime: number, letters: any) => {
const handleGameLoopTick = (deltaTime: number, letters: FallingLetter[]) => {
const playerPos = cursorManager.position();
gameStatusManager.updatePlayerX(playerPos.x);
if (letters.length > 0) {
const letter = letters[0];
cursorManager.setTargetX(letter.x);
@@ -30,14 +34,18 @@ export function useGame(
renderBoardWrapped(letters);
};
const gameStatusManager = useGameStatus(handleGameLoopTick);
const scoreManager = useScore(gameStatusManager);
// Set the game loop callback
useEffect(() => {
gameStatusManager.setGameLoopCallback(handleGameLoopTick);
}, [gameStatusManager, cursorManager, boardManager]);
// Initial render on mount
useEffect(() => {
renderBoardWrapped();
}, []);
const scoreManager = useScore(gameStatusManager);
const gameManager: GameManager = {
containerRef: boardManager.containerRef,
renderBoard: renderBoardWrapped,
+46 -4
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@@ -1,5 +1,5 @@
import { useState, useRef, useCallback } from "react";
import type { GameStatus, FallingLetter } from "../types";
import type { GameStatus, FallingLetter, ShipState } from "../types";
const LETTER_SPEED = 100; // pixels per second
const SPAWN_INTERVAL = 1000; // ms between letter spawns
@@ -7,13 +7,19 @@ const MAX_ACTIVE_LETTERS = 1; // Only one letter on screen at a time
const MARGIN_LEFT = 50; // Safe margin from left edge
const MARGIN_RIGHT = 50; // Safe margin from right edge
const CANVAS_WIDTH = 800;
const SPACESHIP_Y = 600 - 40; // Position of the ship on canvas
const COLLISION_THRESHOLD = 30; // Distance to trigger collision
export function useGameStatus(onGameLoopTick?: (deltaTime: number, letters: FallingLetter[]) => void) {
const [gameStatus, setGameStatus] = useState<GameStatus>("waiting");
const [shipState, setShipState] = useState<ShipState>("normal");
const [shipExplosionTime, setShipExplosionTime] = useState(0);
const gameLoopRef = useRef<number | null>(null);
const lastFrameTimeRef = useRef<number>(0);
const lettersRef = useRef<FallingLetter[]>([]);
const lastSpawnRef = useRef<number>(0);
const playerXRef = useRef<number>(CANVAS_WIDTH / 2);
const onGameLoopTickRef = useRef(onGameLoopTick);
// Game loop
const gameLoop = useCallback((currentTime: number) => {
@@ -42,17 +48,41 @@ export function useGameStatus(onGameLoopTick?: (deltaTime: number, letters: Fall
letter.y += (LETTER_SPEED * deltaTime) / 1000;
});
// Check for collisions with ship
lettersRef.current.forEach(letter => {
if (letter.state === 'normal') {
const letterY = letter.y;
const distanceFromShip = Math.abs(letterY - SPACESHIP_Y);
const horizontalDistance = Math.abs(letter.x - playerXRef.current);
if (distanceFromShip < COLLISION_THRESHOLD && horizontalDistance < 30) {
// Collision detected
letter.state = 'exploding';
letter.stateStartTime = currentTime;
setShipState('exploding');
setShipExplosionTime(performance.now());
// Clear letters and reset spawn timer after explosion animation
setTimeout(() => {
lettersRef.current = [];
lastSpawnRef.current = performance.now();
setShipState('normal');
}, 300);
}
}
});
// Remove letters that went off screen
lettersRef.current = lettersRef.current.filter(letter => letter.y < 600);
// Call tick callback if provided
if (onGameLoopTick) {
onGameLoopTick(deltaTime, lettersRef.current);
if (onGameLoopTickRef.current) {
onGameLoopTickRef.current(deltaTime, lettersRef.current);
}
// Continue loop
gameLoopRef.current = requestAnimationFrame(gameLoop);
}, [onGameLoopTick]);
}, []);
const startGame = useCallback(() => {
lastFrameTimeRef.current = performance.now();
@@ -95,12 +125,24 @@ export function useGameStatus(onGameLoopTick?: (deltaTime: number, letters: Fall
}
}, []);
const updatePlayerX = useCallback((x: number) => {
playerXRef.current = x;
}, []);
const setGameLoopCallback = useCallback((callback: (deltaTime: number, letters: FallingLetter[]) => void) => {
onGameLoopTickRef.current = callback;
}, []);
return {
gameStatus,
setGameStatus,
startGame,
quitGame,
handleTypedLetter,
shipState,
shipExplosionTime,
updatePlayerX,
setGameLoopCallback,
};
}