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
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@@ -1,5 +1,5 @@
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import { useState, useRef, useCallback } from "react";
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import type { GameStatus, FallingLetter } from "../types";
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import type { GameStatus, FallingLetter, ShipState } from "../types";
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const LETTER_SPEED = 100; // pixels per second
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const SPAWN_INTERVAL = 1000; // ms between letter spawns
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@@ -7,13 +7,19 @@ const MAX_ACTIVE_LETTERS = 1; // Only one letter on screen at a time
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const MARGIN_LEFT = 50; // Safe margin from left edge
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const MARGIN_RIGHT = 50; // Safe margin from right edge
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const CANVAS_WIDTH = 800;
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const SPACESHIP_Y = 600 - 40; // Position of the ship on canvas
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const COLLISION_THRESHOLD = 30; // Distance to trigger collision
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export function useGameStatus(onGameLoopTick?: (deltaTime: number, letters: FallingLetter[]) => void) {
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const [gameStatus, setGameStatus] = useState<GameStatus>("waiting");
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const [shipState, setShipState] = useState<ShipState>("normal");
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const [shipExplosionTime, setShipExplosionTime] = useState(0);
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const gameLoopRef = useRef<number | null>(null);
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const lastFrameTimeRef = useRef<number>(0);
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const lettersRef = useRef<FallingLetter[]>([]);
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const lastSpawnRef = useRef<number>(0);
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const playerXRef = useRef<number>(CANVAS_WIDTH / 2);
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const onGameLoopTickRef = useRef(onGameLoopTick);
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// Game loop
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const gameLoop = useCallback((currentTime: number) => {
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@@ -42,17 +48,41 @@ export function useGameStatus(onGameLoopTick?: (deltaTime: number, letters: Fall
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letter.y += (LETTER_SPEED * deltaTime) / 1000;
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});
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// Check for collisions with ship
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lettersRef.current.forEach(letter => {
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if (letter.state === 'normal') {
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const letterY = letter.y;
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const distanceFromShip = Math.abs(letterY - SPACESHIP_Y);
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const horizontalDistance = Math.abs(letter.x - playerXRef.current);
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if (distanceFromShip < COLLISION_THRESHOLD && horizontalDistance < 30) {
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// Collision detected
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letter.state = 'exploding';
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letter.stateStartTime = currentTime;
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setShipState('exploding');
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setShipExplosionTime(performance.now());
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// Clear letters and reset spawn timer after explosion animation
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setTimeout(() => {
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lettersRef.current = [];
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lastSpawnRef.current = performance.now();
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setShipState('normal');
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}, 300);
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}
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}
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});
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// Remove letters that went off screen
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lettersRef.current = lettersRef.current.filter(letter => letter.y < 600);
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// Call tick callback if provided
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if (onGameLoopTick) {
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onGameLoopTick(deltaTime, lettersRef.current);
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if (onGameLoopTickRef.current) {
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onGameLoopTickRef.current(deltaTime, lettersRef.current);
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}
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// Continue loop
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gameLoopRef.current = requestAnimationFrame(gameLoop);
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}, [onGameLoopTick]);
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}, []);
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const startGame = useCallback(() => {
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lastFrameTimeRef.current = performance.now();
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@@ -95,12 +125,24 @@ export function useGameStatus(onGameLoopTick?: (deltaTime: number, letters: Fall
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}
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}, []);
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const updatePlayerX = useCallback((x: number) => {
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playerXRef.current = x;
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}, []);
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const setGameLoopCallback = useCallback((callback: (deltaTime: number, letters: FallingLetter[]) => void) => {
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onGameLoopTickRef.current = callback;
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}, []);
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return {
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gameStatus,
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setGameStatus,
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startGame,
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quitGame,
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handleTypedLetter,
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shipState,
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shipExplosionTime,
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updatePlayerX,
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setGameLoopCallback,
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};
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}
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