fix: prevent button focus from interfering with game controls when changing modes

- Add blur() to mode buttons to remove focus after clicking
- Add preventDefault() to space/escape handlers to stop button activation
- Fix stale closures in useKeyBindings by accessing gameManager directly
- Remove all useCallback hooks per React 19 best practices
- Remove function dependencies from useEffect hooks
This commit is contained in:
2025-11-04 00:09:24 +00:00
parent 308eafac62
commit 2795931d56
6 changed files with 77 additions and 66 deletions
+17 -16
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@@ -4,8 +4,8 @@ import "@vimazing/typing-chud/game.css";
import { useKeyBindings } from "./useKeyBindings";
function App() {
const [gameMode, setGameMode] = useState<GameMode>("words");
const gameManager = useGame({ gameMode }, useKeyBindings);
const [gameMode, setGameMode] = useState<GameMode>("letters");
const gameManager = useGame({ initialGameMode: gameMode }, useKeyBindings);
const { containerRef, gameStatus, scoreManager } = gameManager;
const formatTime = (ms: number) => {
@@ -21,20 +21,21 @@ function App() {
<h1 className="text-2xl font-bold text-center">Typing Chud</h1>
<div className="flex gap-2 justify-center text-sm">
{(['letters', 'words', 'sentences', 'paragraphs'] as const).map((mode) => (
<button
key={mode}
onClick={() => {
setGameMode(mode);
gameManager.quitGame();
}}
className={`px-3 py-1 rounded capitalize font-medium transition ${
gameMode === mode
? 'bg-blue-600 text-white'
: 'bg-muted text-foreground hover:bg-blue-500 hover:text-white'
}`}
>
{mode}
</button>
<button
key={mode}
onClick={(e) => {
setGameMode(mode);
gameManager.changeGameMode(mode);
e.currentTarget.blur(); // Remove focus from button
}}
className={`px-3 py-1 rounded capitalize font-medium transition ${
gameMode === mode
? 'bg-blue-600 text-white'
: 'bg-muted text-foreground hover:bg-blue-500 hover:text-white'
}`}
>
{mode}
</button>
))}
</div>
</div>
+14 -14
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@@ -2,44 +2,44 @@ import { useEffect } from "react";
import type { GameManager } from "../../src";
export const useKeyBindings = (gameManager: GameManager) => {
const { gameStatus, renderBoard, startGame, quitGame, clearKeyLog, handleTypedLetter } = gameManager;
useEffect(() => {
const handler = (ev: KeyboardEvent) => {
// start game
if (ev.code === "Space") {
if (["waiting", "game-over", "game-won"].includes(gameStatus)) {
clearKeyLog();
renderBoard();
if (gameStatus === "game-over" || gameStatus === "game-won") {
quitGame();
setTimeout(() => startGame(), 0);
ev.preventDefault(); // Prevent button activation
if (["waiting", "game-over", "game-won"].includes(gameManager.gameStatus)) {
gameManager.clearKeyLog();
gameManager.renderBoard();
if (gameManager.gameStatus === "game-over" || gameManager.gameStatus === "game-won") {
gameManager.quitGame();
setTimeout(() => gameManager.startGame(), 0);
} else {
startGame();
gameManager.startGame();
}
return;
}
}
// ignore other keys while waiting
if (gameStatus === "waiting") return;
if (gameManager.gameStatus === "waiting") return;
// quit
if (ev.key === "Escape") {
quitGame();
ev.preventDefault();
gameManager.quitGame();
return;
}
// handle letter typing during game
if (gameStatus === "started") {
if (gameManager.gameStatus === "started") {
if (ev.key.length === 1 && /[a-zA-Z]/.test(ev.key)) {
handleTypedLetter(ev.key);
gameManager.handleTypedLetter(ev.key);
}
}
};
window.addEventListener("keydown", handler);
return () => window.removeEventListener("keydown", handler);
}, [gameStatus, handleTypedLetter]);
}, [gameManager.gameStatus]);
};
+2 -1
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@@ -43,7 +43,7 @@ export type FallingLetter = {
export type KeyLogEntry = { key: string; timestamp: number };
export type GameOptions = {
gameMode?: GameMode;
initialGameMode?: GameMode;
};
// ============================================================================
@@ -153,6 +153,7 @@ export type GameManager = {
// Game-specific
handleTypedLetter: (letter: string) => void;
changeGameMode: (mode: GameMode) => void;
};
// ============================================================================
+14 -5
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@@ -1,5 +1,5 @@
import { useState, useEffect } from "react";
import type { GameManager, GameOptions, KeyLogEntry, FallingLetter } from "../types";
import type { GameManager, GameOptions, KeyLogEntry, FallingLetter, GameMode } from "../types";
import { useBoard } from "../useBoard";
import { useCursor } from "../useCursor";
import { useGameStatus } from "../useGameStatus";
@@ -10,11 +10,11 @@ export function useGame(
platformHook?: unknown
): GameManager {
const [keyLog, setKeyLog] = useState<KeyLogEntry[]>([]);
const gameMode = options?.gameMode ?? 'letters';
const [gameMode, setGameModeState] = useState<GameMode>(options?.initialGameMode ?? 'letters');
const boardManager = useBoard();
const cursorManager = useCursor();
const gameStatusManager = useGameStatus();
const gameStatusManager = useGameStatus(undefined, gameMode);
// Wrap renderBoard to include player position
const renderBoardWrapped = (letters: any = []) => {
@@ -38,12 +38,20 @@ export function useGame(
// Update gameMode when it changes (without recreating gameStatus state)
useEffect(() => {
gameStatusManager.setGameMode(gameMode);
}, [gameMode, gameStatusManager]);
}, [gameMode]);
const changeGameMode = (mode: GameMode) => {
setGameModeState(mode);
// Only quit if the game is actively running
if (gameStatusManager.gameStatus === 'started') {
gameStatusManager.quitGame();
}
};
// Set the game loop callback
useEffect(() => {
gameStatusManager.setGameLoopCallback(handleGameLoopTick);
}, [gameStatusManager, cursorManager, boardManager]);
}, []);
// Initial render on mount
useEffect(() => {
@@ -65,6 +73,7 @@ export function useGame(
clearKeyLog: () => setKeyLog([]),
getKeyLog: () => [...keyLog],
handleTypedLetter: gameStatusManager.handleTypedLetter,
changeGameMode,
};
if (typeof platformHook === 'function') {
+21 -21
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@@ -1,4 +1,4 @@
import { useState, useRef, useCallback } from "react";
import { useState, useRef } from "react";
import type { GameStatus, FallingLetter, ShipState, GameMode } from "../types";
import { getRandomWord } from "../wordLists";
@@ -28,7 +28,7 @@ export function useGameStatus(onGameLoopTick?: (deltaTime: number, letters: Fall
const gameModeRef = useRef<GameMode>(gameMode);
// Game loop
const gameLoop = useCallback((currentTime: number) => {
const gameLoop = (currentTime: number) => {
const deltaTime = currentTime - lastFrameTimeRef.current;
lastFrameTimeRef.current = currentTime;
@@ -92,9 +92,9 @@ export function useGameStatus(onGameLoopTick?: (deltaTime: number, letters: Fall
// Continue loop
gameLoopRef.current = requestAnimationFrame(gameLoop);
}, []);
};
const startGame = useCallback(() => {
const startGame = () => {
lastFrameTimeRef.current = performance.now();
lastSpawnRef.current = performance.now();
lettersRef.current = [];
@@ -104,17 +104,17 @@ export function useGameStatus(onGameLoopTick?: (deltaTime: number, letters: Fall
setDeaths(0);
setGameStatus("started");
gameLoopRef.current = requestAnimationFrame(gameLoop);
}, [gameLoop]);
};
const quitGame = useCallback(() => {
const quitGame = () => {
setGameStatus("waiting");
if (gameLoopRef.current !== null) {
cancelAnimationFrame(gameLoopRef.current);
gameLoopRef.current = null;
}
}, []);
};
const handleTypedLetter = useCallback((typedLetter: string) => {
const handleTypedLetter = (typedLetter: string) => {
if (lettersRef.current.length === 0) return;
const currentLetter = lettersRef.current[0];
@@ -155,33 +155,33 @@ export function useGameStatus(onGameLoopTick?: (deltaTime: number, letters: Fall
}
}, 200);
}
}, []);
};
const updatePlayerX = useCallback((x: number) => {
const updatePlayerX = (x: number) => {
playerXRef.current = x;
}, []);
};
const setGameLoopCallback = useCallback((callback: (deltaTime: number, letters: FallingLetter[]) => void) => {
const setGameLoopCallback = (callback: (deltaTime: number, letters: FallingLetter[]) => void) => {
onGameLoopTickRef.current = callback;
}, []);
};
const setGameMode = useCallback((mode: GameMode) => {
const setGameMode = (mode: GameMode) => {
gameModeRef.current = mode;
}, []);
};
const addCorrect = useCallback(() => {
const addCorrect = () => {
setScore(prev => prev + 1);
setCorrect(prev => prev + 1);
}, []);
};
const addMissed = useCallback(() => {
const addMissed = () => {
setScore(prev => Math.max(0, prev - 1));
setMissed(prev => prev + 1);
}, []);
};
const addDeath = useCallback(() => {
const addDeath = () => {
setDeaths(prev => prev + 1);
}, []);
};
return {
gameStatus,
+9 -9
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@@ -1,4 +1,4 @@
import { useCallback, useEffect, useRef, useState } from "react";
import { useEffect, useRef, useState } from "react";
export type UseTimerReturn = {
timeValue: number;
@@ -22,16 +22,16 @@ export function useTimer(options: UseTimerOptions = {}): UseTimerReturn {
const offsetRef = useRef(0);
const startTimeRef = useRef<number | null>(null);
const update = useCallback(() => {
const update = () => {
if (startTimeRef.current === null) {
return;
}
const now = performance.now();
setTimeValue(offsetRef.current + (now - startTimeRef.current));
}, []);
};
const startTimer = useCallback(() => {
const startTimer = () => {
if (intervalIdRef.current !== null) {
return;
}
@@ -42,9 +42,9 @@ export function useTimer(options: UseTimerOptions = {}): UseTimerReturn {
update();
intervalIdRef.current = setInterval(update, Math.max(16, interval));
}, [interval, update]);
};
const stopTimer = useCallback(() => {
const stopTimer = () => {
if (intervalIdRef.current !== null) {
clearInterval(intervalIdRef.current);
intervalIdRef.current = null;
@@ -55,9 +55,9 @@ export function useTimer(options: UseTimerOptions = {}): UseTimerReturn {
offsetRef.current += performance.now() - startTimeRef.current;
startTimeRef.current = null;
}
}, [update]);
};
const resetTimer = useCallback(() => {
const resetTimer = () => {
if (intervalIdRef.current !== null) {
clearInterval(intervalIdRef.current);
intervalIdRef.current = null;
@@ -66,7 +66,7 @@ export function useTimer(options: UseTimerOptions = {}): UseTimerReturn {
startTimeRef.current = null;
offsetRef.current = 0;
setTimeValue(0);
}, []);
};
useEffect(() => {
return () => {