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
+21 -21
View File
@@ -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,