feat: add laser shooting effects and ship tracking for words mode
- Add green lasers that hit target on correct typing - Add red lasers that miss (left/right) on incorrect typing - Implement laser beam visual with gradient and glow effects - Add impact burst animation at laser end point - Ship now tracks each character in words mode - Creates dynamic targeting system for all game modes
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@@ -1,5 +1,5 @@
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import { useRef, useEffect } from "react";
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import type { PlayerPosition, ShipState, GameMode } from "../types";
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import type { PlayerPosition, ShipState, GameMode, Laser } from "../types";
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const CANVAS_WIDTH = 800;
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const CANVAS_HEIGHT = 600;
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@@ -47,7 +47,7 @@ export function useBoard() {
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canvasRef.current = canvas;
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}, []);
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const renderBoard = (playerPosition: PlayerPosition, letters: any = [], shipState: ShipState = "normal", shipExplosionTime?: number, gameMode: GameMode = 'letters') => {
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const renderBoard = (playerPosition: PlayerPosition, letters: any = [], shipState: ShipState = "normal", shipExplosionTime?: number, gameMode: GameMode = 'letters', lasers: Laser[] = []) => {
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if (shipExplosionTime !== undefined) {
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shipExplosionTimeRef.current = shipExplosionTime;
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}
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@@ -187,6 +187,57 @@ export function useBoard() {
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ctx.fill();
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}
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// Draw lasers
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lasers.forEach((laser: Laser) => {
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const progress = (performance.now() - laser.startTime) / laser.duration;
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if (progress <= 1) {
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// Laser beam effect
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ctx.save();
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// Create gradient for laser beam
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const gradient = ctx.createLinearGradient(laser.startX, laser.startY, laser.endX, laser.endY);
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if (laser.hit) {
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// Green laser for hits (future feature)
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gradient.addColorStop(0, "rgba(0, 255, 0, 0.8)");
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gradient.addColorStop(0.5, "rgba(100, 255, 100, 1)");
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gradient.addColorStop(1, "rgba(0, 255, 0, 0.3)");
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} else {
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// Red laser for misses
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gradient.addColorStop(0, "rgba(255, 0, 0, 0.8)");
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gradient.addColorStop(0.5, "rgba(255, 100, 100, 1)");
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gradient.addColorStop(1, "rgba(255, 0, 0, 0.3)");
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}
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// Draw laser beam with fade effect
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ctx.strokeStyle = gradient;
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ctx.lineWidth = 3 * (1 - progress * 0.5); // Gets thinner as it fades
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ctx.globalAlpha = 1 - progress * 0.7; // Fades out
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ctx.beginPath();
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ctx.moveTo(laser.startX, laser.startY);
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ctx.lineTo(laser.endX, laser.endY);
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ctx.stroke();
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// Add glow effect
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ctx.shadowBlur = 10;
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ctx.shadowColor = laser.hit ? "#00ff00" : "#ff0000";
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ctx.stroke();
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// Draw impact burst at the end
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if (progress > 0.5) {
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const burstProgress = (progress - 0.5) * 2;
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const burstSize = 10 * burstProgress;
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ctx.fillStyle = laser.hit ? "rgba(0, 255, 0, 0.5)" : "rgba(255, 0, 0, 0.5)";
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ctx.beginPath();
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ctx.arc(laser.endX, laser.endY, burstSize, 0, Math.PI * 2);
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ctx.fill();
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}
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ctx.restore();
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}
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});
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// Draw falling letters with state effects
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const isSentenceMode = gameMode === 'sentences' || gameMode === 'paragraphs';
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const fontSize = isSentenceMode ? 20 : 32;
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@@ -400,6 +451,9 @@ export function useBoard() {
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const startX = letterX - totalWidth / 2;
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let currentX = startX;
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// For words mode, calculate position of current character
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const isWordMode = gameMode === 'words';
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// Draw completed characters in green
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if (charIndex > 0) {
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ctx.fillStyle = "#00ff00";
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@@ -410,8 +464,13 @@ export function useBoard() {
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// Draw current character in yellow
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ctx.fillStyle = "#ffff00";
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ctx.fillText(fullText[charIndex], currentX, letter.y);
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currentX += ctx.measureText(fullText[charIndex]).width;
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const currentChar = fullText[charIndex];
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// Store position for ship tracking in words mode
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if (isWordMode) {
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letter.currentCharX = currentX + ctx.measureText(currentChar).width / 2;
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}
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ctx.fillText(currentChar, currentX, letter.y);
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currentX += ctx.measureText(currentChar).width;
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// Draw remaining characters in white
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if (charIndex + 1 < fullText.length) {
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