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 { useState, useRef } from "react";
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import type { GameStatus, FallingLetter, ShipState, GameMode } from "../types";
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import type { GameStatus, FallingLetter, ShipState, GameMode, Laser } from "../types";
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import { getRandomWord } from "../wordLists";
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const LETTER_SPEEDS: Record<GameMode, number> = {
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@@ -16,7 +16,7 @@ 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, gameMode: GameMode = 'letters') {
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export function useGameStatus(onGameLoopTick?: (deltaTime: number, letters: FallingLetter[], lasers: Laser[]) => void, gameMode: GameMode = 'letters') {
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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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@@ -27,6 +27,7 @@ export function useGameStatus(onGameLoopTick?: (deltaTime: number, letters: Fall
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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 lasersRef = useRef<Laser[]>([]);
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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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@@ -94,10 +95,15 @@ export function useGameStatus(onGameLoopTick?: (deltaTime: number, letters: Fall
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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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// Remove expired lasers
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lasersRef.current = lasersRef.current.filter(laser =>
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currentTime - laser.startTime < laser.duration
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);
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// Call tick callback if provided
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// Call tick callback if provided (now with lasers)
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if (onGameLoopTickRef.current) {
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onGameLoopTickRef.current(deltaTime, lettersRef.current);
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onGameLoopTickRef.current(deltaTime, lettersRef.current, lasersRef.current);
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}
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// Continue loop
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@@ -135,6 +141,23 @@ export function useGameStatus(onGameLoopTick?: (deltaTime: number, letters: Fall
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setScore(prev => prev + 1);
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setCorrect(prev => prev + 1);
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// Create a laser that hits the target (green laser)
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const targetX = currentLetter.currentCharX || currentLetter.x;
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const targetY = currentLetter.y;
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const hitLaser: Laser = {
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id: `laser-${performance.now()}`,
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startX: playerXRef.current,
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startY: SPACESHIP_Y - 20, // From ship's nose
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endX: targetX,
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endY: targetY,
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startTime: performance.now(),
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duration: 150, // Slightly faster for hits
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hit: true
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};
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lasersRef.current.push(hitLaser);
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const charIndex = (currentLetter.charIndex ?? 0) + 1;
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const fullText = currentLetter.fullText ?? currentLetter.letter;
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@@ -184,6 +207,26 @@ export function useGameStatus(onGameLoopTick?: (deltaTime: number, letters: Fall
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setScore(prev => Math.max(0, prev - 1));
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setMissed(prev => prev + 1);
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// Create a laser that misses (shoots left or right)
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const missDirection = Math.random() > 0.5 ? 1 : -1; // Random left or right
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const missOffset = 30 + Math.random() * 50; // 30-80 pixels off target
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const targetX = currentLetter.currentCharX || currentLetter.x;
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const targetY = currentLetter.y;
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const newLaser: Laser = {
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id: `laser-${performance.now()}`,
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startX: playerXRef.current,
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startY: SPACESHIP_Y - 20, // From ship's nose
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endX: targetX + (missOffset * missDirection),
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endY: targetY,
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startTime: performance.now(),
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duration: 200, // 200ms visibility
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hit: false
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};
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lasersRef.current.push(newLaser);
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setTimeout(() => {
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if (currentLetter.state === 'wrong') {
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currentLetter.state = 'normal';
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@@ -196,7 +239,7 @@ export function useGameStatus(onGameLoopTick?: (deltaTime: number, letters: Fall
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playerXRef.current = x;
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};
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const setGameLoopCallback = (callback: (deltaTime: number, letters: FallingLetter[]) => void) => {
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const setGameLoopCallback = (callback: (deltaTime: number, letters: FallingLetter[], lasers: Laser[]) => void) => {
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onGameLoopTickRef.current = callback;
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};
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