feat: implement pixel-based spaceship animation with 100ms movement duration
Refactor spaceship positioning from column-based to pixel-based coordinates with time-based interpolation, enabling smooth animation to letter positions in exactly 100ms regardless of distance. Fixes coordinate mismatch that prevented spaceship from moving to spawned letters.
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@@ -18,7 +18,7 @@ export const getGamePhase = (status: GameStatus): GamePhase =>
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// Game-Specific Types
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// ============================================================================
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export type PlayerPosition = { x: number }; // 0-9 for 10 columns
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export type PlayerPosition = { x: number }; // pixel position 0-800
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export type FallingLetter = {
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id: string;
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letter: string;
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@@ -36,9 +36,11 @@ export function useBoard() {
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ctx.fillStyle = "#000";
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ctx.fillRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);
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// Draw spaceship at player position
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const spaceshipX = (playerPosition.x / 10) * CANVAS_WIDTH + CANVAS_WIDTH / 20;
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// Draw spaceship at player position (already in pixels)
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const spaceshipX = playerPosition.x;
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const spaceshipY = SPACESHIP_Y;
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console.log('Rendering spaceship at X:', spaceshipX);
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// Spaceship body (triangle pointing up)
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ctx.fillStyle = "#00ff00";
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+54
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@@ -1,21 +1,27 @@
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import { useState } from "react";
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import type { PlayerPosition } from "../types";
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import { useRef } from "react";
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const BOARD_WIDTH = 10; // 10 columns
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const START_POSITION = 4; // Start at center (column 4-5)
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const CANVAS_WIDTH = 800;
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const START_PIXEL_X = CANVAS_WIDTH / 2; // Start at center (400px)
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const MOVEMENT_DURATION_MS = 100; // Time to reach target regardless of distance
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export function useCursor() {
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const [position, setPosition] = useState<PlayerPosition>({ x: START_POSITION });
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const pixelXRef = useRef<number>(START_PIXEL_X);
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const targetXRef = useRef<number>(START_PIXEL_X);
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const startXRef = useRef<number>(START_PIXEL_X);
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const movementStartTimeRef = useRef<number>(0);
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const moveLeft = (count: number = 1) => {
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setPosition(p => ({ x: Math.max(0, p.x - count) }));
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const newX = Math.max(0, pixelXRef.current - (count * 80));
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pixelXRef.current = newX;
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targetXRef.current = newX;
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};
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const moveRight = (count: number = 1) => {
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setPosition(p => ({ x: Math.min(BOARD_WIDTH - 1, p.x + count) }));
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const newX = Math.min(CANVAS_WIDTH, pixelXRef.current + (count * 80));
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pixelXRef.current = newX;
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targetXRef.current = newX;
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};
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// Typing game: hjkl only moves left/right, not up/down
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const moveUp = () => {
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// No vertical movement in typing game
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};
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@@ -25,11 +31,15 @@ export function useCursor() {
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};
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const moveToStart = () => {
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setPosition({ x: 0 });
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const newX = 0;
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pixelXRef.current = newX;
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targetXRef.current = newX;
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};
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const moveToEnd = () => {
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setPosition({ x: BOARD_WIDTH - 1 });
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const newX = CANVAS_WIDTH;
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pixelXRef.current = newX;
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targetXRef.current = newX;
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};
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const moveToTop = () => {
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@@ -44,8 +54,39 @@ export function useCursor() {
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// TODO: Implement repeat for typing game
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};
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const setTargetX = (pixelX: number) => {
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if (targetXRef.current !== pixelX) {
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startXRef.current = pixelXRef.current;
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targetXRef.current = pixelX;
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movementStartTimeRef.current = performance.now();
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}
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};
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const moveTowardTarget = (_deltaTime: number) => {
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const targetPixelX = targetXRef.current;
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const startPixelX = startXRef.current;
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const currentPixelX = pixelXRef.current;
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if (currentPixelX === targetPixelX) {
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return;
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}
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const elapsedTime = performance.now() - movementStartTimeRef.current;
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const progress = Math.min(elapsedTime / MOVEMENT_DURATION_MS, 1);
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const newX = startPixelX + (targetPixelX - startPixelX) * progress;
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pixelXRef.current = newX;
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console.log('moveTowardTarget:', { currentPixelX, targetPixelX, progress, newX });
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if (progress >= 1) {
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pixelXRef.current = targetPixelX;
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console.log('Reached target:', targetPixelX);
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}
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};
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return {
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position: () => position,
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position: () => ({ x: pixelXRef.current }),
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mode: () => 'normal' as const,
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moveLeft,
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moveRight,
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@@ -56,6 +97,8 @@ export function useCursor() {
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moveToTop,
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moveToBottom,
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repeatLastMotion,
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setTargetX,
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moveTowardTarget,
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};
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}
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+16
-6
@@ -1,4 +1,4 @@
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import { useState, useEffect, useCallback } from "react";
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import { useState, useEffect } from "react";
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import type { GameManager, GameOptions, KeyLogEntry } from "../types";
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import { useBoard } from "../useBoard";
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import { useCursor } from "../useCursor";
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@@ -15,14 +15,24 @@ export function useGame(
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const cursorManager = useCursor();
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// Wrap renderBoard to include player position
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const renderBoardWrapped = useCallback((letters: any = []) => {
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const renderBoardWrapped = (letters: any = []) => {
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boardManager.renderBoard(cursorManager.position(), letters);
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}, [boardManager, cursorManager]);
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};
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// Game loop tick handler
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const handleGameLoopTick = useCallback((_deltaTime: number, letters: any) => {
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const handleGameLoopTick = (deltaTime: number, letters: any) => {
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// If a letter just spawned, move ship to it
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if (letters.length > 0) {
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const letter = letters[0];
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console.log('Setting target to:', letter.x);
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cursorManager.setTargetX(letter.x);
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}
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// Move spaceship towards target
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cursorManager.moveTowardTarget(deltaTime);
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renderBoardWrapped(letters);
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}, [renderBoardWrapped]);
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};
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const gameStatusManager = useGameStatus(handleGameLoopTick);
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const scoreManager = useScore(gameStatusManager);
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@@ -30,7 +40,7 @@ export function useGame(
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// Initial render on mount
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useEffect(() => {
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renderBoardWrapped();
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}, [renderBoardWrapped]);
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}, []);
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const gameManager: GameManager = {
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containerRef: boardManager.containerRef,
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@@ -21,11 +21,12 @@ export function useGameStatus(onGameLoopTick?: (deltaTime: number, letters: Fall
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if (currentTime - lastSpawnRef.current > SPAWN_INTERVAL && lettersRef.current.length < MAX_ACTIVE_LETTERS) {
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const randomLetter = String.fromCharCode(65 + Math.floor(Math.random() * 26)); // A-Z
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const randomX = Math.random() * 800;
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const randomY = Math.random() * 150; // Between 0-150 (top half of screen)
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const newLetter: FallingLetter = {
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id: `${currentTime}-${randomX}`,
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letter: randomLetter,
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x: randomX,
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y: 0,
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y: randomY,
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};
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lettersRef.current.push(newLetter);
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lastSpawnRef.current = currentTime;
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