- Stop passing gameMode as dependency to useGameStatus initialization
- Create useGameStatus once with default 'letters' mode
- Add setGameMode method to update mode via ref without recreating hook
- Update gameMode via effect in useGame when it changes
- Fixes issue where switching to letters mode and starting game would reset to waiting
- Add GameMode type: 'letters' | 'words' | 'sentences' | 'paragraphs'
- Add gameMode option to GameOptions (defaults to 'letters')
- Create wordLists.ts with curated word lists for each mode
- Update FallingLetter type to track:
- fullText: complete word/sentence/paragraph
- charIndex: current character progress in word
- Modify word spawning to pick from mode-specific word list
- Update handleTypedLetter to support multi-character typed sequences:
- Track progress through word (charIndex)
- Advance to next character when correct
- Show complete word only when fully typed
- Enhanced canvas rendering with color-coded progress:
- Green: completed characters
- Yellow: current character being typed
- White: remaining characters
- Add mode selector buttons to example app
- Default to 'words' mode in example for testing
- Full TypeScript support for all modes
- Track score (starts at 0)
- +1 score and +1 correct for each correct character typed
- -1 score and +1 missed for each wrong character typed
- +1 deaths for each collision with ship
- Score resets when game starts
- All metrics exposed through ScoreManager
- Updated example app UI with colorful scoreboard showing:
- Time (gray)
- Score (neutral)
- Correct (green)
- Missed (yellow)
- Deaths (red)
- Keystrokes (neutral)
- Uses grid layout for organized metric display
- Score cannot go below 0 (clamped to minimum)
- Detect collisions when letters reach ship's Y position
- Both letter and ship explode with particle animations on collision
- Ship explosion displays expanding particles in yellow, orange, and red
- Letters explode with their existing animation system
- After collision, letters clear and new letter spawns automatically
- Game continues after collision (no game-over condition yet)
- Collision threshold tuned for reliable detection (30px from ship center)
- Added shipState tracking to GameStatusManager
- Ship position continuously synced during game loop
Implement core typing game mechanics with keyboard input handling. Correct
letters trigger explosion animation with radiating particles and spawn new
letter. Wrong letters flash red for immediate feedback. Add 50px margins on
both edges to prevent spaceship and letters from appearing at screen borders.
Replace simple geometric spaceship with detailed design featuring metallic
hull with 3D gradient effect, glowing cyan cockpit, extended wings with red
tips, animated engine glow, and triple exhaust flames. Remove debug console
logs from movement and rendering code.
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.
- Add MAX_ACTIVE_LETTERS constant set to 1
- Only spawn new letter if no letters are currently active
- Prepare for future game modes (word, sentence, paragraph)
- Change keybindings to use Escape instead of Q
- Letters spawn at random horizontal positions every 1 second
- Letters fall at 100px/second from top to bottom
- Random A-Z letters rendered in white monospace font
- Fix game loop to start properly when startGame called
- Remove letters that exit bottom of screen
- Replace DOM grid with HTML5 canvas (800x600)
- Draw spaceship as geometric shapes (triangle + window + flames)
- Green body, yellow window, orange flame trails
- Smooth pixel-based rendering instead of DOM elements
- Remove useMounted and manual renderBoard call from example App
- Call renderBoard from useGame useEffect on initialization
- Follow vim-maze pattern for cleaner example app
- Create 10x20 game board grid with retro styling
- Render spaceship emoji at player position (bottom center)
- Implement cursor movement with hjkl (left/right only)
- Add moveToStart (0) and moveToEnd ($) anchor motions
- Re-render board when cursor position changes
- Board displays dark grid with highlighted player row
- Copy vim-snake structure stripped of game-specific logic
- Remove finalScore calculation (raw data only)
- Setup example app with keybinding state management
- Empty board renders and waits for game logic