- Set lineOpacity to 1.0 (full brightness) for all lines
- Remove opacity reduction based on line position
- Fix transition opacity recalculation that was dimming text
- Text now maintains full shine and vibrancy on all lines
- Add keyboard handler for character input in useGame
- Character validation and typing now handled at module level
- platformHook focuses only on lifecycle: Space (start/restart), Escape (quit)
- Game module self-contained for core typing logic
- Track sentenceIndex and paragraphIndex for sequential selection
- Sentences and paragraphs now appear in order, cycling through the list
- Letters and words remain randomized as before
- Add calculateLineCount() to determine optimal lines based on text length (2-6 lines)
- Add getPerspectiveFactors() for appropriate perspective scaling per line count
- Replace hardcoded 6-line paragraphs with dynamic line calculation in both rendering and game logic
- Fix line break detection in useGameStatus to match rendering calculations exactly
- Extend keybindings to support all special characters: apostrophe, hyphen, colon, semicolon, quotes, parentheses, slash, ampersand, and digits
- Integrate greatFallsParagraphs content as wordList in paragraph mode
- Fix vertical centering to scale properly for variable line counts
- Add GameOptions with gameMode, downwardSpeed, boardDimensions, and wordList
- Platform now controls ALL game behavior through options
- changeGameMode now accepts full GameOptions instead of just mode
- downwardSpeed as single px/s value applies to any mode
- wordList is mode-agnostic, platform provides what they need
- All options are fully optional with sensible defaults
- Update example app to use new options API
- Ship explosion now renders correctly when text reaches spaceship
- Pass shipState and shipExplosionTime through game loop callback for immediate updates
- Use refs for ship state to ensure real-time updates in rendering pipeline
- Remove debug console logging
- Ship explosion effect now displays all particles, fragments, and flash animations
- Fixed ship state check to use parameter directly instead of ref
- Properly handle explosion time fallback when undefined
- Ship explosion now correctly renders when collision occurs
- Ship now breaks into fragments that fly apart on explosion
- Added bright central flash that fades out
- Ship wings rotate and fly off in different directions
- Cockpit fragment flies upward while shrinking
- Added debris particles and sparks with physics
- Smoke trail effect appears after initial explosion
- Extended animation to 500ms for more dramatic effect
- Multiple layers: flash, fragments, debris, sparks, and smoke
- Implemented line-by-line explosions for paragraph mode
- Lines explode when completed and remaining lines grow/shift down smoothly
- Fixed death detection: now properly calculates text bottom position for each mode
- Death triggers when bottom of text (not center) reaches top of spaceship
- Works correctly for words, sentences, and paragraphs (multi-line modes)
- Fixed paragraph display: first typed line now correctly appears at bottom, matching the Star Wars text crawl effect
- Removed red text flash when typing incorrectly - only red laser effect remains for visual feedback
- Adjusted perspective factors to properly scale lines from bottom (largest) to top (smallest)
- Clean up: removed all 'wrong' state handling from both rendering and game logic
- 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
- Ship now moves to center of each character as you type
- Calculate and store X position of current character during rendering
- Ship smoothly tracks typing progress across both lines
- Handles line transitions seamlessly
- Creates engaging targeting effect as ship 'shoots' each letter
- Implement two-line layout with Star Wars perspective (top line 80% size)
- Add smooth line transition animation when first line completes
- First line explodes independently, second line grows and moves down
- Fix space handling at line breaks (space included in first line)
- Ship stays centered for sentences mode
- Support punctuation input (commas, periods, exclamation, question marks)
- Reduce font size to 20px for better readability
- Set falling speed to 25 pixels/second for sentences
- Reduce font size from 32px to 20px for sentences/paragraphs mode
- Add breakTextIntoLines helper to split sentences naturally at spaces
- Render sentences across two lines with proper color progression
- Add space character to allowed input regex
- Ensure ship moves to and stays at center (400px) during sentence mode
- Remove width constraint to allow full text centering calculation
- Always call moveTowardTarget to smoothly center the ship
- Remove unused MAX_TEXT_WIDTH constant
- Set sentence fall speed to 25 pixels/second
- Replace sentences with longer, realistic ones including commas and punctuation
- Sentences always render centered on screen (80% max width constraint)
- Ship stays centered during sentence mode (no horizontal movement)
- Add punctuation support (. , ! ?) to keyboard input
- Disable auto-tracking for sentence/paragraph modes
- Remove quitGame() call from changeGameMode to allow continuous play
- Game now transitions between modes without stopping
- Add test case in example App to auto-switch from letters to words at score 10
- Change textAlign from 'center' to 'left' to avoid overlapping segments
- Manually calculate centering by subtracting textWidth/2 from X position
- Apply centering calculation to all letter states (normal, wrong, exploding)
- Words now display with correct letter spacing while scrolling
- 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
- 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