- 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
150 lines
5.1 KiB
TypeScript
Executable File
150 lines
5.1 KiB
TypeScript
Executable File
import { useState, useRef, useCallback } from "react";
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import type { GameStatus, FallingLetter, ShipState } from "../types";
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const LETTER_SPEED = 100; // pixels per second
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const SPAWN_INTERVAL = 1000; // ms between letter spawns
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const MAX_ACTIVE_LETTERS = 1; // Only one letter on screen at a time
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const MARGIN_LEFT = 50; // Safe margin from left edge
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const MARGIN_RIGHT = 50; // Safe margin from right edge
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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) {
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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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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 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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// Game loop
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const gameLoop = useCallback((currentTime: number) => {
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const deltaTime = currentTime - lastFrameTimeRef.current;
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lastFrameTimeRef.current = currentTime;
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// Spawn new letter if enough time has passed and no letters active
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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 spawnWidth = CANVAS_WIDTH - MARGIN_LEFT - MARGIN_RIGHT;
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const randomX = MARGIN_LEFT + Math.random() * spawnWidth;
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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: randomY,
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state: 'normal',
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};
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lettersRef.current.push(newLetter);
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lastSpawnRef.current = currentTime;
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}
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// Update letter positions
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lettersRef.current.forEach(letter => {
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letter.y += (LETTER_SPEED * deltaTime) / 1000;
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});
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// Check for collisions with ship
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lettersRef.current.forEach(letter => {
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if (letter.state === 'normal') {
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const letterY = letter.y;
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const distanceFromShip = Math.abs(letterY - SPACESHIP_Y);
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const horizontalDistance = Math.abs(letter.x - playerXRef.current);
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if (distanceFromShip < COLLISION_THRESHOLD && horizontalDistance < 30) {
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// Collision detected
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letter.state = 'exploding';
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letter.stateStartTime = currentTime;
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setShipState('exploding');
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setShipExplosionTime(performance.now());
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// Clear letters and reset spawn timer after explosion animation
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setTimeout(() => {
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lettersRef.current = [];
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lastSpawnRef.current = performance.now();
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setShipState('normal');
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}, 300);
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}
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}
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});
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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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// Call tick callback if provided
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if (onGameLoopTickRef.current) {
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onGameLoopTickRef.current(deltaTime, lettersRef.current);
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}
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// Continue loop
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gameLoopRef.current = requestAnimationFrame(gameLoop);
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}, []);
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const startGame = useCallback(() => {
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lastFrameTimeRef.current = performance.now();
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lastSpawnRef.current = performance.now();
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lettersRef.current = [];
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setGameStatus("started");
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gameLoopRef.current = requestAnimationFrame(gameLoop);
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}, [gameLoop]);
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const quitGame = useCallback(() => {
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setGameStatus("waiting");
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if (gameLoopRef.current !== null) {
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cancelAnimationFrame(gameLoopRef.current);
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gameLoopRef.current = null;
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}
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}, []);
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const handleTypedLetter = useCallback((typedLetter: string) => {
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if (lettersRef.current.length === 0) return;
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const currentLetter = lettersRef.current[0];
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if (typedLetter.toUpperCase() === currentLetter.letter) {
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currentLetter.state = 'exploding';
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currentLetter.stateStartTime = performance.now();
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setTimeout(() => {
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lettersRef.current = [];
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lastSpawnRef.current = 0;
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}, 300);
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} else {
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currentLetter.state = 'wrong';
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currentLetter.stateStartTime = performance.now();
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setTimeout(() => {
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if (currentLetter.state === 'wrong') {
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currentLetter.state = 'normal';
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}
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}, 200);
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}
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}, []);
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const updatePlayerX = useCallback((x: number) => {
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playerXRef.current = x;
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}, []);
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const setGameLoopCallback = useCallback((callback: (deltaTime: number, letters: FallingLetter[]) => void) => {
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onGameLoopTickRef.current = callback;
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}, []);
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return {
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gameStatus,
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setGameStatus,
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startGame,
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quitGame,
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handleTypedLetter,
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shipState,
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shipExplosionTime,
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updatePlayerX,
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setGameLoopCallback,
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};
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}
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export type UseGameStatusType = ReturnType<typeof useGameStatus>;
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