Files
vim-maze/src_old/useGame/usePlayer.ts
T
2025-10-17 03:07:07 +01:00

203 lines
6.5 KiB
TypeScript

import { useRef, useState, useCallback, useEffect } from "react";
import type { UseMazeType } from "./useMaze";
import type { GameStatus } from "./useGame";
export function usePlayer(mazeManager: UseMazeType) {
const { mazeRef, containerRef } = mazeManager;
const [playerPos, setPlayerPos] = useState<{ r: number; c: number } | null>(null);
// animation gate so we don't accept new motions mid-anim
const animatingRef = useRef(false);
// Helper: get the maze cell element by [r,c] via data attributes
const getCellEl = useCallback((r: number, c: number): HTMLElement | null => {
const container = containerRef.current;
if (!container) return null;
const mazeDiv = container.querySelector("#maze");
if (!mazeDiv) return null;
const selector = `.maze-row > div[data-r="${r}"][data-c="${c}"]`;
return mazeDiv.querySelector(selector) as HTMLElement | null;
}, [containerRef]);
// Visual: briefly highlight a visited cell
const leaveTrail = useCallback((r: number, c: number) => {
const el = getCellEl(r, c);
if (!el) return;
el.classList.add("trail");
setTimeout(() => el.classList.remove("trail"), 220);
}, [getCellEl]);
// Visual: flash an invalid move on the hero's current cell
const flashInvalid = useCallback(() => {
if (!playerPos) return;
const el = getCellEl(playerPos.r, playerPos.c);
if (!el) return;
el.classList.add("invalid-move");
setTimeout(() => el.classList.remove("invalid-move"), 180);
}, [playerPos, getCellEl]);
// Allow other modules (e.g., keybindings) to signal an invalid attempt
useEffect(() => {
const onInvalid = () => flashInvalid();
window.addEventListener("maze-invalid", onInvalid);
return () => window.removeEventListener("maze-invalid", onInvalid);
}, [flashInvalid]);
/**
* movePlayer — supports counted motions with an all-or-nothing rule.
* If steps > 1 and the path is valid, animates quickly (many steps per frame),
* then applies interactions (key/exit) on the final tile.
*/
const movePlayer = useCallback(
(
dr: number,
dc: number,
steps: number | undefined,
gameStatus: GameStatus,
setGameStatus: (s: GameStatus) => void
) => {
const m = mazeRef.current;
if (!playerPos || !m.length) return;
if (gameStatus !== "started" && gameStatus !== "hasKey") return;
if (animatingRef.current) return; // ignore input mid-animation
const n = Math.max(1, steps ?? 1);
// ----- Preflight: simulate n steps; abort if any step is invalid -----
const r0 = playerPos.r;
const c0 = playerPos.c;
let r = r0;
let c = c0;
let valid = true;
for (let i = 1; i <= n; i++) {
r += dr;
c += dc;
if (!m[r] || !m[r][c] || m[r][c].includes("wall")) {
valid = false;
break;
}
if (m[r][c].includes("exit") && gameStatus !== "hasKey") {
valid = false;
break;
}
}
if (!valid) {
flashInvalid(); // ❌ all-or-nothing: show feedback and do nothing
return;
}
// ----- Animated multi-step (RAF, fast: multiple steps per frame, short duration) -----
if (n > 1) {
animatingRef.current = true;
let i = 0;
let rNow = r0;
let cNow = c0;
let cancelled = false;
let rafId: number | null = null;
// Target total duration (tweak): snappy/fast
const TOTAL_MS = 64; // 48 or 32 for ultra-fast
const framesTarget = Math.max(1, Math.round(TOTAL_MS / 16)); // ~60fps frame estimate
const stepsPerFrame = Math.max(1, Math.ceil(n / framesTarget));
const cancel = () => {
cancelled = true;
if (rafId !== null) cancelAnimationFrame(rafId);
window.removeEventListener("keydown", onEsc);
animatingRef.current = false;
};
const onEsc = (ev: KeyboardEvent) => {
if (ev.key === "Escape") cancel();
};
window.addEventListener("keydown", onEsc);
const tick = () => {
if (cancelled) return;
// churn through multiple steps in one frame
let processed = 0;
while (processed < stepsPerFrame && i < n) {
i += 1;
rNow += dr;
cNow += dc;
leaveTrail(rNow, cNow); // visual only
processed += 1;
}
// move hero to the latest stepped cell once per frame
setPlayerPos({ r: rNow, c: cNow });
window.dispatchEvent(new CustomEvent("maze-logic-tick", { detail: { t: performance.now() } }));
if (i < n) {
rafId = requestAnimationFrame(tick);
} else {
// final-tile interactions
if (m[rNow][cNow].includes("key")) {
setGameStatus("hasKey");
m[rNow][cNow] = [];
const container = containerRef.current;
const mazeDiv = container?.querySelector("#maze");
const keyCell = mazeDiv?.querySelector<HTMLElement>(
`.maze-row > div[data-r="${rNow}"][data-c="${cNow}"]`
);
keyCell?.classList.remove("key");
}
if (m[rNow][cNow].includes("exit")) {
setGameStatus("game-won");
}
window.removeEventListener("keydown", onEsc);
animatingRef.current = false;
}
};
rafId = requestAnimationFrame(tick);
return;
}
// ----- Single-step (no animation) -----
const newR = r0 + dr;
const newC = c0 + dc;
if (!m[newR] || !m[newR][newC]) {
flashInvalid();
return;
}
if (m[newR][newC].includes("wall")) {
flashInvalid();
return;
}
if (m[newR][newC].includes("exit") && gameStatus !== "hasKey") {
flashInvalid();
return;
}
if (m[newR][newC].includes("key")) {
setGameStatus("hasKey");
m[newR][newC] = [];
const container = containerRef.current;
const mazeDiv = container?.querySelector("#maze");
const cell = mazeDiv?.querySelector<HTMLElement>(
`.maze-row > div[data-r="${newR}"][data-c="${newC}"]`
);
cell?.classList.remove("key");
}
if (m[newR][newC].includes("exit")) {
setGameStatus("game-won");
}
setPlayerPos({ r: newR, c: newC });
},
[playerPos, mazeRef, containerRef, flashInvalid, leaveTrail]
);
return {
playerPos,
setPlayerPos,
movePlayer,
};
}
export type UsePlayerType = ReturnType<typeof usePlayer>;