feat: implement startingLevel option and remove INITIAL_FPS constant

- Remove INITIAL_FPS constant entirely - no longer exists
- Add startingLevel to GameOptions (defaults to 1)
- FPS now equals currentLevel (1:1 ratio)
- Points per food always equals currentLevel
- Game can start at any level with appropriate speed/scoring
This commit is contained in:
2025-10-31 00:14:39 +00:00
parent 58622c64d1
commit 477bcdd9f3
3 changed files with 67 additions and 62 deletions
+1
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@@ -32,6 +32,7 @@ export type GameOptions = {
cols: number;
rows: number;
timeLimit?: number;
startingLevel?: number;
};
// ============================================================================
+3 -1
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@@ -10,6 +10,7 @@ import { useScore } from "../useScore";
export function useGame(optionsOrCols: GameOptions | number, rows?: number, platformHook?: unknown): GameManager {
// Support both old signature (cols, rows) and new signature (options)
let cols: number;
let startingLevel: number | undefined;
let actualPlatformHook = platformHook;
if (typeof optionsOrCols === 'object') {
@@ -17,6 +18,7 @@ export function useGame(optionsOrCols: GameOptions | number, rows?: number, plat
const options = optionsOrCols as GameOptions;
cols = options.cols;
rows = options.rows;
startingLevel = options.startingLevel;
actualPlatformHook = rows as unknown as typeof platformHook;
} else {
// Old signature: useGame(cols, rows, platformHook)
@@ -32,7 +34,7 @@ export function useGame(optionsOrCols: GameOptions | number, rows?: number, plat
const foodManager = useFood(cols, rows, boardManager);
const gameManager = useGameStatus(boardManager, snakeManager, foodManager);
const gameManager = useGameStatus(boardManager, snakeManager, foodManager, { startingLevel });
const { gameStatus, setGameStatus, startGame, quitGame, togglePause, score, level } = gameManager;
useEffect(() => {
+63 -61
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@@ -4,28 +4,32 @@ import type { UseBoardType } from "../useBoard";
import type { UseCursorType } from "../useCursor";
import type { UseFoodType } from "../useGame/useFood";
const INITIAL_FPS = 3;
const FOODS_PER_LEVEL = 2;
export type UseGameStatusParams = {
startingLevel?: number;
};
export function useGameStatus(
boardManager: UseBoardType,
snakeManager: UseCursorType,
foodManager: UseFoodType
foodManager: UseFoodType,
params?: UseGameStatusParams
) {
const startingLevel = params?.startingLevel ?? 1;
const { containerRef } = boardManager;
const { initSnake, clearSnake, snakeBodyRef } = snakeManager;
const { spawnFood, clearFood } = foodManager;
const [gameStatus, setGameStatus] = useState<GameStatus>("waiting");
const [score, setScore] = useState(0);
const [level, setLevel] = useState(1);
const [level, setLevel] = useState(startingLevel);
const [paused, setPaused] = useState(false);
const levelRef = useRef(1);
const levelRef = useRef(startingLevel);
const foodsEatenRef = useRef(0);
const gameLoopRef = useRef<number | null>(null);
const lastUpdateRef = useRef<number>(0);
const snakeManagerRef = useRef(snakeManager);
const foodManagerRef = useRef(foodManager);
const currentFpsRef = useRef(INITIAL_FPS);
snakeManagerRef.current = snakeManager;
foodManagerRef.current = foodManager;
@@ -34,10 +38,9 @@ export function useGameStatus(
initSnake();
spawnFood(snakeBodyRef.current, 3);
setScore(0);
setLevel(1);
levelRef.current = 1;
setLevel(startingLevel);
levelRef.current = startingLevel;
foodsEatenRef.current = 0;
currentFpsRef.current = INITIAL_FPS;
setGameStatus("started");
};
@@ -61,67 +64,66 @@ export function useGameStatus(
let shouldGrow = false;
lastUpdateRef.current = performance.now();
const gameLoop = (timestamp: number) => {
const msPerFrame = 1000 / currentFpsRef.current;
const elapsed = timestamp - lastUpdateRef.current;
const gameLoop = (timestamp: number) => {
const msPerFrame = 1000 / levelRef.current;
const elapsed = timestamp - lastUpdateRef.current;
if (elapsed >= msPerFrame) {
// Apply any buffered direction input BEFORE moving
snakeManagerRef.current.applyBufferedDirection();
if (elapsed >= msPerFrame) {
// Apply any buffered direction input BEFORE moving
snakeManagerRef.current.applyBufferedDirection();
const result = snakeManagerRef.current.moveSnake(shouldGrow);
const result = snakeManagerRef.current.moveSnake(shouldGrow);
shouldGrow = false;
shouldGrow = false;
if (result === "wall-collision" || result === "self-collision") {
const container = containerRef.current;
container?.querySelectorAll(".snake-head, .snake-body, .snake-tail").forEach((el: Element) => {
(el as HTMLElement).classList.add("collision");
});
setGameStatus("game-over");
return;
}
const head = snakeManagerRef.current.snakeBodyRef.current[0];
if (head && foodManagerRef.current.checkFoodCollision(head)) {
foodManagerRef.current.removeFood(head);
shouldGrow = true;
// Check BEFORE incrementing if we're about to level up
const willLevelUp = (foodsEatenRef.current + 1) >= FOODS_PER_LEVEL;
foodsEatenRef.current += 1;
// Save the current level BEFORE any changes
const pointsToAdd = levelRef.current;
// Update level OUTSIDE of setScore to avoid multiple triggers
if (willLevelUp) {
const newLevel = levelRef.current + 1;
levelRef.current = newLevel;
setLevel(newLevel);
currentFpsRef.current = INITIAL_FPS + (newLevel - 1);
foodsEatenRef.current = 0;
}
setScore((prev) => {
// Add points at CURRENT level
let newScore = prev + pointsToAdd;
foodManagerRef.current.spawnFood(
snakeManagerRef.current.snakeBodyRef.current,
1
);
return newScore;
if (result === "wall-collision" || result === "self-collision") {
const container = containerRef.current;
container?.querySelectorAll(".snake-head, .snake-body, .snake-tail").forEach((el: Element) => {
(el as HTMLElement).classList.add("collision");
});
setGameStatus("game-over");
return;
}
}
const head = snakeManagerRef.current.snakeBodyRef.current[0];
if (head && foodManagerRef.current.checkFoodCollision(head)) {
foodManagerRef.current.removeFood(head);
shouldGrow = true;
lastUpdateRef.current = timestamp;
}
// Check BEFORE incrementing if we're about to level up
const willLevelUp = (foodsEatenRef.current + 1) >= FOODS_PER_LEVEL;
gameLoopRef.current = requestAnimationFrame(gameLoop);
};
foodsEatenRef.current += 1;
// Save the current level BEFORE any changes
const pointsToAdd = levelRef.current;
// Update level OUTSIDE of setScore to avoid multiple triggers
if (willLevelUp) {
const newLevel = levelRef.current + 1;
levelRef.current = newLevel;
setLevel(newLevel);
foodsEatenRef.current = 0;
}
setScore((prev) => {
// Add points at CURRENT level
let newScore = prev + pointsToAdd;
foodManagerRef.current.spawnFood(
snakeManagerRef.current.snakeBodyRef.current,
1
);
return newScore;
});
}
lastUpdateRef.current = timestamp;
}
gameLoopRef.current = requestAnimationFrame(gameLoop);
};
gameLoopRef.current = requestAnimationFrame(gameLoop);