feat: add maxLevel to GameOptions with default of 25
- New option: maxLevel (defaults to 25)
- Once a player reaches maxLevel, levels no longer progress
- Prevents unlimited level scaling and FPS increases
- Example: useGame({ maxLevel: 10 })
This commit is contained in:
+4
-3
@@ -3,7 +3,8 @@ import "@vimazing/vim-snake/game.css";
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import { useKeyBindings } from "./useKeyBindings";
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function App() {
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const { containerRef, gameStatus, scoreManager, keyLog, score, level } = useGame({}, useKeyBindings);
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const gameManager = useGame({ startingLevel: 10 }, useKeyBindings);
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const { containerRef, gameStatus, scoreManager, score, level } = gameManager;
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const formatTime = (ms: number) => {
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const seconds = Math.floor(ms / 1000);
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@@ -15,7 +16,7 @@ function App() {
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return (
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<div className="relative mx-auto my-4 w-fit space-y-4">
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<h1 className="text-2xl font-bold text-center">VIMazing Snake</h1>
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<div className="flex gap-4 justify-center text-sm font-mono">
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<div className="px-3 py-1 bg-muted rounded">
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Time: {formatTime(scoreManager.timeValue)}
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@@ -37,7 +38,7 @@ function App() {
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</div>
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<div ref={containerRef} className="relative" />
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<div className="text-center text-sm text-muted-foreground">
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{gameStatus === "waiting" && <p>Press <kbd className="px-2 py-1 bg-muted rounded">space</kbd> to start</p>}
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{gameStatus === "started" && <p>Use <kbd className="px-2 py-1 bg-muted rounded">hjkl</kbd> to change direction • Press <kbd className="px-2 py-1 bg-muted rounded">q</kbd> to quit</p>}
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@@ -34,6 +34,7 @@ export type GameOptions = {
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timeLimit?: number;
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startingLevel?: number;
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foodsPerLevel?: number;
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maxLevel?: number;
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};
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// ============================================================================
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@@ -8,7 +8,7 @@ import { useKeyBindings, type UseKeyBindingsType } from "./useKeyBindings";
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import { useScore } from "../useScore";
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export function useGame(options?: GameOptions, platformHook?: unknown): GameManager {
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const { cols = 30, rows = 20, startingLevel, foodsPerLevel } = options ?? {};
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const { cols = 30, rows = 20, startingLevel, foodsPerLevel, maxLevel } = options ?? {};
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const boardManager = useBoard();
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const { containerRef, renderBoard } = boardManager;
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@@ -18,7 +18,7 @@ export function useGame(options?: GameOptions, platformHook?: unknown): GameMana
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const foodManager = useFood(cols, rows, boardManager);
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const gameManager = useGameStatus(boardManager, snakeManager, foodManager, { startingLevel, foodsPerLevel });
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const gameManager = useGameStatus(boardManager, snakeManager, foodManager, { startingLevel, foodsPerLevel, maxLevel });
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const { gameStatus, setGameStatus, startGame, quitGame, togglePause, score, level } = gameManager;
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useEffect(() => {
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@@ -7,6 +7,7 @@ import type { UseFoodType } from "../useGame/useFood";
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export type UseGameStatusParams = {
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startingLevel?: number;
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foodsPerLevel?: number;
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maxLevel?: number;
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};
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export function useGameStatus(
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@@ -17,6 +18,7 @@ export function useGameStatus(
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) {
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const startingLevel = params?.startingLevel ?? 1;
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const foodsPerLevel = params?.foodsPerLevel ?? 10;
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const maxLevel = params?.maxLevel ?? 25;
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const { containerRef } = boardManager;
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const { initSnake, clearSnake, snakeBodyRef } = snakeManager;
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const { spawnFood, clearFood } = foodManager;
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@@ -99,7 +101,7 @@ export function useGameStatus(
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const pointsToAdd = levelRef.current;
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// Update level OUTSIDE of setScore to avoid multiple triggers
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if (willLevelUp) {
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if (willLevelUp && levelRef.current < maxLevel) {
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const newLevel = levelRef.current + 1;
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levelRef.current = newLevel;
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setLevel(newLevel);
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