feat(phase1.1): create hook module structure with proper exports

- Create new hook modules: useBoard, useCursor, useGameStatus
- Move/copy hook implementations to their own directories
- Create index.ts files for clean module exports
- Update all imports to use new module locations
- Rename useSnake -> useCursor for Unified API alignment
- Rename useRenderer -> useBoard for clarity
- Update main src/index.ts to export from all hook modules
- All TypeScript builds successfully
- Example app remains functional
This commit is contained in:
2025-10-30 22:16:13 +00:00
parent 2b3a55df37
commit dcaa93ea08
9 changed files with 409 additions and 9 deletions
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export * from './useGameStatus';
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import { useState, useEffect, useRef } from "react";
import type { GameStatus } from "../types";
import type { UseBoardType } from "../useBoard";
import type { UseCursorType } from "../useCursor";
import type { UseFoodType } from "../useGame/useFood";
const INITIAL_FPS = 5;
const FOODS_PER_LEVEL = 2;
export function useGameStatus(
boardManager: UseBoardType,
snakeManager: UseCursorType,
foodManager: UseFoodType
) {
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 [paused, setPaused] = useState(false);
const levelRef = useRef(1);
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);
const collisionGracePeriodRef = useRef(false);
snakeManagerRef.current = snakeManager;
foodManagerRef.current = foodManager;
const startGame = () => {
initSnake();
spawnFood(snakeBodyRef.current, 3);
setScore(0);
setLevel(1);
levelRef.current = 1;
foodsEatenRef.current = 0;
currentFpsRef.current = INITIAL_FPS;
collisionGracePeriodRef.current = false;
setGameStatus("started");
};
const stopGame = () => {
if (gameLoopRef.current) {
cancelAnimationFrame(gameLoopRef.current);
gameLoopRef.current = null;
}
clearSnake();
clearFood();
setGameStatus("waiting");
const container = containerRef.current;
container?.querySelectorAll(".snake-head, .snake-body, .snake-tail, .collision").forEach((el: Element) => {
(el as HTMLElement).classList.remove("snake-head", "snake-body", "snake-tail", "collision");
});
};
useEffect(() => {
console.log("useGameStatus effect - gameStatus:", gameStatus);
if (gameStatus === "started") {
console.log("Starting game loop");
if (paused) return;
let shouldGrow = false;
lastUpdateRef.current = performance.now();
const gameLoop = (timestamp: number) => {
const msPerFrame = 1000 / currentFpsRef.current;
const elapsed = timestamp - lastUpdateRef.current;
if (elapsed >= msPerFrame) {
console.log("Game loop tick");
const result = snakeManagerRef.current.moveSnake(shouldGrow);
console.log("Move result:", result);
shouldGrow = false;
if (result === "wall-collision" || result === "self-collision") {
if (collisionGracePeriodRef.current) {
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;
} else {
collisionGracePeriodRef.current = true;
lastUpdateRef.current = timestamp;
gameLoopRef.current = requestAnimationFrame(gameLoop);
return;
}
}
collisionGracePeriodRef.current = false;
const head = snakeManagerRef.current.snakeBodyRef.current[0];
if (head && foodManagerRef.current.checkFoodCollision(head)) {
console.log("Food eaten!");
foodManagerRef.current.removeFood(head);
shouldGrow = true;
foodsEatenRef.current += 1;
setScore((prev) => {
let newScore = prev + levelRef.current;
console.log('newscore:', newScore, 'level:');
if (foodsEatenRef.current >= FOODS_PER_LEVEL) {
newScore--;
console.log('newScore after decrement:', newScore);
const newLevel = levelRef.current + 1;
levelRef.current = newLevel;
setLevel(newLevel);
currentFpsRef.current = INITIAL_FPS + (newLevel - 1);
console.log(`Level up! Level ${newLevel}, FPS: ${currentFpsRef.current}`);
foodsEatenRef.current = 0;
}
foodManagerRef.current.spawnFood(
snakeManagerRef.current.snakeBodyRef.current,
1
);
console.log('Final newScore to be set:', newScore);
return newScore;
});
}
lastUpdateRef.current = timestamp;
}
gameLoopRef.current = requestAnimationFrame(gameLoop);
};
gameLoopRef.current = requestAnimationFrame(gameLoop);
return () => {
console.log("Cleaning up game loop");
if (gameLoopRef.current) {
cancelAnimationFrame(gameLoopRef.current);
gameLoopRef.current = null;
}
};
}
}, [gameStatus, paused]);
useEffect(() => {
if (gameStatus === "game-over") {
if (gameLoopRef.current) {
cancelAnimationFrame(gameLoopRef.current);
gameLoopRef.current = null;
}
}
}, [gameStatus]);
return {
gameStatus,
setGameStatus,
startGame,
stopGame,
paused,
togglePause: () => setPaused(curr => !curr),
score,
level,
};
}
export type UseGameStatusType = ReturnType<typeof useGameStatus>;
export type { GameStatus } from "../types";