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Update pages/GameZen.tsx
Browse files- pages/GameZen.tsx +22 -7
pages/GameZen.tsx
CHANGED
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@@ -13,7 +13,7 @@ export const GameZen: React.FC = () => {
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const [isPlaying, setIsPlaying] = useState(false);
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const [gameState, setGameState] = useState<'IDLE' | 'PLAYING' | 'FINISHED'>('IDLE');
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const [timeLeft, setTimeLeft] = useState(2400); // Seconds
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const [currentVolume, setCurrentVolume] = useState(0);
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const [isFullscreen, setIsFullscreen] = useState(false);
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// Game Logic State
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@@ -50,6 +50,9 @@ export const GameZen: React.FC = () => {
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const sourceRef = useRef<MediaStreamAudioSourceNode | null>(null);
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const reqRef = useRef<number>(0);
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// Sync Refs
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useEffect(() => { isPlayingRef.current = isPlaying; }, [isPlaying]);
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useEffect(() => { gameStateRef.current = gameState; }, [gameState]);
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@@ -139,6 +142,7 @@ export const GameZen: React.FC = () => {
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setQuietSeconds(0);
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setTotalSeconds(0);
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setScore(100);
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await startAudio();
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setIsPlaying(true);
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@@ -170,14 +174,25 @@ export const GameZen: React.FC = () => {
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if (analyserRef.current && dataArrayRef.current) {
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analyserRef.current.getByteFrequencyData(dataArrayRef.current as any);
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const avg = dataArrayRef.current.reduce((a,b)=>a+b) / dataArrayRef.current.length;
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const
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//
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if (delta > 0) {
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setTotalSeconds(prev => prev + delta);
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// Count as quiet only if below threshold (Levels 1 & 2)
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if (
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setQuietSeconds(prev => prev + delta);
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}
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}
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@@ -196,7 +211,7 @@ export const GameZen: React.FC = () => {
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// Score Calculation
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const calculatedScore = totalSeconds > 0 ? Math.round((quietSeconds / totalSeconds) * 100) : 100;
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// Determine Current State (4 Levels)
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const getZenState = () => {
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if (currentVolume < threshold * 0.5) return 'DEEP';
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if (currentVolume < threshold) return 'FOCUSED';
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const [isPlaying, setIsPlaying] = useState(false);
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const [gameState, setGameState] = useState<'IDLE' | 'PLAYING' | 'FINISHED'>('IDLE');
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const [timeLeft, setTimeLeft] = useState(2400); // Seconds
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const [currentVolume, setCurrentVolume] = useState(0); // This is now the SMOOTHED volume
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const [isFullscreen, setIsFullscreen] = useState(false);
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// Game Logic State
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const sourceRef = useRef<MediaStreamAudioSourceNode | null>(null);
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const reqRef = useRef<number>(0);
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// Logic Refs for Smoothing
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const smoothedVolRef = useRef(0);
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// Sync Refs
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useEffect(() => { isPlayingRef.current = isPlaying; }, [isPlaying]);
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useEffect(() => { gameStateRef.current = gameState; }, [gameState]);
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setQuietSeconds(0);
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setTotalSeconds(0);
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setScore(100);
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smoothedVolRef.current = 0; // Reset smooth vol
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await startAudio();
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setIsPlaying(true);
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if (analyserRef.current && dataArrayRef.current) {
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analyserRef.current.getByteFrequencyData(dataArrayRef.current as any);
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const avg = dataArrayRef.current.reduce((a,b)=>a+b) / dataArrayRef.current.length;
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const rawVol = Math.min(100, Math.floor(avg / 2));
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// --- SMOOTHING ALGORITHM (Fast Attack, Slow Decay) ---
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// If getting louder, react fast (0.2). If getting quieter, react slow (0.05).
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// This prevents flickering at the threshold.
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const smoothingFactor = rawVol > smoothedVolRef.current ? 0.2 : 0.05;
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smoothedVolRef.current = smoothedVolRef.current + (rawVol - smoothedVolRef.current) * smoothingFactor;
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// Ensure strictly non-negative
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if (smoothedVolRef.current < 0) smoothedVolRef.current = 0;
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const displayVol = Math.round(smoothedVolRef.current);
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setCurrentVolume(displayVol);
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// Game Logic uses SMOOTHED volume for stability
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if (delta > 0) {
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setTotalSeconds(prev => prev + delta);
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// Count as quiet only if below threshold (Levels 1 & 2)
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if (displayVol < threshold) {
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setQuietSeconds(prev => prev + delta);
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}
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}
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// Score Calculation
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const calculatedScore = totalSeconds > 0 ? Math.round((quietSeconds / totalSeconds) * 100) : 100;
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// Determine Current State (4 Levels) based on SMOOTHED volume
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const getZenState = () => {
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if (currentVolume < threshold * 0.5) return 'DEEP';
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if (currentVolume < threshold) return 'FOCUSED';
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