egg-catcher-api / src /Game.jsx
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import React from 'react';
import { api } from './api.js';
const GAME_W = 640;
const GAME_H = 380;
const CHAR_W = 64;
const CHAR_H = 40;
const EGG_R = 14;
const CHAR_TOP = GAME_H - 60;
const GROUND_Y = GAME_H - 22;
const ROUND_MS = 60_000;
const COW_W = 30;
const COW_H = 22;
const OMELET_TTL = 5500;
function postState(roomId, payload) {
if (!roomId) return;
fetch(api('/api/game/state'), {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ roomId, ...payload }),
}).catch(() => {});
}
export default function Game({ username, onGameOver, roomId, lanIp, ipCandidates, onSetLanIp }) {
const canvasRef = React.useRef(null);
const stageRef = React.useRef(null);
const [paired, setPaired] = React.useState(false);
const [running, setRunning] = React.useState(false);
const [score, setScore] = React.useState(0);
const [timeLeft, setTimeLeft] = React.useState(ROUND_MS);
const [isFs, setIsFs] = React.useState(false);
const stateRef = React.useRef({
keys: { left: false, right: false },
char: { x: GAME_W / 2 - CHAR_W / 2 },
eggs: [],
omelets: [],
cows: [],
nextCowMs: 2200,
clouds: [
{ x: 70, y: 44, w: 110, h: 38 },
{ x: 260, y: 30, w: 130, h: 44 },
{ x: 460, y: 50, w: 110, h: 38 },
],
lastSpawn: 0,
spawnGap: 1300,
fallSpeed: 1.4,
score: 0,
running: false,
elapsed: 0,
flash: 0,
timeLeft: ROUND_MS,
});
// SSE — receive controller events (left/right/start)
React.useEffect(() => {
if (!roomId) return;
const es = new EventSource(api(`/api/game/events/${roomId}`));
es.addEventListener('ready', (e) => {
try { setPaired(!!JSON.parse(e.data).paired); } catch {}
});
es.addEventListener('control', (e) => {
try {
const { action } = JSON.parse(e.data);
if (!paired) setPaired(true);
if (action === 'left:down') stateRef.current.keys.left = true;
else if (action === 'left:up') stateRef.current.keys.left = false;
else if (action === 'right:down') stateRef.current.keys.right = true;
else if (action === 'right:up') stateRef.current.keys.right = false;
else if (action === 'start') startRef.current?.();
} catch {}
});
es.onerror = () => {};
return () => es.close();
}, [roomId, paired]);
// Keyboard fallback
React.useEffect(() => {
const dn = (e) => {
if (e.key === 'ArrowLeft' || e.key === 'a') stateRef.current.keys.left = true;
if (e.key === 'ArrowRight' || e.key === 'd') stateRef.current.keys.right = true;
};
const up = (e) => {
if (e.key === 'ArrowLeft' || e.key === 'a') stateRef.current.keys.left = false;
if (e.key === 'ArrowRight' || e.key === 'd') stateRef.current.keys.right = false;
};
window.addEventListener('keydown', dn);
window.addEventListener('keyup', up);
return () => {
window.removeEventListener('keydown', dn);
window.removeEventListener('keyup', up);
};
}, []);
React.useEffect(() => {
postState(roomId, { score, running, timeLeft });
}, [roomId, score, running, timeLeft]);
React.useEffect(() => {
const onFsChange = () => setIsFs(!!document.fullscreenElement);
document.addEventListener('fullscreenchange', onFsChange);
setIsFs(!!document.fullscreenElement);
return () => document.removeEventListener('fullscreenchange', onFsChange);
}, []);
const endGameRef = React.useRef(null);
endGameRef.current = async () => {
const finalScore = stateRef.current.score;
stateRef.current.running = false;
setRunning(false);
try {
const res = await fetch(api('/api/score'), {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ username, score: finalScore }),
}).then((r) => r.json());
onGameOver({ score: finalScore, ...res });
} catch {
onGameOver({ score: finalScore, ok: false });
}
};
const startRef = React.useRef(null);
const start = React.useCallback(() => {
const s = stateRef.current;
if (s.running) return;
s.score = 0;
s.eggs = [];
s.omelets = [];
s.cows = [];
s.nextCowMs = 3000;
s.elapsed = 0;
s.lastSpawn = 0;
s.char.x = GAME_W / 2 - CHAR_W / 2;
s.timeLeft = ROUND_MS;
s.running = true;
setScore(0);
setTimeLeft(ROUND_MS);
setRunning(true);
}, []);
startRef.current = start;
// Main loop
React.useEffect(() => {
const cvs = canvasRef.current;
if (!cvs) return;
const ctx = cvs.getContext('2d');
let raf = 0;
let last = performance.now();
const tick = (now) => {
const dt = Math.min(48, now - last);
last = now;
const s = stateRef.current;
if (s.running) {
const speed = 4.4;
if (s.keys.left) s.char.x -= speed;
if (s.keys.right) s.char.x += speed;
s.char.x = Math.max(8, Math.min(GAME_W - CHAR_W - 8, s.char.x));
s.elapsed += dt;
s.timeLeft = Math.max(0, s.timeLeft - dt);
s.lastSpawn += dt;
s.spawnGap = Math.max(550, 1300 - s.elapsed * 0.04);
s.fallSpeed = Math.min(3.6, 1.4 + s.elapsed * 0.00012);
if (s.lastSpawn >= s.spawnGap) {
s.lastSpawn = 0;
const cloud = s.clouds[Math.floor(Math.random() * s.clouds.length)];
s.eggs.push({
x: cloud.x + Math.random() * (cloud.w - 10) + 5,
y: cloud.y + cloud.h - 4,
vy: s.fallSpeed,
});
}
for (const egg of s.eggs) egg.y += egg.vy * (dt / 16.67);
const remaining = [];
let scored = 0;
const left = s.char.x;
const right = s.char.x + CHAR_W;
const top = CHAR_TOP - 6;
const bottom = CHAR_TOP + CHAR_H;
for (const egg of s.eggs) {
const cx = Math.max(left, Math.min(egg.x, right));
const cy = Math.max(top, Math.min(egg.y, bottom));
const dx = egg.x - cx;
const dy = egg.y - cy;
if (dx * dx + dy * dy <= EGG_R * EGG_R) {
scored += 1;
continue;
}
if (egg.y >= GROUND_Y - 2) {
s.omelets.push({ x: egg.x, y: GROUND_Y + 2, ttl: OMELET_TTL });
continue;
}
remaining.push(egg);
}
s.eggs = remaining;
// omelets age out
const omRemain = [];
for (const o of s.omelets) {
o.ttl -= dt;
if (o.ttl > 0) omRemain.push(o);
}
s.omelets = omRemain;
// spawn cows occasionally when there are omelets to eat (or just for ambience)
s.nextCowMs -= dt;
if (s.nextCowMs <= 0 && s.cows.length < 2) {
const fromLeft = Math.random() < 0.5;
s.cows.push({
x: fromLeft ? -COW_W : GAME_W + COW_W,
dir: fromLeft ? 1 : -1,
speed: 0.55 + Math.random() * 0.35,
wobble: 0,
});
s.nextCowMs = 3500 + Math.random() * 4500;
}
// move cows + eat omelets they walk over
const cowRemain = [];
for (const cow of s.cows) {
cow.x += cow.dir * cow.speed * (dt / 16.67);
cow.wobble += dt;
// eat
const cowCenter = cow.x + COW_W / 2;
s.omelets = s.omelets.filter((o) => !(Math.abs(o.x - cowCenter) < 16));
if (cow.x > -COW_W - 4 && cow.x < GAME_W + COW_W + 4) cowRemain.push(cow);
}
s.cows = cowRemain;
if (scored > 0) {
s.score += scored * 10;
s.flash = 6;
setScore(s.score);
}
if (s.flash > 0) s.flash -= 1;
setTimeLeft(s.timeLeft);
if (s.timeLeft <= 0) endGameRef.current?.();
}
draw(ctx, s);
raf = requestAnimationFrame(tick);
};
raf = requestAnimationFrame(tick);
return () => cancelAnimationFrame(raf);
}, []);
const toggleFs = async () => {
try {
if (document.fullscreenElement) await document.exitFullscreen();
else if (stageRef.current?.requestFullscreen) await stageRef.current.requestFullscreen();
} catch {}
};
const controllerUrl = roomId
? (import.meta.env.PROD
? `${window.location.origin}/controller?room=${roomId}`
: lanIp ? `http://${lanIp}:5173/controller?room=${roomId}` : null)
: null;
const qrSrc = controllerUrl
? `https://api.qrserver.com/v1/create-qr-code/?size=240x240&margin=8&color=1A1530&bgcolor=FFF7F1&data=${encodeURIComponent(controllerUrl)}`
: null;
return (
<section className="game game--solo">
<div className={`game__stage ${isFs ? 'is-fs' : ''}`} ref={stageRef}>
<div className="game__hud">
<div className="game__hudCell">
<span className="game__hudLabel">PLAYER</span>
<span className="game__hudNum game__hudNum--sm">{username}</span>
</div>
<div className="game__hudCell">
<span className="game__hudLabel">SCORE</span>
<span className="game__hudNum">{String(score).padStart(4, '0')}</span>
</div>
<div className="game__hudCell game__hudCell--actions">
<button className="game__iconBtn game__iconBtn--alt" onClick={toggleFs} title="Toggle fullscreen">
{isFs ? '⤓ EXIT FS' : '⤢ FULLSCREEN'}
</button>
</div>
</div>
<div className="game__canvasWrap">
<canvas ref={canvasRef} width={GAME_W} height={GAME_H} className="game__canvas" />
{!running && (
<div className="game__popup">
<div className="game__popupInner">
<div className="game__popupHead">
<span className="game__qrDot" />
<span className="game__popupTitle">PHONE CONTROLLER</span>
</div>
<div className="game__popupBody">
<div className="game__popupQrBox">
{qrSrc ? (
<img src={qrSrc} alt="QR code" />
) : (
<div className="game__qrSkeleton">generating…</div>
)}
</div>
<div className="game__popupCopy">
{!paired ? (
<>
<div className="game__popupLine">▸ Scan the QR with your phone.</div>
<div className="game__popupLine">▸ Phone &amp; laptop on same wifi.</div>
<div className="game__popupLine">▸ Controller will have a START button.</div>
</>
) : (
<>
<div className="game__popupLine game__popupLine--ok">✓ Controller linked.</div>
<div className="game__popupLine">Press <strong>START</strong> on your phone to begin.</div>
</>
)}
<div className="game__popupRoom">
Room <strong>{roomId || '——'}</strong>
</div>
{controllerUrl && (
<div className="game__popupUrl"><code>{controllerUrl}</code></div>
)}
{ipCandidates && ipCandidates.length > 1 && (
<label className="game__ipPick">
<span>QR not opening? Try another adapter:</span>
<select value={lanIp || ''} onChange={(e) => onSetLanIp?.(e.target.value)}>
{ipCandidates.map((c) => (
<option key={c.address} value={c.address}>{c.address} — {c.name}</option>
))}
</select>
</label>
)}
</div>
</div>
<div className="game__popupFoot">
<span className="game__popupHint">— or use keyboard ↓</span>
<button className="btn btn--yellow" onClick={start}>
START WITH KEYBOARD ▸
</button>
</div>
</div>
</div>
)}
</div>
<div className="game__foot">
<span className={`game__pill ${paired ? 'is-on' : ''}`}>
● {paired ? 'CONTROLLER LINKED' : 'WAITING FOR CONTROLLER'}
</span>
<span className="game__pill game__pill--muted">ROOM {roomId || '——'}</span>
</div>
</div>
</section>
);
}
/* ---------- drawing ---------- */
function draw(ctx, s) {
const grad = ctx.createLinearGradient(0, 0, 0, GAME_H);
grad.addColorStop(0, '#cfe9ff');
grad.addColorStop(1, '#fde5b1');
ctx.fillStyle = grad;
ctx.fillRect(0, 0, GAME_W, GAME_H);
ctx.fillStyle = '#ffd86b';
pixelCircle(ctx, 580, 60, 22);
// grass
ctx.fillStyle = '#b8dca0';
ctx.fillRect(0, GROUND_Y, GAME_W, 22);
ctx.fillStyle = '#88b86c';
for (let x = 0; x < GAME_W; x += 18) ctx.fillRect(x, GROUND_Y, 8, 4);
for (const c of s.clouds) drawCloud(ctx, c);
for (const o of s.omelets) drawOmelet(ctx, o);
for (const cow of s.cows) drawCow(ctx, cow);
for (const e of s.eggs) drawEgg(ctx, e.x, e.y);
drawBasket(ctx, s.char.x, CHAR_TOP);
if (s.flash > 0) {
ctx.fillStyle = `rgba(255, 216, 107, ${s.flash * 0.06})`;
ctx.fillRect(0, 0, GAME_W, GAME_H);
}
drawTimeBar(ctx, s.timeLeft / ROUND_MS, s.running);
if (!s.running) {
ctx.fillStyle = 'rgba(26, 21, 48, 0.45)';
ctx.fillRect(0, 0, GAME_W, GAME_H);
}
}
function pixelCircle(ctx, cx, cy, r) {
for (let y = -r; y <= r; y += 2) {
const w = Math.floor(Math.sqrt(r * r - y * y));
ctx.fillRect(cx - w, cy + y, w * 2, 2);
}
}
function drawCloud(ctx, c) {
const { x, y, w, h } = c;
ctx.fillStyle = '#ffffff';
ctx.fillRect(x + 6, y, w - 12, h);
ctx.fillRect(x, y + 8, w, h - 16);
ctx.fillStyle = 'rgba(105, 116, 158, 0.35)';
ctx.fillRect(x + 6, y + h, w - 12, 4);
ctx.fillStyle = '#1a1530';
ctx.fillRect(x + Math.floor(w * 0.35), y + Math.floor(h * 0.45), 4, 4);
ctx.fillRect(x + Math.floor(w * 0.55), y + Math.floor(h * 0.45), 4, 4);
}
function drawEgg(ctx, cx, cy) {
ctx.fillStyle = 'rgba(26, 21, 48, 0.18)';
ctx.fillRect(cx - 8, cy + 12, 16, 3);
ctx.fillStyle = '#fff7f1';
ctx.fillRect(cx - 6, cy - 10, 12, 4);
ctx.fillRect(cx - 8, cy - 6, 16, 14);
ctx.fillRect(cx - 6, cy + 8, 12, 2);
ctx.fillStyle = '#ffd86b';
ctx.fillRect(cx + 1, cy - 2, 3, 3);
ctx.fillRect(cx - 4, cy + 2, 2, 2);
ctx.fillStyle = '#1a1530';
ctx.fillRect(cx - 6, cy - 11, 12, 1);
ctx.fillRect(cx - 6, cy + 9, 12, 1);
ctx.fillRect(cx - 9, cy - 6, 1, 14);
ctx.fillRect(cx + 8, cy - 6, 1, 14);
}
function drawOmelet(ctx, o) {
const { x, y, ttl } = o;
const fade = ttl < 1200 ? Math.max(0.35, ttl / 1200) : 1;
ctx.globalAlpha = fade;
// egg-white splash
ctx.fillStyle = '#fff7f1';
ctx.fillRect(x - 10, y - 2, 20, 4);
ctx.fillRect(x - 8, y - 4, 16, 2);
ctx.fillRect(x - 12, y, 24, 2);
// yolk
ctx.fillStyle = '#ffd86b';
ctx.fillRect(x - 4, y - 2, 8, 4);
ctx.fillRect(x - 3, y - 3, 6, 1);
ctx.fillStyle = '#f0bf3a';
ctx.fillRect(x - 2, y - 1, 4, 2);
// shell shards
ctx.fillStyle = '#fff7f1';
ctx.fillRect(x - 14, y + 1, 2, 2);
ctx.fillRect(x + 12, y - 1, 2, 2);
// outline
ctx.fillStyle = '#1a1530';
ctx.fillRect(x - 12, y - 1, 1, 3);
ctx.fillRect(x + 11, y - 1, 1, 3);
ctx.globalAlpha = 1;
}
function drawCow(ctx, cow) {
const { x, dir, wobble } = cow;
const bob = Math.floor(wobble / 120) % 2; // walk cycle
const y = GROUND_Y - COW_H + 6 + bob;
const flip = dir < 0;
ctx.save();
if (flip) {
ctx.translate(x + COW_W, 0);
ctx.scale(-1, 1);
} else {
ctx.translate(x, 0);
}
// body
ctx.fillStyle = '#fff7f1';
ctx.fillRect(4, y + 4, 22, 10);
ctx.fillRect(2, y + 6, 26, 6);
// spots
ctx.fillStyle = '#1a1530';
ctx.fillRect(7, y + 5, 4, 3);
ctx.fillRect(15, y + 8, 5, 3);
ctx.fillRect(20, y + 5, 3, 2);
// head
ctx.fillStyle = '#fff7f1';
ctx.fillRect(22, y + 2, 8, 8);
ctx.fillRect(24, y, 4, 2);
// muzzle
ctx.fillStyle = '#ffb79d';
ctx.fillRect(28, y + 6, 3, 3);
// eye
ctx.fillStyle = '#1a1530';
ctx.fillRect(26, y + 4, 1, 1);
// horns
ctx.fillStyle = '#1a1530';
ctx.fillRect(23, y - 1, 1, 2);
ctx.fillRect(27, y - 1, 1, 2);
// udder
ctx.fillStyle = '#ffb79d';
ctx.fillRect(10, y + 13, 4, 3);
// legs (alternate)
ctx.fillStyle = '#1a1530';
const legY = y + 14;
if (bob === 0) {
ctx.fillRect(5, legY, 2, 6);
ctx.fillRect(11, legY, 2, 4);
ctx.fillRect(17, legY, 2, 6);
ctx.fillRect(23, legY, 2, 4);
} else {
ctx.fillRect(5, legY, 2, 4);
ctx.fillRect(11, legY, 2, 6);
ctx.fillRect(17, legY, 2, 4);
ctx.fillRect(23, legY, 2, 6);
}
// tail
ctx.fillRect(2, y + 5, 1, 4);
// outline
ctx.fillStyle = '#1a1530';
ctx.fillRect(2, y + 6, 26, 1);
ctx.fillRect(2, y + 11, 26, 1);
ctx.fillRect(2, y + 6, 1, 6);
ctx.fillRect(27, y + 6, 1, 6);
ctx.fillRect(22, y + 2, 1, 8);
ctx.fillRect(30, y + 2, 1, 8);
ctx.fillRect(22, y + 1, 9, 1);
ctx.fillRect(22, y + 9, 9, 1);
ctx.restore();
}
function drawBasket(ctx, x, y) {
ctx.fillStyle = '#1a1530';
ctx.fillRect(x + 12, y - 14, CHAR_W - 24, 4);
ctx.fillRect(x + 8, y - 10, 4, 8);
ctx.fillRect(x + CHAR_W - 12, y - 10, 4, 8);
ctx.fillStyle = '#ff9573';
ctx.fillRect(x, y, CHAR_W, CHAR_H);
ctx.fillStyle = '#ffb79d';
ctx.fillRect(x + 4, y + 4, CHAR_W - 8, 6);
ctx.fillStyle = '#ff9573';
for (let i = 0; i < CHAR_W; i += 8) {
ctx.fillRect(x + i, y + 12, 4, 4);
ctx.fillRect(x + i + 4, y + 20, 4, 4);
ctx.fillRect(x + i, y + 28, 4, 4);
}
ctx.fillStyle = '#1a1530';
ctx.fillRect(x, y, CHAR_W, 2);
ctx.fillRect(x, y + CHAR_H - 2, CHAR_W, 2);
ctx.fillRect(x, y, 2, CHAR_H);
ctx.fillRect(x + CHAR_W - 2, y, 2, CHAR_H);
}
function drawTimeBar(ctx, ratio, running) {
const ax = 8;
const ay = 22;
const aw = 16;
const ah = GAME_H - 48;
const inner = 3;
const innerH = ah - inner * 2;
const fillH = Math.max(0, Math.min(innerH, Math.floor(innerH * ratio)));
// tube outline
ctx.fillStyle = '#1a1530';
ctx.fillRect(ax, ay, aw, ah);
ctx.fillStyle = '#fff7f1';
ctx.fillRect(ax + inner, ay + inner, aw - inner * 2, ah - inner * 2);
// water (bottom-anchored, drains downward as time decreases)
const waterColor = ratio > 0.4 ? '#5db7e8' : ratio > 0.18 ? '#ffd86b' : '#ff9573';
ctx.fillStyle = waterColor;
ctx.fillRect(ax + inner, ay + inner + (innerH - fillH), aw - inner * 2, fillH);
// water surface — simple pixel ripple
if (fillH > 2 && running) {
const surfaceY = ay + inner + (innerH - fillH);
ctx.fillStyle = '#1a1530';
ctx.fillRect(ax + inner, surfaceY, aw - inner * 2, 1);
ctx.fillStyle = '#ffffff';
const t = Math.floor(performance.now() / 200) % 2;
ctx.fillRect(ax + inner + (t ? 0 : 4), surfaceY + 1, 4, 1);
}
// tick marks every quarter
ctx.fillStyle = '#1a1530';
for (let i = 1; i < 4; i++) {
const ty = ay + inner + Math.floor((innerH * i) / 4);
ctx.fillRect(ax - 2, ty, 3, 1);
}
}