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 (
PLAYER {username}
SCORE {String(score).padStart(4, '0')}
{!running && (
PHONE CONTROLLER
{qrSrc ? ( QR code ) : (
generating…
)}
{!paired ? ( <>
▸ Scan the QR with your phone.
▸ Phone & laptop on same wifi.
▸ Controller will have a START button.
) : ( <>
✓ Controller linked.
Press START on your phone to begin.
)}
Room {roomId || '——'}
{controllerUrl && (
{controllerUrl}
)} {ipCandidates && ipCandidates.length > 1 && ( )}
— or use keyboard ↓
)}
● {paired ? 'CONTROLLER LINKED' : 'WAITING FOR CONTROLLER'} ROOM {roomId || '——'}
); } /* ---------- 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); } }