feat: games are no working on moblie devices

This commit is contained in:
Pc
2026-01-06 16:31:45 +01:00
parent 4d5f5d9605
commit 4468148acb
2 changed files with 294 additions and 148 deletions

View File

@@ -1,7 +1,7 @@
import React, { useState, useEffect, useRef, useCallback } from 'react';
import { ArrowLeft, Trophy, Sparkles } from 'lucide-react';
// --- MODEL KOTA ---
// --- MODEL KOTA (Wizualizacja) ---
interface DetailedKittyProps { isGameOver: boolean; }
const DetailedKitty: React.FC<DetailedKittyProps> = ({ isGameOver }) => {
const mainColor = isGameOver ? '#cbd5e1' : '#f472b6';
@@ -32,16 +32,20 @@ const DetailedKitty: React.FC<DetailedKittyProps> = ({ isGameOver }) => {
);
};
// --- KONFIGURACJA NIEZALEŻNA OD FPS (Wartości na sekundę) ---
const GAP_SIZE = 180;
// --- KONFIGURACJA GRY ---
const GAP_SIZE = 170; // Przerwa między rurami
const PIPE_WIDTH = 70;
const PIPE_SPEED = 200; // px/s
const PIPE_SPAWN_RATE = 1.8; // sekundy
const GRAVITY = 1400; // px/s^2
const FLAP_STRENGTH = -420; // px/s
const CANVAS_HEIGHT = 450;
const PIPE_SPEED = 220; // px/s
const PIPE_SPAWN_RATE = 1.6; // co ile sekund rura
const GRAVITY = 1400; // siła grawitacji
const FLAP_STRENGTH = -420; // siła skoku
// Logiczne wymiary gry (fizyka działa na tych wartościach, a ekran je tylko skaluje)
const GAME_HEIGHT = 450;
const GAME_WIDTH = 600;
export const FlappyCat: React.FC<{ onBack: () => void }> = ({ onBack }) => {
// --- STANY ---
const [isPlaying, setIsPlaying] = useState(false);
const [gameOver, setGameOver] = useState(false);
const [score, setScore] = useState(0);
@@ -50,10 +54,13 @@ export const FlappyCat: React.FC<{ onBack: () => void }> = ({ onBack }) => {
return saved ? parseInt(saved, 10) : 0;
});
// Stany do renderowania
const [displayKittyY, setDisplayKittyY] = useState(150);
const [displayPipes, setDisplayPipes] = useState<{ x: number; topHeight: number; id: number }[]>([]);
const [rotation, setRotation] = useState(0);
const [scale, setScale] = useState(1); // Skala RWD
// --- REFS (FIZYKA) ---
const kittyYRef = useRef(150);
const velocityRef = useRef(0);
const pipesRef = useRef<{ x: number; topHeight: number; id: number; passed?: boolean }[]>([]);
@@ -62,6 +69,26 @@ export const FlappyCat: React.FC<{ onBack: () => void }> = ({ onBack }) => {
const lastTimeRef = useRef<number>(0);
const spawnTimerRef = useRef<number>(0);
// --- RWD: Obliczanie skali ---
useEffect(() => {
const handleResize = () => {
const availableWidth = window.innerWidth - 32; // margines boczny
const availableHeight = window.innerHeight - 100; // miejsce na nagłówek
const scaleX = availableWidth / GAME_WIDTH;
const scaleY = availableHeight / GAME_HEIGHT;
// Dopasuj do ekranu, ale nie powiększaj powyżej 100% (żeby nie tracić jakości)
const newScale = Math.min(scaleX, scaleY, 1);
setScale(newScale);
};
window.addEventListener('resize', handleResize);
handleResize(); // Init
return () => window.removeEventListener('resize', handleResize);
}, []);
// --- LOGIKA GRY ---
const endGame = useCallback(() => {
setGameOver(true);
setIsPlaying(false);
@@ -81,7 +108,7 @@ export const FlappyCat: React.FC<{ onBack: () => void }> = ({ onBack }) => {
velocityRef.current = 0;
pipesRef.current = [];
spawnTimerRef.current = 0;
lastTimeRef.current = performance.now(); // Inicjalizacja czasu
lastTimeRef.current = performance.now();
setDisplayKittyY(150);
setDisplayPipes([]);
setRotation(0);
@@ -91,64 +118,87 @@ export const FlappyCat: React.FC<{ onBack: () => void }> = ({ onBack }) => {
if (isPlaying && !gameOver) velocityRef.current = FLAP_STRENGTH;
}, [isPlaying, gameOver]);
// --- OBSŁUGA INPUTU (NAPRAWIONA) ---
const handleAction = useCallback((e?: React.SyntheticEvent) => {
// WAŻNE: Nie używamy e.preventDefault() tutaj, bo to powoduje błąd w Chrome.
// Zamiast tego CSS 'touch-action: none' blokuje scrollowanie.
if (e) {
e.stopPropagation();
}
if (!isPlaying || gameOver) {
startGame();
} else {
flap();
}
}, [isPlaying, gameOver, startGame, flap]);
// --- PĘTLA GRY ---
useEffect(() => {
const update = (currentTime: number) => {
if (gameOver || !isPlaying) return;
// --- DYNAMICZNY DELTA TIME ---
// Obliczamy ile sekund upłynęło od ostatniej klatki (np. 0.0069s dla 144Hz)
// Delta time w sekundach
const dt = (currentTime - lastTimeRef.current) / 1000;
lastTimeRef.current = currentTime;
const frameTime = Math.min(dt, 0.1); // Limit laga
// Zabezpieczenie przed ogromnym skokiem fizyki przy lagu
const frameTime = Math.min(dt, 0.1);
// Fizyka grawitacji
// 1. Fizyka grawitacji
velocityRef.current += GRAVITY * frameTime;
kittyYRef.current += velocityRef.current * frameTime;
// Płynna rotacja zależna od prędkości pionowej
setRotation(Math.min(Math.max(velocityRef.current * 0.12, -20), 80));
// Rotacja
setRotation(Math.min(Math.max(velocityRef.current * 0.12, -25), 90));
// Kolizja z sufitem/ziemią
if (kittyYRef.current > CANVAS_HEIGHT - 40 || kittyYRef.current < -50) {
// Kolizja z sufitem/podłogą
if (kittyYRef.current > GAME_HEIGHT - 40 || kittyYRef.current < -50) {
endGame();
return;
}
// Spawn rur
// 2. Generowanie rur
spawnTimerRef.current += frameTime;
if (spawnTimerRef.current >= PIPE_SPAWN_RATE) {
const topHeight = Math.random() * (220 - 70) + 70;
pipesRef.current.push({ x: 650, topHeight, id: Date.now() });
const minPipe = 60;
const maxPipe = GAME_HEIGHT - GAP_SIZE - minPipe;
const topHeight = Math.random() * (maxPipe - minPipe) + minPipe;
pipesRef.current.push({ x: GAME_WIDTH + 50, topHeight, id: Date.now() });
spawnTimerRef.current = 0;
}
// Ruch rur i kolizje
// 3. Ruch rur i kolizje
const updatedPipes = [];
for (const p of pipesRef.current) {
p.x -= PIPE_SPEED * frameTime;
// Hitbox (z małym marginesem dla kota)
if (p.x < 100 && p.x + PIPE_WIDTH > 55) {
// Hitbox rury (marginesy dla łatwiejszej gry)
const hitXLeft = p.x + 5;
const hitXRight = p.x + PIPE_WIDTH - 5;
// Sprawdzenie czy kot jest w poziomie rury
if (hitXLeft < 100 && hitXRight > 55) {
// Sprawdzenie czy kot uderzył w górę lub dół
// (dodajemy marginesy bezpieczeństwa)
if (kittyYRef.current < p.topHeight || kittyYRef.current > p.topHeight + GAP_SIZE - 45) {
endGame();
return;
}
}
// Punktacja
// Naliczanie punktów
if (p.x < 50 && !p.passed) {
p.passed = true;
scoreRef.current += 1;
setScore(scoreRef.current);
}
if (p.x > -PIPE_WIDTH) updatedPipes.push(p);
// Usuwanie starych rur
if (p.x > -PIPE_WIDTH - 50) updatedPipes.push(p);
}
pipesRef.current = updatedPipes;
// Update stanów do renderowania
// 4. Renderowanie
setDisplayKittyY(kittyYRef.current);
setDisplayPipes([...pipesRef.current]);
@@ -161,64 +211,108 @@ export const FlappyCat: React.FC<{ onBack: () => void }> = ({ onBack }) => {
return () => cancelAnimationFrame(requestRef.current);
}, [isPlaying, gameOver, endGame]);
// Obsługa Spacji
useEffect(() => {
const handleKey = (e: KeyboardEvent) => {
if (e.code === 'Space') {
e.preventDefault();
if (!isPlaying || gameOver) startGame(); else flap();
e.preventDefault(); // Tu można bezpiecznie użyć preventDefault dla klawiatury
handleAction();
}
};
window.addEventListener('keydown', handleKey);
return () => window.removeEventListener('keydown', handleKey);
}, [isPlaying, gameOver, startGame, flap]);
}, [handleAction]);
return (
<div className="flex flex-col items-center justify-center min-h-[75vh] p-4 font-sans select-none">
<button onClick={onBack} className="mb-6 flex items-center gap-2 text-pink-500 font-bold hover:scale-105 transition-all outline-none">
<div className="flex flex-col items-center justify-start pt-4 sm:justify-center min-h-[80vh] w-full font-sans select-none overflow-hidden">
<button
onClick={onBack}
className="z-50 mb-4 flex items-center gap-2 text-pink-500 font-bold hover:scale-105 transition-all outline-none px-4 py-2 bg-white/50 rounded-full cursor-pointer"
>
<ArrowLeft size={20} /> Back to Menu
</button>
{/* WRAPPER SKALUJĄCY GRĘ */}
<div
className="relative w-full max-w-[600px] h-[450px] bg-sky-100 rounded-[3rem] shadow-2xl border-4 border-white overflow-hidden cursor-pointer"
onClick={() => { if (!isPlaying || gameOver) startGame(); else flap(); }}
style={{
width: GAME_WIDTH,
height: GAME_HEIGHT,
transform: `scale(${scale})`,
transformOrigin: 'top center',
touchAction: 'none' // KLUCZOWE DLA MOBILE: blokuje gesty przeglądarki
}}
className="relative shrink-0"
>
<div className="absolute top-10 left-10 text-white/40"><Sparkles size={40} /></div>
<div className="absolute top-40 right-20 text-white/30"><Sparkles size={60} /></div>
<div
className="relative w-full h-full bg-sky-100 rounded-[3rem] shadow-2xl border-4 border-white overflow-hidden cursor-pointer"
// KLUCZOWE: Używamy onPointerDown zamiast onTouchStart/onMouseDown
onPointerDown={handleAction}
>
{/* TŁO / DEKORACJE */}
<div className="absolute top-10 left-10 text-white/40"><Sparkles size={40} /></div>
<div className="absolute top-40 right-20 text-white/30"><Sparkles size={60} /></div>
<div className="absolute top-6 right-8 text-right z-30 font-black">
<div className="text-pink-500 text-4xl">Score: {score}</div>
<div className="text-pink-300 text-sm flex items-center justify-end gap-1"><Trophy size={14} /> Record: {highScore}</div>
</div>
{/* CHMURY (Ozdoba) */}
<div className="absolute bottom-10 left-10 w-24 h-8 bg-white/40 rounded-full" />
<div className="absolute top-20 left-1/2 w-32 h-10 bg-white/40 rounded-full" />
<div className="absolute left-10 z-20" style={{ top: `${displayKittyY}px`, transform: `rotate(${rotation}deg)`, transition: 'transform 0.08s linear' }}>
<DetailedKitty isGameOver={gameOver} />
</div>
{/* HUD */}
<div className="absolute top-6 right-8 text-right z-30 font-black pointer-events-none">
<div className="text-pink-500 text-4xl drop-shadow-sm">Score: {score}</div>
<div className="text-pink-300 text-sm flex items-center justify-end gap-1"><Trophy size={14} /> Record: {highScore}</div>
</div>
{displayPipes.map(p => (
<React.Fragment key={p.id}>
<div className="absolute bg-[#e5c29f] border-x-4 border-b-8 border-[#d4ac87] rounded-b-3xl" style={{ left: p.x, top: 0, width: PIPE_WIDTH, height: p.topHeight }} />
<div className="absolute bg-[#e5c29f] border-x-4 border-t-8 border-[#d4ac87] rounded-t-3xl" style={{ left: p.x, top: p.topHeight + GAP_SIZE, width: PIPE_WIDTH, height: CANVAS_HEIGHT - (p.topHeight + GAP_SIZE) }} />
</React.Fragment>
))}
{/* GRACZ (KOT) */}
<div className="absolute left-10 z-20 pointer-events-none" style={{ top: `${displayKittyY}px`, transform: `rotate(${rotation}deg)`, transition: 'transform 0.08s linear' }}>
<DetailedKitty isGameOver={gameOver} />
</div>
{!isPlaying && !gameOver && (
<div className="absolute inset-0 bg-white/40 backdrop-blur-sm flex items-center justify-center z-40">
<div className="bg-white p-10 rounded-[3rem] shadow-2xl text-center border-4 border-pink-100">
<p className="text-3xl font-black text-pink-500 mb-6">Flappy Cat 🎈</p>
<button className="bg-pink-500 text-white px-10 py-4 rounded-2xl font-black animate-bounce text-xl shadow-lg">START</button>
{/* RURY */}
{displayPipes.map(p => (
<React.Fragment key={p.id}>
{/* Górna rura */}
<div className="absolute bg-[#e5c29f] border-x-4 border-b-8 border-[#d4ac87] rounded-b-3xl pointer-events-none"
style={{ left: p.x, top: 0, width: PIPE_WIDTH, height: p.topHeight }} />
{/* Dolna rura */}
<div className="absolute bg-[#e5c29f] border-x-4 border-t-8 border-[#d4ac87] rounded-t-3xl pointer-events-none"
style={{ left: p.x, top: p.topHeight + GAP_SIZE, width: PIPE_WIDTH, height: GAME_HEIGHT - (p.topHeight + GAP_SIZE) }} />
</React.Fragment>
))}
{/* EKRAN STARTOWY */}
{!isPlaying && !gameOver && (
<div className="absolute inset-0 bg-white/40 backdrop-blur-sm flex items-center justify-center z-40">
<div className="bg-white p-10 rounded-[3rem] shadow-2xl text-center border-4 border-pink-100 mx-4 pointer-events-none">
<p className="text-3xl font-black text-pink-500 mb-6">Flappy Cat 🎈</p>
<p className="text-slate-400 mb-4 text-sm font-bold uppercase tracking-widest">Tap to Jump</p>
<div className="bg-pink-500 text-white px-10 py-4 rounded-2xl font-black animate-bounce text-xl shadow-lg inline-block">START</div>
</div>
</div>
</div>
)}
)}
{gameOver && (
<div className="absolute inset-0 bg-pink-50/90 backdrop-blur-md flex flex-col items-center justify-center z-40 text-center">
<h3 className="text-5xl font-black text-pink-600 mb-2">Oops! 😿</h3>
<p className="font-bold text-3xl text-pink-400 mb-8">Score: {score}</p>
<button className="bg-pink-500 text-white px-12 py-4 rounded-2xl font-black text-xl shadow-xl">TRY AGAIN</button>
</div>
)}
{/* GAME OVER */}
{gameOver && (
<div className="absolute inset-0 bg-pink-50/90 backdrop-blur-md flex flex-col items-center justify-center z-40 text-center">
<h3 className="text-5xl font-black text-pink-600 mb-2">Oops! 😿</h3>
<p className="font-bold text-3xl text-pink-400 mb-8">Score: {score}</p>
<button className="bg-pink-500 text-white px-12 py-4 rounded-2xl font-black text-xl shadow-xl hover:bg-pink-600 transition-colors pointer-events-auto"
onPointerDown={(e) => {
e.stopPropagation(); // Żeby kliknięcie w guzik nie podbiło kota w tle
startGame();
}}
>
TRY AGAIN
</button>
</div>
)}
</div>
</div>
<div className="mt-4 text-xs text-slate-400 sm:hidden">
Tap anywhere to jump
</div>
</div>
);
};