fix: games physics
This commit is contained in:
@@ -2,9 +2,14 @@
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import { ArrowLeft, Trophy, Sparkles } from 'lucide-react';
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import { DetailedKitty } from './DetailedKitty';
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const GAP_SIZE = 170; // Przerwa między drapakami
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// --- STAŁE KONFIGURACYJNE (Wartości na sekundę) ---
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const GAP_SIZE = 170;
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const PIPE_WIDTH = 70;
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const PIPE_SPAWN_RATE = 1500; // Nowy drapak co 1.5 sekundy
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const PIPE_SPEED = 250; // px/s
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const PIPE_SPAWN_RATE = 1.5; // Sekundy
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const GRAVITY = 1600; // px/s^2
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const FLAP_STRENGTH = -450; // px/s
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const CANVAS_HEIGHT = 450;
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export const FlappyCat: React.FC<{ onBack: () => void }> = ({ onBack }) => {
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const [isPlaying, setIsPlaying] = useState(false);
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@@ -15,20 +20,28 @@ export const FlappyCat: React.FC<{ onBack: () => void }> = ({ onBack }) => {
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return saved ? parseInt(saved, 10) : 0;
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});
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// Stany pozycji do renderowania
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const [displayKittyY, setDisplayKittyY] = useState(150);
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const [displayPipes, setDisplayPipes] = useState<{ x: number; topHeight: number; id: number }[]>([]);
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const [rotation, setRotation] = useState(0);
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// Referencje do fizyki (obliczenia poza Reactem dla płynności)
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// Referencje do fizyki i czasu
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const kittyYRef = useRef(150);
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const velocityRef = useRef(0);
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const pipesRef = useRef<{ x: number; topHeight: number; id: number }[]>([]);
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const pipesRef = useRef<{ x: number; topHeight: number; id: number; passed?: boolean }[]>([]);
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const scoreRef = useRef(0);
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const requestRef = useRef<number>(0);
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const lastTimeRef = useRef<number>(0);
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const spawnTimerRef = useRef<number>(0);
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const GRAVITY = 0.35;
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const JUMP_STRENGTH = -7;
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const endGame = useCallback(() => {
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setGameOver(true);
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setIsPlaying(false);
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const currentHS = parseInt(localStorage.getItem('flappyKittyHighScore') || '0', 10);
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if (scoreRef.current > currentHS) {
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setHighScore(scoreRef.current);
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localStorage.setItem('flappyKittyHighScore', scoreRef.current.toString());
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}
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}, []);
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const startGame = useCallback(() => {
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setIsPlaying(true);
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@@ -38,90 +51,92 @@ export const FlappyCat: React.FC<{ onBack: () => void }> = ({ onBack }) => {
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kittyYRef.current = 150;
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velocityRef.current = 0;
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pipesRef.current = [];
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spawnTimerRef.current = 0;
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lastTimeRef.current = performance.now();
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setDisplayKittyY(150);
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setDisplayPipes([]);
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}, []);
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const flap = useCallback(() => {
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if (isPlaying && !gameOver) {
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velocityRef.current = JUMP_STRENGTH;
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velocityRef.current = FLAP_STRENGTH;
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}
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}, [isPlaying, gameOver]);
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useEffect(() => {
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const update = () => {
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const update = (currentTime: number) => {
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if (gameOver || !isPlaying) return;
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// 1. Fizyka lotu
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velocityRef.current += GRAVITY;
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kittyYRef.current += velocityRef.current;
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// 1. Obliczanie Delta Time
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const dt = (currentTime - lastTimeRef.current) / 1000;
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lastTimeRef.current = currentTime;
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// Obrót kota zależnie od prędkości
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setRotation(Math.min(Math.max(velocityRef.current * 4, -20), 90));
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// Zabezpieczenie przed "skokami" przy lagach (max 100ms)
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const frameTime = Math.min(dt, 0.1);
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// 2. Kolizja z sufitem i podłogą
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if (kittyYRef.current > 380 || kittyYRef.current < -50) {
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// 2. Fizyka Kota
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velocityRef.current += GRAVITY * frameTime;
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kittyYRef.current += velocityRef.current * frameTime;
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// Wizualny obrót (od -20 stopni przy locie w górę do 90 przy spadaniu)
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const targetRotation = Math.min(Math.max(velocityRef.current * 0.15, -20), 90);
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setRotation(targetRotation);
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// 3. Kolizja z granicami ekranu
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if (kittyYRef.current > CANVAS_HEIGHT - 40 || kittyYRef.current < -20) {
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endGame();
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return;
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}
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// 3. Ruch drapaków (rur)
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pipesRef.current = pipesRef.current
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.map(p => ({ ...p, x: p.x - 4 })) // Prędkość rur
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.filter(p => p.x > -100);
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// 4. Zarządzanie Rurami (Spawning)
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spawnTimerRef.current += frameTime;
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if (spawnTimerRef.current >= PIPE_SPAWN_RATE) {
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const topHeight = Math.random() * (220 - 70) + 70;
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pipesRef.current.push({ x: 650, topHeight, id: Date.now() });
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spawnTimerRef.current = 0;
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}
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// 4. Wykrywanie kolizji z drapakami
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pipesRef.current.forEach(p => {
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// Kot jest na stałej pozycji X (ok. 50-100px)
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if (p.x < 110 && p.x + PIPE_WIDTH > 40) {
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// Sprawdzanie czy kot uderzył w górny lub dolny drapak
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if (kittyYRef.current < p.topHeight || kittyYRef.current > p.topHeight + GAP_SIZE - 40) {
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// 5. Ruch rur i Kolizje
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const updatedPipes = [];
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for (let p of pipesRef.current) {
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p.x -= PIPE_SPEED * frameTime;
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// Sprawdzanie kolizji
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// Kitty X jest stałe na ok. 50-90px. Kot ma szerokość ok. 40px w uproszczeniu kolizyjnym.
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if (p.x < 100 && p.x + PIPE_WIDTH > 50) {
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if (kittyYRef.current < p.topHeight || kittyYRef.current > p.topHeight + GAP_SIZE - 45) {
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endGame();
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return;
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}
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}
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// Dodawanie punktów
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if (p.x < 40 && !p.hasOwnProperty('passed')) {
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(p as any).passed = true;
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// Punktacja
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if (p.x < 50 && !p.passed) {
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p.passed = true;
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scoreRef.current += 1;
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setScore(scoreRef.current);
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}
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});
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// 5. Synchronizacja z widokiem
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// Usuwanie rur poza ekranem
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if (p.x > -PIPE_WIDTH) {
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updatedPipes.push(p);
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}
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}
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pipesRef.current = updatedPipes;
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// 6. Sync UI
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setDisplayKittyY(kittyYRef.current);
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setDisplayPipes([...pipesRef.current]);
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requestRef.current = requestAnimationFrame(update);
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};
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const endGame = () => {
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setGameOver(true);
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setIsPlaying(false);
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const currentHS = parseInt(localStorage.getItem('flappyKittyHighScore') || '0', 10);
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if (scoreRef.current > currentHS) {
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setHighScore(scoreRef.current);
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localStorage.setItem('flappyKittyHighScore', scoreRef.current.toString());
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}
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};
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if (isPlaying && !gameOver) {
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requestRef.current = requestAnimationFrame(update);
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}
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return () => cancelAnimationFrame(requestRef.current);
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}, [isPlaying, gameOver]);
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}, [isPlaying, gameOver, endGame]);
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// Generator nowych drapaków
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useEffect(() => {
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if (!isPlaying || gameOver) return;
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const interval = setInterval(() => {
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const topHeight = Math.random() * (220 - 50) + 50;
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pipesRef.current.push({ x: 650, topHeight, id: Date.now() });
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}, PIPE_SPAWN_RATE);
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return () => clearInterval(interval);
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}, [isPlaying, gameOver]);
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// Obsługa klawiszy
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useEffect(() => {
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const handleKey = (e: KeyboardEvent) => {
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if (e.code === 'Space') {
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@@ -134,65 +149,55 @@ export const FlappyCat: React.FC<{ onBack: () => void }> = ({ onBack }) => {
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}, [isPlaying, gameOver, startGame, flap]);
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return (
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<div className="flex flex-col items-center justify-center min-h-[75vh] p-4">
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<div className="flex flex-col items-center justify-center min-h-[75vh] p-4 font-sans">
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<button onClick={onBack} className="mb-6 flex items-center gap-2 text-pink-500 font-bold hover:scale-105 transition-all outline-none">
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<ArrowLeft size={20} /> Back to Menu
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</button>
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{/* OKNO GRY */}
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<div
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className="relative w-full max-w-[600px] h-[450px] bg-sky-100 rounded-[3rem] shadow-2xl border-4 border-white overflow-hidden cursor-pointer select-none"
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onClick={() => { if (!isPlaying || gameOver) startGame(); else flap(); }}
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>
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{/* Dekoracje tła */}
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<div className="absolute top-10 left-10 text-white/40"><Sparkles size={40} /></div>
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<div className="absolute top-40 right-20 text-white/30"><Sparkles size={60} /></div>
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{/* Punkty */}
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<div className="absolute top-6 right-8 text-right z-30 font-black">
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<div className="text-pink-500 text-4xl drop-shadow-sm">Score: {score}</div>
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<div className="text-pink-300 text-sm flex items-center justify-end gap-1"><Trophy size={14} /> Record: {highScore}</div>
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<div className="text-pink-300 text-sm flex items-center justify-end gap-1">
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<Trophy size={14} /> Record: {highScore}
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</div>
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</div>
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{/* KOTEK */}
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<div
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className="absolute left-10 z-20 transition-transform duration-75"
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className="absolute left-10 z-20"
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style={{
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top: `${displayKittyY}px`,
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transform: `rotate(${rotation}deg)`
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transform: `rotate(${rotation}deg)`,
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transition: 'transform 0.1s ease-out' // Lekkie wygładzenie obrotu
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}}
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>
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<DetailedKitty isJumping={true} isNight={false} isGameOver={gameOver} />
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</div>
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{/* DRAPAKI (Rury) */}
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{/* DRAPAKI */}
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{displayPipes.map(p => (
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<React.Fragment key={p.id}>
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{/* Górny Drapak */}
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<div
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className="absolute bg-[#e5c29f] border-x-4 border-b-8 border-[#d4ac87] rounded-b-3xl shadow-sm"
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style={{ left: p.x, top: 0, width: PIPE_WIDTH, height: p.topHeight }}
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>
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<div className="absolute bottom-4 w-full h-2 bg-white/20" />
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<div className="absolute bottom-8 w-full h-2 bg-white/20" />
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</div>
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{/* Dolny Drapak */}
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/>
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<div
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className="absolute bg-[#e5c29f] border-x-4 border-t-8 border-[#d4ac87] rounded-t-3xl shadow-sm"
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style={{ left: p.x, top: p.topHeight + GAP_SIZE, width: PIPE_WIDTH, height: 450 - (p.topHeight + GAP_SIZE) }}
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>
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<div className="absolute top-4 w-full h-2 bg-white/20" />
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<div className="absolute top-8 w-full h-2 bg-white/20" />
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</div>
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style={{ left: p.x, top: p.topHeight + GAP_SIZE, width: PIPE_WIDTH, height: CANVAS_HEIGHT - (p.topHeight + GAP_SIZE) }}
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/>
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</React.Fragment>
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))}
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{/* Ekran Startowy */}
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{/* Ekrany informacyjne */}
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{!isPlaying && !gameOver && (
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<div className="absolute inset-0 bg-white/40 backdrop-blur-sm flex items-center justify-center z-40">
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<div className="bg-white p-10 rounded-[3rem] shadow-2xl text-center border-4 border-pink-100 max-w-xs w-full">
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<p className="text-3xl font-black text-pink-500 mb-6 tracking-tighter">Flappy Cat 🎈</p>
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<button className="bg-pink-500 text-white px-10 py-4 rounded-2xl font-black animate-bounce shadow-lg shadow-pink-200 text-xl">
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<button className="bg-pink-500 text-white px-10 py-4 rounded-2xl font-black animate-bounce shadow-lg text-xl">
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MEOW TO FLY
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</button>
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<p className="text-pink-300 text-xs mt-4 font-bold uppercase">Click or Space</p>
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@@ -200,12 +205,11 @@ export const FlappyCat: React.FC<{ onBack: () => void }> = ({ onBack }) => {
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</div>
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)}
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{/* Ekran Koniec Gry */}
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{gameOver && (
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<div className="absolute inset-0 bg-pink-50/90 backdrop-blur-md flex flex-col items-center justify-center z-40">
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<h3 className="text-5xl font-black text-pink-600 mb-2">Oops! 😿</h3>
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<p className="font-bold text-3xl text-pink-400 mb-8">Score: {score}</p>
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<button className="bg-pink-500 text-white px-12 py-4 rounded-2xl font-black text-xl shadow-xl hover:scale-110 transition-all active:scale-95">
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<button className="bg-pink-500 text-white px-12 py-4 rounded-2xl font-black text-xl shadow-xl hover:scale-110 transition-all">
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TRY AGAIN
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</button>
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</div>
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