fix: speed calculated based by user monitor hz

This commit is contained in:
Pc
2025-12-30 20:41:01 +01:00
parent 933c34a67e
commit b423cb8f1f
2 changed files with 94 additions and 99 deletions

View File

@@ -1,7 +1,7 @@
import React, { useState, useEffect, useRef, useCallback } from 'react';
import { ArrowLeft, Trophy, Sparkles } from 'lucide-react';
// --- MODEL KOTA (bez zmian) ---
// --- MODEL KOTA ---
interface DetailedKittyProps { isGameOver: boolean; }
const DetailedKitty: React.FC<DetailedKittyProps> = ({ isGameOver }) => {
const mainColor = isGameOver ? '#cbd5e1' : '#f472b6';
@@ -32,16 +32,13 @@ const DetailedKitty: React.FC<DetailedKittyProps> = ({ isGameOver }) => {
);
};
// --- KONFIGURACJA STABILNA ---
const FPS_LIMIT = 60;
const FRAME_MIN_TIME = 1000 / FPS_LIMIT; // ok. 16.67ms
// --- KONFIGURACJA NIEZALEŻNA OD FPS (Wartości na sekundę) ---
const GAP_SIZE = 180;
const PIPE_WIDTH = 70;
const PIPE_SPEED = 180;
const PIPE_SPAWN_RATE = 2.0;
const GRAVITY = 1200;
const FLAP_STRENGTH = -380;
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;
export const FlappyCat: React.FC<{ onBack: () => void }> = ({ onBack }) => {
@@ -63,17 +60,17 @@ export const FlappyCat: React.FC<{ onBack: () => void }> = ({ onBack }) => {
const scoreRef = useRef(0);
const requestRef = useRef<number>(0);
const lastTimeRef = useRef<number>(0);
const lastFrameTimestampRef = useRef<number>(0); // Do pilnowania FPS
const spawnTimerRef = useRef<number>(0);
const endGame = useCallback(() => {
setGameOver(true);
setIsPlaying(false);
if (scoreRef.current > highScore) {
const currentHS = parseInt(localStorage.getItem('flappyKittyHighScore') || '0', 10);
if (scoreRef.current > currentHS) {
setHighScore(scoreRef.current);
localStorage.setItem('flappyKittyHighScore', scoreRef.current.toString());
}
}, [highScore]);
}, []);
const startGame = useCallback(() => {
setIsPlaying(true);
@@ -84,10 +81,10 @@ export const FlappyCat: React.FC<{ onBack: () => void }> = ({ onBack }) => {
velocityRef.current = 0;
pipesRef.current = [];
spawnTimerRef.current = 0;
lastTimeRef.current = performance.now();
lastFrameTimestampRef.current = performance.now();
lastTimeRef.current = performance.now(); // Inicjalizacja czasu
setDisplayKittyY(150);
setDisplayPipes([]);
setRotation(0);
}, []);
const flap = useCallback(() => {
@@ -98,31 +95,28 @@ export const FlappyCat: React.FC<{ onBack: () => void }> = ({ onBack }) => {
const update = (currentTime: number) => {
if (gameOver || !isPlaying) return;
// --- MECHANIZM FPS CAP ---
const elapsedSinceLastFrame = currentTime - lastFrameTimestampRef.current;
// Jeśli klatka przyszła za szybko (np. na monitorze 144Hz), pomijamy update
if (elapsedSinceLastFrame < FRAME_MIN_TIME) {
requestRef.current = requestAnimationFrame(update);
return;
}
// Obliczamy dt na podstawie rzeczywistego czasu, który upłynął
// --- DYNAMICZNY DELTA TIME ---
// Obliczamy ile sekund upłynęło od ostatniej klatki (np. 0.0069s dla 144Hz)
const dt = (currentTime - lastTimeRef.current) / 1000;
lastTimeRef.current = currentTime;
lastFrameTimestampRef.current = currentTime; // Aktualizujemy znacznik klatki
// Zabezpieczenie przed ogromnym skokiem fizyki przy lagu
const frameTime = Math.min(dt, 0.1);
// Fizyka grawitacji
velocityRef.current += GRAVITY * frameTime;
kittyYRef.current += velocityRef.current * frameTime;
setRotation(Math.min(Math.max(velocityRef.current * 0.12, -20), 70));
if (kittyYRef.current > CANVAS_HEIGHT - 40 || kittyYRef.current < -40) {
// Płynna rotacja zależna od prędkości pionowej
setRotation(Math.min(Math.max(velocityRef.current * 0.12, -20), 80));
// Kolizja z sufitem/ziemią
if (kittyYRef.current > CANVAS_HEIGHT - 40 || kittyYRef.current < -50) {
endGame();
return;
}
// Spawn rur
spawnTimerRef.current += frameTime;
if (spawnTimerRef.current >= PIPE_SPAWN_RATE) {
const topHeight = Math.random() * (220 - 70) + 70;
@@ -130,26 +124,34 @@ export const FlappyCat: React.FC<{ onBack: () => void }> = ({ onBack }) => {
spawnTimerRef.current = 0;
}
// Ruch rur i kolizje
const updatedPipes = [];
for (const p of pipesRef.current) {
p.x -= PIPE_SPEED * frameTime;
if (p.x < 100 && p.x + PIPE_WIDTH > 50) {
// Hitbox (z małym marginesem dla kota)
if (p.x < 100 && p.x + PIPE_WIDTH > 55) {
if (kittyYRef.current < p.topHeight || kittyYRef.current > p.topHeight + GAP_SIZE - 45) {
endGame();
return;
}
}
// Punktacja
if (p.x < 50 && !p.passed) {
p.passed = true;
scoreRef.current += 1;
setScore(scoreRef.current);
}
if (p.x > -PIPE_WIDTH) updatedPipes.push(p);
}
pipesRef.current = updatedPipes;
// Update stanów do renderowania
setDisplayKittyY(kittyYRef.current);
setDisplayPipes([...pipesRef.current]);
requestRef.current = requestAnimationFrame(update);
};
@@ -171,13 +173,13 @@ export const FlappyCat: React.FC<{ onBack: () => void }> = ({ onBack }) => {
}, [isPlaying, gameOver, startGame, flap]);
return (
<div className="flex flex-col items-center justify-center min-h-[75vh] p-4 font-sans">
<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">
<ArrowLeft size={20} /> Back to Menu
</button>
<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 select-none"
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(); }}
>
<div className="absolute top-10 left-10 text-white/40"><Sparkles size={40} /></div>
@@ -188,7 +190,7 @@ export const FlappyCat: React.FC<{ onBack: () => void }> = ({ onBack }) => {
<div className="text-pink-300 text-sm flex items-center justify-end gap-1"><Trophy size={14} /> Record: {highScore}</div>
</div>
<div className="absolute left-10 z-20" style={{ top: `${displayKittyY}px`, transform: `rotate(${rotation}deg)`, transition: 'transform 0.1s linear' }}>
<div className="absolute left-10 z-20" style={{ top: `${displayKittyY}px`, transform: `rotate(${rotation}deg)`, transition: 'transform 0.08s linear' }}>
<DetailedKitty isGameOver={gameOver} />
</div>
@@ -216,6 +218,7 @@ export const FlappyCat: React.FC<{ onBack: () => void }> = ({ onBack }) => {
</div>
)}
</div>
<p className="mt-4 text-slate-400 text-sm font-bold uppercase tracking-widest">Physics: {lastTimeRef.current ? "Frame-Independent" : "Detecting..."}</p>
</div>
);
};

View File

@@ -1,7 +1,7 @@
import React, { useState, useEffect, useRef, useCallback } from 'react';
import { ArrowLeft, Trophy, Sparkles, Moon, Sun } from 'lucide-react';
// --- ZAAWANSOWANY MODEL KOTA (DetailedKitty) ---
// --- MODEL KOTA (Animacje CSS zostają, bo są czasowe, nie klatkowe) ---
interface DetailedKittyProps {
isJumping: boolean;
isNight: boolean;
@@ -15,13 +15,8 @@ const DetailedKitty: React.FC<DetailedKittyProps> = ({ isJumping, isNight, isGam
return (
<div className={`relative w-20 h-14 transition-all duration-200 ${isJumping ? '-rotate-6 scale-110' : ''}`}>
<div
className="absolute -left-4 top-4 w-8 h-3 rounded-full origin-right rotate-[-20deg]"
style={{
backgroundColor: mainColor,
animation: !isGameOver ? 'tail-wag 0.8s ease-in-out infinite' : 'none'
}}
/>
<div className="absolute -left-4 top-4 w-8 h-3 rounded-full origin-right rotate-[-20deg]"
style={{ backgroundColor: mainColor, animation: !isGameOver ? 'tail-wag 0.8s ease-in-out infinite' : 'none' }} />
<div className="absolute inset-0 rounded-[2rem] overflow-hidden shadow-sm" style={{ backgroundColor: mainColor }}>
<div className="absolute top-0 left-1/4 w-2 h-4 rounded-full opacity-30" style={{ backgroundColor: stripeColor }} />
<div className="absolute top-0 left-1/2 w-2 h-4 rounded-full opacity-30" style={{ backgroundColor: stripeColor }} />
@@ -41,27 +36,20 @@ const DetailedKitty: React.FC<DetailedKittyProps> = ({ isJumping, isNight, isGam
</div>
<div className="absolute top-8 left-1/2 -translate-x-1/2 w-2 h-1.5 bg-pink-400 rounded-full" />
</div>
{/* Łapki */}
<div className="absolute bottom-[-10px] left-4 w-3 h-6 rounded-full origin-top"
style={{
backgroundColor: mainColor,
animation: !isJumping && !isGameOver ? 'kitty-walk 0.2s infinite' : 'none',
transform: isJumping ? 'rotate(45deg)' : 'none'
}}>
style={{ backgroundColor: mainColor, animation: !isJumping && !isGameOver ? 'kitty-walk 0.2s infinite' : 'none', transform: isJumping ? 'rotate(45deg)' : 'none' }}>
<div className="absolute bottom-0 w-full h-2 bg-white rounded-full opacity-60" />
</div>
<div className="absolute bottom-[-10px] right-5 w-3 h-6 rounded-full origin-top"
style={{
backgroundColor: mainColor,
animation: !isJumping && !isGameOver ? 'kitty-walk-alt 0.2s infinite' : 'none',
transform: isJumping ? 'rotate(-45deg)' : 'none'
}}>
style={{ backgroundColor: mainColor, animation: !isJumping && !isGameOver ? 'kitty-walk-alt 0.2s infinite' : 'none', transform: isJumping ? 'rotate(-45deg)' : 'none' }}>
<div className="absolute bottom-0 w-full h-2 bg-white rounded-full opacity-60" />
</div>
</div>
);
};
// --- GŁÓWNY KOMPONENT GRY ---
// --- GŁÓWNY KOMPONENT Z DYNAMICZNYM DELTA TIME ---
export const KittyGame: React.FC<{ onBack: () => void }> = ({ onBack }) => {
const [isPlaying, setIsPlaying] = useState(false);
const [gameOver, setGameOver] = useState(false);
@@ -76,23 +64,19 @@ export const KittyGame: React.FC<{ onBack: () => void }> = ({ onBack }) => {
const isNight = Math.floor(score / 10) % 2 === 1;
// --- REF DO FPS I FIZYKI ---
// Referencje fizyczne
const kittyYRef = useRef(0);
const obstacleXRef = useRef(650);
const velocityRef = useRef(0);
const scoreRef = useRef(0);
const requestRef = useRef<number>(0);
const lastTimeRef = useRef<number>(0);
const lastFrameTimestampRef = useRef<number>(0);
// --- STAŁE ---
const TARGET_FPS = 60;
const FRAME_MIN_TIME = 1000 / TARGET_FPS; // ok. 16.67ms
const GRAVITY = 1800;
const JUMP_FORCE = -550;
const INITIAL_SPEED = 350;
const SPEED_INCREMENT = 15;
// STAŁE KONFIGURACYJNE (Wartości na sekundę - niezależne od Hz)
const GRAVITY = 1800; // Kot spadnie o 1800px w ciągu sekundy (jeśli nie ma prędkości początkowej)
const JUMP_FORCE = -550; // Prędkość startowa skoku
const INITIAL_SPEED = 380; // Prędkość przeszkody w px/s
const SPEED_INCREMENT = 12; // Przyspieszenie px/s na każdy punkt
const GROUND_Y = 0;
const endGame = useCallback(() => {
@@ -111,12 +95,12 @@ export const KittyGame: React.FC<{ onBack: () => void }> = ({ onBack }) => {
setScore(0);
scoreRef.current = 0;
kittyYRef.current = 0;
obstacleXRef.current = 650;
obstacleXRef.current = 700;
velocityRef.current = 0;
// Kluczowe: inicjalizacja czasu startu
lastTimeRef.current = performance.now();
lastFrameTimestampRef.current = performance.now();
setDisplayKittyY(0);
setDisplayObstacleX(650);
setDisplayObstacleX(700);
}, []);
const jump = useCallback(() => {
@@ -126,24 +110,18 @@ export const KittyGame: React.FC<{ onBack: () => void }> = ({ onBack }) => {
}, [gameOver, isPlaying]);
useEffect(() => {
const update = (time: number) => {
const update = (currentTime: number) => {
if (gameOver || !isPlaying) return;
// --- MECHANIZM FPS CAP ---
const elapsedSinceLastFrame = time - lastFrameTimestampRef.current;
if (elapsedSinceLastFrame < FRAME_MIN_TIME) {
requestRef.current = requestAnimationFrame(update);
return;
}
// Delta time (dt) w sekundach
const dt = (time - lastTimeRef.current) / 1000;
lastTimeRef.current = time;
lastFrameTimestampRef.current = time; // Aktualizujemy czas klatki
// --- OBLICZANIE DELTA TIME (Dynamiczna szybkość) ---
// dt to czas w sekundach, jaki upłynął od ostatniej klatki (np. 0.016 dla 60Hz, 0.007 dla 144Hz)
const dt = (currentTime - lastTimeRef.current) / 1000;
lastTimeRef.current = currentTime;
// Zabezpieczenie przed "skokiem" (np. gdy użytkownik zmieni kartę w przeglądarce)
const frameTime = Math.min(dt, 0.1);
// Fizyka kota
// Fizyka kota (jednostki * czas)
velocityRef.current += GRAVITY * frameTime;
kittyYRef.current -= velocityRef.current * frameTime;
@@ -152,24 +130,27 @@ export const KittyGame: React.FC<{ onBack: () => void }> = ({ onBack }) => {
velocityRef.current = 0;
}
// Ruch przeszkody
// Ruch przeszkody (prędkość * czas)
const currentSpeed = INITIAL_SPEED + (scoreRef.current * SPEED_INCREMENT);
obstacleXRef.current -= currentSpeed * frameTime;
if (obstacleXRef.current < -60) {
obstacleXRef.current = 700;
// Reset przeszkody
if (obstacleXRef.current < -80) {
obstacleXRef.current = 750;
scoreRef.current += 1;
setScore(scoreRef.current);
}
// Kolizja
if (obstacleXRef.current < 110 && obstacleXRef.current > 30 && kittyYRef.current < 45) {
// Kolizja (strefa trafienia dopasowana do czasu)
if (obstacleXRef.current < 100 && obstacleXRef.current > 20 && kittyYRef.current < 45) {
endGame();
return;
}
// Renderowanie wizualne
setDisplayKittyY(kittyYRef.current);
setDisplayObstacleX(obstacleXRef.current);
requestRef.current = requestAnimationFrame(update);
};
@@ -191,16 +172,17 @@ export const KittyGame: React.FC<{ onBack: () => void }> = ({ onBack }) => {
}, [isPlaying, gameOver, startGame, jump]);
return (
<div className="flex flex-col items-center justify-center min-h-[70vh] p-4 font-sans">
<div className="flex flex-col items-center justify-center min-h-[70vh] 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">
<ArrowLeft size={20} /> Back to Home
<ArrowLeft size={20} /> Back
</button>
<div
className={`relative w-full max-w-[650px] h-[320px] rounded-[3.5rem] shadow-2xl border-4 transition-colors duration-1000 overflow-hidden cursor-pointer select-none
className={`relative w-full max-w-[650px] h-[340px] rounded-[3.5rem] shadow-2xl border-4 transition-colors duration-1000 overflow-hidden cursor-pointer
${isNight ? 'bg-slate-950 border-indigo-500 shadow-indigo-500/20' : 'bg-white border-pink-100 shadow-pink-200/50'}`}
onClick={() => { if (!isPlaying || gameOver) startGame(); else jump(); }}
>
{/* Niebo */}
<div className={`absolute top-10 left-12 transition-all duration-1000 ${isNight ? 'translate-y-0 opacity-100' : '-translate-y-20 opacity-0'}`}>
<Moon className="text-indigo-200 fill-indigo-100" size={48} />
</div>
@@ -208,6 +190,7 @@ export const KittyGame: React.FC<{ onBack: () => void }> = ({ onBack }) => {
<Sun className="text-yellow-400 fill-yellow-200" size={48} />
</div>
{/* UI Score */}
<div className={`absolute top-6 right-8 text-right z-10 font-black transition-colors duration-1000 ${isNight ? 'text-indigo-100' : 'text-pink-500'}`}>
<div className="text-3xl tracking-tighter">Score: {score}</div>
<div className={`text-sm flex items-center justify-end gap-1 ${isNight ? 'text-indigo-400' : 'text-pink-300'}`}>
@@ -215,46 +198,55 @@ export const KittyGame: React.FC<{ onBack: () => void }> = ({ onBack }) => {
</div>
</div>
{/* KOTEK */}
<div className="absolute left-10" style={{ bottom: `${displayKittyY + 48}px` }}>
<DetailedKitty isJumping={displayKittyY > 2} isNight={isNight} isGameOver={gameOver} />
</div>
{/* PRZESZKODA */}
<div
className={`absolute bottom-12 w-12 h-12 rounded-full border-2 flex items-center justify-center animate-spin transition-colors duration-1000
${isNight ? 'bg-indigo-900 border-indigo-400' : 'bg-pink-200 border-pink-400'}`}
className={`absolute bottom-12 w-14 h-14 rounded-full border-2 flex items-center justify-center animate-spin transition-colors duration-1000
${isNight ? 'bg-indigo-900 border-indigo-400 shadow-[0_0_15px_rgba(129,140,248,0.3)]' : 'bg-pink-100 border-pink-300'}`}
style={{ left: `${displayObstacleX}px` }}
>
<div className={`w-8 h-1 border-t-2 rotate-45 ${isNight ? 'border-indigo-300' : 'border-pink-400'}`}></div>
<div className={`w-10 h-1.5 rounded-full ${isNight ? 'bg-indigo-300' : 'bg-pink-400'} rotate-45`} />
<div className={`absolute w-10 h-1.5 rounded-full ${isNight ? 'bg-indigo-300' : 'bg-pink-400'} -rotate-45`} />
</div>
{/* Ziemia */}
<div className={`absolute bottom-0 w-full h-12 border-t-4 transition-colors duration-1000 flex items-center justify-around
${isNight ? 'bg-slate-900 border-indigo-900 text-indigo-900' : 'bg-pink-50 border-pink-100 text-pink-200'}`}>
{[...Array(9)].map((_, i) => <span key={i} className="text-2xl">🐾</span>)}
${isNight ? 'bg-slate-900 border-indigo-900 text-indigo-950' : 'bg-pink-50 border-pink-100 text-pink-100'}`}>
{[...Array(10)].map((_, i) => <span key={i} className="text-2xl grayscale opacity-50">🐾</span>)}
</div>
{/* Ekrany start/stop */}
{!isPlaying && !gameOver && (
<div className="absolute inset-0 bg-white/20 backdrop-blur-[4px] flex items-center justify-center">
<div className="bg-white p-10 rounded-[3rem] shadow-2xl flex flex-col items-center border-4 border-pink-100">
<Sparkles className="text-yellow-400 mb-2 animate-bounce" size={40} />
<button className="bg-pink-500 text-white px-12 py-4 rounded-2xl font-black text-xl shadow-lg">
START GAME
<div className="absolute inset-0 bg-white/20 backdrop-blur-[4px] flex items-center justify-center z-20">
<div className="bg-white p-12 rounded-[3.5rem] shadow-2xl flex flex-col items-center border-4 border-pink-100 transform hover:scale-105 transition-transform">
<Sparkles className="text-yellow-400 mb-4 animate-pulse" size={50} />
<button className="bg-pink-500 text-white px-12 py-5 rounded-2xl font-black text-2xl shadow-lg hover:bg-pink-600 transition-colors">
START
</button>
<p className="mt-4 text-slate-400 font-bold text-sm uppercase tracking-widest">Click or Space</p>
</div>
</div>
)}
{gameOver && (
<div className={`absolute inset-0 backdrop-blur-md flex flex-col items-center justify-center text-center p-6 transition-colors duration-1000
<div className={`absolute inset-0 backdrop-blur-md flex flex-col items-center justify-center text-center p-6 z-30 transition-colors duration-1000
${isNight ? 'bg-slate-950/90' : 'bg-pink-50/90'}`}>
<h3 className={`text-5xl font-black mb-4 ${isNight ? 'text-white' : 'text-pink-600'}`}>Meow! 😿</h3>
<p className={`font-bold mb-8 text-2xl ${isNight ? 'text-indigo-300' : 'text-pink-400'}`}>Score: {score}</p>
<button className="bg-pink-500 text-white border-4 border-white px-12 py-4 rounded-2xl font-black text-xl hover:scale-105 transition-all shadow-xl">
<h3 className={`text-6xl font-black mb-4 ${isNight ? 'text-white' : 'text-pink-600'}`}>Oh No! 😿</h3>
<div className={`text-3xl font-bold mb-8 ${isNight ? 'text-indigo-300' : 'text-pink-400'}`}>Score: {score}</div>
<button className="bg-pink-500 text-white border-4 border-white px-14 py-5 rounded-2xl font-black text-2xl hover:scale-110 transition-all shadow-xl active:scale-95">
TRY AGAIN
</button>
</div>
)}
</div>
<p className="mt-4 text-slate-400 text-sm font-medium">Space / Click to Jump</p>
<div className="mt-6 flex gap-6 text-slate-300 font-bold uppercase text-xs tracking-[0.2em]">
<span>Speed: {Math.round(INITIAL_SPEED + score * SPEED_INCREMENT)} px/s</span>
<span>Physics: Delta-Time Based</span>
</div>
</div>
);
};