1 Commits

Author SHA1 Message Date
Pc
4468148acb feat: games are no working on moblie devices 2026-01-06 16:31:45 +01:00
2 changed files with 294 additions and 148 deletions

View File

@@ -1,7 +1,7 @@
import React, { useState, useEffect, useRef, useCallback } from 'react'; import React, { useState, useEffect, useRef, useCallback } from 'react';
import { ArrowLeft, Trophy, Sparkles } from 'lucide-react'; import { ArrowLeft, Trophy, Sparkles } from 'lucide-react';
// --- MODEL KOTA --- // --- MODEL KOTA (Wizualizacja) ---
interface DetailedKittyProps { isGameOver: boolean; } interface DetailedKittyProps { isGameOver: boolean; }
const DetailedKitty: React.FC<DetailedKittyProps> = ({ isGameOver }) => { const DetailedKitty: React.FC<DetailedKittyProps> = ({ isGameOver }) => {
const mainColor = isGameOver ? '#cbd5e1' : '#f472b6'; const mainColor = isGameOver ? '#cbd5e1' : '#f472b6';
@@ -32,16 +32,20 @@ const DetailedKitty: React.FC<DetailedKittyProps> = ({ isGameOver }) => {
); );
}; };
// --- KONFIGURACJA NIEZALEŻNA OD FPS (Wartości na sekundę) --- // --- KONFIGURACJA GRY ---
const GAP_SIZE = 180; const GAP_SIZE = 170; // Przerwa między rurami
const PIPE_WIDTH = 70; const PIPE_WIDTH = 70;
const PIPE_SPEED = 200; // px/s const PIPE_SPEED = 220; // px/s
const PIPE_SPAWN_RATE = 1.8; // sekundy const PIPE_SPAWN_RATE = 1.6; // co ile sekund rura
const GRAVITY = 1400; // px/s^2 const GRAVITY = 1400; // siła grawitacji
const FLAP_STRENGTH = -420; // px/s const FLAP_STRENGTH = -420; // siła skoku
const CANVAS_HEIGHT = 450;
// 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 }) => { export const FlappyCat: React.FC<{ onBack: () => void }> = ({ onBack }) => {
// --- STANY ---
const [isPlaying, setIsPlaying] = useState(false); const [isPlaying, setIsPlaying] = useState(false);
const [gameOver, setGameOver] = useState(false); const [gameOver, setGameOver] = useState(false);
const [score, setScore] = useState(0); const [score, setScore] = useState(0);
@@ -50,10 +54,13 @@ export const FlappyCat: React.FC<{ onBack: () => void }> = ({ onBack }) => {
return saved ? parseInt(saved, 10) : 0; return saved ? parseInt(saved, 10) : 0;
}); });
// Stany do renderowania
const [displayKittyY, setDisplayKittyY] = useState(150); const [displayKittyY, setDisplayKittyY] = useState(150);
const [displayPipes, setDisplayPipes] = useState<{ x: number; topHeight: number; id: number }[]>([]); const [displayPipes, setDisplayPipes] = useState<{ x: number; topHeight: number; id: number }[]>([]);
const [rotation, setRotation] = useState(0); const [rotation, setRotation] = useState(0);
const [scale, setScale] = useState(1); // Skala RWD
// --- REFS (FIZYKA) ---
const kittyYRef = useRef(150); const kittyYRef = useRef(150);
const velocityRef = useRef(0); const velocityRef = useRef(0);
const pipesRef = useRef<{ x: number; topHeight: number; id: number; passed?: boolean }[]>([]); 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 lastTimeRef = useRef<number>(0);
const spawnTimerRef = 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(() => { const endGame = useCallback(() => {
setGameOver(true); setGameOver(true);
setIsPlaying(false); setIsPlaying(false);
@@ -81,7 +108,7 @@ export const FlappyCat: React.FC<{ onBack: () => void }> = ({ onBack }) => {
velocityRef.current = 0; velocityRef.current = 0;
pipesRef.current = []; pipesRef.current = [];
spawnTimerRef.current = 0; spawnTimerRef.current = 0;
lastTimeRef.current = performance.now(); // Inicjalizacja czasu lastTimeRef.current = performance.now();
setDisplayKittyY(150); setDisplayKittyY(150);
setDisplayPipes([]); setDisplayPipes([]);
setRotation(0); setRotation(0);
@@ -91,64 +118,87 @@ export const FlappyCat: React.FC<{ onBack: () => void }> = ({ onBack }) => {
if (isPlaying && !gameOver) velocityRef.current = FLAP_STRENGTH; if (isPlaying && !gameOver) velocityRef.current = FLAP_STRENGTH;
}, [isPlaying, gameOver]); }, [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(() => { useEffect(() => {
const update = (currentTime: number) => { const update = (currentTime: number) => {
if (gameOver || !isPlaying) return; if (gameOver || !isPlaying) return;
// --- DYNAMICZNY DELTA TIME --- // Delta time w sekundach
// Obliczamy ile sekund upłynęło od ostatniej klatki (np. 0.0069s dla 144Hz)
const dt = (currentTime - lastTimeRef.current) / 1000; const dt = (currentTime - lastTimeRef.current) / 1000;
lastTimeRef.current = currentTime; lastTimeRef.current = currentTime;
const frameTime = Math.min(dt, 0.1); // Limit laga
// Zabezpieczenie przed ogromnym skokiem fizyki przy lagu // 1. Fizyka grawitacji
const frameTime = Math.min(dt, 0.1);
// Fizyka grawitacji
velocityRef.current += GRAVITY * frameTime; velocityRef.current += GRAVITY * frameTime;
kittyYRef.current += velocityRef.current * frameTime; kittyYRef.current += velocityRef.current * frameTime;
// Płynna rotacja zależna od prędkości pionowej // Rotacja
setRotation(Math.min(Math.max(velocityRef.current * 0.12, -20), 80)); setRotation(Math.min(Math.max(velocityRef.current * 0.12, -25), 90));
// Kolizja z sufitem/ziemią // Kolizja z sufitem/podłogą
if (kittyYRef.current > CANVAS_HEIGHT - 40 || kittyYRef.current < -50) { if (kittyYRef.current > GAME_HEIGHT - 40 || kittyYRef.current < -50) {
endGame(); endGame();
return; return;
} }
// Spawn rur // 2. Generowanie rur
spawnTimerRef.current += frameTime; spawnTimerRef.current += frameTime;
if (spawnTimerRef.current >= PIPE_SPAWN_RATE) { if (spawnTimerRef.current >= PIPE_SPAWN_RATE) {
const topHeight = Math.random() * (220 - 70) + 70; const minPipe = 60;
pipesRef.current.push({ x: 650, topHeight, id: Date.now() }); 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; spawnTimerRef.current = 0;
} }
// Ruch rur i kolizje // 3. Ruch rur i kolizje
const updatedPipes = []; const updatedPipes = [];
for (const p of pipesRef.current) { for (const p of pipesRef.current) {
p.x -= PIPE_SPEED * frameTime; p.x -= PIPE_SPEED * frameTime;
// Hitbox (z małym marginesem dla kota) // Hitbox rury (marginesy dla łatwiejszej gry)
if (p.x < 100 && p.x + PIPE_WIDTH > 55) { 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) { if (kittyYRef.current < p.topHeight || kittyYRef.current > p.topHeight + GAP_SIZE - 45) {
endGame(); endGame();
return; return;
} }
} }
// Punktacja // Naliczanie punktów
if (p.x < 50 && !p.passed) { if (p.x < 50 && !p.passed) {
p.passed = true; p.passed = true;
scoreRef.current += 1; scoreRef.current += 1;
setScore(scoreRef.current); 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; pipesRef.current = updatedPipes;
// Update stanów do renderowania // 4. Renderowanie
setDisplayKittyY(kittyYRef.current); setDisplayKittyY(kittyYRef.current);
setDisplayPipes([...pipesRef.current]); setDisplayPipes([...pipesRef.current]);
@@ -161,64 +211,108 @@ export const FlappyCat: React.FC<{ onBack: () => void }> = ({ onBack }) => {
return () => cancelAnimationFrame(requestRef.current); return () => cancelAnimationFrame(requestRef.current);
}, [isPlaying, gameOver, endGame]); }, [isPlaying, gameOver, endGame]);
// Obsługa Spacji
useEffect(() => { useEffect(() => {
const handleKey = (e: KeyboardEvent) => { const handleKey = (e: KeyboardEvent) => {
if (e.code === 'Space') { if (e.code === 'Space') {
e.preventDefault(); e.preventDefault(); // Tu można bezpiecznie użyć preventDefault dla klawiatury
if (!isPlaying || gameOver) startGame(); else flap(); handleAction();
} }
}; };
window.addEventListener('keydown', handleKey); window.addEventListener('keydown', handleKey);
return () => window.removeEventListener('keydown', handleKey); return () => window.removeEventListener('keydown', handleKey);
}, [isPlaying, gameOver, startGame, flap]); }, [handleAction]);
return ( return (
<div className="flex flex-col items-center justify-center min-h-[75vh] p-4 font-sans select-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="mb-6 flex items-center gap-2 text-pink-500 font-bold hover:scale-105 transition-all outline-none">
<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 <ArrowLeft size={20} /> Back to Menu
</button> </button>
{/* WRAPPER SKALUJĄCY GRĘ */}
<div <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" style={{
onClick={() => { if (!isPlaying || gameOver) startGame(); else flap(); }} width: GAME_WIDTH,
height: GAME_HEIGHT,
transform: `scale(${scale})`,
transformOrigin: 'top center',
touchAction: 'none' // KLUCZOWE DLA MOBILE: blokuje gesty przeglądarki
}}
className="relative shrink-0"
> >
<div
className="relative w-full h-full bg-sky-100 rounded-[3rem] shadow-2xl border-4 border-white overflow-hidden cursor-pointer"
// KLUCZOWE: Używamy onPointerDown zamiast onTouchStart/onMouseDown
onPointerDown={handleAction}
>
{/* TŁO / DEKORACJE */}
<div className="absolute top-10 left-10 text-white/40"><Sparkles size={40} /></div> <div className="absolute top-10 left-10 text-white/40"><Sparkles size={40} /></div>
<div className="absolute top-40 right-20 text-white/30"><Sparkles size={60} /></div> <div className="absolute top-40 right-20 text-white/30"><Sparkles size={60} /></div>
<div className="absolute top-6 right-8 text-right z-30 font-black"> {/* CHMURY (Ozdoba) */}
<div className="text-pink-500 text-4xl">Score: {score}</div> <div className="absolute bottom-10 left-10 w-24 h-8 bg-white/40 rounded-full" />
<div className="absolute top-20 left-1/2 w-32 h-10 bg-white/40 rounded-full" />
{/* HUD */}
<div className="absolute top-6 right-8 text-right z-30 font-black pointer-events-none">
<div className="text-pink-500 text-4xl drop-shadow-sm">Score: {score}</div>
<div className="text-pink-300 text-sm flex items-center justify-end gap-1"><Trophy size={14} /> Record: {highScore}</div> <div className="text-pink-300 text-sm flex items-center justify-end gap-1"><Trophy size={14} /> Record: {highScore}</div>
</div> </div>
<div className="absolute left-10 z-20" style={{ top: `${displayKittyY}px`, transform: `rotate(${rotation}deg)`, transition: 'transform 0.08s linear' }}> {/* GRACZ (KOT) */}
<div className="absolute left-10 z-20 pointer-events-none" style={{ top: `${displayKittyY}px`, transform: `rotate(${rotation}deg)`, transition: 'transform 0.08s linear' }}>
<DetailedKitty isGameOver={gameOver} /> <DetailedKitty isGameOver={gameOver} />
</div> </div>
{/* RURY */}
{displayPipes.map(p => ( {displayPipes.map(p => (
<React.Fragment key={p.id}> <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 }} /> {/* Górna rura */}
<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) }} /> <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> </React.Fragment>
))} ))}
{/* EKRAN STARTOWY */}
{!isPlaying && !gameOver && ( {!isPlaying && !gameOver && (
<div className="absolute inset-0 bg-white/40 backdrop-blur-sm flex items-center justify-center z-40"> <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"> <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-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> <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> </div>
)} )}
{/* GAME OVER */}
{gameOver && ( {gameOver && (
<div className="absolute inset-0 bg-pink-50/90 backdrop-blur-md flex flex-col items-center justify-center z-40 text-center"> <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> <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> <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> <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>
</div>
<div className="mt-4 text-xs text-slate-400 sm:hidden">
Tap anywhere to jump
</div>
</div> </div>
); );
}; };

View File

@@ -1,7 +1,7 @@
import React, { useState, useEffect, useRef, useCallback } from 'react'; import React, { useState, useEffect, useRef, useCallback } from 'react';
import { ArrowLeft, Trophy, Sparkles, Moon, Sun } from 'lucide-react'; import { ArrowLeft, Trophy, Sparkles, Moon, Sun } from 'lucide-react';
// --- MODEL KOTA (Animacje CSS zostają, bo są czasowe, nie klatkowe) --- // --- MODEL KOTA (Bez zmian) ---
interface DetailedKittyProps { interface DetailedKittyProps {
isJumping: boolean; isJumping: boolean;
isNight: boolean; isNight: boolean;
@@ -49,8 +49,13 @@ const DetailedKitty: React.FC<DetailedKittyProps> = ({ isJumping, isNight, isGam
); );
}; };
// --- GŁÓWNY KOMPONENT Z DYNAMICZNYM DELTA TIME --- // --- STAŁE WYMIARY LOGICZNE ---
const GAME_WIDTH = 650;
const GAME_HEIGHT = 340;
// --- GŁÓWNY KOMPONENT ---
export const KittyGame: React.FC<{ onBack: () => void }> = ({ onBack }) => { export const KittyGame: React.FC<{ onBack: () => void }> = ({ onBack }) => {
// Stany gry
const [isPlaying, setIsPlaying] = useState(false); const [isPlaying, setIsPlaying] = useState(false);
const [gameOver, setGameOver] = useState(false); const [gameOver, setGameOver] = useState(false);
const [score, setScore] = useState(0); const [score, setScore] = useState(0);
@@ -60,25 +65,46 @@ export const KittyGame: React.FC<{ onBack: () => void }> = ({ onBack }) => {
}); });
const [displayKittyY, setDisplayKittyY] = useState(0); const [displayKittyY, setDisplayKittyY] = useState(0);
const [displayObstacleX, setDisplayObstacleX] = useState(650); const [displayObstacleX, setDisplayObstacleX] = useState(GAME_WIDTH);
// RWD State: Skala
const [scale, setScale] = useState(1);
const isNight = Math.floor(score / 10) % 2 === 1; const isNight = Math.floor(score / 10) % 2 === 1;
// Referencje fizyczne // Referencje fizyczne
const kittyYRef = useRef(0); const kittyYRef = useRef(0);
const obstacleXRef = useRef(650); const obstacleXRef = useRef(GAME_WIDTH);
const velocityRef = useRef(0); const velocityRef = useRef(0);
const scoreRef = useRef(0); const scoreRef = useRef(0);
const requestRef = useRef<number>(0); const requestRef = useRef<number>(0);
const lastTimeRef = useRef<number>(0); const lastTimeRef = useRef<number>(0);
// STAŁE KONFIGURACYJNE (Wartości na sekundę - niezależne od Hz) // STAŁE KONFIGURACYJNE
const GRAVITY = 1800; // Kot spadnie o 1800px w ciągu sekundy (jeśli nie ma prędkości początkowej) const GRAVITY = 1800;
const JUMP_FORCE = -550; // Prędkość startowa skoku const JUMP_FORCE = -550;
const INITIAL_SPEED = 380; // Prędkość przeszkody w px/s const INITIAL_SPEED = 380;
const SPEED_INCREMENT = 12; // Przyspieszenie px/s na każdy punkt const SPEED_INCREMENT = 12;
const GROUND_Y = 0; const GROUND_Y = 0;
// --- RWD LOGIC ---
useEffect(() => {
const handleResize = () => {
const availableWidth = window.innerWidth - 32; // marginesy boczne
const availableHeight = window.innerHeight - 100; // miejsce na nagłówek
const scaleX = availableWidth / GAME_WIDTH;
const scaleY = availableHeight / GAME_HEIGHT;
// Skalujemy w dół jeśli ekran jest mały, ale max 1 (nie powiększamy na dużych ekranach)
setScale(Math.min(scaleX, scaleY, 1));
};
window.addEventListener('resize', handleResize);
handleResize();
return () => window.removeEventListener('resize', handleResize);
}, []);
const endGame = useCallback(() => { const endGame = useCallback(() => {
setGameOver(true); setGameOver(true);
setIsPlaying(false); setIsPlaying(false);
@@ -95,12 +121,11 @@ export const KittyGame: React.FC<{ onBack: () => void }> = ({ onBack }) => {
setScore(0); setScore(0);
scoreRef.current = 0; scoreRef.current = 0;
kittyYRef.current = 0; kittyYRef.current = 0;
obstacleXRef.current = 700; obstacleXRef.current = GAME_WIDTH + 50;
velocityRef.current = 0; velocityRef.current = 0;
// Kluczowe: inicjalizacja czasu startu
lastTimeRef.current = performance.now(); lastTimeRef.current = performance.now();
setDisplayKittyY(0); setDisplayKittyY(0);
setDisplayObstacleX(700); setDisplayObstacleX(GAME_WIDTH + 50);
}, []); }, []);
const jump = useCallback(() => { const jump = useCallback(() => {
@@ -109,19 +134,23 @@ export const KittyGame: React.FC<{ onBack: () => void }> = ({ onBack }) => {
} }
}, [gameOver, isPlaying]); }, [gameOver, isPlaying]);
// --- OBSŁUGA WEJŚCIA (Touch & Mouse) ---
const handleAction = useCallback((e?: React.SyntheticEvent) => {
// Nie używamy e.preventDefault() tutaj, bo CSS touch-action załatwia sprawę
if (e) e.stopPropagation();
if (!isPlaying || gameOver) startGame(); else jump();
}, [isPlaying, gameOver, startGame, jump]);
useEffect(() => { useEffect(() => {
const update = (currentTime: number) => { const update = (currentTime: number) => {
if (gameOver || !isPlaying) return; if (gameOver || !isPlaying) return;
// --- 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; const dt = (currentTime - lastTimeRef.current) / 1000;
lastTimeRef.current = currentTime; lastTimeRef.current = currentTime;
// Zabezpieczenie przed "skokiem" (np. gdy użytkownik zmieni kartę w przeglądarce)
const frameTime = Math.min(dt, 0.1); const frameTime = Math.min(dt, 0.1);
// Fizyka kota (jednostki * czas) // Fizyka
velocityRef.current += GRAVITY * frameTime; velocityRef.current += GRAVITY * frameTime;
kittyYRef.current -= velocityRef.current * frameTime; kittyYRef.current -= velocityRef.current * frameTime;
@@ -130,24 +159,22 @@ export const KittyGame: React.FC<{ onBack: () => void }> = ({ onBack }) => {
velocityRef.current = 0; velocityRef.current = 0;
} }
// Ruch przeszkody (prędkość * czas) // Przeszkoda
const currentSpeed = INITIAL_SPEED + (scoreRef.current * SPEED_INCREMENT); const currentSpeed = INITIAL_SPEED + (scoreRef.current * SPEED_INCREMENT);
obstacleXRef.current -= currentSpeed * frameTime; obstacleXRef.current -= currentSpeed * frameTime;
// Reset przeszkody
if (obstacleXRef.current < -80) { if (obstacleXRef.current < -80) {
obstacleXRef.current = 750; obstacleXRef.current = GAME_WIDTH + 50;
scoreRef.current += 1; scoreRef.current += 1;
setScore(scoreRef.current); setScore(scoreRef.current);
} }
// Kolizja (strefa trafienia dopasowana do czasu) // Kolizja
if (obstacleXRef.current < 100 && obstacleXRef.current > 20 && kittyYRef.current < 45) { if (obstacleXRef.current < 100 && obstacleXRef.current > 20 && kittyYRef.current < 45) {
endGame(); endGame();
return; return;
} }
// Renderowanie wizualne
setDisplayKittyY(kittyYRef.current); setDisplayKittyY(kittyYRef.current);
setDisplayObstacleX(obstacleXRef.current); setDisplayObstacleX(obstacleXRef.current);
@@ -164,23 +191,39 @@ export const KittyGame: React.FC<{ onBack: () => void }> = ({ onBack }) => {
const handleKey = (e: KeyboardEvent) => { const handleKey = (e: KeyboardEvent) => {
if (e.code === 'Space') { if (e.code === 'Space') {
e.preventDefault(); e.preventDefault();
if (!isPlaying || gameOver) startGame(); else jump(); handleAction();
} }
}; };
window.addEventListener('keydown', handleKey); window.addEventListener('keydown', handleKey);
return () => window.removeEventListener('keydown', handleKey); return () => window.removeEventListener('keydown', handleKey);
}, [isPlaying, gameOver, startGame, jump]); }, [handleAction]);
return ( return (
<div className="flex flex-col items-center justify-center min-h-[70vh] p-4 font-sans select-none"> <div className="flex flex-col items-center justify-start pt-8 sm:justify-center min-h-[80vh] w-full font-sans select-none overflow-hidden">
<button onClick={onBack} className="mb-6 flex items-center gap-2 text-pink-500 font-bold hover:scale-105 transition-all outline-none">
<button
onClick={onBack}
className="z-50 mb-6 flex items-center gap-2 text-pink-500 font-bold hover:scale-105 transition-all outline-none bg-white/50 px-4 py-2 rounded-full cursor-pointer"
>
<ArrowLeft size={20} /> Back <ArrowLeft size={20} /> Back
</button> </button>
{/* KONTENER SKALOWANIA */}
<div <div
className={`relative w-full max-w-[650px] h-[340px] rounded-[3.5rem] shadow-2xl border-4 transition-colors duration-1000 overflow-hidden cursor-pointer style={{
width: GAME_WIDTH,
height: GAME_HEIGHT,
transform: `scale(${scale})`,
transformOrigin: 'top center',
touchAction: 'none' // Zapobiega scrollowaniu na mobile
}}
className="relative shrink-0"
>
<div
className={`relative w-full h-full 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'}`} ${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(); }} // Używamy onPointerDown zamiast onClick/onTouchStart
onPointerDown={handleAction}
> >
{/* Niebo */} {/* Niebo */}
<div className={`absolute top-10 left-12 transition-all duration-1000 ${isNight ? 'translate-y-0 opacity-100' : '-translate-y-20 opacity-0'}`}> <div className={`absolute top-10 left-12 transition-all duration-1000 ${isNight ? 'translate-y-0 opacity-100' : '-translate-y-20 opacity-0'}`}>
@@ -199,13 +242,13 @@ export const KittyGame: React.FC<{ onBack: () => void }> = ({ onBack }) => {
</div> </div>
{/* KOTEK */} {/* KOTEK */}
<div className="absolute left-10" style={{ bottom: `${displayKittyY + 48}px` }}> <div className="absolute left-10 pointer-events-none" style={{ bottom: `${displayKittyY + 48}px` }}>
<DetailedKitty isJumping={displayKittyY > 2} isNight={isNight} isGameOver={gameOver} /> <DetailedKitty isJumping={displayKittyY > 2} isNight={isNight} isGameOver={gameOver} />
</div> </div>
{/* PRZESZKODA */} {/* PRZESZKODA */}
<div <div
className={`absolute bottom-12 w-14 h-14 rounded-full border-2 flex items-center justify-center animate-spin transition-colors duration-1000 className={`absolute bottom-12 w-14 h-14 rounded-full border-2 flex items-center justify-center animate-spin transition-colors duration-1000 pointer-events-none
${isNight ? 'bg-indigo-900 border-indigo-400 shadow-[0_0_15px_rgba(129,140,248,0.3)]' : 'bg-pink-100 border-pink-300'}`} ${isNight ? 'bg-indigo-900 border-indigo-400 shadow-[0_0_15px_rgba(129,140,248,0.3)]' : 'bg-pink-100 border-pink-300'}`}
style={{ left: `${displayObstacleX}px` }} style={{ left: `${displayObstacleX}px` }}
> >
@@ -214,36 +257,45 @@ export const KittyGame: React.FC<{ onBack: () => void }> = ({ onBack }) => {
</div> </div>
{/* Ziemia */} {/* Ziemia */}
<div className={`absolute bottom-0 w-full h-12 border-t-4 transition-colors duration-1000 flex items-center justify-around <div className={`absolute bottom-0 w-full h-12 border-t-4 transition-colors duration-1000 flex items-center justify-around pointer-events-none
${isNight ? 'bg-slate-900 border-indigo-900 text-indigo-950' : 'bg-pink-50 border-pink-100 text-pink-100'}`}> ${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>)} {[...Array(10)].map((_, i) => <span key={i} className="text-2xl grayscale opacity-50">🐾</span>)}
</div> </div>
{/* Ekrany start/stop */} {/* EKRAN STARTOWY */}
{!isPlaying && !gameOver && ( {!isPlaying && !gameOver && (
<div className="absolute inset-0 bg-white/20 backdrop-blur-[4px] flex items-center justify-center z-20"> <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"> <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} /> <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"> <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 pointer-events-none">
START START
</button> </button>
<p className="mt-4 text-slate-400 font-bold text-sm uppercase tracking-widest">Click or Space</p> <p className="mt-4 text-slate-400 font-bold text-sm uppercase tracking-widest">Tap or Space</p>
</div> </div>
</div> </div>
)} )}
{/* GAME OVER */}
{gameOver && ( {gameOver && (
<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 <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'}`}> ${isNight ? 'bg-slate-950/90' : 'bg-pink-50/90'}`}>
<h3 className={`text-6xl font-black mb-4 ${isNight ? 'text-white' : 'text-pink-600'}`}>Oh No! 😿</h3> <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> <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"> <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 pointer-events-auto"
onPointerDown={(e) => { e.stopPropagation(); startGame(); }}
>
TRY AGAIN TRY AGAIN
</button> </button>
</div> </div>
)} )}
</div> </div>
</div>
{/* Informacja dla mobile */}
<div className="mt-4 text-xs text-slate-400 sm:hidden">
Tap anywhere to jump
</div>
</div> </div>
); );
}; };