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Merge pull request #22 from Timur233/SOK-29_game-start-end-state
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[SOK-29] Start End State
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Timur233 authored Oct 15, 2024
2 parents 72ef412 + 695ab18 commit 148da43
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2 changes: 0 additions & 2 deletions packages/client/src/components/Game/Game.scss
Original file line number Diff line number Diff line change
Expand Up @@ -14,8 +14,6 @@ $img_default-canvas-background: '@/assets/images/ground.png';
}

canvas {
border-radius: $border-radius--default;
box-shadow: 0 4px 8px rgba($c_black, 0.5);
background-image: url($img_default-canvas-background);
background-repeat: repeat;
}
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176 changes: 105 additions & 71 deletions packages/client/src/components/Game/Game.tsx
Original file line number Diff line number Diff line change
@@ -1,48 +1,71 @@
import React, { useCallback, useEffect, useRef, useState } from 'react'
import { useCallback, useEffect, useRef, useState } from 'react'
import './Game.scss'
import {
initializeCampanyEnemies,
initializeRandomEnemies,
} from '@/components/Game/enemy'
import { PLAYER_DEFAULT_PARAMS } from '@/components/Game/player'
import { gameLoop } from '@/components/Game/gameLoop'
import { handleKeyDown, handleKeyUp } from '@/components/Game/controls'
import { AbstractEntity, Effect, Obstacle } from '@/components/Game/gameTypes'
import {
AbstractEntity,
Effect,
Obstacle,
BtnStates,
} from '@/components/Game/gameTypes'
import {
initializeCompanyMapObstacle,
initializeRandomObstacle,
} from '@/components/Game/obstacle'
import { Modal } from '../common/Modal/Modal'
import { handleKeyDownUp, resetButtonsStates } from '@/components/Game/controls'

type GamePropsType = {
lives: number
isGameStarted: boolean
isCompanyStarted: boolean
isGamePaused: boolean
onDeath: (lives: number) => void
onGameOver: (isVictory: boolean) => void
onKeyDownUp: (btnStates: BtnStates) => void
}

const livesUse = 3
export const Game = (props: GamePropsType) => {
const {
lives,
isGameStarted,
isCompanyStarted,
isGamePaused,
onDeath,
onGameOver,
onKeyDownUp,
} = props

// TODO: Нужно обработать победу в игре

export const Game: React.FC = () => {
const canvasRef = useRef<HTMLCanvasElement | null>(null)
const playerRef = useRef(PLAYER_DEFAULT_PARAMS)
const enemiesRef = useRef(initializeRandomEnemies(5))
const bulletsRef = useRef<AbstractEntity[]>([])
const obstaclesRef = useRef<Obstacle[]>(initializeRandomObstacle(20))
const effectsRef = useRef<Effect[]>([])
const livesRef = useRef(livesUse)
const [gameStarted, setGameStarted] = useState(false)
const [isPaused, setIsPaused] = useState(false)
const livesRef = useRef(lives)
const isPausedRef = useRef(false)
const [isGameOver, setIsGameOver] = useState(false)
const isStartedLoopRef = useRef(false)

const togglePause = useCallback(() => {
setIsPaused(prev => !prev)
isPausedRef.current = !isPausedRef.current // Обновляем ref для паузы
}, [])
const [isGameRunning, setIsGameRunning] = useState(false)
const [isGameOver, setIsGameOver] = useState(false)

const handleGameOver = useCallback(() => {
onGameOver(false)
setIsGameOver(true)
setIsPaused(true)
setIsGameRunning(false)

isPausedRef.current = true
}, [])
}, [onGameOver])

const loop = useCallback(() => {
if (!isPausedRef.current && !isGameOver && canvasRef.current) {
const context = canvasRef.current.getContext('2d')

if (context) {
gameLoop(
context,
Expand All @@ -53,76 +76,87 @@ export const Game: React.FC = () => {
obstaclesRef,
effectsRef,
livesRef,
onDeath,
handleGameOver
)
}

requestAnimationFrame(loop)
}
}, [isGameOver, handleGameOver, livesRef])
}, [isGameOver, onDeath, handleGameOver])

const startGame = useCallback(() => {
setIsGameRunning(true)
setIsGameOver(false)

isPausedRef.current = false
livesRef.current = lives
playerRef.current = PLAYER_DEFAULT_PARAMS
enemiesRef.current = initializeRandomEnemies(5)
obstaclesRef.current = initializeRandomObstacle(20)
isStartedLoopRef.current = false
}, [lives])

const startCompany = useCallback(() => {
setIsGameRunning(true)
setIsGameOver(false)

isPausedRef.current = false
livesRef.current = lives
playerRef.current = PLAYER_DEFAULT_PARAMS
enemiesRef.current = initializeCampanyEnemies()
obstaclesRef.current = initializeCompanyMapObstacle()
isStartedLoopRef.current = false
}, [lives])

useEffect(() => {
const handleKeyDownWrapper = (event: KeyboardEvent) =>
handleKeyDown(event.key)
const handleKeyUpWrapper = (event: KeyboardEvent) => handleKeyUp(event.key)
const handleKeyDownUpWrapper = (event: KeyboardEvent) => {
handleKeyDownUp(event.type, event.key, onKeyDownUp)
}

window.addEventListener('keydown', handleKeyDownWrapper)
window.addEventListener('keyup', handleKeyUpWrapper)
window.addEventListener('keydown', handleKeyDownUpWrapper)
window.addEventListener('keyup', handleKeyDownUpWrapper)
window.addEventListener('blur', resetButtonsStates)

return () => {
window.removeEventListener('keydown', handleKeyDownWrapper)
window.removeEventListener('keyup', handleKeyUpWrapper)
window.removeEventListener('keydown', handleKeyDownUpWrapper)
window.removeEventListener('keyup', handleKeyDownUpWrapper)
window.removeEventListener('blur', resetButtonsStates)
}
}, [])
}, [onKeyDownUp])

useEffect(() => {
if (gameStarted && !isPaused) {
if (isGameRunning && !isGamePaused && !isStartedLoopRef.current) {
isStartedLoopRef.current = true

requestAnimationFrame(loop)
}
}, [gameStarted, isPaused, loop])
}, [isGameRunning, isGamePaused, loop])

const startGame = () => {
setGameStarted(true)
setIsPaused(false)
isPausedRef.current = false
setIsGameOver(false)
livesRef.current = livesUse
playerRef.current = { ...PLAYER_DEFAULT_PARAMS }
enemiesRef.current = initializeRandomEnemies(5)
obstaclesRef.current = initializeRandomObstacle(20)
}
useEffect(() => {
livesRef.current = lives
isPausedRef.current = isGamePaused

const startCompany = () => {
setGameStarted(true)
setIsPaused(false)
isPausedRef.current = false
setIsGameOver(false)
livesRef.current = livesUse
playerRef.current = { ...PLAYER_DEFAULT_PARAMS }
enemiesRef.current = initializeCampanyEnemies()
obstaclesRef.current = initializeCompanyMapObstacle()
}

return (
<div className="game-container">
<div className="lives">{`Жизни: ${livesRef.current.toString()}`}</div>
<canvas ref={canvasRef} width={800} height={600}></canvas>

{!gameStarted ? (
<>
<button onClick={startGame}>Начать игру</button>
<button onClick={startCompany}>Начать компанию</button>
</>
) : (
<button onClick={togglePause}>
{isPaused ? 'Продолжить' : 'Пауза'}
</button>
)}

<Modal show={isGameOver} onClose={() => setIsGameOver(false)}>
<h2>Игра окончена</h2>
<button onClick={startGame}>Новая игра</button>
<button onClick={startCompany}>Компания</button>
</Modal>
</div>
)
if (!isGamePaused) {
isStartedLoopRef.current = false
}

if (isGameRunning === false) {
if (isGameStarted) {
startGame()
} else if (isCompanyStarted) {
startCompany()
}
}
}, [
lives,
isGameStarted,
isGamePaused,
isGameRunning,
startGame,
isCompanyStarted,
startCompany,
])

return <canvas ref={canvasRef} width={800} height={600}></canvas>
}
58 changes: 44 additions & 14 deletions packages/client/src/components/Game/controls.tsx
Original file line number Diff line number Diff line change
@@ -1,7 +1,14 @@
import { ControlsProps } from '@/components/Game/gameTypes'
import { BtnStates, ControlsProps } from '@/components/Game/gameTypes'
import { detectCollision } from '@/components/Game/collision'
import { createBullet } from '@/components/Game/bullet'

const btnStates: BtnStates = {
up: false,
down: false,
left: false,
right: false,
fire: false,
}
let pressedKeys: string[] = []
let shootPressed = false // Флаг для стрельбы
let lastShotTime = 0 // Время последнего выстрела
Expand Down Expand Up @@ -36,24 +43,47 @@ const VECTORS: Record<Action, Vector> = {
[Action.Shoot]: { x: 0, y: 0 },
}

export const handleKeyDown = (key: string) => {
if (!pressedKeys.includes(key)) {
pressedKeys.push(key)
}
const checkPressedKeys = (keys: string[]): BtnStates => {
keys.forEach((key: string) => {
btnStates.up = ACTION_CONTROLS[Action.MoveUp].includes(key)
btnStates.down = ACTION_CONTROLS[Action.MoveDown].includes(key)
btnStates.left = ACTION_CONTROLS[Action.MoveLeft].includes(key)
btnStates.right = ACTION_CONTROLS[Action.MoveRight].includes(key)
btnStates.fire = ACTION_CONTROLS[Action.Shoot].includes(key)
})

// Устанавливаем флаг, если нажата клавиша пробела (стрельба)
if (key === ' ') {
shootPressed = true
}
return btnStates
}

export const handleKeyUp = (key: string) => {
pressedKeys = pressedKeys.filter(currentKey => currentKey !== key)
export const handleKeyDownUp = (
type: string,
key: string,
onKeyDownUp: (state: BtnStates) => void
) => {
const isKeydown = type === 'keydown'

if (isKeydown) {
if (!pressedKeys.includes(key)) {
pressedKeys.push(key)

if (key === ' ') {
shootPressed = true
}
}
} else {
pressedKeys = pressedKeys.filter(currentKey => currentKey !== key)

// Сбрасываем флаг, если клавиша пробела отпущена
if (key === ' ') {
shootPressed = false
if (key === ' ') {
shootPressed = false
}
}

onKeyDownUp(checkPressedKeys(pressedKeys))
}

export const resetButtonsStates = () => {
pressedKeys = []
shootPressed = false
}

const getActionControlByKey = (key: string): Action | null => {
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1 change: 1 addition & 0 deletions packages/client/src/components/Game/enemy.tsx
Original file line number Diff line number Diff line change
@@ -1,3 +1,4 @@
import React from 'react'
import { getRandomEdgePosition } from './utils'
import { AbstractEntity, Enemy, Obstacle } from '@/components/Game/gameTypes'
import { createBullet } from '@/components/Game/bullet'
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12 changes: 11 additions & 1 deletion packages/client/src/components/Game/gameLoop.tsx
Original file line number Diff line number Diff line change
Expand Up @@ -44,6 +44,7 @@ export const gameLoop = (
obstaclesRef: React.MutableRefObject<Obstacle[]>,
effectsRef: React.MutableRefObject<Effect[]>,
livesRef: React.MutableRefObject<number>,
handleDeath: (lives: number) => void,
handleGameOver: () => void
) => {
clearCanvas(context)
Expand Down Expand Up @@ -112,6 +113,8 @@ export const gameLoop = (
// Проверка на окончание игры
if (livesRef.current <= 0) {
handleGameOver()
} else {
handleDeath(livesRef.current)
}
}
})
Expand All @@ -121,6 +124,13 @@ export const gameLoop = (
)

if (collidedEnemy) {
HandlePlayerHit(livesRef, playerRef, enemiesRef, canvasRef, handleGameOver)
HandlePlayerHit(
livesRef,
playerRef,
enemiesRef,
canvasRef,
handleGameOver,
handleDeath
)
}
}
9 changes: 9 additions & 0 deletions packages/client/src/components/Game/gameTypes.tsx
Original file line number Diff line number Diff line change
Expand Up @@ -46,6 +46,15 @@ export interface Effect {
animation: AnimationParams
}

export interface BtnStates {
[key: string]: boolean
up: boolean
down: boolean
left: boolean
right: boolean
fire: boolean
}

export interface ControlsProps {
playerRef: React.MutableRefObject<AbstractEntity>
bulletsRef: React.MutableRefObject<AbstractEntity[]>
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6 changes: 3 additions & 3 deletions packages/client/src/components/Game/player.tsx
Original file line number Diff line number Diff line change
Expand Up @@ -38,14 +38,14 @@ export const HandlePlayerHit = (
playerRef: React.MutableRefObject<AbstractEntity>,
enemiesRef: React.MutableRefObject<Enemy[]>,
canvasRef: React.MutableRefObject<HTMLCanvasElement | null>,
handleGameOver: () => void
handleGameOver: () => void,
handleDeath: (lives: number) => void
) => {
livesRef.current -= 1

if (livesRef.current <= 0) {
handleGameOver()
} else {
resetPlayerPosition(playerRef)
respawnEnemies(enemiesRef, canvasRef)
handleDeath(livesRef.current)
}
}
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