generated from projects/testosmaximus
fix: update version to 1.3.12 in package.json and package-lock.json; enhance responsive design in RickGamePanel with dynamic canvas sizing
This commit is contained in:
parent
9a6b264b3e
commit
051e0526b6
4
source/package-lock.json
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4
source/package-lock.json
generated
@ -1,12 +1,12 @@
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{
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{
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"name": "@funky-flask-test/funky-flask-test",
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"name": "@funky-flask-test/funky-flask-test",
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"version": "1.3.11",
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"version": "1.3.12",
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"lockfileVersion": 3,
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"lockfileVersion": 3,
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"requires": true,
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"requires": true,
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"packages": {
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"packages": {
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"": {
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"": {
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"name": "@funky-flask-test/funky-flask-test",
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"name": "@funky-flask-test/funky-flask-test",
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"version": "1.3.11",
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"version": "1.3.12",
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"devDependencies": {
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"devDependencies": {
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"@types/node": "^24.0.15",
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"@types/node": "^24.0.15",
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"typescript": "^5.8.3",
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"typescript": "^5.8.3",
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@ -1,6 +1,6 @@
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{
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{
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"name": "@funky-flask-test/funky-flask-test",
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"name": "@funky-flask-test/funky-flask-test",
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"version": "1.3.11",
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"version": "1.3.12",
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"type": "module",
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"type": "module",
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"main": "./dist/index.jsx",
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"main": "./dist/index.jsx",
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"exports": {
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"exports": {
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@ -9,6 +9,12 @@ export class RickGamePanel {
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private spawnTimer = 0
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private spawnTimer = 0
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private frameTick = 0
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private frameTick = 0
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// render sizing
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private dpr = Math.max(1, window.devicePixelRatio || 1)
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private viewW = 300 // CSS px
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private viewH = 200 // CSS px
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private resizeObs?: ResizeObserver
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private player = {
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private player = {
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x: 20,
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x: 20,
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y: 180,
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y: 180,
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@ -26,20 +32,75 @@ export class RickGamePanel {
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this.drawStartup()
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this.drawStartup()
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}
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}
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private get groundTop(): number {
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return this.viewH - 20
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}
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private createUI() {
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private createUI() {
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const panel = document.createElement('div')
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const panel = document.createElement('div')
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panel.style.cssText = `
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width: 100%;
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height: 100%;
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display: block;
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position: relative;
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`
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this.canvas = document.createElement('canvas')
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this.canvas = document.createElement('canvas')
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this.canvas.style.cssText = `border: 2px solid #333; background: #000; cursor: pointer;`
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this.canvas.style.cssText = `border: 2px solid #333; background: #000; cursor: pointer; width: 100%; height: 100%; display: block;`
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panel.appendChild(this.canvas)
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panel.appendChild(this.canvas)
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// Wait for panel to be in DOM to get computed size
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// 1) Append first so CSS can apply
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requestAnimationFrame(() => {
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const rect = panel.getBoundingClientRect()
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this.canvas.width = rect.width
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this.canvas.height = rect.height
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})
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this.container.appendChild(panel)
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this.container.appendChild(panel)
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// 2) Observe size changes and (re)fit the canvas
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const doResize = () => {
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const rect = panel.getBoundingClientRect()
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const cssW = Math.max(1, Math.floor(rect.width))
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const cssH = Math.max(1, Math.floor(rect.height))
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// keep CSS size for game logic coords
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this.viewW = cssW
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this.viewH = cssH
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// update DPR in case it changed (e.g., window moved between screens)
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this.dpr = Math.max(1, window.devicePixelRatio || 1)
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// set backing store for crisp rendering
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const bw = Math.max(1, Math.floor(cssW * this.dpr))
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const bh = Math.max(1, Math.floor(cssH * this.dpr))
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if (this.canvas.width !== bw || this.canvas.height !== bh) {
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this.canvas.width = bw
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this.canvas.height = bh
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}
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// ensure CSS size matches container (helps some layouts)
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this.canvas.style.width = `${cssW}px`
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this.canvas.style.height = `${cssH}px`
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// map 1 unit in code to 1 CSS pixel
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this.ctx.setTransform(this.dpr, 0, 0, this.dpr, 0, 0)
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// clamp player to ground after resize
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if (this.player.y > this.groundTop) {
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this.player.y = this.groundTop
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this.player.vy = 0
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this.player.onGround = true
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}
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// re-render a frame when not actively animating
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if (!this.isStarted || this.isGameOver) {
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this.isStarted ? this.draw() : this.drawStartup()
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}
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}
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// Initial fit on next frame
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requestAnimationFrame(doResize)
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// Keep it live with ResizeObserver
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this.resizeObs = new ResizeObserver(doResize)
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this.resizeObs.observe(panel)
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// Also react to DPR changes (some browsers fire resize; this is extra safe)
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window.addEventListener('resize', doResize)
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}
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}
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private attachListeners() {
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private attachListeners() {
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@ -49,6 +110,7 @@ export class RickGamePanel {
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this.player.onGround = false
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this.player.onGround = false
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}
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}
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})
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})
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this.canvas.addEventListener('click', () => {
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this.canvas.addEventListener('click', () => {
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if (!this.isStarted) {
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if (!this.isStarted) {
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this.isStarted = true
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this.isStarted = true
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@ -70,11 +132,11 @@ export class RickGamePanel {
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return
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return
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}
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}
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// Update player
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// Update player (gravity)
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this.player.vy += 0.7
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this.player.vy += 0.7
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this.player.y += this.player.vy
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this.player.y += this.player.vy
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if (this.player.y >= 180) {
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if (this.player.y >= this.groundTop) {
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this.player.y = 180
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this.player.y = this.groundTop
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this.player.vy = 0
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this.player.vy = 0
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this.player.onGround = true
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this.player.onGround = true
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}
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}
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@ -107,10 +169,12 @@ export class RickGamePanel {
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if (this.collide(this.player, e)) {
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if (this.collide(this.player, e)) {
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this.isGameOver = true
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this.isGameOver = true
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window.open('https://www.youtube.com/watch?v=dQw4w9WgXcQ', '_blank')
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window.open('https://www.youtube.com/watch?v=dQw4w9WgXcQ', '_blank')
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this.draw()
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return
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return
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}
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}
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}
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}
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for (const [i, p] of this.powerups.entries()) {
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for (let i = this.powerups.length - 1; i >= 0; i--) {
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const p = this.powerups[i]
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if (this.collide(this.player, p)) {
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if (this.collide(this.player, p)) {
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this.score += 5
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this.score += 5
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this.powerups.splice(i, 1)
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this.powerups.splice(i, 1)
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@ -139,9 +203,9 @@ export class RickGamePanel {
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private spawnEnemy() {
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private spawnEnemy() {
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const type = Math.random() < 0.3 ? 'fly' : 'walk'
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const type = Math.random() < 0.3 ? 'fly' : 'walk'
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const size = 10
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const size = 10
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const y = type === 'fly' ? 120 + Math.random() * 20 : 180 - size
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const y = type === 'fly' ? (this.viewH * 0.6) + Math.random() * 20 : this.groundTop - size + (this.player.height - 10) // keep similar feel
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this.enemies.push({
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this.enemies.push({
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x: 300,
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x: this.viewW,
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y,
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y,
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size,
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size,
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type,
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type,
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@ -154,7 +218,7 @@ export class RickGamePanel {
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}
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}
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private spawnPowerup() {
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private spawnPowerup() {
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this.powerups.push({ x: 300, y: 150 + Math.random() * 20, size: 8 })
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this.powerups.push({ x: this.viewW, y: (this.viewH * 0.5) + Math.random() * 20, size: 8 })
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}
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}
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private collide(a: any, b: any) {
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private collide(a: any, b: any) {
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@ -170,7 +234,7 @@ export class RickGamePanel {
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this.score = 0
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this.score = 0
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this.spawnTimer = 0
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this.spawnTimer = 0
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this.isGameOver = false
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this.isGameOver = false
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this.player.y = 180
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this.player.y = this.groundTop
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this.player.vy = 0
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this.player.vy = 0
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this.player.onGround = true
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this.player.onGround = true
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this.player.frame = 0
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this.player.frame = 0
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@ -180,49 +244,62 @@ export class RickGamePanel {
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private drawStartup() {
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private drawStartup() {
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const ctx = this.ctx
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const ctx = this.ctx
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ctx.clearRect(0, 0, this.viewW, this.viewH)
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ctx.fillStyle = '#000'
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ctx.fillStyle = '#000'
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ctx.fillRect(0, 0, 300, 200)
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ctx.fillRect(0, 0, this.viewW, this.viewH)
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ctx.fillStyle = '#fff'
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ctx.fillStyle = '#fff'
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ctx.font = 'bold 16px monospace'
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ctx.font = 'bold 16px monospace'
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ctx.fillText('Click to Start', 90, 100)
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const text = 'Click to Start'
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const tm = ctx.measureText(text)
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const tx = (this.viewW - tm.width) / 2
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const ty = this.viewH / 2
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ctx.fillText(text, tx, ty)
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}
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}
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private draw() {
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private draw() {
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const ctx = this.ctx
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const ctx = this.ctx
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ctx.clearRect(0, 0, 300, 200)
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ctx.clearRect(0, 0, this.viewW, this.viewH)
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ctx.fillStyle = '#222'
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ctx.fillRect(0, 0, 300, 200)
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ctx.fillStyle = '#444'
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ctx.fillRect(0, 190, 300, 10)
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// Draw enemies
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// background
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ctx.fillStyle = '#222'
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ctx.fillRect(0, 0, this.viewW, this.viewH)
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// ground
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ctx.fillStyle = '#444'
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ctx.fillRect(0, this.viewH - 10, this.viewW, 10)
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// enemies
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this.enemies.forEach(e => {
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this.enemies.forEach(e => {
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if (e.type === 'walk') this.drawDogWalk(e.x, e.y, e.frame)
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if (e.type === 'walk') this.drawDogWalk(e.x, e.y, e.frame)
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else this.drawDogFly(e.x, e.y, e.frame)
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else this.drawDogFly(e.x, e.y, e.frame)
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})
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})
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// Powerups
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// powerups
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this.powerups.forEach(p => this.drawNut(p.x, p.y))
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this.powerups.forEach(p => this.drawNut(p.x, p.y))
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// Player
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// player
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this.drawSquirrel(this.player.x, this.player.y, this.player.frame)
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this.drawSquirrel(this.player.x, this.player.y, this.player.frame)
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// Score
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// score
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ctx.fillStyle = '#fff'
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ctx.fillStyle = '#fff'
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ctx.font = '12px monospace'
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ctx.font = '12px monospace'
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ctx.fillText(`Score: ${this.score}`, 200, 20)
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const s = `Score: ${this.score}`
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const sw = ctx.measureText(s).width
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ctx.fillText(s, this.viewW - sw - 10, 20)
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// Game over
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// game over
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if (this.isGameOver) {
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if (this.isGameOver) {
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ctx.font = 'bold 16px monospace'
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ctx.font = 'bold 16px monospace'
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ctx.fillText('Game Over! Click to restart', 50, 100)
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const msg = 'Game Over! Click to restart'
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const m = ctx.measureText(msg)
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ctx.fillText(msg, (this.viewW - m.width) / 2, this.viewH / 2)
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}
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}
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}
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}
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private drawSquirrel(x: number, y: number, frame: number) {
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private drawSquirrel(x: number, y: number, frame: number) {
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const ctx = this.ctx
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const ctx = this.ctx
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ctx.fillStyle = frame % 2 === 0 ? '#3cf' : '#6df'
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ctx.fillStyle = frame % 2 === 0 ? '#3cf' : '#6df'
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ctx.fillRect(x, y, 10, 10) // body
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ctx.fillRect(x, y, this.player.width, this.player.height) // body
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ctx.fillStyle = '#9cf'
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ctx.fillStyle = '#9cf'
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ctx.fillRect(x - 4, y + 2, 5, 6) // tail
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ctx.fillRect(x - 4, y + 2, 5, 6) // tail
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}
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}
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