fix: update version to 1.3.3 in package.json and package-lock.json; refactor RickGamePanel for improved gameplay mechanics and visual enhancements

This commit is contained in:
Chipperfluff 2025-08-02 21:15:59 +02:00
parent 25a64c8081
commit 13bfae3b8e
3 changed files with 145 additions and 63 deletions

View File

@ -1,12 +1,12 @@
{
"name": "@funky-flask-test/funky-flask-test",
"version": "1.3.2",
"version": "1.3.3",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "@funky-flask-test/funky-flask-test",
"version": "1.3.2",
"version": "1.3.3",
"devDependencies": {
"@types/node": "^24.0.15",
"typescript": "^5.8.3",

View File

@ -1,6 +1,6 @@
{
"name": "@funky-flask-test/funky-flask-test",
"version": "1.3.2",
"version": "1.3.3",
"type": "module",
"main": "./dist/index.jsx",
"exports": {

View File

@ -4,32 +4,37 @@ export class RickGamePanel {
private player = { x: 20, y: 180, vy: 0, width: 10, height: 10, onGround: false }
private gravity = 0.7
private jumpPower = -12
private isGameOver = false
private isStarted = false
private startupAlpha = 0
private frameCount = 0
private score = 0
private enemies: { x: number, y: number, width: number, height: number, speed: number }[] = []
private spawnTimer = 0
private spawnCooldown = 0
constructor(private container: HTMLElement) {
this.createUI()
this.ctx = this.canvas.getContext('2d')!
this.attachListeners()
this.frame()
this.drawStartup()
}
private createUI() {
const panel = document.createElement('div')
panel.style.cssText = `
background: #1a1a1a;
background: #111;
color: #eee;
font-family: monospace;
padding: 16px;
border-radius: 12px;
border-radius: 10px;
width: fit-content;
box-shadow: 0 0 20px rgba(255,255,255,0.1);
box-shadow: 0 0 10px rgba(255,255,255,0.2);
`
const title = document.createElement('div')
title.innerHTML = `<strong>🌀 Rickjump 2: Invasion</strong>`
title.innerHTML = `<strong>🎮 Rickjump Shadered</strong>`
title.style.marginBottom = '10px'
panel.appendChild(title)
@ -37,14 +42,15 @@ export class RickGamePanel {
this.canvas.width = 300
this.canvas.height = 200
this.canvas.style.cssText = `
border: 2px solid #444;
border: 2px solid #333;
background: #000;
image-rendering: pixelated;
cursor: pointer;
`
panel.appendChild(this.canvas)
const footer = document.createElement('div')
footer.textContent = '↳ try not to get rickd'
footer.textContent = 'click to begin | dodge to score'
footer.style.cssText = `
margin-top: 10px;
font-size: 0.7em;
@ -57,7 +63,12 @@ export class RickGamePanel {
private attachListeners() {
this.canvas.addEventListener('click', () => {
if (this.player.onGround) {
if (!this.isStarted) {
this.isStarted = true
this.frame()
} else if (this.isGameOver) {
this.resetGame()
} else if (this.player.onGround) {
this.player.vy = this.jumpPower
this.player.onGround = false
}
@ -65,83 +76,154 @@ export class RickGamePanel {
}
private frame = () => {
if (this.isGameOver) return
if (!this.isStarted) return
this.frameCount++
// physics
this.player.vy += this.gravity
this.player.y += this.player.vy
if (!this.isGameOver) {
this.player.vy += this.gravity
this.player.y += this.player.vy
if (this.player.y >= 180) {
this.player.y = 180
this.player.vy = 0
this.player.onGround = true
}
// enemies
for (const enemy of this.enemies) {
enemy.x -= enemy.speed
}
// cleanup
this.enemies = this.enemies.filter(e => e.x + e.width > 0)
// collisions
for (const enemy of this.enemies) {
const p = this.player
const collide =
p.x < enemy.x + enemy.width &&
p.x + p.width > enemy.x &&
p.y < enemy.y + enemy.height &&
p.y + p.height > enemy.y
if (collide) {
this.isGameOver = true
setTimeout(() => {
window.open('https://www.youtube.com/watch?v=dQw4w9WgXcQ', '_blank')
}, 200)
return
if (this.player.y >= 180) {
this.player.y = 180
this.player.vy = 0
this.player.onGround = true
}
}
// spawn enemy
this.spawnTimer--
if (this.spawnTimer <= 0) {
this.spawnEnemy()
this.spawnTimer = 30 + Math.floor(Math.random() * 60)
for (const enemy of this.enemies) {
enemy.x -= enemy.speed
}
// Remove passed enemies + add score
const remainingEnemies = []
for (const enemy of this.enemies) {
if (enemy.x + enemy.width > 0) {
remainingEnemies.push(enemy)
} else {
this.score++
}
}
this.enemies = remainingEnemies
for (const enemy of this.enemies) {
const p = this.player
const collide =
p.x < enemy.x + enemy.width &&
p.x + p.width > enemy.x &&
p.y < enemy.y + enemy.height &&
p.y + p.height > enemy.y
if (collide) {
this.isGameOver = true
setTimeout(() => {
window.open('https://www.youtube.com/watch?v=dQw4w9WgXcQ', '_blank')
}, 300)
return
}
}
if (this.spawnCooldown-- <= 0) {
const last = this.enemies[this.enemies.length - 1]
if (!last || last.x < 180) {
this.spawnEnemy()
this.spawnCooldown = 40 + Math.floor(Math.random() * 50)
}
}
}
this.draw()
requestAnimationFrame(this.frame)
}
private spawnEnemy() {
const h = 10 + Math.floor(Math.random() * 20)
const y = 190 - h
const speed = 1.5 + Math.random() * 1.5
this.enemies.push({ x: 300, y, width: 10, height: h, speed })
private resetGame() {
this.player.y = 180
this.player.vy = 0
this.enemies = []
this.spawnCooldown = 0
this.isGameOver = false
this.score = 0
this.frame()
}
private draw() {
private spawnEnemy() {
const height = 10 + Math.floor(Math.random() * 20)
const y = 190 - height
const speed = 1 + Math.random() * 1.5
this.enemies.push({ x: 300, y, width: 10, height, speed })
}
private drawStartup() {
const draw = () => {
if (this.isStarted) return
this.startupAlpha += 0.02
if (this.startupAlpha > 1) this.startupAlpha = 1
this.draw(true)
requestAnimationFrame(draw)
}
draw()
}
private draw(startup = false) {
const ctx = this.ctx
ctx.clearRect(0, 0, 300, 200)
// background
ctx.fillStyle = '#111'
const grad = ctx.createLinearGradient(0, 0, 0, 200)
grad.addColorStop(0, '#000')
grad.addColorStop(1, '#222')
ctx.fillStyle = grad
ctx.fillRect(0, 0, 300, 200)
// ground
ctx.fillStyle = '#444'
ctx.fillRect(0, 190, 300, 10)
// enemies
// Enemies
for (const e of this.enemies) {
ctx.fillStyle = '#f00'
ctx.fillStyle = '#f33'
ctx.fillRect(e.x, e.y, e.width, e.height)
}
// player
// Player
ctx.fillStyle = '#0af'
ctx.fillRect(this.player.x, this.player.y, this.player.width, this.player.height)
// Shader lines
ctx.fillStyle = 'rgba(255,255,255,0.03)'
for (let y = 0; y < 200; y += 2) {
ctx.fillRect(0, y, 300, 1)
}
// Vignette
ctx.fillStyle = 'rgba(0,0,0,0.2)'
ctx.beginPath()
ctx.ellipse(150, 100, 160, 100, 0, 0, Math.PI * 2)
ctx.rect(300, 0, -300, 200)
ctx.fill()
// Score
if (this.isStarted) {
ctx.fillStyle = '#fff'
ctx.font = 'bold 12px monospace'
ctx.fillText(`Score: ${this.score}`, 210, 20)
}
// Intro screen
if (!this.isStarted) {
ctx.fillStyle = `rgba(255,255,255,${this.startupAlpha * 0.9})`
ctx.font = 'bold 16px monospace'
ctx.fillText('Click to Start', 90, 100)
}
// Game over
if (this.isGameOver) {
ctx.fillStyle = '#fff'
ctx.font = 'bold 16px monospace'
ctx.fillText('💀 Rickrolled!', 95, 80)
ctx.font = '12px monospace'
ctx.fillText(`Final Score: ${this.score}`, 95, 100)
ctx.fillText(`Click to Restart`, 95, 120)
}
}
}