fix: update version to 1.3.8 in package.json and package-lock.json; refactor RickGamePanel for improved gameplay mechanics and asset handling

This commit is contained in:
Chipperfluff 2025-08-02 22:01:19 +02:00
parent a3cfc4dbb3
commit 816f252ccd
3 changed files with 205 additions and 173 deletions

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@ -1,12 +1,12 @@
{
"name": "@funky-flask-test/funky-flask-test",
"version": "1.3.7",
"version": "1.3.8",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "@funky-flask-test/funky-flask-test",
"version": "1.3.7",
"version": "1.3.8",
"devDependencies": {
"@types/node": "^24.0.15",
"typescript": "^5.8.3",

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@ -1,6 +1,6 @@
{
"name": "@funky-flask-test/funky-flask-test",
"version": "1.3.7",
"version": "1.3.8",
"type": "module",
"main": "./dist/index.jsx",
"exports": {

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@ -1,238 +1,270 @@
const ASSETS = {
squirrel: 'https://i.imgur.com/PN3NfdR.png',
dogWalk: 'https://i.imgur.com/vdgnU7H.png',
dogFly: 'https://i.imgur.com/fByuVDo.png',
nut: 'https://i.imgur.com/Nzt9t6E.png'
}
export class RickGamePanel {
private canvas!: HTMLCanvasElement;
private ctx!: CanvasRenderingContext2D;
private isStarted = false;
private isGameOver = false;
private score = 0;
private player = { x: 20, y: 180, vy: 0, width: 32, height: 32, onGround: false };
private enemies: any[] = [];
private powerups: any[] = [];
private spawnTimer = 0;
private assetImgs: any = {};
private canvas!: HTMLCanvasElement
private ctx!: CanvasRenderingContext2D
private isStarted = false
private isGameOver = false
private score = 0
private enemies: any[] = []
private powerups: any[] = []
private spawnTimer = 0
private frameTick = 0
constructor(private container: HTMLElement) {
this.loadAssets(ASSETS).then(imgs => {
this.assetImgs = imgs;
this.createUI();
this.ctx = this.canvas.getContext('2d')!;
this.attachListeners();
this.drawStartup();
});
private player = {
x: 20,
y: 180,
vy: 0,
width: 10,
height: 10,
onGround: false,
frame: 0
}
private async loadAssets(assets: Record<string, string>) {
const entries = Object.entries(assets);
const result: any = {};
await Promise.all(entries.map(([key, url]) =>
new Promise<void>(res => {
const img = new Image();
img.src = url as string;
img.onload = () => {
result[key] = img;
res();
};
})
));
return result;
constructor(private container: HTMLElement) {
this.createUI()
this.ctx = this.canvas.getContext('2d')!
this.attachListeners()
this.drawStartup()
}
private createUI() {
const panel = document.createElement('div');
panel.style.cssText = `position: relative; width: 100%; max-width: 400px;`;
this.canvas = document.createElement('canvas');
this.canvas.width = 300;
this.canvas.height = 200;
this.canvas.style.cssText = `width: 100%; border: 2px solid #333; background: #000; cursor: pointer;`;
panel.appendChild(this.canvas);
this.container.appendChild(panel);
const panel = document.createElement('div')
panel.style.cssText = `width: 100%; max-width: 400px;`
this.canvas = document.createElement('canvas')
this.canvas.width = 300
this.canvas.height = 200
this.canvas.style.cssText = `width: 100%; border: 2px solid #333; background: #000; cursor: pointer;`
panel.appendChild(this.canvas)
this.container.appendChild(panel)
}
private attachListeners() {
window.addEventListener('keydown', e => {
if ((e.code === 'Space' || e.code === 'Enter') && this.player.onGround && this.isStarted && !this.isGameOver) {
this.player.vy = -12;
this.player.onGround = false;
this.player.vy = -12
this.player.onGround = false
}
});
})
this.canvas.addEventListener('click', () => {
if (!this.isStarted) {
this.isStarted = true;
this.frame();
this.isStarted = true
this.resetGame()
this.frame()
} else if (this.isGameOver) {
this.reset();
this.resetGame()
} else if (this.player.onGround) {
this.player.vy = -12;
this.player.onGround = false;
this.player.vy = -12
this.player.onGround = false
}
});
})
}
private frame = () => {
if (!this.isStarted) return;
this.frameTick++
if (this.isGameOver) {
this.draw();
return;
this.draw()
return
}
this.player.vy += 0.7;
this.player.y += this.player.vy;
if (this.player.y >= 180) { this.player.y = 180; this.player.vy = 0; this.player.onGround = true; }
this.spawnTimer--;
if (this.spawnTimer <= 0) {
this.spawnEnemy();
if (Math.random() < 0.3) this.spawnPowerup();
this.spawnTimer = 80;
// Update player
this.player.vy += 0.7
this.player.y += this.player.vy
if (this.player.y >= 180) {
this.player.y = 180
this.player.vy = 0
this.player.onGround = true
}
this.enemies.forEach(e => e.x -= 1.5);
this.powerups.forEach(p => p.x -= 1.5);
this.enemies = this.enemies.filter(e => e.x + e.size > 0);
this.powerups = this.powerups.filter(p => p.x + p.size > 0);
if (this.frameTick % 10 === 0) {
this.player.frame = (this.player.frame + 1) % 2
}
// Update enemies
this.enemies.forEach(e => {
if (this.collide(this.player, e)) this.gameOver();
});
this.powerups.forEach((p, idx) => {
if (this.collide(this.player, p)) {
this.score += 5;
this.powerups.splice(idx, 1);
e.x -= e.speed
e.tick++
if (e.type === 'fly') {
e.y += Math.sin(e.wobblePhase + e.tick * 0.1) * 0.5
}
});
this.draw();
requestAnimationFrame(this.frame);
if (e.tick % 10 === 0) {
e.frame = (e.frame + 1) % 2
}
})
// Update powerups
this.powerups.forEach(p => p.x -= 1.5)
// Remove offscreen
this.enemies = this.enemies.filter(e => e.x + e.size > 0)
this.powerups = this.powerups.filter(p => p.x + p.size > 0)
// Collisions
for (const e of this.enemies) {
if (this.collide(this.player, e)) {
this.isGameOver = true
window.open('https://www.youtube.com/watch?v=dQw4w9WgXcQ', '_blank')
return
}
}
for (const [i, p] of this.powerups.entries()) {
if (this.collide(this.player, p)) {
this.score += 5
this.powerups.splice(i, 1)
}
}
// Spawn
if (--this.spawnTimer <= 0) {
this.spawnEnemy()
if (Math.random() < 0.3) this.spawnPowerup()
this.spawnTimer = 80
}
// Score
for (const e of this.enemies) {
if (!e.passed && e.x + e.size < this.player.x) {
e.passed = true
this.score++
}
}
this.draw()
requestAnimationFrame(this.frame)
}
private spawnEnemy() {
const variant = Math.random() < 0.5 ? 'walk' : 'fly';
const y = variant === 'fly' ? 120 : 180 - 32;
this.enemies.push({ x: 300, y, size: 32, variant });
const type = Math.random() < 0.3 ? 'fly' : 'walk'
const size = 10
const y = type === 'fly' ? 120 + Math.random() * 20 : 180 - size
this.enemies.push({
x: 300,
y,
size,
type,
speed: 1.5,
frame: 0,
tick: 0,
wobblePhase: Math.random() * Math.PI * 2,
passed: false
})
}
private spawnPowerup() {
this.powerups.push({ x: 300, y: 160, size: 24 });
this.powerups.push({ x: 300, y: 150 + Math.random() * 20, size: 8 })
}
private collide(a: any, b: any) {
return a.x < b.x + b.size && a.x + a.width > b.x &&
a.y < b.y + b.size && a.y + a.height > b.y;
return a.x < b.x + b.size &&
a.x + a.width > b.x &&
a.y < b.y + b.size &&
a.y + a.height > b.y
}
private gameOver() {
this.isGameOver = true;
window.open('https://www.youtube.com/watch?v=dQw4w9WgXcQ', '_blank');
}
private reset() {
this.score = 0;
this.enemies = [];
this.powerups = [];
this.player.y = 180;
this.player.vy = 0;
this.isGameOver = false;
this.frame();
private resetGame() {
this.enemies = []
this.powerups = []
this.score = 0
this.spawnTimer = 0
this.isGameOver = false
this.player.y = 180
this.player.vy = 0
this.player.onGround = true
this.player.frame = 0
this.frameTick = 0
this.frame()
}
private drawStartup() {
this.ctx = this.canvas.getContext('2d')!;
this.ctx.font = 'bold 16px monospace';
this.ctx.fillStyle = '#fff';
this.ctx.fillText('Click To Start', 80, 90);
const ctx = this.ctx
ctx.fillStyle = '#000'
ctx.fillRect(0, 0, 300, 200)
ctx.fillStyle = '#fff'
ctx.font = 'bold 16px monospace'
ctx.fillText('Click to Start', 90, 100)
}
private draw() {
const ctx = this.ctx;
ctx.clearRect(0, 0, 300, 200);
ctx.fillStyle = '#222';
ctx.fillRect(0, 0, 300, 200); // background
ctx.fillStyle = '#444';
ctx.fillRect(0, 190, 300, 10); // ground
const ctx = this.ctx
ctx.clearRect(0, 0, 300, 200)
ctx.fillStyle = '#222'
ctx.fillRect(0, 0, 300, 200)
ctx.fillStyle = '#444'
ctx.fillRect(0, 190, 300, 10)
// draw enemies
// Draw enemies
this.enemies.forEach(e => {
if (e.variant === 'fly') {
this.drawDogFly(e.x, e.y);
} else {
this.drawDogWalk(e.x, e.y);
}
});
if (e.type === 'walk') this.drawDogWalk(e.x, e.y, e.frame)
else this.drawDogFly(e.x, e.y, e.frame)
})
// draw powerups
this.powerups.forEach(p => this.drawNut(p.x, p.y));
// Powerups
this.powerups.forEach(p => this.drawNut(p.x, p.y))
// draw player
this.drawSquirrel(this.player.x, this.player.y);
// Player
this.drawSquirrel(this.player.x, this.player.y, this.player.frame)
// score
ctx.fillStyle = '#fff';
ctx.font = '12px monospace';
ctx.fillText(`Score: ${this.score}`, 200, 20);
// Score
ctx.fillStyle = '#fff'
ctx.font = '12px monospace'
ctx.fillText(`Score: ${this.score}`, 200, 20)
// game over
// Game over
if (this.isGameOver) {
ctx.font = 'bold 16px monospace';
ctx.fillText('Game Over! Click to restart', 50, 100);
ctx.font = 'bold 16px monospace'
ctx.fillText('Game Over! Click to restart', 50, 100)
}
}
private drawSquirrel(x: number, y: number) {
const ctx = this.ctx;
ctx.fillStyle = '#33f';
ctx.fillRect(x, y, 10, 10); // body
ctx.fillStyle = '#66f';
ctx.fillRect(x - 4, y + 2, 6, 6); // tail
private drawSquirrel(x: number, y: number, frame: number) {
const ctx = this.ctx
ctx.fillStyle = frame % 2 === 0 ? '#3cf' : '#6df'
ctx.fillRect(x, y, 10, 10) // body
ctx.fillStyle = '#9cf'
ctx.fillRect(x - 4, y + 2, 5, 6) // tail
}
private drawDogWalk(x: number, y: number) {
const ctx = this.ctx;
ctx.fillStyle = '#f33';
ctx.fillRect(x, y, 10, 10); // body
ctx.fillStyle = '#000';
ctx.fillRect(x + 2, y - 2, 2, 2); // ear left
ctx.fillRect(x + 6, y - 2, 2, 2); // ear right
private drawDogWalk(x: number, y: number, frame: number) {
const ctx = this.ctx
ctx.fillStyle = '#f55'
ctx.fillRect(x, y, 10, 10)
ctx.fillStyle = '#000'
const legY = frame % 2 === 0 ? 10 : 9
ctx.fillRect(x + 1, y + legY, 2, 2)
ctx.fillRect(x + 7, y + legY, 2, 2)
}
private drawDogFly(x: number, y: number) {
const ctx = this.ctx;
ctx.fillStyle = '#ff3';
ctx.fillRect(x, y, 10, 10); // body
private drawDogFly(x: number, y: number, frame: number) {
const ctx = this.ctx
ctx.fillStyle = '#ff3'
ctx.fillRect(x, y, 10, 10)
ctx.fillStyle = '#ccc'
const wiggle = frame % 2 === 0 ? -3 : 3
ctx.beginPath()
ctx.moveTo(x, y)
ctx.lineTo(x - 5, y + 5 + wiggle)
ctx.lineTo(x, y + 10)
ctx.fill()
ctx.fillStyle = '#ccc';
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(x - 5, y + 5);
ctx.lineTo(x, y + 10);
ctx.fill(); // wing left
ctx.beginPath();
ctx.moveTo(x + 10, y);
ctx.lineTo(x + 15, y + 5);
ctx.lineTo(x + 10, y + 10);
ctx.fill(); // wing right
ctx.beginPath()
ctx.moveTo(x + 10, y)
ctx.lineTo(x + 15, y + 5 - wiggle)
ctx.lineTo(x + 10, y + 10)
ctx.fill()
}
private drawNut(x: number, y: number) {
const ctx = this.ctx;
ctx.fillStyle = '#a52a2a';
ctx.beginPath();
ctx.arc(x + 5, y + 5, 5, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = '#228B22';
ctx.fillRect(x + 3, y - 2, 4, 2); // little leaf on top
const ctx = this.ctx
ctx.fillStyle = '#a52a2a'
ctx.beginPath()
ctx.arc(x + 5, y + 5, 4, 0, Math.PI * 2)
ctx.fill()
ctx.fillStyle = '#228B22'
ctx.fillRect(x + 3, y - 2, 4, 2)
}
}
export function insertRickPanel(target: HTMLElement | string = document.body): void {
const container = typeof target === 'string'
? document.querySelector(target)
: target
const container = typeof target === 'string' ? document.querySelector(target) : target
if (container instanceof HTMLElement) {
new RickGamePanel(container)
}
}
}