Improve mobile controls and power-ups

Updated UI to support a mobile control mode toggle (swipe vs buttons), added mobile control mode state, and wired all games to respect the setting. Expanded Breakout with basic power-ups (wide paddle, multi-ball, slow ball, extra life) and power-up visuals. Integrated new SettingsPanel controls and SettingsContext types to manage MobileControlMode. Adjusted several game components to conditionally render swipe or button controls accordingly.

X-Lovable-Edit-ID: edt-93ab6ad1-da63-4f9e-b089-246f5ade2e57
This commit is contained in:
gpt-engineer-app[bot]
2026-01-22 23:38:58 +00:00
7 changed files with 252 additions and 42 deletions
+22 -3
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@@ -1,7 +1,7 @@
import { useState } from 'react';
import { motion, AnimatePresence } from 'framer-motion';
import { Settings, Monitor, Volume2, Cpu, X, Contrast, Binary } from 'lucide-react';
import { useSettings } from '@/contexts/SettingsContext';
import { Settings, Monitor, Volume2, Cpu, X, Contrast, Binary, Smartphone } from 'lucide-react';
import { useSettings, MobileControlMode } from '@/contexts/SettingsContext';
import { useAchievements } from '@/contexts/AchievementsContext';
import CryptoConsentModal from './CryptoConsentModal';
@@ -13,7 +13,7 @@ interface SettingsPanelProps {
const SettingsPanel = ({ onToggleTheme, isRedTheme }: SettingsPanelProps) => {
const [isOpen, setIsOpen] = useState(false);
const [showCryptoModal, setShowCryptoModal] = useState(false);
const { crtEnabled, setCrtEnabled, matrixEnabled, setMatrixEnabled, soundEnabled, setSoundEnabled, cryptoConsent, playSound } = useSettings();
const { crtEnabled, setCrtEnabled, matrixEnabled, setMatrixEnabled, soundEnabled, setSoundEnabled, cryptoConsent, playSound, mobileControlMode, setMobileControlMode } = useSettings();
const { unlockAchievement } = useAchievements();
const handleToggle = (setter: (value: boolean) => void, currentValue: boolean, achievementId?: string) => {
@@ -22,6 +22,11 @@ const SettingsPanel = ({ onToggleTheme, isRedTheme }: SettingsPanelProps) => {
if (achievementId) unlockAchievement(achievementId);
};
const handleMobileControlToggle = () => {
playSound('click');
setMobileControlMode(mobileControlMode === 'buttons' ? 'swipe' : 'buttons');
};
return (
<>
<button
@@ -149,6 +154,20 @@ const SettingsPanel = ({ onToggleTheme, isRedTheme }: SettingsPanelProps) => {
{cryptoConsent ? 'ON' : 'OFF'}
</button>
</div>
{/* Mobile Controls Mode */}
<div className="flex items-center justify-between">
<div className="flex items-center gap-2">
<Smartphone size={16} className="text-primary" />
<span className="font-pixel text-sm text-foreground/90">Mobile Controls</span>
</div>
<button
onClick={handleMobileControlToggle}
className="px-3 py-1 text-xs font-pixel border border-primary transition-all duration-300 bg-transparent text-primary hover:bg-primary hover:text-background"
>
{mobileControlMode === 'buttons' ? 'BUTTONS' : 'SWIPE'}
</button>
</div>
</div>
<div className="mt-4 pt-4 border-t border-primary/30">
+18
View File
@@ -3,6 +3,8 @@ import { useAudioAnalyzer } from './AudioAnalyzerContext';
type SoundType = 'click' | 'beep' | 'hover' | 'boot' | 'success' | 'error';
type MobileControlMode = 'swipe' | 'buttons';
interface SettingsContextType {
crtEnabled: boolean;
setCrtEnabled: (enabled: boolean) => void;
@@ -26,6 +28,8 @@ interface SettingsContextType {
disableAudio: () => void;
userInteracted: boolean;
setUserInteracted: (interacted: boolean) => void;
mobileControlMode: MobileControlMode;
setMobileControlMode: (mode: MobileControlMode) => void;
}
const SettingsContext = createContext<SettingsContextType | undefined>(undefined);
@@ -66,6 +70,16 @@ export const SettingsProvider = ({ children }: { children: ReactNode }) => {
sessionStorage.setItem('cryptoConsentPrompted', 'true');
};
const [mobileControlMode, setMobileControlModeState] = useState<MobileControlMode>(() => {
const saved = localStorage.getItem('mobileControlMode');
return (saved as MobileControlMode) || 'buttons';
});
const setMobileControlMode = (mode: MobileControlMode) => {
setMobileControlModeState(mode);
localStorage.setItem('mobileControlMode', mode);
};
const [audioBlocked, setAudioBlocked] = useState(false);
const [showAudioOverlay, setShowAudioOverlay] = useState(false);
const [userInteracted, setUserInteracted] = useState(false);
@@ -307,6 +321,8 @@ export const SettingsProvider = ({ children }: { children: ReactNode }) => {
disableAudio,
userInteracted,
setUserInteracted,
mobileControlMode,
setMobileControlMode,
}}
>
{children}
@@ -314,6 +330,8 @@ export const SettingsProvider = ({ children }: { children: ReactNode }) => {
);
};
export type { MobileControlMode };
export const useSettings = () => {
const context = useContext(SettingsContext);
if (context === undefined) {
+1 -3
View File
@@ -382,7 +382,7 @@ const AIChat = () => {
sendMessage();
}
};
const content = (
return (
<motion.div
initial={{ opacity: 0, y: 20 }}
animate={{ opacity: 1, y: 0 }}
@@ -698,8 +698,6 @@ const AIChat = () => {
</Dialog>
</motion.div>
);
return content;
};
export default AIChat;
+129 -2
View File
@@ -24,8 +24,32 @@ interface Brick {
height: number;
alive: boolean;
color: string;
hasPowerUp?: PowerUpType;
}
type PowerUpType = 'wide' | 'multi' | 'slow' | 'life';
interface PowerUp {
x: number;
y: number;
type: PowerUpType;
active: boolean;
}
const POWER_UP_COLORS: Record<PowerUpType, string> = {
wide: 'hsl(200 80% 60%)',
multi: 'hsl(280 80% 60%)',
slow: 'hsl(45 80% 60%)',
life: 'hsl(0 80% 60%)',
};
const POWER_UP_LABELS: Record<PowerUpType, string> = {
wide: 'W',
multi: 'M',
slow: 'S',
life: '+',
};
const Breakout = () => {
const { playSound } = useSettings();
const { checkGameScoreAchievements, unlockMaxScore } = useAchievements();
@@ -40,6 +64,12 @@ const Breakout = () => {
const [showGlitchCrash, setShowGlitchCrash] = useState(false);
const [isTwoPlayer, setIsTwoPlayer] = useState(false);
// Power-up state
const [activePowerUps, setActivePowerUps] = useState<{ type: PowerUpType; endTime: number }[]>([]);
const powerUpsRef = useRef<PowerUp[]>([]);
const extraBallsRef = useRef<{ x: number; y: number; dx: number; dy: number }[]>([]);
const basePaddleWidth = useRef(90);
// P2 state
const [score2, setScore2] = useState(0);
const [lives2, setLives2] = useState(3);
@@ -91,7 +121,11 @@ const Breakout = () => {
useEffect(() => { setCanvasSize(getCanvasSize()); }, [isFullscreen, getCanvasSize, isTwoPlayer]);
const paddleWidth = isMobile ? 70 : (isTwoPlayer ? 70 : (isFullscreen ? 100 : 90));
// Calculate paddle width based on active power-ups
const hasWidePaddle = activePowerUps.some(p => p.type === 'wide' && p.endTime > Date.now());
const hasSlowBall = activePowerUps.some(p => p.type === 'slow' && p.endTime > Date.now());
basePaddleWidth.current = isMobile ? 70 : (isTwoPlayer ? 70 : (isFullscreen ? 100 : 90));
const paddleWidth = hasWidePaddle ? basePaddleWidth.current * 1.5 : basePaddleWidth.current;
const ballSize = isMobile ? 10 : (isTwoPlayer ? 10 : (isFullscreen ? 14 : 12));
useEffect(() => {
@@ -126,9 +160,23 @@ const Breakout = () => {
const bricks: Brick[] = [];
const brickWidth = (width - (BRICK_COLS + 1) * BRICK_GAP) / BRICK_COLS;
const colors = ['hsl(0 70% 50%)', 'hsl(30 70% 50%)', 'hsl(60 70% 50%)', 'hsl(120 70% 50%)', 'hsl(200 70% 50%)', 'hsl(280 70% 50%)'];
const powerUpTypes: PowerUpType[] = ['wide', 'multi', 'slow', 'life'];
for (let row = 0; row < BRICK_ROWS; row++) {
for (let col = 0; col < BRICK_COLS; col++) {
bricks.push({ x: BRICK_GAP + col * (brickWidth + BRICK_GAP), y: 60 + row * (BRICK_HEIGHT + BRICK_GAP), width: brickWidth, height: BRICK_HEIGHT, alive: true, color: colors[row % colors.length] });
// ~15% chance of having a power-up
const hasPowerUp = Math.random() < 0.15;
const powerUpType = hasPowerUp ? powerUpTypes[Math.floor(Math.random() * powerUpTypes.length)] : undefined;
bricks.push({
x: BRICK_GAP + col * (brickWidth + BRICK_GAP),
y: 60 + row * (BRICK_HEIGHT + BRICK_GAP),
width: brickWidth,
height: BRICK_HEIGHT,
alive: true,
color: colors[row % colors.length],
hasPowerUp: powerUpType
});
}
}
return bricks;
@@ -143,6 +191,9 @@ const Breakout = () => {
const startGame = (twoPlayer: boolean) => {
setIsTwoPlayer(twoPlayer);
setScore(0); setLevel(1); setLives(3); setGameOver(false); setIsPaused(false); setGameStarted(true);
setActivePowerUps([]);
powerUpsRef.current = [];
extraBallsRef.current = [];
p1DeadRef.current = false;
p2DeadRef.current = false;
@@ -278,6 +329,17 @@ const Breakout = () => {
allDestroyed = false;
if (ball.x + ballSize / 2 >= brick.x && ball.x - ballSize / 2 <= brick.x + brick.width && ball.y + ballSize / 2 >= brick.y && ball.y - ballSize / 2 <= brick.y + brick.height) {
brick.alive = false; ball.dy = -ball.dy;
// Spawn power-up if brick had one (P1 only for simplicity)
if (brick.hasPowerUp && playerNum === 1) {
powerUpsRef.current.push({
x: brick.x + brick.width / 2,
y: brick.y + brick.height,
type: brick.hasPowerUp,
active: true
});
}
setScoreParam(prev => {
const ns = Math.min(prev + 10, MAX_SCORE);
if (ns >= MAX_SCORE && playerNum === 1) setShowGlitchCrash(true);
@@ -288,6 +350,52 @@ const Breakout = () => {
}
}
// Update power-ups (P1 only)
if (playerNum === 1) {
const paddleY = canvasSize.height - 30;
for (const pu of powerUpsRef.current) {
if (!pu.active) continue;
pu.y += 2; // Fall speed
// Check paddle collision
if (pu.y >= paddleY && pu.y <= paddleY + PADDLE_HEIGHT && pu.x >= paddleRefParam.current && pu.x <= paddleRefParam.current + paddleWidth) {
pu.active = false;
playSound('success');
if (pu.type === 'life') {
setLivesParam(prev => Math.min(prev + 1, 5));
} else if (pu.type === 'multi') {
// Add extra ball
const newBall = { x: ball.x, y: ball.y, dx: -ball.dx, dy: ball.dy };
extraBallsRef.current.push(newBall);
} else {
// Wide or Slow - timed power-up (8 seconds)
setActivePowerUps(prev => [...prev.filter(p => p.type !== pu.type), { type: pu.type, endTime: Date.now() + 8000 }]);
}
}
// Remove if off screen
if (pu.y > canvasSize.height) pu.active = false;
}
powerUpsRef.current = powerUpsRef.current.filter(pu => pu.active);
// Update extra balls
for (const eb of extraBallsRef.current) {
const speedMod = hasSlowBall ? 0.6 : 1;
eb.x += eb.dx * speedMod; eb.y += eb.dy * speedMod;
if (eb.x <= ballSize / 2 || eb.x >= canvasSize.width - ballSize / 2) eb.dx = -eb.dx;
if (eb.y <= ballSize / 2) eb.dy = -eb.dy;
if (eb.y + ballSize / 2 >= paddleY && eb.y - ballSize / 2 <= paddleY + PADDLE_HEIGHT && eb.x >= paddleRefParam.current && eb.x <= paddleRefParam.current + paddleWidth) {
const hitPos = (eb.x - paddleRefParam.current) / paddleWidth;
const angle = (hitPos - 0.5) * Math.PI * 0.7;
const speed = Math.sqrt(eb.dx * eb.dx + eb.dy * eb.dy);
eb.dx = Math.sin(angle) * speed; eb.dy = -Math.abs(Math.cos(angle) * speed);
eb.y = paddleY - ballSize / 2;
}
}
extraBallsRef.current = extraBallsRef.current.filter(eb => eb.y < canvasSize.height);
}
if (allDestroyed && bricksRefParam.current.length > 0 && !deadRef.current) nextLevel(playerNum);
ctx.fillStyle = '#0a0a0a'; ctx.fillRect(0, 0, canvasSize.width, canvasSize.height);
@@ -296,6 +404,25 @@ const Breakout = () => {
if (!brick.alive) continue;
ctx.fillStyle = brick.color; ctx.fillRect(brick.x, brick.y, brick.width, brick.height);
ctx.strokeStyle = primaryColor; ctx.globalAlpha = 0.5; ctx.strokeRect(brick.x, brick.y, brick.width, brick.height); ctx.globalAlpha = 1;
// Draw power-up indicator
if (brick.hasPowerUp) {
ctx.fillStyle = POWER_UP_COLORS[brick.hasPowerUp];
ctx.font = '10px monospace';
ctx.textAlign = 'center';
ctx.fillText(POWER_UP_LABELS[brick.hasPowerUp], brick.x + brick.width / 2, brick.y + brick.height / 2 + 3);
}
}
// Draw falling power-ups
if (playerNum === 1) {
for (const pu of powerUpsRef.current) {
if (!pu.active) continue;
ctx.fillStyle = POWER_UP_COLORS[pu.type];
ctx.shadowColor = POWER_UP_COLORS[pu.type]; ctx.shadowBlur = 8;
ctx.beginPath(); ctx.arc(pu.x, pu.y, 8, 0, Math.PI * 2); ctx.fill();
ctx.fillStyle = '#000'; ctx.font = 'bold 10px monospace'; ctx.textAlign = 'center';
ctx.fillText(POWER_UP_LABELS[pu.type], pu.x, pu.y + 4); ctx.shadowBlur = 0;
}
}
ctx.fillStyle = primaryColor; ctx.shadowColor = primaryColor; ctx.shadowBlur = 10;
+17 -2
View File
@@ -8,6 +8,7 @@ import { Maximize2, Minimize2 } from 'lucide-react';
import { useBrowserFullscreen } from '@/hooks/useGameDimensions';
import { MobileControlsDock, MobileControlsSpacer } from '@/components/MobileControlsDock';
import { useSwipeControls } from '@/hooks/useSwipeControls';
import GameTouchButton from '@/components/GameTouchButton';
const GRID_WIDTH = 21;
const GRID_HEIGHT = 21;
@@ -44,7 +45,7 @@ const MAZE_TEMPLATE = [
];
const Pacman = () => {
const { playSound } = useSettings();
const { playSound, mobileControlMode } = useSettings();
const { checkGameScoreAchievements, unlockMaxScore } = useAchievements();
// Game mode selection
@@ -115,9 +116,11 @@ const Pacman = () => {
onTap: () => {
if (gameStarted && !gameOver && !gameComplete) setIsPaused(p => !p);
},
enabled: isMobile && gameStarted && !gameOver && !gameComplete,
enabled: isMobile && gameStarted && !gameOver && !gameComplete && mobileControlMode === 'swipe',
});
const useButtonControls = isMobile && mobileControlMode === 'buttons';
useEffect(() => {
const handleResize = () => setCellSize(getCellSize());
window.addEventListener('resize', handleResize);
@@ -766,6 +769,17 @@ const Pacman = () => {
<button onClick={() => { setGameMode('1p'); setShowModeSelection(false); }} className="font-minecraft text-sm py-3 px-8 border border-primary bg-primary/20 text-primary hover:bg-primary/40 transition-all box-glow">START GAME</button>
</div>
) : gameStarted && !gameOver && !gameComplete ? (
useButtonControls ? (
<div className="flex flex-col items-center gap-2 mt-2">
<button onClick={() => setNextDirection('up')} className="p-3 px-6 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-lg select-none"></button>
<div className="flex gap-3">
<button onClick={() => setNextDirection('left')} className="p-3 px-6 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-lg select-none"></button>
<button onClick={() => setIsPaused(p => !p)} className="p-3 px-4 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-[10px] select-none">{isPaused ? '▶' : '❚❚'}</button>
<button onClick={() => setNextDirection('right')} className="p-3 px-6 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-lg select-none"></button>
</div>
<button onClick={() => setNextDirection('down')} className="p-3 px-6 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-lg select-none"></button>
</div>
) : (
<div
className="w-full h-24 border border-primary/30 rounded-lg bg-primary/5 flex items-center justify-center touch-none mt-2"
{...getSwipeHandlers()}
@@ -775,6 +789,7 @@ const Pacman = () => {
<span className="text-[10px] text-foreground/40">TAP TO PAUSE</span>
</p>
</div>
)
) : (
<button onClick={startGame} className="font-minecraft text-sm py-3 px-8 border border-primary bg-primary/20 text-primary hover:bg-primary/40 transition-all box-glow">
{gameComplete ? 'PERFECT!' : gameOver ? 'RETRY' : 'START'}
+17 -2
View File
@@ -8,6 +8,7 @@ import { Maximize2, Minimize2, Users, User } from 'lucide-react';
import { useBrowserFullscreen } from '@/hooks/useGameDimensions';
import { MobileControlsDock, MobileControlsSpacer } from '@/components/MobileControlsDock';
import { useSwipeControls } from '@/hooks/useSwipeControls';
import GameTouchButton from '@/components/GameTouchButton';
const GRID_SIZE = 20;
const TICK_SPEED = 120;
@@ -29,7 +30,7 @@ interface Player {
}
const Snake = () => {
const { playSound } = useSettings();
const { playSound, mobileControlMode } = useSettings();
const { checkGameScoreAchievements, unlockMaxScore } = useAchievements();
// Mode selection
@@ -94,9 +95,11 @@ const Snake = () => {
const { getSwipeHandlers } = useSwipeControls({
onSwipe: (dir) => handleSwipe(dir as Direction),
onTap: () => setIsPaused(p => !p),
enabled: isMobile && gameStarted && !gameOver && !gameComplete,
enabled: isMobile && gameStarted && !gameOver && !gameComplete && mobileControlMode === 'swipe',
});
const useButtonControls = isMobile && mobileControlMode === 'buttons';
useEffect(() => {
const handleResize = () => setCellSize(getCellSize());
window.addEventListener('resize', handleResize);
@@ -666,6 +669,17 @@ const Snake = () => {
</div>
{gameStarted && !gameOver && !gameComplete ? (
useButtonControls ? (
<div className="flex flex-col items-center gap-2">
<button onClick={() => directionQueueRef.current.push('up')} className="p-3 px-6 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-lg select-none"></button>
<div className="flex gap-3">
<button onClick={() => directionQueueRef.current.push('left')} className="p-3 px-6 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-lg select-none"></button>
<button onClick={() => setIsPaused(p => !p)} className="p-3 px-4 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-[10px] select-none">{isPaused ? '▶' : '❚❚'}</button>
<button onClick={() => directionQueueRef.current.push('right')} className="p-3 px-6 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-lg select-none"></button>
</div>
<button onClick={() => directionQueueRef.current.push('down')} className="p-3 px-6 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-lg select-none"></button>
</div>
) : (
<div
className="w-full h-24 border border-primary/30 rounded-lg bg-primary/5 flex items-center justify-center touch-none"
{...getSwipeHandlers()}
@@ -675,6 +689,7 @@ const Snake = () => {
<span className="text-[10px] text-foreground/40">TAP TO PAUSE</span>
</p>
</div>
)
) : (
<button onClick={() => startGame('1p')} className="font-minecraft text-sm py-3 px-8 border border-primary bg-primary/20 text-primary hover:bg-primary/40 transition-all box-glow">
{gameComplete ? 'PERFECT!' : gameOver ? 'RETRY' : 'START'}
+20 -2
View File
@@ -8,6 +8,7 @@ import { Maximize2, Minimize2, Users, User } from 'lucide-react';
import { useBrowserFullscreen } from '@/hooks/useGameDimensions';
import { MobileControlsDock, MobileControlsSpacer } from '@/components/MobileControlsDock';
import { useSwipeControls, SwipeDirection } from '@/hooks/useSwipeControls';
import GameTouchButton from '@/components/GameTouchButton';
const BOARD_WIDTH = 10;
const BOARD_HEIGHT = 20;
@@ -87,7 +88,7 @@ const rotate = (matrix: number[][]): number[][] => {
};
const Tetris = () => {
const { playSound } = useSettings();
const { playSound, mobileControlMode } = useSettings();
const { checkGameScoreAchievements, unlockMaxScore } = useAchievements();
const [gameMode, setGameMode] = useState<GameMode | null>(null);
@@ -329,10 +330,12 @@ const Tetris = () => {
}
},
onTap: togglePause,
enabled: isMobile && gameStarted && !gameOver && !gameComplete,
enabled: isMobile && gameStarted && !gameOver && !gameComplete && mobileControlMode === 'swipe',
fastSwipeThreshold: 1.2,
});
const useButtonControls = isMobile && mobileControlMode === 'buttons';
const movePlayer = useCallback((playerNum: 1 | 2, action: 'left' | 'right' | 'down' | 'rotate' | 'drop') => {
if (gameOver || isPaused || !gameStarted || gameMode !== '2p') return;
const setPlayer = playerNum === 1 ? setPlayer1 : setPlayer2;
@@ -636,6 +639,20 @@ const Tetris = () => {
<div><p className="font-pixel text-[8px] text-foreground/60">LINES</p><p className="font-minecraft text-sm text-primary">{lines}</p></div>
</div>
{gameStarted && !gameOver ? (
useButtonControls ? (
<div className="flex flex-col items-center gap-2 mt-1">
<GameTouchButton onAction={rotatePiece} className="p-3 px-6 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-lg" interval={150}></GameTouchButton>
<div className="flex gap-3">
<GameTouchButton onAction={moveLeft} className="p-3 px-6 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-lg" interval={80}></GameTouchButton>
<button onClick={togglePause} className="p-3 px-4 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-[10px] select-none">{isPaused ? '▶' : '❚❚'}</button>
<GameTouchButton onAction={moveRight} className="p-3 px-6 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-lg" interval={80}></GameTouchButton>
</div>
<div className="flex gap-3">
<GameTouchButton onAction={moveDown} className="p-3 px-4 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-lg" interval={50}></GameTouchButton>
<button onClick={hardDrop} className="p-3 px-4 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-[10px] select-none"></button>
</div>
</div>
) : (
<div
className="w-full h-24 border border-primary/30 rounded-lg bg-primary/5 flex items-center justify-center touch-none mt-1"
{...getSwipeHandlers()}
@@ -646,6 +663,7 @@ const Tetris = () => {
<span className="text-[10px] text-foreground/40"> ROTATE · TAP TO PAUSE</span>
</p>
</div>
)
) : (
<button onClick={() => startGame('1p')} className="font-minecraft text-sm py-3 px-8 border border-primary bg-primary/20 text-primary hover:bg-primary/40 transition-all box-glow">{gameOver ? 'RETRY' : 'START'}</button>
)}