import { useState, useEffect, useCallback, useRef } from 'react'; import { motion } from 'framer-motion'; import { useSettings } from '@/contexts/SettingsContext'; import { useAchievements } from '@/contexts/AchievementsContext'; import { Link } from 'react-router-dom'; import GlitchCrash from '@/components/GlitchCrash'; import { Maximize2, Minimize2 } from 'lucide-react'; import { useBrowserFullscreen } from '@/hooks/useGameDimensions'; import GameTouchButton from '@/components/GameTouchButton'; const GRID_WIDTH = 21; const GRID_HEIGHT = 21; const TICK_SPEED = 180; const POWER_DURATION = 8000; const MAX_SCORE = 4294967296; const HIGHSCORE_KEY = 'pacman-highscore'; type Direction = 'up' | 'down' | 'left' | 'right'; type Position = { x: number; y: number }; const MAZE_TEMPLATE = [ [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,3,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,3,1], [1,0,1,1,0,1,1,1,1,0,1,0,1,1,1,1,0,1,1,0,1], [1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1], [1,0,1,1,0,1,0,1,1,1,1,1,1,1,0,1,0,1,1,0,1], [1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1], [1,1,1,1,0,1,1,1,1,0,1,0,1,1,1,1,0,1,1,1,1], [1,1,1,1,0,1,0,0,0,0,0,0,0,0,0,1,0,1,1,1,1], [1,1,1,1,0,1,0,1,1,0,0,0,1,1,0,1,0,1,1,1,1], [2,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,2], [1,1,1,1,0,1,0,1,1,1,1,1,1,1,0,1,0,1,1,1,1], [1,1,1,1,0,1,0,0,0,0,0,0,0,0,0,1,0,1,1,1,1], [1,1,1,1,0,1,0,1,1,1,1,1,1,1,0,1,0,1,1,1,1], [1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1], [1,0,1,1,0,1,1,1,1,0,1,0,1,1,1,1,0,1,1,0,1], [1,3,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,3,1], [1,1,0,1,0,1,0,1,1,1,1,1,1,1,0,1,0,1,0,1,1], [1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1], [1,0,1,1,1,1,1,1,1,0,1,0,1,1,1,1,1,1,1,0,1], [1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1], [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], ]; const Pacman = () => { const { playSound } = useSettings(); const { checkGameScoreAchievements, unlockMaxScore } = useAchievements(); const [pacman, setPacman] = useState({ x: 10, y: 15 }); const [direction, setDirection] = useState('right'); const [nextDirection, setNextDirection] = useState('right'); const [mouthOpen, setMouthOpen] = useState(true); const [ghosts, setGhosts] = useState<{ pos: Position; dir: Direction; eaten: boolean }[]>([ { pos: { x: 9, y: 9 }, dir: 'left', eaten: false }, { pos: { x: 10, y: 9 }, dir: 'up', eaten: false }, { pos: { x: 11, y: 9 }, dir: 'right', eaten: false }, ]); const [dots, setDots] = useState>(new Set()); const [powerPellets, setPowerPellets] = useState>(new Set()); const [isPowered, setIsPowered] = useState(false); const [score, setScore] = useState(0); const [highScore, setHighScore] = useState(0); const [gameOver, setGameOver] = useState(false); const [gameComplete, setGameComplete] = useState(false); const [gameStarted, setGameStarted] = useState(false); const [isPaused, setIsPaused] = useState(false); const [showGlitchCrash, setShowGlitchCrash] = useState(false); const [level, setLevel] = useState(1); const [isFullscreen, setIsFullscreen] = useState(false); const gameRef = useRef(null); const powerTimerRef = useRef(null); const { enterFullscreen, exitFullscreen } = useBrowserFullscreen(); const getCellSize = useCallback(() => { if (typeof window === 'undefined') return 20; const isMobile = window.innerWidth < 768; if (isMobile) { const maxWidth = window.innerWidth - 40; const maxHeight = window.innerHeight - 300; return Math.min(Math.floor(maxWidth / GRID_WIDTH), Math.floor(maxHeight / GRID_HEIGHT), 16); } return isFullscreen ? 26 : 20; }, [isFullscreen]); const [cellSize, setCellSize] = useState(getCellSize); const isMobile = typeof window !== 'undefined' && window.innerWidth < 768; useEffect(() => { const handleResize = () => setCellSize(getCellSize()); window.addEventListener('resize', handleResize); return () => window.removeEventListener('resize', handleResize); }, [getCellSize]); useEffect(() => { setCellSize(getCellSize()); }, [isFullscreen, getCellSize]); useEffect(() => { if (gameStarted && isMobile && !isFullscreen) { setIsFullscreen(true); enterFullscreen(); } }, [gameStarted, isMobile, isFullscreen, enterFullscreen]); const toggleFullscreen = async () => { if (!isFullscreen) { setIsFullscreen(true); await enterFullscreen(); } else { setIsFullscreen(false); await exitFullscreen(); } playSound('click'); }; useEffect(() => { const handleEscape = (e: KeyboardEvent) => { if (e.key === 'Escape' && isFullscreen) { setIsFullscreen(false); exitFullscreen(); } }; window.addEventListener('keydown', handleEscape); return () => window.removeEventListener('keydown', handleEscape); }, [isFullscreen, exitFullscreen]); useEffect(() => { const saved = localStorage.getItem(HIGHSCORE_KEY); if (saved) setHighScore(Math.min(parseInt(saved, 10), MAX_SCORE)); }, []); // Check score achievements useEffect(() => { if (score > 0) { checkGameScoreAchievements('pacman', score); if (score >= MAX_SCORE) unlockMaxScore(); } }, [score, checkGameScoreAchievements, unlockMaxScore]); const initDots = useCallback(() => { const newDots = new Set(); const newPowerPellets = new Set(); for (let y = 0; y < GRID_HEIGHT; y++) { for (let x = 0; x < GRID_WIDTH; x++) { if (MAZE_TEMPLATE[y][x] === 0) newDots.add(`${x},${y}`); else if (MAZE_TEMPLATE[y][x] === 3) newPowerPellets.add(`${x},${y}`); } } newDots.delete('10,15'); newDots.delete('9,9'); newDots.delete('10,9'); newDots.delete('11,9'); return { dots: newDots, powerPellets: newPowerPellets }; }, []); const canMove = (pos: Position, dir: Direction): boolean => { let newX = pos.x, newY = pos.y; switch (dir) { case 'up': newY--; break; case 'down': newY++; break; case 'left': newX--; break; case 'right': newX++; break; } if (newX < 0) return MAZE_TEMPLATE[newY]?.[GRID_WIDTH - 1] !== 1; if (newX >= GRID_WIDTH) return MAZE_TEMPLATE[newY]?.[0] !== 1; if (newY < 0 || newY >= GRID_HEIGHT) return false; return MAZE_TEMPLATE[newY][newX] !== 1; }; const moveEntity = (pos: Position, dir: Direction): Position => { let newX = pos.x, newY = pos.y; switch (dir) { case 'up': newY--; break; case 'down': newY++; break; case 'left': newX--; break; case 'right': newX++; break; } if (newX < 0) newX = GRID_WIDTH - 1; if (newX >= GRID_WIDTH) newX = 0; return { x: newX, y: newY }; }; const activatePowerMode = () => { if (powerTimerRef.current) clearTimeout(powerTimerRef.current); setIsPowered(true); powerTimerRef.current = setTimeout(() => { setIsPowered(false); setGhosts(prev => prev.map(g => ({ ...g, eaten: false }))); }, POWER_DURATION); }; const startGame = () => { if (powerTimerRef.current) clearTimeout(powerTimerRef.current); setPacman({ x: 10, y: 15 }); setDirection('right'); setNextDirection('right'); setMouthOpen(true); setGhosts([{ pos: { x: 9, y: 9 }, dir: 'left', eaten: false }, { pos: { x: 10, y: 9 }, dir: 'up', eaten: false }, { pos: { x: 11, y: 9 }, dir: 'right', eaten: false }]); const { dots: newDots, powerPellets: newPowerPellets } = initDots(); setDots(newDots); setPowerPellets(newPowerPellets); setIsPowered(false); setScore(0); setLevel(1); setGameOver(false); setGameComplete(false); setIsPaused(false); setGameStarted(true); playSound('success'); gameRef.current?.focus(); }; useEffect(() => { return () => { if (powerTimerRef.current) clearTimeout(powerTimerRef.current); }; }, []); useEffect(() => { if (!gameStarted || gameOver || gameComplete || isPaused) return; const interval = setInterval(() => { setMouthOpen(prev => !prev); if (canMove(pacman, nextDirection)) setDirection(nextDirection); const actualDir = canMove(pacman, nextDirection) ? nextDirection : direction; if (canMove(pacman, actualDir)) { const newPos = moveEntity(pacman, actualDir); setPacman(newPos); const posKey = `${newPos.x},${newPos.y}`; if (powerPellets.has(posKey)) { setPowerPellets(prev => { const np = new Set(prev); np.delete(posKey); return np; }); activatePowerMode(); setScore(prev => { const ns = Math.min(prev + 50, MAX_SCORE); if (ns >= MAX_SCORE) setShowGlitchCrash(true); if (ns > highScore) { setHighScore(ns); localStorage.setItem(HIGHSCORE_KEY, ns.toString()); } return ns; }); playSound('success'); } else if (dots.has(posKey)) { setDots(prev => { const nd = new Set(prev); nd.delete(posKey); return nd; }); setScore(prev => { const ns = Math.min(prev + 10, MAX_SCORE); if (ns >= MAX_SCORE) setShowGlitchCrash(true); if (ns > highScore) { setHighScore(ns); localStorage.setItem(HIGHSCORE_KEY, ns.toString()); } return ns; }); playSound('hover'); } } setGhosts(prev => prev.map(ghost => { if (ghost.eaten) return ghost; const directions: Direction[] = ['up', 'down', 'left', 'right']; const opposite: Record = { up: 'down', down: 'up', left: 'right', right: 'left' }; const validDirs = directions.filter(d => d !== opposite[ghost.dir] && canMove(ghost.pos, d)); if (validDirs.length === 0) { const anyValid = directions.filter(d => canMove(ghost.pos, d)); if (anyValid.length === 0) return ghost; const dir = anyValid[Math.floor(Math.random() * anyValid.length)]; return { ...ghost, pos: moveEntity(ghost.pos, dir), dir }; } const dx = pacman.x - ghost.pos.x, dy = pacman.y - ghost.pos.y; let preferredDirs: Direction[] = []; if (isPowered) { preferredDirs = Math.abs(dx) > Math.abs(dy) ? (dx > 0 ? ['left', 'up', 'down', 'right'] : ['right', 'down', 'up', 'left']) : (dy > 0 ? ['up', 'left', 'right', 'down'] : ['down', 'right', 'left', 'up']); } else { preferredDirs = Math.abs(dx) > Math.abs(dy) ? (dx > 0 ? ['right', 'down', 'up', 'left'] : ['left', 'up', 'down', 'right']) : (dy > 0 ? ['down', 'right', 'left', 'up'] : ['up', 'left', 'right', 'down']); } if (Math.random() < 0.6) { for (const dir of preferredDirs) { if (validDirs.includes(dir)) return { ...ghost, pos: moveEntity(ghost.pos, dir), dir }; } } const dir = validDirs[Math.floor(Math.random() * validDirs.length)]; return { ...ghost, pos: moveEntity(ghost.pos, dir), dir }; })); }, TICK_SPEED); return () => clearInterval(interval); }, [gameStarted, gameOver, gameComplete, isPaused, pacman, direction, nextDirection, dots, powerPellets, highScore, isPowered, playSound]); useEffect(() => { if (!gameStarted || gameOver || gameComplete) return; for (let i = 0; i < ghosts.length; i++) { const ghost = ghosts[i]; if (ghost.pos.x === pacman.x && ghost.pos.y === pacman.y) { if (isPowered && !ghost.eaten) { setGhosts(prev => prev.map((g, idx) => idx === i ? { ...g, eaten: true, pos: { x: 10, y: 9 } } : g)); setScore(prev => { const ns = Math.min(prev + 200, MAX_SCORE); if (ns >= MAX_SCORE) setShowGlitchCrash(true); if (ns > highScore) { setHighScore(ns); localStorage.setItem(HIGHSCORE_KEY, ns.toString()); } return ns; }); playSound('success'); } else if (!ghost.eaten) { setGameOver(true); playSound('error'); return; } } } if (dots.size === 0 && powerPellets.size === 0) { setScore(prev => { const ns = Math.min(prev + 500, MAX_SCORE); if (ns >= MAX_SCORE) setShowGlitchCrash(true); if (ns > highScore) { setHighScore(ns); localStorage.setItem(HIGHSCORE_KEY, ns.toString()); } return ns; }); setLevel(prev => prev + 1); const { dots: newDots, powerPellets: newPowerPellets } = initDots(); setDots(newDots); setPowerPellets(newPowerPellets); playSound('success'); } }, [pacman, ghosts, dots, powerPellets, gameStarted, gameOver, gameComplete, highScore, isPowered, playSound, initDots]); useEffect(() => { const handleKeyDown = (e: KeyboardEvent) => { if (!gameStarted) return; switch (e.key) { case 'ArrowUp': case 'w': e.preventDefault(); setNextDirection('up'); break; case 'ArrowDown': case 's': e.preventDefault(); setNextDirection('down'); break; case 'ArrowLeft': case 'a': e.preventDefault(); setNextDirection('left'); break; case 'ArrowRight': case 'd': e.preventDefault(); setNextDirection('right'); break; case 'p': e.preventDefault(); if (!gameOver && !gameComplete) setIsPaused(prev => !prev); break; } }; window.addEventListener('keydown', handleKeyDown); return () => window.removeEventListener('keydown', handleKeyDown); }, [gameStarted, gameOver, gameComplete]); const getPacmanRotation = () => { switch (direction) { case 'right': return 0; case 'down': return 90; case 'left': return 180; case 'up': return 270; } }; const renderPacman = () => ( {mouthOpen && } ); const renderGhost = (index: number, eaten: boolean) => { const colors = ['hsl(0 70% 50%)', 'hsl(300 70% 50%)', 'hsl(180 70% 50%)']; const scaredColor = 'hsl(220 70% 50%)'; if (eaten) return null; return ( ); }; const renderGrid = () => { const cells = []; const spriteSize = Math.max(cellSize * 0.7, 12); for (let y = 0; y < GRID_HEIGHT; y++) { for (let x = 0; x < GRID_WIDTH; x++) { const isWall = MAZE_TEMPLATE[y][x] === 1; const isTunnel = MAZE_TEMPLATE[y][x] === 2; const isPacmanHere = pacman.x === x && pacman.y === y; const ghostIndex = ghosts.findIndex(g => g.pos.x === x && g.pos.y === y && !g.eaten); const isDot = dots.has(`${x},${y}`); const isPowerPellet = powerPellets.has(`${x},${y}`); cells.push(
{isPacmanHere &&
{renderPacman()}
} {ghostIndex !== -1 && !isPacmanHere &&
{renderGhost(ghostIndex, ghosts[ghostIndex].eaten)}
} {isDot && !isPacmanHere && ghostIndex === -1 &&
} {isPowerPellet && !isPacmanHere && ghostIndex === -1 &&
}
); } } return cells; }; if (showGlitchCrash) return window.location.reload()} />; return (
{'<'} Back

Pac-Man

{renderGrid()}
{!isMobile && (

SCORE

{score.toLocaleString()}

HIGH SCORE

{highScore.toLocaleString()}

max: 4,294,967,296

LEVEL

{level}

CONTROLS

← → ↑ ↓ / WASD

P: Pause

{!gameStarted || gameOver || gameComplete ? ( ) : ( )}
)} {isMobile && (

SCORE

{score.toLocaleString()}

HIGH

{highScore.toLocaleString()}

LVL

{level}

{gameStarted && !gameOver && !gameComplete && (
setNextDirection('up')} className="p-4 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-lg">↑
setNextDirection('left')} className="p-4 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-lg">← setNextDirection('right')} className="p-4 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-lg">→
setNextDirection('down')} className="p-4 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-lg">↓
)} {(!gameStarted || gameOver || gameComplete) && ( )}
)}
{!isMobile && (gameOver || isPaused || gameComplete) && gameStarted && (

{gameComplete ? 'GAME COMPLETE!' : gameOver ? 'GAME OVER' : 'PAUSED'}

{(gameOver || gameComplete) && (<>

Final Score: {score.toLocaleString()}

Level: {level}

)}
)} ); }; export default Pacman;