Files
personal_website/src/pages/Breakout.tsx
T
gpt-engineer-app[bot] a9548741ce Changes
2026-01-22 23:38:57 +00:00

708 lines
32 KiB
TypeScript

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';
import { MobileControlsDock, MobileControlsSpacer } from '@/components/MobileControlsDock';
const PADDLE_HEIGHT = 14;
const BRICK_ROWS = 6;
const BRICK_COLS = 10;
const BRICK_HEIGHT = 20;
const BRICK_GAP = 4;
const MAX_SCORE = 4294967296;
const HIGHSCORE_KEY = 'breakout-highscore';
interface Brick {
x: number;
y: number;
width: number;
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();
const [isFullscreen, setIsFullscreen] = useState(false);
const [score, setScore] = useState(0);
const [highScore, setHighScore] = useState(0);
const [level, setLevel] = useState(1);
const [lives, setLives] = useState(3);
const [gameOver, setGameOver] = useState(false);
const [gameStarted, setGameStarted] = useState(false);
const [isPaused, setIsPaused] = useState(false);
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);
const [level2, setLevel2] = useState(1);
const canvasRef = useRef<HTMLCanvasElement>(null);
const canvas2Ref = useRef<HTMLCanvasElement>(null);
const gameRef = useRef<HTMLDivElement>(null);
const paddleXRef = useRef(160);
const paddle2XRef = useRef(160);
const ballRef = useRef({ x: 200, y: 450, dx: 4, dy: -4 });
const ball2Ref = useRef({ x: 200, y: 450, dx: 4, dy: -4 });
const bricksRef = useRef<Brick[]>([]);
const bricks2Ref = useRef<Brick[]>([]);
const keysRef = useRef<Set<string>>(new Set());
const animationRef = useRef<number>();
const animation2Ref = useRef<number>();
const p1DeadRef = useRef(false);
const p2DeadRef = useRef(false);
const { enterFullscreen, exitFullscreen } = useBrowserFullscreen();
const getCanvasSize = useCallback(() => {
if (typeof window === 'undefined') return { width: 560, height: 680 };
const isMobile = window.innerWidth < 768;
if (isMobile) {
const maxWidth = window.innerWidth - 32;
const maxHeight = window.innerHeight - 380;
const aspectRatio = 560 / 680;
let width = maxWidth;
let height = width / aspectRatio;
if (height > maxHeight) { height = maxHeight; width = height * aspectRatio; }
return { width: Math.floor(width), height: Math.floor(height) };
}
if (isTwoPlayer) {
return isFullscreen ? { width: 480, height: 580 } : { width: 400, height: 500 };
}
return isFullscreen ? { width: 700, height: 840 } : { width: 560, height: 680 };
}, [isFullscreen, isTwoPlayer]);
const [canvasSize, setCanvasSize] = useState(getCanvasSize);
const isMobile = typeof window !== 'undefined' && window.innerWidth < 768;
useEffect(() => {
const handleResize = () => setCanvasSize(getCanvasSize());
window.addEventListener('resize', handleResize);
return () => window.removeEventListener('resize', handleResize);
}, [getCanvasSize]);
useEffect(() => { setCanvasSize(getCanvasSize()); }, [isFullscreen, getCanvasSize, isTwoPlayer]);
// 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(() => {
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));
}, []);
useEffect(() => {
if (score > 0) {
checkGameScoreAchievements('breakout', score);
if (score >= MAX_SCORE) unlockMaxScore();
}
}, [score, checkGameScoreAchievements, unlockMaxScore]);
const initBricks = useCallback((width: number) => {
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++) {
// ~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;
}, []);
const resetBall = useCallback((ballRefToReset: React.MutableRefObject<{x: number, y: number, dx: number, dy: number}>, paddleRefToReset: React.MutableRefObject<number>, lvl: number) => {
const speed = 2.5 + lvl * 0.3;
ballRefToReset.current = { x: canvasSize.width / 2, y: canvasSize.height - 60, dx: (Math.random() > 0.5 ? 1 : -1) * speed, dy: -speed };
paddleRefToReset.current = canvasSize.width / 2 - paddleWidth / 2;
}, [canvasSize.width, canvasSize.height, paddleWidth]);
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;
if (twoPlayer) {
setScore2(0); setLevel2(1); setLives2(3);
}
setTimeout(() => {
const size = getCanvasSize();
bricksRef.current = initBricks(size.width);
resetBall(ballRef, paddleXRef, 1);
if (twoPlayer) {
bricks2Ref.current = initBricks(size.width);
resetBall(ball2Ref, paddle2XRef, 1);
}
}, 50);
playSound('success');
gameRef.current?.focus();
};
const nextLevel = useCallback((player: 1 | 2) => {
if (player === 1) {
setLevel(prev => {
const newLevel = prev + 1;
bricksRef.current = initBricks(canvasSize.width);
resetBall(ballRef, paddleXRef, newLevel);
return newLevel;
});
} else {
setLevel2(prev => {
const newLevel = prev + 1;
bricks2Ref.current = initBricks(canvasSize.width);
resetBall(ball2Ref, paddle2XRef, newLevel);
return newLevel;
});
}
playSound('success');
}, [initBricks, resetBall, playSound, canvasSize.width]);
useEffect(() => {
const handleKeyDown = (e: KeyboardEvent) => {
if (isTwoPlayer) {
// P1: A/D, P2: Arrow keys
if (['a', 'd', 'ArrowLeft', 'ArrowRight'].includes(e.key)) { e.preventDefault(); keysRef.current.add(e.key); }
} else {
if (['ArrowLeft', 'ArrowRight', 'a', 'd'].includes(e.key)) { e.preventDefault(); keysRef.current.add(e.key); }
}
if (e.key === 'p' && gameStarted && !gameOver) { setIsPaused(prev => !prev); playSound('click'); }
};
const handleKeyUp = (e: KeyboardEvent) => { keysRef.current.delete(e.key); };
window.addEventListener('keydown', handleKeyDown);
window.addEventListener('keyup', handleKeyUp);
return () => { window.removeEventListener('keydown', handleKeyDown); window.removeEventListener('keyup', handleKeyUp); };
}, [gameStarted, gameOver, playSound, isTwoPlayer]);
const handleTouchMove = useCallback((e: React.TouchEvent) => {
if (!gameStarted || gameOver || isPaused) return;
const canvas = canvasRef.current;
if (!canvas) return;
const rect = canvas.getBoundingClientRect();
const touch = e.touches[0];
const x = touch.clientX - rect.left;
paddleXRef.current = Math.max(0, Math.min(canvasSize.width - paddleWidth, x - paddleWidth / 2));
}, [gameStarted, gameOver, isPaused, canvasSize.width, paddleWidth]);
const moveLeft = useCallback(() => { paddleXRef.current = Math.max(0, paddleXRef.current - 20); }, []);
const moveRight = useCallback(() => { paddleXRef.current = Math.min(canvasSize.width - paddleWidth, paddleXRef.current + 20); }, [canvasSize.width, paddleWidth]);
// Game loop for a player
const runGameLoop = useCallback((
canvas: HTMLCanvasElement,
ballRefParam: React.MutableRefObject<{x: number, y: number, dx: number, dy: number}>,
paddleRefParam: React.MutableRefObject<number>,
bricksRefParam: React.MutableRefObject<Brick[]>,
setScoreParam: React.Dispatch<React.SetStateAction<number>>,
setLivesParam: React.Dispatch<React.SetStateAction<number>>,
getLives: () => number,
playerNum: 1 | 2,
primaryColor: string,
leftKey: string,
rightKey: string,
deadRef: React.MutableRefObject<boolean>
) => {
const ctx = canvas.getContext('2d');
if (!ctx) return;
const paddleSpeed = isMobile ? 6 : (isFullscreen ? 10 : 8);
if (keysRef.current.has(leftKey)) paddleRefParam.current = Math.max(0, paddleRefParam.current - paddleSpeed);
if (keysRef.current.has(rightKey)) paddleRefParam.current = Math.min(canvasSize.width - paddleWidth, paddleRefParam.current + paddleSpeed);
const ball = ballRefParam.current;
ball.x += ball.dx; ball.y += ball.dy;
if (ball.x <= ballSize / 2 || ball.x >= canvasSize.width - ballSize / 2) { ball.dx = -ball.dx; playSound('hover'); }
if (ball.y <= ballSize / 2) { ball.dy = -ball.dy; playSound('hover'); }
const paddleY = canvasSize.height - 30;
if (ball.y + ballSize / 2 >= paddleY && ball.y - ballSize / 2 <= paddleY + PADDLE_HEIGHT && ball.x >= paddleRefParam.current && ball.x <= paddleRefParam.current + paddleWidth) {
const hitPos = (ball.x - paddleRefParam.current) / paddleWidth;
const angle = (hitPos - 0.5) * Math.PI * 0.7;
const speed = Math.sqrt(ball.dx * ball.dx + ball.dy * ball.dy);
ball.dx = Math.sin(angle) * speed; ball.dy = -Math.abs(Math.cos(angle) * speed);
ball.y = paddleY - ballSize / 2; playSound('click');
}
if (ball.y >= canvasSize.height && !deadRef.current) {
const currentLives = getLives();
const newLives = currentLives - 1;
setLivesParam(newLives);
if (newLives <= 0) {
deadRef.current = true;
playSound('error');
// Check if game over (both players dead in 2P, or single player dead)
if (!isTwoPlayer) {
setGameOver(true);
} else {
// Check if both dead
if ((playerNum === 1 && p2DeadRef.current) || (playerNum === 2 && p1DeadRef.current)) {
setGameOver(true);
}
}
} else {
resetBall(ballRefParam, paddleRefParam, playerNum === 1 ? level : level2);
playSound('error');
}
}
let allDestroyed = true;
for (const brick of bricksRefParam.current) {
if (!brick.alive) continue;
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);
if (ns > highScore && playerNum === 1) { setHighScore(ns); localStorage.setItem(HIGHSCORE_KEY, ns.toString()); }
return ns;
});
playSound('success'); break;
}
}
// 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);
for (const brick of bricksRefParam.current) {
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;
ctx.fillRect(paddleRefParam.current, canvasSize.height - 30, paddleWidth, PADDLE_HEIGHT); ctx.shadowBlur = 0;
if (!deadRef.current) {
ctx.beginPath(); ctx.arc(ball.x, ball.y, ballSize / 2, 0, Math.PI * 2);
ctx.fillStyle = primaryColor; ctx.shadowColor = primaryColor; ctx.shadowBlur = 15; ctx.fill(); ctx.shadowBlur = 0;
}
ctx.strokeStyle = primaryColor; ctx.globalAlpha = 0.5; ctx.lineWidth = 2;
ctx.strokeRect(0, 0, canvasSize.width, canvasSize.height); ctx.globalAlpha = 1;
// Draw player label in 2P mode
if (isTwoPlayer) {
ctx.font = '14px monospace';
ctx.fillStyle = primaryColor;
ctx.textAlign = 'center';
ctx.fillText(`P${playerNum}`, canvasSize.width / 2, 20);
if (deadRef.current) {
ctx.font = '20px monospace';
ctx.fillStyle = 'hsl(0 70% 50%)';
ctx.fillText('ELIMINATED', canvasSize.width / 2, canvasSize.height / 2);
}
}
}, [canvasSize, paddleWidth, ballSize, highScore, isFullscreen, isMobile, playSound, resetBall, nextLevel, isTwoPlayer, level, level2]);
// P1 game loop
useEffect(() => {
if (!gameStarted || gameOver || isPaused) return;
const canvas = canvasRef.current;
if (!canvas) return;
const computedStyle = getComputedStyle(document.documentElement);
const primaryHsl = computedStyle.getPropertyValue('--primary').trim();
const primaryColor = `hsl(${primaryHsl})`;
const gameLoop = () => {
const leftKey = isTwoPlayer ? 'a' : 'ArrowLeft';
const rightKey = isTwoPlayer ? 'd' : 'ArrowRight';
const altLeftKey = isTwoPlayer ? '' : 'a';
const altRightKey = isTwoPlayer ? '' : 'd';
// Check both keys in single player
const checkLeft = leftKey;
const checkRight = rightKey;
if (!isTwoPlayer) {
// In single player, check both arrow and A/D
if (keysRef.current.has('ArrowLeft') || keysRef.current.has('a')) {
keysRef.current.add('ArrowLeft');
}
if (keysRef.current.has('ArrowRight') || keysRef.current.has('d')) {
keysRef.current.add('ArrowRight');
}
}
runGameLoop(canvas, ballRef, paddleXRef, bricksRef, setScore, setLives, () => lives, 1, primaryColor, checkLeft, checkRight, p1DeadRef);
animationRef.current = requestAnimationFrame(gameLoop);
};
animationRef.current = requestAnimationFrame(gameLoop);
return () => { if (animationRef.current) cancelAnimationFrame(animationRef.current); };
}, [gameStarted, gameOver, isPaused, runGameLoop, isTwoPlayer, lives]);
// P2 game loop
useEffect(() => {
if (!gameStarted || gameOver || isPaused || !isTwoPlayer) return;
const canvas = canvas2Ref.current;
if (!canvas) return;
const computedStyle = getComputedStyle(document.documentElement);
const secondaryHsl = computedStyle.getPropertyValue('--secondary').trim();
const secondaryColor = `hsl(${secondaryHsl})`;
const gameLoop = () => {
runGameLoop(canvas, ball2Ref, paddle2XRef, bricks2Ref, setScore2, setLives2, () => lives2, 2, secondaryColor, 'ArrowLeft', 'ArrowRight', p2DeadRef);
animation2Ref.current = requestAnimationFrame(gameLoop);
};
animation2Ref.current = requestAnimationFrame(gameLoop);
return () => { if (animation2Ref.current) cancelAnimationFrame(animation2Ref.current); };
}, [gameStarted, gameOver, isPaused, isTwoPlayer, runGameLoop, lives2]);
useEffect(() => {
if (gameStarted && !gameOver) {
bricksRef.current = initBricks(canvasSize.width);
resetBall(ballRef, paddleXRef, level);
if (isTwoPlayer) {
bricks2Ref.current = initBricks(canvasSize.width);
resetBall(ball2Ref, paddle2XRef, level2);
}
}
}, [canvasSize, gameStarted, gameOver, initBricks, resetBall, isTwoPlayer, level, level2]);
const getWinner = () => {
if (!isTwoPlayer) return null;
if (score > score2) return 'P1';
if (score2 > score) return 'P2';
return 'TIE';
};
if (showGlitchCrash) return <GlitchCrash onComplete={() => window.location.reload()} />;
return (
<motion.div ref={gameRef} tabIndex={0} initial={{ opacity: 0 }} animate={{ opacity: 1 }} transition={{ duration: 0.5 }}
className={`flex flex-col outline-none ${isFullscreen ? 'fixed inset-0 z-50 bg-background p-4' : 'h-full'}`}>
<div className="flex items-center justify-between mb-2">
<div className="flex items-center gap-4">
<Link to="/games" className="font-pixel text-sm text-foreground/50 hover:text-primary transition-colors">{'<'} Back</Link>
<h1 className="font-minecraft text-2xl md:text-3xl text-primary text-glow-strong">Breakout</h1>
{isTwoPlayer && <span className="font-pixel text-xs text-secondary">2P MODE</span>}
</div>
<button onClick={toggleFullscreen} className="p-2 border border-primary/50 hover:bg-primary/20 transition-colors" title={isFullscreen ? 'Exit fullscreen' : 'Fullscreen'}>
{isFullscreen ? <Minimize2 size={16} className="text-primary" /> : <Maximize2 size={16} className="text-primary" />}
</button>
</div>
<div className={`flex ${isMobile ? 'flex-col items-center' : 'flex-row gap-4'} flex-1 ${isFullscreen ? 'justify-center items-center' : ''}`}>
{/* Game boards */}
<div className={`flex ${isTwoPlayer ? 'gap-4' : ''}`}>
{/* P1 Board */}
<div className="border-2 border-primary box-glow bg-background/80">
<canvas ref={canvasRef} width={canvasSize.width} height={canvasSize.height} onTouchMove={handleTouchMove} className="block" />
</div>
{/* P2 Board */}
{isTwoPlayer && !isMobile && (
<div className="border-2 border-secondary bg-background/80" style={{ boxShadow: '0 0 20px hsl(var(--secondary) / 0.3)' }}>
<canvas ref={canvas2Ref} width={canvasSize.width} height={canvasSize.height} className="block" />
</div>
)}
</div>
{!isMobile && (
<div className="flex flex-col gap-3 min-w-[160px]">
{/* P1 Score Panel */}
<div className="border-2 border-primary/50 p-4 bg-background/60">
<p className="font-pixel text-[10px] text-foreground/50 uppercase tracking-wider">{isTwoPlayer ? 'P1 Score' : 'Score'}</p>
<p className="font-minecraft text-2xl text-primary text-glow-strong">{score.toLocaleString()}</p>
</div>
{/* P2 Score Panel */}
{isTwoPlayer && (
<div className="border-2 border-secondary/50 p-4 bg-background/60">
<p className="font-pixel text-[10px] text-foreground/50 uppercase tracking-wider">P2 Score</p>
<p className="font-minecraft text-2xl text-secondary">{score2.toLocaleString()}</p>
</div>
)}
{!isTwoPlayer && (
<div className="border border-primary/30 p-3 bg-background/40">
<p className="font-pixel text-[10px] text-foreground/40 uppercase tracking-wider">High Score</p>
<p className="font-minecraft text-lg text-primary/80">{highScore.toLocaleString()}</p>
<p className="font-pixel text-[8px] text-foreground/30 mt-1">max: 4,294,967,296</p>
</div>
)}
{/* Level & Lives */}
<div className="grid grid-cols-2 gap-2">
<div className="border border-primary/30 p-3 bg-background/40 text-center">
<p className="font-pixel text-[10px] text-foreground/40 uppercase tracking-wider">{isTwoPlayer ? 'P1 Lvl' : 'Level'}</p>
<p className="font-minecraft text-xl text-primary">{level}</p>
</div>
<div className="border border-primary/30 p-3 bg-background/40 text-center">
<p className="font-pixel text-[10px] text-foreground/40 uppercase tracking-wider">{isTwoPlayer ? 'P1 ♥' : 'Lives'}</p>
<p className="font-minecraft text-lg text-primary text-glow">{'♥'.repeat(Math.max(0, lives))}</p>
</div>
</div>
{isTwoPlayer && (
<div className="grid grid-cols-2 gap-2">
<div className="border border-secondary/30 p-3 bg-background/40 text-center">
<p className="font-pixel text-[10px] text-foreground/40 uppercase tracking-wider">P2 Lvl</p>
<p className="font-minecraft text-xl text-secondary">{level2}</p>
</div>
<div className="border border-secondary/30 p-3 bg-background/40 text-center">
<p className="font-pixel text-[10px] text-foreground/40 uppercase tracking-wider">P2 </p>
<p className="font-minecraft text-lg text-secondary">{'♥'.repeat(Math.max(0, lives2))}</p>
</div>
</div>
)}
{/* Controls */}
<div className="border border-primary/20 p-3 bg-background/30">
<p className="font-pixel text-[10px] text-foreground/40 uppercase tracking-wider mb-2">Controls</p>
<div className="space-y-1">
{isTwoPlayer ? (
<>
<p className="font-pixel text-[10px] text-primary">P1: A / D</p>
<p className="font-pixel text-[10px] text-secondary">P2: </p>
</>
) : (
<p className="font-pixel text-[10px] text-foreground/60"> / A D</p>
)}
<p className="font-pixel text-[10px] text-foreground/60">P: Pause</p>
</div>
</div>
{/* Action Buttons */}
{!gameStarted || gameOver ? (
<div className="flex flex-col gap-2">
<button onClick={() => startGame(false)} className="font-minecraft text-sm py-3 px-4 border-2 border-primary bg-primary/20 text-primary hover:bg-primary/40 transition-all box-glow">
{gameOver ? 'RETRY 1P' : '1 PLAYER'}
</button>
<button onClick={() => startGame(true)} className="font-minecraft text-sm py-3 px-4 border-2 border-secondary bg-secondary/20 text-secondary hover:bg-secondary/40 transition-all">
{gameOver ? 'RETRY 2P' : '2 PLAYERS'}
</button>
</div>
) : (
<button onClick={() => setIsPaused(p => !p)} className="font-minecraft text-sm py-3 px-4 border-2 border-primary/60 bg-background/50 text-primary hover:bg-primary/20 transition-all">
{isPaused ? 'RESUME' : 'PAUSE'}
</button>
)}
</div>
)}
{isMobile && (
<>
<MobileControlsSpacer heightClassName="h-36" />
<MobileControlsDock>
<div className="flex flex-col items-center gap-2">
<div className="flex gap-4 text-center">
<div><p className="font-pixel text-[8px] text-foreground/60">SCORE</p><p className="font-minecraft text-sm text-primary">{score.toLocaleString()}</p></div>
<div><p className="font-pixel text-[8px] text-foreground/60">HIGH</p><p className="font-minecraft text-sm text-primary">{highScore.toLocaleString()}</p></div>
<div><p className="font-pixel text-[8px] text-foreground/60">LVL</p><p className="font-minecraft text-sm text-primary">{level}</p></div>
<div><p className="font-pixel text-[8px] text-foreground/60"></p><p className="font-minecraft text-sm text-primary">{lives}</p></div>
</div>
{gameStarted && !gameOver ? (
<div className="flex gap-3 mt-2">
<GameTouchButton onAction={moveLeft} className="p-4 px-8 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-lg" interval={30}></GameTouchButton>
<button onClick={() => setIsPaused(p => !p)} className="p-4 px-6 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-[10px] select-none">{isPaused ? '▶' : '❚❚'}</button>
<GameTouchButton onAction={moveRight} className="p-4 px-8 border border-primary/50 active:bg-primary/40 text-primary font-pixel text-lg" interval={30}></GameTouchButton>
</div>
) : (
<div className="flex flex-col gap-2 items-center">
<button onClick={() => startGame(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">{gameOver ? 'RETRY' : 'START'}</button>
<p className="font-pixel text-[8px] text-foreground/40">MOBILE: 1 PLAYER ONLY</p>
</div>
)}
</div>
</MobileControlsDock>
</>
)}
</div>
{!isMobile && (gameOver || isPaused) && gameStarted && (
<div className="fixed inset-0 bg-background/80 flex items-center justify-center z-50">
<div className="border-2 border-primary box-glow-strong p-6 bg-background text-center">
<h2 className="font-minecraft text-2xl text-primary text-glow-strong mb-3">{gameOver ? 'GAME OVER' : 'PAUSED'}</h2>
{gameOver && isTwoPlayer && (
<p className="font-minecraft text-xl mb-2" style={{ color: getWinner() === 'P1' ? 'hsl(var(--primary))' : getWinner() === 'P2' ? 'hsl(var(--secondary))' : 'hsl(var(--foreground))' }}>
{getWinner() === 'TIE' ? "IT'S A TIE!" : `${getWinner()} WINS!`}
</p>
)}
{gameOver && (
<div className="mb-4">
<p className="font-pixel text-sm text-foreground/60">{isTwoPlayer ? 'P1: ' : 'Score: '}{score.toLocaleString()}</p>
{isTwoPlayer && <p className="font-pixel text-sm text-foreground/60">P2: {score2.toLocaleString()}</p>}
</div>
)}
<div className="flex gap-3 justify-center">
<Link to="/games" className="font-minecraft text-sm py-2 px-4 border border-foreground/50 text-foreground/70 hover:bg-foreground/10 transition-all">Back</Link>
{gameOver ? (
<>
<button onClick={() => startGame(false)} className="font-minecraft text-sm py-2 px-4 border-2 border-primary bg-primary/20 text-primary hover:bg-primary/40 transition-all box-glow">1P</button>
<button onClick={() => startGame(true)} className="font-minecraft text-sm py-2 px-4 border-2 border-secondary bg-secondary/20 text-secondary hover:bg-secondary/40 transition-all">2P</button>
</>
) : (
<button onClick={() => setIsPaused(false)} className="font-minecraft text-sm py-2 px-4 border-2 border-primary bg-primary/20 text-primary hover:bg-primary/40 transition-all box-glow">Resume</button>
)}
</div>
</div>
</div>
)}
</motion.div>
);
};
export default Breakout;