853 lines
43 KiB
TypeScript
853 lines
43 KiB
TypeScript
import { useState, useEffect, useCallback, useRef } from 'react';
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import { motion } from 'framer-motion';
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import { useSettings } from '@/contexts/SettingsContext';
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import { useAchievements } from '@/contexts/AchievementsContext';
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import { Link } from 'react-router-dom';
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import GlitchCrash from '@/components/GlitchCrash';
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import { Maximize2, Minimize2 } from 'lucide-react';
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import { useBrowserFullscreen } from '@/hooks/useGameDimensions';
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import { MobileControlsDock, MobileControlsSpacer } from '@/components/MobileControlsDock';
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import { useSwipeControls } from '@/hooks/useSwipeControls';
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import GameTouchButton from '@/components/GameTouchButton';
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const GRID_WIDTH = 21;
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const GRID_HEIGHT = 21;
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const TICK_SPEED = 180;
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const POWER_DURATION = 8000;
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const MAX_SCORE = 4294967296;
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const HIGHSCORE_KEY = 'pacman-highscore';
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type Direction = 'up' | 'down' | 'left' | 'right';
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type Position = { x: number; y: number };
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const MAZE_TEMPLATE = [
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[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
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[1,3,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,3,1],
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[1,0,1,1,0,1,1,1,1,0,1,0,1,1,1,1,0,1,1,0,1],
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[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
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[1,0,1,1,0,1,0,1,1,1,1,1,1,1,0,1,0,1,1,0,1],
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[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1],
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[1,1,1,1,0,1,1,1,1,0,1,0,1,1,1,1,0,1,1,1,1],
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[1,1,1,1,0,1,0,0,0,0,0,0,0,0,0,1,0,1,1,1,1],
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[1,1,1,1,0,1,0,1,1,0,0,0,1,1,0,1,0,1,1,1,1],
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[2,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,2],
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[1,1,1,1,0,1,0,1,1,1,1,1,1,1,0,1,0,1,1,1,1],
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[1,1,1,1,0,1,0,0,0,0,0,0,0,0,0,1,0,1,1,1,1],
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[1,1,1,1,0,1,0,1,1,1,1,1,1,1,0,1,0,1,1,1,1],
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[1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1],
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[1,0,1,1,0,1,1,1,1,0,1,0,1,1,1,1,0,1,1,0,1],
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[1,3,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,3,1],
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[1,1,0,1,0,1,0,1,1,1,1,1,1,1,0,1,0,1,0,1,1],
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[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1],
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[1,0,1,1,1,1,1,1,1,0,1,0,1,1,1,1,1,1,1,0,1],
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[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
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[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
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];
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const Pacman = () => {
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const { playSound, mobileControlMode } = useSettings();
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const { checkGameScoreAchievements, unlockMaxScore } = useAchievements();
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// Game mode selection
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const [gameMode, setGameMode] = useState<'1p' | '2p'>('1p');
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const [showModeSelection, setShowModeSelection] = useState(true);
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// Player 1 (always active)
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const [pacman, setPacman] = useState<Position>({ x: 10, y: 15 });
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const [direction, setDirection] = useState<Direction>('right');
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const [nextDirection, setNextDirection] = useState<Direction>('right');
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const [mouthOpen, setMouthOpen] = useState(true);
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const [lives, setLives] = useState(3);
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// Player 2 (for 2P mode)
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const [pacman2, setPacman2] = useState<Position>({ x: 10, y: 15 });
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const [direction2, setDirection2] = useState<Direction>('right');
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const [nextDirection2, setNextDirection2] = useState<Direction>('right');
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const [mouthOpen2, setMouthOpen2] = useState(true);
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const [lives2, setLives2] = useState(3);
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const [player1Eliminated, setPlayer1Eliminated] = useState(false);
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const [player2Eliminated, setPlayer2Eliminated] = useState(false);
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const [showEliminationPrompt, setShowEliminationPrompt] = useState(false);
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const [ghosts, setGhosts] = useState<{ pos: Position; dir: Direction; eaten: boolean }[]>([
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{ pos: { x: 9, y: 9 }, dir: 'left', eaten: false },
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{ pos: { x: 10, y: 9 }, dir: 'up', eaten: false },
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{ pos: { x: 11, y: 9 }, dir: 'right', eaten: false },
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]);
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const [dots, setDots] = useState<Set<string>>(new Set());
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const [powerPellets, setPowerPellets] = useState<Set<string>>(new Set());
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const [isPowered, setIsPowered] = useState(false);
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const [score, setScore] = useState(0);
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const [score2, setScore2] = useState(0);
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const [highScore, setHighScore] = useState(0);
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const [gameOver, setGameOver] = useState(false);
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const [gameComplete, setGameComplete] = useState(false);
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const [gameStarted, setGameStarted] = useState(false);
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const [isPaused, setIsPaused] = useState(false);
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const [showGlitchCrash, setShowGlitchCrash] = useState(false);
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const [level, setLevel] = useState(1);
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const [isFullscreen, setIsFullscreen] = useState(false);
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const gameRef = useRef<HTMLDivElement>(null);
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const powerTimerRef = useRef<NodeJS.Timeout | null>(null);
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const { enterFullscreen, exitFullscreen } = useBrowserFullscreen();
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const getCellSize = useCallback(() => {
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if (typeof window === 'undefined') return 24;
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const isMobile = window.innerWidth < 768;
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if (isMobile) {
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const maxWidth = window.innerWidth - 40;
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// Reserve space for header + fixed controls dock on mobile
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const maxHeight = window.innerHeight - 420;
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return Math.min(Math.floor(maxWidth / GRID_WIDTH), Math.floor(maxHeight / GRID_HEIGHT), 18);
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}
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return isFullscreen ? 30 : 24;
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}, [isFullscreen]);
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const [cellSize, setCellSize] = useState(getCellSize);
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const isMobile = typeof window !== 'undefined' && window.innerWidth < 768;
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// Swipe controls for mobile
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const { getSwipeHandlers } = useSwipeControls({
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onSwipe: (dir) => {
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if (gameMode === '1p' && gameStarted && !gameOver && !gameComplete && !isPaused) {
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setNextDirection(dir as Direction);
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}
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},
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onTap: () => {
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if (gameStarted && !gameOver && !gameComplete) setIsPaused(p => !p);
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},
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enabled: isMobile && gameStarted && !gameOver && !gameComplete && mobileControlMode === 'swipe',
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});
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const useButtonControls = isMobile && mobileControlMode === 'buttons';
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useEffect(() => {
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const handleResize = () => setCellSize(getCellSize());
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window.addEventListener('resize', handleResize);
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return () => window.removeEventListener('resize', handleResize);
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}, [getCellSize]);
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useEffect(() => { setCellSize(getCellSize()); }, [isFullscreen, getCellSize]);
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useEffect(() => {
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if (gameStarted && isMobile && !isFullscreen) { setIsFullscreen(true); enterFullscreen(); }
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}, [gameStarted, isMobile, isFullscreen, enterFullscreen]);
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const toggleFullscreen = async () => {
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if (!isFullscreen) { setIsFullscreen(true); await enterFullscreen(); }
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else { setIsFullscreen(false); await exitFullscreen(); }
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playSound('click');
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};
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useEffect(() => {
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const handleEscape = (e: KeyboardEvent) => { if (e.key === 'Escape' && isFullscreen) { setIsFullscreen(false); exitFullscreen(); } };
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window.addEventListener('keydown', handleEscape);
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return () => window.removeEventListener('keydown', handleEscape);
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}, [isFullscreen, exitFullscreen]);
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useEffect(() => {
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const saved = localStorage.getItem(HIGHSCORE_KEY);
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if (saved) setHighScore(Math.min(parseInt(saved, 10), MAX_SCORE));
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}, []);
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// Check score achievements
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useEffect(() => {
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if (score > 0) {
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checkGameScoreAchievements('pacman', score);
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if (score >= MAX_SCORE) unlockMaxScore();
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}
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}, [score, checkGameScoreAchievements, unlockMaxScore]);
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const initDots = useCallback(() => {
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const newDots = new Set<string>();
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const newPowerPellets = new Set<string>();
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for (let y = 0; y < GRID_HEIGHT; y++) {
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for (let x = 0; x < GRID_WIDTH; x++) {
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if (MAZE_TEMPLATE[y][x] === 0) newDots.add(`${x},${y}`);
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else if (MAZE_TEMPLATE[y][x] === 3) newPowerPellets.add(`${x},${y}`);
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}
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}
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newDots.delete('10,15'); newDots.delete('9,9'); newDots.delete('10,9'); newDots.delete('11,9');
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return { dots: newDots, powerPellets: newPowerPellets };
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}, []);
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const canMove = (pos: Position, dir: Direction): boolean => {
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let newX = pos.x, newY = pos.y;
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switch (dir) { case 'up': newY--; break; case 'down': newY++; break; case 'left': newX--; break; case 'right': newX++; break; }
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if (newX < 0) return MAZE_TEMPLATE[newY]?.[GRID_WIDTH - 1] !== 1;
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if (newX >= GRID_WIDTH) return MAZE_TEMPLATE[newY]?.[0] !== 1;
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if (newY < 0 || newY >= GRID_HEIGHT) return false;
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return MAZE_TEMPLATE[newY][newX] !== 1;
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};
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const moveEntity = (pos: Position, dir: Direction): Position => {
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let newX = pos.x, newY = pos.y;
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switch (dir) { case 'up': newY--; break; case 'down': newY++; break; case 'left': newX--; break; case 'right': newX++; break; }
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if (newX < 0) newX = GRID_WIDTH - 1;
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if (newX >= GRID_WIDTH) newX = 0;
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return { x: newX, y: newY };
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};
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const activatePowerMode = () => {
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if (powerTimerRef.current) clearTimeout(powerTimerRef.current);
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setIsPowered(true);
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powerTimerRef.current = setTimeout(() => { setIsPowered(false); setGhosts(prev => prev.map(g => ({ ...g, eaten: false }))); }, POWER_DURATION);
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};
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const startGame = () => {
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if (powerTimerRef.current) clearTimeout(powerTimerRef.current);
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setPacman({ x: 10, y: 15 }); setDirection('right'); setNextDirection('right'); setMouthOpen(true);
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setPacman2({ x: 10, y: 15 }); setDirection2('right'); setNextDirection2('right'); setMouthOpen2(true);
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setLives(3); setLives2(3);
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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 }]);
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const { dots: newDots, powerPellets: newPowerPellets } = initDots();
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setDots(newDots); setPowerPellets(newPowerPellets); setIsPowered(false); setScore(0); setScore2(0); setLevel(1);
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setGameOver(false); setGameComplete(false); setIsPaused(false); setGameStarted(true); setShowModeSelection(false);
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setPlayer1Eliminated(false); setPlayer2Eliminated(false); setShowEliminationPrompt(false);
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playSound('success'); gameRef.current?.focus();
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};
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const continueIn1PMode = () => {
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setGameMode('1p');
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setShowEliminationPrompt(false);
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setIsPaused(false);
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playSound('success');
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};
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useEffect(() => { return () => { if (powerTimerRef.current) clearTimeout(powerTimerRef.current); }; }, []);
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useEffect(() => {
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if (!gameStarted || gameOver || gameComplete || isPaused) return;
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const interval = setInterval(() => {
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// Handle both players
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const handlePlayerMovement = (
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player: Position, playerDir: Direction, playerNextDir: Direction,
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setPlayerDir: (dir: Direction) => void, setPlayer: (pos: Position) => void,
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setPlayerScore: (fn: (prev: number) => number) => void,
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setPlayerMouth?: (fn: (prev: boolean) => boolean) => void
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) => {
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// Animate mouth every tick for smoother appearance
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if (setPlayerMouth) setPlayerMouth(prev => !prev);
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if (canMove(player, playerNextDir)) setPlayerDir(playerNextDir);
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const actualDir = canMove(player, playerNextDir) ? playerNextDir : playerDir;
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if (canMove(player, actualDir)) {
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const newPos = moveEntity(player, actualDir);
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// Check for ghosts at target position BEFORE moving
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let ghostAtTarget = null;
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let ghostIndex = -1;
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for (let i = 0; i < ghosts.length; i++) {
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if (ghosts[i].pos.x === newPos.x && ghosts[i].pos.y === newPos.y) {
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ghostAtTarget = ghosts[i];
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ghostIndex = i;
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break;
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}
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}
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if (ghostAtTarget) {
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// There's a ghost at the target position
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if (isPowered && !ghostAtTarget.eaten) {
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// Eat the ghost - move to position and score
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setPlayer(newPos);
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setGhosts(prev => prev.map((g, idx) => idx === ghostIndex ? { ...g, eaten: true, pos: { x: 10, y: 9 } } : g));
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setPlayerScore(prev => {
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const ns = Math.min(prev + 200, MAX_SCORE);
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if (ns >= MAX_SCORE) setShowGlitchCrash(true);
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if (ns > highScore) { setHighScore(ns); localStorage.setItem(HIGHSCORE_KEY, ns.toString()); }
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return ns;
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});
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playSound('success');
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} else if (!ghostAtTarget.eaten) {
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// Hit by ghost - lose life without moving
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const isPlayer1 = player === pacman;
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const currentLives = isPlayer1 ? lives : lives2;
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const setLivesFunc = isPlayer1 ? setLives : setLives2;
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const newLives = currentLives - 1;
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setLivesFunc(newLives);
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if (newLives > 0) {
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// Respawn at start
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setPlayer({ x: 10, y: 15 });
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playSound('error');
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} else {
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// Player eliminated
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if (isPlayer1) {
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setPlayer1Eliminated(true);
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setPacman({ x: -1, y: -1 });
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} else {
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setPlayer2Eliminated(true);
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setPacman2({ x: -1, y: -1 });
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}
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playSound('error');
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if (gameMode === '2p' && ((isPlayer1 && !player2Eliminated) || (!isPlayer1 && !player1Eliminated))) {
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setShowEliminationPrompt(true);
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setIsPaused(true);
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} else {
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setGameOver(true);
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}
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}
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}
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} else {
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// No ghost at target, safe to move
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setPlayer(newPos);
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const posKey = `${newPos.x},${newPos.y}`;
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if (powerPellets.has(posKey)) {
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setPowerPellets(prev => { const np = new Set(prev); np.delete(posKey); return np; });
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activatePowerMode();
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setPlayerScore(prev => {
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const ns = Math.min(prev + 50, MAX_SCORE);
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if (ns >= MAX_SCORE) setShowGlitchCrash(true);
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if (ns > highScore) { setHighScore(ns); localStorage.setItem(HIGHSCORE_KEY, ns.toString()); }
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return ns;
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});
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playSound('success');
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} else if (dots.has(posKey)) {
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setDots(prev => { const nd = new Set(prev); nd.delete(posKey); return nd; });
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setPlayerScore(prev => {
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const ns = Math.min(prev + 10, MAX_SCORE);
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if (ns >= MAX_SCORE) setShowGlitchCrash(true);
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if (ns > highScore) { setHighScore(ns); localStorage.setItem(HIGHSCORE_KEY, ns.toString()); }
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return ns;
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});
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playSound('hover');
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}
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}
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}
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};
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// Player 1 (only if not eliminated)
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if (!player1Eliminated) {
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handlePlayerMovement(pacman, direction, nextDirection, setDirection, setPacman, setScore, setMouthOpen);
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// Check collisions immediately after movement
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for (let i = 0; i < ghosts.length; i++) {
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const ghost = ghosts[i];
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if (ghost.pos.x === pacman.x && ghost.pos.y === pacman.y) {
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if (isPowered && !ghost.eaten) {
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setGhosts(prev => prev.map((g, idx) => idx === i ? { ...g, eaten: true, pos: { x: 10, y: 9 } } : g));
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setScore(prev => {
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const ns = Math.min(prev + 200, MAX_SCORE);
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if (ns >= MAX_SCORE) setShowGlitchCrash(true);
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if (ns > highScore) { setHighScore(ns); localStorage.setItem(HIGHSCORE_KEY, ns.toString()); }
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return ns;
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});
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playSound('success');
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} else if (!ghost.eaten) {
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// Player 1 dies
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const newLives = lives - 1;
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setLives(newLives);
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if (newLives > 0) {
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setPacman({ x: 10, y: 15 });
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playSound('error');
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} else {
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setPlayer1Eliminated(true);
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setPacman({ x: -1, y: -1 });
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playSound('error');
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if (gameMode === '2p' && !player2Eliminated) {
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setShowEliminationPrompt(true);
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setIsPaused(true);
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} else {
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setGameOver(true);
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}
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}
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}
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}
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}
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}
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// Player 2 (only in 2P mode and not eliminated)
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if (gameMode === '2p' && !player2Eliminated) {
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handlePlayerMovement(pacman2, direction2, nextDirection2, setDirection2, setPacman2, setScore2, setMouthOpen2);
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}
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setGhosts(prev => prev.map(ghost => {
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if (ghost.eaten) return ghost;
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const directions: Direction[] = ['up', 'down', 'left', 'right'];
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const opposite: Record<Direction, Direction> = { up: 'down', down: 'up', left: 'right', right: 'left' };
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const validDirs = directions.filter(d => d !== opposite[ghost.dir] && canMove(ghost.pos, d));
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if (validDirs.length === 0) {
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const anyValid = directions.filter(d => canMove(ghost.pos, d));
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if (anyValid.length === 0) return ghost;
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const dir = anyValid[Math.floor(Math.random() * anyValid.length)];
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return { ...ghost, pos: moveEntity(ghost.pos, dir), dir };
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}
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const dx = pacman.x - ghost.pos.x, dy = pacman.y - ghost.pos.y;
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let preferredDirs: Direction[] = [];
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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 };
|
|
}));
|
|
|
|
// Now check for collisions after all movement is complete
|
|
// Check Player 1 collisions (from both player movement and ghost movement)
|
|
if (!player1Eliminated) {
|
|
setGhosts(currentGhosts => {
|
|
for (let i = 0; i < currentGhosts.length; i++) {
|
|
const ghost = currentGhosts[i];
|
|
if (ghost.pos.x === pacman.x && ghost.pos.y === pacman.y) {
|
|
if (isPowered && !ghost.eaten) {
|
|
// Player eats ghost
|
|
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');
|
|
return currentGhosts.map((g, idx) => idx === i ? { ...g, eaten: true, pos: { x: 10, y: 9 } } : g);
|
|
} else if (!ghost.eaten) {
|
|
// Ghost kills player
|
|
const newLives = lives - 1;
|
|
setLives(newLives);
|
|
if (newLives > 0) {
|
|
setPacman({ x: 10, y: 15 });
|
|
playSound('error');
|
|
} else {
|
|
setPlayer1Eliminated(true);
|
|
setPacman({ x: -1, y: -1 });
|
|
playSound('error');
|
|
if (gameMode === '2p' && !player2Eliminated) {
|
|
setShowEliminationPrompt(true);
|
|
setIsPaused(true);
|
|
} else {
|
|
setGameOver(true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return currentGhosts;
|
|
});
|
|
}
|
|
|
|
// Check Player 2 collisions
|
|
if (gameMode === '2p' && !player2Eliminated) {
|
|
setGhosts(currentGhosts => {
|
|
for (let i = 0; i < currentGhosts.length; i++) {
|
|
const ghost = currentGhosts[i];
|
|
if (ghost.pos.x === pacman2.x && ghost.pos.y === pacman2.y) {
|
|
if (isPowered && !ghost.eaten) {
|
|
// Player eats ghost
|
|
setScore2(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');
|
|
return currentGhosts.map((g, idx) => idx === i ? { ...g, eaten: true, pos: { x: 10, y: 9 } } : g);
|
|
} else if (!ghost.eaten) {
|
|
// Ghost kills player
|
|
const newLives = lives2 - 1;
|
|
setLives2(newLives);
|
|
if (newLives > 0) {
|
|
setPacman2({ x: 10, y: 15 });
|
|
playSound('error');
|
|
} else {
|
|
setPlayer2Eliminated(true);
|
|
setPacman2({ x: -1, y: -1 });
|
|
playSound('error');
|
|
if (!player1Eliminated) {
|
|
setShowEliminationPrompt(true);
|
|
setIsPaused(true);
|
|
} else {
|
|
setGameOver(true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return currentGhosts;
|
|
});
|
|
}
|
|
}, TICK_SPEED);
|
|
return () => clearInterval(interval);
|
|
}, [gameStarted, gameOver, gameComplete, isPaused, pacman, direction, nextDirection, pacman2, direction2, nextDirection2, dots, powerPellets, highScore, isPowered, playSound, gameMode, player1Eliminated, player2Eliminated]);
|
|
|
|
|
|
|
|
// More responsive input - update direction immediately when pressed
|
|
useEffect(() => {
|
|
const handleKeyDown = (e: KeyboardEvent) => {
|
|
if (!gameStarted || gameOver || gameComplete || isPaused) return;
|
|
|
|
// Player 1 controls (WASD and Arrow keys) - immediate response
|
|
switch (e.key) {
|
|
// In 2P mode, P1 uses WASD only; in 1P mode, use both WASD and Arrows
|
|
case 'ArrowUp':
|
|
e.preventDefault();
|
|
if (gameMode === '1p' && !player1Eliminated) setNextDirection('up');
|
|
break;
|
|
case 'ArrowDown':
|
|
e.preventDefault();
|
|
if (gameMode === '1p' && !player1Eliminated) setNextDirection('down');
|
|
break;
|
|
case 'ArrowLeft':
|
|
e.preventDefault();
|
|
if (gameMode === '1p' && !player1Eliminated) setNextDirection('left');
|
|
break;
|
|
case 'ArrowRight':
|
|
e.preventDefault();
|
|
if (gameMode === '1p' && !player1Eliminated) setNextDirection('right');
|
|
break;
|
|
case 'w': case 'W':
|
|
e.preventDefault();
|
|
if (!player1Eliminated) setNextDirection('up');
|
|
break;
|
|
case 's': case 'S':
|
|
e.preventDefault();
|
|
if (!player1Eliminated) setNextDirection('down');
|
|
break;
|
|
case 'a': case 'A':
|
|
e.preventDefault();
|
|
if (!player1Eliminated) setNextDirection('left');
|
|
break;
|
|
case 'd': case 'D':
|
|
e.preventDefault();
|
|
if (!player1Eliminated) setNextDirection('right');
|
|
break;
|
|
}
|
|
|
|
// Player 2 controls (Arrow keys) - only in 2P mode
|
|
// P1 uses WASD, P2 uses Arrow keys
|
|
if (gameMode === '2p') {
|
|
switch (e.key) {
|
|
case 'ArrowUp':
|
|
e.preventDefault();
|
|
if (!player2Eliminated) setNextDirection2('up');
|
|
break;
|
|
case 'ArrowDown':
|
|
e.preventDefault();
|
|
if (!player2Eliminated) setNextDirection2('down');
|
|
break;
|
|
case 'ArrowLeft':
|
|
e.preventDefault();
|
|
if (!player2Eliminated) setNextDirection2('left');
|
|
break;
|
|
case 'ArrowRight':
|
|
e.preventDefault();
|
|
if (!player2Eliminated) setNextDirection2('right');
|
|
break;
|
|
}
|
|
}
|
|
};
|
|
|
|
const handleKeyUp = (e: KeyboardEvent) => {
|
|
if (!gameStarted || gameOver || gameComplete || isPaused) return;
|
|
|
|
// Pause (works for both modes)
|
|
if (e.key === 'p' || e.key === 'P') {
|
|
e.preventDefault();
|
|
if (!gameOver && !gameComplete) setIsPaused(prev => !prev);
|
|
}
|
|
};
|
|
|
|
window.addEventListener('keydown', handleKeyDown);
|
|
window.addEventListener('keyup', handleKeyUp);
|
|
return () => {
|
|
window.removeEventListener('keydown', handleKeyDown);
|
|
window.removeEventListener('keyup', handleKeyUp);
|
|
};
|
|
}, [gameStarted, gameOver, gameComplete, isPaused, gameMode, player1Eliminated, player2Eliminated]);
|
|
|
|
const getPacmanRotation = () => { switch (direction) { case 'right': return 0; case 'down': return 90; case 'left': return 180; case 'up': return 270; } };
|
|
|
|
const getPacmanRotation2 = () => { switch (direction2) { case 'right': return 0; case 'down': return 90; case 'left': return 180; case 'up': return 270; } };
|
|
|
|
const renderPacman = () => (
|
|
<svg viewBox="0 0 100 100" className="w-full h-full transition-transform duration-100 ease-out" style={{ transform: `rotate(${getPacmanRotation()}deg)` }}>
|
|
<circle cx="50" cy="50" r="45" fill="hsl(var(--primary))" className="transition-all duration-100 ease-out" />
|
|
{mouthOpen && <path d="M 50 50 L 95 25 L 95 75 Z" fill="hsl(var(--background))" className="transition-all duration-100 ease-out" />}
|
|
<circle cx="50" cy="25" r="6" fill="hsl(var(--background))" className="transition-all duration-100 ease-out" />
|
|
</svg>
|
|
);
|
|
|
|
const renderPacman2 = () => (
|
|
<svg viewBox="0 0 100 100" className="w-full h-full transition-transform duration-100 ease-out" style={{ transform: `rotate(${getPacmanRotation2()}deg)` }}>
|
|
<circle cx="50" cy="50" r="45" fill="hsl(120 70% 50%)" className="transition-all duration-100 ease-out" />
|
|
{mouthOpen2 && <path d="M 50 50 L 95 25 L 95 75 Z" fill="hsl(var(--background))" className="transition-all duration-100 ease-out" />}
|
|
<circle cx="50" cy="25" r="6" fill="hsl(var(--background))" className="transition-all duration-100 ease-out" />
|
|
</svg>
|
|
);
|
|
|
|
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 (
|
|
<svg viewBox="0 0 100 100" className="w-full h-full">
|
|
<path d={`M 10 95 L 10 45 Q 10 5 50 5 Q 90 5 90 45 L 90 95 L 75 80 L 60 95 L 50 80 L 40 95 L 25 80 L 10 95 Z`} fill={isPowered ? scaredColor : colors[index % colors.length]} className={isPowered ? 'animate-pulse' : ''} />
|
|
<ellipse cx="35" cy="45" rx="12" ry="15" fill="white" /><ellipse cx="65" cy="45" rx="12" ry="15" fill="white" />
|
|
<circle cx="38" cy="48" r="6" fill="hsl(var(--background))" /><circle cx="68" cy="48" r="6" fill="hsl(var(--background))" />
|
|
</svg>
|
|
);
|
|
};
|
|
|
|
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 isPacman2Here = gameMode === '2p' && pacman2.x === x && pacman2.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(
|
|
<div key={`${x}-${y}`} className={`flex items-center justify-center transition-all duration-200 ease-out ${isWall ? 'bg-primary/20 border border-primary/40' : isTunnel ? 'bg-background/30' : 'bg-background/50 border border-primary/5'}`} style={{ width: cellSize, height: cellSize }}>
|
|
{isPacmanHere && <div className="drop-shadow-lg" style={{ width: spriteSize, height: spriteSize, transition: 'all 0.2s ease-out', filter: 'drop-shadow(0 0 4px hsl(var(--primary)))' }}>{renderPacman()}</div>}
|
|
{isPacman2Here && <div className="drop-shadow-lg" style={{ width: spriteSize, height: spriteSize, transition: 'all 0.2s ease-out', filter: 'drop-shadow(0 0 4px hsl(120 70% 50%))' }}>{renderPacman2()}</div>}
|
|
{ghostIndex !== -1 && !isPacmanHere && !isPacman2Here && <div style={{ width: spriteSize, height: spriteSize, transition: 'all 0.2s ease-out' }}>{renderGhost(ghostIndex, ghosts[ghostIndex].eaten)}</div>}
|
|
{isDot && !isPacmanHere && !isPacman2Here && ghostIndex === -1 && <div className="w-1.5 h-1.5 bg-primary/80 rounded-full transition-all duration-200 ease-out animate-pulse" style={{ animationDuration: '2s' }} />}
|
|
{isPowerPellet && !isPacmanHere && !isPacman2Here && ghostIndex === -1 && <div className="w-3 h-3 bg-primary rounded-full animate-pulse box-glow transition-all duration-200 ease-out" />}
|
|
</div>
|
|
);
|
|
}
|
|
}
|
|
return cells;
|
|
};
|
|
|
|
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">Pac-Man</h1>
|
|
</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 ${isFullscreen ? 'justify-center items-center' : ''}`}>
|
|
<div className="border-2 border-primary box-glow p-1 bg-background/80 relative overflow-hidden">
|
|
<div className="absolute inset-0 bg-gradient-to-br from-primary/5 via-transparent to-primary/5 animate-pulse" style={{ animationDuration: '4s' }}></div>
|
|
<div className="grid relative z-10" style={{ gridTemplateColumns: `repeat(${GRID_WIDTH}, ${cellSize}px)` }}>{renderGrid()}</div>
|
|
</div>
|
|
|
|
{!isMobile && (
|
|
<div className="flex flex-col gap-3 min-w-[160px]">
|
|
{/* Score Panel */}
|
|
{gameMode === '2p' ? (
|
|
<div className="border-2 border-primary/50 p-4 bg-background/60">
|
|
<p className="font-pixel text-[10px] text-foreground/50 uppercase tracking-wider mb-2">Scores</p>
|
|
<div className="grid grid-cols-2 gap-3">
|
|
<div className="text-center">
|
|
<p className="font-pixel text-[8px] text-primary">P1</p>
|
|
<p className="font-minecraft text-lg text-primary text-glow">{score.toLocaleString()}</p>
|
|
</div>
|
|
<div className="text-center">
|
|
<p className="font-pixel text-[8px]" style={{ color: 'hsl(120 70% 50%)' }}>P2</p>
|
|
<p className="font-minecraft text-lg" style={{ color: 'hsl(120 70% 50%)', textShadow: '0 0 10px hsl(120 70% 50%)' }}>{score2.toLocaleString()}</p>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
) : (
|
|
<div className="border-2 border-primary/50 p-4 bg-background/60">
|
|
<p className="font-pixel text-[10px] text-foreground/50 uppercase tracking-wider">Score</p>
|
|
<p className="font-minecraft text-2xl text-primary text-glow-strong">{score.toLocaleString()}</p>
|
|
</div>
|
|
)}
|
|
|
|
{/* High Score */}
|
|
<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">Level</p>
|
|
<p className="font-minecraft text-xl text-primary">{level}</p>
|
|
</div>
|
|
{gameMode === '2p' ? (
|
|
<div className="border border-primary/30 p-3 bg-background/40">
|
|
<p className="font-pixel text-[10px] text-foreground/40 uppercase tracking-wider text-center">Lives</p>
|
|
<div className="flex justify-center gap-2 mt-1">
|
|
<span className="font-minecraft text-sm text-primary">{lives}</span>
|
|
<span className="text-foreground/30">/</span>
|
|
<span className="font-minecraft text-sm" style={{ color: 'hsl(120 70% 50%)' }}>{lives2}</span>
|
|
</div>
|
|
</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">Lives</p>
|
|
<p className="font-minecraft text-lg text-primary text-glow">{'♥'.repeat(lives)}</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>
|
|
{gameMode === '2p' ? (
|
|
<div className="grid grid-cols-2 gap-2 text-center">
|
|
<div>
|
|
<p className="font-pixel text-[8px] text-primary">P1</p>
|
|
<p className="font-pixel text-[9px] text-foreground/60">WASD</p>
|
|
</div>
|
|
<div>
|
|
<p className="font-pixel text-[8px]" style={{ color: 'hsl(120 70% 50%)' }}>P2</p>
|
|
<p className="font-pixel text-[9px] text-foreground/60">IJKL</p>
|
|
</div>
|
|
</div>
|
|
) : (
|
|
<div className="space-y-1">
|
|
<p className="font-pixel text-[10px] text-foreground/60">WASD / ←→↑↓</p>
|
|
<p className="font-pixel text-[10px] text-foreground/60">P: Pause</p>
|
|
</div>
|
|
)}
|
|
{gameMode === '2p' && <p className="font-pixel text-[9px] text-foreground/40 text-center mt-2">P: Pause</p>}
|
|
</div>
|
|
|
|
{/* Action Buttons */}
|
|
{showModeSelection ? (
|
|
<div className="flex flex-col gap-2">
|
|
<p className="font-pixel text-[10px] text-foreground/50 text-center uppercase tracking-wider">Select Mode</p>
|
|
<button onClick={() => { setGameMode('1p'); setShowModeSelection(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">1 PLAYER</button>
|
|
<button onClick={() => { setGameMode('2p'); setShowModeSelection(false); }} 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">2 PLAYERS</button>
|
|
</div>
|
|
) : !gameStarted || gameOver || gameComplete ? (
|
|
<button onClick={startGame} 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">
|
|
{gameComplete ? 'PERFECT!' : gameOver ? 'RETRY' : 'START GAME'}
|
|
</button>
|
|
) : (
|
|
<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 />
|
|
<MobileControlsDock>
|
|
<div className="flex flex-col items-center gap-2">
|
|
<div className="flex gap-4 text-center">
|
|
{gameMode === '2p' ? (
|
|
<>
|
|
<div><p className="font-pixel text-[8px] text-foreground/60">P1</p><p className="font-minecraft text-sm text-primary">{score.toLocaleString()}</p></div>
|
|
<div><p className="font-pixel text-[8px] text-foreground/60">P2</p><p className="font-minecraft text-sm text-primary">{score2.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">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>
|
|
</>
|
|
)}
|
|
{gameMode === '2p' && (
|
|
<>
|
|
<div><p className="font-pixel text-[8px] text-foreground/60">P1</p><p className="font-minecraft text-sm text-primary">{lives}</p></div>
|
|
<div><p className="font-pixel text-[8px] text-foreground/60">P2</p><p className="font-minecraft text-sm text-primary">{lives2}</p></div>
|
|
</>
|
|
)}
|
|
{gameMode === '1p' && (
|
|
<div><p className="font-pixel text-[8px] text-foreground/60">LIVES</p><p className="font-minecraft text-sm text-primary">{lives}</p></div>
|
|
)}
|
|
</div>
|
|
|
|
{showModeSelection ? (
|
|
<div className="flex flex-col gap-2 mt-2">
|
|
<p className="font-pixel text-[10px] text-foreground/60 text-center">MOBILE: 1 PLAYER ONLY</p>
|
|
<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()}
|
|
>
|
|
<p className="font-pixel text-xs text-primary/60 text-center pointer-events-none">
|
|
SWIPE TO MOVE<br />
|
|
<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'}
|
|
</button>
|
|
)}
|
|
</div>
|
|
</MobileControlsDock>
|
|
</>
|
|
)}
|
|
</div>
|
|
|
|
{!isMobile && showEliminationPrompt && 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">{player1Eliminated ? 'PLAYER 2 WON!' : 'PLAYER 1 WON!'}</h2>
|
|
<p className="font-pixel text-sm text-foreground/80 mb-3">
|
|
{player1Eliminated ? 'Player 1' : 'Player 2'} has run out of lives.<br/>
|
|
Continue with the remaining player?
|
|
</p>
|
|
<div className="flex gap-4 justify-center">
|
|
<button onClick={continueIn1PMode} className="font-minecraft text-sm py-2 px-4 border border-primary bg-primary/20 text-primary hover:bg-primary/40 transition-all box-glow">
|
|
CONTINUE (1P)
|
|
</button>
|
|
<button onClick={startGame} className="font-minecraft text-sm py-2 px-4 border border-primary bg-primary/20 text-primary hover:bg-primary/40 transition-all box-glow">
|
|
RESTART
|
|
</button>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
)}
|
|
|
|
{!isMobile && (gameOver || isPaused || gameComplete) && gameStarted && !showEliminationPrompt && (
|
|
<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">{gameComplete ? 'GAME COMPLETE!' : gameOver ? 'GAME OVER' : 'PAUSED'}</h2>
|
|
{(gameOver || gameComplete) && (
|
|
<>
|
|
{gameMode === '2p' ? (
|
|
<>
|
|
<p className="font-pixel text-sm text-foreground/80 mb-1">Final Scores</p>
|
|
<div className="flex gap-4 justify-center mb-1">
|
|
<div className="text-center"><p className="font-pixel text-xs text-foreground/80">P1</p><p className="font-minecraft text-lg text-primary">{score.toLocaleString()}</p></div>
|
|
<div className="text-center"><p className="font-pixel text-xs text-foreground/80">P2</p><p className="font-minecraft text-lg text-primary">{score2.toLocaleString()}</p></div>
|
|
</div>
|
|
</>
|
|
) : (
|
|
<p className="font-pixel text-sm text-foreground/80 mb-1">Final Score: {score.toLocaleString()}</p>
|
|
)}
|
|
<p className="font-pixel text-xs text-foreground/60 mb-3">Level: {level}</p>
|
|
</>
|
|
)}
|
|
<button onClick={(gameOver || gameComplete) ? startGame : () => setIsPaused(false)} className="font-minecraft text-sm py-2 px-6 border border-primary bg-primary/20 text-primary hover:bg-primary/40 transition-all box-glow">{(gameOver || gameComplete) ? 'PLAY AGAIN' : 'RESUME'}</button>
|
|
</div>
|
|
</div>
|
|
)}
|
|
</motion.div>
|
|
);
|
|
};
|
|
|
|
export default Pacman;
|