753 lines
34 KiB
TypeScript
753 lines
34 KiB
TypeScript
import { useState, useEffect, useCallback, useRef } from 'react';
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import { createPortal } from 'react-dom';
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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 GameTouchButton from '@/components/GameTouchButton';
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import { MobileControlsDock, MobileControlsSpacer } from '@/components/MobileControlsDock';
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import MatrixCursor from '@/components/MatrixCursor';
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const PADDLE_HEIGHT = 14;
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const BRICK_ROWS = 6;
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const BRICK_COLS = 10;
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const BRICK_HEIGHT = 20;
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const BRICK_GAP = 4;
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const MAX_SCORE = 4294967296;
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const HIGHSCORE_KEY = 'breakout-highscore';
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interface Brick {
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x: number;
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y: number;
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width: number;
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height: number;
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alive: boolean;
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color: string;
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hasPowerUp?: PowerUpType;
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}
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type PowerUpType = 'wide' | 'multi' | 'slow' | 'life';
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interface PowerUp {
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x: number;
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y: number;
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type: PowerUpType;
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active: boolean;
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}
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const POWER_UP_COLORS: Record<PowerUpType, string> = {
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wide: 'hsl(200 80% 60%)',
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multi: 'hsl(280 80% 60%)',
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slow: 'hsl(45 80% 60%)',
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life: 'hsl(0 80% 60%)',
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};
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const POWER_UP_LABELS: Record<PowerUpType, string> = {
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wide: 'W',
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multi: 'M',
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slow: 'S',
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life: '+',
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};
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const Breakout = () => {
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const { playSound } = useSettings();
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const { checkGameScoreAchievements, unlockMaxScore } = useAchievements();
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const [isFullscreen, setIsFullscreen] = useState(false);
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const [score, setScore] = useState(0);
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const [highScore, setHighScore] = useState(0);
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const [level, setLevel] = useState(1);
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const [lives, setLives] = useState(3);
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const [gameOver, setGameOver] = 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 [isTwoPlayer, setIsTwoPlayer] = useState(false);
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// Power-up state
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const [activePowerUps, setActivePowerUps] = useState<{ type: PowerUpType; endTime: number }[]>([]);
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const powerUpsRef = useRef<PowerUp[]>([]);
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const extraBallsRef = useRef<{ x: number; y: number; dx: number; dy: number }[]>([]);
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const basePaddleWidth = useRef(90);
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// P2 state
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const [score2, setScore2] = useState(0);
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const [lives2, setLives2] = useState(3);
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const [level2, setLevel2] = useState(1);
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const canvasRef = useRef<HTMLCanvasElement>(null);
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const canvas2Ref = useRef<HTMLCanvasElement>(null);
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const gameRef = useRef<HTMLDivElement>(null);
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const paddleXRef = useRef(160);
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const paddle2XRef = useRef(160);
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const ballRef = useRef({ x: 200, y: 450, dx: 4, dy: -4 });
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const ball2Ref = useRef({ x: 200, y: 450, dx: 4, dy: -4 });
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const bricksRef = useRef<Brick[]>([]);
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const bricks2Ref = useRef<Brick[]>([]);
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const keysRef = useRef<Set<string>>(new Set());
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const animationRef = useRef<number>();
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const animation2Ref = useRef<number>();
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const p1DeadRef = useRef(false);
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const p2DeadRef = useRef(false);
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const { enterFullscreen, exitFullscreen } = useBrowserFullscreen();
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const getCanvasSize = useCallback(() => {
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if (typeof window === 'undefined') return { width: 560, height: 680 };
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const isMobile = window.innerWidth < 768;
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if (isMobile) {
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const maxWidth = window.innerWidth - 32;
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const maxHeight = window.innerHeight - 380;
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const aspectRatio = 560 / 680;
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let width = maxWidth;
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let height = width / aspectRatio;
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if (height > maxHeight) { height = maxHeight; width = height * aspectRatio; }
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return { width: Math.floor(width), height: Math.floor(height) };
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}
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if (isFullscreen) {
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const aspectRatio = 560 / 680;
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if (isTwoPlayer) {
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// Two canvases side by side
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const maxWidth = (window.innerWidth - 100) / 2;
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const maxHeight = window.innerHeight - 120;
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let width = maxWidth;
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let height = width / aspectRatio;
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if (height > maxHeight) { height = maxHeight; width = height * aspectRatio; }
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return { width: Math.floor(width), height: Math.floor(height) };
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}
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// Single player - fill screen
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const maxWidth = window.innerWidth - 280;
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const maxHeight = window.innerHeight - 100;
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let width = maxWidth;
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let height = width / aspectRatio;
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if (height > maxHeight) { height = maxHeight; width = height * aspectRatio; }
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return { width: Math.floor(width), height: Math.floor(height) };
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}
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return isTwoPlayer ? { width: 400, height: 500 } : { width: 560, height: 680 };
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}, [isFullscreen, isTwoPlayer]);
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const [canvasSize, setCanvasSize] = useState(getCanvasSize);
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const isMobile = typeof window !== 'undefined' && window.innerWidth < 768;
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useEffect(() => {
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const handleResize = () => setCanvasSize(getCanvasSize());
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window.addEventListener('resize', handleResize);
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return () => window.removeEventListener('resize', handleResize);
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}, [getCanvasSize]);
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useEffect(() => { setCanvasSize(getCanvasSize()); }, [isFullscreen, getCanvasSize, isTwoPlayer]);
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// Calculate paddle width based on active power-ups
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const hasWidePaddle = activePowerUps.some(p => p.type === 'wide' && p.endTime > Date.now());
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const hasSlowBall = activePowerUps.some(p => p.type === 'slow' && p.endTime > Date.now());
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basePaddleWidth.current = isMobile ? 70 : (isTwoPlayer ? 70 : (isFullscreen ? 100 : 90));
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const paddleWidth = hasWidePaddle ? basePaddleWidth.current * 1.5 : basePaddleWidth.current;
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const ballSize = isMobile ? 10 : (isTwoPlayer ? 10 : (isFullscreen ? 14 : 12));
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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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// Prevent page scroll while in fullscreen mode (portal overlays the viewport)
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useEffect(() => {
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if (typeof document === 'undefined') return;
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if (!isFullscreen) return;
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const prevOverflow = document.body.style.overflow;
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document.body.style.overflow = 'hidden';
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return () => { document.body.style.overflow = prevOverflow; };
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}, [isFullscreen]);
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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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useEffect(() => {
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if (score > 0) {
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checkGameScoreAchievements('breakout', 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 initBricks = useCallback((width: number) => {
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const bricks: Brick[] = [];
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const brickWidth = (width - (BRICK_COLS + 1) * BRICK_GAP) / BRICK_COLS;
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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%)'];
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const powerUpTypes: PowerUpType[] = ['wide', 'multi', 'slow', 'life'];
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for (let row = 0; row < BRICK_ROWS; row++) {
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for (let col = 0; col < BRICK_COLS; col++) {
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// ~15% chance of having a power-up
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const hasPowerUp = Math.random() < 0.15;
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const powerUpType = hasPowerUp ? powerUpTypes[Math.floor(Math.random() * powerUpTypes.length)] : undefined;
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bricks.push({
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x: BRICK_GAP + col * (brickWidth + BRICK_GAP),
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y: 60 + row * (BRICK_HEIGHT + BRICK_GAP),
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width: brickWidth,
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height: BRICK_HEIGHT,
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alive: true,
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color: colors[row % colors.length],
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hasPowerUp: powerUpType
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});
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}
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}
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return bricks;
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}, []);
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const resetBall = useCallback((ballRefToReset: React.MutableRefObject<{x: number, y: number, dx: number, dy: number}>, paddleRefToReset: React.MutableRefObject<number>, lvl: number) => {
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// Slower base speed for classic Breakout feel (was 2.5)
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const speed = 1.8 + lvl * 0.2;
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ballRefToReset.current = { x: canvasSize.width / 2, y: canvasSize.height - 60, dx: (Math.random() > 0.5 ? 1 : -1) * speed, dy: -speed };
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paddleRefToReset.current = canvasSize.width / 2 - paddleWidth / 2;
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}, [canvasSize.width, canvasSize.height, paddleWidth]);
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const startGame = (twoPlayer: boolean) => {
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setIsTwoPlayer(twoPlayer);
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setScore(0); setLevel(1); setLives(3); setGameOver(false); setIsPaused(false); setGameStarted(true);
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setActivePowerUps([]);
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powerUpsRef.current = [];
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extraBallsRef.current = [];
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p1DeadRef.current = false;
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p2DeadRef.current = false;
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if (twoPlayer) {
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setScore2(0); setLevel2(1); setLives2(3);
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}
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setTimeout(() => {
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const size = getCanvasSize();
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bricksRef.current = initBricks(size.width);
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resetBall(ballRef, paddleXRef, 1);
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if (twoPlayer) {
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bricks2Ref.current = initBricks(size.width);
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resetBall(ball2Ref, paddle2XRef, 1);
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}
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}, 50);
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playSound('success');
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gameRef.current?.focus();
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};
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const nextLevel = useCallback((player: 1 | 2) => {
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if (player === 1) {
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setLevel(prev => {
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const newLevel = prev + 1;
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bricksRef.current = initBricks(canvasSize.width);
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resetBall(ballRef, paddleXRef, newLevel);
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return newLevel;
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});
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} else {
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setLevel2(prev => {
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const newLevel = prev + 1;
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bricks2Ref.current = initBricks(canvasSize.width);
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resetBall(ball2Ref, paddle2XRef, newLevel);
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return newLevel;
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});
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}
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playSound('success');
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}, [initBricks, resetBall, playSound, canvasSize.width]);
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useEffect(() => {
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const handleKeyDown = (e: KeyboardEvent) => {
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if (isTwoPlayer) {
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// P1: A/D, P2: Arrow keys
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if (['a', 'd', 'ArrowLeft', 'ArrowRight'].includes(e.key)) { e.preventDefault(); keysRef.current.add(e.key); }
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} else {
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if (['ArrowLeft', 'ArrowRight', 'a', 'd'].includes(e.key)) { e.preventDefault(); keysRef.current.add(e.key); }
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}
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if (e.key === 'p' && gameStarted && !gameOver) { setIsPaused(prev => !prev); playSound('click'); }
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};
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const handleKeyUp = (e: KeyboardEvent) => { keysRef.current.delete(e.key); };
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window.addEventListener('keydown', handleKeyDown);
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window.addEventListener('keyup', handleKeyUp);
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return () => { window.removeEventListener('keydown', handleKeyDown); window.removeEventListener('keyup', handleKeyUp); };
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}, [gameStarted, gameOver, playSound, isTwoPlayer]);
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const handleTouchMove = useCallback((e: React.TouchEvent) => {
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if (!gameStarted || gameOver || isPaused) return;
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const canvas = canvasRef.current;
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if (!canvas) return;
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const rect = canvas.getBoundingClientRect();
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const touch = e.touches[0];
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const x = touch.clientX - rect.left;
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paddleXRef.current = Math.max(0, Math.min(canvasSize.width - paddleWidth, x - paddleWidth / 2));
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}, [gameStarted, gameOver, isPaused, canvasSize.width, paddleWidth]);
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// Mouse move handler for desktop
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const handleMouseMove = useCallback((e: React.MouseEvent) => {
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if (!gameStarted || gameOver || isPaused || isMobile || isTwoPlayer) return;
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const canvas = canvasRef.current;
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if (!canvas) return;
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const rect = canvas.getBoundingClientRect();
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const x = e.clientX - rect.left;
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paddleXRef.current = Math.max(0, Math.min(canvasSize.width - paddleWidth, x - paddleWidth / 2));
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}, [gameStarted, gameOver, isPaused, canvasSize.width, paddleWidth, isMobile, isTwoPlayer]);
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const moveLeft = useCallback(() => { paddleXRef.current = Math.max(0, paddleXRef.current - 20); }, []);
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const moveRight = useCallback(() => { paddleXRef.current = Math.min(canvasSize.width - paddleWidth, paddleXRef.current + 20); }, [canvasSize.width, paddleWidth]);
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// Game loop for a player
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const runGameLoop = useCallback((
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canvas: HTMLCanvasElement,
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ballRefParam: React.MutableRefObject<{x: number, y: number, dx: number, dy: number}>,
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paddleRefParam: React.MutableRefObject<number>,
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bricksRefParam: React.MutableRefObject<Brick[]>,
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setScoreParam: React.Dispatch<React.SetStateAction<number>>,
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setLivesParam: React.Dispatch<React.SetStateAction<number>>,
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getLives: () => number,
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playerNum: 1 | 2,
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primaryColor: string,
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leftKey: string,
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rightKey: string,
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deadRef: React.MutableRefObject<boolean>
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) => {
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const ctx = canvas.getContext('2d');
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if (!ctx) return;
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const paddleSpeed = isMobile ? 4 : (isFullscreen ? 6 : 5);
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if (keysRef.current.has(leftKey)) paddleRefParam.current = Math.max(0, paddleRefParam.current - paddleSpeed);
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if (keysRef.current.has(rightKey)) paddleRefParam.current = Math.min(canvasSize.width - paddleWidth, paddleRefParam.current + paddleSpeed);
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const ball = ballRefParam.current;
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ball.x += ball.dx; ball.y += ball.dy;
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if (ball.x <= ballSize / 2 || ball.x >= canvasSize.width - ballSize / 2) { ball.dx = -ball.dx; playSound('hover'); }
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if (ball.y <= ballSize / 2) { ball.dy = -ball.dy; playSound('hover'); }
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const paddleY = canvasSize.height - 30;
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if (ball.y + ballSize / 2 >= paddleY && ball.y - ballSize / 2 <= paddleY + PADDLE_HEIGHT && ball.x >= paddleRefParam.current && ball.x <= paddleRefParam.current + paddleWidth) {
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const hitPos = (ball.x - paddleRefParam.current) / paddleWidth;
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const angle = (hitPos - 0.5) * Math.PI * 0.7;
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const speed = Math.sqrt(ball.dx * ball.dx + ball.dy * ball.dy);
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ball.dx = Math.sin(angle) * speed; ball.dy = -Math.abs(Math.cos(angle) * speed);
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ball.y = paddleY - ballSize / 2; playSound('click');
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}
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if (ball.y >= canvasSize.height && !deadRef.current) {
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const currentLives = getLives();
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const newLives = currentLives - 1;
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setLivesParam(newLives);
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if (newLives <= 0) {
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deadRef.current = true;
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playSound('error');
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// Check if game over (both players dead in 2P, or single player dead)
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if (!isTwoPlayer) {
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setGameOver(true);
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} else {
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// Check if both dead
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if ((playerNum === 1 && p2DeadRef.current) || (playerNum === 2 && p1DeadRef.current)) {
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setGameOver(true);
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}
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}
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} else {
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resetBall(ballRefParam, paddleRefParam, playerNum === 1 ? level : level2);
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playSound('error');
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}
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}
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let allDestroyed = true;
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for (const brick of bricksRefParam.current) {
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if (!brick.alive) continue;
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allDestroyed = false;
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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) {
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brick.alive = false; ball.dy = -ball.dy;
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// Spawn power-up if brick had one (P1 only for simplicity)
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if (brick.hasPowerUp && playerNum === 1) {
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powerUpsRef.current.push({
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x: brick.x + brick.width / 2,
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y: brick.y + brick.height,
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type: brick.hasPowerUp,
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active: true
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});
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}
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setScoreParam(prev => {
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const ns = Math.min(prev + 10, MAX_SCORE);
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if (ns >= MAX_SCORE && playerNum === 1) setShowGlitchCrash(true);
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if (ns > highScore && playerNum === 1) { setHighScore(ns); localStorage.setItem(HIGHSCORE_KEY, ns.toString()); }
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return ns;
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});
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playSound('success'); break;
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}
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}
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// Update power-ups (P1 only)
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if (playerNum === 1) {
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const paddleY = canvasSize.height - 30;
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for (const pu of powerUpsRef.current) {
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if (!pu.active) continue;
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pu.y += 2; // Fall speed
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// Check paddle collision
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if (pu.y >= paddleY && pu.y <= paddleY + PADDLE_HEIGHT && pu.x >= paddleRefParam.current && pu.x <= paddleRefParam.current + paddleWidth) {
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pu.active = false;
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playSound('success');
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if (pu.type === 'life') {
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setLivesParam(prev => Math.min(prev + 1, 5));
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} else if (pu.type === 'multi') {
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// Add extra ball
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const newBall = { x: ball.x, y: ball.y, dx: -ball.dx, dy: ball.dy };
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extraBallsRef.current.push(newBall);
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} else {
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// Wide or Slow - timed power-up (8 seconds)
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setActivePowerUps(prev => [...prev.filter(p => p.type !== pu.type), { type: pu.type, endTime: Date.now() + 8000 }]);
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}
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}
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// Remove if off screen
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if (pu.y > canvasSize.height) pu.active = false;
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}
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powerUpsRef.current = powerUpsRef.current.filter(pu => pu.active);
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// Update extra balls
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for (const eb of extraBallsRef.current) {
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const speedMod = hasSlowBall ? 0.6 : 1;
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eb.x += eb.dx * speedMod; eb.y += eb.dy * speedMod;
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if (eb.x <= ballSize / 2 || eb.x >= canvasSize.width - ballSize / 2) eb.dx = -eb.dx;
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if (eb.y <= ballSize / 2) eb.dy = -eb.dy;
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|
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()} />;
|
|
|
|
const gameUi = (
|
|
<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-[100] bg-background p-4 w-screen h-screen' : 'h-full'}`}>
|
|
{/* Render cursor inside portal for fullscreen */}
|
|
{isFullscreen && <MatrixCursor />}
|
|
<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} onMouseMove={handleMouseMove} className="block cursor-none" />
|
|
</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>
|
|
);
|
|
|
|
// Portal to body for true fullscreen, escaping MainLayout transforms
|
|
return isFullscreen && typeof document !== 'undefined'
|
|
? createPortal(gameUi, document.body)
|
|
: gameUi;
|
|
};
|
|
|
|
export default Breakout;
|