Add sound effects: shoot sweep, alien march, and explosion boom
- Shortened player shoot sound from 0.5s to 0.25s sweep - Added classic Space Invaders alien march with 4 descending bass notes (G#1, G1, F#1, F1) matching original 1978 arcade frequencies - Alien march tempo increases as more aliens are destroyed - Aliens strobe brighter on each note played (0.25s brightening) - Added explosion sound effect: white noise boom fading 0.25s - Explosion triggered on player missile hitting alien
This commit is contained in:
parent
388c688c0c
commit
df5d461873
24
.gitignore
vendored
Normal file
24
.gitignore
vendored
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@ -0,0 +1,24 @@
|
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# Logs
|
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logs
|
||||
*.log
|
||||
npm-debug.log*
|
||||
yarn-debug.log*
|
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yarn-error.log*
|
||||
pnpm-debug.log*
|
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lerna-debug.log*
|
||||
|
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node_modules
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dist
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dist-ssr
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||||
*.local
|
||||
|
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# Editor directories and files
|
||||
.vscode/*
|
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!.vscode/extensions.json
|
||||
.idea
|
||||
.DS_Store
|
||||
*.suo
|
||||
*.ntvs*
|
||||
*.njsproj
|
||||
*.sln
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||||
*.sw?
|
||||
16
README.md
Normal file
16
README.md
Normal file
@ -0,0 +1,16 @@
|
||||
# React + Vite
|
||||
|
||||
This template provides a minimal setup to get React working in Vite with HMR and some ESLint rules.
|
||||
|
||||
Currently, two official plugins are available:
|
||||
|
||||
- [@vitejs/plugin-react](https://github.com/vitejs/vite-plugin-react/blob/main/packages/plugin-react) uses [Oxc](https://oxc.rs)
|
||||
- [@vitejs/plugin-react-swc](https://github.com/vitejs/vite-plugin-react/blob/main/packages/plugin-react-swc) uses [SWC](https://swc.rs/)
|
||||
|
||||
## React Compiler
|
||||
|
||||
The React Compiler is not enabled on this template because of its impact on dev & build performances. To add it, see [this documentation](https://react.dev/learn/react-compiler/installation).
|
||||
|
||||
## Expanding the ESLint configuration
|
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|
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If you are developing a production application, we recommend using TypeScript with type-aware lint rules enabled. Check out the [TS template](https://github.com/vitejs/vite/tree/main/packages/create-vite/template-react-ts) for information on how to integrate TypeScript and [`typescript-eslint`](https://typescript-eslint.io) in your project.
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21
eslint.config.js
Normal file
21
eslint.config.js
Normal file
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import js from '@eslint/js'
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import globals from 'globals'
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import reactHooks from 'eslint-plugin-react-hooks'
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import reactRefresh from 'eslint-plugin-react-refresh'
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import { defineConfig, globalIgnores } from 'eslint/config'
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export default defineConfig([
|
||||
globalIgnores(['dist']),
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{
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||||
files: ['**/*.{js,jsx}'],
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extends: [
|
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js.configs.recommended,
|
||||
reactHooks.configs.flat.recommended,
|
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reactRefresh.configs.vite,
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],
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languageOptions: {
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globals: globals.browser,
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parserOptions: { ecmaFeatures: { jsx: true } },
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},
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},
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])
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13
index.html
Normal file
13
index.html
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<!doctype html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<link rel="icon" type="image/svg+xml" href="/favicon.svg" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>the-clanked-game</title>
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</head>
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<body>
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<div id="root"></div>
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<script type="module" src="/src/main.jsx"></script>
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</body>
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</html>
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31
package.json
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31
package.json
Normal file
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{
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"name": "the-clanked-game",
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"private": true,
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"version": "0.0.0",
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"type": "module",
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"scripts": {
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||||
"dev": "vite",
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"build": "vite build",
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"lint": "eslint .",
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"preview": "vite preview",
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"dev:frontend": "vite"
|
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},
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"dependencies": {
|
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"react": "^19.2.6",
|
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"react-dom": "^19.2.6"
|
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},
|
||||
"devDependencies": {
|
||||
"@eslint/js": "^10.0.1",
|
||||
"@types/react": "^19.2.14",
|
||||
"@types/react-dom": "^19.2.3",
|
||||
"@vitejs/plugin-react": "^6.0.1",
|
||||
"autoprefixer": "^10.5.0",
|
||||
"eslint": "^10.3.0",
|
||||
"eslint-plugin-react-hooks": "^7.1.1",
|
||||
"eslint-plugin-react-refresh": "^0.5.2",
|
||||
"globals": "^17.6.0",
|
||||
"postcss": "^8.5.15",
|
||||
"tailwindcss": "^4.3.0",
|
||||
"vite": "^8.0.12"
|
||||
}
|
||||
}
|
||||
1538
pnpm-lock.yaml
Normal file
1538
pnpm-lock.yaml
Normal file
File diff suppressed because it is too large
Load Diff
1
public/favicon.svg
Normal file
1
public/favicon.svg
Normal file
File diff suppressed because one or more lines are too long
|
After Width: | Height: | Size: 9.3 KiB |
24
public/icons.svg
Normal file
24
public/icons.svg
Normal file
@ -0,0 +1,24 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg">
|
||||
<symbol id="bluesky-icon" viewBox="0 0 16 17">
|
||||
<g clip-path="url(#bluesky-clip)"><path fill="#08060d" d="M7.75 7.735c-.693-1.348-2.58-3.86-4.334-5.097-1.68-1.187-2.32-.981-2.74-.79C.188 2.065.1 2.812.1 3.251s.241 3.602.398 4.13c.52 1.744 2.367 2.333 4.07 2.145-2.495.37-4.71 1.278-1.805 4.512 3.196 3.309 4.38-.71 4.987-2.746.608 2.036 1.307 5.91 4.93 2.746 2.72-2.746.747-4.143-1.747-4.512 1.702.189 3.55-.4 4.07-2.145.156-.528.397-3.691.397-4.13s-.088-1.186-.575-1.406c-.42-.19-1.06-.395-2.741.79-1.755 1.24-3.64 3.752-4.334 5.099"/></g>
|
||||
<defs><clipPath id="bluesky-clip"><path fill="#fff" d="M.1.85h15.3v15.3H.1z"/></clipPath></defs>
|
||||
</symbol>
|
||||
<symbol id="discord-icon" viewBox="0 0 20 19">
|
||||
<path fill="#08060d" d="M16.224 3.768a14.5 14.5 0 0 0-3.67-1.153c-.158.286-.343.67-.47.976a13.5 13.5 0 0 0-4.067 0c-.128-.306-.317-.69-.476-.976A14.4 14.4 0 0 0 3.868 3.77C1.546 7.28.916 10.703 1.231 14.077a14.7 14.7 0 0 0 4.5 2.306q.545-.748.965-1.587a9.5 9.5 0 0 1-1.518-.74q.191-.14.372-.293c2.927 1.369 6.107 1.369 8.999 0q.183.152.372.294-.723.437-1.52.74.418.838.963 1.588a14.6 14.6 0 0 0 4.504-2.308c.37-3.911-.63-7.302-2.644-10.309m-9.13 8.234c-.878 0-1.599-.82-1.599-1.82 0-.998.705-1.82 1.6-1.82.894 0 1.614.82 1.599 1.82.001 1-.705 1.82-1.6 1.82m5.91 0c-.878 0-1.599-.82-1.599-1.82 0-.998.705-1.82 1.6-1.82.893 0 1.614.82 1.599 1.82 0 1-.706 1.82-1.6 1.82"/>
|
||||
</symbol>
|
||||
<symbol id="documentation-icon" viewBox="0 0 21 20">
|
||||
<path fill="none" stroke="#aa3bff" stroke-linecap="round" stroke-linejoin="round" stroke-width="1.35" d="m15.5 13.333 1.533 1.322c.645.555.967.833.967 1.178s-.322.623-.967 1.179L15.5 18.333m-3.333-5-1.534 1.322c-.644.555-.966.833-.966 1.178s.322.623.966 1.179l1.534 1.321"/>
|
||||
<path fill="none" stroke="#aa3bff" stroke-linecap="round" stroke-linejoin="round" stroke-width="1.35" d="M17.167 10.836v-4.32c0-1.41 0-2.117-.224-2.68-.359-.906-1.118-1.621-2.08-1.96-.599-.21-1.349-.21-2.848-.21-2.623 0-3.935 0-4.983.369-1.684.591-3.013 1.842-3.641 3.428C3 6.449 3 7.684 3 10.154v2.122c0 2.558 0 3.838.706 4.726q.306.383.713.671c.76.536 1.79.64 3.581.66"/>
|
||||
<path fill="none" stroke="#aa3bff" stroke-linecap="round" stroke-linejoin="round" stroke-width="1.35" d="M3 10a2.78 2.78 0 0 1 2.778-2.778c.555 0 1.209.097 1.748-.047.48-.129.854-.503.982-.982.145-.54.048-1.194.048-1.749a2.78 2.78 0 0 1 2.777-2.777"/>
|
||||
</symbol>
|
||||
<symbol id="github-icon" viewBox="0 0 19 19">
|
||||
<path fill="#08060d" fill-rule="evenodd" d="M9.356 1.85C5.05 1.85 1.57 5.356 1.57 9.694a7.84 7.84 0 0 0 5.324 7.44c.387.079.528-.168.528-.376 0-.182-.013-.805-.013-1.454-2.165.467-2.616-.935-2.616-.935-.349-.91-.864-1.143-.864-1.143-.71-.48.051-.48.051-.48.787.051 1.2.805 1.2.805.695 1.194 1.817.857 2.268.649.064-.507.27-.857.49-1.052-1.728-.182-3.545-.857-3.545-3.87 0-.857.31-1.558.8-2.104-.078-.195-.349-1 .077-2.078 0 0 .657-.208 2.14.805a7.5 7.5 0 0 1 1.946-.26c.657 0 1.328.092 1.946.26 1.483-1.013 2.14-.805 2.14-.805.426 1.078.155 1.883.078 2.078.502.546.799 1.247.799 2.104 0 3.013-1.818 3.675-3.558 3.87.284.247.528.714.528 1.454 0 1.052-.012 1.896-.012 2.156 0 .208.142.455.528.377a7.84 7.84 0 0 0 5.324-7.441c.013-4.338-3.48-7.844-7.773-7.844" clip-rule="evenodd"/>
|
||||
</symbol>
|
||||
<symbol id="social-icon" viewBox="0 0 20 20">
|
||||
<path fill="none" stroke="#aa3bff" stroke-linecap="round" stroke-linejoin="round" stroke-width="1.35" d="M12.5 6.667a4.167 4.167 0 1 0-8.334 0 4.167 4.167 0 0 0 8.334 0"/>
|
||||
<path fill="none" stroke="#aa3bff" stroke-linecap="round" stroke-linejoin="round" stroke-width="1.35" d="M2.5 16.667a5.833 5.833 0 0 1 8.75-5.053m3.837.474.513 1.035c.07.144.257.282.414.309l.93.155c.596.1.736.536.307.965l-.723.73a.64.64 0 0 0-.152.531l.207.903c.164.715-.213.991-.84.618l-.872-.52a.63.63 0 0 0-.577 0l-.872.52c-.624.373-1.003.094-.84-.618l.207-.903a.64.64 0 0 0-.152-.532l-.723-.729c-.426-.43-.289-.864.306-.964l.93-.156a.64.64 0 0 0 .412-.31l.513-1.034c.28-.562.735-.562 1.012 0"/>
|
||||
</symbol>
|
||||
<symbol id="x-icon" viewBox="0 0 19 19">
|
||||
<path fill="#08060d" fill-rule="evenodd" d="M1.893 1.98c.052.072 1.245 1.769 2.653 3.77l2.892 4.114c.183.261.333.48.333.486s-.068.089-.152.183l-.522.593-.765.867-3.597 4.087c-.375.426-.734.834-.798.905a1 1 0 0 0-.118.148c0 .01.236.017.664.017h.663l.729-.83c.4-.457.796-.906.879-.999a692 692 0 0 0 1.794-2.038c.034-.037.301-.34.594-.675l.551-.624.345-.392a7 7 0 0 1 .34-.374c.006 0 .93 1.306 2.052 2.903l2.084 2.965.045.063h2.275c1.87 0 2.273-.003 2.266-.021-.008-.02-1.098-1.572-3.894-5.547-2.013-2.862-2.28-3.246-2.273-3.266.008-.019.282-.332 2.085-2.38l2-2.274 1.567-1.782c.022-.028-.016-.03-.65-.03h-.674l-.3.342a871 871 0 0 1-1.782 2.025c-.067.075-.405.458-.75.852a100 100 0 0 1-.803.91c-.148.172-.299.344-.99 1.127-.304.343-.32.358-.345.327-.015-.019-.904-1.282-1.976-2.808L6.365 1.85H1.8zm1.782.91 8.078 11.294c.772 1.08 1.413 1.973 1.425 1.984.016.017.241.02 1.05.017l1.03-.004-2.694-3.766L7.796 5.75 5.722 2.852l-1.039-.004-1.039-.004z" clip-rule="evenodd"/>
|
||||
</symbol>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 4.9 KiB |
45
src/App.css
Normal file
45
src/App.css
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|
||||
.hero {
|
||||
position: relative;
|
||||
}
|
||||
|
||||
.hero .base {
|
||||
width: 170px;
|
||||
}
|
||||
|
||||
#center {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 25px;
|
||||
place-content: center;
|
||||
place-items: center;
|
||||
flex-grow: 1;
|
||||
}
|
||||
|
||||
#center h1 {
|
||||
font-size: 48px;
|
||||
letter-spacing: -1.5px;
|
||||
margin: 20px 0;
|
||||
}
|
||||
|
||||
.main-menu-btn {
|
||||
font-size: 18px;
|
||||
padding: 12px 32px;
|
||||
border-radius: 8px;
|
||||
color: #fff;
|
||||
background: #6366f1;
|
||||
border: 2px solid #6366f1;
|
||||
cursor: pointer;
|
||||
transition: all 0.2s;
|
||||
min-width: 200px;
|
||||
}
|
||||
|
||||
.main-menu-btn:hover {
|
||||
background: #4f46e5;
|
||||
border-color: #4f46e5;
|
||||
transform: translateY(-2px);
|
||||
}
|
||||
|
||||
.main-menu-btn:focus-visible {
|
||||
outline: 2px solid #6366f1;
|
||||
outline-offset: 2px;
|
||||
}
|
||||
60
src/App.jsx
Normal file
60
src/App.jsx
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|
||||
import { useState } from 'react'
|
||||
import heroImg from './assets/hero.png'
|
||||
import './App.css'
|
||||
import Game from './components/Game'
|
||||
|
||||
function App() {
|
||||
const [currentScreen, setCurrentScreen] = useState('home');
|
||||
|
||||
const initializeAudio = async () => {
|
||||
if (window.audioCtx) return;
|
||||
|
||||
const AudioContext = window.AudioContext || window.webkitAudioContext;
|
||||
const audioCtx = new AudioContext();
|
||||
if (audioCtx.state === 'suspended') {
|
||||
await audioCtx.resume();
|
||||
}
|
||||
window.audioCtx = audioCtx;
|
||||
};
|
||||
|
||||
const handleMainMenu = async () => {
|
||||
await initializeAudio();
|
||||
setCurrentScreen('main-menu');
|
||||
};
|
||||
|
||||
const startNewGame = () => {
|
||||
setCurrentScreen('game');
|
||||
};
|
||||
|
||||
return (
|
||||
<>
|
||||
{currentScreen === 'home' && (
|
||||
<section id="center">
|
||||
<div className="hero">
|
||||
<img src={heroImg} className="base" width="170" height="179" alt="" />
|
||||
</div>
|
||||
<div>
|
||||
<h1>The Clanked Game</h1>
|
||||
<button type="button" className="main-menu-btn" onClick={handleMainMenu}>
|
||||
Main Menu
|
||||
</button>
|
||||
</div>
|
||||
</section>
|
||||
)}
|
||||
|
||||
{currentScreen === 'main-menu' && (
|
||||
<section id="center">
|
||||
<h1>Main Menu</h1>
|
||||
<button type="button" className="main-menu-btn" onClick={startNewGame}>Start New Game</button>
|
||||
<button type="button" className="main-menu-btn">Options</button>
|
||||
</section>
|
||||
)}
|
||||
|
||||
{currentScreen === 'game' && (
|
||||
<Game onExit={() => setCurrentScreen('main-menu')} />
|
||||
)}
|
||||
</>
|
||||
)
|
||||
}
|
||||
|
||||
export default App
|
||||
BIN
src/assets/hero.png
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BIN
src/assets/hero.png
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Binary file not shown.
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After Width: | Height: | Size: 13 KiB |
1
src/assets/react.svg
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1
src/assets/react.svg
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|
||||
<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" aria-hidden="true" role="img" class="iconify iconify--logos" width="35.93" height="32" preserveAspectRatio="xMidYMid meet" viewBox="0 0 256 228"><path fill="#00D8FF" d="M210.483 73.824a171.49 171.49 0 0 0-8.24-2.597c.465-1.9.893-3.777 1.273-5.621c6.238-30.281 2.16-54.676-11.769-62.708c-13.355-7.7-35.196.329-57.254 19.526a171.23 171.23 0 0 0-6.375 5.848a155.866 155.866 0 0 0-4.241-3.917C100.759 3.829 77.587-4.822 63.673 3.233C50.33 10.957 46.379 33.89 51.995 62.588a170.974 170.974 0 0 0 1.892 8.48c-3.28.932-6.445 1.924-9.474 2.98C17.309 83.498 0 98.307 0 113.668c0 15.865 18.582 31.778 46.812 41.427a145.52 145.52 0 0 0 6.921 2.165a167.467 167.467 0 0 0-2.01 9.138c-5.354 28.2-1.173 50.591 12.134 58.266c13.744 7.926 36.812-.22 59.273-19.855a145.567 145.567 0 0 0 5.342-4.923a168.064 168.064 0 0 0 6.92 6.314c21.758 18.722 43.246 26.282 56.54 18.586c13.731-7.949 18.194-32.003 12.4-61.268a145.016 145.016 0 0 0-1.535-6.842c1.62-.48 3.21-.974 4.76-1.488c29.348-9.723 48.443-25.443 48.443-41.52c0-15.417-17.868-30.326-45.517-39.844Zm-6.365 70.984c-1.4.463-2.836.91-4.3 1.345c-3.24-10.257-7.612-21.163-12.963-32.432c5.106-11 9.31-21.767 12.459-31.957c2.619.758 5.16 1.557 7.61 2.4c23.69 8.156 38.14 20.213 38.14 29.504c0 9.896-15.606 22.743-40.946 31.14Zm-10.514 20.834c2.562 12.94 2.927 24.64 1.23 33.787c-1.524 8.219-4.59 13.698-8.382 15.893c-8.067 4.67-25.32-1.4-43.927-17.412a156.726 156.726 0 0 1-6.437-5.87c7.214-7.889 14.423-17.06 21.459-27.246c12.376-1.098 24.068-2.894 34.671-5.345a134.17 134.17 0 0 1 1.386 6.193ZM87.276 214.515c-7.882 2.783-14.16 2.863-17.955.675c-8.075-4.657-11.432-22.636-6.853-46.752a156.923 156.923 0 0 1 1.869-8.499c10.486 2.32 22.093 3.988 34.498 4.994c7.084 9.967 14.501 19.128 21.976 27.15a134.668 134.668 0 0 1-4.877 4.492c-9.933 8.682-19.886 14.842-28.658 17.94ZM50.35 144.747c-12.483-4.267-22.792-9.812-29.858-15.863c-6.35-5.437-9.555-10.836-9.555-15.216c0-9.322 13.897-21.212 37.076-29.293c2.813-.98 5.757-1.905 8.812-2.773c3.204 10.42 7.406 21.315 12.477 32.332c-5.137 11.18-9.399 22.249-12.634 32.792a134.718 134.718 0 0 1-6.318-1.979Zm12.378-84.26c-4.811-24.587-1.616-43.134 6.425-47.789c8.564-4.958 27.502 2.111 47.463 19.835a144.318 144.318 0 0 1 3.841 3.545c-7.438 7.987-14.787 17.08-21.808 26.988c-12.04 1.116-23.565 2.908-34.161 5.309a160.342 160.342 0 0 1-1.76-7.887Zm110.427 27.268a347.8 347.8 0 0 0-7.785-12.803c8.168 1.033 15.994 2.404 23.343 4.08c-2.206 7.072-4.956 14.465-8.193 22.045a381.151 381.151 0 0 0-7.365-13.322Zm-45.032-43.861c5.044 5.465 10.096 11.566 15.065 18.186a322.04 322.04 0 0 0-30.257-.006c4.974-6.559 10.069-12.652 15.192-18.18ZM82.802 87.83a323.167 323.167 0 0 0-7.227 13.238c-3.184-7.553-5.909-14.98-8.134-22.152c7.304-1.634 15.093-2.97 23.209-3.984a321.524 321.524 0 0 0-7.848 12.897Zm8.081 65.352c-8.385-.936-16.291-2.203-23.593-3.793c2.26-7.3 5.045-14.885 8.298-22.6a321.187 321.187 0 0 0 7.257 13.246c2.594 4.48 5.28 8.868 8.038 13.147Zm37.542 31.03c-5.184-5.592-10.354-11.779-15.403-18.433c4.902.192 9.899.29 14.978.29c5.218 0 10.376-.117 15.453-.343c-4.985 6.774-10.018 12.97-15.028 18.486Zm52.198-57.817c3.422 7.8 6.306 15.345 8.596 22.52c-7.422 1.694-15.436 3.058-23.88 4.071a382.417 382.417 0 0 0 7.859-13.026a347.403 347.403 0 0 0 7.425-13.565Zm-16.898 8.101a358.557 358.557 0 0 1-12.281 19.815a329.4 329.4 0 0 1-23.444.823c-7.967 0-15.716-.248-23.178-.732a310.202 310.202 0 0 1-12.513-19.846h.001a307.41 307.41 0 0 1-10.923-20.627a310.278 310.278 0 0 1 10.89-20.637l-.001.001a307.318 307.318 0 0 1 12.413-19.761c7.613-.576 15.42-.876 23.31-.876H128c7.926 0 15.743.303 23.354.883a329.357 329.357 0 0 1 12.335 19.695a358.489 358.489 0 0 1 11.036 20.54a329.472 329.472 0 0 1-11 20.722Zm22.56-122.124c8.572 4.944 11.906 24.881 6.52 51.026c-.344 1.668-.73 3.367-1.15 5.09c-10.622-2.452-22.155-4.275-34.23-5.408c-7.034-10.017-14.323-19.124-21.64-27.008a160.789 160.789 0 0 1 5.888-5.4c18.9-16.447 36.564-22.941 44.612-18.3ZM128 90.808c12.625 0 22.86 10.235 22.86 22.86s-10.235 22.86-22.86 22.86s-22.86-10.235-22.86-22.86s10.235-22.86 22.86-22.86Z"></path></svg>
|
||||
|
After Width: | Height: | Size: 4.0 KiB |
1
src/assets/vite.svg
Normal file
1
src/assets/vite.svg
Normal file
File diff suppressed because one or more lines are too long
|
After Width: | Height: | Size: 8.5 KiB |
611
src/components/Game.jsx
Normal file
611
src/components/Game.jsx
Normal file
@ -0,0 +1,611 @@
|
||||
import { useEffect, useRef, useState, useCallback } from 'react';
|
||||
import { playShootSound, playAlienMarchNote, playExplosionSound } from '../soundEffects';
|
||||
|
||||
const CANVAS_WIDTH = 800;
|
||||
const CANVAS_HEIGHT = 600;
|
||||
const PLAYER_SPEED = 5;
|
||||
const PLAYER_MISSILE_SPEED = 8;
|
||||
const ALIEN_MISSILE_SPEED = 4;
|
||||
const STAR_COUNT = 100;
|
||||
const SHIELD_GRID_SIZE = 2;
|
||||
const SHIELD_COLS = 24;
|
||||
const SHIELD_ROWS = 12;
|
||||
|
||||
const createStarfield = () => {
|
||||
return Array.from({ length: STAR_COUNT }, () => ({
|
||||
x: Math.random() * CANVAS_WIDTH,
|
||||
y: Math.random() * CANVAS_HEIGHT,
|
||||
speed: Math.random() * 2 + 0.5,
|
||||
size: Math.random() * 2 + 1,
|
||||
}));
|
||||
};
|
||||
|
||||
const createAliens = (round) => {
|
||||
const rows = 5;
|
||||
const cols = 11;
|
||||
const aliens = [];
|
||||
const startX = 50;
|
||||
const startY = 50;
|
||||
const spacingX = 55;
|
||||
const spacingY = 45;
|
||||
|
||||
for (let row = 0; row < rows; row++) {
|
||||
for (let col = 0; col < cols; col++) {
|
||||
aliens.push({
|
||||
x: startX + col * spacingX,
|
||||
y: startY + row * spacingY,
|
||||
width: 30,
|
||||
height: 20,
|
||||
points: (rows - row) * 10,
|
||||
alive: true,
|
||||
type: row < 1 ? 2 : row < 3 ? 1 : 0,
|
||||
});
|
||||
}
|
||||
}
|
||||
return aliens;
|
||||
};
|
||||
|
||||
const createShields = () => {
|
||||
const shields = [];
|
||||
const shieldWidth = SHIELD_COLS * SHIELD_GRID_SIZE;
|
||||
const shieldHeight = SHIELD_ROWS * SHIELD_GRID_SIZE;
|
||||
const spacing = CANVAS_WIDTH / 4;
|
||||
const startX = spacing - shieldWidth / 2;
|
||||
const y = CANVAS_HEIGHT - 120;
|
||||
|
||||
for (let i = 0; i < 3; i++) {
|
||||
const grid = [];
|
||||
const offsetX = startX + i * spacing;
|
||||
|
||||
for (let row = 0; row < SHIELD_ROWS; row++) {
|
||||
const gridRow = [];
|
||||
for (let col = 0; col < SHIELD_COLS; col++) {
|
||||
// Create shield shape - arch at bottom center
|
||||
const isBottom = row >= SHIELD_ROWS - 2;
|
||||
const isCenterArch = col >= SHIELD_COLS / 2 - 3 && col <= SHIELD_COLS / 2 + 2 && row >= SHIELD_ROWS - 5;
|
||||
const isTopFlat = row < 3;
|
||||
|
||||
// Round the corners
|
||||
const isCorner = (row < 2 && (col < 2 || col >= SHIELD_COLS - 2)) ||
|
||||
(row >= SHIELD_ROWS - 3 && col < 3) ||
|
||||
(row >= SHIELD_ROWS - 3 && col >= SHIELD_COLS - 3);
|
||||
|
||||
gridRow.push(!isCorner && !isCenterArch);
|
||||
}
|
||||
grid.push(gridRow);
|
||||
}
|
||||
|
||||
shields.push({
|
||||
x: offsetX,
|
||||
y,
|
||||
grid,
|
||||
width: shieldWidth,
|
||||
height: shieldHeight,
|
||||
});
|
||||
}
|
||||
return shields;
|
||||
};
|
||||
|
||||
const Game = ({ onExit }) => {
|
||||
const canvasRef = useRef(null);
|
||||
const [showButtons, setShowButtons] = useState(false);
|
||||
const [isPaused, setIsPaused] = useState(false);
|
||||
const [showPauseMenu, setShowPauseMenu] = useState(false);
|
||||
const gameStateRef = useRef({
|
||||
player: { x: CANVAS_WIDTH / 2, y: CANVAS_HEIGHT - 50, width: 40, height: 30 },
|
||||
aliens: [],
|
||||
playerMissiles: [],
|
||||
alienMissiles: [],
|
||||
stars: [],
|
||||
shields: [],
|
||||
keys: {},
|
||||
round: 1,
|
||||
score: 0,
|
||||
lives: 3,
|
||||
gameOver: false,
|
||||
alienDirection: 1,
|
||||
alienSpeed: 1,
|
||||
lastAlienShot: 0,
|
||||
// Alien march sound state
|
||||
marchNoteIndex: 0,
|
||||
alienStrobe: false,
|
||||
lastMarchTime: 0,
|
||||
});
|
||||
|
||||
const resetGame = useCallback(() => {
|
||||
const state = gameStateRef.current;
|
||||
state.player = { x: CANVAS_WIDTH / 2, y: CANVAS_HEIGHT - 50, width: 40, height: 30 };
|
||||
state.round = 1;
|
||||
state.aliens = createAliens(state.round);
|
||||
state.shields = createShields();
|
||||
state.playerMissiles = [];
|
||||
state.alienMissiles = [];
|
||||
state.lives = 3;
|
||||
state.score = 0;
|
||||
state.gameOver = false;
|
||||
state.alienDirection = 1;
|
||||
state.alienSpeed = 1;
|
||||
setShowButtons(false);
|
||||
setIsPaused(false);
|
||||
}, []);
|
||||
|
||||
useEffect(() => {
|
||||
const state = gameStateRef.current;
|
||||
state.stars = createStarfield();
|
||||
state.aliens = createAliens(state.round);
|
||||
state.shields = createShields();
|
||||
|
||||
const handleKeyDown = (e) => {
|
||||
if (e.key === 'Escape' && !state.gameOver) {
|
||||
setIsPaused(prev => !prev);
|
||||
setShowPauseMenu(prev => !prev);
|
||||
return;
|
||||
}
|
||||
if (!isPaused) {
|
||||
state.keys[e.key] = true;
|
||||
if (e.key === ' ') e.preventDefault();
|
||||
}
|
||||
};
|
||||
|
||||
const handleKeyUp = (e) => {
|
||||
if (!isPaused) {
|
||||
state.keys[e.key] = false;
|
||||
}
|
||||
};
|
||||
|
||||
window.addEventListener('keydown', handleKeyDown);
|
||||
window.addEventListener('keyup', handleKeyUp);
|
||||
|
||||
return () => {
|
||||
window.removeEventListener('keydown', handleKeyDown);
|
||||
window.removeEventListener('keyup', handleKeyUp);
|
||||
};
|
||||
}, [isPaused]);
|
||||
|
||||
useEffect(() => {
|
||||
const canvas = canvasRef.current;
|
||||
const ctx = canvas.getContext('2d');
|
||||
let animationFrameId;
|
||||
|
||||
const updateStars = (stars) => {
|
||||
stars.forEach((star) => {
|
||||
star.y += star.speed;
|
||||
if (star.y > CANVAS_HEIGHT) {
|
||||
star.y = 0;
|
||||
star.x = Math.random() * CANVAS_WIDTH;
|
||||
}
|
||||
});
|
||||
};
|
||||
|
||||
const updatePlayer = (state) => {
|
||||
if (state.keys['ArrowLeft'] || state.keys['a']) {
|
||||
state.player.x = Math.max(0, state.player.x - PLAYER_SPEED);
|
||||
}
|
||||
if (state.keys['ArrowRight'] || state.keys['d']) {
|
||||
state.player.x = Math.min(CANVAS_WIDTH - state.player.width, state.player.x + PLAYER_SPEED);
|
||||
}
|
||||
if (state.keys[' '] && state.playerMissiles.length === 0) {
|
||||
state.playerMissiles.push({
|
||||
x: state.player.x + state.player.width / 2 - 2,
|
||||
y: state.player.y - 10,
|
||||
width: 4,
|
||||
height: 15,
|
||||
});
|
||||
playShootSound();
|
||||
state.keys[' '] = false;
|
||||
}
|
||||
};
|
||||
|
||||
const updateAliens = (state) => {
|
||||
const aliveAliens = state.aliens.filter((a) => a.alive);
|
||||
if (aliveAliens.length === 0) {
|
||||
state.round++;
|
||||
state.aliens = createAliens(state.round);
|
||||
state.alienSpeed = 1 + state.round * 0.2;
|
||||
return;
|
||||
}
|
||||
|
||||
let shouldDescend = false;
|
||||
let minX = CANVAS_WIDTH;
|
||||
let maxX = 0;
|
||||
|
||||
aliveAliens.forEach((alien) => {
|
||||
if (alien.x < minX) minX = alien.x;
|
||||
if (alien.x + alien.width > maxX) maxX = alien.x + alien.width;
|
||||
});
|
||||
|
||||
if (state.alienDirection > 0 && maxX >= CANVAS_WIDTH - 10) {
|
||||
shouldDescend = true;
|
||||
state.alienDirection = -1;
|
||||
} else if (state.alienDirection < 0 && minX <= 10) {
|
||||
shouldDescend = true;
|
||||
state.alienDirection = 1;
|
||||
}
|
||||
|
||||
aliveAliens.forEach((alien) => {
|
||||
alien.x += state.alienSpeed * state.alienDirection;
|
||||
if (shouldDescend) {
|
||||
alien.y += 20;
|
||||
if (alien.y + alien.height >= state.player.y) {
|
||||
state.gameOver = true;
|
||||
setShowButtons(true);
|
||||
}
|
||||
}
|
||||
});
|
||||
};
|
||||
|
||||
const updateMissiles = (state) => {
|
||||
state.playerMissiles = state.playerMissiles.filter((m) => {
|
||||
m.y -= PLAYER_MISSILE_SPEED;
|
||||
return m.y > -m.height;
|
||||
});
|
||||
|
||||
state.alienMissiles = state.alienMissiles.filter((m) => {
|
||||
m.y += ALIEN_MISSILE_SPEED;
|
||||
return m.y < CANVAS_HEIGHT;
|
||||
});
|
||||
};
|
||||
|
||||
const updateAlienShooting = (state) => {
|
||||
const aliveAliens = state.aliens.filter((a) => a.alive);
|
||||
const now = Date.now();
|
||||
if (aliveAliens.length > 0 && now - state.lastAlienShot > 1500 - state.round * 100) {
|
||||
const shooter = aliveAliens[Math.floor(Math.random() * aliveAliens.length)];
|
||||
state.alienMissiles.push({
|
||||
x: shooter.x + shooter.width / 2 - 2,
|
||||
y: shooter.y + shooter.height,
|
||||
width: 4,
|
||||
height: 15,
|
||||
});
|
||||
state.lastAlienShot = now;
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Update the alien march sound and strobe effect
|
||||
* Tempo speeds up as more aliens are destroyed (like the original game)
|
||||
*/
|
||||
const updateAlienMarch = (state) => {
|
||||
const aliveAliens = state.aliens.filter((a) => a.alive);
|
||||
if (aliveAliens.length === 0) return;
|
||||
|
||||
const now = Date.now();
|
||||
// Base interval: 1000ms, speeds up as aliens are destroyed
|
||||
// Original game: tempo increases from ~1.5s down to ~0.15s
|
||||
const baseInterval = 1000;
|
||||
const minInterval = 150;
|
||||
const totalAliens = 55; // 5 rows x 11 cols
|
||||
const destroyedRatio = 1 - (aliveAliens.length / totalAliens);
|
||||
const interval = Math.max(minInterval, baseInterval - (baseInterval - minInterval) * destroyedRatio);
|
||||
|
||||
if (now - state.lastMarchTime >= interval) {
|
||||
// Play the current march note
|
||||
playAlienMarchNote(state.marchNoteIndex, 0.25);
|
||||
|
||||
// Trigger strobe effect
|
||||
state.alienStrobe = true;
|
||||
|
||||
// Advance to next note (loops 0-1-2-3-0-1-2-3...)
|
||||
state.marchNoteIndex = (state.marchNoteIndex + 1) % 4;
|
||||
state.lastMarchTime = now;
|
||||
|
||||
// Clear strobe after 0.25s
|
||||
setTimeout(() => {
|
||||
if (gameStateRef.current) {
|
||||
gameStateRef.current.alienStrobe = false;
|
||||
}
|
||||
}, 250);
|
||||
}
|
||||
};
|
||||
|
||||
const carveShield = (shields, missile, isPlayerMissile) => {
|
||||
shields.forEach((shield) => {
|
||||
if (missile.x + missile.width > shield.x && missile.x < shield.x + shield.width &&
|
||||
missile.y + missile.height > shield.y && missile.y < shield.y + shield.height) {
|
||||
|
||||
const startCol = Math.floor((missile.x - shield.x) / SHIELD_GRID_SIZE);
|
||||
const endCol = Math.ceil((missile.x + missile.width - shield.x) / SHIELD_GRID_SIZE);
|
||||
const startRow = Math.floor((missile.y - shield.y) / SHIELD_GRID_SIZE);
|
||||
const endRow = Math.ceil((missile.y + missile.height - shield.y) / SHIELD_GRID_SIZE);
|
||||
|
||||
for (let row = Math.max(0, startRow); row < Math.min(SHIELD_ROWS, endRow + 1); row++) {
|
||||
for (let col = Math.max(0, startCol); col < Math.min(SHIELD_COLS, endCol + 1); col++) {
|
||||
if (shield.grid[row][col]) {
|
||||
shield.grid[row][col] = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
};
|
||||
|
||||
const checkCollisions = (state) => {
|
||||
state.playerMissiles.forEach((missile) => {
|
||||
let hitShield = false;
|
||||
state.shields.forEach((shield) => {
|
||||
shield.grid.forEach((row, rowIdx) => {
|
||||
row.forEach((cell, colIdx) => {
|
||||
if (cell) {
|
||||
const cellX = shield.x + colIdx * SHIELD_GRID_SIZE;
|
||||
const cellY = shield.y + rowIdx * SHIELD_GRID_SIZE;
|
||||
if (missile.x < cellX + SHIELD_GRID_SIZE &&
|
||||
missile.x + missile.width > cellX &&
|
||||
missile.y < cellY + SHIELD_GRID_SIZE &&
|
||||
missile.y + missile.height > cellY) {
|
||||
hitShield = true;
|
||||
}
|
||||
}
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
if (hitShield) {
|
||||
carveShield(state.shields, missile, true);
|
||||
missile.y = -100;
|
||||
}
|
||||
|
||||
state.aliens.forEach((alien) => {
|
||||
if (alien.alive && rectCollision(missile, alien)) {
|
||||
alien.alive = false;
|
||||
missile.y = -100;
|
||||
state.score += alien.points;
|
||||
playExplosionSound();
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
state.alienMissiles.forEach((missile) => {
|
||||
let hitShield = false;
|
||||
state.shields.forEach((shield) => {
|
||||
shield.grid.forEach((row, rowIdx) => {
|
||||
row.forEach((cell, colIdx) => {
|
||||
if (cell) {
|
||||
const cellX = shield.x + colIdx * SHIELD_GRID_SIZE;
|
||||
const cellY = shield.y + rowIdx * SHIELD_GRID_SIZE;
|
||||
if (missile.x < cellX + SHIELD_GRID_SIZE &&
|
||||
missile.x + missile.width > cellX &&
|
||||
missile.y < cellY + SHIELD_GRID_SIZE &&
|
||||
missile.y + missile.height > cellY) {
|
||||
hitShield = true;
|
||||
}
|
||||
}
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
if (hitShield) {
|
||||
carveShield(state.shields, missile, false);
|
||||
missile.y = CANVAS_HEIGHT + 100;
|
||||
}
|
||||
|
||||
if (rectCollision(missile, state.player)) {
|
||||
missile.y = CANVAS_HEIGHT + 100;
|
||||
state.lives--;
|
||||
if (state.lives <= 0) {
|
||||
state.gameOver = true;
|
||||
setShowButtons(true);
|
||||
}
|
||||
}
|
||||
});
|
||||
};
|
||||
|
||||
const rectCollision = (a, b) => {
|
||||
return (
|
||||
a.x < b.x + b.width &&
|
||||
a.x + a.width > b.x &&
|
||||
a.y < b.y + b.height &&
|
||||
a.y + a.height > b.y
|
||||
);
|
||||
};
|
||||
|
||||
const drawStars = (ctx, stars) => {
|
||||
ctx.fillStyle = 'white';
|
||||
stars.forEach((star) => {
|
||||
ctx.fillRect(star.x, star.y, star.size, star.size);
|
||||
});
|
||||
};
|
||||
|
||||
const drawPlayer = (ctx, player) => {
|
||||
ctx.fillStyle = '#00ff00';
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(player.x + player.width / 2, player.y);
|
||||
ctx.lineTo(player.x, player.y + player.height);
|
||||
ctx.lineTo(player.x + player.width, player.y + player.height);
|
||||
ctx.closePath();
|
||||
ctx.fill();
|
||||
};
|
||||
|
||||
const drawAliens = (ctx, aliens, strobe) => {
|
||||
aliens.forEach((alien) => {
|
||||
if (!alien.alive) return;
|
||||
|
||||
// Base colors by type, brighten when strobing
|
||||
let baseColor;
|
||||
if (alien.type === 2) {
|
||||
baseColor = strobe ? '#ff6666' : '#ff0000'; // Red - brighten on strobe
|
||||
} else if (alien.type === 1) {
|
||||
baseColor = strobe ? '#ffffaa' : '#ffff00'; // Yellow - brighten on strobe
|
||||
} else {
|
||||
baseColor = strobe ? '#66ff66' : '#00ff00'; // Green - brighten on strobe
|
||||
}
|
||||
|
||||
ctx.fillStyle = baseColor;
|
||||
const cx = alien.x + alien.width / 2;
|
||||
const cy = alien.y + alien.height / 2;
|
||||
ctx.fillRect(cx - 8, cy - 5, 6, 10);
|
||||
ctx.fillRect(cx + 2, cy - 5, 6, 10);
|
||||
ctx.fillRect(cx - 15, cy + 2, 30, 8);
|
||||
ctx.fillRect(cx - 12, cy - 8, 6, 6);
|
||||
ctx.fillRect(cx + 6, cy - 8, 6, 6);
|
||||
});
|
||||
};
|
||||
|
||||
const drawShields = (ctx, shields) => {
|
||||
shields.forEach((shield) => {
|
||||
ctx.fillStyle = '#00ff00';
|
||||
shield.grid.forEach((row, rowIdx) => {
|
||||
row.forEach((cell, colIdx) => {
|
||||
if (cell) {
|
||||
ctx.fillRect(
|
||||
shield.x + colIdx * SHIELD_GRID_SIZE,
|
||||
shield.y + rowIdx * SHIELD_GRID_SIZE,
|
||||
SHIELD_GRID_SIZE,
|
||||
SHIELD_GRID_SIZE
|
||||
);
|
||||
}
|
||||
});
|
||||
});
|
||||
});
|
||||
};
|
||||
|
||||
const drawMissiles = (ctx, missiles) => {
|
||||
ctx.fillStyle = '#ffffff';
|
||||
missiles.forEach((m) => {
|
||||
ctx.fillRect(m.x, m.y, m.width, m.height);
|
||||
});
|
||||
};
|
||||
|
||||
const drawUI = (ctx, state) => {
|
||||
ctx.fillStyle = 'white';
|
||||
ctx.font = '20px Arial';
|
||||
ctx.fillText(`Score: ${state.score}`, 10, 30);
|
||||
ctx.fillText(`Lives: ${state.lives}`, CANVAS_WIDTH - 100, 30);
|
||||
ctx.fillText(`Round: ${state.round}`, CANVAS_WIDTH / 2 - 40, 30);
|
||||
};
|
||||
|
||||
const drawGameOver = (ctx, state) => {
|
||||
ctx.fillStyle = 'black';
|
||||
ctx.fillRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);
|
||||
ctx.fillStyle = 'red';
|
||||
ctx.font = '48px Arial';
|
||||
ctx.fillText('GAME OVER', CANVAS_WIDTH / 2 - 140, CANVAS_HEIGHT / 2 - 40);
|
||||
ctx.font = '24px Arial';
|
||||
ctx.fillStyle = 'white';
|
||||
ctx.fillText(`Final Score: ${state.score}`, CANVAS_WIDTH / 2 - 70, CANVAS_HEIGHT / 2 + 10);
|
||||
};
|
||||
|
||||
const gameLoop = () => {
|
||||
const state = gameStateRef.current;
|
||||
|
||||
if (state.gameOver) {
|
||||
drawGameOver(ctx, state);
|
||||
animationFrameId = requestAnimationFrame(gameLoop);
|
||||
return;
|
||||
}
|
||||
|
||||
if (isPaused) {
|
||||
ctx.fillStyle = 'rgba(0, 0, 0, 0.7)';
|
||||
ctx.fillRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);
|
||||
ctx.fillStyle = 'white';
|
||||
ctx.font = '48px Arial';
|
||||
ctx.fillText('PAUSED', CANVAS_WIDTH / 2 - 80, CANVAS_HEIGHT / 2 - 40);
|
||||
ctx.font = '20px Arial';
|
||||
ctx.fillText('Press ESC to resume', CANVAS_WIDTH / 2 - 80, CANVAS_HEIGHT / 2 + 10);
|
||||
animationFrameId = requestAnimationFrame(gameLoop);
|
||||
return;
|
||||
}
|
||||
|
||||
updateStars(state.stars);
|
||||
updatePlayer(state);
|
||||
updateAliens(state);
|
||||
updateMissiles(state);
|
||||
updateAlienShooting(state);
|
||||
updateAlienMarch(state);
|
||||
checkCollisions(state);
|
||||
|
||||
ctx.fillStyle = 'black';
|
||||
ctx.fillRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);
|
||||
|
||||
drawStars(ctx, state.stars);
|
||||
drawShields(ctx, state.shields);
|
||||
drawPlayer(ctx, state.player);
|
||||
drawAliens(ctx, state.aliens, state.alienStrobe);
|
||||
drawMissiles(ctx, state.playerMissiles);
|
||||
drawMissiles(ctx, state.alienMissiles);
|
||||
drawUI(ctx, state);
|
||||
|
||||
animationFrameId = requestAnimationFrame(gameLoop);
|
||||
};
|
||||
|
||||
gameLoop();
|
||||
|
||||
return () => {
|
||||
cancelAnimationFrame(animationFrameId);
|
||||
};
|
||||
}, [isPaused]);
|
||||
|
||||
return (
|
||||
<div style={{ position: 'relative', display: 'flex', flexDirection: 'column', justifyContent: 'center', alignItems: 'center', height: '100vh', background: '#000' }}>
|
||||
<canvas ref={canvasRef} width={CANVAS_WIDTH} height={CANVAS_HEIGHT} style={{ border: '2px solid #333' }} />
|
||||
{showButtons && (
|
||||
<div style={{ marginTop: '20px', display: 'flex', gap: '20px' }}>
|
||||
<button
|
||||
onClick={resetGame}
|
||||
style={{
|
||||
fontSize: '18px',
|
||||
padding: '12px 32px',
|
||||
borderRadius: '8px',
|
||||
color: '#fff',
|
||||
background: '#22c55e',
|
||||
border: '2px solid #22c55e',
|
||||
cursor: 'pointer',
|
||||
}}
|
||||
>
|
||||
New Game
|
||||
</button>
|
||||
<button
|
||||
onClick={onExit}
|
||||
style={{
|
||||
fontSize: '18px',
|
||||
padding: '12px 32px',
|
||||
borderRadius: '8px',
|
||||
color: '#fff',
|
||||
background: '#6366f1',
|
||||
border: '2px solid #6366f1',
|
||||
cursor: 'pointer',
|
||||
}}
|
||||
>
|
||||
Return to Main Menu
|
||||
</button>
|
||||
</div>
|
||||
)}
|
||||
{showPauseMenu && (
|
||||
<div style={{ position: 'absolute', top: '50%', left: '50%', transform: 'translate(-50%, -50%)', display: 'flex', flexDirection: 'column', gap: '15px', marginTop: '60px' }}>
|
||||
<button
|
||||
onClick={() => {
|
||||
setIsPaused(false);
|
||||
setShowPauseMenu(false);
|
||||
}}
|
||||
style={{
|
||||
fontSize: '18px',
|
||||
padding: '12px 32px',
|
||||
borderRadius: '8px',
|
||||
color: '#fff',
|
||||
background: '#22c55e',
|
||||
border: '2px solid #22c55e',
|
||||
cursor: 'pointer',
|
||||
}}
|
||||
>
|
||||
Resume
|
||||
</button>
|
||||
<button
|
||||
onClick={onExit}
|
||||
style={{
|
||||
fontSize: '18px',
|
||||
padding: '12px 32px',
|
||||
borderRadius: '8px',
|
||||
color: '#fff',
|
||||
background: '#ef4444',
|
||||
border: '2px solid #ef4444',
|
||||
cursor: 'pointer',
|
||||
}}
|
||||
>
|
||||
Return to Main Menu
|
||||
</button>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
};
|
||||
|
||||
export default Game;
|
||||
25
src/index.css
Normal file
25
src/index.css
Normal file
@ -0,0 +1,25 @@
|
||||
* {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
box-sizing: border-box;
|
||||
}
|
||||
|
||||
body {
|
||||
margin: 0;
|
||||
background: #000;
|
||||
color: #fff;
|
||||
font-family: system-ui, -apple-system, sans-serif;
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
#root {
|
||||
width: 100%;
|
||||
min-height: 100vh;
|
||||
margin: 0;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
h1, h2 {
|
||||
font-family: system-ui, -apple-system, sans-serif;
|
||||
color: #fff;
|
||||
}
|
||||
10
src/main.jsx
Normal file
10
src/main.jsx
Normal file
@ -0,0 +1,10 @@
|
||||
import { StrictMode } from 'react'
|
||||
import { createRoot } from 'react-dom/client'
|
||||
import './index.css'
|
||||
import App from './App.jsx'
|
||||
|
||||
createRoot(document.getElementById('root')).render(
|
||||
<StrictMode>
|
||||
<App />
|
||||
</StrictMode>,
|
||||
)
|
||||
146
src/soundEffects.js
Normal file
146
src/soundEffects.js
Normal file
@ -0,0 +1,146 @@
|
||||
/**
|
||||
* Sound Effects Module using WebAudio API
|
||||
* Synthesizes game sounds using oscillator nodes
|
||||
*/
|
||||
|
||||
let audioContext = null;
|
||||
|
||||
/**
|
||||
* Initialize or get the shared AudioContext
|
||||
* Must be called after a user interaction (browser requirement)
|
||||
*/
|
||||
const getAudioContext = () => {
|
||||
if (!audioContext) {
|
||||
audioContext = new (window.AudioContext || window.webkitAudioContext)();
|
||||
}
|
||||
// Resume if suspended (browser autoplay policy)
|
||||
if (audioContext.state === 'suspended') {
|
||||
audioContext.resume();
|
||||
}
|
||||
return audioContext;
|
||||
};
|
||||
|
||||
/**
|
||||
* Play the player's shoot sound effect
|
||||
* Uses an oscillator with frequency sweep from 2000Hz to 1200Hz over 0.25 seconds
|
||||
*/
|
||||
export const playShootSound = () => {
|
||||
const ctx = getAudioContext();
|
||||
const currentTime = ctx.currentTime;
|
||||
|
||||
// Create oscillator for this sound (new oscillator for polyphony)
|
||||
const oscillator = ctx.createOscillator();
|
||||
const gainNode = ctx.createGain();
|
||||
|
||||
// Configure oscillator - square wave for that classic arcade sound
|
||||
oscillator.type = 'square';
|
||||
oscillator.frequency.setValueAtTime(2000, currentTime);
|
||||
// Sweep frequency from 2000Hz down to 1200Hz over 0.25 seconds (twice as fast)
|
||||
oscillator.frequency.exponentialRampToValueAtTime(1200, currentTime + 0.25);
|
||||
|
||||
// Configure gain envelope - quick attack, sustain, quick release
|
||||
gainNode.gain.setValueAtTime(0.15, currentTime);
|
||||
gainNode.gain.setValueAtTime(0.15, currentTime + 0.15);
|
||||
gainNode.gain.exponentialRampToValueAtTime(0.01, currentTime + 0.25);
|
||||
|
||||
// Connect the audio graph
|
||||
oscillator.connect(gainNode);
|
||||
gainNode.connect(ctx.destination);
|
||||
|
||||
// Start and stop the oscillator
|
||||
oscillator.start(currentTime);
|
||||
oscillator.stop(currentTime + 0.25);
|
||||
};
|
||||
|
||||
/**
|
||||
* The four descending chromatic bass notes of the classic Space Invaders march
|
||||
* Frequencies match the original 1978 arcade hardware (LM556 timer + DAC)
|
||||
*/
|
||||
const MARCH_NOTES = [
|
||||
{ note: 'G#1', freq: 51.91 }, // Note 1: G#₁ (Ab₁)
|
||||
{ note: 'G1', freq: 49.00 }, // Note 2: G₁
|
||||
{ note: 'F#1', freq: 46.25 }, // Note 3: F#₁ (Gb₁)
|
||||
{ note: 'F1', freq: 43.65 }, // Note 4: F₁
|
||||
];
|
||||
|
||||
/**
|
||||
* Play a single alien march note
|
||||
* @param {number} noteIndex - Index of the note to play (0-3)
|
||||
* @param {number} duration - How long the note should play (default 0.25s)
|
||||
* @returns {number} - The frequency played
|
||||
*/
|
||||
export const playAlienMarchNote = (noteIndex, duration = 0.25) => {
|
||||
const ctx = getAudioContext();
|
||||
const currentTime = ctx.currentTime;
|
||||
const note = MARCH_NOTES[noteIndex % 4];
|
||||
|
||||
// Create oscillator for this note
|
||||
const oscillator = ctx.createOscillator();
|
||||
const gainNode = ctx.createGain();
|
||||
|
||||
// Use square wave for that classic arcade sound
|
||||
oscillator.type = 'square';
|
||||
oscillator.frequency.setValueAtTime(note.freq, currentTime);
|
||||
|
||||
// Quick attack, sustain, quick release
|
||||
gainNode.gain.setValueAtTime(0.2, currentTime);
|
||||
gainNode.gain.setValueAtTime(0.2, currentTime + duration * 0.7);
|
||||
gainNode.gain.exponentialRampToValueAtTime(0.01, currentTime + duration);
|
||||
|
||||
// Connect the audio graph
|
||||
oscillator.connect(gainNode);
|
||||
gainNode.connect(ctx.destination);
|
||||
|
||||
// Start and stop the oscillator
|
||||
oscillator.start(currentTime);
|
||||
oscillator.stop(currentTime + duration);
|
||||
|
||||
return note.freq;
|
||||
};
|
||||
|
||||
/**
|
||||
* Play an explosion/impact sound effect
|
||||
* Uses white noise that fades from full amplitude to silence over 0.25 seconds
|
||||
*/
|
||||
export const playExplosionSound = () => {
|
||||
const ctx = getAudioContext();
|
||||
const currentTime = ctx.currentTime;
|
||||
const duration = 0.25;
|
||||
|
||||
// Create white noise buffer
|
||||
const bufferSize = ctx.sampleRate * duration;
|
||||
const noiseBuffer = ctx.createBuffer(1, bufferSize, ctx.sampleRate);
|
||||
const output = noiseBuffer.getChannelData(0);
|
||||
|
||||
// Fill with random values (white noise)
|
||||
for (let i = 0; i < bufferSize; i++) {
|
||||
output[i] = Math.random() * 2 - 1;
|
||||
}
|
||||
|
||||
// Create buffer source for the noise
|
||||
const noiseSource = ctx.createBufferSource();
|
||||
noiseSource.buffer = noiseBuffer;
|
||||
|
||||
// Create gain node for amplitude envelope (fade from 1.0 to 0)
|
||||
const gainNode = ctx.createGain();
|
||||
gainNode.gain.setValueAtTime(0.4, currentTime);
|
||||
gainNode.gain.exponentialRampToValueAtTime(0.01, currentTime + duration);
|
||||
|
||||
// Connect the audio graph
|
||||
noiseSource.connect(gainNode);
|
||||
gainNode.connect(ctx.destination);
|
||||
|
||||
// Start and stop
|
||||
noiseSource.start(currentTime);
|
||||
noiseSource.stop(currentTime + duration);
|
||||
};
|
||||
|
||||
/**
|
||||
* Clean up audio context (call on component unmount if needed)
|
||||
*/
|
||||
export const cleanupAudio = () => {
|
||||
if (audioContext) {
|
||||
audioContext.close();
|
||||
audioContext = null;
|
||||
}
|
||||
};
|
||||
7
vite.config.js
Normal file
7
vite.config.js
Normal file
@ -0,0 +1,7 @@
|
||||
import { defineConfig } from 'vite'
|
||||
import react from '@vitejs/plugin-react'
|
||||
|
||||
// https://vite.dev/config/
|
||||
export default defineConfig({
|
||||
plugins: [react()],
|
||||
})
|
||||
Loading…
Reference in New Issue
Block a user