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:
Rob Colbert 2026-05-30 03:00:19 -04:00
parent 388c688c0c
commit df5d461873
18 changed files with 2574 additions and 0 deletions

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# Logs
logs
*.log
npm-debug.log*
yarn-debug.log*
yarn-error.log*
pnpm-debug.log*
lerna-debug.log*
node_modules
dist
dist-ssr
*.local
# Editor directories and files
.vscode/*
!.vscode/extensions.json
.idea
.DS_Store
*.suo
*.ntvs*
*.njsproj
*.sln
*.sw?

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# 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
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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import js from '@eslint/js'
import globals from 'globals'
import reactHooks from 'eslint-plugin-react-hooks'
import reactRefresh from 'eslint-plugin-react-refresh'
import { defineConfig, globalIgnores } from 'eslint/config'
export default defineConfig([
globalIgnores(['dist']),
{
files: ['**/*.{js,jsx}'],
extends: [
js.configs.recommended,
reactHooks.configs.flat.recommended,
reactRefresh.configs.vite,
],
languageOptions: {
globals: globals.browser,
parserOptions: { ecmaFeatures: { jsx: true } },
},
},
])

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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<link rel="icon" type="image/svg+xml" href="/favicon.svg" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>the-clanked-game</title>
</head>
<body>
<div id="root"></div>
<script type="module" src="/src/main.jsx"></script>
</body>
</html>

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{
"name": "the-clanked-game",
"private": true,
"version": "0.0.0",
"type": "module",
"scripts": {
"dev": "vite",
"build": "vite build",
"lint": "eslint .",
"preview": "vite preview",
"dev:frontend": "vite"
},
"dependencies": {
"react": "^19.2.6",
"react-dom": "^19.2.6"
},
"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"
}
}

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<svg xmlns="http://www.w3.org/2000/svg">
<symbol id="bluesky-icon" viewBox="0 0 16 17">
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<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">
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<symbol id="documentation-icon" viewBox="0 0 21 20">
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<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"/>
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</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"/>
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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;
}

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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

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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;

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src/index.css Normal file
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* {
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
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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>,
)

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/**
* 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;
}
};

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vite.config.js Normal file
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import { defineConfig } from 'vite'
import react from '@vitejs/plugin-react'
// https://vite.dev/config/
export default defineConfig({
plugins: [react()],
})