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https://github.com/sky-systems/sky_phone.git
synced 2026-09-04 17:23:25 +00:00
ADD - tower stack phone game
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@@ -0,0 +1,42 @@
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import fallUrl from '@/assets/audio/tower-stack/fall.wav?url'
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import hitUrl from '@/assets/audio/tower-stack/hit.wav?url'
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import perfectUrl from '@/assets/audio/tower-stack/perfect.wav?url'
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import startUrl from '@/assets/audio/tower-stack/start.wav?url'
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export type TowerStackSound = 'fall' | 'hit' | 'perfect' | 'start'
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const soundUrls: Record<TowerStackSound, string> = {
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fall: fallUrl,
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hit: hitUrl,
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perfect: perfectUrl,
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start: startUrl,
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}
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const playerPools = new Map<TowerStackSound, HTMLAudioElement[]>()
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function getPlayers(sound: TowerStackSound): HTMLAudioElement[] {
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const existing = playerPools.get(sound)
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if (existing) return existing
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const players = Array.from({ length: 3 }, () => {
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const player = new Audio(soundUrls[sound])
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player.preload = 'auto'
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player.volume = 0.84
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return player
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})
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playerPools.set(sound, players)
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return players
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}
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export function playTowerStackSound(
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sound: TowerStackSound,
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enabled: boolean,
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): void {
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if (!enabled) return
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const players = getPlayers(sound)
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const player = players.find((candidate) => candidate.paused) ?? players[0]
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player.currentTime = 0
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void player.play().catch((error: unknown) => {
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console.error(`[Tower Stack audio] Failed to play ${sound}`, error)
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})
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}
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@@ -0,0 +1,79 @@
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import { describe, expect, it } from 'vitest'
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import {
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advanceTowerBlock,
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createTowerGame,
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placeTowerBlock,
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TOWER_BASE_WIDTH,
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TOWER_MAX_SPEED,
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TOWER_PERFECT_TOLERANCE,
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} from './engine'
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describe('tower stack engine', () => {
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it('creates a centered foundation and moving block', () => {
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const state = createTowerGame()
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expect(state.blocks).toHaveLength(1)
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expect(state.blocks[0].width).toBe(TOWER_BASE_WIDTH)
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expect(state.active?.x).toBe(0)
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expect(state.status).toBe('playing')
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})
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it('moves the active block using elapsed time', () => {
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const state = createTowerGame()
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const moved = advanceTowerBlock(state, 0.5)
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expect(moved.active?.x).toBeCloseTo(11.5)
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})
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it('reflects a moving block at the field edge', () => {
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const state = createTowerGame()
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const moved = advanceTowerBlock(state, 2)
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expect(moved.active?.direction).toBe(-1)
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expect(moved.active?.x).toBeGreaterThanOrEqual(0)
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})
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it('keeps only the overlapping part', () => {
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const state = createTowerGame()
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state.active = { ...state.active!, x: 25 }
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const result = placeTowerBlock(state)
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expect(result.outcome).toBe('placed')
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expect(result.state.blocks.at(-1)?.width).toBeCloseTo(59)
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expect(result.cutWidth).toBeCloseTo(9)
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})
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it('rewards a perfect placement within tolerance', () => {
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const state = createTowerGame()
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state.active = {
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...state.active!,
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x: state.blocks[0].x + TOWER_PERFECT_TOLERANCE / 2,
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}
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const result = placeTowerBlock(state)
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expect(result.outcome).toBe('perfect')
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expect(result.state.perfects).toBe(1)
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expect(result.state.score).toBe(4)
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})
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it('ends the round on a complete miss', () => {
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const state = createTowerGame()
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state.active = { ...state.active!, width: 8, x: 0 }
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const result = placeTowerBlock(state)
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expect(result.outcome).toBe('missed')
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expect(result.state.status).toBe('over')
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expect(result.state.active).toBeNull()
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})
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it('alternates movement direction for each level', () => {
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const state = createTowerGame()
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state.active = { ...state.active!, x: state.blocks[0].x }
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const result = placeTowerBlock(state)
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expect(result.state.active?.direction).toBe(-1)
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})
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it('caps speed at the configured maximum', () => {
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let state = createTowerGame()
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for (let level = 0; level < 30; level += 1) {
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state.active = { ...state.active!, x: state.blocks.at(-1)!.x }
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state = placeTowerBlock(state).state
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}
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expect(state.active?.speed).toBe(TOWER_MAX_SPEED)
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})
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})
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@@ -0,0 +1,139 @@
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import type {
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TowerActiveBlock,
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TowerBlock,
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TowerGameState,
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TowerPlacement,
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} from './types'
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export const TOWER_FIELD_WIDTH = 100
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export const TOWER_BASE_WIDTH = 68
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export const TOWER_PERFECT_TOLERANCE = 1.35
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export const TOWER_START_SPEED = 23
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export const TOWER_MAX_SPEED = 48
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function speedForLevel(level: number): number {
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return Math.min(
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TOWER_MAX_SPEED,
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TOWER_START_SPEED + Math.max(0, level - 1) * 1.65,
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)
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}
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function createActiveBlock(
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level: number,
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width: number,
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direction: -1 | 1,
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): TowerActiveBlock {
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return {
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colorIndex: level % 6,
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direction,
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id: level,
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level,
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speed: speedForLevel(level),
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width,
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x: direction === 1 ? 0 : TOWER_FIELD_WIDTH - width,
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}
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}
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export function createTowerGame(): TowerGameState {
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const base: TowerBlock = {
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colorIndex: 0,
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id: 0,
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level: 0,
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width: TOWER_BASE_WIDTH,
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x: (TOWER_FIELD_WIDTH - TOWER_BASE_WIDTH) / 2,
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}
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return {
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active: createActiveBlock(1, TOWER_BASE_WIDTH, 1),
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blocks: [base],
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perfects: 0,
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score: 0,
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status: 'playing',
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}
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}
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export function advanceTowerBlock(
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state: TowerGameState,
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elapsedSeconds: number,
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): TowerGameState {
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if (state.status !== 'playing' || !state.active || elapsedSeconds <= 0) {
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return state
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}
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const active = { ...state.active }
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let nextX = active.x + active.direction * active.speed * elapsedSeconds
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const maximumX = TOWER_FIELD_WIDTH - active.width
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while (nextX < 0 || nextX > maximumX) {
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if (nextX > maximumX) {
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nextX = maximumX - (nextX - maximumX)
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active.direction = -1
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} else {
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nextX = -nextX
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active.direction = 1
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}
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}
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active.x = nextX
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return { ...state, active }
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}
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export function placeTowerBlock(state: TowerGameState): TowerPlacement {
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if (state.status !== 'playing' || !state.active) {
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return { cutSide: null, cutWidth: 0, outcome: 'missed', state }
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}
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const active = state.active
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const support = state.blocks[state.blocks.length - 1]
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const overlapStart = Math.max(active.x, support.x)
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const overlapEnd = Math.min(active.x + active.width, support.x + support.width)
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const overlapWidth = overlapEnd - overlapStart
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if (overlapWidth <= 0) {
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return {
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cutSide: active.x < support.x ? 'left' : 'right',
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cutWidth: active.width,
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outcome: 'missed',
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state: { ...state, active: null, status: 'over' },
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}
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}
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const offset = active.x - support.x
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const isPerfect = Math.abs(offset) <= TOWER_PERFECT_TOLERANCE
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const placedWidth = isPerfect
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? Math.min(TOWER_BASE_WIDTH, support.width + 0.85)
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: overlapWidth
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const placedX = isPerfect
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? support.x - (placedWidth - support.width) / 2
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: overlapStart
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const block: TowerBlock = {
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colorIndex: active.colorIndex,
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id: active.id,
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level: active.level,
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width: placedWidth,
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x: placedX,
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}
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const nextLevel = active.level + 1
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const direction: -1 | 1 = nextLevel % 2 === 0 ? -1 : 1
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return {
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cutSide: isPerfect ? null : offset < 0 ? 'left' : 'right',
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cutWidth: isPerfect ? 0 : active.width - overlapWidth,
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outcome: isPerfect ? 'perfect' : 'placed',
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state: {
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active: createActiveBlock(nextLevel, placedWidth, direction),
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blocks: [...state.blocks, block],
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perfects: state.perfects + (isPerfect ? 1 : 0),
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score: state.score + 1 + (isPerfect ? 3 : 0),
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status: 'playing',
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},
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}
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}
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export function pauseTowerGame(state: TowerGameState): TowerGameState {
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return state.status === 'playing' ? { ...state, status: 'paused' } : state
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}
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export function resumeTowerGame(state: TowerGameState): TowerGameState {
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return state.status === 'paused' ? { ...state, status: 'playing' } : state
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}
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@@ -0,0 +1,96 @@
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import { defineStore } from 'pinia'
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import { useGamesStore } from '@/features/games/store'
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import {
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advanceTowerBlock,
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createTowerGame,
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pauseTowerGame,
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placeTowerBlock,
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resumeTowerGame,
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} from './engine'
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import type { TowerGameState, TowerPlacement } from './types'
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type TowerStackSave = {
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highHeight: number
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highScore: number
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soundEnabled: boolean
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}
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export const useTowerStackStore = defineStore('tower-stack', {
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state: () => ({
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game: null as TowerGameState | null,
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highHeight: 0,
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highScore: 0,
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hydrated: false,
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menuOpen: true,
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soundEnabled: true,
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}),
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actions: {
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hydrate(): void {
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if (this.hydrated) return
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const saved = useGamesStore().readGame<Partial<TowerStackSave>>(
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'tower-stack',
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)
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this.highHeight =
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typeof saved?.highHeight === 'number' && saved.highHeight >= 0
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? Math.floor(saved.highHeight)
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: 0
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this.highScore =
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typeof saved?.highScore === 'number' && saved.highScore >= 0
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? Math.floor(saved.highScore)
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: 0
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if (typeof saved?.soundEnabled === 'boolean') {
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this.soundEnabled = saved.soundEnabled
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}
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this.hydrated = true
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},
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persist(): void {
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useGamesStore().saveGame('tower-stack', {
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highHeight: this.highHeight,
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highScore: this.highScore,
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soundEnabled: this.soundEnabled,
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} satisfies TowerStackSave)
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},
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start(): void {
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this.game = createTowerGame()
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this.menuOpen = false
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},
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tick(elapsedSeconds: number): void {
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if (this.game) {
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this.game = advanceTowerBlock(this.game, elapsedSeconds)
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}
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},
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place(): TowerPlacement | null {
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if (!this.game) return null
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const result = placeTowerBlock(this.game)
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this.game = result.state
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if (result.state.status === 'over') {
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const height = result.state.blocks.length - 1
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this.highHeight = Math.max(this.highHeight, height)
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this.highScore = Math.max(this.highScore, result.state.score)
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this.persist()
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}
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return result
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},
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pause(): void {
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if (this.game) this.game = pauseTowerGame(this.game)
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},
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resume(): void {
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if (this.game) {
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this.game = resumeTowerGame(this.game)
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this.menuOpen = false
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}
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},
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showMenu(): void {
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this.pause()
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this.menuOpen = true
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},
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setSoundEnabled(enabled: boolean): void {
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this.soundEnabled = enabled
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this.persist()
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},
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},
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})
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@@ -0,0 +1,29 @@
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export type TowerStatus = 'over' | 'paused' | 'playing'
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export type TowerBlock = {
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colorIndex: number
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id: number
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level: number
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width: number
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x: number
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}
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export type TowerActiveBlock = TowerBlock & {
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direction: -1 | 1
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speed: number
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}
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export type TowerGameState = {
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active: TowerActiveBlock | null
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blocks: TowerBlock[]
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perfects: number
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score: number
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status: TowerStatus
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}
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export type TowerPlacement = {
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cutSide: 'left' | 'right' | null
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cutWidth: number
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outcome: 'missed' | 'perfect' | 'placed'
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state: TowerGameState
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}
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