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ADD - tower stack phone game
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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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