Files
sky_phone/frontend/src/features/games/tower-stack/engine.ts
T
2026-08-06 09:28:30 +02:00

140 lines
3.6 KiB
TypeScript

import type {
TowerActiveBlock,
TowerBlock,
TowerGameState,
TowerPlacement,
} from './types'
export const TOWER_FIELD_WIDTH = 100
export const TOWER_BASE_WIDTH = 68
export const TOWER_PERFECT_TOLERANCE = 1.35
export const TOWER_START_SPEED = 23
export const TOWER_MAX_SPEED = 48
function speedForLevel(level: number): number {
return Math.min(
TOWER_MAX_SPEED,
TOWER_START_SPEED + Math.max(0, level - 1) * 1.65,
)
}
function createActiveBlock(
level: number,
width: number,
direction: -1 | 1,
): TowerActiveBlock {
return {
colorIndex: level % 6,
direction,
id: level,
level,
speed: speedForLevel(level),
width,
x: direction === 1 ? 0 : TOWER_FIELD_WIDTH - width,
}
}
export function createTowerGame(): TowerGameState {
const base: TowerBlock = {
colorIndex: 0,
id: 0,
level: 0,
width: TOWER_BASE_WIDTH,
x: (TOWER_FIELD_WIDTH - TOWER_BASE_WIDTH) / 2,
}
return {
active: createActiveBlock(1, TOWER_BASE_WIDTH, 1),
blocks: [base],
perfects: 0,
score: 0,
status: 'playing',
}
}
export function advanceTowerBlock(
state: TowerGameState,
elapsedSeconds: number,
): TowerGameState {
if (state.status !== 'playing' || !state.active || elapsedSeconds <= 0) {
return state
}
const active = { ...state.active }
let nextX = active.x + active.direction * active.speed * elapsedSeconds
const maximumX = TOWER_FIELD_WIDTH - active.width
while (nextX < 0 || nextX > maximumX) {
if (nextX > maximumX) {
nextX = maximumX - (nextX - maximumX)
active.direction = -1
} else {
nextX = -nextX
active.direction = 1
}
}
active.x = nextX
return { ...state, active }
}
export function placeTowerBlock(state: TowerGameState): TowerPlacement {
if (state.status !== 'playing' || !state.active) {
return { cutSide: null, cutWidth: 0, outcome: 'missed', state }
}
const active = state.active
const support = state.blocks[state.blocks.length - 1]
const overlapStart = Math.max(active.x, support.x)
const overlapEnd = Math.min(active.x + active.width, support.x + support.width)
const overlapWidth = overlapEnd - overlapStart
if (overlapWidth <= 0) {
return {
cutSide: active.x < support.x ? 'left' : 'right',
cutWidth: active.width,
outcome: 'missed',
state: { ...state, active: null, status: 'over' },
}
}
const offset = active.x - support.x
const isPerfect = Math.abs(offset) <= TOWER_PERFECT_TOLERANCE
const placedWidth = isPerfect
? Math.min(TOWER_BASE_WIDTH, support.width + 0.85)
: overlapWidth
const placedX = isPerfect
? support.x - (placedWidth - support.width) / 2
: overlapStart
const block: TowerBlock = {
colorIndex: active.colorIndex,
id: active.id,
level: active.level,
width: placedWidth,
x: placedX,
}
const nextLevel = active.level + 1
const direction: -1 | 1 = nextLevel % 2 === 0 ? -1 : 1
return {
cutSide: isPerfect ? null : offset < 0 ? 'left' : 'right',
cutWidth: isPerfect ? 0 : active.width - overlapWidth,
outcome: isPerfect ? 'perfect' : 'placed',
state: {
active: createActiveBlock(nextLevel, placedWidth, direction),
blocks: [...state.blocks, block],
perfects: state.perfects + (isPerfect ? 1 : 0),
score: state.score + 1 + (isPerfect ? 3 : 0),
status: 'playing',
},
}
}
export function pauseTowerGame(state: TowerGameState): TowerGameState {
return state.status === 'playing' ? { ...state, status: 'paused' } : state
}
export function resumeTowerGame(state: TowerGameState): TowerGameState {
return state.status === 'paused' ? { ...state, status: 'playing' } : state
}