Add win condition UI and zero-G grid level
This commit is contained in:
160
main.js
160
main.js
@@ -17,6 +17,7 @@
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const config = {
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gravity: 1,
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spawnIntervalMs: 520,
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autoSpawn: true,
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minChain: 3,
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palette: ["#ff595e", "#ffca3a", "#8ac926", "#1982c4", "#6a4c93"],
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ballRadius: 18,
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@@ -96,8 +97,10 @@
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let spawnTimer = null;
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let score = 0;
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let highScore = 0;
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let clearedCount = 0;
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let gameOver = false;
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let isPaused = false;
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let levelWon = false;
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const makeStorageKey = (sceneId) => `physilinks-highscore-${sceneId}`;
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@@ -128,6 +131,8 @@
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config.link = { ...next.config.link };
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updateBallRadius(prevRadius);
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engine.gravity.y = config.gravity;
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clearedCount = 0;
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levelWon = false;
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highScore = loadHighScore(next.id);
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rebuildSceneBodies();
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buildLegend();
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@@ -135,6 +140,14 @@
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updateHud();
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};
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const getNextSceneId = () => {
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const winCond = currentScene?.config?.winCondition;
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if (winCond?.nextSceneId) return winCond.nextSceneId;
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const idx = scenes.findIndex((s) => s.id === currentScene?.id);
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if (idx >= 0 && idx < scenes.length - 1) return scenes[idx + 1].id;
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return scenes[0]?.id || defaultSceneId;
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};
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const chain = {
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active: false,
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color: null,
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@@ -152,6 +165,9 @@
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return mult * config.ballRadius;
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};
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const isGridScene = () =>
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currentScene && currentScene.config && currentScene.config.gridLayouts;
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const spawnBall = () => {
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if (gameOver) return;
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const color =
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@@ -184,6 +200,8 @@
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};
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const startSpawner = () => {
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if (isGridScene()) return;
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if (currentScene?.config?.autoSpawn === false) return;
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if (spawnTimer) clearInterval(spawnTimer);
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spawnTimer = setInterval(spawnBall, config.spawnIntervalMs);
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};
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@@ -202,6 +220,60 @@
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}
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};
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const getGridDimensions = () => {
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const padding = currentScene?.config?.gridPadding ?? 0.08;
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const usableW = width * (1 - padding * 2);
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const usableH = height * (1 - padding * 2);
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const gridSize = Math.min(usableW, usableH);
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const cellSize = gridSize / 8;
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const startX = (width - gridSize) / 2 + cellSize / 2;
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const startY = (height - gridSize) / 2 + cellSize / 2;
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return { cellSize, startX, startY };
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};
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const getGridColor = (letter) => {
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if (!letter || letter === "." || letter === " ") return null;
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const legend = currentScene?.config?.gridLegend || {};
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if (legend[letter]) return legend[letter];
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const paletteToUse = currentScene?.config?.palette || config.palette;
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const index =
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(letter.toUpperCase().charCodeAt(0) - 65) % paletteToUse.length;
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return paletteToUse[index];
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};
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const spawnGridBalls = () => {
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const layouts = currentScene?.config?.gridLayouts || [];
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if (!layouts.length) return;
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const layout = layouts[Math.floor(Math.random() * layouts.length)];
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if (!Array.isArray(layout)) return;
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const { cellSize, startX, startY } = getGridDimensions();
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const radius = computeBallRadius();
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config.ballRadius = radius;
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layout.forEach((row, rowIdx) => {
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if (typeof row !== "string") return;
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for (let colIdx = 0; colIdx < 8; colIdx += 1) {
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const letter = row[colIdx] || ".";
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const color = getGridColor(letter);
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if (!color) continue;
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const x = startX + colIdx * cellSize;
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const y = startY + rowIdx * cellSize;
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const ball = Bodies.circle(x, y, radius, {
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restitution: 0.12,
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friction: 0.01,
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frictionAir: 0.01,
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render: {
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fillStyle: color,
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strokeStyle: "#0b1222",
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lineWidth: 2,
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},
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});
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ball.plugin = { color, hasEntered: true, entryCheckId: null };
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balls.push(ball);
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World.add(world, ball);
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}
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});
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};
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const triggerGameOver = () => {
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if (gameOver) return;
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gameOver = true;
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@@ -215,9 +287,12 @@
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};
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const restartGame = () => {
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stopSpawner();
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gameOver = false;
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isPaused = false;
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levelWon = false;
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score = 0;
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clearedCount = 0;
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resetChainVisuals();
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balls.forEach((ball) => {
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cleanupBall(ball);
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@@ -225,11 +300,16 @@
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});
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balls.length = 0;
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ui.hideGameOver();
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ui.hideWin();
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ui.setPauseState(false);
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engine.timing.timeScale = 1;
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startRunner();
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updateHud();
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startSpawner();
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if (isGridScene()) {
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spawnGridBalls();
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} else {
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startSpawner();
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}
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};
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const setHighlight = (body, on) => {
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@@ -238,7 +318,7 @@
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};
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const setPaused = (state) => {
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if (gameOver) return;
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if (gameOver || levelWon) return;
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if (state === isPaused) return;
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isPaused = state;
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ui.setPauseState(isPaused);
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@@ -265,6 +345,28 @@
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updateHud();
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};
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const applyWinEffects = () => {
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const winCond = currentScene?.config?.winCondition;
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if (!winCond || !winCond.onWin) return;
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if (typeof winCond.onWin.setGravity === "number") {
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engine.gravity.y = winCond.onWin.setGravity;
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}
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};
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const checkWinCondition = () => {
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if (levelWon) return;
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const goal = getGoalState();
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ui.setGoal(goal || { label: "—", progress: 0 });
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if (!goal || !goal.met) return;
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applyWinEffects();
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levelWon = true;
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stopSpawner();
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engine.timing.timeScale = 1;
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startRunner();
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ui.setPauseState(false);
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ui.showWin(goal.label.replace("left", "done"));
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};
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const removeLastFromChain = () => {
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const removedConstraint = chain.constraints.pop();
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if (removedConstraint) {
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@@ -309,6 +411,7 @@
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if (chain.bodies.length >= config.minChain) {
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const gain = 10 * Math.pow(chain.bodies.length, 2);
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score += gain;
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clearedCount += chain.bodies.length;
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if (score > highScore) {
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highScore = score;
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saveHighScore();
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@@ -335,6 +438,7 @@
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chain.constraints = [];
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chain.pointer = null;
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updateHud();
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checkWinCondition();
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};
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const pickBody = (point) => {
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@@ -353,7 +457,7 @@
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};
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const handlePointerDown = (evt) => {
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if (gameOver || isPaused) return;
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if (gameOver || isPaused || levelWon) return;
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const point = getPointerPosition(evt);
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const body = pickBody(point);
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if (!body) return;
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@@ -368,7 +472,7 @@
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const handlePointerMove = (evt) => {
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if (!chain.active) return;
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if (gameOver || isPaused) return;
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if (gameOver || isPaused || levelWon) return;
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const point = getPointerPosition(evt);
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chain.pointer = point;
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const body = pickBody(point);
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@@ -429,6 +533,8 @@
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highScore,
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activeColor: chain.color,
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});
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const goal = getGoalState();
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ui.setGoal(goal || { label: "—", progress: 0 });
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};
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const buildLegend = () => {
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@@ -436,6 +542,16 @@
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};
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const computeBallRadius = () => {
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if (isGridScene()) {
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const padding = currentScene?.config?.gridPadding ?? 0.08;
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const usableW = width * (1 - padding * 2);
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const usableH = height * (1 - padding * 2);
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const gridSize = Math.min(usableW, usableH);
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const cellSize = gridSize / 8;
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const scale = currentScene?.config?.gridBallScale ?? 0.36;
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const scaled = cellSize * scale;
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return Math.round(Math.max(10, Math.min(60, scaled)));
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}
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const baseRadius =
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(currentScene && currentScene.config && currentScene.config.ballRadius) ||
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config.ballRadius ||
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@@ -461,6 +577,41 @@
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config.ballRadius = nextRadius;
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};
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const getGoalState = () => {
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const winCond = currentScene?.config?.winCondition;
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if (!winCond) return null;
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if (winCond.type === "clearCount") {
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const target = winCond.target ?? 0;
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const remaining = Math.max(0, target - clearedCount);
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return {
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label: `Clear ${target} balls (${remaining} left)`,
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progress: target > 0 ? (100 * clearedCount) / target : 0,
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met: clearedCount >= target,
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};
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}
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if (winCond.type === "score") {
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const target = winCond.target ?? 0;
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const remaining = Math.max(0, target - score);
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return {
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label: `Score ${target} (${remaining} left)`,
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progress: target > 0 ? (100 * score) / target : 0,
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met: score >= target,
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};
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}
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if (winCond.type === "colorClear" && Array.isArray(winCond.targets)) {
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const target = winCond.targets.reduce(
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(sum, t) => sum + (t.count || 0),
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0,
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);
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return {
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label: "Clear target colors",
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progress: target > 0 ? (100 * clearedCount) / target : 0,
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met: false,
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};
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}
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return null;
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};
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const clampBodiesIntoView = (prevWidth, prevHeight) => {
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const scaleX = width / (prevWidth || width);
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const scaleY = height / (prevHeight || height);
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@@ -591,6 +742,7 @@
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onPauseToggle: () => setPaused(!isPaused),
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onRestart: restartGame,
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onSceneChange: (id) => applyScene(id),
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onWinNext: () => applyScene(getNextSceneId()),
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});
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ui.setSceneOptions(
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scenes,
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