Extract helpers for chain finish flow
This commit is contained in:
79
src/main.js
79
src/main.js
@@ -435,11 +435,8 @@
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updateHud();
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updateHud();
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};
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};
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const finishChain = (releasePoint) => {
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const updateLongestChain = (chainLength) => {
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if (!chain.active || gameOver || isPaused) return;
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if (chainLength <= longestChainRecord) return;
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if (chain.bodies.length >= config.minChain) {
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const chainLength = chain.bodies.length;
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if (chainLength > longestChainRecord) {
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longestChainRecord = chainLength;
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longestChainRecord = chainLength;
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saveLongestChain(currentScene.id, longestChainRecord);
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saveLongestChain(currentScene.id, longestChainRecord);
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console.log(
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console.log(
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@@ -452,7 +449,9 @@
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durationMs: 3600,
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durationMs: 3600,
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position: config.messages.position,
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position: config.messages.position,
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});
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});
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}
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};
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const getChainScoreState = () => {
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const baseGain = 10 * Math.pow(chain.bodies.length, 2);
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const baseGain = 10 * Math.pow(chain.bodies.length, 2);
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const negativeColors = (
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const negativeColors = (
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currentScene?.config?.negativeScoreColors || []
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currentScene?.config?.negativeScoreColors || []
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@@ -460,21 +459,22 @@
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const negativeProgressColors = (
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const negativeProgressColors = (
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currentScene?.config?.negativeProgressColors || []
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currentScene?.config?.negativeProgressColors || []
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).map(normalizeColor);
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).map(normalizeColor);
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const normalizedColor = chain.color
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? normalizeColor(chain.color || "")
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: null;
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const isNegative =
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const isNegative =
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chain.color &&
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normalizedColor && negativeColors.includes(normalizedColor);
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negativeColors.includes(normalizeColor(chain.color || ""));
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const isNegativeProgress =
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const isNegativeProgress =
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chain.color &&
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normalizedColor && negativeProgressColors.includes(normalizedColor);
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negativeProgressColors.includes(normalizeColor(chain.color || ""));
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const gain = isNegative ? -baseGain : baseGain;
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const gain = isNegative ? -baseGain : baseGain;
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score += gain;
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return { gain, isNegativeProgress };
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clearedCount += chain.bodies.length;
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};
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if (score > highScore) {
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highScore = score;
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const removeChainConstraints = () => {
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saveHighScore(currentScene.id, highScore);
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}
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ui.spawnScorePopup(releasePoint || chain.pointer, gain, chain.color);
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chain.constraints.forEach((c) => World.remove(world, c));
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chain.constraints.forEach((c) => World.remove(world, c));
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};
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const removeChainBodies = () => {
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const blobIds = new Set();
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const blobIds = new Set();
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chain.bodies.forEach((body) => {
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chain.bodies.forEach((body) => {
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if (body.plugin?.blobId) {
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if (body.plugin?.blobId) {
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@@ -499,7 +499,6 @@
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});
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});
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spawnSystem.removeBlob(id);
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spawnSystem.removeBlob(id);
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});
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});
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// Remove cleared balls from tracking list.
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for (let i = balls.length - 1; i >= 0; i -= 1) {
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for (let i = balls.length - 1; i >= 0; i -= 1) {
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if (
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if (
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chain.bodies.includes(balls[i]) ||
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chain.bodies.includes(balls[i]) ||
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@@ -508,20 +507,21 @@
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balls.splice(i, 1);
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balls.splice(i, 1);
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}
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}
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}
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}
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if (isNegativeProgress) {
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};
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const applyNegativeProgressPenalty = (chainLength) => {
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const winCond = currentScene?.config?.winCondition;
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const winCond = currentScene?.config?.winCondition;
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if (winCond?.type === "colorClear" && Array.isArray(winCond.targets)) {
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if (winCond?.type !== "colorClear" || !Array.isArray(winCond.targets)) {
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return;
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}
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winCond.targets.forEach((target) => {
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winCond.targets.forEach((target) => {
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const key = normalizeColor(target.color);
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const key = normalizeColor(target.color);
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const current = clearedByColor[key] || 0;
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const current = clearedByColor[key] || 0;
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clearedByColor[key] = Math.max(0, current - chain.bodies.length);
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clearedByColor[key] = Math.max(0, current - chainLength);
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});
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});
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}
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};
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}
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} else {
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const resetChainState = () => {
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chain.constraints.forEach((c) => World.remove(world, c));
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chain.bodies.forEach((b) => setHighlight(b, false));
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}
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chain.active = false;
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chain.active = false;
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chain.color = null;
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chain.color = null;
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chain.bodies = [];
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chain.bodies = [];
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@@ -531,6 +531,31 @@
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checkWinCondition();
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checkWinCondition();
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};
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};
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const finishChain = (releasePoint) => {
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if (!chain.active || gameOver || isPaused) return;
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const chainLength = chain.bodies.length;
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if (chainLength >= config.minChain) {
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updateLongestChain(chainLength);
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const { gain, isNegativeProgress } = getChainScoreState();
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score += gain;
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clearedCount += chainLength;
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if (score > highScore) {
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highScore = score;
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saveHighScore(currentScene.id, highScore);
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}
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ui.spawnScorePopup(releasePoint || chain.pointer, gain, chain.color);
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removeChainConstraints();
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removeChainBodies();
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if (isNegativeProgress) {
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applyNegativeProgressPenalty(chainLength);
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}
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} else {
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removeChainConstraints();
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chain.bodies.forEach((b) => setHighlight(b, false));
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}
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resetChainState();
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};
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const updateHud = () => {
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const updateHud = () => {
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ui.updateHud({
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ui.updateHud({
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spawnIntervalMs: config.spawnIntervalMs,
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spawnIntervalMs: config.spawnIntervalMs,
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