Update 3D game 2026-07-10 21:20
This commit is contained in:
@@ -0,0 +1,126 @@
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import { useEffect, useRef } from "react";
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import { ABILITY_ORDER } from "./data";
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import { useGameStore } from "./store";
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import type { AbilityId } from "./types";
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const gamepadAbilityMap: Record<number, AbilityId> = {
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0: "purify",
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1: "shield",
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2: "mend",
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3: "renew",
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4: "radiance",
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5: "barrier",
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};
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export function useGameLoop() {
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useEffect(() => {
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let frame = 0;
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let previous = performance.now();
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let accumulator = 0;
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const loop = (now: number) => {
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const delta = Math.min((now - previous) / 1000, 0.25);
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previous = now;
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accumulator += delta;
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if (accumulator >= 0.1) {
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useGameStore.getState().tick(accumulator);
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accumulator = 0;
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}
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frame = requestAnimationFrame(loop);
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};
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frame = requestAnimationFrame(loop);
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return () => cancelAnimationFrame(frame);
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}, []);
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}
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export function useActionBindings(enabled = true, onExit?: () => void) {
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const exitRef = useRef(onExit);
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exitRef.current = onExit;
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useEffect(() => {
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const onKeyDown = (event: KeyboardEvent) => {
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if (!enabled) return;
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if (event.repeat) return;
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const store = useGameStore.getState();
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const key = event.key.toLowerCase();
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if (store.paused) {
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if (["escape", "arrowup", "arrowdown", "enter"].includes(key)) event.preventDefault();
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if (key === "escape") store.setPaused(false);
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if (key === "arrowup") store.setPauseSelection("resume");
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if (key === "arrowdown") store.setPauseSelection("exit");
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if (key === "enter") {
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if (store.pauseSelection === "resume") store.setPaused(false);
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else exitRef.current?.();
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}
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return;
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}
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const numberIndex = Number(event.key) - 1;
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if (numberIndex >= 0 && numberIndex < ABILITY_ORDER.length) {
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store.castAbility(ABILITY_ORDER[numberIndex]);
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return;
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}
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switch (key) {
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case "q":
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store.cycleMember(-1);
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break;
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case "e":
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store.cycleMember(1);
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break;
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case "m":
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store.setActiveTab(store.activeTab === "map" ? "combat" : "map");
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break;
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case "i":
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store.setActiveTab(store.activeTab === "pack" ? "combat" : "pack");
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break;
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case "enter":
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if (store.phase === "briefing") store.startEncounter();
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if (store.phase === "victory" || store.phase === "defeat") store.restart();
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break;
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case "escape":
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if (store.phase === "combat") store.setPaused(true);
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else exitRef.current?.();
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break;
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}
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};
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window.addEventListener("keydown", onKeyDown);
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return () => window.removeEventListener("keydown", onKeyDown);
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}, [enabled]);
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useEffect(() => {
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let frame = 0;
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let previousButtons: boolean[] = [];
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const poll = () => {
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const gamepad = navigator.getGamepads?.()[0];
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if (gamepad && enabled) {
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const buttons = gamepad.buttons.map((button) => button.pressed);
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const store = useGameStore.getState();
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if (store.paused) {
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if (buttons[12] && !previousButtons[12]) store.setPauseSelection("resume");
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if (buttons[13] && !previousButtons[13]) store.setPauseSelection("exit");
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if ((buttons[1] && !previousButtons[1]) || (buttons[9] && !previousButtons[9])) store.setPaused(false);
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if (buttons[0] && !previousButtons[0]) {
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if (store.pauseSelection === "resume") store.setPaused(false);
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else exitRef.current?.();
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}
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} else {
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for (const [button, ability] of Object.entries(gamepadAbilityMap)) {
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const index = Number(button);
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if (buttons[index] && !previousButtons[index]) store.castAbility(ability);
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}
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if (buttons[12] && !previousButtons[12]) store.cycleMember(-1);
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if (buttons[13] && !previousButtons[13]) store.cycleMember(1);
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if (buttons[8] && !previousButtons[8]) store.setActiveTab(store.activeTab === "map" ? "combat" : "map");
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if (buttons[9] && !previousButtons[9]) {
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if (store.phase === "briefing") store.startEncounter();
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if (store.phase === "victory" || store.phase === "defeat") store.restart();
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if (store.phase === "combat") store.setPaused(true);
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}
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}
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previousButtons = buttons;
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} else {
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previousButtons = [];
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}
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frame = requestAnimationFrame(poll);
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};
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frame = requestAnimationFrame(poll);
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return () => cancelAnimationFrame(frame);
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}, [enabled]);
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}
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