feat(02-02): implement state machine, scoring, match-end, mode/difficulty selection

- Added mode/difficulty/restart key handlers to Input._handleKeyDown
- Rewrote GameLoop.main() with full state machine (modeSelect, diffSelect, playing, scored, gameover)
- Added score detection in GameLoop (ball exits left/right edge)
- Added 1s pause after score then auto-serve
- Added match-end check (first to 7 wins) with winner overlay
- Added center divider line and real-time score display
- Renders both paddles during gameplay
- Removed Physics out-of-bounds auto-serve (GameLoop now owns scoring)
- Removed Phase 1 debug speed display
- Added pauseTime field to GameLoop
This commit is contained in:
Dabit
2026-03-10 21:10:08 +01:00
parent 836cb01ec8
commit 77071a52ff

View File

@@ -131,6 +131,50 @@
if (e.code === 'KeyS') { this.keys.s = true; e.preventDefault(); } if (e.code === 'KeyS') { this.keys.s = true; e.preventDefault(); }
if (e.code === 'ArrowUp') { this.keys.arrowUp = true; e.preventDefault(); } if (e.code === 'ArrowUp') { this.keys.arrowUp = true; e.preventDefault(); }
if (e.code === 'ArrowDown') { this.keys.arrowDown = true; e.preventDefault(); } if (e.code === 'ArrowDown') { this.keys.arrowDown = true; e.preventDefault(); }
// Mode selection (only when in modeSelect state)
if (e.code === 'Digit1' && GameState.gameState === 'modeSelect') {
GameState.mode = 'ai';
GameState.gameState = 'diffSelect';
}
if (e.code === 'Digit2' && GameState.gameState === 'modeSelect') {
GameState.mode = '2p';
// Skip difficulty selection for 2-player — go straight to playing
GameState.gameState = 'playing';
Physics.serveBall();
}
// Difficulty selection (only when in diffSelect state)
if (e.code === 'Digit1' && GameState.gameState === 'diffSelect') {
GameState.difficulty = 'easy';
AI.init();
GameState.gameState = 'playing';
Physics.serveBall();
}
if (e.code === 'Digit2' && GameState.gameState === 'diffSelect') {
GameState.difficulty = 'medium';
AI.init();
GameState.gameState = 'playing';
Physics.serveBall();
}
if (e.code === 'Digit3' && GameState.gameState === 'diffSelect') {
GameState.difficulty = 'hard';
AI.init();
GameState.gameState = 'playing';
Physics.serveBall();
}
// Restart (only when gameover)
if (e.code === 'KeyR' && GameState.gameState === 'gameover') {
GameState.score1 = 0;
GameState.score2 = 0;
GameState.winner = null;
GameState.mode = null;
GameState.difficulty = 'medium';
GameState.gameState = 'modeSelect';
AI.init();
Physics.init(Renderer.logicalWidth, Renderer.logicalHeight);
}
}; };
this._handleKeyUp = (e) => { this._handleKeyUp = (e) => {
if (e.code === 'KeyW') this.keys.w = false; if (e.code === 'KeyW') this.keys.w = false;
@@ -221,12 +265,6 @@
ball.vy = -Math.abs(ball.vy); ball.vy = -Math.abs(ball.vy);
} }
// --- Ball out of bounds (left or right) → reset ---
if (ball.x + ball.radius < 0 || ball.x - ball.radius > this.width) {
this.serveBall();
return;
}
// --- Paddle collision (only check when ball moving left toward paddle1) --- // --- Paddle collision (only check when ball moving left toward paddle1) ---
if (ball.vx < 0) { if (ball.vx < 0) {
this._checkPaddleCollision(ball, paddle); this._checkPaddleCollision(ball, paddle);
@@ -375,6 +413,7 @@
const GameLoop = { const GameLoop = {
stopHandle: null, stopHandle: null,
lastTime: 0, lastTime: 0,
pauseTime: 0,
start() { start() {
this.lastTime = performance.now(); this.lastTime = performance.now();
@@ -387,24 +426,123 @@
main(currentTime) { main(currentTime) {
this.stopHandle = window.requestAnimationFrame(this.main.bind(this)); this.stopHandle = window.requestAnimationFrame(this.main.bind(this));
const deltaTime = Math.min((currentTime - this.lastTime) / 1000, 0.05); // Cap at 50ms const deltaTime = Math.min((currentTime - this.lastTime) / 1000, 0.05);
this.lastTime = currentTime; this.lastTime = currentTime;
Physics.update(deltaTime); const gs = GameState;
const ball = gs.ball;
// --- Physics update (only during active play) ---
if (gs.gameState === 'playing') {
Physics.update(deltaTime);
// Score detection — AFTER Physics.update(), NOT inside Physics
if (ball.x + ball.radius < 0) {
// Ball exited left edge → Player 2 (or AI) scores
gs.score2++;
gs.gameState = 'scored';
this.pauseTime = currentTime;
} else if (ball.x - ball.radius > Physics.width) {
// Ball exited right edge → Player 1 scores
gs.score1++;
gs.gameState = 'scored';
this.pauseTime = currentTime;
}
// Match-end check immediately after scoring
if (gs.score1 >= GameConfig.WIN_SCORE) {
gs.gameState = 'gameover';
gs.winner = 'player1';
} else if (gs.score2 >= GameConfig.WIN_SCORE) {
gs.gameState = 'gameover';
gs.winner = gs.mode === 'ai' ? 'ai' : 'player2';
}
}
// --- Auto-serve after ~1s pause ---
if (gs.gameState === 'scored') {
const elapsed = (currentTime - this.pauseTime) / 1000;
if (elapsed >= 1.0) {
Physics.serveBall();
gs.gameState = 'playing';
}
}
// --- Render ---
Renderer.clear(); Renderer.clear();
// Debug: show ball speed (keep for Phase 1 verification) if (gs.gameState === 'modeSelect') {
Renderer.ctx.fillStyle = 'rgba(255,255,255,0.4)'; // Mode selection prompt
Renderer.ctx.font = '14px monospace'; Renderer.ctx.fillStyle = '#fff';
Renderer.ctx.fillText('speed: ' + Math.round(GameState.ball.speed), 10, 20); Renderer.ctx.font = 'bold 28px monospace';
Renderer.ctx.textAlign = 'center';
Renderer.ctx.fillText('SUPER PONG NEXT GEN', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2 - 60);
Renderer.ctx.font = '20px monospace';
Renderer.ctx.fillText('Press 1 — Solo vs AI', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2);
Renderer.ctx.fillText('Press 2 — 2 Player Local', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2 + 36);
Renderer.ctx.textAlign = 'left';
return;
}
// Draw paddle1 if (gs.gameState === 'diffSelect') {
const p1 = GameState.paddle1; Renderer.ctx.fillStyle = '#fff';
Renderer.ctx.font = 'bold 24px monospace';
Renderer.ctx.textAlign = 'center';
Renderer.ctx.fillText('SELECT DIFFICULTY', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2 - 50);
Renderer.ctx.font = '20px monospace';
Renderer.ctx.fillText('1 — Easy', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2);
Renderer.ctx.fillText('2 — Medium', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2 + 36);
Renderer.ctx.fillText('3 — Hard', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2 + 72);
Renderer.ctx.textAlign = 'left';
return;
}
// --- Gameplay rendering (playing, scored, gameover) ---
// Paddles
const p1 = gs.paddle1;
const p2 = gs.paddle2;
Renderer.drawRect(p1.x, p1.y, p1.width, p1.height, p1.color); Renderer.drawRect(p1.x, p1.y, p1.width, p1.height, p1.color);
// Draw ball Renderer.drawRect(p2.x, p2.y, p2.width, p2.height, p2.color);
const b = GameState.ball;
Renderer.drawCircle(b.x, b.y, b.radius, b.color); // Ball (stationary during scored pause)
if (gs.gameState !== 'scored') {
const b = gs.ball;
Renderer.drawCircle(b.x, b.y, b.radius, b.color);
}
// Center divider line (dashed)
Renderer.ctx.setLineDash([10, 14]);
Renderer.ctx.strokeStyle = 'rgba(255,255,255,0.2)';
Renderer.ctx.lineWidth = 2;
Renderer.ctx.beginPath();
Renderer.ctx.moveTo(Renderer.logicalWidth / 2, 0);
Renderer.ctx.lineTo(Renderer.logicalWidth / 2, Renderer.logicalHeight);
Renderer.ctx.stroke();
Renderer.ctx.setLineDash([]);
// Scores
Renderer.ctx.fillStyle = 'rgba(255,255,255,0.8)';
Renderer.ctx.font = 'bold 48px monospace';
Renderer.ctx.textAlign = 'center';
Renderer.ctx.fillText(gs.score1, Renderer.logicalWidth / 4, 64);
Renderer.ctx.fillText(gs.score2, Renderer.logicalWidth * 3 / 4, 64);
Renderer.ctx.textAlign = 'left';
// Game over overlay
if (gs.gameState === 'gameover') {
const winnerName = gs.winner === 'player1' ? 'Player 1' :
gs.winner === 'ai' ? 'AI' : 'Player 2';
Renderer.ctx.fillStyle = 'rgba(0,0,0,0.5)';
Renderer.ctx.fillRect(0, 0, Renderer.logicalWidth, Renderer.logicalHeight);
Renderer.ctx.fillStyle = '#fff';
Renderer.ctx.font = 'bold 36px monospace';
Renderer.ctx.textAlign = 'center';
Renderer.ctx.fillText(winnerName + ' Wins!', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2 - 20);
Renderer.ctx.font = '20px monospace';
Renderer.ctx.fillText('Press R to play again', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2 + 24);
Renderer.ctx.textAlign = 'left';
}
} }
}; };