feat: skryté multiplayerové minihry přes websocket
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Minihry se otevírají trojklikem na logo a napsáním kódu hry
("help" vypíše seznam do konzole prohlížeče):
- reakce: reakční hra, 3 kola, pořadí podle součtu časů
- snake: had pro více hráčů, simulaci drží server
- tetris: battle Tetris s odpadními řádky a lokálním tréninkem
- pong: Pong 1v1, ovládání myší i klávesami, bot se 4 obtížnostmi
- kresleni: kreslení a hádání jídel z dnešních menu
Ikony her se řídí zvoleným vzhledem. Stav her je v paměti serveru,
předpokládá se jedna replika.
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@@ -0,0 +1,145 @@
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// Pozvánka Kreslení nad pozvánkami ostatních her, aby se nepřekrývaly
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.duel-invite.draw-invite {
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bottom: 224px;
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}
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.drawing-game-modal {
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.draw-topbar {
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display: flex;
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justify-content: space-between;
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align-items: center;
|
||||
gap: 16px;
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||||
margin-bottom: 10px;
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font-size: 1.05rem;
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}
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|
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.draw-hint {
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// Mezery mezi slovy v masce se nesmí slít, jinak nejde poznat počet slov
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white-space: pre;
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font-family: monospace;
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||||
font-size: 1.4rem;
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letter-spacing: 0.15em;
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}
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.draw-word strong {
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font-size: 1.3rem;
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}
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.draw-timer.urgent {
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color: #ef4444;
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font-weight: 700;
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}
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.draw-layout {
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display: flex;
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gap: 16px;
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align-items: stretch;
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}
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.draw-canvas-col {
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flex: 1 1 auto;
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min-width: 0;
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}
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.draw-canvas {
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display: block;
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width: 100%;
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height: auto;
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border-radius: 8px;
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background: #fff;
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touch-action: none;
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&.active {
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cursor: crosshair;
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}
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}
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.draw-tools {
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display: flex;
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flex-wrap: wrap;
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align-items: center;
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gap: 6px;
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margin-top: 8px;
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}
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.draw-color {
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width: 28px;
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height: 28px;
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border-radius: 50%;
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border: 2px solid rgba(127, 127, 127, 0.5);
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padding: 0;
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&.selected {
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outline: 3px solid var(--luncher-primary, #198754);
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outline-offset: 1px;
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}
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}
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.draw-size {
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width: 32px;
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height: 32px;
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display: flex;
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align-items: center;
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justify-content: center;
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border-radius: 6px;
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border: 1px solid rgba(127, 127, 127, 0.5);
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background: transparent;
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span {
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display: block;
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border-radius: 50%;
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background: currentColor;
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}
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&.selected {
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outline: 3px solid var(--luncher-primary, #198754);
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}
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}
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.draw-sep {
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width: 8px;
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}
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.draw-side {
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flex: 0 0 260px;
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display: flex;
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flex-direction: column;
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gap: 8px;
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}
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.draw-scores {
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list-style: none;
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padding: 0;
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margin: 0;
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li {
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display: flex;
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justify-content: space-between;
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padding: 2px 0;
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}
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.guessed {
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color: #22c55e;
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}
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}
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.draw-chat {
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flex: 1 1 auto;
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min-height: 200px;
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max-height: 360px;
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overflow-y: auto;
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border: 1px solid rgba(127, 127, 127, 0.35);
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border-radius: 6px;
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padding: 6px 8px;
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font-size: 0.9rem;
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.system {
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color: #22c55e;
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font-style: italic;
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}
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}
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.draw-players {
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columns: 2;
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}
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}
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@@ -0,0 +1,429 @@
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import { useCallback, useEffect, useRef, useState } from "react";
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import { Button, Form, Modal, Table } from "react-bootstrap";
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import { socket } from "../context/socket";
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import { useAuth } from "../context/auth";
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import { getToken } from "../Utils";
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import { useGameIcon } from "../games/themeIcons";
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import "./DrawingGame.scss";
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// Typy musí odpovídat server/src/drawingGame.ts (stav chodí přes websocket, ne přes OpenAPI)
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type DrawPhase = 'idle' | 'lobby' | 'drawing' | 'reveal' | 'finished';
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type DrawPlayer = { login: string, score: number, guessed: boolean, place?: number };
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type ChatMessage = { login?: string, text: string, system?: boolean };
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type Stroke = { color: string, size: number, points: [number, number][], start: boolean };
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type DrawState = {
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phase: DrawPhase,
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host?: string,
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players: DrawPlayer[],
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drawer?: string,
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round: number,
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totalRounds: number,
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hint?: string,
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answer?: string,
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remainingMs?: number,
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messages: ChatMessage[],
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minPlayers: number,
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};
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const OPEN_EVENT = 'luncher:open-drawing';
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/** Otevře okno Kreslení. */
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export const openDrawingGame = () => window.dispatchEvent(new Event(OPEN_EVENT));
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const CANVAS_W = 800;
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const CANVAS_H = 600;
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/** Souřadnice tahů jsou 0–1000 v obou osách, nezávisle na velikosti plátna. */
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const COORD_MAX = 1000;
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const COLORS = ['#111827', '#ef4444', '#f97316', '#facc15', '#22c55e', '#3b82f6', '#a855f7', '#92400e', '#ffffff'];
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const SIZES = [3, 8, 18];
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/** Jak často se rozkreslený tah posílá ostatním (ms). */
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const FLUSH_MS = 40;
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const MEDALS = ['🥇', '🥈', '🥉'];
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function drawStroke(ctx: CanvasRenderingContext2D, stroke: Stroke) {
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const sx = CANVAS_W / COORD_MAX;
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const sy = CANVAS_H / COORD_MAX;
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ctx.strokeStyle = stroke.color;
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ctx.fillStyle = stroke.color;
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ctx.lineWidth = stroke.size;
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ctx.lineCap = 'round';
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ctx.lineJoin = 'round';
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const [first, ...rest] = stroke.points;
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if (rest.length === 0) {
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ctx.beginPath();
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ctx.arc(first[0] * sx, first[1] * sy, stroke.size / 2, 0, Math.PI * 2);
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ctx.fill();
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return;
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}
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ctx.beginPath();
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ctx.moveTo(first[0] * sx, first[1] * sy);
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rest.forEach(([x, y]) => ctx.lineTo(x * sx, y * sy));
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ctx.stroke();
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}
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function clearCanvas(ctx: CanvasRenderingContext2D) {
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ctx.fillStyle = '#ffffff';
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ctx.fillRect(0, 0, CANVAS_W, CANVAS_H);
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}
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/** Kreslení — jeden kreslí jídlo z dnešních menu, ostatní hádají v chatu. */
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export default function DrawingGame() {
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const auth = useAuth();
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const login = auth?.login;
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const [state, setState] = useState<DrawState | null>(null);
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const [open, setOpen] = useState(false);
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const [error, setError] = useState<string | null>(null);
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const [word, setWord] = useState<string | null>(null);
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const [color, setColor] = useState(COLORS[0]);
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const [size, setSize] = useState(SIZES[1]);
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const [guess, setGuess] = useState('');
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const [secondsLeft, setSecondsLeft] = useState(0);
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const canvasRef = useRef<HTMLCanvasElement>(null);
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const chatRef = useRef<HTMLDivElement>(null);
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const prevPhase = useRef<DrawPhase>('idle');
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/** Rozkreslený tah: body čekající na odeslání a poslední odeslaný bod pro navázání. */
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const pending = useRef<{ points: [number, number][], start: boolean } | null>(null);
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const drawingRef = useRef(false);
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const icon = useGameIcon('drawing');
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const send = useCallback((event: string, extra?: object) => {
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setError(null);
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socket.emit(event, { token: getToken(), ...extra });
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}, []);
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const ctx = () => canvasRef.current?.getContext('2d') ?? null;
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useEffect(() => {
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const onState = (s: DrawState) => setState(s);
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const onError = (msg: string) => setError(msg);
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const onOpen = () => setOpen(true);
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const sync = () => socket.emit('draw:sync');
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socket.on('draw:state', onState);
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socket.on('draw:error', onError);
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socket.on('connect', sync);
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window.addEventListener(OPEN_EVENT, onOpen);
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sync();
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return () => {
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socket.off('draw:state', onState);
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socket.off('draw:error', onError);
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socket.off('connect', sync);
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window.removeEventListener(OPEN_EVENT, onOpen);
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};
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}, []);
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const isDrawer = !!login && state?.phase === 'drawing' && state.drawer === login;
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const isDrawerRef = useRef(isDrawer);
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isDrawerRef.current = isDrawer;
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// Kresba a slovo chodí jen klientům s otevřeným oknem
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useEffect(() => {
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if (!open) return;
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const watch = () => socket.emit('draw:watch', { token: getToken() });
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const onStrokes = (strokes: Stroke[]) => {
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const c = ctx();
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if (!c) return;
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clearCanvas(c);
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strokes.forEach(s => drawStroke(c, s));
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};
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// Vlastní tahy kreslíř vykresluje hned lokálně
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const onStroke = (s: Stroke) => {
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const c = ctx();
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if (c && !isDrawerRef.current) drawStroke(c, s);
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};
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const onClear = () => {
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const c = ctx();
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if (c) clearCanvas(c);
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};
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const onWord = (w: string) => setWord(w);
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socket.on('draw:strokes', onStrokes);
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socket.on('draw:stroke', onStroke);
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socket.on('draw:clear', onClear);
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socket.on('draw:word', onWord);
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socket.on('connect', watch);
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watch();
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return () => {
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socket.off('draw:strokes', onStrokes);
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socket.off('draw:stroke', onStroke);
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socket.off('draw:clear', onClear);
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socket.off('draw:word', onWord);
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socket.off('connect', watch);
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socket.emit('draw:unwatch');
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};
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}, [open]);
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const isPlayer = !!login && !!state?.players.some(p => p.login === login);
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const phase = state?.phase ?? 'idle';
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const inGame = phase === 'drawing' || phase === 'reveal';
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useEffect(() => {
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if (prevPhase.current === 'lobby' && phase === 'drawing' && isPlayer) {
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setOpen(true);
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}
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prevPhase.current = phase;
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}, [phase, isPlayer]);
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// Slovo patří jen k aktuálnímu kolu
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useEffect(() => {
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if (!isDrawer) setWord(null);
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}, [isDrawer, state?.round]);
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// Plátno se po vykreslení (nové kolo, otevření okna) vyplní bílou a znovu vyžádá kresba
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useEffect(() => {
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if (open && inGame) {
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const c = ctx();
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if (c) clearCanvas(c);
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socket.emit('draw:watch', { token: getToken() });
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}
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}, [open, inGame]);
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// Odpočet kola počítaný lokálně od posledního stavu ze serveru
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useEffect(() => {
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if (phase !== 'drawing' || state?.remainingMs === undefined) {
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setSecondsLeft(0);
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return;
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}
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const endsAt = Date.now() + state.remainingMs;
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const update = () => setSecondsLeft(Math.max(0, Math.ceil((endsAt - Date.now()) / 1000)));
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update();
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const id = window.setInterval(update, 250);
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return () => window.clearInterval(id);
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}, [phase, state?.remainingMs]);
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useEffect(() => {
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chatRef.current?.scrollTo({ top: chatRef.current.scrollHeight });
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}, [state?.messages.length]);
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// Průběžné odesílání rozkresleného tahu
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useEffect(() => {
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if (!isDrawer) return;
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const id = window.setInterval(() => {
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const p = pending.current;
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if (!p || p.points.length === 0 || (p.points.length === 1 && !p.start)) return;
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send('draw:stroke', { color, size, points: p.points, start: p.start });
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// Další dávka začne posledním bodem, aby čára navazovala
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pending.current = drawingRef.current ? { points: [p.points[p.points.length - 1]], start: false } : null;
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}, FLUSH_MS);
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return () => window.clearInterval(id);
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}, [isDrawer, color, size, send]);
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||||
|
||||
const toCoords = (e: React.PointerEvent<HTMLCanvasElement>): [number, number] => {
|
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const rect = e.currentTarget.getBoundingClientRect();
|
||||
const x = Math.round(((e.clientX - rect.left) / rect.width) * COORD_MAX);
|
||||
const y = Math.round(((e.clientY - rect.top) / rect.height) * COORD_MAX);
|
||||
return [Math.min(COORD_MAX, Math.max(0, x)), Math.min(COORD_MAX, Math.max(0, y))];
|
||||
};
|
||||
|
||||
const onPointerDown = (e: React.PointerEvent<HTMLCanvasElement>) => {
|
||||
if (!isDrawer) return;
|
||||
e.currentTarget.setPointerCapture(e.pointerId);
|
||||
drawingRef.current = true;
|
||||
const point = toCoords(e);
|
||||
pending.current = { points: [point], start: true };
|
||||
const c = ctx();
|
||||
if (c) drawStroke(c, { color, size, points: [point], start: true });
|
||||
};
|
||||
|
||||
const onPointerMove = (e: React.PointerEvent<HTMLCanvasElement>) => {
|
||||
if (!isDrawer || !drawingRef.current || !pending.current) return;
|
||||
const point = toCoords(e);
|
||||
const prev = pending.current.points[pending.current.points.length - 1];
|
||||
if (prev && prev[0] === point[0] && prev[1] === point[1]) return;
|
||||
pending.current.points.push(point);
|
||||
const c = ctx();
|
||||
if (c && prev) drawStroke(c, { color, size, points: [prev, point], start: false });
|
||||
};
|
||||
|
||||
const onPointerUp = () => {
|
||||
drawingRef.current = false;
|
||||
};
|
||||
|
||||
const submitGuess = (e: React.FormEvent) => {
|
||||
e.preventDefault();
|
||||
if (!guess.trim()) return;
|
||||
send('draw:guess', { text: guess });
|
||||
setGuess('');
|
||||
};
|
||||
|
||||
if (!login) return null;
|
||||
|
||||
const me = state?.players.find(p => p.login === login);
|
||||
const canChat = isPlayer && !isDrawer && !(phase === 'drawing' && me?.guessed);
|
||||
const ranked = [...(state?.players ?? [])].sort((a, b) => b.score - a.score);
|
||||
const showInvite = !open && phase === 'lobby' && !isPlayer;
|
||||
const showReturn = !open && isPlayer && inGame;
|
||||
|
||||
const renderTopBar = () => {
|
||||
if (phase === 'reveal' || phase === 'finished') {
|
||||
return <div className="draw-topbar">Bylo to: <strong>{state?.answer}</strong></div>;
|
||||
}
|
||||
return (
|
||||
<div className="draw-topbar">
|
||||
<span>Kolo {state?.round}/{state?.totalRounds} · kreslí <strong>{state?.drawer}</strong></span>
|
||||
{isDrawer
|
||||
? <span className="draw-word">Nakreslete: <strong>{word ?? '…'}</strong></span>
|
||||
: <span className="draw-hint">{state?.hint}</span>}
|
||||
<span className={secondsLeft <= 10 ? 'draw-timer urgent' : 'draw-timer'}>⏱ {secondsLeft} s</span>
|
||||
</div>
|
||||
);
|
||||
};
|
||||
|
||||
const renderGame = () => (
|
||||
<>
|
||||
{renderTopBar()}
|
||||
<div className="draw-layout">
|
||||
<div className="draw-canvas-col">
|
||||
<canvas
|
||||
ref={canvasRef}
|
||||
className={`draw-canvas ${isDrawer ? 'active' : ''}`}
|
||||
width={CANVAS_W}
|
||||
height={CANVAS_H}
|
||||
onPointerDown={onPointerDown}
|
||||
onPointerMove={onPointerMove}
|
||||
onPointerUp={onPointerUp}
|
||||
onPointerCancel={onPointerUp}
|
||||
/>
|
||||
{isDrawer && (
|
||||
<div className="draw-tools">
|
||||
{COLORS.map(c => (
|
||||
<button key={c} className={`draw-color ${c === color ? 'selected' : ''}`}
|
||||
style={{ background: c }} onClick={() => setColor(c)} aria-label={`Barva ${c}`} />
|
||||
))}
|
||||
<span className="draw-sep" />
|
||||
{SIZES.map(s => (
|
||||
<button key={s} className={`draw-size ${s === size ? 'selected' : ''}`} onClick={() => setSize(s)}
|
||||
aria-label={`Tloušťka ${s}`}>
|
||||
<span style={{ width: s, height: s }} />
|
||||
</button>
|
||||
))}
|
||||
<span className="draw-sep" />
|
||||
<Button size="sm" variant="outline-secondary" onClick={() => send('draw:clear')}>Smazat</Button>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
<div className="draw-side">
|
||||
<ul className="draw-scores">
|
||||
{ranked.map(p => (
|
||||
<li key={p.login} className={p.guessed && phase === 'drawing' ? 'guessed' : undefined}>
|
||||
<span>{p.login === state?.drawer && phase === 'drawing' ? '✏️ ' : ''}{p.login}{p.login === login && ' (vy)'}</span>
|
||||
<strong>{p.score}</strong>
|
||||
</li>
|
||||
))}
|
||||
</ul>
|
||||
{renderChat()}
|
||||
</div>
|
||||
</div>
|
||||
</>
|
||||
);
|
||||
|
||||
const renderChat = () => (
|
||||
<>
|
||||
<div className="draw-chat" ref={chatRef}>
|
||||
{state?.messages.map((m, i) => (
|
||||
<div key={i} className={m.system ? 'system' : undefined}>
|
||||
{m.login && <strong>{m.login}: </strong>}{m.text}
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
<Form onSubmit={submitGuess}>
|
||||
<Form.Control
|
||||
value={guess}
|
||||
onChange={e => setGuess(e.target.value)}
|
||||
placeholder={isDrawer ? 'Kreslíte…' : canChat ? 'Váš tip…' : 'Uhodli jste ✔'}
|
||||
disabled={!canChat}
|
||||
maxLength={100}
|
||||
onKeyDown={e => e.stopPropagation()}
|
||||
/>
|
||||
</Form>
|
||||
</>
|
||||
);
|
||||
|
||||
const renderBody = () => {
|
||||
switch (phase) {
|
||||
case 'idle':
|
||||
return (
|
||||
<p>
|
||||
Jeden kreslí jídlo z dnešních menu, ostatní hádají v chatu. Stačí trefit hlavní slovo
|
||||
(např. „guláš"), diakritika nevadí. Čím dřív uhodnete, tím víc bodů; kreslíř dostává body
|
||||
za každého, kdo uhodl. Každý kreslí jednou.
|
||||
</p>
|
||||
);
|
||||
case 'lobby':
|
||||
return (
|
||||
<>
|
||||
<p>Lobby založil(a) <strong>{state?.host}</strong>. Hráči ({state?.players.length}):</p>
|
||||
<ul className="draw-players">
|
||||
{state?.players.map(p => <li key={p.login}>{p.login}{p.login === state.host && ' 👑'}</li>)}
|
||||
</ul>
|
||||
{renderChat()}
|
||||
</>
|
||||
);
|
||||
case 'drawing':
|
||||
case 'reveal':
|
||||
return renderGame();
|
||||
case 'finished':
|
||||
return (
|
||||
<>
|
||||
<Table size="sm">
|
||||
<thead><tr><th>#</th><th>Hráč</th><th>Body</th></tr></thead>
|
||||
<tbody>
|
||||
{ranked.map((p, i) => (
|
||||
<tr key={p.login}>
|
||||
<td>{i < 3 ? MEDALS[i] : i + 1}</td>
|
||||
<td>{p.login}{p.login === login && ' (vy)'}</td>
|
||||
<td>{p.score}</td>
|
||||
</tr>
|
||||
))}
|
||||
</tbody>
|
||||
</Table>
|
||||
</>
|
||||
);
|
||||
}
|
||||
};
|
||||
|
||||
const renderFooter = () => {
|
||||
const buttons = [];
|
||||
if (phase === 'idle' || phase === 'finished') {
|
||||
buttons.push(<Button key="new" onClick={() => send('draw:join')}>{phase === 'idle' ? 'Založit lobby' : 'Nová hra'}</Button>);
|
||||
}
|
||||
if (phase === 'lobby') {
|
||||
if (!isPlayer) {
|
||||
buttons.push(<Button key="join" onClick={() => send('draw:join')}>Připojit se</Button>);
|
||||
} else {
|
||||
buttons.push(<Button key="leave" variant="outline-secondary" onClick={() => send('draw:leave')}>
|
||||
{login === state?.host ? 'Zrušit lobby' : 'Odejít'}
|
||||
</Button>);
|
||||
if (login === state?.host) {
|
||||
buttons.push(<Button key="start" onClick={() => send('draw:start')}
|
||||
disabled={(state?.players.length ?? 0) < (state?.minPlayers ?? 2)}>Spustit hru</Button>);
|
||||
}
|
||||
}
|
||||
}
|
||||
buttons.push(<Button key="close" variant="secondary" onClick={() => setOpen(false)}>Zavřít</Button>);
|
||||
return buttons;
|
||||
};
|
||||
|
||||
return (
|
||||
<>
|
||||
{showInvite && (
|
||||
<button className="duel-invite draw-invite" onClick={() => setOpen(true)}>
|
||||
{icon} <strong>{state?.host}</strong> zve na kreslení — připojit se
|
||||
</button>
|
||||
)}
|
||||
{showReturn && (
|
||||
<button className="duel-invite draw-invite" onClick={() => setOpen(true)}>
|
||||
{icon} Kreslení běží — zpět do hry
|
||||
</button>
|
||||
)}
|
||||
<Modal show={open} onHide={() => setOpen(false)} size="xl" className="drawing-game-modal">
|
||||
<Modal.Header closeButton>
|
||||
<Modal.Title><h2>{icon} Kreslení</h2></Modal.Title>
|
||||
</Modal.Header>
|
||||
<Modal.Body>
|
||||
{renderBody()}
|
||||
{error && <div className="text-danger mt-2">{error}</div>}
|
||||
</Modal.Body>
|
||||
<Modal.Footer>{renderFooter()}</Modal.Footer>
|
||||
</Modal>
|
||||
</>
|
||||
);
|
||||
}
|
||||
@@ -2,6 +2,12 @@ import { useEffect, useState } from "react";
|
||||
import { Navbar, Nav, NavDropdown, Modal, Button } from "react-bootstrap";
|
||||
import { useAuth } from "../context/auth";
|
||||
import SettingsModal from "./modals/SettingsModal";
|
||||
import ReactionDuel from "./ReactionDuel";
|
||||
import SnakeGame from "./SnakeGame";
|
||||
import TetrisGame from "./TetrisGame";
|
||||
import PongGame from "./PongGame";
|
||||
import DrawingGame from "./DrawingGame";
|
||||
import { useMinigameSecret } from "../hooks/useMinigameSecret";
|
||||
import { useSettings, ThemePreference } from "../context/settings";
|
||||
import HuePicker from "./HuePicker";
|
||||
import PizzaCalculatorModal from "./modals/PizzaCalculatorModal";
|
||||
@@ -39,6 +45,7 @@ export default function Header({ choices, dayIndex }: Props) {
|
||||
const [clearMockModalOpen, setClearMockModalOpen] = useState<boolean>(false);
|
||||
|
||||
const effectiveDark = settings?.effectiveDark ?? false;
|
||||
const minigameSecret = useMinigameSecret("/");
|
||||
|
||||
useEffect(() => {
|
||||
if (!auth?.login) return;
|
||||
@@ -147,7 +154,7 @@ export default function Header({ choices, dayIndex }: Props) {
|
||||
}
|
||||
|
||||
return <Navbar variant='dark' expand="lg">
|
||||
<Navbar.Brand href="/">Luncher</Navbar.Brand>
|
||||
<Navbar.Brand href="/" onClick={minigameSecret.onLogoClick} className={minigameSecret.armed ? "duel-armed" : undefined}>Luncher</Navbar.Brand>
|
||||
<Navbar.Toggle aria-controls="basic-navbar-nav" />
|
||||
<Navbar.Collapse id="basic-navbar-nav">
|
||||
<Nav className="nav">
|
||||
@@ -195,6 +202,11 @@ export default function Header({ choices, dayIndex }: Props) {
|
||||
</NavDropdown>
|
||||
</Nav>
|
||||
</Navbar.Collapse>
|
||||
<ReactionDuel />
|
||||
<SnakeGame />
|
||||
<TetrisGame />
|
||||
<PongGame />
|
||||
<DrawingGame />
|
||||
<SettingsModal isOpen={settingsModalOpen} onClose={closeSettingsModal} onSave={saveSettings} />
|
||||
<RefreshMenuModal isOpen={refreshMenuModalOpen} onClose={closeRefreshMenuModal} />
|
||||
<PizzaCalculatorModal isOpen={pizzaModalOpen} onClose={closePizzaModal} />
|
||||
|
||||
@@ -0,0 +1,66 @@
|
||||
// Pozvánka Pongu nad pozvánkami ostatních her, aby se nepřekrývaly
|
||||
.duel-invite.pong-invite {
|
||||
bottom: 172px;
|
||||
}
|
||||
|
||||
.pong-game-modal {
|
||||
.pong-scoreboard {
|
||||
display: flex;
|
||||
justify-content: center;
|
||||
align-items: baseline;
|
||||
gap: 24px;
|
||||
font-size: 1.1rem;
|
||||
margin-bottom: 8px;
|
||||
|
||||
strong {
|
||||
font-size: 2rem;
|
||||
}
|
||||
}
|
||||
|
||||
.pong-board-wrap {
|
||||
position: relative;
|
||||
max-width: 800px;
|
||||
margin: 0 auto;
|
||||
}
|
||||
|
||||
.pong-board {
|
||||
display: block;
|
||||
width: 100%;
|
||||
height: auto;
|
||||
border-radius: 8px;
|
||||
}
|
||||
|
||||
.pong-overlay {
|
||||
position: absolute;
|
||||
inset: 0;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
font-size: 5rem;
|
||||
font-weight: 700;
|
||||
color: #fff;
|
||||
text-shadow: 0 2px 12px rgba(0, 0, 0, 0.6);
|
||||
pointer-events: none;
|
||||
|
||||
&.small {
|
||||
font-size: 2.5rem;
|
||||
}
|
||||
}
|
||||
|
||||
.pong-bot-picker {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 8px;
|
||||
margin-bottom: 8px;
|
||||
|
||||
.form-select {
|
||||
width: auto;
|
||||
}
|
||||
}
|
||||
|
||||
.pong-status {
|
||||
text-align: center;
|
||||
opacity: 0.7;
|
||||
margin-top: 8px;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,310 @@
|
||||
import { useCallback, useEffect, useRef, useState } from "react";
|
||||
import { Button, Form, Modal } from "react-bootstrap";
|
||||
import { socket } from "../context/socket";
|
||||
import { useAuth } from "../context/auth";
|
||||
import { getToken } from "../Utils";
|
||||
import { useGameIcon } from "../games/themeIcons";
|
||||
import "./PongGame.scss";
|
||||
|
||||
// Typy musí odpovídat server/src/pongGame.ts (stav chodí přes websocket, ne přes OpenAPI)
|
||||
type PongPhase = 'idle' | 'lobby' | 'countdown' | 'playing' | 'finished';
|
||||
type BotLevel = 'easy' | 'medium' | 'hard' | 'impossible';
|
||||
type PongPlayer = { login: string, side: 0 | 1, y: number, score: number, bot?: BotLevel };
|
||||
type PongState = {
|
||||
phase: PongPhase,
|
||||
host?: string,
|
||||
players: PongPlayer[],
|
||||
ball: { x: number, y: number },
|
||||
countdown?: number,
|
||||
winner?: string,
|
||||
width: number,
|
||||
height: number,
|
||||
};
|
||||
|
||||
const OPEN_EVENT = 'luncher:open-pong';
|
||||
|
||||
/** Otevře okno Pongu. */
|
||||
export const openPongGame = () => window.dispatchEvent(new Event(OPEN_EVENT));
|
||||
|
||||
// Rozměry musí odpovídat serveru
|
||||
const PADDLE_HEIGHT = 90;
|
||||
const PADDLE_WIDTH = 12;
|
||||
const PADDLE_MARGIN = 20;
|
||||
const BALL_SIZE = 12;
|
||||
const SIDE_COLORS = ['#60a5fa', '#f472b6'];
|
||||
|
||||
/** Jak často se posílá poloha myši (ms). */
|
||||
const AIM_SEND_MS = 30;
|
||||
const BOT_LEVELS: { value: BotLevel, label: string }[] = [
|
||||
{ value: 'easy', label: 'Lehký' },
|
||||
{ value: 'medium', label: 'Střední' },
|
||||
{ value: 'hard', label: 'Těžký' },
|
||||
{ value: 'impossible', label: 'Nemožný' },
|
||||
];
|
||||
|
||||
const UP_KEYS = new Set(['ArrowUp', 'KeyW']);
|
||||
const DOWN_KEYS = new Set(['ArrowDown', 'KeyS']);
|
||||
|
||||
function draw(canvas: HTMLCanvasElement, state: PongState, me?: string) {
|
||||
const ctx = canvas.getContext('2d');
|
||||
if (!ctx) return;
|
||||
const scale = canvas.width / state.width;
|
||||
ctx.setTransform(scale, 0, 0, scale, 0, 0);
|
||||
ctx.fillStyle = '#111827';
|
||||
ctx.fillRect(0, 0, state.width, state.height);
|
||||
// Středová čára
|
||||
ctx.fillStyle = '#374151';
|
||||
for (let y = 0; y < state.height; y += 30) ctx.fillRect(state.width / 2 - 2, y + 5, 4, 18);
|
||||
for (const p of state.players) {
|
||||
const x = p.side === 0 ? PADDLE_MARGIN : state.width - PADDLE_MARGIN - PADDLE_WIDTH;
|
||||
ctx.fillStyle = SIDE_COLORS[p.side];
|
||||
ctx.fillRect(x, p.y - PADDLE_HEIGHT / 2, PADDLE_WIDTH, PADDLE_HEIGHT);
|
||||
if (p.login === me) {
|
||||
ctx.strokeStyle = '#fff';
|
||||
ctx.lineWidth = 2;
|
||||
ctx.strokeRect(x - 1, p.y - PADDLE_HEIGHT / 2 - 1, PADDLE_WIDTH + 2, PADDLE_HEIGHT + 2);
|
||||
}
|
||||
}
|
||||
if (state.phase === 'playing') {
|
||||
ctx.fillStyle = '#f9fafb';
|
||||
ctx.beginPath();
|
||||
ctx.arc(state.ball.x, state.ball.y, BALL_SIZE / 2, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
}
|
||||
ctx.setTransform(1, 0, 0, 1, 0, 0);
|
||||
}
|
||||
|
||||
/** Pong 1v1 — fyziku drží server, klient posílá jen směr pálky. */
|
||||
export default function PongGame() {
|
||||
const auth = useAuth();
|
||||
const login = auth?.login;
|
||||
const [state, setState] = useState<PongState | null>(null);
|
||||
const [open, setOpen] = useState(false);
|
||||
const [error, setError] = useState<string | null>(null);
|
||||
const canvasRef = useRef<HTMLCanvasElement>(null);
|
||||
const prevPhase = useRef<PongPhase>('idle');
|
||||
const icon = useGameIcon('pong');
|
||||
const [botLevel, setBotLevel] = useState<BotLevel>('medium');
|
||||
/** Výška hřiště pro přepočet myši — přes ref, ať se efekt nerestartuje každým snímkem. */
|
||||
const fieldHeight = useRef(500);
|
||||
fieldHeight.current = state?.height ?? fieldHeight.current;
|
||||
|
||||
const send = useCallback((event: string, extra?: object) => {
|
||||
setError(null);
|
||||
socket.emit(event, { token: getToken(), ...extra });
|
||||
}, []);
|
||||
|
||||
useEffect(() => {
|
||||
const onState = (s: PongState) => setState(s);
|
||||
const onError = (msg: string) => setError(msg);
|
||||
const onOpen = () => setOpen(true);
|
||||
const sync = () => socket.emit('pong:sync');
|
||||
socket.on('pong:state', onState);
|
||||
socket.on('pong:error', onError);
|
||||
socket.on('connect', sync);
|
||||
window.addEventListener(OPEN_EVENT, onOpen);
|
||||
sync();
|
||||
return () => {
|
||||
socket.off('pong:state', onState);
|
||||
socket.off('pong:error', onError);
|
||||
socket.off('connect', sync);
|
||||
window.removeEventListener(OPEN_EVENT, onOpen);
|
||||
};
|
||||
}, []);
|
||||
|
||||
// Snímky hry dostávají jen klienti s otevřeným oknem
|
||||
useEffect(() => {
|
||||
if (!open) return;
|
||||
const watch = () => socket.emit('pong:watch');
|
||||
watch();
|
||||
socket.on('connect', watch);
|
||||
return () => {
|
||||
socket.off('connect', watch);
|
||||
socket.emit('pong:unwatch');
|
||||
};
|
||||
}, [open]);
|
||||
|
||||
const isPlayer = !!login && !!state?.players.some(p => p.login === login);
|
||||
const phase = state?.phase ?? 'idle';
|
||||
const inGame = phase === 'countdown' || phase === 'playing';
|
||||
|
||||
useEffect(() => {
|
||||
if (prevPhase.current === 'lobby' && phase === 'countdown' && isPlayer) {
|
||||
setOpen(true);
|
||||
}
|
||||
prevPhase.current = phase;
|
||||
}, [phase, isPlayer]);
|
||||
|
||||
// Ovládání: drží se klávesa → pálka jede, puštění → stojí
|
||||
useEffect(() => {
|
||||
if (!open || !inGame || !isPlayer) return;
|
||||
const pressed = new Set<string>();
|
||||
const update = () => {
|
||||
const up = [...pressed].some(k => UP_KEYS.has(k));
|
||||
const down = [...pressed].some(k => DOWN_KEYS.has(k));
|
||||
send('pong:input', { input: up === down ? 'stop' : up ? 'up' : 'down' });
|
||||
};
|
||||
const onDown = (e: KeyboardEvent) => {
|
||||
if (!UP_KEYS.has(e.code) && !DOWN_KEYS.has(e.code)) return;
|
||||
e.preventDefault();
|
||||
if (e.repeat || pressed.has(e.code)) return;
|
||||
pressed.add(e.code);
|
||||
update();
|
||||
};
|
||||
const onUp = (e: KeyboardEvent) => {
|
||||
if (!pressed.delete(e.code)) return;
|
||||
update();
|
||||
};
|
||||
const onBlur = () => {
|
||||
pressed.clear();
|
||||
update();
|
||||
};
|
||||
window.addEventListener('keydown', onDown);
|
||||
window.addEventListener('keyup', onUp);
|
||||
window.addEventListener('blur', onBlur);
|
||||
return () => {
|
||||
window.removeEventListener('keydown', onDown);
|
||||
window.removeEventListener('keyup', onUp);
|
||||
window.removeEventListener('blur', onBlur);
|
||||
};
|
||||
}, [open, inGame, isPlayer, send]);
|
||||
|
||||
// Ovládání myší: pálka sleduje výšku kurzoru nad hřištěm (kdekoli v okně, mimo hřiště se ořízne)
|
||||
useEffect(() => {
|
||||
if (!open || !inGame || !isPlayer) return;
|
||||
let latest: number | undefined;
|
||||
let sent: number | undefined;
|
||||
const onMove = (e: PointerEvent) => {
|
||||
const canvas = canvasRef.current;
|
||||
if (!canvas) return;
|
||||
const rect = canvas.getBoundingClientRect();
|
||||
const height = fieldHeight.current;
|
||||
const y = ((e.clientY - rect.top) / rect.height) * height;
|
||||
latest = Math.round(Math.min(height, Math.max(0, y)));
|
||||
};
|
||||
const id = window.setInterval(() => {
|
||||
if (latest === undefined || latest === sent) return;
|
||||
sent = latest;
|
||||
send('pong:aim', { y: latest });
|
||||
}, AIM_SEND_MS);
|
||||
window.addEventListener('pointermove', onMove);
|
||||
return () => {
|
||||
window.clearInterval(id);
|
||||
window.removeEventListener('pointermove', onMove);
|
||||
};
|
||||
}, [open, inGame, isPlayer, send]);
|
||||
|
||||
useEffect(() => {
|
||||
if (canvasRef.current && state && phase !== 'idle' && phase !== 'lobby') {
|
||||
draw(canvasRef.current, state, login);
|
||||
}
|
||||
}, [state, phase, login]);
|
||||
|
||||
if (!login) return null;
|
||||
|
||||
const left = state?.players.find(p => p.side === 0);
|
||||
const right = state?.players.find(p => p.side === 1);
|
||||
const showInvite = !open && phase === 'lobby' && !isPlayer && (state?.players.length ?? 0) < 2;
|
||||
const showReturn = !open && isPlayer && inGame;
|
||||
|
||||
const renderBoard = () => state && (
|
||||
<>
|
||||
<div className="pong-scoreboard">
|
||||
<span style={{ color: SIDE_COLORS[0] }}>{left?.login}</span>
|
||||
<strong>{left?.score ?? 0} : {right?.score ?? 0}</strong>
|
||||
<span style={{ color: SIDE_COLORS[1] }}>{right?.login}</span>
|
||||
</div>
|
||||
<div className="pong-board-wrap">
|
||||
<canvas ref={canvasRef} className="pong-board" width={state.width} height={state.height} />
|
||||
{phase === 'countdown' && <div className="pong-overlay">{state.countdown}</div>}
|
||||
{phase === 'finished' && <div className="pong-overlay small">🏆 {state.winner}</div>}
|
||||
</div>
|
||||
<div className="pong-status">{isPlayer ? 'Myš, nebo ↑↓ / W S' : 'Sledujete zápas'}</div>
|
||||
</>
|
||||
);
|
||||
|
||||
const renderBody = () => {
|
||||
switch (phase) {
|
||||
case 'idle':
|
||||
return (
|
||||
<p>
|
||||
Klasický Pong pro dva. Ovládání myší (pálka sleduje kurzor) nebo šipkami / W S, hraje se
|
||||
do 5 bodů. Když není s kým hrát, přidejte si v lobby bota. Ostatní se mohou dívat.
|
||||
</p>
|
||||
);
|
||||
case 'lobby':
|
||||
return (
|
||||
<>
|
||||
<p>Lobby založil(a) <strong>{state?.host}</strong>.</p>
|
||||
<ul>{state?.players.map(p => <li key={p.login}>{p.login}{p.login === state.host && ' 👑'}</li>)}</ul>
|
||||
{(state?.players.length ?? 0) < 2 && <p className="text-muted">Čeká se na soupeře…</p>}
|
||||
{login === state?.host && (state?.players.length ?? 0) < 2 && (
|
||||
<div className="pong-bot-picker">
|
||||
<span>Nebo hrát proti botovi:</span>
|
||||
<Form.Select size="sm" value={botLevel} onChange={e => setBotLevel(e.target.value as BotLevel)}>
|
||||
{BOT_LEVELS.map(l => <option key={l.value} value={l.value}>{l.label}</option>)}
|
||||
</Form.Select>
|
||||
<Button size="sm" variant="outline-primary" onClick={() => send('pong:addBot', { level: botLevel })}>
|
||||
Přidat bota
|
||||
</Button>
|
||||
</div>
|
||||
)}
|
||||
{login === state?.host && state?.players.some(p => p.bot) && (
|
||||
<Button size="sm" variant="outline-secondary" onClick={() => send('pong:removeBot')}>Odebrat bota</Button>
|
||||
)}
|
||||
</>
|
||||
);
|
||||
default:
|
||||
return renderBoard();
|
||||
}
|
||||
};
|
||||
|
||||
const renderFooter = () => {
|
||||
const buttons = [];
|
||||
if (phase === 'idle' || phase === 'finished') {
|
||||
buttons.push(<Button key="new" onClick={() => send('pong:join')}>{phase === 'idle' ? 'Založit lobby' : 'Nová hra'}</Button>);
|
||||
}
|
||||
if (phase === 'lobby') {
|
||||
if (!isPlayer) {
|
||||
if ((state?.players.length ?? 0) < 2) {
|
||||
buttons.push(<Button key="join" onClick={() => send('pong:join')}>Připojit se</Button>);
|
||||
}
|
||||
} else {
|
||||
buttons.push(<Button key="leave" variant="outline-secondary" onClick={() => send('pong:leave')}>
|
||||
{login === state?.host ? 'Zrušit lobby' : 'Odejít'}
|
||||
</Button>);
|
||||
if (login === state?.host) {
|
||||
buttons.push(<Button key="start" onClick={() => send('pong:start')}
|
||||
disabled={(state?.players.length ?? 0) < 2}>Spustit hru</Button>);
|
||||
}
|
||||
}
|
||||
}
|
||||
buttons.push(<Button key="close" variant="secondary" onClick={() => setOpen(false)}>Zavřít</Button>);
|
||||
return buttons;
|
||||
};
|
||||
|
||||
return (
|
||||
<>
|
||||
{showInvite && (
|
||||
<button className="duel-invite pong-invite" onClick={() => setOpen(true)}>
|
||||
{icon} <strong>{state?.host}</strong> hledá soupeře na Pong — připojit se
|
||||
</button>
|
||||
)}
|
||||
{showReturn && (
|
||||
<button className="duel-invite pong-invite" onClick={() => setOpen(true)}>
|
||||
{icon} Pong běží — zpět do hry
|
||||
</button>
|
||||
)}
|
||||
<Modal show={open} onHide={() => setOpen(false)} size="xl" className="pong-game-modal">
|
||||
<Modal.Header closeButton>
|
||||
<Modal.Title><h2>{icon} Pong</h2></Modal.Title>
|
||||
</Modal.Header>
|
||||
<Modal.Body>
|
||||
{renderBody()}
|
||||
{error && <div className="text-danger mt-2">{error}</div>}
|
||||
</Modal.Body>
|
||||
<Modal.Footer>{renderFooter()}</Modal.Footer>
|
||||
</Modal>
|
||||
</>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,114 @@
|
||||
.duel-invite {
|
||||
position: fixed;
|
||||
left: 16px;
|
||||
bottom: 16px;
|
||||
z-index: 1040;
|
||||
padding: 10px 16px;
|
||||
border: none;
|
||||
border-radius: 999px;
|
||||
background: var(--luncher-primary, #198754);
|
||||
color: #fff;
|
||||
box-shadow: 0 4px 14px rgba(0, 0, 0, 0.25);
|
||||
cursor: pointer;
|
||||
animation: duel-pulse 1.6s ease-in-out infinite;
|
||||
}
|
||||
|
||||
@keyframes duel-pulse {
|
||||
0%, 100% { transform: scale(1); }
|
||||
50% { transform: scale(1.04); }
|
||||
}
|
||||
|
||||
.reaction-duel-modal {
|
||||
.duel-arena {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
min-height: 280px;
|
||||
border-radius: 12px;
|
||||
color: #fff;
|
||||
user-select: none;
|
||||
cursor: pointer;
|
||||
touch-action: manipulation;
|
||||
transition: background-color 0.05s;
|
||||
|
||||
&.waiting { background: #b02a37; }
|
||||
&.go { background: #198754; }
|
||||
&.done { background: #495057; }
|
||||
&.early { background: #fd7e14; }
|
||||
}
|
||||
|
||||
.duel-round {
|
||||
opacity: 0.85;
|
||||
}
|
||||
|
||||
.duel-signal {
|
||||
font-size: 3rem;
|
||||
font-weight: 700;
|
||||
margin: 8px 0;
|
||||
}
|
||||
|
||||
.duel-hint {
|
||||
opacity: 0.85;
|
||||
font-size: 0.9rem;
|
||||
}
|
||||
|
||||
.duel-players {
|
||||
columns: 2;
|
||||
}
|
||||
|
||||
.duel-podium {
|
||||
display: flex;
|
||||
justify-content: center;
|
||||
align-items: flex-end;
|
||||
gap: 12px;
|
||||
margin-bottom: 16px;
|
||||
}
|
||||
|
||||
.duel-place {
|
||||
flex: 0 1 160px;
|
||||
padding: 12px 8px;
|
||||
border-radius: 10px;
|
||||
text-align: center;
|
||||
background: var(--bs-tertiary-bg);
|
||||
|
||||
// Vítěz uprostřed a nejvýš, jako na stupních vítězů
|
||||
&.place-1 { order: 2; padding-top: 28px; }
|
||||
&.place-2 { order: 1; }
|
||||
&.place-3 { order: 3; }
|
||||
}
|
||||
|
||||
.duel-medal {
|
||||
font-size: 2.2rem;
|
||||
}
|
||||
|
||||
.duel-place-name {
|
||||
font-weight: 700;
|
||||
overflow-wrap: anywhere;
|
||||
}
|
||||
|
||||
.duel-place-time {
|
||||
opacity: 0.75;
|
||||
font-size: 0.9rem;
|
||||
}
|
||||
|
||||
.duel-last {
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.duel-results .duel-loser td {
|
||||
background: rgba(220, 53, 69, 0.15);
|
||||
}
|
||||
}
|
||||
|
||||
// Nenápadné potvrzení, že logo přijalo sérii kliknutí a čeká na tajné slovo
|
||||
.navbar-brand.duel-armed {
|
||||
display: inline-block;
|
||||
animation: duel-wiggle 0.35s ease-in-out 2;
|
||||
}
|
||||
|
||||
@keyframes duel-wiggle {
|
||||
0%, 100% { transform: rotate(0); }
|
||||
25% { transform: rotate(-4deg); }
|
||||
75% { transform: rotate(4deg); }
|
||||
}
|
||||
@@ -0,0 +1,262 @@
|
||||
import { useCallback, useEffect, useRef, useState } from "react";
|
||||
import { Button, Modal, Table } from "react-bootstrap";
|
||||
import { socket } from "../context/socket";
|
||||
import { useAuth } from "../context/auth";
|
||||
import { getToken } from "../Utils";
|
||||
import { useGameIcon } from "../games/themeIcons";
|
||||
import "./ReactionDuel.scss";
|
||||
|
||||
// Typy musí odpovídat server/src/reactionDuel.ts (stav chodí přes websocket, ne přes OpenAPI)
|
||||
type DuelPhase = 'idle' | 'lobby' | 'waiting' | 'go' | 'roundResult' | 'finished';
|
||||
type RoundResult = { ms: number | null, falseStart?: boolean };
|
||||
type DuelPlayer = { login: string, rounds: RoundResult[], total: number };
|
||||
type DuelState = {
|
||||
phase: DuelPhase,
|
||||
host?: string,
|
||||
round: number,
|
||||
totalRounds: number,
|
||||
players: DuelPlayer[],
|
||||
loser?: string,
|
||||
winner?: string,
|
||||
minPlayers: number,
|
||||
};
|
||||
|
||||
const OPEN_EVENT = 'luncher:open-duel';
|
||||
|
||||
/** Otevře okno reakční hry. */
|
||||
export const openReactionDuel = () => window.dispatchEvent(new Event(OPEN_EVENT));
|
||||
|
||||
const MEDALS = ['🥇', '🥈', '🥉'];
|
||||
|
||||
const formatResult = (r?: RoundResult) => {
|
||||
if (!r) return '—';
|
||||
if (r.falseStart) return 'předčasně';
|
||||
if (r.ms == null) return 'nekliknuto';
|
||||
return `${r.ms} ms`;
|
||||
};
|
||||
|
||||
/** Reakční hra — lobby, kola a výsledky; časování drží server. */
|
||||
export default function ReactionDuel() {
|
||||
const auth = useAuth();
|
||||
const login = auth?.login;
|
||||
const [state, setState] = useState<DuelState | null>(null);
|
||||
const [open, setOpen] = useState(false);
|
||||
const [error, setError] = useState<string | null>(null);
|
||||
/** Kolo, ve kterém už tento klient kliknul (a zda předčasně). */
|
||||
const [myClick, setMyClick] = useState<{ round: number, early: boolean } | null>(null);
|
||||
const prevPhase = useRef<DuelPhase>('idle');
|
||||
const icon = useGameIcon('reaction');
|
||||
|
||||
const send = useCallback((event: string) => {
|
||||
setError(null);
|
||||
socket.emit(event, { token: getToken() });
|
||||
}, []);
|
||||
|
||||
useEffect(() => {
|
||||
const onState = (s: DuelState) => setState(s);
|
||||
const onError = (msg: string) => setError(msg);
|
||||
const onOpen = () => setOpen(true);
|
||||
const sync = () => socket.emit('duel:sync');
|
||||
socket.on('duel:state', onState);
|
||||
socket.on('duel:error', onError);
|
||||
socket.on('connect', sync);
|
||||
window.addEventListener(OPEN_EVENT, onOpen);
|
||||
sync();
|
||||
return () => {
|
||||
socket.off('duel:state', onState);
|
||||
socket.off('duel:error', onError);
|
||||
socket.off('connect', sync);
|
||||
window.removeEventListener(OPEN_EVENT, onOpen);
|
||||
};
|
||||
}, []);
|
||||
|
||||
const isPlayer = !!login && !!state?.players.some(p => p.login === login);
|
||||
const phase = state?.phase ?? 'idle';
|
||||
const inRound = phase === 'waiting' || phase === 'go';
|
||||
|
||||
// Hráčům se okno otevře samo, jakmile hra začne
|
||||
useEffect(() => {
|
||||
if (prevPhase.current === 'lobby' && phase === 'waiting' && isPlayer) {
|
||||
setOpen(true);
|
||||
}
|
||||
prevPhase.current = phase;
|
||||
}, [phase, isPlayer]);
|
||||
|
||||
const click = useCallback(() => {
|
||||
if (!state || !isPlayer || !inRound || myClick?.round === state.round) return;
|
||||
setMyClick({ round: state.round, early: state.phase === 'waiting' });
|
||||
send('duel:click');
|
||||
}, [state, isPlayer, inRound, myClick, send]);
|
||||
|
||||
// Mezerník funguje stejně jako kliknutí
|
||||
useEffect(() => {
|
||||
if (!open || !inRound) return;
|
||||
const onKey = (e: KeyboardEvent) => {
|
||||
if (e.code === 'Space') {
|
||||
e.preventDefault();
|
||||
click();
|
||||
}
|
||||
};
|
||||
window.addEventListener('keydown', onKey);
|
||||
return () => window.removeEventListener('keydown', onKey);
|
||||
}, [open, inRound, click]);
|
||||
|
||||
if (!login) return null;
|
||||
|
||||
const showInvite = !open && phase === 'lobby' && !isPlayer;
|
||||
const showReturn = !open && isPlayer && phase !== 'finished';
|
||||
const clickedThisRound = myClick?.round === state?.round;
|
||||
const ranked = [...(state?.players ?? [])].sort((a, b) => a.total - b.total);
|
||||
|
||||
const renderArena = () => {
|
||||
if (!state) return null;
|
||||
let cls = 'waiting';
|
||||
let text = 'Počkej…';
|
||||
if (phase === 'go') {
|
||||
cls = 'go';
|
||||
text = 'TEĎ!';
|
||||
}
|
||||
if (isPlayer && clickedThisRound) {
|
||||
cls = myClick?.early ? 'early' : 'done';
|
||||
text = myClick?.early ? 'Předčasný start! 😬' : 'Kliknuto ✔';
|
||||
}
|
||||
return (
|
||||
<div
|
||||
className={`duel-arena ${cls}`}
|
||||
onPointerDown={click}
|
||||
role="button"
|
||||
tabIndex={0}
|
||||
>
|
||||
<div className="duel-round">Kolo {state.round}/{state.totalRounds}</div>
|
||||
<div className="duel-signal">{text}</div>
|
||||
{isPlayer
|
||||
? <div className="duel-hint">Klikněte nebo zmáčkněte mezerník, až zezelená.</div>
|
||||
: <div className="duel-hint">Sledujete hru.</div>}
|
||||
</div>
|
||||
);
|
||||
};
|
||||
|
||||
const renderResults = (final: boolean) => (
|
||||
<Table size="sm" className="duel-results">
|
||||
<thead>
|
||||
<tr>
|
||||
<th>#</th>
|
||||
<th>Hráč</th>
|
||||
{Array.from({ length: state?.totalRounds ?? 0 }, (_, i) => <th key={i}>{i + 1}. kolo</th>)}
|
||||
<th>Celkem</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
{ranked.map((p, i) => (
|
||||
<tr key={p.login} className={final && p.login === state?.loser ? 'duel-loser' : undefined}>
|
||||
<td>{final && i < 3 ? MEDALS[i] : i + 1}</td>
|
||||
<td>{p.login}{p.login === login && ' (vy)'}</td>
|
||||
{Array.from({ length: state?.totalRounds ?? 0 }, (_, r) => <td key={r}>{formatResult(p.rounds[r])}</td>)}
|
||||
<td><strong>{p.rounds.length ? `${p.total} ms` : '—'}</strong></td>
|
||||
</tr>
|
||||
))}
|
||||
</tbody>
|
||||
</Table>
|
||||
);
|
||||
|
||||
const renderBody = () => {
|
||||
switch (phase) {
|
||||
case 'idle':
|
||||
return (
|
||||
<>
|
||||
<p>
|
||||
Hra má {state?.totalRounds ?? 3} kola — po náhodné chvíli se plocha rozsvítí zeleně
|
||||
a počítá se, jak rychle kliknete. Předčasný start nebo nekliknutí znamená trestné 2 s.
|
||||
Vyhrává nejnižší součet časů.
|
||||
</p>
|
||||
<p className="text-muted">Po založení lobby dostanou ostatní online pozvánku.</p>
|
||||
</>
|
||||
);
|
||||
case 'lobby':
|
||||
return (
|
||||
<>
|
||||
<p>Lobby založil(a) <strong>{state?.host}</strong>. Hráči ({state?.players.length}):</p>
|
||||
<ul className="duel-players">
|
||||
{state?.players.map(p => <li key={p.login}>{p.login}{p.login === state.host && ' 👑'}</li>)}
|
||||
</ul>
|
||||
{state && state.players.length < state.minPlayers &&
|
||||
<p className="text-muted">Čeká se na další hráče…</p>}
|
||||
</>
|
||||
);
|
||||
case 'waiting':
|
||||
case 'go':
|
||||
return renderArena();
|
||||
case 'roundResult':
|
||||
return (
|
||||
<>
|
||||
<p>Kolo {state?.round}/{state?.totalRounds} skončilo, další za chvíli…</p>
|
||||
{renderResults(false)}
|
||||
</>
|
||||
);
|
||||
case 'finished':
|
||||
return (
|
||||
<>
|
||||
<div className="duel-podium">
|
||||
{ranked.slice(0, 3).map((p, i) => (
|
||||
<div key={p.login} className={`duel-place place-${i + 1}`}>
|
||||
<div className="duel-medal">{MEDALS[i]}</div>
|
||||
<div className="duel-place-name">{p.login}</div>
|
||||
<div className="duel-place-time">{p.total} ms</div>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
{state?.loser && ranked.length > 3 &&
|
||||
<p className="duel-last">🐢 Poslední: <strong>{state.loser}</strong></p>}
|
||||
{renderResults(true)}
|
||||
</>
|
||||
);
|
||||
}
|
||||
};
|
||||
|
||||
const renderFooter = () => {
|
||||
const buttons = [];
|
||||
if (phase === 'idle' || phase === 'finished') {
|
||||
buttons.push(<Button key="new" onClick={() => send('duel:join')}>{phase === 'idle' ? 'Založit lobby' : 'Nová hra'}</Button>);
|
||||
}
|
||||
if (phase === 'lobby') {
|
||||
if (!isPlayer) {
|
||||
buttons.push(<Button key="join" onClick={() => send('duel:join')}>Připojit se</Button>);
|
||||
} else {
|
||||
buttons.push(<Button key="leave" variant="outline-secondary" onClick={() => send('duel:leave')}>
|
||||
{login === state?.host ? 'Zrušit lobby' : 'Odejít'}
|
||||
</Button>);
|
||||
if (login === state?.host) {
|
||||
buttons.push(<Button key="start" onClick={() => send('duel:start')}
|
||||
disabled={(state?.players.length ?? 0) < (state?.minPlayers ?? 2)}>Spustit hru</Button>);
|
||||
}
|
||||
}
|
||||
}
|
||||
buttons.push(<Button key="close" variant="secondary" onClick={() => setOpen(false)}>Zavřít</Button>);
|
||||
return buttons;
|
||||
};
|
||||
|
||||
return (
|
||||
<>
|
||||
{showInvite && (
|
||||
<button className="duel-invite" onClick={() => setOpen(true)}>
|
||||
{icon} <strong>{state?.host}</strong> zve na reakční hru — připojit se
|
||||
</button>
|
||||
)}
|
||||
{showReturn && (
|
||||
<button className="duel-invite" onClick={() => setOpen(true)}>
|
||||
{icon} Reakční hra běží — zpět do hry
|
||||
</button>
|
||||
)}
|
||||
<Modal show={open} onHide={() => setOpen(false)} size="lg" className="reaction-duel-modal">
|
||||
<Modal.Header closeButton>
|
||||
<Modal.Title><h2>{icon} Reakční hra</h2></Modal.Title>
|
||||
</Modal.Header>
|
||||
<Modal.Body>
|
||||
{renderBody()}
|
||||
{error && <div className="text-danger mt-2">{error}</div>}
|
||||
</Modal.Body>
|
||||
<Modal.Footer>{renderFooter()}</Modal.Footer>
|
||||
</Modal>
|
||||
</>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,62 @@
|
||||
// Pozvánka hada nad pozvánkou reakční hry, aby se nepřekrývaly
|
||||
.duel-invite.snake-invite {
|
||||
bottom: 68px;
|
||||
}
|
||||
|
||||
.snake-game-modal {
|
||||
.snake-board-wrap {
|
||||
position: relative;
|
||||
margin: 0 auto;
|
||||
max-width: 768px;
|
||||
}
|
||||
|
||||
.snake-board {
|
||||
display: block;
|
||||
width: 100%;
|
||||
height: auto;
|
||||
border-radius: 8px;
|
||||
image-rendering: pixelated;
|
||||
}
|
||||
|
||||
.snake-overlay {
|
||||
position: absolute;
|
||||
inset: 0;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
font-size: 5rem;
|
||||
font-weight: 700;
|
||||
color: #fff;
|
||||
text-shadow: 0 2px 12px rgba(0, 0, 0, 0.6);
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
.snake-status {
|
||||
text-align: center;
|
||||
opacity: 0.75;
|
||||
margin: 8px 0;
|
||||
}
|
||||
|
||||
.snake-scores {
|
||||
max-width: 768px;
|
||||
margin: 0 auto;
|
||||
}
|
||||
|
||||
.snake-dead td {
|
||||
opacity: 0.5;
|
||||
}
|
||||
|
||||
.snake-dot {
|
||||
display: inline-block;
|
||||
width: 10px;
|
||||
height: 10px;
|
||||
border-radius: 50%;
|
||||
margin-right: 6px;
|
||||
}
|
||||
|
||||
.snake-players {
|
||||
columns: 2;
|
||||
list-style: none;
|
||||
padding-left: 0;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,310 @@
|
||||
import { useCallback, useEffect, useRef, useState } from "react";
|
||||
import { Button, Modal, Table } from "react-bootstrap";
|
||||
import { socket } from "../context/socket";
|
||||
import { useAuth } from "../context/auth";
|
||||
import { getToken } from "../Utils";
|
||||
import { useGameIcon } from "../games/themeIcons";
|
||||
import "./SnakeGame.scss";
|
||||
|
||||
// Typy musí odpovídat server/src/snakeGame.ts (stav chodí přes websocket, ne přes OpenAPI)
|
||||
type Cell = [number, number];
|
||||
type Direction = 'up' | 'down' | 'left' | 'right';
|
||||
type SnakePhase = 'idle' | 'lobby' | 'countdown' | 'playing' | 'finished';
|
||||
type SnakePlayer = { login: string, color: number, body: Cell[], alive: boolean, score: number, place?: number };
|
||||
type SnakeState = {
|
||||
phase: SnakePhase,
|
||||
host?: string,
|
||||
players: SnakePlayer[],
|
||||
food: Cell[],
|
||||
tick: number,
|
||||
maxTicks: number,
|
||||
countdown?: number,
|
||||
width: number,
|
||||
height: number,
|
||||
minPlayers: number,
|
||||
};
|
||||
|
||||
const OPEN_EVENT = 'luncher:open-snake';
|
||||
|
||||
/** Otevře okno hada. */
|
||||
export const openSnakeGame = () => window.dispatchEvent(new Event(OPEN_EVENT));
|
||||
|
||||
const COLORS = ['#4ade80', '#60a5fa', '#f472b6', '#facc15', '#a78bfa', '#fb923c', '#2dd4bf', '#f87171'];
|
||||
const MEDALS = ['🥇', '🥈', '🥉'];
|
||||
const TICK_MS = 120;
|
||||
|
||||
const KEY_DIRECTIONS: Record<string, Direction> = {
|
||||
ArrowUp: 'up', ArrowDown: 'down', ArrowLeft: 'left', ArrowRight: 'right',
|
||||
KeyW: 'up', KeyS: 'down', KeyA: 'left', KeyD: 'right',
|
||||
};
|
||||
|
||||
/** Vykreslí hrací plochu do canvasu. */
|
||||
function draw(canvas: HTMLCanvasElement, state: SnakeState, me?: string) {
|
||||
const ctx = canvas.getContext('2d');
|
||||
if (!ctx) return;
|
||||
const cell = canvas.width / state.width;
|
||||
ctx.fillStyle = '#111827';
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
ctx.fillStyle = '#1f2937';
|
||||
for (let x = 0; x < state.width; x++) {
|
||||
for (let y = 0; y < state.height; y++) {
|
||||
if ((x + y) % 2 === 0) ctx.fillRect(x * cell, y * cell, cell, cell);
|
||||
}
|
||||
}
|
||||
for (const [x, y] of state.food) {
|
||||
ctx.fillStyle = '#ef4444';
|
||||
ctx.beginPath();
|
||||
ctx.arc((x + 0.5) * cell, (y + 0.5) * cell, cell * 0.35, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
}
|
||||
for (const p of state.players) {
|
||||
const color = COLORS[p.color % COLORS.length];
|
||||
// Tělo tlumeně, hlava se kreslí zvlášť až nakonec
|
||||
ctx.fillStyle = color;
|
||||
ctx.globalAlpha = 0.65;
|
||||
p.body.slice(1).forEach(([x, y]) => ctx.fillRect(x * cell + 2, y * cell + 2, cell - 4, cell - 4));
|
||||
ctx.globalAlpha = 1;
|
||||
if (p.body[0]) drawHead(ctx, p.body, cell, color, p.login === me);
|
||||
}
|
||||
}
|
||||
|
||||
/** Hlava: plná barva, zaoblená, přes okraj políčka a s očima ve směru pohybu. */
|
||||
function drawHead(ctx: CanvasRenderingContext2D, body: Cell[], cell: number, color: string, mine: boolean) {
|
||||
const [x, y] = body[0];
|
||||
const neck = body[1];
|
||||
const dx = neck ? Math.sign(x - neck[0]) : 1;
|
||||
const dy = neck ? Math.sign(y - neck[1]) : 0;
|
||||
const cx = (x + 0.5) * cell;
|
||||
const cy = (y + 0.5) * cell;
|
||||
const size = cell * 1.1;
|
||||
|
||||
ctx.fillStyle = color;
|
||||
ctx.beginPath();
|
||||
ctx.roundRect(cx - size / 2, cy - size / 2, size, size, cell * 0.35);
|
||||
ctx.fill();
|
||||
// Vlastní had má bílý obrys hlavy, ostatní tmavý — hlava se tak odliší od těla i pozadí
|
||||
ctx.strokeStyle = mine ? '#fff' : '#0b0f19';
|
||||
ctx.lineWidth = 2;
|
||||
ctx.stroke();
|
||||
|
||||
// Oči: posunuté ve směru pohybu, rozložené kolmo na něj
|
||||
const forward = cell * 0.18;
|
||||
const side = cell * 0.22;
|
||||
for (const s of [-1, 1]) {
|
||||
const ex = cx + dx * forward + -dy * side * s;
|
||||
const ey = cy + dy * forward + dx * side * s;
|
||||
ctx.fillStyle = '#fff';
|
||||
ctx.beginPath();
|
||||
ctx.arc(ex, ey, cell * 0.14, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
ctx.fillStyle = '#000';
|
||||
ctx.beginPath();
|
||||
ctx.arc(ex + dx * cell * 0.05, ey + dy * cell * 0.05, cell * 0.07, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
}
|
||||
}
|
||||
|
||||
/** Multiplayerový had — lobby, hrací plocha a výsledky; simulaci drží server. */
|
||||
export default function SnakeGame() {
|
||||
const auth = useAuth();
|
||||
const login = auth?.login;
|
||||
const [state, setState] = useState<SnakeState | null>(null);
|
||||
const [open, setOpen] = useState(false);
|
||||
const [error, setError] = useState<string | null>(null);
|
||||
const canvasRef = useRef<HTMLCanvasElement>(null);
|
||||
const prevPhase = useRef<SnakePhase>('idle');
|
||||
const icon = useGameIcon('snake');
|
||||
|
||||
const send = useCallback((event: string, extra?: object) => {
|
||||
setError(null);
|
||||
socket.emit(event, { token: getToken(), ...extra });
|
||||
}, []);
|
||||
|
||||
useEffect(() => {
|
||||
const onState = (s: SnakeState) => setState(s);
|
||||
const onError = (msg: string) => setError(msg);
|
||||
const onOpen = () => setOpen(true);
|
||||
const sync = () => socket.emit('snake:sync');
|
||||
socket.on('snake:state', onState);
|
||||
socket.on('snake:error', onError);
|
||||
socket.on('connect', sync);
|
||||
window.addEventListener(OPEN_EVENT, onOpen);
|
||||
sync();
|
||||
return () => {
|
||||
socket.off('snake:state', onState);
|
||||
socket.off('snake:error', onError);
|
||||
socket.off('connect', sync);
|
||||
window.removeEventListener(OPEN_EVENT, onOpen);
|
||||
};
|
||||
}, []);
|
||||
|
||||
// Průběžné snímky hry dostávají jen klienti s otevřeným oknem
|
||||
useEffect(() => {
|
||||
if (!open) return;
|
||||
const watch = () => socket.emit('snake:watch');
|
||||
watch();
|
||||
socket.on('connect', watch);
|
||||
return () => {
|
||||
socket.off('connect', watch);
|
||||
socket.emit('snake:unwatch');
|
||||
};
|
||||
}, [open]);
|
||||
|
||||
const isPlayer = !!login && !!state?.players.some(p => p.login === login);
|
||||
const phase = state?.phase ?? 'idle';
|
||||
const inGame = phase === 'countdown' || phase === 'playing';
|
||||
|
||||
// Hráčům se okno otevře samo, jakmile hra začne
|
||||
useEffect(() => {
|
||||
if (prevPhase.current === 'lobby' && phase === 'countdown' && isPlayer) {
|
||||
setOpen(true);
|
||||
}
|
||||
prevPhase.current = phase;
|
||||
}, [phase, isPlayer]);
|
||||
|
||||
// Ovládání šipkami a WSAD
|
||||
useEffect(() => {
|
||||
if (!open || !inGame || !isPlayer) return;
|
||||
const onKey = (e: KeyboardEvent) => {
|
||||
const dir = KEY_DIRECTIONS[e.code];
|
||||
if (!dir) return;
|
||||
e.preventDefault();
|
||||
if (!e.repeat) send('snake:turn', { dir });
|
||||
};
|
||||
window.addEventListener('keydown', onKey);
|
||||
return () => window.removeEventListener('keydown', onKey);
|
||||
}, [open, inGame, isPlayer, send]);
|
||||
|
||||
useEffect(() => {
|
||||
if (canvasRef.current && state && (inGame || phase === 'finished')) {
|
||||
draw(canvasRef.current, state, login);
|
||||
}
|
||||
}, [state, inGame, phase, login]);
|
||||
|
||||
if (!login) return null;
|
||||
|
||||
const showInvite = !open && phase === 'lobby' && !isPlayer;
|
||||
const showReturn = !open && isPlayer && inGame;
|
||||
const ranked = [...(state?.players ?? [])].sort((a, b) => (a.place ?? 99) - (b.place ?? 99) || b.score - a.score);
|
||||
const secondsLeft = state ? Math.max(0, Math.ceil((state.maxTicks - state.tick) * TICK_MS / 1000)) : 0;
|
||||
|
||||
const renderBoard = () => state && (
|
||||
<div className="snake-board-wrap">
|
||||
<canvas ref={canvasRef} className="snake-board" width={state.width * 24} height={state.height * 24} />
|
||||
{phase === 'countdown' && <div className="snake-overlay">{state.countdown}</div>}
|
||||
</div>
|
||||
);
|
||||
|
||||
const renderScores = () => (
|
||||
<Table size="sm" className="snake-scores">
|
||||
<thead>
|
||||
<tr><th>#</th><th>Hráč</th><th>Jídla</th><th>Délka</th></tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
{ranked.map((p, i) => (
|
||||
<tr key={p.login} className={p.alive || phase !== 'playing' ? undefined : 'snake-dead'}>
|
||||
<td>{phase === 'finished' && i < 3 ? MEDALS[i] : (phase === 'finished' ? i + 1 : '')}</td>
|
||||
<td>
|
||||
<span className="snake-dot" style={{ background: COLORS[p.color % COLORS.length] }} />
|
||||
{p.login}{p.login === login && ' (vy)'}{!p.alive && inGame && ' 💀'}
|
||||
</td>
|
||||
<td>{p.score}</td>
|
||||
<td>{p.body.length || '—'}</td>
|
||||
</tr>
|
||||
))}
|
||||
</tbody>
|
||||
</Table>
|
||||
);
|
||||
|
||||
const renderBody = () => {
|
||||
switch (phase) {
|
||||
case 'idle':
|
||||
return (
|
||||
<p>
|
||||
Klasický had pro více hráčů. Ovládání šipkami nebo WSAD. Jezte jídlo a vyhněte se zdem,
|
||||
sobě i ostatním — čelní srážka zabije oba. Vyhrává ten, kdo přežije nejdéle;
|
||||
hra trvá nejvýš 3 minuty. Hrát se dá i sólo.
|
||||
</p>
|
||||
);
|
||||
case 'lobby':
|
||||
return (
|
||||
<>
|
||||
<p>Lobby založil(a) <strong>{state?.host}</strong>. Hráči ({state?.players.length}):</p>
|
||||
<ul className="snake-players">
|
||||
{state?.players.map(p => (
|
||||
<li key={p.login}>
|
||||
<span className="snake-dot" style={{ background: COLORS[p.color % COLORS.length] }} />
|
||||
{p.login}{p.login === state.host && ' 👑'}
|
||||
</li>
|
||||
))}
|
||||
</ul>
|
||||
</>
|
||||
);
|
||||
case 'countdown':
|
||||
case 'playing':
|
||||
return (
|
||||
<>
|
||||
{renderBoard()}
|
||||
<div className="snake-status">
|
||||
{isPlayer ? 'Šipky / WSAD' : 'Sledujete hru'} · zbývá {secondsLeft} s
|
||||
</div>
|
||||
{renderScores()}
|
||||
</>
|
||||
);
|
||||
case 'finished':
|
||||
return (
|
||||
<>
|
||||
{renderBoard()}
|
||||
{renderScores()}
|
||||
</>
|
||||
);
|
||||
}
|
||||
};
|
||||
|
||||
const renderFooter = () => {
|
||||
const buttons = [];
|
||||
if (phase === 'idle' || phase === 'finished') {
|
||||
buttons.push(<Button key="new" onClick={() => send('snake:join')}>{phase === 'idle' ? 'Založit lobby' : 'Nová hra'}</Button>);
|
||||
}
|
||||
if (phase === 'lobby') {
|
||||
if (!isPlayer) {
|
||||
buttons.push(<Button key="join" onClick={() => send('snake:join')}>Připojit se</Button>);
|
||||
} else {
|
||||
buttons.push(<Button key="leave" variant="outline-secondary" onClick={() => send('snake:leave')}>
|
||||
{login === state?.host ? 'Zrušit lobby' : 'Odejít'}
|
||||
</Button>);
|
||||
if (login === state?.host) {
|
||||
buttons.push(<Button key="start" onClick={() => send('snake:start')}
|
||||
disabled={(state?.players.length ?? 0) < (state?.minPlayers ?? 1)}>Spustit hru</Button>);
|
||||
}
|
||||
}
|
||||
}
|
||||
buttons.push(<Button key="close" variant="secondary" onClick={() => setOpen(false)}>Zavřít</Button>);
|
||||
return buttons;
|
||||
};
|
||||
|
||||
return (
|
||||
<>
|
||||
{showInvite && (
|
||||
<button className="duel-invite snake-invite" onClick={() => setOpen(true)}>
|
||||
{icon} <strong>{state?.host}</strong> zve na hada — připojit se
|
||||
</button>
|
||||
)}
|
||||
{showReturn && (
|
||||
<button className="duel-invite snake-invite" onClick={() => setOpen(true)}>
|
||||
{icon} Had běží — zpět do hry
|
||||
</button>
|
||||
)}
|
||||
<Modal show={open} onHide={() => setOpen(false)} size="xl" className="snake-game-modal">
|
||||
<Modal.Header closeButton>
|
||||
<Modal.Title><h2>{icon} Had</h2></Modal.Title>
|
||||
</Modal.Header>
|
||||
<Modal.Body>
|
||||
{renderBody()}
|
||||
{error && <div className="text-danger mt-2">{error}</div>}
|
||||
</Modal.Body>
|
||||
<Modal.Footer>{renderFooter()}</Modal.Footer>
|
||||
</Modal>
|
||||
</>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,119 @@
|
||||
// Pozvánka Tetrisu nad pozvánkami ostatních her, aby se nepřekrývaly
|
||||
.duel-invite.tetris-invite {
|
||||
bottom: 120px;
|
||||
}
|
||||
|
||||
.tetris-game-modal {
|
||||
.tetris-layout {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
gap: 24px;
|
||||
justify-content: center;
|
||||
align-items: flex-start;
|
||||
}
|
||||
|
||||
.tetris-own {
|
||||
display: flex;
|
||||
gap: 16px;
|
||||
}
|
||||
|
||||
.tetris-board-wrap {
|
||||
position: relative;
|
||||
}
|
||||
|
||||
.tetris-board {
|
||||
display: block;
|
||||
border-radius: 6px;
|
||||
}
|
||||
|
||||
.tetris-overlay {
|
||||
position: absolute;
|
||||
inset: 0;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
font-size: 5rem;
|
||||
font-weight: 700;
|
||||
color: #fff;
|
||||
text-shadow: 0 2px 12px rgba(0, 0, 0, 0.6);
|
||||
background: rgba(0, 0, 0, 0.25);
|
||||
pointer-events: none;
|
||||
|
||||
&.small {
|
||||
font-size: 2.2rem;
|
||||
}
|
||||
}
|
||||
|
||||
.tetris-flash {
|
||||
position: absolute;
|
||||
top: 8px;
|
||||
left: 0;
|
||||
right: 0;
|
||||
text-align: center;
|
||||
font-weight: 700;
|
||||
color: #fca5a5;
|
||||
text-shadow: 0 1px 6px rgba(0, 0, 0, 0.8);
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
.tetris-side {
|
||||
min-width: 110px;
|
||||
}
|
||||
|
||||
.tetris-label {
|
||||
font-size: 0.8rem;
|
||||
text-transform: uppercase;
|
||||
opacity: 0.6;
|
||||
margin-top: 10px;
|
||||
}
|
||||
|
||||
.tetris-value {
|
||||
font-size: 1.4rem;
|
||||
font-weight: 700;
|
||||
}
|
||||
|
||||
.tetris-help {
|
||||
margin-top: 16px;
|
||||
font-size: 0.8rem;
|
||||
opacity: 0.7;
|
||||
line-height: 1.5;
|
||||
}
|
||||
|
||||
.tetris-opponents {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
gap: 12px;
|
||||
max-width: 440px;
|
||||
}
|
||||
|
||||
.tetris-mini {
|
||||
text-align: center;
|
||||
|
||||
canvas {
|
||||
display: block;
|
||||
border-radius: 4px;
|
||||
}
|
||||
|
||||
&.dead canvas {
|
||||
opacity: 0.35;
|
||||
}
|
||||
}
|
||||
|
||||
.tetris-mini-name {
|
||||
font-size: 0.8rem;
|
||||
font-weight: 600;
|
||||
max-width: 90px;
|
||||
overflow: hidden;
|
||||
text-overflow: ellipsis;
|
||||
white-space: nowrap;
|
||||
}
|
||||
|
||||
.tetris-mini-score {
|
||||
font-size: 0.75rem;
|
||||
opacity: 0.7;
|
||||
}
|
||||
|
||||
.tetris-players {
|
||||
columns: 2;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,433 @@
|
||||
import { useCallback, useEffect, useRef, useState } from "react";
|
||||
import { Button, Modal, Table } from "react-bootstrap";
|
||||
import { socket } from "../context/socket";
|
||||
import { useAuth } from "../context/auth";
|
||||
import { getToken } from "../Utils";
|
||||
import { TetrisSession, WIDTH, HEIGHT, pieceCells, Piece } from "../games/tetrisEngine";
|
||||
import { useGameIcon } from "../games/themeIcons";
|
||||
import "./TetrisGame.scss";
|
||||
|
||||
// Typy musí odpovídat server/src/tetrisGame.ts (stav chodí přes websocket, ne přes OpenAPI)
|
||||
type TetrisPhase = 'idle' | 'lobby' | 'countdown' | 'playing' | 'finished';
|
||||
type TetrisPlayer = { login: string, board: string, score: number, lines: number, alive: boolean, place?: number };
|
||||
type TetrisState = {
|
||||
phase: TetrisPhase,
|
||||
host?: string,
|
||||
players: TetrisPlayer[],
|
||||
seed?: number,
|
||||
countdown?: number,
|
||||
minPlayers: number,
|
||||
};
|
||||
type GarbageEvent = { target: string, from: string, lines: number };
|
||||
|
||||
const OPEN_EVENT = 'luncher:open-tetris';
|
||||
|
||||
/** Otevře okno Tetrisu. */
|
||||
export const openTetrisGame = () => window.dispatchEvent(new Event(OPEN_EVENT));
|
||||
|
||||
/** Barvy kostek I, O, T, S, Z, J, L a odpadu (index = hodnota buňky). */
|
||||
const COLORS = ['', '#22d3ee', '#facc15', '#a855f7', '#22c55e', '#ef4444', '#3b82f6', '#f97316', '#6b7280'];
|
||||
const MEDALS = ['🥇', '🥈', '🥉'];
|
||||
const CELL = 26;
|
||||
const MINI_CELL = 9;
|
||||
/** Jak často se soupeřům posílá deska s padající kostkou (ms). */
|
||||
const SNAPSHOT_MS = 250;
|
||||
/**
|
||||
* Deska se posílá i časovačem — běží i v neaktivním tabu (na rozdíl od requestAnimationFrame),
|
||||
* takže server pozná, že hráč pořád hraje. Musí být výrazně kratší než PLAYER_TIMEOUT_MS na serveru.
|
||||
*/
|
||||
const HEARTBEAT_MS = 2000;
|
||||
|
||||
const KEYS: Record<string, 'left' | 'right' | 'down' | 'rotate' | 'rotateBack' | 'drop'> = {
|
||||
ArrowLeft: 'left', KeyA: 'left',
|
||||
ArrowRight: 'right', KeyD: 'right',
|
||||
ArrowDown: 'down', KeyS: 'down',
|
||||
ArrowUp: 'rotate', KeyW: 'rotate', KeyX: 'rotate',
|
||||
KeyZ: 'rotateBack', KeyY: 'rotateBack',
|
||||
Space: 'drop',
|
||||
};
|
||||
|
||||
function drawCell(ctx: CanvasRenderingContext2D, x: number, y: number, size: number, value: number) {
|
||||
ctx.fillStyle = COLORS[value];
|
||||
ctx.fillRect(x * size + 1, y * size + 1, size - 2, size - 2);
|
||||
}
|
||||
|
||||
/** Vykreslí desku zadanou řetězcem (soupeři) nebo polem (vlastní hra). */
|
||||
function drawBoard(canvas: HTMLCanvasElement, cells: ArrayLike<number | string>, size: number, piece?: Piece | null, ghost?: Piece | null) {
|
||||
const ctx = canvas.getContext('2d');
|
||||
if (!ctx) return;
|
||||
ctx.fillStyle = '#111827';
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
for (let i = 0; i < WIDTH * HEIGHT; i++) {
|
||||
const v = Number(cells[i]);
|
||||
if (v) drawCell(ctx, i % WIDTH, Math.floor(i / WIDTH), size, v);
|
||||
}
|
||||
if (ghost) {
|
||||
ctx.globalAlpha = 0.25;
|
||||
pieceCells(ghost).forEach(([x, y]) => y >= 0 && drawCell(ctx, x, y, size, ghost.type + 1));
|
||||
ctx.globalAlpha = 1;
|
||||
}
|
||||
if (piece) {
|
||||
pieceCells(piece).forEach(([x, y]) => y >= 0 && drawCell(ctx, x, y, size, piece.type + 1));
|
||||
}
|
||||
}
|
||||
|
||||
/** Náhled příští kostky. */
|
||||
function drawNext(canvas: HTMLCanvasElement, type: number) {
|
||||
const ctx = canvas.getContext('2d');
|
||||
if (!ctx) return;
|
||||
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
||||
const cells = pieceCells({ type, rot: 0, x: 0, y: 0 });
|
||||
const minX = Math.min(...cells.map(c => c[0]));
|
||||
const minY = Math.min(...cells.map(c => c[1]));
|
||||
cells.forEach(([x, y]) => drawCell(ctx, x - minX + 0.5, y - minY + 0.5, 20, type + 1));
|
||||
}
|
||||
|
||||
/** Malá deska soupeře. */
|
||||
function MiniBoard({ player }: { player: TetrisPlayer }) {
|
||||
const ref = useRef<HTMLCanvasElement>(null);
|
||||
useEffect(() => {
|
||||
if (ref.current) drawBoard(ref.current, player.board, MINI_CELL);
|
||||
}, [player.board]);
|
||||
return (
|
||||
<div className={`tetris-mini ${player.alive ? '' : 'dead'}`}>
|
||||
<canvas ref={ref} width={WIDTH * MINI_CELL} height={HEIGHT * MINI_CELL} />
|
||||
<div className="tetris-mini-name">{player.login}{!player.alive && ' 💀'}</div>
|
||||
<div className="tetris-mini-score">{player.score}</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
/** Multiplayerový Tetris (battle) — vlastní deska běží v prohlížeči, server koordinuje hru. */
|
||||
export default function TetrisGame() {
|
||||
const auth = useAuth();
|
||||
const login = auth?.login;
|
||||
const [state, setState] = useState<TetrisState | null>(null);
|
||||
const [open, setOpen] = useState(false);
|
||||
const [error, setError] = useState<string | null>(null);
|
||||
const [flash, setFlash] = useState<string | null>(null);
|
||||
/** Překreslení postranních údajů (skóre, řádky) po změně v session. */
|
||||
const [, setVersion] = useState(0);
|
||||
/** Trénink: hra jen v prohlížeči, bez serveru a soupeřů. */
|
||||
const [practice, setPractice] = useState(false);
|
||||
const sessionRef = useRef<TetrisSession | null>(null);
|
||||
const sessionSeed = useRef<number | undefined>(undefined);
|
||||
const boardRef = useRef<HTMLCanvasElement>(null);
|
||||
const nextRef = useRef<HTMLCanvasElement>(null);
|
||||
const prevPhase = useRef<TetrisPhase>('idle');
|
||||
const icon = useGameIcon('tetris');
|
||||
|
||||
const send = useCallback((event: string, extra?: object) => {
|
||||
setError(null);
|
||||
socket.emit(event, { token: getToken(), ...extra });
|
||||
}, []);
|
||||
|
||||
const sendSnapshot = useCallback(() => {
|
||||
const s = sessionRef.current;
|
||||
if (s) send('tetris:update', { board: s.snapshot(), score: s.score, lines: s.lines });
|
||||
}, [send]);
|
||||
|
||||
useEffect(() => {
|
||||
const onState = (s: TetrisState) => setState(s);
|
||||
const onError = (msg: string) => setError(msg);
|
||||
const onOpen = () => setOpen(true);
|
||||
const sync = () => socket.emit('tetris:sync');
|
||||
socket.on('tetris:state', onState);
|
||||
socket.on('tetris:error', onError);
|
||||
socket.on('connect', sync);
|
||||
window.addEventListener(OPEN_EVENT, onOpen);
|
||||
sync();
|
||||
return () => {
|
||||
socket.off('tetris:state', onState);
|
||||
socket.off('tetris:error', onError);
|
||||
socket.off('connect', sync);
|
||||
window.removeEventListener(OPEN_EVENT, onOpen);
|
||||
};
|
||||
}, []);
|
||||
|
||||
// Průběžné desky soupeřů a útoky dostávají jen klienti s otevřeným oknem
|
||||
useEffect(() => {
|
||||
if (!open) return;
|
||||
const watch = () => socket.emit('tetris:watch');
|
||||
watch();
|
||||
socket.on('connect', watch);
|
||||
return () => {
|
||||
socket.off('connect', watch);
|
||||
socket.emit('tetris:unwatch');
|
||||
};
|
||||
}, [open]);
|
||||
|
||||
useEffect(() => {
|
||||
const onGarbage = (e: GarbageEvent) => {
|
||||
if (e.target !== login || !sessionRef.current?.alive) return;
|
||||
sessionRef.current.receiveGarbage(e.lines);
|
||||
setFlash(`⚠️ +${e.lines} od ${e.from}`);
|
||||
window.setTimeout(() => setFlash(null), 1500);
|
||||
};
|
||||
socket.on('tetris:garbage', onGarbage);
|
||||
return () => { socket.off('tetris:garbage', onGarbage); };
|
||||
}, [login]);
|
||||
|
||||
const isPlayer = !!login && !!state?.players.some(p => p.login === login);
|
||||
const phase = state?.phase ?? 'idle';
|
||||
const inGame = phase === 'countdown' || phase === 'playing';
|
||||
|
||||
// Hráčům se okno otevře samo, jakmile hra začne
|
||||
useEffect(() => {
|
||||
if (prevPhase.current === 'lobby' && phase === 'countdown' && isPlayer) {
|
||||
setPractice(false);
|
||||
setOpen(true);
|
||||
}
|
||||
prevPhase.current = phase;
|
||||
}, [phase, isPlayer]);
|
||||
|
||||
// Start vlastní hry se seedem od serveru
|
||||
useEffect(() => {
|
||||
if (practice || phase !== 'playing' || !isPlayer || state?.seed === undefined || sessionSeed.current === state.seed) return;
|
||||
sessionSeed.current = state.seed;
|
||||
sessionRef.current = new TetrisSession(state.seed, {
|
||||
onLock: cleared => {
|
||||
if (cleared >= 2) send('tetris:cleared', { count: cleared });
|
||||
sendSnapshot();
|
||||
setVersion(v => v + 1);
|
||||
},
|
||||
onDeath: () => {
|
||||
sendSnapshot();
|
||||
send('tetris:died');
|
||||
setVersion(v => v + 1);
|
||||
},
|
||||
});
|
||||
setVersion(v => v + 1);
|
||||
}, [practice, phase, isPlayer, state?.seed, send, sendSnapshot]);
|
||||
|
||||
// Herní smyčka: gravitace, vykreslení a průběžné posílání desky (trénink se při zavřeném okně pozastaví)
|
||||
useEffect(() => {
|
||||
if (practice ? !open : phase !== 'playing') return;
|
||||
if (!sessionRef.current) return;
|
||||
let raf = 0;
|
||||
let lastFall = performance.now();
|
||||
let lastSnapshot = 0;
|
||||
const loop = (now: number) => {
|
||||
const s = sessionRef.current;
|
||||
if (!s) return;
|
||||
if (s.alive && now - lastFall >= s.gravityMs) {
|
||||
s.tick();
|
||||
lastFall = now;
|
||||
}
|
||||
if (!practice && s.alive && now - lastSnapshot >= SNAPSHOT_MS) {
|
||||
sendSnapshot();
|
||||
lastSnapshot = now;
|
||||
}
|
||||
if (boardRef.current) drawBoard(boardRef.current, s.board, CELL, s.active, s.ghost);
|
||||
if (nextRef.current) drawNext(nextRef.current, s.nextType);
|
||||
raf = requestAnimationFrame(loop);
|
||||
};
|
||||
raf = requestAnimationFrame(loop);
|
||||
return () => cancelAnimationFrame(raf);
|
||||
}, [practice, phase, open, sendSnapshot, state?.seed]);
|
||||
|
||||
// Heartbeat pro server (viz HEARTBEAT_MS)
|
||||
useEffect(() => {
|
||||
if (practice || phase !== 'playing' || !isPlayer) return;
|
||||
const id = window.setInterval(() => {
|
||||
if (sessionRef.current?.alive) sendSnapshot();
|
||||
}, HEARTBEAT_MS);
|
||||
return () => window.clearInterval(id);
|
||||
}, [practice, phase, isPlayer, sendSnapshot]);
|
||||
|
||||
// Ovládání
|
||||
useEffect(() => {
|
||||
if (!open || !(practice || (phase === 'playing' && isPlayer))) return;
|
||||
const onKey = (e: KeyboardEvent) => {
|
||||
const action = KEYS[e.code];
|
||||
const s = sessionRef.current;
|
||||
if (!action || !s) return;
|
||||
e.preventDefault();
|
||||
if (!s.alive) return;
|
||||
switch (action) {
|
||||
case 'left': s.move(-1); break;
|
||||
case 'right': s.move(1); break;
|
||||
case 'down': s.softDrop(); break;
|
||||
case 'rotate': if (!e.repeat) s.rotate(1); break;
|
||||
case 'rotateBack': if (!e.repeat) s.rotate(-1); break;
|
||||
case 'drop': if (!e.repeat) s.hardDrop(); break;
|
||||
}
|
||||
};
|
||||
window.addEventListener('keydown', onKey);
|
||||
return () => window.removeEventListener('keydown', onKey);
|
||||
}, [open, practice, phase, isPlayer]);
|
||||
|
||||
// Po skončení hry se session zahodí, ať se příště začíná načisto
|
||||
useEffect(() => {
|
||||
if (!practice && (phase === 'lobby' || phase === 'idle')) {
|
||||
sessionRef.current = null;
|
||||
sessionSeed.current = undefined;
|
||||
}
|
||||
}, [practice, phase]);
|
||||
|
||||
const startPractice = useCallback(() => {
|
||||
sessionSeed.current = undefined;
|
||||
sessionRef.current = new TetrisSession(Math.floor(Math.random() * 2 ** 31), {
|
||||
onLock: () => setVersion(v => v + 1),
|
||||
onDeath: () => setVersion(v => v + 1),
|
||||
});
|
||||
setPractice(true);
|
||||
setVersion(v => v + 1);
|
||||
}, []);
|
||||
|
||||
const stopPractice = useCallback(() => {
|
||||
sessionRef.current = null;
|
||||
setPractice(false);
|
||||
}, []);
|
||||
|
||||
if (!login) return null;
|
||||
|
||||
const session = sessionRef.current;
|
||||
const showInvite = !open && phase === 'lobby' && !isPlayer;
|
||||
const showReturn = !open && isPlayer && inGame;
|
||||
const others = practice ? [] : (state?.players ?? []).filter(p => !(isPlayer && p.login === login));
|
||||
const ranked = [...(state?.players ?? [])].sort((a, b) => (a.place ?? 99) - (b.place ?? 99));
|
||||
|
||||
const renderPlaying = () => (
|
||||
<div className="tetris-layout">
|
||||
{(isPlayer || practice) && (
|
||||
<div className="tetris-own">
|
||||
<div className="tetris-board-wrap">
|
||||
<canvas ref={boardRef} className="tetris-board" width={WIDTH * CELL} height={HEIGHT * CELL} />
|
||||
{!practice && phase === 'countdown' && <div className="tetris-overlay">{state?.countdown}</div>}
|
||||
{session && !session.alive && <div className="tetris-overlay small">Konec 💀</div>}
|
||||
{flash && <div className="tetris-flash">{flash}</div>}
|
||||
</div>
|
||||
<div className="tetris-side">
|
||||
<div className="tetris-label">Další</div>
|
||||
<canvas ref={nextRef} width={100} height={60} />
|
||||
<div className="tetris-label">Skóre</div>
|
||||
<div className="tetris-value">{session?.score ?? 0}</div>
|
||||
<div className="tetris-label">Řádky</div>
|
||||
<div className="tetris-value">{session?.lines ?? 0}</div>
|
||||
<div className="tetris-label">Úroveň</div>
|
||||
<div className="tetris-value">{session?.level ?? 0}</div>
|
||||
<div className="tetris-help">
|
||||
←→ / AD posun<br />↑ / W otočit<br />↓ / S dolů<br />mezerník shodit
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
{others.length > 0 && (
|
||||
<div className="tetris-opponents">
|
||||
{others.map(p => <MiniBoard key={p.login} player={p} />)}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
|
||||
const renderBody = () => {
|
||||
if (practice) {
|
||||
return (
|
||||
<>
|
||||
<p className="text-muted text-center">🎯 Trénink — hra jen pro vás, nikdo ji nevidí.</p>
|
||||
{renderPlaying()}
|
||||
</>
|
||||
);
|
||||
}
|
||||
switch (phase) {
|
||||
case 'idle':
|
||||
return (
|
||||
<p>
|
||||
Tetris pro více hráčů. Všichni dostávají stejné kostky; kdo smaže 2, 3 nebo 4 řádky naráz,
|
||||
pošle náhodnému soupeři 1, 2 nebo 4 odpadní řádky. Vyhrává poslední hráč ve hře.
|
||||
Hrát se dá i sólo, nebo si kdykoli zatrénovat jen pro sebe.
|
||||
</p>
|
||||
);
|
||||
case 'lobby':
|
||||
return (
|
||||
<>
|
||||
<p>Lobby založil(a) <strong>{state?.host}</strong>. Hráči ({state?.players.length}):</p>
|
||||
<ul className="tetris-players">
|
||||
{state?.players.map(p => <li key={p.login}>{p.login}{p.login === state.host && ' 👑'}</li>)}
|
||||
</ul>
|
||||
</>
|
||||
);
|
||||
case 'countdown':
|
||||
case 'playing':
|
||||
return renderPlaying();
|
||||
case 'finished':
|
||||
return (
|
||||
<Table size="sm" className="tetris-results">
|
||||
<thead>
|
||||
<tr><th>#</th><th>Hráč</th><th>Skóre</th><th>Řádky</th></tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
{ranked.map((p, i) => (
|
||||
<tr key={p.login}>
|
||||
<td>{i < 3 ? MEDALS[i] : i + 1}</td>
|
||||
<td>{p.login}{p.login === login && ' (vy)'}</td>
|
||||
<td>{p.score}</td>
|
||||
<td>{p.lines}</td>
|
||||
</tr>
|
||||
))}
|
||||
</tbody>
|
||||
</Table>
|
||||
);
|
||||
}
|
||||
};
|
||||
|
||||
const renderFooter = () => {
|
||||
const buttons = [];
|
||||
if (practice) {
|
||||
if (session && !session.alive) {
|
||||
buttons.push(<Button key="again" onClick={startPractice}>Znovu</Button>);
|
||||
}
|
||||
buttons.push(<Button key="stop" variant="outline-secondary" onClick={stopPractice}>Ukončit trénink</Button>);
|
||||
buttons.push(<Button key="close" variant="secondary" onClick={() => setOpen(false)}>Zavřít</Button>);
|
||||
return buttons;
|
||||
}
|
||||
// Trénink jde spustit, kdykoli zrovna nehrajete online hru
|
||||
if (!(isPlayer && (phase === 'lobby' || inGame))) {
|
||||
buttons.push(<Button key="practice" variant="outline-primary" onClick={startPractice}>Trénink</Button>);
|
||||
}
|
||||
if (phase === 'idle' || phase === 'finished') {
|
||||
buttons.push(<Button key="new" onClick={() => send('tetris:join')}>{phase === 'idle' ? 'Založit lobby' : 'Nová hra'}</Button>);
|
||||
}
|
||||
if (phase === 'lobby') {
|
||||
if (!isPlayer) {
|
||||
buttons.push(<Button key="join" onClick={() => send('tetris:join')}>Připojit se</Button>);
|
||||
} else {
|
||||
buttons.push(<Button key="leave" variant="outline-secondary" onClick={() => send('tetris:leave')}>
|
||||
{login === state?.host ? 'Zrušit lobby' : 'Odejít'}
|
||||
</Button>);
|
||||
if (login === state?.host) {
|
||||
buttons.push(<Button key="start" onClick={() => send('tetris:start')}
|
||||
disabled={(state?.players.length ?? 0) < (state?.minPlayers ?? 1)}>Spustit hru</Button>);
|
||||
}
|
||||
}
|
||||
}
|
||||
buttons.push(<Button key="close" variant="secondary" onClick={() => setOpen(false)}>Zavřít</Button>);
|
||||
return buttons;
|
||||
};
|
||||
|
||||
return (
|
||||
<>
|
||||
{showInvite && (
|
||||
<button className="duel-invite tetris-invite" onClick={() => setOpen(true)}>
|
||||
{icon} <strong>{state?.host}</strong> zve na Tetris — připojit se
|
||||
</button>
|
||||
)}
|
||||
{showReturn && (
|
||||
<button className="duel-invite tetris-invite" onClick={() => setOpen(true)}>
|
||||
{icon} Tetris běží — zpět do hry
|
||||
</button>
|
||||
)}
|
||||
<Modal show={open} onHide={() => setOpen(false)} size="xl" className="tetris-game-modal">
|
||||
<Modal.Header closeButton>
|
||||
<Modal.Title><h2>{icon} Tetris</h2></Modal.Title>
|
||||
</Modal.Header>
|
||||
<Modal.Body>
|
||||
{renderBody()}
|
||||
{error && <div className="text-danger mt-2">{error}</div>}
|
||||
</Modal.Body>
|
||||
<Modal.Footer>{renderFooter()}</Modal.Footer>
|
||||
</Modal>
|
||||
</>
|
||||
);
|
||||
}
|
||||
Reference in new issue
Block a user