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Luncher/client/src/components/PongGame.tsx
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batmanisko 6cb1214f08
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feat: skryté multiplayerové minihry přes websocket
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.
2026-10-12 14:25:45 +02:00

311 lines
13 KiB
TypeScript

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>
</>
);
}