1451 lines
44 KiB
Svelte
1451 lines
44 KiB
Svelte
<script lang="ts">
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import { onMount } from "svelte";
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import * as THREE from "three";
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import { pressureColorPalettes } from "$lib/config/color-map";
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import type { LocaleCode, PressureColorMapPreset } from "$lib/types/hud";
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type CornerId = "tl" | "tr" | "bl" | "br";
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interface CornerMap {
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tl: number;
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tr: number;
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bl: number;
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br: number;
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}
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interface Brick {
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mesh: THREE.Mesh<THREE.BoxGeometry, THREE.MeshStandardMaterial>;
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alive: boolean;
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kind: "normal" | "bomb";
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left: number;
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right: number;
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top: number;
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bottom: number;
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}
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type GameState = "ready" | "running" | "paused" | "draft" | "over";
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type UpgradeId = "overdrive" | "demolition" | "surge" | "stabilizer";
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interface Copy {
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title: string;
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start: string;
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restart: string;
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pause: string;
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resume: string;
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running: string;
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paused: string;
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over: string;
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score: string;
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combo: string;
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lives: string;
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level: string;
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bricks: string;
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chase: string;
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pausedOverlay: string;
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ready: string;
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draft: string;
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startOverlayTitle: string;
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startOverlayBody: string;
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startOverlayHint: string;
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overHint: string;
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draftOverlayTitle: string;
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draftOverlayHint: string;
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skills: string;
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}
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interface UpgradeCardCopy {
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id: UpgradeId;
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title: string;
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body: string;
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}
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export let locale: LocaleCode = "zh-CN";
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export let pressureMatrix: number[] | null = null;
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export let matrixRows = 12;
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export let matrixCols = 7;
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export let rangeMin = 0;
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export let rangeMax = 16000;
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export let colorMapPreset: PressureColorMapPreset = "emerald";
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const FIELD_HALF_W = 46;
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const FIELD_HALF_H = 62;
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const PADDLE_Y = -53;
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const PADDLE_W = 16;
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const PADDLE_H = 2.6;
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const PADDLE_SPEED = 74;
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const BALL_RADIUS = 1.45;
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const BASE_BALL_SPEED = 58;
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const MAX_BALL_SPEED = 106;
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const BRICK_COLS = 12;
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const BRICK_ROWS = 7;
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const BRICK_W = 6.2;
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const BRICK_H = 2.9;
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const BRICK_GAP_X = 0.8;
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const BRICK_GAP_Y = 0.9;
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const BRICK_TOP = 44;
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const START_DELAY_MS = 520;
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const PAUSE_COOLDOWN_MS = 640;
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const UPPER_STALL_THRESHOLD_MS = 1700;
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const UPPER_STALL_Y = 14;
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const ANTI_STALL_COOLDOWN_MS = 420;
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const MAX_BRICK_HITS_WITHOUT_PADDLE = 5;
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const DRAFT_EVERY_BRICKS = 14;
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const BASE_BOMB_CHANCE = 0.08;
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const BASE_BOMB_RADIUS = 8.8;
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const RUN_TARGET_LEVEL = 4;
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const legacyCopyByLocale = {
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"zh-CN": {
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title: "NEON BREAKOUT",
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start: "开始",
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restart: "重开",
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pause: "暂停",
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resume: "继续",
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running: "运行中",
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paused: "已暂停",
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over: "结束",
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score: "得分",
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combo: "连击",
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lives: "生命",
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level: "关卡",
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bricks: "剩余",
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chase: "追击",
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pausedOverlay: "已暂停 / 顶部双角施压继续"
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},
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"en-US": {
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title: "NEON BREAKOUT",
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start: "Start",
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restart: "Restart",
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pause: "Pause",
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resume: "Resume",
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running: "Running",
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paused: "Paused",
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over: "Game Over",
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score: "Score",
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combo: "Combo",
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lives: "Lives",
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level: "Level",
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bricks: "Bricks",
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chase: "Chase",
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pausedOverlay: "Paused / Top corners to resume"
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}
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};
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const copyByLocale: Record<LocaleCode, Copy> = {
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"zh-CN": {
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title: "NEON BREAKOUT",
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start: "开始",
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restart: "重开",
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pause: "暂停",
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resume: "继续",
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running: "进行中",
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paused: "已暂停",
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over: "本局结束",
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score: "得分",
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combo: "连击",
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lives: "生命",
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level: "阶段",
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bricks: "剩余",
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chase: "模式",
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pausedOverlay: "已暂停 / 按上继续",
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ready: "待开始",
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draft: "选技能",
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startOverlayTitle: "按上开始",
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startOverlayBody: "左右移动挡板,别让球掉出场地。打掉砖块会触发更快的肉鸽强化,炸弹砖能连锁清场。",
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startOverlayHint: "顶部双角施压或键盘 ArrowUp 开局;对局中同样用上方控制暂停 / 继续。",
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overHint: "按上重新开一局,或者直接点重开。",
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draftOverlayTitle: "选择强化",
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draftOverlayHint: "这一局会越打越快。点一个技能,或者按数字 1 / 2 / 3 选择。",
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skills: "技能"
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},
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"en-US": {
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title: "NEON BREAKOUT",
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start: "Start",
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restart: "Restart",
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pause: "Pause",
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resume: "Resume",
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running: "Running",
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paused: "Paused",
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over: "Game Over",
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score: "Score",
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combo: "Combo",
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lives: "Lives",
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level: "Level",
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bricks: "Bricks",
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chase: "Mode",
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pausedOverlay: "Paused / Press up to resume",
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ready: "Ready",
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draft: "Draft",
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startOverlayTitle: "Press Up To Start",
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startOverlayBody: "Move the paddle left and right, keep the ball alive, and chain through bomb bricks to clear each run fast.",
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startOverlayHint: "Use top pressure or ArrowUp to start. The same up control pauses and resumes mid-run.",
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overHint: "Press up to jump right back in, or click restart.",
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draftOverlayTitle: "Choose An Upgrade",
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draftOverlayHint: "Each run speeds up quickly. Pick one perk, or press 1 / 2 / 3.",
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skills: "Perks"
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}
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};
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const upgradeCopyByLocale: Record<LocaleCode, Record<UpgradeId, UpgradeCardCopy>> = {
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"zh-CN": {
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overdrive: {
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id: "overdrive",
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title: "超频发球",
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body: "发球更快,球速上限更高,整局节奏立刻提起来。"
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},
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demolition: {
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id: "demolition",
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title: "爆破砖块",
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body: "炸弹砖出现更多,爆炸半径更大,更容易一口气清一片。"
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},
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surge: {
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id: "surge",
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title: "速度滚雪球",
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body: "每打掉一块砖,球速涨得更多,越打越疯。"
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},
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stabilizer: {
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id: "stabilizer",
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title: "宽幅挡板",
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body: "挡板更宽并回复 1 点生命,容错更稳,不容易断节奏。"
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}
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},
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"en-US": {
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overdrive: {
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id: "overdrive",
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title: "Overdrive",
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body: "Faster launches and a higher speed cap so the whole run ramps up immediately."
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},
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demolition: {
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id: "demolition",
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title: "Demolition",
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body: "More bomb bricks and a larger blast radius for faster board clears."
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},
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surge: {
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id: "surge",
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title: "Surge",
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body: "Each brick hit adds more speed, turning every rally into a snowball."
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},
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stabilizer: {
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id: "stabilizer",
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title: "Stabilizer",
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body: "A wider paddle plus one life to keep the run alive while the pace rises."
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}
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}
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};
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void legacyCopyByLocale;
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let hostEl: HTMLElement | undefined;
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let canvasEl: HTMLCanvasElement | undefined;
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let rafId: number | null = null;
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let renderer: THREE.WebGLRenderer | null = null;
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let scene: THREE.Scene | null = null;
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let camera: THREE.OrthographicCamera | null = null;
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let paddle: THREE.Mesh<THREE.BoxGeometry, THREE.MeshStandardMaterial> | null = null;
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let ball: THREE.Mesh<THREE.SphereGeometry, THREE.MeshStandardMaterial> | null = null;
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let brickGroup: THREE.Group | null = null;
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let borderLine: THREE.LineLoop | null = null;
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let bgPlane: THREE.Mesh<THREE.PlaneGeometry, THREE.MeshBasicMaterial> | null = null;
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let ambientLight: THREE.AmbientLight | null = null;
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let keyLight: THREE.PointLight | null = null;
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let rimLight: THREE.PointLight | null = null;
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let flashSprite: THREE.Sprite | null = null;
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let flashLife = 0;
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let flashMaxLife = 0.2;
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let keyLeft = false;
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let keyRight = false;
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let ballLaunched = false;
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let nextLaunchAt = 0;
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let paddleX = 0;
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const ballPos = new THREE.Vector2(0, 0);
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const ballVel = new THREE.Vector2(0, 0);
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let bricks: Brick[] = [];
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let gameState: GameState = "ready";
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let score = 0;
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let combo = 0;
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let lives = 3;
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let level = 1;
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let bricksLeft = 0;
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let lastFrameTs = 0;
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let prevPauseGesture = false;
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let pauseGestureLockUntil = 0;
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let themedBgTexture: THREE.CanvasTexture | null = null;
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let lastPaddleContactAt = 0;
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let bricksSincePaddle = 0;
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let lastAntiStallAt = 0;
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let paddleWidth = PADDLE_W;
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let launchSpeedBonus = 0;
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let maxSpeedBonus = 0;
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let brickSpeedGain = 0.014;
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let bombBrickChance = BASE_BOMB_CHANCE;
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let bombExplosionRadius = BASE_BOMB_RADIUS;
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let bricksUntilDraft = DRAFT_EVERY_BRICKS;
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let activeDraftOptions: UpgradeCardCopy[] = [];
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let selectedUpgrades: UpgradeId[] = [];
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let cornerForce: CornerMap = { tl: 0, tr: 0, bl: 0, br: 0 };
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$: cornerForce = readCorners(pressureMatrix, matrixRows, matrixCols);
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$: themePalette = pressureColorPalettes[colorMapPreset] ?? pressureColorPalettes.emerald;
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$: ui = copyByLocale[locale];
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$: leftForce = cornerForce.tl + cornerForce.bl;
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$: rightForce = cornerForce.tr + cornerForce.br;
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$: topForce = cornerForce.tl + cornerForce.tr;
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$: pauseGestureThreshold = Math.max(420, Math.round(Math.max(1000, rangeMax - rangeMin) * 0.07));
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$: upgradeCopy = upgradeCopyByLocale[locale] ?? upgradeCopyByLocale["en-US"];
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$: statusText =
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gameState === "running"
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? ui.running
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: gameState === "paused"
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? ui.paused
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: gameState === "draft"
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? ui.draft
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: gameState === "over"
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? ui.over
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: ui.ready;
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$: if (scene && renderer) {
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applyTheme();
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}
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function rgbTripletToColor(rgbTriplet: string): THREE.Color {
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return new THREE.Color(`rgb(${rgbTriplet.replace(/\s+/g, ", ")})`);
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}
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function rgbaFromTriplet(rgbTriplet: string, alpha: number): string {
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return `rgba(${rgbTriplet.replace(/\s+/g, ",")},${alpha})`;
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}
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function themedBrickPalette(): string[] {
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const { rangeStops } = themePalette;
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return [rangeStops[1], rangeStops[2], rangeStops[3], rangeStops[4], rangeStops[5], rangeStops[2], rangeStops[3]];
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}
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function applyTheme(): void {
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if (!scene || !renderer) return;
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const uiTheme = themePalette.uiTheme;
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scene.background = new THREE.Color(uiTheme.bg30);
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ambientLight?.color.copy(rgbTripletToColor(uiTheme.textMainRgb));
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keyLight?.color.copy(rgbTripletToColor(uiTheme.glowAltRgb));
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rimLight?.color.copy(rgbTripletToColor(uiTheme.glowRgb));
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const borderMaterial = borderLine?.material as THREE.LineBasicMaterial | undefined;
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if (borderMaterial) {
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borderMaterial.color.copy(rgbTripletToColor(uiTheme.glowRgb));
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borderMaterial.opacity = 0.48;
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borderMaterial.needsUpdate = true;
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}
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if (paddle) {
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paddle.material.color.copy(new THREE.Color(themePalette.rangeStops[2]));
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paddle.material.emissive.copy(new THREE.Color(themePalette.rangeStops[2]));
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paddle.material.emissiveIntensity = 0.72;
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paddle.material.needsUpdate = true;
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}
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if (ball) {
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ball.material.color.copy(new THREE.Color(themePalette.rangeStops[0]));
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ball.material.emissive.copy(new THREE.Color(themePalette.rangeStops[3]));
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ball.material.emissiveIntensity = 0.92;
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ball.material.needsUpdate = true;
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}
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if (bgPlane) {
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const material = bgPlane.material;
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themedBgTexture?.dispose();
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themedBgTexture = createGridTexture(themePalette);
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material.map = themedBgTexture;
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material.opacity = 0.78;
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material.needsUpdate = true;
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}
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const colors = themedBrickPalette();
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for (let index = 0; index < bricks.length; index += 1) {
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const brick = bricks[index];
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const color = brick.kind === "bomb" ? "#ff9d5c" : colors[index % colors.length] ?? "#7ad0ff";
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brick.mesh.material.color.set(color);
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brick.mesh.material.emissive.set(color);
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brick.mesh.material.emissiveIntensity = brick.kind === "bomb" ? 0.96 : 0.7;
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brick.mesh.material.needsUpdate = true;
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}
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}
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onMount(() => {
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if (!hostEl || !canvasEl) return;
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const uiTheme = themePalette.uiTheme;
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const paddleColor = themePalette.rangeStops[2];
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const ballColor = themePalette.rangeStops[0];
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const ballGlow = themePalette.rangeStops[3];
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const nextScene = new THREE.Scene();
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nextScene.background = new THREE.Color(uiTheme.bg30);
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scene = nextScene;
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const nextCamera = new THREE.OrthographicCamera(-60, 60, 70, -70, 0.1, 200);
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nextCamera.position.set(0, 0, 54);
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nextCamera.lookAt(0, 0, 0);
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camera = nextCamera;
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const nextRenderer = new THREE.WebGLRenderer({
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canvas: canvasEl,
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antialias: true,
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alpha: true,
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powerPreference: "high-performance"
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});
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renderer = nextRenderer;
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nextRenderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2));
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const ambient = new THREE.AmbientLight(rgbTripletToColor(uiTheme.textMainRgb), 0.44);
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const key = new THREE.PointLight(rgbTripletToColor(uiTheme.glowAltRgb), 1.2, 180, 1.8);
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key.position.set(0, 20, 38);
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const rim = new THREE.PointLight(rgbTripletToColor(uiTheme.glowRgb), 0.65, 160, 1.7);
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rim.position.set(-22, -14, 26);
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nextScene.add(ambient, key, rim);
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ambientLight = ambient;
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keyLight = key;
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rimLight = rim;
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const bgTexture = createGridTexture(themePalette);
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themedBgTexture = bgTexture;
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const bg = new THREE.Mesh(
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new THREE.PlaneGeometry(160, 170),
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new THREE.MeshBasicMaterial({
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map: bgTexture,
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transparent: true,
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opacity: 0.78,
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depthWrite: false
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})
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);
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bg.position.set(0, 0, -12);
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nextScene.add(bg);
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bgPlane = bg;
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const border = new THREE.LineLoop(
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new THREE.BufferGeometry().setFromPoints([
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new THREE.Vector3(-FIELD_HALF_W, -FIELD_HALF_H, 0),
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new THREE.Vector3(FIELD_HALF_W, -FIELD_HALF_H, 0),
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new THREE.Vector3(FIELD_HALF_W, FIELD_HALF_H, 0),
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new THREE.Vector3(-FIELD_HALF_W, FIELD_HALF_H, 0)
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]),
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new THREE.LineBasicMaterial({ color: rgbTripletToColor(uiTheme.glowRgb), transparent: true, opacity: 0.46 })
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);
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nextScene.add(border);
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borderLine = border;
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const nextBrickGroup = new THREE.Group();
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brickGroup = nextBrickGroup;
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nextScene.add(nextBrickGroup);
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const paddleMesh = new THREE.Mesh(
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new THREE.BoxGeometry(PADDLE_W, PADDLE_H, 2.1),
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new THREE.MeshStandardMaterial({
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color: paddleColor,
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emissive: paddleColor,
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emissiveIntensity: 0.72,
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roughness: 0.34,
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metalness: 0.18
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})
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);
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paddleMesh.position.set(0, PADDLE_Y, 0.4);
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nextScene.add(paddleMesh);
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paddle = paddleMesh;
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const ballMesh = new THREE.Mesh(
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new THREE.SphereGeometry(BALL_RADIUS, 22, 16),
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new THREE.MeshStandardMaterial({
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color: ballColor,
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emissive: ballGlow,
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emissiveIntensity: 0.88,
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roughness: 0.2,
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metalness: 0.04
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})
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);
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nextScene.add(ballMesh);
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ball = ballMesh;
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const flashTexture = createFlashTexture(themePalette);
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const flash = new THREE.Sprite(
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new THREE.SpriteMaterial({
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map: flashTexture,
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color: "#74ffff",
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transparent: true,
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blending: THREE.AdditiveBlending,
|
|
opacity: 0,
|
|
depthWrite: false
|
|
})
|
|
);
|
|
flash.scale.set(1, 1, 1);
|
|
flash.visible = false;
|
|
nextScene.add(flash);
|
|
flashSprite = flash;
|
|
|
|
const onKeyDown = (event: KeyboardEvent) => {
|
|
if (event.code === "ArrowLeft" || event.code === "KeyA") keyLeft = true;
|
|
if (event.code === "ArrowRight" || event.code === "KeyD") keyRight = true;
|
|
if (event.code === "ArrowUp" || event.code === "KeyW") handleUpControl();
|
|
if (event.code === "Space" && gameState !== "running" && gameState !== "draft") restartGame();
|
|
if (gameState === "draft") {
|
|
const option1 = activeDraftOptions[0];
|
|
const option2 = activeDraftOptions[1];
|
|
const option3 = activeDraftOptions[2];
|
|
if (event.code === "Digit1" && option1) applyUpgrade(option1.id);
|
|
if (event.code === "Digit2" && option2) applyUpgrade(option2.id);
|
|
if (event.code === "Digit3" && option3) applyUpgrade(option3.id);
|
|
}
|
|
};
|
|
const onKeyUp = (event: KeyboardEvent) => {
|
|
if (event.code === "ArrowLeft" || event.code === "KeyA") keyLeft = false;
|
|
if (event.code === "ArrowRight" || event.code === "KeyD") keyRight = false;
|
|
};
|
|
|
|
window.addEventListener("keydown", onKeyDown);
|
|
window.addEventListener("keyup", onKeyUp);
|
|
|
|
const resize = () => {
|
|
if (!hostEl || !renderer || !camera) return;
|
|
const width = hostEl.clientWidth;
|
|
const height = hostEl.clientHeight;
|
|
if (width <= 0 || height <= 0) return;
|
|
renderer.setSize(width, height, false);
|
|
const aspect = width / Math.max(1, height);
|
|
const halfH = 70;
|
|
const halfW = halfH * aspect;
|
|
camera.left = -halfW;
|
|
camera.right = halfW;
|
|
camera.top = halfH;
|
|
camera.bottom = -halfH;
|
|
camera.updateProjectionMatrix();
|
|
};
|
|
|
|
const observer = new ResizeObserver(() => resize());
|
|
observer.observe(hostEl);
|
|
resize();
|
|
|
|
enterReadyState();
|
|
lastFrameTs = performance.now();
|
|
const loop = (ts: number) => {
|
|
const dt = Math.min((ts - lastFrameTs) / 1000, 0.034);
|
|
lastFrameTs = ts;
|
|
update(dt, ts);
|
|
renderer?.render(nextScene, nextCamera);
|
|
rafId = window.requestAnimationFrame(loop);
|
|
};
|
|
rafId = window.requestAnimationFrame(loop);
|
|
|
|
return () => {
|
|
if (rafId != null) window.cancelAnimationFrame(rafId);
|
|
window.removeEventListener("keydown", onKeyDown);
|
|
window.removeEventListener("keyup", onKeyUp);
|
|
observer.disconnect();
|
|
disposeBricks();
|
|
border.geometry.dispose();
|
|
(border.material as THREE.LineBasicMaterial).dispose();
|
|
bg.geometry.dispose();
|
|
(bg.material as THREE.MeshBasicMaterial).map?.dispose();
|
|
(bg.material as THREE.MeshBasicMaterial).dispose();
|
|
paddleMesh.geometry.dispose();
|
|
paddleMesh.material.dispose();
|
|
ballMesh.geometry.dispose();
|
|
ballMesh.material.dispose();
|
|
(flash.material as THREE.SpriteMaterial).map?.dispose();
|
|
(flash.material as THREE.SpriteMaterial).dispose();
|
|
renderer?.dispose();
|
|
};
|
|
});
|
|
|
|
function createGridTexture(palette = themePalette): THREE.CanvasTexture {
|
|
const canvas = document.createElement("canvas");
|
|
canvas.width = 512;
|
|
canvas.height = 512;
|
|
const ctx = canvas.getContext("2d");
|
|
if (!ctx) return new THREE.CanvasTexture(canvas);
|
|
|
|
const { uiTheme } = palette;
|
|
const gradient = ctx.createLinearGradient(0, 0, 0, canvas.height);
|
|
gradient.addColorStop(0, uiTheme.bg20);
|
|
gradient.addColorStop(0.5, uiTheme.bg10);
|
|
gradient.addColorStop(1, uiTheme.bg30);
|
|
ctx.fillStyle = gradient;
|
|
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
|
|
|
ctx.strokeStyle = rgbaFromTriplet(uiTheme.glowRgb, 0.18);
|
|
ctx.lineWidth = 1;
|
|
for (let y = 0; y < canvas.height; y += 24) {
|
|
ctx.beginPath();
|
|
ctx.moveTo(0, y);
|
|
ctx.lineTo(canvas.width, y);
|
|
ctx.stroke();
|
|
}
|
|
ctx.strokeStyle = rgbaFromTriplet(uiTheme.glowAltRgb, 0.08);
|
|
for (let x = 0; x < canvas.width; x += 24) {
|
|
ctx.beginPath();
|
|
ctx.moveTo(x, 0);
|
|
ctx.lineTo(x, canvas.height);
|
|
ctx.stroke();
|
|
}
|
|
|
|
const texture = new THREE.CanvasTexture(canvas);
|
|
texture.colorSpace = THREE.SRGBColorSpace;
|
|
texture.needsUpdate = true;
|
|
return texture;
|
|
}
|
|
|
|
function createFlashTexture(palette = themePalette): THREE.CanvasTexture {
|
|
const canvas = document.createElement("canvas");
|
|
canvas.width = 128;
|
|
canvas.height = 128;
|
|
const ctx = canvas.getContext("2d");
|
|
if (!ctx) return new THREE.CanvasTexture(canvas);
|
|
const { uiTheme } = palette;
|
|
const gradient = ctx.createRadialGradient(64, 64, 8, 64, 64, 64);
|
|
gradient.addColorStop(0, "rgba(255,255,255,1)");
|
|
gradient.addColorStop(0.25, rgbaFromTriplet(uiTheme.glowAltRgb, 0.86));
|
|
gradient.addColorStop(1, rgbaFromTriplet(uiTheme.glowRgb, 0));
|
|
ctx.fillStyle = gradient;
|
|
ctx.fillRect(0, 0, 128, 128);
|
|
const texture = new THREE.CanvasTexture(canvas);
|
|
texture.colorSpace = THREE.SRGBColorSpace;
|
|
texture.needsUpdate = true;
|
|
return texture;
|
|
}
|
|
|
|
function rand(min: number, max: number): number {
|
|
return Math.random() * (max - min) + min;
|
|
}
|
|
|
|
function disposeBricks(): void {
|
|
if (!brickGroup) return;
|
|
for (const brick of bricks) {
|
|
brick.mesh.geometry.dispose();
|
|
brick.mesh.material.dispose();
|
|
brickGroup.remove(brick.mesh);
|
|
}
|
|
bricks = [];
|
|
bricksLeft = 0;
|
|
}
|
|
|
|
function buildBricks(): void {
|
|
if (!brickGroup) return;
|
|
disposeBricks();
|
|
const palette = themedBrickPalette();
|
|
const totalWidth = BRICK_COLS * BRICK_W + (BRICK_COLS - 1) * BRICK_GAP_X;
|
|
const startX = -totalWidth / 2 + BRICK_W / 2;
|
|
for (let row = 0; row < BRICK_ROWS; row += 1) {
|
|
for (let col = 0; col < BRICK_COLS; col += 1) {
|
|
const kind: Brick["kind"] = Math.random() < bombBrickChance ? "bomb" : "normal";
|
|
const color = kind === "bomb" ? "#ff9d5c" : palette[(row + col + level) % palette.length] ?? "#7ad0ff";
|
|
const material = new THREE.MeshStandardMaterial({
|
|
color,
|
|
emissive: color,
|
|
emissiveIntensity: kind === "bomb" ? 0.96 : 0.7,
|
|
roughness: 0.35,
|
|
metalness: 0.15
|
|
});
|
|
const mesh = new THREE.Mesh(new THREE.BoxGeometry(BRICK_W, BRICK_H, 2.4), material);
|
|
const x = startX + col * (BRICK_W + BRICK_GAP_X);
|
|
const y = BRICK_TOP - row * (BRICK_H + BRICK_GAP_Y);
|
|
mesh.position.set(x, y, 0.2);
|
|
brickGroup.add(mesh);
|
|
bricks.push({
|
|
mesh,
|
|
alive: true,
|
|
kind,
|
|
left: x - BRICK_W / 2,
|
|
right: x + BRICK_W / 2,
|
|
top: y + BRICK_H / 2,
|
|
bottom: y - BRICK_H / 2
|
|
});
|
|
}
|
|
}
|
|
bricksLeft = bricks.length;
|
|
}
|
|
|
|
function launchBall(nowMs: number): void {
|
|
const speed = Math.min(MAX_BALL_SPEED + maxSpeedBonus, BASE_BALL_SPEED + launchSpeedBonus + (level - 1) * 4.8);
|
|
const directionX = rand(-0.72, 0.72);
|
|
ballVel.set(directionX, 1).normalize().multiplyScalar(speed);
|
|
ballLaunched = true;
|
|
nextLaunchAt = nowMs;
|
|
lastPaddleContactAt = nowMs;
|
|
lastAntiStallAt = nowMs;
|
|
bricksSincePaddle = 0;
|
|
}
|
|
|
|
function prepareBall(nowMs: number, delayMs: number): void {
|
|
ballLaunched = false;
|
|
ballVel.set(0, 0);
|
|
ballPos.set(paddleX, PADDLE_Y + PADDLE_H * 0.5 + BALL_RADIUS + 0.4);
|
|
nextLaunchAt = nowMs + delayMs;
|
|
bricksSincePaddle = 0;
|
|
}
|
|
|
|
function syncPaddleVisual(): void {
|
|
if (!paddle) return;
|
|
paddle.scale.x = paddleWidth / PADDLE_W;
|
|
}
|
|
|
|
function resetRunState(): void {
|
|
score = 0;
|
|
combo = 0;
|
|
lives = 3;
|
|
level = 1;
|
|
launchSpeedBonus = 0;
|
|
maxSpeedBonus = 0;
|
|
brickSpeedGain = 0.014;
|
|
bombBrickChance = BASE_BOMB_CHANCE;
|
|
bombExplosionRadius = BASE_BOMB_RADIUS;
|
|
bricksUntilDraft = DRAFT_EVERY_BRICKS;
|
|
activeDraftOptions = [];
|
|
selectedUpgrades = [];
|
|
paddleWidth = PADDLE_W;
|
|
syncPaddleVisual();
|
|
}
|
|
|
|
function enterReadyState(): void {
|
|
if (!paddle || !ball) return;
|
|
resetRunState();
|
|
gameState = "ready";
|
|
prevPauseGesture = false;
|
|
pauseGestureLockUntil = 0;
|
|
lastPaddleContactAt = performance.now();
|
|
lastAntiStallAt = 0;
|
|
bricksSincePaddle = 0;
|
|
paddleX = 0;
|
|
paddle.position.x = 0;
|
|
buildBricks();
|
|
prepareBall(performance.now(), START_DELAY_MS);
|
|
ball.position.set(ballPos.x, ballPos.y, 1.2);
|
|
}
|
|
|
|
function startRun(): void {
|
|
if (gameState !== "ready" || !paddle || !ball) return;
|
|
gameState = "running";
|
|
prepareBall(performance.now(), 260);
|
|
}
|
|
|
|
function restartGame(): void {
|
|
enterReadyState();
|
|
}
|
|
|
|
function togglePause(): void {
|
|
if (gameState === "running") {
|
|
gameState = "paused";
|
|
return;
|
|
}
|
|
if (gameState === "paused") {
|
|
gameState = "running";
|
|
lastFrameTs = performance.now();
|
|
}
|
|
}
|
|
|
|
function readCorners(matrix: number[] | null, rows: number, cols: number): CornerMap {
|
|
if (!matrix || matrix.length === 0) return { tl: 0, tr: 0, bl: 0, br: 0 };
|
|
const r = Math.max(Math.floor(rows), 1);
|
|
const c = Math.max(Math.floor(cols), 1);
|
|
const rs = Math.min(2, r);
|
|
const cs = Math.min(2, c);
|
|
const avg = (r0: number, r1: number, c0: number, c1: number): number => {
|
|
let sum = 0;
|
|
let count = 0;
|
|
for (let i = r0; i < r1; i += 1) {
|
|
for (let j = c0; j < c1; j += 1) {
|
|
const v = Number(matrix[i * c + j] ?? 0);
|
|
if (!Number.isFinite(v)) continue;
|
|
sum += Math.max(0, v);
|
|
count += 1;
|
|
}
|
|
}
|
|
return count ? sum / count : 0;
|
|
};
|
|
return {
|
|
tl: avg(0, rs, 0, cs),
|
|
tr: avg(0, rs, c - cs, c),
|
|
bl: avg(r - rs, r, 0, cs),
|
|
br: avg(r - rs, r, c - cs, c)
|
|
};
|
|
}
|
|
|
|
function sensorControlAxis(): number {
|
|
const span = Math.max(1200, (rangeMax - rangeMin) * 0.22);
|
|
const raw = (rightForce - leftForce) / span;
|
|
if (Math.abs(raw) < 0.045) return 0;
|
|
return Math.min(1, Math.max(-1, raw));
|
|
}
|
|
|
|
function handleUpControl(): void {
|
|
if (gameState === "ready") {
|
|
startRun();
|
|
return;
|
|
}
|
|
if (gameState === "running" || gameState === "paused") {
|
|
togglePause();
|
|
return;
|
|
}
|
|
if (gameState === "over") {
|
|
restartGame();
|
|
}
|
|
}
|
|
|
|
function sampleUpgradeOptions(): UpgradeCardCopy[] {
|
|
const pool = Object.values(upgradeCopy);
|
|
const shuffled = [...pool].sort(() => Math.random() - 0.5);
|
|
return shuffled.slice(0, 3);
|
|
}
|
|
|
|
function applyUpgrade(id: UpgradeId): void {
|
|
if (gameState !== "draft") return;
|
|
|
|
if (id === "overdrive") {
|
|
launchSpeedBonus += 5;
|
|
maxSpeedBonus += 8;
|
|
if (ballLaunched) {
|
|
ballVel.multiplyScalar(1.08);
|
|
}
|
|
} else if (id === "demolition") {
|
|
bombBrickChance = Math.min(0.32, bombBrickChance + 0.07);
|
|
bombExplosionRadius += 2.8;
|
|
} else if (id === "surge") {
|
|
brickSpeedGain += 0.01;
|
|
if (ballLaunched) {
|
|
ballVel.multiplyScalar(1.05);
|
|
}
|
|
} else if (id === "stabilizer") {
|
|
lives += 1;
|
|
paddleWidth = Math.min(PADDLE_W + 8, paddleWidth + 2.8);
|
|
syncPaddleVisual();
|
|
}
|
|
|
|
selectedUpgrades = [...selectedUpgrades, id];
|
|
activeDraftOptions = [];
|
|
bricksUntilDraft = DRAFT_EVERY_BRICKS;
|
|
gameState = "running";
|
|
lastFrameTs = performance.now();
|
|
}
|
|
|
|
function openUpgradeDraft(): void {
|
|
if (gameState !== "running") return;
|
|
activeDraftOptions = sampleUpgradeOptions();
|
|
gameState = "draft";
|
|
}
|
|
|
|
function handleSensorPauseGesture(nowMs: number): void {
|
|
if (gameState !== "ready" && gameState !== "running" && gameState !== "paused" && gameState !== "over") {
|
|
prevPauseGesture = false;
|
|
return;
|
|
}
|
|
|
|
const active = topForce >= pauseGestureThreshold;
|
|
if (active && !prevPauseGesture && nowMs >= pauseGestureLockUntil) {
|
|
handleUpControl();
|
|
pauseGestureLockUntil = nowMs + PAUSE_COOLDOWN_MS;
|
|
}
|
|
prevPauseGesture = active;
|
|
}
|
|
|
|
function update(dt: number, nowMs: number): void {
|
|
if (!paddle || !ball) return;
|
|
handleSensorPauseGesture(nowMs);
|
|
|
|
const keyAxis = (keyRight ? 1 : 0) - (keyLeft ? 1 : 0);
|
|
const axis = keyAxis !== 0 ? keyAxis : sensorControlAxis();
|
|
paddleX += axis * PADDLE_SPEED * dt;
|
|
paddleX = Math.min(FIELD_HALF_W - paddleWidth * 0.5, Math.max(-FIELD_HALF_W + paddleWidth * 0.5, paddleX));
|
|
paddle.position.x = paddleX;
|
|
|
|
if (gameState !== "running") {
|
|
ball.position.set(ballPos.x, ballPos.y, 1.2);
|
|
updateFlash(dt);
|
|
return;
|
|
}
|
|
|
|
if (!ballLaunched) {
|
|
ballPos.set(paddleX, PADDLE_Y + PADDLE_H * 0.5 + BALL_RADIUS + 0.4);
|
|
if (nowMs >= nextLaunchAt) launchBall(nowMs);
|
|
} else {
|
|
ballPos.addScaledVector(ballVel, dt);
|
|
resolveWallCollision(nowMs);
|
|
resolvePaddleCollision();
|
|
resolveBrickCollision(nowMs);
|
|
applyAntiStall(nowMs);
|
|
}
|
|
|
|
ball.position.set(ballPos.x, ballPos.y, 1.2);
|
|
updateFlash(dt);
|
|
}
|
|
|
|
function resolveWallCollision(nowMs: number): void {
|
|
if (ballPos.x - BALL_RADIUS <= -FIELD_HALF_W) {
|
|
ballPos.x = -FIELD_HALF_W + BALL_RADIUS;
|
|
ballVel.x = Math.abs(ballVel.x);
|
|
} else if (ballPos.x + BALL_RADIUS >= FIELD_HALF_W) {
|
|
ballPos.x = FIELD_HALF_W - BALL_RADIUS;
|
|
ballVel.x = -Math.abs(ballVel.x);
|
|
}
|
|
|
|
if (ballPos.y + BALL_RADIUS >= FIELD_HALF_H) {
|
|
ballPos.y = FIELD_HALF_H - BALL_RADIUS;
|
|
ballVel.y = -Math.abs(ballVel.y);
|
|
if (nowMs - lastPaddleContactAt > UPPER_STALL_THRESHOLD_MS * 0.6) {
|
|
forceBallDownward(0.62);
|
|
}
|
|
}
|
|
|
|
if (ballPos.y - BALL_RADIUS < -FIELD_HALF_H) {
|
|
lives -= 1;
|
|
combo = 0;
|
|
if (lives <= 0) {
|
|
gameState = "over";
|
|
ballLaunched = false;
|
|
} else {
|
|
prepareBall(nowMs, 440);
|
|
}
|
|
}
|
|
}
|
|
|
|
function resolvePaddleCollision(): void {
|
|
if (!ballLaunched || ballVel.y >= 0) return;
|
|
const paddleTop = PADDLE_Y + PADDLE_H * 0.5;
|
|
const paddleBottom = PADDLE_Y - PADDLE_H * 0.5;
|
|
const left = paddleX - paddleWidth * 0.5;
|
|
const right = paddleX + paddleWidth * 0.5;
|
|
const hit =
|
|
ballPos.y - BALL_RADIUS <= paddleTop &&
|
|
ballPos.y + BALL_RADIUS >= paddleBottom &&
|
|
ballPos.x >= left - BALL_RADIUS &&
|
|
ballPos.x <= right + BALL_RADIUS;
|
|
|
|
if (!hit) return;
|
|
ballPos.y = paddleTop + BALL_RADIUS + 0.04;
|
|
const offset = (ballPos.x - paddleX) / (paddleWidth * 0.5);
|
|
const speed = Math.min(MAX_BALL_SPEED + maxSpeedBonus, Math.max(BASE_BALL_SPEED + launchSpeedBonus * 0.4, ballVel.length()));
|
|
ballVel.set(offset * speed * 0.9, Math.abs(ballVel.y) + 4).normalize().multiplyScalar(speed);
|
|
combo = 0;
|
|
lastPaddleContactAt = performance.now();
|
|
bricksSincePaddle = 0;
|
|
}
|
|
|
|
function destroyBrick(brick: Brick, nowMs: number, scaleBoost = 0): number {
|
|
if (!brick.alive) return 0;
|
|
brick.alive = false;
|
|
brick.mesh.visible = false;
|
|
bricksLeft -= 1;
|
|
combo += 1;
|
|
score += 40 + combo * 5;
|
|
bricksSincePaddle += 1;
|
|
bricksUntilDraft -= 1;
|
|
triggerFlash(brick.mesh.position.x, brick.mesh.position.y, 10 + combo * 0.4 + scaleBoost);
|
|
|
|
const nextSpeed = Math.min(MAX_BALL_SPEED + maxSpeedBonus, ballVel.length() * (1 + brickSpeedGain));
|
|
if (ballLaunched && ballVel.lengthSq() > 0) {
|
|
ballVel.normalize().multiplyScalar(nextSpeed);
|
|
}
|
|
|
|
if (bricksSincePaddle >= MAX_BRICK_HITS_WITHOUT_PADDLE && ballPos.y > UPPER_STALL_Y) {
|
|
forceBallDownward(1);
|
|
lastAntiStallAt = nowMs;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
function detonateBomb(x: number, y: number, nowMs: number): number {
|
|
let destroyed = 0;
|
|
for (const candidate of bricks) {
|
|
if (!candidate.alive) continue;
|
|
const dx = candidate.mesh.position.x - x;
|
|
const dy = candidate.mesh.position.y - y;
|
|
if (Math.hypot(dx, dy) > bombExplosionRadius) continue;
|
|
destroyed += destroyBrick(candidate, nowMs, 2.8);
|
|
}
|
|
triggerFlash(x, y, 18);
|
|
return destroyed;
|
|
}
|
|
|
|
function handleLevelClear(nowMs: number): void {
|
|
if (level >= RUN_TARGET_LEVEL) {
|
|
gameState = "over";
|
|
ballLaunched = false;
|
|
return;
|
|
}
|
|
|
|
level += 1;
|
|
buildBricks();
|
|
prepareBall(nowMs, 420);
|
|
if (level > 1) {
|
|
openUpgradeDraft();
|
|
}
|
|
}
|
|
|
|
function resolveBrickCollision(nowMs: number): void {
|
|
if (!ballLaunched) return;
|
|
for (const brick of bricks) {
|
|
if (!brick.alive) continue;
|
|
const closestX = Math.max(brick.left, Math.min(ballPos.x, brick.right));
|
|
const closestY = Math.max(brick.bottom, Math.min(ballPos.y, brick.top));
|
|
const dx = ballPos.x - closestX;
|
|
const dy = ballPos.y - closestY;
|
|
if (dx * dx + dy * dy > BALL_RADIUS * BALL_RADIUS) continue;
|
|
|
|
const overlapX = Math.min(ballPos.x + BALL_RADIUS - brick.left, brick.right - (ballPos.x - BALL_RADIUS));
|
|
const overlapY = Math.min(ballPos.y + BALL_RADIUS - brick.bottom, brick.top - (ballPos.y - BALL_RADIUS));
|
|
if (overlapX < overlapY) {
|
|
ballVel.x *= -1;
|
|
} else {
|
|
ballVel.y *= -1;
|
|
}
|
|
|
|
if (brick.kind === "bomb") {
|
|
detonateBomb(brick.mesh.position.x, brick.mesh.position.y, nowMs);
|
|
} else {
|
|
destroyBrick(brick, nowMs);
|
|
}
|
|
|
|
if (bricksLeft <= 0) {
|
|
handleLevelClear(nowMs);
|
|
} else if (bricksUntilDraft <= 0) {
|
|
openUpgradeDraft();
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
function triggerFlash(x: number, y: number, scale: number): void {
|
|
if (!flashSprite) return;
|
|
flashLife = flashMaxLife;
|
|
flashSprite.visible = true;
|
|
flashSprite.position.set(x, y, 2.5);
|
|
flashSprite.scale.set(scale, scale, 1);
|
|
const material = flashSprite.material as THREE.SpriteMaterial;
|
|
material.opacity = 0.76;
|
|
}
|
|
|
|
function updateFlash(dt: number): void {
|
|
if (!flashSprite || flashLife <= 0) return;
|
|
flashLife -= dt;
|
|
const t = Math.max(0, flashLife / flashMaxLife);
|
|
const material = flashSprite.material as THREE.SpriteMaterial;
|
|
material.opacity = t * 0.78;
|
|
flashSprite.scale.multiplyScalar(1 + dt * 2.6);
|
|
if (flashLife <= 0) flashSprite.visible = false;
|
|
}
|
|
|
|
function forceBallDownward(forceScale: number): void {
|
|
const speed = Math.min(
|
|
MAX_BALL_SPEED + maxSpeedBonus,
|
|
Math.max(BASE_BALL_SPEED + launchSpeedBonus * 0.4, ballVel.length())
|
|
);
|
|
let dirX = ballVel.x + rand(-8, 8);
|
|
if (Math.abs(dirX) < 6) dirX = (Math.random() < 0.5 ? -1 : 1) * 6;
|
|
const dirY = -Math.abs(ballVel.y) - 6 * forceScale;
|
|
ballVel.set(dirX, dirY).normalize().multiplyScalar(speed);
|
|
}
|
|
|
|
function applyAntiStall(nowMs: number): void {
|
|
if (!ballLaunched) return;
|
|
if (ballPos.y < UPPER_STALL_Y) return;
|
|
if (nowMs - lastPaddleContactAt < UPPER_STALL_THRESHOLD_MS) return;
|
|
if (nowMs - lastAntiStallAt < ANTI_STALL_COOLDOWN_MS) return;
|
|
forceBallDownward(0.85);
|
|
lastAntiStallAt = nowMs;
|
|
}
|
|
</script>
|
|
|
|
<section class="breakout-root" bind:this={hostEl}>
|
|
<canvas class="breakout-canvas" bind:this={canvasEl} aria-label="Neon Breakout"></canvas>
|
|
|
|
<div class="breakout-overlay">
|
|
<header class="overlay-head">
|
|
<div class="title-block">
|
|
<p class="title">{ui.title}</p>
|
|
</div>
|
|
<div class="action-group">
|
|
<button type="button" on:click={gameState === "ready" ? startRun : restartGame}>
|
|
{gameState === "ready" ? ui.start : ui.restart}
|
|
</button>
|
|
<button
|
|
type="button"
|
|
on:click={handleUpControl}
|
|
disabled={gameState === "draft" || gameState === "over"}
|
|
>
|
|
{gameState === "paused" ? ui.resume : ui.pause}
|
|
</button>
|
|
</div>
|
|
</header>
|
|
|
|
<div class="hud-grid">
|
|
<article><span>{ui.score}</span><strong>{Math.round(score)}</strong></article>
|
|
<article><span>{ui.combo}</span><strong>{combo}</strong></article>
|
|
<article><span>{ui.lives}</span><strong>{lives}</strong></article>
|
|
<article><span>{ui.level}</span><strong>{level}</strong></article>
|
|
<article><span>{ui.bricks}</span><strong>{Math.max(0, bricksLeft)}</strong></article>
|
|
</div>
|
|
|
|
<footer class="overlay-foot">
|
|
<p class="status">{ui.chase} / {statusText}</p>
|
|
{#if selectedUpgrades.length > 0}
|
|
<p class="status skill-status">{ui.skills} / {selectedUpgrades.length}</p>
|
|
{/if}
|
|
</footer>
|
|
</div>
|
|
|
|
{#if gameState === "ready"}
|
|
<div class="pause-mask is-ready" aria-live="polite">
|
|
<div class="pause-panel is-ready">
|
|
<p>{ui.startOverlayTitle}</p>
|
|
<div class="overlay-copy">
|
|
<span>{ui.startOverlayBody}</span>
|
|
<span>{ui.startOverlayHint}</span>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
{/if}
|
|
|
|
{#if gameState === "paused"}
|
|
<div class="pause-mask" aria-live="polite">
|
|
<div class="pause-panel">
|
|
<p>{ui.pausedOverlay}</p>
|
|
</div>
|
|
</div>
|
|
{/if}
|
|
|
|
{#if gameState === "draft"}
|
|
<div class="pause-mask is-draft" aria-live="polite">
|
|
<div class="pause-panel is-draft">
|
|
<p>{ui.draftOverlayTitle}</p>
|
|
<div class="overlay-copy">
|
|
<span>{ui.draftOverlayHint}</span>
|
|
</div>
|
|
<div class="draft-grid">
|
|
{#each activeDraftOptions as option, index}
|
|
<button type="button" class="draft-card" on:click={() => applyUpgrade(option.id)}>
|
|
<strong>{index + 1}. {option.title}</strong>
|
|
<span>{option.body}</span>
|
|
</button>
|
|
{/each}
|
|
</div>
|
|
</div>
|
|
</div>
|
|
{/if}
|
|
|
|
{#if gameState === "over"}
|
|
<div class="pause-mask is-over" aria-live="assertive">
|
|
<div class="pause-panel is-over">
|
|
<p>{ui.over}</p>
|
|
<div class="overlay-copy">
|
|
<span>{ui.overHint}</span>
|
|
</div>
|
|
<button type="button" class="overlay-restart-btn" on:click={restartGame}>{ui.restart}</button>
|
|
</div>
|
|
</div>
|
|
{/if}
|
|
</section>
|
|
|
|
<style>
|
|
.breakout-root {
|
|
position: absolute;
|
|
inset: 0;
|
|
overflow: hidden;
|
|
border-radius: 0.58rem;
|
|
border: 1px solid rgb(var(--hud-border-rgb) / 0.28);
|
|
background: linear-gradient(180deg, rgb(var(--hud-surface-deep-rgb) / 0.92), rgb(var(--hud-surface-rgb) / 0.86));
|
|
box-shadow:
|
|
inset 0 1px 0 rgb(var(--hud-border-strong-rgb) / 0.08),
|
|
0 0 24px rgb(var(--hud-glow-rgb) / 0.12);
|
|
}
|
|
|
|
.breakout-canvas {
|
|
position: absolute;
|
|
inset: 0;
|
|
inline-size: 100%;
|
|
block-size: 100%;
|
|
display: block;
|
|
}
|
|
|
|
.breakout-overlay {
|
|
position: absolute;
|
|
inset: 0;
|
|
pointer-events: none;
|
|
display: grid;
|
|
grid-template-rows: auto auto 1fr auto;
|
|
gap: 0.42rem;
|
|
padding: 0.5rem 0.58rem 0.42rem;
|
|
}
|
|
|
|
.overlay-head {
|
|
display: flex;
|
|
justify-content: space-between;
|
|
align-items: flex-start;
|
|
gap: 0.5rem;
|
|
}
|
|
|
|
.title {
|
|
margin: 0;
|
|
color: rgb(var(--hud-text-main-rgb) / 0.96);
|
|
font-size: 0.68rem;
|
|
letter-spacing: 0.12em;
|
|
text-transform: uppercase;
|
|
}
|
|
|
|
.action-group {
|
|
display: inline-flex;
|
|
gap: 0.28rem;
|
|
pointer-events: auto;
|
|
}
|
|
|
|
.action-group button {
|
|
min-block-size: 1.65rem;
|
|
border: 1px solid rgb(var(--hud-cyan-rgb) / 0.56);
|
|
border-radius: 999px;
|
|
padding: 0.14rem 0.52rem;
|
|
background: linear-gradient(180deg, rgb(var(--hud-surface-alt-rgb) / 0.92), rgb(var(--hud-surface-rgb) / 0.86));
|
|
color: rgb(var(--hud-text-main-rgb) / 0.96);
|
|
font: inherit;
|
|
font-size: 0.6rem;
|
|
letter-spacing: 0.06em;
|
|
cursor: pointer;
|
|
}
|
|
|
|
.action-group button:disabled {
|
|
opacity: 0.42;
|
|
cursor: not-allowed;
|
|
}
|
|
|
|
.hud-grid {
|
|
display: grid;
|
|
grid-template-columns: repeat(5, minmax(0, 1fr));
|
|
gap: 0.24rem;
|
|
}
|
|
|
|
.hud-grid article {
|
|
min-block-size: 1.88rem;
|
|
border: 1px solid rgb(var(--hud-border-rgb) / 0.24);
|
|
border-radius: 0.42rem;
|
|
padding: 0.16rem 0.34rem 0.24rem;
|
|
background: rgb(var(--hud-surface-rgb) / 0.68);
|
|
}
|
|
|
|
.hud-grid span {
|
|
display: block;
|
|
color: rgb(var(--hud-text-dim-rgb) / 0.82);
|
|
font-size: 0.5rem;
|
|
letter-spacing: 0.08em;
|
|
text-transform: uppercase;
|
|
}
|
|
|
|
.hud-grid strong {
|
|
color: rgb(var(--hud-text-main-rgb) / 0.98);
|
|
font-size: 0.84rem;
|
|
line-height: 1;
|
|
}
|
|
|
|
.overlay-foot {
|
|
display: flex;
|
|
justify-content: flex-start;
|
|
align-items: center;
|
|
gap: 0.52rem;
|
|
}
|
|
|
|
.status {
|
|
margin: 0;
|
|
border: 1px solid rgb(var(--hud-border-rgb) / 0.3);
|
|
border-radius: 999px;
|
|
padding: 0.18rem 0.56rem;
|
|
background: rgb(var(--hud-surface-deep-rgb) / 0.66);
|
|
color: rgb(var(--hud-text-main-rgb) / 0.94);
|
|
font-size: 0.56rem;
|
|
letter-spacing: 0.07em;
|
|
text-transform: uppercase;
|
|
}
|
|
|
|
.skill-status {
|
|
border-color: rgb(var(--hud-orange-rgb) / 0.34);
|
|
background: rgb(var(--hud-surface-rgb) / 0.58);
|
|
}
|
|
|
|
.pause-mask {
|
|
position: absolute;
|
|
inset: 0;
|
|
z-index: 12;
|
|
pointer-events: none;
|
|
display: grid;
|
|
place-items: center;
|
|
background:
|
|
radial-gradient(circle at center, rgb(var(--hud-surface-rgb) / 0.24), rgb(var(--hud-bg-30) / 0.72)),
|
|
repeating-linear-gradient(
|
|
180deg,
|
|
rgb(var(--hud-glow-alt-rgb) / 0.08) 0,
|
|
rgb(var(--hud-glow-alt-rgb) / 0.08) 1px,
|
|
transparent 1px,
|
|
transparent 4px
|
|
);
|
|
backdrop-filter: blur(3px);
|
|
}
|
|
|
|
.pause-panel {
|
|
border: 1px solid rgb(var(--hud-lime-rgb) / 0.56);
|
|
border-radius: 0.66rem;
|
|
padding: 0.62rem 0.92rem;
|
|
background: rgb(var(--hud-surface-deep-rgb) / 0.8);
|
|
box-shadow:
|
|
inset 0 1px 0 rgb(var(--hud-border-strong-rgb) / 0.1),
|
|
0 0 26px rgb(var(--hud-lime-rgb) / 0.22);
|
|
pointer-events: auto;
|
|
}
|
|
|
|
.pause-panel p {
|
|
margin: 0;
|
|
color: rgb(var(--hud-text-main-rgb) / 0.98);
|
|
font-size: clamp(0.76rem, 1.5vw, 1.08rem);
|
|
letter-spacing: 0.08em;
|
|
text-transform: uppercase;
|
|
text-shadow: 0 0 10px rgb(var(--hud-lime-rgb) / 0.28);
|
|
}
|
|
|
|
.overlay-copy {
|
|
display: grid;
|
|
gap: 0.46rem;
|
|
margin-top: 0.7rem;
|
|
}
|
|
|
|
.overlay-copy span {
|
|
color: rgb(var(--hud-text-main-rgb) / 0.84);
|
|
font-size: clamp(0.68rem, 1.2vw, 0.86rem);
|
|
line-height: 1.55;
|
|
letter-spacing: 0.03em;
|
|
text-transform: none;
|
|
}
|
|
|
|
.pause-mask.is-ready {
|
|
background:
|
|
radial-gradient(circle at center, rgb(var(--hud-surface-rgb) / 0.18), rgb(var(--hud-bg-30) / 0.84)),
|
|
linear-gradient(135deg, rgb(var(--hud-cyan-rgb) / 0.08), transparent 42%, rgb(var(--hud-lime-rgb) / 0.08));
|
|
}
|
|
|
|
.pause-panel.is-ready {
|
|
border-color: rgb(var(--hud-cyan-rgb) / 0.64);
|
|
box-shadow:
|
|
inset 0 1px 0 rgb(var(--hud-border-strong-rgb) / 0.1),
|
|
0 0 32px rgb(var(--hud-cyan-rgb) / 0.22);
|
|
max-inline-size: min(34rem, 82%);
|
|
}
|
|
|
|
.pause-mask.is-draft {
|
|
background:
|
|
radial-gradient(circle at center, rgb(var(--hud-surface-rgb) / 0.18), rgb(var(--hud-bg-30) / 0.86)),
|
|
linear-gradient(160deg, rgb(var(--hud-orange-rgb) / 0.08), transparent 48%, rgb(var(--hud-cyan-rgb) / 0.08));
|
|
}
|
|
|
|
.pause-panel.is-draft {
|
|
border-color: rgb(var(--hud-orange-rgb) / 0.58);
|
|
box-shadow:
|
|
inset 0 1px 0 rgb(var(--hud-border-strong-rgb) / 0.1),
|
|
0 0 32px rgb(var(--hud-orange-rgb) / 0.22);
|
|
inline-size: min(42rem, 88%);
|
|
}
|
|
|
|
.draft-grid {
|
|
margin-top: 0.92rem;
|
|
display: grid;
|
|
grid-template-columns: repeat(3, minmax(0, 1fr));
|
|
gap: 0.62rem;
|
|
pointer-events: auto;
|
|
}
|
|
|
|
.draft-card {
|
|
border: 1px solid rgb(var(--hud-border-rgb) / 0.38);
|
|
border-radius: 0.78rem;
|
|
padding: 0.8rem 0.86rem;
|
|
background:
|
|
linear-gradient(180deg, rgb(var(--hud-surface-alt-rgb) / 0.96), rgb(var(--hud-surface-rgb) / 0.88));
|
|
color: rgb(var(--hud-text-main-rgb) / 0.96);
|
|
font: inherit;
|
|
text-align: left;
|
|
display: grid;
|
|
gap: 0.48rem;
|
|
cursor: pointer;
|
|
transition: transform 120ms ease, border-color 120ms ease, box-shadow 120ms ease;
|
|
}
|
|
|
|
.draft-card:hover {
|
|
transform: translateY(-2px);
|
|
border-color: rgb(var(--hud-cyan-rgb) / 0.56);
|
|
box-shadow: 0 0 18px rgb(var(--hud-cyan-rgb) / 0.16);
|
|
}
|
|
|
|
.draft-card strong {
|
|
font-size: 0.78rem;
|
|
line-height: 1.2;
|
|
letter-spacing: 0.04em;
|
|
}
|
|
|
|
.draft-card span {
|
|
color: rgb(var(--hud-text-main-rgb) / 0.82);
|
|
font-size: 0.66rem;
|
|
line-height: 1.5;
|
|
}
|
|
|
|
.pause-mask.is-over {
|
|
background:
|
|
radial-gradient(circle at center, rgb(var(--hud-surface-rgb) / 0.22), rgb(var(--hud-bg-30) / 0.8)),
|
|
repeating-linear-gradient(
|
|
180deg,
|
|
rgb(var(--hud-orange-rgb) / 0.1) 0,
|
|
rgb(var(--hud-orange-rgb) / 0.1) 1px,
|
|
transparent 1px,
|
|
transparent 4px
|
|
);
|
|
}
|
|
|
|
.pause-panel.is-over {
|
|
border-color: rgb(var(--hud-orange-rgb) / 0.62);
|
|
box-shadow:
|
|
inset 0 1px 0 rgb(var(--hud-border-strong-rgb) / 0.1),
|
|
0 0 32px rgb(var(--hud-orange-rgb) / 0.24);
|
|
min-inline-size: min(24rem, 72%);
|
|
display: grid;
|
|
gap: 0.72rem;
|
|
justify-items: center;
|
|
}
|
|
|
|
.pause-panel.is-over p {
|
|
color: rgb(var(--hud-orange-rgb) / 0.98);
|
|
text-shadow: 0 0 12px rgb(var(--hud-orange-rgb) / 0.36);
|
|
}
|
|
|
|
.overlay-restart-btn {
|
|
min-block-size: clamp(2.2rem, 4.2vh, 2.8rem);
|
|
min-inline-size: clamp(8.8rem, 18vw, 13rem);
|
|
border: 1px solid rgb(var(--hud-cyan-rgb) / 0.62);
|
|
border-radius: 999px;
|
|
padding: 0.24rem 1rem;
|
|
background: linear-gradient(180deg, rgb(var(--hud-surface-alt-rgb) / 0.96), rgb(var(--hud-surface-rgb) / 0.9));
|
|
color: rgb(var(--hud-text-main-rgb) / 0.98);
|
|
font: inherit;
|
|
font-size: clamp(0.74rem, 1.3vw, 0.96rem);
|
|
font-weight: 600;
|
|
letter-spacing: 0.08em;
|
|
text-transform: uppercase;
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cursor: pointer;
|
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box-shadow: 0 0 16px rgb(var(--hud-cyan-rgb) / 0.2);
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transition: transform 120ms ease, box-shadow 120ms ease, border-color 120ms ease;
|
|
}
|
|
|
|
.overlay-restart-btn:hover {
|
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transform: translateY(-1px);
|
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border-color: rgb(var(--hud-lime-rgb) / 0.66);
|
|
box-shadow: 0 0 20px rgb(var(--hud-lime-rgb) / 0.28);
|
|
}
|
|
|
|
@media (max-width: 1120px) {
|
|
.hud-grid {
|
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grid-template-columns: repeat(3, minmax(0, 1fr));
|
|
}
|
|
|
|
.draft-grid {
|
|
grid-template-columns: 1fr;
|
|
}
|
|
}
|
|
</style>
|