Files
JE-Skin/src/lib/components/NeonBreakoutArena.svelte

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56 KiB
Svelte

<script lang="ts">
import { onMount } from "svelte";
import * as THREE from "three";
import { DEFAULT_PRESSURE_RANGE_MAX, DEFAULT_PRESSURE_RANGE_MIN } from "$lib/config/pressure-range";
import { pressureColorPalettes } from "$lib/config/color-map";
import type { LocaleCode, PressureColorMapPreset } from "$lib/types/hud";
type CornerId = "tl" | "tr" | "bl" | "br";
interface CornerMap {
tl: number;
tr: number;
bl: number;
br: number;
}
interface Brick {
mesh: THREE.Mesh<THREE.BoxGeometry, THREE.MeshStandardMaterial>;
alive: boolean;
left: number;
right: number;
top: number;
bottom: number;
}
interface Copy {
title: string;
start: string;
restart: string;
pause: string;
resume: string;
running: string;
paused: string;
over: string;
score: string;
combo: string;
lives: string;
level: string;
bricks: string;
chase: string;
pausedOverlay: string;
online: string;
local: string;
createRoom: string;
discoverRooms: string;
joinRoom: string;
pairingCode: string;
joinCode: string;
playerName: string;
ready: string;
cancelReady: string;
disconnect: string;
opponent: string;
waitingOpponent: string;
roomStatus: string;
latency: string;
noRooms: string;
apiOffline: string;
connected: string;
connecting: string;
hosting: string;
discovering: string;
}
type LanStatus = "offline" | "discovering" | "hosting" | "connecting" | "lobby" | "running" | "error";
type PlayerRole = "host" | "guest";
type GamePhase = "lobby" | "countdown" | "running" | "paused" | "finished";
interface LanRoom {
roomId: string;
pairingCode: string;
hostName: string;
address: string;
port: number;
players: number;
maxPlayers: number;
protocolVersion: number;
appVersion: string;
}
interface LanPlayer {
id: string;
name: string;
ready: boolean;
role: PlayerRole;
score?: number;
lives?: number;
latencyMs?: number;
}
interface JoinRoomResponse {
roomId: string;
playerId: string;
ticket: string;
wsUrl: string;
pairingCode?: string;
}
interface CreateRoomResponse extends JoinRoomResponse {
pairingCode: string;
expiresAt?: number;
}
type ClientMessage =
| {
type: "hello";
protocolVersion: 1;
roomId: string;
playerId: string;
ticket: string;
playerName: string;
}
| { type: "ready"; ready: boolean }
| { type: "restart" }
| {
type: "input";
seq: number;
clientTime: number;
axis: number;
launch: boolean;
pause: boolean;
}
| { type: "ping"; clientTime: number };
type ServerMessage =
| {
type: "welcome";
roomId: string;
playerId: string;
role: PlayerRole;
tickRate: number;
seed: number;
}
| { type: "lobby"; players: LanPlayer[] }
| { type: "start"; startAt: number; seed: number }
| {
type: "snapshot";
tick: number;
serverTime: number;
phase: GamePhase;
players: Array<{
id: string;
name?: string;
role?: PlayerRole;
ready?: boolean;
paddleX: number;
score: number;
lives: number;
latencyMs?: number;
}>;
ball: { x: number; y: number; vx: number; vy: number };
bricks: string;
}
| { type: "pong"; clientTime: number; serverTime: number }
| { type: "error"; code: string; message: string };
export let locale: LocaleCode = "zh-CN";
export let pressureMatrix: number[] | null = null;
export let matrixRows = 12;
export let matrixCols = 7;
export let rangeMin = DEFAULT_PRESSURE_RANGE_MIN;
export let rangeMax = DEFAULT_PRESSURE_RANGE_MAX;
export let colorMapPreset: PressureColorMapPreset = "emerald";
const FIELD_HALF_W = 46;
const FIELD_HALF_H = 62;
const PADDLE_Y = -53;
const PADDLE_W = 16;
const PADDLE_H = 2.6;
const PADDLE_SPEED = 74;
const BALL_RADIUS = 1.45;
const BASE_BALL_SPEED = 58;
const MAX_BALL_SPEED = 106;
const BRICK_COLS = 12;
const BRICK_ROWS = 7;
const BRICK_W = 6.2;
const BRICK_H = 2.9;
const BRICK_GAP_X = 0.8;
const BRICK_GAP_Y = 0.9;
const BRICK_TOP = 44;
const START_DELAY_MS = 520;
const PAUSE_COOLDOWN_MS = 640;
const UPPER_STALL_THRESHOLD_MS = 1700;
const UPPER_STALL_Y = 14;
const ANTI_STALL_COOLDOWN_MS = 420;
const MAX_BRICK_HITS_WITHOUT_PADDLE = 5;
const LAN_PROTOCOL_VERSION = 1;
const LAN_API_BASE_STORAGE_KEY = "je-skin-lan-api-base";
const LAN_DEFAULT_API_BASE = "http://127.0.0.1:47888";
const LAN_INPUT_INTERVAL_MS = 33;
const copyByLocale: Record<LocaleCode, Copy> = {
"zh-CN": {
title: "NEON BREAKOUT",
start: "开始",
restart: "重开",
pause: "暂停",
resume: "继续",
running: "运行中",
paused: "已暂停",
over: "结束",
score: "得分",
combo: "连击",
lives: "生命",
level: "关卡",
bricks: "剩余",
chase: "追击",
pausedOverlay: "已暂停 / 顶部双角施压继续",
online: "联机",
local: "本地",
createRoom: "创建房间",
discoverRooms: "搜索",
joinRoom: "加入",
pairingCode: "配对码",
joinCode: "输入配对码",
playerName: "玩家名",
ready: "准备",
cancelReady: "取消准备",
disconnect: "断开",
opponent: "对手",
waitingOpponent: "等待对手加入",
roomStatus: "房间",
latency: "延迟",
noRooms: "暂无局域网房间",
apiOffline: "联机后端未启动或不可访问",
connected: "已连接",
connecting: "连接中",
hosting: "房主等待中",
discovering: "搜索中"
},
"en-US": {
title: "NEON BREAKOUT",
start: "Start",
restart: "Restart",
pause: "Pause",
resume: "Resume",
running: "Running",
paused: "Paused",
over: "Game Over",
score: "Score",
combo: "Combo",
lives: "Lives",
level: "Level",
bricks: "Bricks",
chase: "Chase",
pausedOverlay: "Paused / Top corners to resume",
online: "Online",
local: "Local",
createRoom: "Create",
discoverRooms: "Scan",
joinRoom: "Join",
pairingCode: "Code",
joinCode: "Pairing code",
playerName: "Name",
ready: "Ready",
cancelReady: "Cancel",
disconnect: "Disconnect",
opponent: "Opponent",
waitingOpponent: "Waiting for opponent",
roomStatus: "Room",
latency: "Ping",
noRooms: "No LAN rooms found",
apiOffline: "LAN backend is offline or unreachable",
connected: "Connected",
connecting: "Connecting",
hosting: "Hosting",
discovering: "Scanning"
}
};
let hostEl: HTMLElement | undefined;
let canvasEl: HTMLCanvasElement | undefined;
let rafId: number | null = null;
let renderer: THREE.WebGLRenderer | null = null;
let scene: THREE.Scene | null = null;
let camera: THREE.OrthographicCamera | null = null;
let paddle: THREE.Mesh<THREE.BoxGeometry, THREE.MeshStandardMaterial> | null = null;
let ball: THREE.Mesh<THREE.SphereGeometry, THREE.MeshStandardMaterial> | null = null;
let brickGroup: THREE.Group | null = null;
let borderLine: THREE.LineLoop | null = null;
let bgPlane: THREE.Mesh<THREE.PlaneGeometry, THREE.MeshBasicMaterial> | null = null;
let ambientLight: THREE.AmbientLight | null = null;
let keyLight: THREE.PointLight | null = null;
let rimLight: THREE.PointLight | null = null;
let flashSprite: THREE.Sprite | null = null;
let flashLife = 0;
let flashMaxLife = 0.2;
let lanSocket: WebSocket | null = null;
let lanMode: "local" | "online" = "local";
let lanStatus: LanStatus = "offline";
let lanRooms: LanRoom[] = [];
let lanNotice = "";
let lanApiBase = LAN_DEFAULT_API_BASE;
let playerName = "Player";
let joinCode = "";
let pairingCode = "";
let roomId = "";
let localPlayerId = "";
let localRole: PlayerRole | null = null;
let localReady = false;
let lanPlayers: LanPlayer[] = [];
let pingMs: number | null = null;
let lastLanInputAt = 0;
let lanInputSeq = 0;
let intentionalLanDisconnect = false;
let lanLaunchAt = 0;
let keyLeft = false;
let keyRight = false;
let ballLaunched = false;
let nextLaunchAt = 0;
let paddleX = 0;
const ballPos = new THREE.Vector2(0, 0);
const ballVel = new THREE.Vector2(0, 0);
let bricks: Brick[] = [];
let gameState: "idle" | "running" | "paused" | "over" = "idle";
let score = 0;
let combo = 0;
let lives = 3;
let level = 1;
let bricksLeft = 0;
let lastFrameTs = 0;
let prevPauseGesture = false;
let pauseGestureLockUntil = 0;
let themedBgTexture: THREE.CanvasTexture | null = null;
let lastPaddleContactAt = 0;
let bricksSincePaddle = 0;
let lastAntiStallAt = 0;
let cornerForce: CornerMap = { tl: 0, tr: 0, bl: 0, br: 0 };
$: cornerForce = readCorners(pressureMatrix, matrixRows, matrixCols);
$: themePalette = pressureColorPalettes[colorMapPreset] ?? pressureColorPalettes.emerald;
$: ui = copyByLocale[locale];
$: leftForce = cornerForce.tl + cornerForce.bl;
$: rightForce = cornerForce.tr + cornerForce.br;
$: topForce = cornerForce.tl + cornerForce.tr;
$: pauseGestureThreshold = Math.max(420, Math.round(Math.max(1000, rangeMax - rangeMin) * 0.07));
$: statusText =
gameState === "running" ? ui.running : gameState === "paused" ? ui.paused : gameState === "over" ? ui.over : ui.start;
$: isLanBusy = lanStatus === "discovering" || lanStatus === "hosting" || lanStatus === "connecting";
$: isLanConnected = lanStatus === "lobby" || lanStatus === "running";
$: selfPlayer = lanPlayers.find((player) => player.id === localPlayerId) ?? null;
$: opponentPlayers = lanPlayers.filter((player) => player.id !== localPlayerId);
$: primaryOpponent = opponentPlayers[0] ?? null;
$: roomStatusText =
lanStatus === "discovering"
? ui.discovering
: lanStatus === "hosting"
? ui.hosting
: lanStatus === "connecting"
? ui.connecting
: isLanConnected
? ui.connected
: lanStatus === "error"
? ui.apiOffline
: ui.local;
$: if (scene && renderer) {
applyTheme();
}
function rgbTripletToColor(rgbTriplet: string): THREE.Color {
return new THREE.Color(`rgb(${rgbTriplet.replace(/\s+/g, ", ")})`);
}
function rgbaFromTriplet(rgbTriplet: string, alpha: number): string {
return `rgba(${rgbTriplet.replace(/\s+/g, ",")},${alpha})`;
}
function themedBrickPalette(): string[] {
const { rangeStops } = themePalette;
return [rangeStops[1], rangeStops[2], rangeStops[3], rangeStops[4], rangeStops[5], rangeStops[2], rangeStops[3]];
}
function applyTheme(): void {
if (!scene || !renderer) return;
const uiTheme = themePalette.uiTheme;
scene.background = new THREE.Color(uiTheme.bg30);
ambientLight?.color.copy(rgbTripletToColor(uiTheme.textMainRgb));
keyLight?.color.copy(rgbTripletToColor(uiTheme.glowAltRgb));
rimLight?.color.copy(rgbTripletToColor(uiTheme.glowRgb));
const borderMaterial = borderLine?.material as THREE.LineBasicMaterial | undefined;
if (borderMaterial) {
borderMaterial.color.copy(rgbTripletToColor(uiTheme.glowRgb));
borderMaterial.opacity = 0.48;
borderMaterial.needsUpdate = true;
}
if (paddle) {
paddle.material.color.copy(new THREE.Color(themePalette.rangeStops[2]));
paddle.material.emissive.copy(new THREE.Color(themePalette.rangeStops[2]));
paddle.material.emissiveIntensity = 0.72;
paddle.material.needsUpdate = true;
}
if (ball) {
ball.material.color.copy(new THREE.Color(themePalette.rangeStops[0]));
ball.material.emissive.copy(new THREE.Color(themePalette.rangeStops[3]));
ball.material.emissiveIntensity = 0.92;
ball.material.needsUpdate = true;
}
if (bgPlane) {
const material = bgPlane.material;
themedBgTexture?.dispose();
themedBgTexture = createGridTexture(themePalette);
material.map = themedBgTexture;
material.opacity = 0.78;
material.needsUpdate = true;
}
const colors = themedBrickPalette();
for (let index = 0; index < bricks.length; index += 1) {
const brick = bricks[index];
const color = colors[index % colors.length] ?? "#7ad0ff";
brick.mesh.material.color.set(color);
brick.mesh.material.emissive.set(color);
brick.mesh.material.emissiveIntensity = 0.7;
brick.mesh.material.needsUpdate = true;
}
}
function getLanApiBase(): string {
if (typeof window === "undefined") {
return LAN_DEFAULT_API_BASE;
}
return window.localStorage.getItem(LAN_API_BASE_STORAGE_KEY)?.trim() || LAN_DEFAULT_API_BASE;
}
function normalizePairingCode(value: string): string {
return value.replace(/\D/g, "").slice(0, 8);
}
function makeDefaultPlayerName(): string {
if (typeof window === "undefined") {
return "Player";
}
const saved = window.localStorage.getItem("je-skin-lan-player-name")?.trim();
if (saved) {
return saved.slice(0, 18);
}
return `JE-${Math.floor(1000 + Math.random() * 9000)}`;
}
function persistPlayerName(): void {
if (typeof window === "undefined") {
return;
}
const safeName = playerName.trim().slice(0, 18) || makeDefaultPlayerName();
playerName = safeName;
window.localStorage.setItem("je-skin-lan-player-name", safeName);
}
async function lanFetch<T>(path: string, init?: RequestInit): Promise<T> {
const response = await fetch(`${lanApiBase}${path}`, {
...init,
headers: {
"content-type": "application/json",
...(init?.headers ?? {})
}
});
if (!response.ok) {
let message = "";
try {
const body = (await response.json()) as { message?: string };
message = body.message ?? "";
} catch {
message = "";
}
if (response.status === 404) {
throw new Error(locale === "zh-CN" ? "未找到这个配对码,请确认房主已创建房间。" : "Pairing code not found. Make sure the host created a room.");
}
throw new Error(message || `LAN API ${response.status}`);
}
return (await response.json()) as T;
}
function setLanError(error: unknown): void {
lanStatus = "error";
lanNotice = error instanceof Error ? error.message : ui.apiOffline;
console.error("[lan] operation failed:", error);
}
async function discoverLanRooms(): Promise<void> {
lanMode = "online";
lanStatus = "discovering";
lanNotice = "";
lanApiBase = getLanApiBase();
try {
const result = await lanFetch<{ rooms: LanRoom[] }>("/lan/rooms");
lanRooms = result.rooms ?? [];
lanStatus = "offline";
lanNotice = lanRooms.length ? "" : ui.noRooms;
} catch (error) {
lanRooms = [];
setLanError(error);
}
}
async function createLanRoom(): Promise<void> {
lanMode = "online";
lanStatus = "hosting";
lanNotice = "";
persistPlayerName();
lanApiBase = getLanApiBase();
try {
const result = await lanFetch<CreateRoomResponse>("/lan/rooms", {
method: "POST",
body: JSON.stringify({
playerName,
protocolVersion: LAN_PROTOCOL_VERSION
})
});
await connectLanSocket(result);
pairingCode = result.pairingCode;
} catch (error) {
setLanError(error);
}
}
async function joinLanRoom(code = joinCode): Promise<void> {
const normalizedCode = normalizePairingCode(code);
if (!normalizedCode) {
return;
}
joinCode = normalizedCode;
lanMode = "online";
lanStatus = "connecting";
lanNotice = "";
persistPlayerName();
lanApiBase = getLanApiBase();
try {
const result = await lanFetch<JoinRoomResponse>("/lan/join", {
method: "POST",
body: JSON.stringify({
pairingCode: normalizedCode,
playerName,
protocolVersion: LAN_PROTOCOL_VERSION
})
});
await connectLanSocket(result);
pairingCode = result.pairingCode ?? normalizedCode;
} catch (error) {
setLanError(error);
}
}
async function connectLanSocket(result: JoinRoomResponse): Promise<void> {
disconnectLanSocket(false);
intentionalLanDisconnect = false;
roomId = result.roomId;
localPlayerId = result.playerId;
lanStatus = "connecting";
await new Promise<void>((resolve, reject) => {
const socket = new WebSocket(result.wsUrl);
lanSocket = socket;
socket.onopen = () => {
sendLanMessage({
type: "hello",
protocolVersion: LAN_PROTOCOL_VERSION,
roomId: result.roomId,
playerId: result.playerId,
ticket: result.ticket,
playerName
});
resolve();
};
socket.onerror = () => {
reject(new Error("WebSocket connect failed"));
};
socket.onmessage = (event) => {
handleLanMessage(JSON.parse(event.data) as ServerMessage);
};
socket.onclose = () => {
if (!intentionalLanDisconnect) {
lanStatus = "offline";
lanNotice = locale === "zh-CN" ? "联机连接已断开。" : "LAN connection closed.";
}
lanSocket = null;
};
});
}
function disconnectLanSocket(resetMode = true): void {
intentionalLanDisconnect = true;
lanSocket?.close(1000, "client disconnect");
lanSocket = null;
lanStatus = "offline";
localReady = false;
localRole = null;
localPlayerId = "";
roomId = "";
pairingCode = "";
pingMs = null;
lanPlayers = [];
lanLaunchAt = 0;
if (resetMode) {
lanMode = "local";
lanNotice = "";
}
}
function sendLanMessage(message: ClientMessage): void {
if (lanSocket?.readyState !== WebSocket.OPEN) {
return;
}
lanSocket.send(JSON.stringify(message));
}
function handleLanMessage(message: ServerMessage): void {
if (message.type === "welcome") {
roomId = message.roomId;
localPlayerId = message.playerId;
localRole = message.role;
lanStatus = "lobby";
lanNotice = "";
return;
}
if (message.type === "lobby") {
lanPlayers = message.players;
localReady = lanPlayers.find((player) => player.id === localPlayerId)?.ready ?? localReady;
lanStatus = "lobby";
return;
}
if (message.type === "start") {
lanStatus = "running";
if (gameState !== "running") {
startGame();
}
return;
}
if (message.type === "snapshot") {
lanStatus = message.phase === "running" ? "running" : "lobby";
applyLanSnapshot(message);
return;
}
if (message.type === "pong") {
pingMs = Math.max(0, Math.round(performance.now() - message.clientTime));
return;
}
if (message.type === "error") {
lanNotice = message.message;
lanStatus = "error";
}
}
function applyLanSnapshot(snapshot: Extract<ServerMessage, { type: "snapshot" }>): void {
const phaseToState: Record<GamePhase, typeof gameState> = {
lobby: "idle",
countdown: "idle",
running: "running",
paused: "paused",
finished: "over"
};
const prevGameState = gameState;
gameState = phaseToState[snapshot.phase];
// Detect transition to running → schedule launch after delay
if (gameState === "running" && prevGameState !== "running" && lanLaunchAt === 0) {
lanLaunchAt = performance.now() + START_DELAY_MS;
}
// Reset launch timer when game ends or returns to lobby
if (gameState === "over" || gameState === "idle") {
lanLaunchAt = 0;
}
ballPos.set(snapshot.ball.x, snapshot.ball.y);
ballVel.set(snapshot.ball.vx, snapshot.ball.vy);
ball?.position.set(ballPos.x, ballPos.y, 1.2);
const playersById = new Map(lanPlayers.map((player) => [player.id, player]));
lanPlayers = snapshot.players.map((player, index) => {
const previous = playersById.get(player.id);
return {
id: player.id,
name: player.name ?? previous?.name ?? (index === 0 ? "Host" : "Guest"),
role: player.role ?? previous?.role ?? (index === 0 ? "host" : "guest"),
ready: player.ready ?? previous?.ready ?? true,
score: player.score,
lives: player.lives,
latencyMs: player.latencyMs ?? previous?.latencyMs
};
});
const selfSnapshot = snapshot.players.find((player) => player.id === localPlayerId) ?? snapshot.players[0];
if (selfSnapshot) {
paddleX = Math.min(FIELD_HALF_W - PADDLE_W * 0.5, Math.max(-FIELD_HALF_W + PADDLE_W * 0.5, selfSnapshot.paddleX));
paddle?.position.setX(paddleX);
score = selfSnapshot.score;
lives = selfSnapshot.lives;
}
applyBrickMask(snapshot.bricks);
}
function applyBrickMask(mask: string): void {
if (!mask || !bricks.length) {
return;
}
let aliveCount = 0;
for (let index = 0; index < bricks.length; index += 1) {
const alive = mask[index] !== "0";
bricks[index].alive = alive;
bricks[index].mesh.visible = alive;
if (alive) {
aliveCount += 1;
}
}
bricksLeft = aliveCount;
}
function requestLanRestart(): void {
if (isLanConnected) {
sendLanMessage({ type: "restart" });
} else {
startGame();
}
}
function toggleLanReady(): void {
if (!isLanConnected) {
return;
}
localReady = !localReady;
sendLanMessage({ type: "ready", ready: localReady });
}
function sendLanInput(nowMs: number, axis: number, launch: boolean, pause: boolean): void {
if (!isLanConnected || nowMs - lastLanInputAt < LAN_INPUT_INTERVAL_MS) {
return;
}
lastLanInputAt = nowMs;
sendLanMessage({
type: "input",
seq: ++lanInputSeq,
clientTime: nowMs,
axis,
launch,
pause
});
if (lanInputSeq % 60 === 0) {
sendLanMessage({ type: "ping", clientTime: nowMs });
}
}
onMount(() => {
if (!hostEl || !canvasEl) return;
lanApiBase = getLanApiBase();
playerName = makeDefaultPlayerName();
const uiTheme = themePalette.uiTheme;
const paddleColor = themePalette.rangeStops[2];
const ballColor = themePalette.rangeStops[0];
const ballGlow = themePalette.rangeStops[3];
const nextScene = new THREE.Scene();
nextScene.background = new THREE.Color(uiTheme.bg30);
scene = nextScene;
const nextCamera = new THREE.OrthographicCamera(-60, 60, 70, -70, 0.1, 200);
nextCamera.position.set(0, 0, 54);
nextCamera.lookAt(0, 0, 0);
camera = nextCamera;
const nextRenderer = new THREE.WebGLRenderer({
canvas: canvasEl,
antialias: true,
alpha: true,
powerPreference: "high-performance"
});
renderer = nextRenderer;
nextRenderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2));
const ambient = new THREE.AmbientLight(rgbTripletToColor(uiTheme.textMainRgb), 0.44);
const key = new THREE.PointLight(rgbTripletToColor(uiTheme.glowAltRgb), 1.2, 180, 1.8);
key.position.set(0, 20, 38);
const rim = new THREE.PointLight(rgbTripletToColor(uiTheme.glowRgb), 0.65, 160, 1.7);
rim.position.set(-22, -14, 26);
nextScene.add(ambient, key, rim);
ambientLight = ambient;
keyLight = key;
rimLight = rim;
const bgTexture = createGridTexture(themePalette);
themedBgTexture = bgTexture;
const bg = new THREE.Mesh(
new THREE.PlaneGeometry(160, 170),
new THREE.MeshBasicMaterial({
map: bgTexture,
transparent: true,
opacity: 0.78,
depthWrite: false
})
);
bg.position.set(0, 0, -12);
nextScene.add(bg);
bgPlane = bg;
const border = new THREE.LineLoop(
new THREE.BufferGeometry().setFromPoints([
new THREE.Vector3(-FIELD_HALF_W, -FIELD_HALF_H, 0),
new THREE.Vector3(FIELD_HALF_W, -FIELD_HALF_H, 0),
new THREE.Vector3(FIELD_HALF_W, FIELD_HALF_H, 0),
new THREE.Vector3(-FIELD_HALF_W, FIELD_HALF_H, 0)
]),
new THREE.LineBasicMaterial({ color: rgbTripletToColor(uiTheme.glowRgb), transparent: true, opacity: 0.46 })
);
nextScene.add(border);
borderLine = border;
const nextBrickGroup = new THREE.Group();
brickGroup = nextBrickGroup;
nextScene.add(nextBrickGroup);
const paddleMesh = new THREE.Mesh(
new THREE.BoxGeometry(PADDLE_W, PADDLE_H, 2.1),
new THREE.MeshStandardMaterial({
color: paddleColor,
emissive: paddleColor,
emissiveIntensity: 0.72,
roughness: 0.34,
metalness: 0.18
})
);
paddleMesh.position.set(0, PADDLE_Y, 0.4);
nextScene.add(paddleMesh);
paddle = paddleMesh;
const ballMesh = new THREE.Mesh(
new THREE.SphereGeometry(BALL_RADIUS, 22, 16),
new THREE.MeshStandardMaterial({
color: ballColor,
emissive: ballGlow,
emissiveIntensity: 0.88,
roughness: 0.2,
metalness: 0.04
})
);
nextScene.add(ballMesh);
ball = ballMesh;
const flashTexture = createFlashTexture(themePalette);
const flash = new THREE.Sprite(
new THREE.SpriteMaterial({
map: flashTexture,
color: "#74ffff",
transparent: true,
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 === "Space" && gameState !== "running") startGame();
};
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();
resetGameToIdle();
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();
disconnectLanSocket(false);
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 color = palette[(row + col + level) % palette.length] ?? "#7ad0ff";
const material = new THREE.MeshStandardMaterial({
color,
emissive: color,
emissiveIntensity: 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,
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, BASE_BALL_SPEED + (level - 1) * 4.2);
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 resetGameToIdle(): void {
if (!paddle || !ball) return;
score = 0;
combo = 0;
lives = 3;
level = 1;
gameState = "idle";
prevPauseGesture = false;
pauseGestureLockUntil = 0;
lastPaddleContactAt = performance.now();
lastAntiStallAt = 0;
bricksSincePaddle = 0;
paddleX = 0;
paddle.position.x = 0;
buildBricks();
prepareBall(performance.now(), Number.POSITIVE_INFINITY);
ball.position.set(ballPos.x, ballPos.y, 1.2);
}
function startGame(): void {
if (!paddle || !ball) return;
resetGameToIdle();
gameState = "running";
prepareBall(performance.now(), START_DELAY_MS);
}
function restartGame(): void {
startGame();
}
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 handleSensorPauseGesture(nowMs: number): void {
if (gameState !== "idle" && gameState !== "running" && gameState !== "paused") {
prevPauseGesture = false;
return;
}
const active = topForce >= pauseGestureThreshold;
if (active && !prevPauseGesture && nowMs >= pauseGestureLockUntil) {
if (gameState === "idle") {
startGame();
} else {
togglePause();
}
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();
const shouldLaunch = lanLaunchAt > 0 && nowMs >= lanLaunchAt;
const launchIntent = shouldLaunch || (gameState !== "running" && topForce >= pauseGestureThreshold);
const pauseIntent = topForce >= pauseGestureThreshold;
sendLanInput(nowMs, axis, launchIntent, pauseIntent);
// Reset launch timer after sending
if (shouldLaunch) {
lanLaunchAt = 0;
}
if (gameState !== "running") {
ball.position.set(ballPos.x, ballPos.y, 1.2);
updateFlash(dt);
return;
}
if (!isLanConnected) {
paddleX += axis * PADDLE_SPEED * dt;
paddleX = Math.min(FIELD_HALF_W - PADDLE_W * 0.5, Math.max(-FIELD_HALF_W + PADDLE_W * 0.5, paddleX));
paddle.position.x = paddleX;
}
if (!ballLaunched) {
ballPos.set(paddleX, PADDLE_Y + PADDLE_H * 0.5 + BALL_RADIUS + 0.4);
if (nowMs >= nextLaunchAt) launchBall(nowMs);
} else if (!isLanConnected) {
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 - PADDLE_W * 0.5;
const right = paddleX + PADDLE_W * 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) / (PADDLE_W * 0.5);
const speed = Math.min(MAX_BALL_SPEED, Math.max(BASE_BALL_SPEED, ballVel.length()));
ballVel.set(offset * speed * 0.9, Math.abs(ballVel.y) + 4).normalize().multiplyScalar(speed);
combo = 0;
lastPaddleContactAt = performance.now();
bricksSincePaddle = 0;
}
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;
}
brick.alive = false;
brick.mesh.visible = false;
bricksLeft -= 1;
combo += 1;
score += 40 + combo * 5;
bricksSincePaddle += 1;
const nextSpeed = Math.min(MAX_BALL_SPEED, ballVel.length() * 1.014);
ballVel.normalize().multiplyScalar(nextSpeed);
if (bricksSincePaddle >= MAX_BRICK_HITS_WITHOUT_PADDLE && ballPos.y > UPPER_STALL_Y) {
forceBallDownward(1);
lastAntiStallAt = nowMs;
}
triggerFlash(brick.mesh.position.x, brick.mesh.position.y, 10 + combo * 0.4);
if (bricksLeft <= 0) {
level += 1;
buildBricks();
prepareBall(nowMs, 560);
}
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, Math.max(BASE_BALL_SPEED, 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={startGame}>{gameState === "idle" ? ui.start : ui.restart}</button>
<button type="button" on:click={togglePause} disabled={gameState === "idle" || 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>
<section class="lan-panel" class:is-online={lanMode === "online"} aria-label="LAN Battle">
<header class="lan-panel-head">
<div>
<p class="lan-kicker">{ui.online}</p>
<strong>{roomStatusText}</strong>
</div>
<div class="lan-head-actions">
{#if pingMs !== null}
<span class="lan-ping">{ui.latency} {pingMs}ms</span>
{/if}
<button type="button" class="lan-mode-btn" on:click={() => (lanMode = lanMode === "online" ? "local" : "online")}>
{lanMode === "online" ? ui.local : ui.online}
</button>
</div>
</header>
{#if lanMode === "online"}
<div class="lan-controls">
<label class="lan-input-label">
<span>{ui.playerName}</span>
<input bind:value={playerName} maxlength="18" on:blur={persistPlayerName} />
</label>
<div class="lan-action-row">
<button type="button" disabled={isLanBusy || isLanConnected} on:click={createLanRoom}>{ui.createRoom}</button>
<button type="button" disabled={isLanBusy} on:click={discoverLanRooms}>{ui.discoverRooms}</button>
{#if isLanConnected}
<button type="button" class="is-danger" on:click={() => disconnectLanSocket()}>{ui.disconnect}</button>
{/if}
</div>
<div class="lan-join-row">
<label class="lan-input-label is-code">
<span>{ui.joinCode}</span>
<input
value={joinCode}
inputmode="numeric"
maxlength="8"
on:input={(event) => (joinCode = normalizePairingCode((event.currentTarget as HTMLInputElement).value))}
/>
</label>
<button type="button" disabled={isLanBusy || isLanConnected || !joinCode} on:click={() => joinLanRoom()}>{ui.joinRoom}</button>
</div>
{#if pairingCode}
<div class="pair-code-card">
<span>{ui.pairingCode}</span>
<strong>{pairingCode}</strong>
</div>
{/if}
{#if lanRooms.length > 0 && !isLanConnected}
<div class="room-list">
{#each lanRooms as room (room.roomId)}
<button type="button" class="room-card" on:click={() => joinLanRoom(room.pairingCode)}>
<span>{room.hostName || room.address}</span>
<strong>{room.pairingCode}</strong>
<em>{room.players}/{room.maxPlayers}</em>
</button>
{/each}
</div>
{/if}
{#if lanNotice}
<p class="lan-notice">{lanNotice}</p>
{/if}
</div>
{#if isLanConnected}
<div class="versus-strip">
<article>
<span>{playerName || "You"} {localRole ? `/${localRole}` : ""}</span>
<strong>{selfPlayer?.ready || localReady ? ui.ready : statusText}</strong>
<em>{Math.round(score)} / {lives}</em>
</article>
<article class:waiting={!primaryOpponent}>
<span>{ui.opponent}</span>
<strong>{primaryOpponent?.name ?? ui.waitingOpponent}</strong>
<em>
{#if primaryOpponent}
{(primaryOpponent.score ?? 0)} / {(primaryOpponent.lives ?? 3)}
{:else}
--
{/if}
</em>
</article>
<button type="button" on:click={toggleLanReady}>{localReady ? ui.cancelReady : ui.ready}</button>
</div>
{/if}
{/if}
</section>
<footer class="overlay-foot">
<p class="status">{ui.chase} / {statusText}</p>
</footer>
</div>
{#if gameState === "paused"}
<div class="pause-mask" aria-live="polite">
<div class="pause-panel">
<p>{ui.pausedOverlay}</p>
</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>
<button type="button" class="overlay-restart-btn" on:click={requestLanRestart}>{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;
}
.lan-panel {
align-self: start;
justify-self: end;
inline-size: min(20rem, 58%);
display: grid;
gap: 0.42rem;
border: 1px solid rgb(var(--hud-border-rgb) / 0.24);
border-radius: 0.56rem;
padding: 0.48rem;
background:
linear-gradient(180deg, rgb(var(--hud-surface-rgb) / 0.72), rgb(var(--hud-surface-deep-rgb) / 0.78)),
radial-gradient(circle at 50% 0, rgb(var(--hud-glow-rgb) / 0.05), transparent 58%);
box-shadow: inset 0 1px 0 rgb(var(--hud-border-strong-rgb) / 0.07);
pointer-events: auto;
}
.lan-panel:not(.is-online) {
inline-size: auto;
padding: 0.32rem;
background: rgb(var(--hud-surface-deep-rgb) / 0.54);
}
.lan-panel-head,
.lan-head-actions,
.lan-action-row,
.lan-join-row,
.versus-strip {
display: flex;
align-items: center;
gap: 0.36rem;
}
.lan-panel-head {
justify-content: space-between;
}
.lan-panel-head div:first-child {
min-inline-size: 0;
display: grid;
gap: 0.08rem;
}
.lan-kicker {
margin: 0;
color: rgb(var(--hud-text-dim-rgb) / 0.84);
font-size: 0.48rem;
letter-spacing: 0.12em;
text-transform: uppercase;
}
.lan-panel-head strong {
color: rgb(var(--hud-text-main-rgb) / 0.96);
font-size: 0.66rem;
letter-spacing: 0.06em;
text-transform: uppercase;
}
.lan-ping,
.lan-notice {
color: rgb(var(--hud-text-dim-rgb) / 0.84);
font-size: 0.54rem;
letter-spacing: 0.05em;
}
.lan-controls {
display: grid;
gap: 0.36rem;
}
.lan-input-label {
min-inline-size: 0;
display: grid;
gap: 0.18rem;
}
.lan-input-label span {
color: rgb(var(--hud-text-dim-rgb) / 0.82);
font-size: 0.5rem;
letter-spacing: 0.09em;
text-transform: uppercase;
}
.lan-input-label input {
min-inline-size: 0;
inline-size: 100%;
border: 1px solid rgb(var(--hud-border-rgb) / 0.34);
border-radius: 999px;
padding: 0.28rem 0.52rem;
background: rgb(var(--hud-surface-deep-rgb) / 0.78);
color: rgb(var(--hud-text-main-rgb) / 0.96);
font: inherit;
font-size: 0.64rem;
letter-spacing: 0.05em;
outline: none;
}
.lan-input-label input:focus {
border-color: rgb(var(--hud-cyan-rgb) / 0.52);
box-shadow: 0 0 0 2px rgb(var(--hud-cyan-rgb) / 0.12);
}
.lan-input-label.is-code {
flex: 1;
}
.lan-action-row,
.lan-join-row {
flex-wrap: wrap;
}
.lan-mode-btn,
.lan-action-row button,
.lan-join-row button,
.versus-strip button,
.room-card {
min-block-size: 1.42rem;
border: 1px solid rgb(var(--hud-cyan-rgb) / 0.38);
border-radius: 999px;
padding: 0.18rem 0.52rem;
background: rgb(var(--hud-surface-alt-rgb) / 0.74);
color: rgb(var(--hud-text-main-rgb) / 0.96);
font: inherit;
font-size: 0.56rem;
letter-spacing: 0.05em;
cursor: pointer;
}
.lan-mode-btn:hover,
.lan-action-row button:hover:not(:disabled),
.lan-join-row button:hover:not(:disabled),
.versus-strip button:hover:not(:disabled),
.room-card:hover {
border-color: rgb(var(--hud-lime-rgb) / 0.54);
box-shadow: 0 0 10px rgb(var(--hud-lime-rgb) / 0.1);
}
.lan-action-row button:disabled,
.lan-join-row button:disabled,
.versus-strip button:disabled {
opacity: 0.42;
cursor: not-allowed;
}
.lan-action-row button.is-danger {
border-color: rgb(var(--hud-orange-rgb) / 0.46);
color: rgb(var(--hud-orange-rgb) / 0.96);
background: rgb(var(--hud-surface-deep-rgb) / 0.82);
}
.pair-code-card {
display: flex;
align-items: center;
justify-content: space-between;
gap: 0.5rem;
border: 1px solid rgb(var(--hud-lime-rgb) / 0.36);
border-radius: 0.5rem;
padding: 0.36rem 0.48rem;
background: rgb(var(--hud-surface-alt-rgb) / 0.58);
}
.pair-code-card span {
color: rgb(var(--hud-text-dim-rgb) / 0.84);
font-size: 0.5rem;
letter-spacing: 0.08em;
text-transform: uppercase;
}
.pair-code-card strong {
color: rgb(var(--hud-lime-rgb) / 0.96);
font-size: 1rem;
letter-spacing: 0.18em;
}
.room-list {
display: grid;
gap: 0.24rem;
}
.room-card {
inline-size: 100%;
display: grid;
grid-template-columns: 1fr auto auto;
align-items: center;
gap: 0.4rem;
border-radius: 0.44rem;
text-align: left;
}
.room-card span {
min-inline-size: 0;
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
.room-card strong {
color: rgb(var(--hud-lime-rgb) / 0.96);
letter-spacing: 0.12em;
}
.room-card em {
color: rgb(var(--hud-text-dim-rgb) / 0.82);
font-style: normal;
}
.lan-notice {
margin: 0;
color: rgb(var(--hud-orange-rgb) / 0.94);
}
.versus-strip {
justify-content: stretch;
align-items: stretch;
}
.versus-strip article {
flex: 1;
min-inline-size: 0;
border: 1px solid rgb(var(--hud-border-rgb) / 0.26);
border-radius: 0.46rem;
padding: 0.28rem 0.38rem;
background: rgb(var(--hud-surface-rgb) / 0.58);
}
.versus-strip article.waiting {
border-style: dashed;
opacity: 0.78;
}
.versus-strip span,
.versus-strip em {
display: block;
color: rgb(var(--hud-text-dim-rgb) / 0.82);
font-size: 0.48rem;
letter-spacing: 0.07em;
text-transform: uppercase;
font-style: normal;
}
.versus-strip strong {
display: block;
margin-block: 0.1rem;
overflow: hidden;
color: rgb(var(--hud-text-main-rgb) / 0.96);
font-size: 0.62rem;
letter-spacing: 0.04em;
text-overflow: ellipsis;
white-space: nowrap;
}
.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;
}
.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);
}
.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;
cursor: pointer;
box-shadow: 0 0 16px rgb(var(--hud-cyan-rgb) / 0.2);
transition: transform 120ms ease, box-shadow 120ms ease, border-color 120ms ease;
}
.overlay-restart-btn:hover {
transform: translateY(-1px);
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 {
grid-template-columns: repeat(3, minmax(0, 1fr));
}
}
</style>