Press n or j to go to the next uncovered block, b, p or k for the previous block.
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 | 'use client' import { useEffect, useState } from 'react' import { useGameMode } from '@/contexts/GameModeContext' import { useUserProfile } from '@/contexts/UserProfileContext' import { useComplementRace } from '@/arcade-games/complement-race/Provider' import { useSoundEffects } from '../../hooks/useSoundEffects' import type { AIRacer } from '../../lib/gameTypes' import { SpeechBubble } from '../AISystem/SpeechBubble' interface CircularTrackProps { playerProgress: number playerLap: number aiRacers: AIRacer[] aiLaps: Map<string, number> } export function CircularTrack({ playerProgress, playerLap, aiRacers, aiLaps }: CircularTrackProps) { const { state, dispatch } = useComplementRace() const { players, activePlayers } = useGameMode() const { profile: _profile } = useUserProfile() const { playSound } = useSoundEffects() const [celebrationCooldown, setCelebrationCooldown] = useState<Set<string>>(new Set()) // Get the current user's active local players (consistent with navbar pattern) const activeLocalPlayers = Array.from(activePlayers) .map((id) => players.get(id)) .filter((p): p is NonNullable<typeof p> => p !== undefined && p.isLocal !== false) const playerEmoji = activeLocalPlayers[0]?.emoji ?? '👤' const [dimensions, setDimensions] = useState({ width: 600, height: 400 }) // Update dimensions on mount and resize useEffect(() => { const updateDimensions = () => { const vw = window.innerWidth const vh = window.innerHeight const isLandscape = vw > vh if (isLandscape) { // Landscape: wider track (emphasize horizontal straights) const width = Math.min(vw * 0.75, 800) const height = Math.min(vh * 0.5, 350) setDimensions({ width, height }) } else { // Portrait: taller track (emphasize vertical straights) const width = Math.min(vw * 0.85, 350) const height = Math.min(vh * 0.5, 550) setDimensions({ width, height }) } } updateDimensions() window.addEventListener('resize', updateDimensions) return () => window.removeEventListener('resize', updateDimensions) }, []) const padding = 40 const trackWidth = dimensions.width - padding * 2 const trackHeight = dimensions.height - padding * 2 // For a rounded rectangle track, we have straight sections and curved ends const straightLength = Math.max(trackWidth, trackHeight) - Math.min(trackWidth, trackHeight) const radius = Math.min(trackWidth, trackHeight) / 2 const isHorizontal = trackWidth > trackHeight // Calculate position on rounded rectangle track const getCircularPosition = (progress: number) => { const progressPerLap = 50 const normalizedProgress = (progress % progressPerLap) / progressPerLap // Track perimeter consists of: 2 straights + 2 semicircles const straightPerim = straightLength const curvePerim = Math.PI * radius const totalPerim = 2 * straightPerim + 2 * curvePerim const distanceAlongTrack = normalizedProgress * totalPerim const centerX = dimensions.width / 2 const centerY = dimensions.height / 2 let x: number, y: number, angle: number if (isHorizontal) { // Horizontal track: straight sections on top/bottom, curves on left/right const topStraightEnd = straightPerim const rightCurveEnd = topStraightEnd + curvePerim const bottomStraightEnd = rightCurveEnd + straightPerim const _leftCurveEnd = bottomStraightEnd + curvePerim if (distanceAlongTrack < topStraightEnd) { // Top straight (moving right) const t = distanceAlongTrack / straightPerim x = centerX - straightLength / 2 + t * straightLength y = centerY - radius angle = 90 } else if (distanceAlongTrack < rightCurveEnd) { // Right curve const curveProgress = (distanceAlongTrack - topStraightEnd) / curvePerim const curveAngle = curveProgress * Math.PI - Math.PI / 2 x = centerX + straightLength / 2 + radius * Math.cos(curveAngle) y = centerY + radius * Math.sin(curveAngle) angle = curveProgress * 180 + 90 } else if (distanceAlongTrack < bottomStraightEnd) { // Bottom straight (moving left) const t = (distanceAlongTrack - rightCurveEnd) / straightPerim x = centerX + straightLength / 2 - t * straightLength y = centerY + radius angle = 270 } else { // Left curve const curveProgress = (distanceAlongTrack - bottomStraightEnd) / curvePerim const curveAngle = curveProgress * Math.PI + Math.PI / 2 x = centerX - straightLength / 2 + radius * Math.cos(curveAngle) y = centerY + radius * Math.sin(curveAngle) angle = curveProgress * 180 + 270 } } else { // Vertical track: straight sections on left/right, curves on top/bottom const leftStraightEnd = straightPerim const bottomCurveEnd = leftStraightEnd + curvePerim const rightStraightEnd = bottomCurveEnd + straightPerim const _topCurveEnd = rightStraightEnd + curvePerim if (distanceAlongTrack < leftStraightEnd) { // Left straight (moving down) const t = distanceAlongTrack / straightPerim x = centerX - radius y = centerY - straightLength / 2 + t * straightLength angle = 180 } else if (distanceAlongTrack < bottomCurveEnd) { // Bottom curve const curveProgress = (distanceAlongTrack - leftStraightEnd) / curvePerim const curveAngle = curveProgress * Math.PI x = centerX + radius * Math.cos(curveAngle) y = centerY + straightLength / 2 + radius * Math.sin(curveAngle) angle = curveProgress * 180 + 180 } else if (distanceAlongTrack < rightStraightEnd) { // Right straight (moving up) const t = (distanceAlongTrack - bottomCurveEnd) / straightPerim x = centerX + radius y = centerY + straightLength / 2 - t * straightLength angle = 0 } else { // Top curve const curveProgress = (distanceAlongTrack - rightStraightEnd) / curvePerim const curveAngle = curveProgress * Math.PI + Math.PI x = centerX + radius * Math.cos(curveAngle) y = centerY - straightLength / 2 + radius * Math.sin(curveAngle) angle = curveProgress * 180 } } return { x, y, angle } } // Check for lap completions and show celebrations useEffect(() => { // Check player lap const playerCurrentLap = Math.floor(playerProgress / 50) if (playerCurrentLap > playerLap && !celebrationCooldown.has('player')) { dispatch({ type: 'COMPLETE_LAP', racerId: 'player' }) // Play celebration sound (line 12801) playSound('lap_celebration', 0.6) setCelebrationCooldown((prev) => new Set(prev).add('player')) setTimeout(() => { setCelebrationCooldown((prev) => { const next = new Set(prev) next.delete('player') return next }) }, 2000) } // Check AI laps aiRacers.forEach((racer) => { const aiCurrentLap = Math.floor(racer.position / 50) const aiPreviousLap = aiLaps.get(racer.id) || 0 if (aiCurrentLap > aiPreviousLap && !celebrationCooldown.has(racer.id)) { dispatch({ type: 'COMPLETE_LAP', racerId: racer.id }) setCelebrationCooldown((prev) => new Set(prev).add(racer.id)) setTimeout(() => { setCelebrationCooldown((prev) => { const next = new Set(prev) next.delete(racer.id) return next }) }, 2000) } }) }, [ playerProgress, playerLap, aiRacers, aiLaps, celebrationCooldown, dispatch, // Play celebration sound (line 12801) playSound, ]) const playerPos = getCircularPosition(playerProgress) // Create rounded rectangle path with wider curves (banking effect) const createRoundedRectPath = (radiusOffset: number, isOuter: boolean = false) => { const centerX = dimensions.width / 2 const centerY = dimensions.height / 2 // Make curves wider by increasing radius more on outer edges const curveWidthBonus = isOuter ? radiusOffset * 0.15 : radiusOffset * -0.1 const r = radius + radiusOffset + curveWidthBonus if (isHorizontal) { // Horizontal track - curved ends on left/right const leftCenterX = centerX - straightLength / 2 const rightCenterX = centerX + straightLength / 2 const curveTopY = centerY - r const curveBottomY = centerY + r return ` M ${leftCenterX} ${curveTopY} L ${rightCenterX} ${curveTopY} A ${r} ${r} 0 0 1 ${rightCenterX} ${curveBottomY} L ${leftCenterX} ${curveBottomY} A ${r} ${r} 0 0 1 ${leftCenterX} ${curveTopY} Z ` } else { // Vertical track - curved ends on top/bottom const topCenterY = centerY - straightLength / 2 const bottomCenterY = centerY + straightLength / 2 const curveLeftX = centerX - r const curveRightX = centerX + r return ` M ${curveLeftX} ${topCenterY} L ${curveLeftX} ${bottomCenterY} A ${r} ${r} 0 0 0 ${curveRightX} ${bottomCenterY} L ${curveRightX} ${topCenterY} A ${r} ${r} 0 0 0 ${curveLeftX} ${topCenterY} Z ` } } return ( <div data-component="circular-track" style={{ position: 'relative', width: `${dimensions.width}px`, height: `${dimensions.height}px`, margin: '0 auto', }} > {/* SVG Track */} <svg data-component="track-svg" width={dimensions.width} height={dimensions.height} style={{ position: 'absolute', top: 0, left: 0, }} > {/* Infield grass */} <path d={createRoundedRectPath(15, false)} fill="#7cb342" stroke="none" /> {/* Track background - reddish clay color */} <path d={createRoundedRectPath(-10, true)} fill="#d97757" stroke="none" /> {/* Track outer edge - white boundary */} <path d={createRoundedRectPath(-15, true)} fill="none" stroke="white" strokeWidth="3" /> {/* Track inner edge - white boundary */} <path d={createRoundedRectPath(15, false)} fill="none" stroke="white" strokeWidth="3" /> {/* Lane markers - dashed white lines */} {[-5, 0, 5].map((offset) => ( <path key={offset} d={createRoundedRectPath(offset, offset < 0)} fill="none" stroke="white" strokeWidth="1.5" strokeDasharray="8 8" opacity="0.6" /> ))} {/* Start/Finish line - checkered flag pattern */} {(() => { const centerX = dimensions.width / 2 const centerY = dimensions.height / 2 const trackThickness = 35 // Track width from inner to outer edge if (isHorizontal) { // Horizontal track: vertical finish line crossing the top straight const x = centerX const yStart = centerY - radius - 18 // Outer edge const squareSize = trackThickness / 6 const lineWidth = 12 return ( <g> {/* Checkered pattern - vertical line */} {[0, 1, 2, 3, 4, 5].map((i) => ( <rect key={i} x={x - lineWidth / 2} y={yStart + squareSize * i} width={lineWidth} height={squareSize} fill={i % 2 === 0 ? 'black' : 'white'} /> ))} </g> ) } else { // Vertical track: horizontal finish line crossing the left straight const xStart = centerX - radius - 18 // Outer edge const y = centerY const squareSize = trackThickness / 6 const lineWidth = 12 return ( <g> {/* Checkered pattern - horizontal line */} {[0, 1, 2, 3, 4, 5].map((i) => ( <rect key={i} x={xStart + squareSize * i} y={y - lineWidth / 2} width={squareSize} height={lineWidth} fill={i % 2 === 0 ? 'black' : 'white'} /> ))} </g> ) } })()} {/* Distance markers (quarter points) */} {[0.25, 0.5, 0.75].map((fraction) => { const pos = getCircularPosition(fraction * 50) const markerLength = 12 const perpAngle = (pos.angle + 90) * (Math.PI / 180) const x1 = pos.x - markerLength * Math.cos(perpAngle) const y1 = pos.y - markerLength * Math.sin(perpAngle) const x2 = pos.x + markerLength * Math.cos(perpAngle) const y2 = pos.y + markerLength * Math.sin(perpAngle) return ( <line key={fraction} x1={x1} y1={y1} x2={x2} y2={y2} stroke="white" strokeWidth="3" strokeLinecap="round" /> ) })} </svg> {/* Player racer */} <div style={{ position: 'absolute', left: `${playerPos.x}px`, top: `${playerPos.y}px`, transform: `translate(-50%, -50%) rotate(${playerPos.angle}deg)`, fontSize: '32px', filter: 'drop-shadow(0 2px 4px rgba(0, 0, 0, 0.2))', zIndex: 10, transition: 'left 0.3s ease-out, top 0.3s ease-out', }} > {playerEmoji} </div> {/* AI racers */} {aiRacers.map((racer, _index) => { const aiPos = getCircularPosition(racer.position) const activeBubble = state.activeSpeechBubbles.get(racer.id) return ( <div key={racer.id} style={{ position: 'absolute', left: `${aiPos.x}px`, top: `${aiPos.y}px`, transform: `translate(-50%, -50%) rotate(${aiPos.angle}deg)`, fontSize: '28px', filter: 'drop-shadow(0 2px 4px rgba(0, 0, 0, 0.2))', zIndex: 5, transition: 'left 0.2s linear, top 0.2s linear', }} > {racer.icon} {activeBubble && ( <div style={{ position: 'absolute', bottom: '100%', // Position above the AI racer left: '50%', transform: `translate(-50%, -15px) rotate(${-aiPos.angle}deg)`, // Offset 15px above, counter-rotate bubble zIndex: 20, // Above player (10) and AI racers (5) }} > <SpeechBubble message={activeBubble} onHide={() => dispatch({ type: 'CLEAR_AI_COMMENT', racerId: racer.id })} /> </div> )} </div> ) })} {/* Lap counter */} <div style={{ position: 'absolute', top: '50%', left: '50%', transform: 'translate(-50%, -50%)', background: 'rgba(255, 255, 255, 0.95)', borderRadius: '50%', width: '120px', height: '120px', display: 'flex', flexDirection: 'column', alignItems: 'center', justifyContent: 'center', boxShadow: '0 4px 12px rgba(0, 0, 0, 0.15)', border: '3px solid #3b82f6', }} > <div style={{ fontSize: '14px', color: '#6b7280', marginBottom: '4px', fontWeight: 'bold', }} > Lap </div> <div style={{ fontSize: '36px', fontWeight: 'bold', color: '#3b82f6', }} > {playerLap + 1} </div> <div style={{ fontSize: '12px', color: '#9ca3af', marginTop: '4px', }} > {Math.floor(((playerProgress % 50) / 50) * 100)}% </div> </div> {/* Lap celebration */} {celebrationCooldown.has('player') && ( <div style={{ position: 'absolute', top: '20px', left: '50%', transform: 'translateX(-50%)', background: 'linear-gradient(135deg, #fbbf24, #f59e0b)', color: 'white', padding: '12px 24px', borderRadius: '12px', fontSize: '18px', fontWeight: 'bold', boxShadow: '0 4px 20px rgba(251, 191, 36, 0.4)', animation: 'bounce 0.5s ease', zIndex: 100, }} > 🎉 Lap {playerLap + 1} Complete! 🎉 </div> )} </div> ) } |