mirror of
https://github.com/github/awesome-copilot.git
synced 2026-06-18 21:51:27 +00:00
2f9d85eef8
* Add Agent Arcade canvas extension Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> * Refine Agent Arcade canvas behavior Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> * Update Agent Arcade canvas credits Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> * Update Agent Arcade canvas catalog anchor Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> * Ignoring the minified file * Configure codespell to skip minified Phaser file Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> --------- Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> Co-authored-by: Aaron Powell <me@aaron-powell.com>
178 lines
7.3 KiB
JavaScript
178 lines
7.3 KiB
JavaScript
// Agent Arcade — game bootstrap and scene registry.
|
|
// Each mini-game is a Phaser Scene extending BaseScene.
|
|
import { W, H, refreshDimensions } from './scenes/BaseScene.js';
|
|
import { NinjaRunnerScene } from './scenes/NinjaRunner.js';
|
|
import { GalaxyBlasterScene } from './scenes/GalaxyBlaster.js';
|
|
import { CosmicRocksScene } from './scenes/CosmicRocks.js';
|
|
import { AlienOnslaughtScene } from './scenes/AlienOnslaught.js';
|
|
import { PlanetGuardianScene } from './scenes/PlanetGuardian.js';
|
|
// Registry of available games
|
|
const GAMES = [
|
|
{ key: 'cosmic-rocks', scene: CosmicRocksScene, label: '☄️ Cosmic Rocks' },
|
|
{ key: 'alien-onslaught', scene: AlienOnslaughtScene, label: '👾 Alien Onslaught' },
|
|
{ key: 'galaxy-blaster', scene: GalaxyBlasterScene, label: '🚀 Galaxy Blaster' },
|
|
{ key: 'ninja-runner', scene: NinjaRunnerScene, label: '🥷 Ninja Runner' },
|
|
{ key: 'defender', scene: PlanetGuardianScene, label: '🛡️ Planet Guardian' },
|
|
];
|
|
let currentGameKey;
|
|
try {
|
|
// Migrate localStorage from old "galaxy-shooter" name
|
|
const lastGame = localStorage.getItem('agentArcade_lastGame');
|
|
if (lastGame === 'galaxy-shooter')
|
|
localStorage.setItem('agentArcade_lastGame', 'galaxy-blaster');
|
|
const oldHi = localStorage.getItem('agentArcade_hi_galaxy-shooter');
|
|
if (oldHi) {
|
|
localStorage.setItem('agentArcade_hi_galaxy-blaster', oldHi);
|
|
localStorage.removeItem('agentArcade_hi_galaxy-shooter');
|
|
}
|
|
currentGameKey = localStorage.getItem('agentArcade_lastGame') || 'ninja-runner';
|
|
}
|
|
catch {
|
|
currentGameKey = 'ninja-runner';
|
|
}
|
|
// Validate stored key exists in registry
|
|
if (!GAMES.find(g => g.key === currentGameKey))
|
|
currentGameKey = 'ninja-runner';
|
|
// Create the Phaser game once the window is full-screen.
|
|
// Tauri's Rust backend resizes the window after setup — we listen for the
|
|
// `resize` event so we create the game at the correct dimensions.
|
|
let game = null;
|
|
function initGame() {
|
|
refreshDimensions();
|
|
game = new Phaser.Game({
|
|
type: Phaser.AUTO,
|
|
parent: 'game',
|
|
width: W,
|
|
height: H,
|
|
transparent: true,
|
|
backgroundColor: 'rgba(0,0,0,0)',
|
|
scene: GAMES.map(g => g.scene),
|
|
physics: {
|
|
default: 'arcade',
|
|
arcade: { gravity: { y: 1800 }, debug: false },
|
|
},
|
|
render: { pixelArt: true, antialias: false, transparent: true },
|
|
fps: { target: 60 },
|
|
});
|
|
// Expose game instance for Playwright testing (no production impact)
|
|
window.__phaserGame = game;
|
|
// Start the saved game (stop the default first scene if it's different)
|
|
if (currentGameKey !== GAMES[0].key) {
|
|
game.events.once('ready', () => {
|
|
game.scene.stop(GAMES[0].key);
|
|
game.scene.start(currentGameKey);
|
|
});
|
|
}
|
|
setupGameSwitcher();
|
|
}
|
|
function setupGameSwitcher() {
|
|
// Expose game switcher for the HUD dropdown
|
|
window.__agentArcadeSwitchGame = (key) => {
|
|
const entry = GAMES.find(g => g.key === key);
|
|
if (!entry || key === currentGameKey)
|
|
return;
|
|
const wasPaused = document.getElementById('hud')?.classList.contains('paused') ?? false;
|
|
// Set skip flag BEFORE anything else so the Rust-triggered onResume
|
|
// won't fire scene resume callbacks on the new scene.
|
|
if (wasPaused)
|
|
window.__agentArcadeSkipResume = true;
|
|
// Stop all audio globally (covers paused sounds too)
|
|
if (game.sound)
|
|
game.sound.stopAll();
|
|
// Remove DOM overlays from the previous scene (game-over, wave banner, ready screen)
|
|
for (const id of ['gameover-overlay', 'wave-banner', 'ready-overlay']) {
|
|
const el = document.getElementById(id);
|
|
if (el)
|
|
el.remove();
|
|
}
|
|
// Stop current scene, start new one
|
|
game.scene.stop(currentGameKey);
|
|
game.scene.start(key);
|
|
currentGameKey = key;
|
|
try {
|
|
localStorage.setItem('agentArcade_lastGame', key);
|
|
}
|
|
catch { /* ignore */ }
|
|
// Tell Rust we're unpaused so the window expands back to full-screen.
|
|
const ab = window.agentArcade;
|
|
if (wasPaused && ab && ab.setPaused)
|
|
ab.setPaused(false);
|
|
// The cursor was over the HUD to trigger this switch, so click-through should
|
|
// stay OFF. Calling setClickThrough(false) also triggers set_focus() in Rust,
|
|
// restoring OS keyboard focus after the native <select> interaction. The
|
|
// cursor-tracking system will re-enable click-through naturally when the
|
|
// cursor leaves the HUD area — calling setClickThrough(true) here would stall
|
|
// the tracker (polling is stopped while isOverHud=true, and enabling
|
|
// click-through kills mousemove events, leaving no way to detect HUD exit).
|
|
if (ab && ab.setClickThrough)
|
|
ab.setClickThrough(false);
|
|
const sel = document.getElementById('game-select');
|
|
if (sel)
|
|
sel.blur();
|
|
game.canvas.focus();
|
|
};
|
|
}
|
|
// Listen for window resize events from Tauri.
|
|
// On first resize that looks full-screen, create the game.
|
|
// On later resizes (e.g. monitor change), resize the canvas.
|
|
// Pause/resume shrinks/expands the window — we must NOT update game
|
|
// dimensions when the window shrinks to HUD-only size, and must NOT
|
|
// restart the scene when expanding back from a pause.
|
|
let resizeDebounce = null;
|
|
window.addEventListener('resize', () => {
|
|
if (resizeDebounce)
|
|
clearTimeout(resizeDebounce);
|
|
resizeDebounce = window.setTimeout(() => {
|
|
const newW = window.innerWidth;
|
|
const newH = window.innerHeight;
|
|
if (!game && newW > 800 && newH > 400) {
|
|
// First time: window is now full-screen — create the game
|
|
refreshDimensions();
|
|
initGame();
|
|
}
|
|
else if (game && newH > 400) {
|
|
// Full-screen resize (could be unpause expand or genuine resize).
|
|
// Update dimensions and resize the canvas, but never restart the
|
|
// scene — the resume system handles unpause, and a simple resize
|
|
// is enough for monitor/display changes.
|
|
refreshDimensions();
|
|
game.scale.resize(W, H);
|
|
}
|
|
// If newH <= 400 (pause shrink to HUD), skip entirely —
|
|
// keep W/H at full-screen values so the paused game state stays valid.
|
|
}, 150);
|
|
});
|
|
// Populate game selector dropdown
|
|
function populateGameSelector() {
|
|
const sel = document.getElementById('game-select');
|
|
if (!sel)
|
|
return;
|
|
sel.innerHTML = '';
|
|
GAMES.forEach(g => {
|
|
const opt = document.createElement('option');
|
|
opt.value = g.key;
|
|
opt.textContent = g.label;
|
|
if (g.key === currentGameKey)
|
|
opt.selected = true;
|
|
sel.appendChild(opt);
|
|
});
|
|
sel.addEventListener('change', () => {
|
|
window.__agentArcadeSwitchGame(sel.value);
|
|
});
|
|
}
|
|
// Wait for DOM
|
|
if (document.readyState === 'loading') {
|
|
document.addEventListener('DOMContentLoaded', populateGameSelector);
|
|
}
|
|
else {
|
|
populateGameSelector();
|
|
}
|
|
// If the window is already full-screen (e.g. Playwright tests or fast Tauri
|
|
// init), create the game immediately since no resize event will fire.
|
|
setTimeout(() => {
|
|
if (!game && window.innerWidth > 800 && window.innerHeight > 400) {
|
|
refreshDimensions();
|
|
initGame();
|
|
}
|
|
}, 200);
|
|
//# sourceMappingURL=game.js.map
|