Files
awesome-copilot/extensions/arcade-canvas/game/game.js
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2026-06-17 09:29:56 +00:00

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