src/App.tsximport { useRef, useState, useEffect, useCallback, useMemo } from "react";import { Canvas, useFrame } from "@react-three/fiber";import { Stars, Text } from "@react-three/drei";import * as THREE from "three";import "./ui/ui.css";// ─── Types ───interface Ship {id: number;pos: THREE.Vector3;targetX: number;targetY: number;wobble: number;}interface Letter {id: number;char: string;pos: THREE.Vector3;speed: number;}interface Boom {id: number;pos: THREE.Vector3;color: string;birth: number;}interface Laser {id: number;from: THREE.Vector3;to: THREE.Vector3;color: string;birth: number;}interface UfoEvent {id: number;startPos: THREE.Vector3; // above the planetendPos: THREE.Vector3; // center of play area where it firesbirth: number;fired: boolean; // whether the letter burst has been released yet}interface SurfaceBoom {id: number;pos: THREE.Vector3;birth: number;}interface Asteroid {id: number;angle: number;radius: number;y: number;size: number;}type Phase = "menu" | "playing" | "gameover";type PlanetState = "alive" | "destroyed";// ─── Mutable game state (not React state — avoids re-render cost) ───const game = {phase: "menu" as Phase,score: 0,combo: 0,maxCombo: 0,lives: 10,elapsed: 0,hits: 0,ships: [] as Ship[],letters: [] as Letter[],booms: [] as Boom[],damageFlash: 0,nextId: 1,wave: 0,waveTimer: 0,waveActive: true,ufoEvents: [] as UfoEvent[],lasers: [] as Laser[],ufoTimer: 0,planetState: "alive" as PlanetState,planetSurfaceBooms: [] as SurfaceBoom[],planetExplosionCount: 0,planetBigBoomBirth: null as number | null,asteroids: [] as Asteroid[],};// Fixed lane positions — first 7 for normal play, all 20 for rage modeconst SHIP_LANES = [{ x: -20, y: 6 }, { x: 0, y: -7 }, { x: 20, y: 5 },{ x: -12, y: -8 }, { x: 12, y: 8 }, { x: -24, y: -3 }, { x: 24, y: -4 },{ x: -32, y: 2 }, { x: 32, y: -2 }, { x: -8, y: 11 }, { x: 8, y: -11 },{ x: -16, y: 0 }, { x: 16, y: 0 }, { x: 0, y: 13 }, { x: -28, y: -12 },{ x: 28, y: 12 }, { x: -4, y: -14 }, { x: 4, y: 14 }, { x: -36, y: 6 }, { x: 36, y: -6 },];function resetGame() {game.phase = "playing";game.score = 0;game.combo = 0;game.maxCombo = 0;game.lives = 10;game.elapsed = 0;game.hits = 0;game.letters = [];game.booms = [];game.damageFlash = 0;game.ships = [];game.ufoEvents = [];game.lasers = [];game.ufoTimer = 0;game.planetState = "alive";game.planetSurfaceBooms = [];game.planetExplosionCount = 0;game.planetBigBoomBirth = null;game.asteroids = [];game.wave = 1;game.waveTimer = 0;game.waveActive = true;for (let i = 0; i < 3; i++) spawnShip();}function spawnShip() {const lane = SHIP_LANES[game.ships.length % SHIP_LANES.length];const z = -55 - Math.random() * 15;game.ships.push({id: game.nextId++,pos: new THREE.Vector3(lane.x, lane.y, z),targetX: lane.x,targetY: lane.y,wobble: Math.random() * Math.PI * 2,});}const CHAR_POOLS = ["asdfjkl;","abcdefghijklmnopqrstuvwxyz","abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOP","abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ",];function getPool() {if (game.wave <= 3) return CHAR_POOLS[0]; // home row onlyif (game.wave <= 6) return CHAR_POOLS[1]; // all lowercaseif (game.wave <= 9) return CHAR_POOLS[2]; // + some uppercasereturn CHAR_POOLS[3]; // full mixed case}// Wave durations: active shooting phase, then a calm breakconst WAVE_ACTIVE_DURATION = 12; // seconds of shootingconst WAVE_BREAK_DURATION = 4; // seconds of calm (no new letters)function getFireRate() {const w = game.wave;if (w <= 2) return 5.0;if (w <= 4) return 4.0;if (w <= 6) return 3.5;if (w <= 8) return 3.0;return 2.5;}function getMaxLetters() {const w = game.wave;if (w <= 2) return 3;if (w <= 4) return 4;if (w <= 6) return 5;return 6;}function getShipCount() {if (game.wave <= 2) return 3;if (game.wave <= 4) return 4;if (game.wave <= 6) return 5;if (game.wave <= 8) return 6;return 7;}function spawnUfo() {if (game.planetState === "destroyed") return;game.ufoEvents.push({id: game.nextId++,startPos: new THREE.Vector3(PLANET_POS.x, PLANET_POS.y + 32, -88),endPos: new THREE.Vector3(5 + (Math.random() - 0.5) * 14, (Math.random() - 0.5) * 6, -88),birth: Date.now(),fired: false,});}function letterColor(c: string) {if (c >= "a" && c <= "z") return "#00ff88";if (c >= "A" && c <= "Z") return "#ff4444";return "#ffcc00";}// ─── 3D Components ───const PLANET_POS = new THREE.Vector3(95, 0, -160);const SURFACE_BOOM_DURATION = 2.2;const PLANET_BIG_BOOM_DURATION = 4.5;// Surface explosion on the planet during self-destruct sequencefunction PlanetSurfaceBoom({ boom }: { boom: SurfaceBoom }) {const ref = useRef<THREE.Group>(null);const lightRef = useRef<THREE.PointLight>(null);const dirs = useMemo(() => Array.from({ length: 14 }, () => new THREE.Vector3().randomDirection()),[],);useFrame(() => {if (!ref.current) return;const age = (Date.now() - boom.birth) / 1000;if (age > SURFACE_BOOM_DURATION) { ref.current.visible = false; return; }const t = age / SURFACE_BOOM_DURATION;ref.current.children.forEach((c, i) => {if (i < dirs.length) {(c as THREE.Mesh).position.copy(dirs[i]!.clone().multiplyScalar(age * 28));(c as THREE.Mesh).scale.setScalar(Math.max(0, 1 - t));}});const flash = ref.current.children[dirs.length] as THREE.Mesh;if (flash) {flash.scale.setScalar(age * 18);(flash.material as THREE.MeshBasicMaterial).opacity = Math.max(0, 0.65 - t);}if (lightRef.current) lightRef.current.intensity = Math.max(0, 35 * (1 - t));});return (<group ref={ref} position={boom.pos}>{dirs.map((_, i) => (<mesh key={i}><sphereGeometry args={[3.5, 6, 6]} /><meshBasicMaterial color="#ff6600" toneMapped={false} /></mesh>))}<mesh><sphereGeometry args={[1, 8, 8]} /><meshBasicMaterial color="#ffcc00" transparent opacity={0.65} toneMapped={false} /></mesh><pointLight ref={lightRef} color="#ff4400" intensity={35} distance={150} /></group>);}// Giant explosion when the planet fully destroysfunction PlanetBigBoom({ birth }: { birth: number }) {const ref = useRef<THREE.Group>(null);const lightRef = useRef<THREE.PointLight>(null);const shards = useMemo(() =>Array.from({ length: 28 }, () => ({dir: new THREE.Vector3().randomDirection(),size: 4 + Math.random() * 7,color: (["#ff8800", "#ff4400", "#ffcc00", "#ffffff"] as const)[Math.floor(Math.random() * 4)],})),[],);useFrame(() => {if (!ref.current) return;const age = (Date.now() - birth) / 1000;if (age > PLANET_BIG_BOOM_DURATION) { ref.current.visible = false; return; }const t = age / PLANET_BIG_BOOM_DURATION;ref.current.children.forEach((c, i) => {if (i < shards.length) {(c as THREE.Mesh).position.copy(shards[i]!.dir.clone().multiplyScalar(age * 70));(c as THREE.Mesh).scale.setScalar(Math.max(0, 1 - t * 0.7));}});const sphere = ref.current.children[shards.length] as THREE.Mesh;if (sphere) {sphere.scale.setScalar(age * 35 + 1);(sphere.material as THREE.MeshBasicMaterial).opacity = Math.max(0, 0.9 - t);}if (lightRef.current) lightRef.current.intensity = Math.max(0, 250 * (1 - t * 0.6));});return (<group position={PLANET_POS}>{shards.map((s, i) => (<mesh key={i}><dodecahedronGeometry args={[s.size, 0]} /><meshBasicMaterial color={s.color} toneMapped={false} /></mesh>))}<mesh><sphereGeometry args={[1, 16, 16]} /><meshBasicMaterial color="#ffffff" transparent opacity={0.9} toneMapped={false} /></mesh><pointLight ref={lightRef} color="#ff8800" intensity={250} distance={700} /></group>);}// Asteroid belt — replaces the planet after it is destroyedfunction AsteroidBelt() {const ref = useRef<THREE.Group>(null);useFrame((_, delta) => {if (ref.current) ref.current.rotation.y += delta * 0.06;});return (<group ref={ref} position={PLANET_POS}>{game.asteroids.map((ast) => (<meshkey={ast.id}position={[Math.cos(ast.angle) * ast.radius,ast.y,Math.sin(ast.angle) * ast.radius,]}><dodecahedronGeometry args={[ast.size, 0]} /><meshStandardMaterial color="#887766" roughness={0.95} metalness={0.05} /></mesh>))}<pointLight color="#ff5500" intensity={4} distance={220} /></group>);}function PlanetMesh() {const bodyRef = useRef<THREE.Mesh>(null);const flickerRef = useRef<THREE.PointLight>(null);useFrame((_, delta) => {if (game.planetState === "destroyed") return;if (bodyRef.current) bodyRef.current.rotation.y += delta * 0.04;if (flickerRef.current && game.planetExplosionCount > 0) {flickerRef.current.intensity = 4 + Math.sin(Date.now() * 0.012) * 3 + Math.random() * 4;}});if (game.planetState === "destroyed") return null;return (<group position={PLANET_POS}>{/* Atmosphere glow (rendered behind body) */}<mesh><sphereGeometry args={[32, 32, 32]} /><meshBasicMaterialcolor="#8844ff"transparentopacity={0.08}side={THREE.BackSide}/></mesh>{/* Planet body */}<mesh ref={bodyRef}><sphereGeometry args={[28, 48, 48]} /><meshStandardMaterialcolor="#2a0e5e"emissive="#3a0e7e"emissiveIntensity={0.35}roughness={0.85}metalness={0.05}/></mesh>{/* Surface highlight band */}<mesh><torusGeometry args={[16, 4, 8, 48]} /><meshStandardMaterialcolor="#4a2090"emissive="#220055"emissiveIntensity={0.4}roughness={0.6}/></mesh>{/* Rings */}<mesh rotation={[1.1, 0.3, 0]}><torusGeometry args={[42, 2.5, 4, 80]} /><meshStandardMaterialcolor="#7755cc"emissive="#441188"emissiveIntensity={0.5}transparentopacity={0.75}/></mesh><mesh rotation={[1.1, 0.3, 0]}><torusGeometry args={[50, 1.2, 4, 80]} /><meshStandardMaterialcolor="#553399"emissive="#220066"emissiveIntensity={0.4}transparentopacity={0.5}/></mesh>{/* Planet glow light — flickers during self-destruct */}<pointLight ref={flickerRef} color="#8844ff" intensity={4} distance={200} /></group>);}const ISD_TRAVEL = 1.8; // seconds to swoop from planet to firing position// Imperial Star Destroyer — swoops from above the planet on every 10-combo milestonefunction UfoMesh({ event }: { event: UfoEvent }) {const ref = useRef<THREE.Group>(null);useFrame(() => {if (!ref.current) return;const age = (Date.now() - event.birth) / 1000;// Ease-out cubic swoop from planet to play areaconst t = Math.min(age / ISD_TRAVEL, 1);const ease = 1 - Math.pow(1 - t, 3);const x = THREE.MathUtils.lerp(event.startPos.x, event.endPos.x, ease);const y = THREE.MathUtils.lerp(event.startPos.y, event.endPos.y, ease);const z = THREE.MathUtils.lerp(event.startPos.z, event.endPos.z, ease);// Gentle hover wobble once arrivedconst hoverAge = Math.max(0, age - ISD_TRAVEL);ref.current.position.set(x + Math.sin(hoverAge * 0.5) * 1.5,y + Math.sin(hoverAge * 0.35) * 0.8,z,);// Fade out after hovering for 2.5sconst fadeStart = ISD_TRAVEL + 2.5;const fade = age > fadeStart ? Math.max(0, 1 - (age - fadeStart) / 0.8) : 1;ref.current.scale.setScalar(fade);});return (<group ref={ref}>{/* Main wedge hull — 3-segment cone (triangular cross-section), tip toward camera */}<mesh rotation={[Math.PI / 2, 0, Math.PI / 2]}><cylinderGeometry args={[0, 9, 30, 3, 1]} /><meshStandardMaterialcolor="#aabbcc"emissive="#3355aa"emissiveIntensity={0.55}metalness={0.9}roughness={0.12}/></mesh>{/* Upper hull layer — slightly smaller wedge on top for depth */}<mesh position={[0, 3, 0]} rotation={[Math.PI / 2, 0, Math.PI / 2]}><cylinderGeometry args={[0, 7, 24, 3, 1]} /><meshStandardMaterialcolor="#bbccdd"emissive="#4466bb"emissiveIntensity={0.45}metalness={0.85}roughness={0.18}/></mesh>{/* Bridge command tower */}<mesh position={[0, 9, -2]}><boxGeometry args={[3.5, 5.5, 4.5]} /><meshStandardMaterialcolor="#aabbcc"emissive="#2244cc"emissiveIntensity={0.7}metalness={0.9}roughness={0.1}/></mesh>{/* Bridge sensor array on top */}<mesh position={[0, 12.5, -1.5]}><boxGeometry args={[2, 1.5, 3]} /><meshStandardMaterialcolor="#ccdde8"emissive="#5577dd"emissiveIntensity={0.9}metalness={0.95}roughness={0.05}/></mesh>{/* Hangar bay indent strip on belly */}<mesh position={[0, -1.2, 2]}><boxGeometry args={[6, 0.4, 10]} /><meshBasicMaterial color="#5577aa" /></mesh>{/* Ion engine bank — 4 blue thruster ports at the stern */}{([-5, -1.8, 1.8, 5] as number[]).map((x, i) => (<group key={i} position={[x, 0, 13]}><mesh rotation={[Math.PI / 2, 0, 0]}><cylinderGeometry args={[1.3, 1.3, 0.6, 14]} /><meshBasicMaterial color="#44aaff" /></mesh><pointLight color="#3399ff" intensity={6} distance={18} /></group>))}{/* Strong overall ship glow so it reads clearly */}<pointLight color="#66aaff" intensity={30} distance={80} /></group>);}function ShipMesh({ ship }: { ship: Ship }) {const ref = useRef<THREE.Group>(null);useFrame(() => {if (ref.current) {ref.current.position.copy(ship.pos);ref.current.lookAt(0, 0, 5);}});return (<group ref={ref}><mesh rotation={[Math.PI, 0, 0]}><coneGeometry args={[1.8, 3.5, 6]} /><meshStandardMaterialcolor="#556677"emissive="#223344"emissiveIntensity={1}metalness={0.7}roughness={0.2}/></mesh><mesh position={[-1.8, 0, 0]} rotation={[0, 0, 0.35]}><boxGeometry args={[2, 0.15, 0.9]} /><meshStandardMaterialcolor="#445566"emissive="#ff2200"emissiveIntensity={1.5}/></mesh><mesh position={[1.8, 0, 0]} rotation={[0, 0, -0.35]}><boxGeometry args={[2, 0.15, 0.9]} /><meshStandardMaterialcolor="#445566"emissive="#ff2200"emissiveIntensity={1.5}/></mesh><mesh position={[0, 0.5, 0]}><sphereGeometry args={[0.45, 12, 12]} /><meshBasicMaterial color="#00ff44" /></mesh><pointLightposition={[0, 0, -1]}color="#ff4400"intensity={2}distance={12}/></group>);}function LetterMesh({ letter }: { letter: Letter }) {const ref = useRef<THREE.Group>(null);const color = letterColor(letter.char);useFrame(() => {if (ref.current) ref.current.position.copy(letter.pos);});return (<group ref={ref}><TextfontSize={2.2}anchorX="center"anchorY="middle"outlineWidth={0.08}outlineColor={color}>{letter.char}<meshBasicMaterial color={color} toneMapped={false} /></Text><mesh><sphereGeometry args={[0.5, 8, 8]} /><meshBasicMaterial color={color} transparent opacity={0.25} /></mesh><pointLight color={color} intensity={3} distance={12} /></group>);}const BOOM_DURATION = 0.9;function BoomEffect({ boom }: { boom: Boom }) {const ref = useRef<THREE.Group>(null);const lightRef = useRef<THREE.PointLight>(null);const dirs = useMemo(() => Array.from({ length: 16 }, () => new THREE.Vector3().randomDirection()),[],);useFrame(() => {if (!ref.current) return;const age = (Date.now() - boom.birth) / 1000;if (age > BOOM_DURATION) { ref.current.visible = false; return; }const t = age / BOOM_DURATION;// Debris particlesref.current.children.forEach((c, i) => {if (i < dirs.length) {const d = dirs[i]!;(c as THREE.Mesh).position.copy(d.clone().multiplyScalar(age * 18));(c as THREE.Mesh).scale.setScalar(Math.max(0, 1 - t));}});// Central flash sphere (child after dirs)const flash = ref.current.children[dirs.length] as THREE.Mesh;if (flash) {flash.scale.setScalar(age * 12);(flash.material as THREE.MeshBasicMaterial).opacity = Math.max(0, 0.7 - t * 1.4);}// Shockwave ringconst ring = ref.current.children[dirs.length + 1] as THREE.Mesh;if (ring) {ring.scale.setScalar(age * 16);(ring.material as THREE.MeshBasicMaterial).opacity = Math.max(0, 0.9 - t * 2);}// Light flashif (lightRef.current) {lightRef.current.intensity = Math.max(0, 40 * (1 - t * 1.5));}});return (<group ref={ref} position={boom.pos}>{dirs.map((_, i) => (<mesh key={i}><sphereGeometry args={[0.4, 6, 6]} /><meshBasicMaterial color={boom.color} toneMapped={false} /></mesh>))}{/* Central flash */}<mesh><sphereGeometry args={[1, 10, 10]} /><meshBasicMaterial color="#ffffff" transparent opacity={0.7} toneMapped={false} /></mesh>{/* Shockwave ring */}<mesh><torusGeometry args={[1, 0.12, 6, 32]} /><meshBasicMaterial color={boom.color} transparent opacity={0.9} toneMapped={false} /></mesh><pointLight ref={lightRef} color={boom.color} intensity={40} distance={30} /></group>);}function LaserMesh({ laser }: { laser: Laser }) {const ref = useRef<THREE.Mesh>(null);const { mid, quaternion, length } = useMemo(() => {const dir = laser.to.clone().sub(laser.from);const len = dir.length();const q = new THREE.Quaternion().setFromUnitVectors(new THREE.Vector3(0, 1, 0),dir.normalize(),);return { mid: laser.from.clone().add(laser.to).multiplyScalar(0.5), quaternion: q, length: len };}, [laser.from, laser.to]);useFrame(() => {if (!ref.current) return;const age = (Date.now() - laser.birth) / 1000;const opacity = Math.max(0, 1 - age / 0.18);(ref.current.material as THREE.MeshBasicMaterial).opacity = opacity;});return (<mesh ref={ref} position={mid} quaternion={quaternion}><cylinderGeometry args={[0.08, 0.08, length, 6]} /><meshBasicMaterial color={laser.color} transparent opacity={1} toneMapped={false} /></mesh>);}// ─── Main game loop (runs inside Canvas) ───function GameEngine({ onUpdate }: { onUpdate: () => void }) {const lastFire = useRef<Map<number, number>>(new Map());useFrame((_, rawDelta) => {if (game.phase !== "playing") return;const delta = Math.min(rawDelta, 0.05);game.elapsed += delta;game.damageFlash = Math.max(0, game.damageFlash - delta * 3);const projSpeed = 3.5 + game.wave * 0.3;const fireRate = getFireRate();const maxLetters = getMaxLetters();const desiredShips = getShipCount();const pool = getPool();const now = Date.now();// UFO cruiser spawns every 30 secondsgame.ufoTimer += delta;if (game.ufoTimer >= 30) {game.ufoTimer = 0;spawnUfo();}// Wave timer — alternate between active shooting and calm breaksgame.waveTimer += delta;if (game.waveActive && game.waveTimer >= WAVE_ACTIVE_DURATION) {game.waveActive = false;game.waveTimer = 0;} else if (!game.waveActive && game.waveTimer >= WAVE_BREAK_DURATION) {game.waveActive = true;game.waveTimer = 0;game.wave++;}// Clean old planet surface boomsgame.planetSurfaceBooms = game.planetSurfaceBooms.filter((b) => (now - b.birth) / 1000 < SURFACE_BOOM_DURATION + 0.1,);// Adjust ship countwhile (game.ships.length < desiredShips) spawnShip();if (game.ships.length > desiredShips) game.ships.length = desiredShips;// Ships hover in place with gentle wobble — they do NOT approachfor (let si = 0; si < game.ships.length; si++) {const ship = game.ships[si];const t = now / 1000;ship.pos.x = ship.targetX + Math.sin(t * 0.8 + ship.wobble) * 1.5;ship.pos.y = ship.targetY + Math.cos(t * 0.6 + ship.wobble) * 1.0;// Only fire during active wave phaseif (game.waveActive) {const lf = lastFire.current.get(ship.id) ?? 0;if ((now - lf) / 1000 >= fireRate && game.letters.length < maxLetters) {const ch = pool[Math.floor(Math.random() * pool.length)];const spreadX = (Math.random() - 0.5) * 14;const spreadY = (Math.random() - 0.5) * 8;game.letters.push({id: game.nextId++,char: ch,pos: new THREE.Vector3(ship.pos.x + spreadX,ship.pos.y + spreadY,ship.pos.z + 2,),speed: projSpeed,});lastFire.current.set(ship.id, now);}}}// Move lettersfor (let i = game.letters.length - 1; i >= 0; i--) {const l = game.letters[i];l.pos.z += l.speed * delta;if (l.pos.z >= 4) {game.booms.push({id: game.nextId++,pos: l.pos.clone(),color: "#ff0000",birth: now,});game.letters.splice(i, 1);game.lives--;game.combo = 0;game.damageFlash = 1;}}// Fire letters from ISD once it arrives at its destinationfor (const ufo of game.ufoEvents) {if (!ufo.fired && (now - ufo.birth) / 1000 >= ISD_TRAVEL) {ufo.fired = true;const burstPool = getPool();const burstSpeed = 4.5 + game.wave * 0.3;for (let i = 0; i < 5; i++) {game.letters.push({id: game.nextId++,char: burstPool[Math.floor(Math.random() * burstPool.length)],pos: new THREE.Vector3(ufo.endPos.x + (Math.random() - 0.5) * 22,ufo.endPos.y + (Math.random() - 0.5) * 14,ufo.endPos.z + 2,),speed: burstSpeed,});}}}// Clean old booms, lasers, and UFO eventsgame.booms = game.booms.filter((b) => (now - b.birth) / 1000 < BOOM_DURATION + 0.1);game.lasers = game.lasers.filter((l) => (now - l.birth) / 1000 < 0.25);game.ufoEvents = game.ufoEvents.filter((u) => (now - u.birth) / 1000 < 5.5);// Check deathif (game.lives <= 0) {game.lives = 0;game.phase = "gameover";}onUpdate();});return null;}// ─── Scene ───function GameScene({ onUpdate }: { onUpdate: () => void }) {const starsRef = useRef<THREE.Group>(null);useFrame((_, delta) => {if (starsRef.current) starsRef.current.rotation.z += delta * 0.015;});return (<><color attach="background" args={["#000008"]} /><ambientLight intensity={0.5} /><pointLight position={[0, 0, 5]} intensity={2} /><directionalLightposition={[5, 5, -10]}intensity={0.6}color="#4466ff"/><group ref={starsRef}><Starsradius={300}depth={200}count={6000}factor={5}saturation={0.3}fade={false}speed={2}/></group><PlanetMesh />{game.planetState === "destroyed" && game.asteroids.length > 0 && <AsteroidBelt />}{game.planetSurfaceBooms.map((b) => (<PlanetSurfaceBoom key={b.id} boom={b} />))}{game.planetBigBoomBirth !== null && <PlanetBigBoom birth={game.planetBigBoomBirth} />}{game.ufoEvents.map((u) => (<UfoMesh key={u.id} event={u} />))}{game.ships.map((s) => (<ShipMesh key={s.id} ship={s} />))}{game.letters.map((l) => (<LetterMesh key={l.id} letter={l} />))}{game.booms.map((b) => (<BoomEffect key={b.id} boom={b} />))}{game.lasers.map((l) => (<LaserMesh key={l.id} laser={l} />))}<GameEngine onUpdate={onUpdate} /></>);}// ─── Top-level App ───export default function App() {const [, forceUpdate] = useState(0);const triggerUpdate = useCallback(() => forceUpdate((n) => n + 1), []);// Keyboard inputuseEffect(() => {function onKey(e: KeyboardEvent) {if (e.repeat) return;if (e.code === "Space") {e.preventDefault();if (game.phase === "menu" || game.phase === "gameover") {resetGame();triggerUpdate();}return;}if (game.phase === "playing" && e.key.length === 1) {e.preventDefault();// Find closest matching letter (highest Z = closest to player)let best: Letter | null = null;for (const l of game.letters) {if (l.char === e.key) {if (!best || l.pos.z > best.pos.z) best = l;}}if (best) {const hitColor = letterColor(best.char);game.booms.push({id: game.nextId++,pos: best.pos.clone(),color: hitColor,birth: Date.now(),});game.lasers.push({id: game.nextId++,from: new THREE.Vector3(0, 0, 3),to: best.pos.clone(),color: hitColor,birth: Date.now(),});game.letters = game.letters.filter((l) => l.id !== best!.id);game.combo++;game.maxCombo = Math.max(game.maxCombo, game.combo);game.score += 10 + (game.combo - 1) * 2;game.hits++;// Every 10 hits: one explosion on the planetif (game.hits % 10 === 0 && game.planetState === "alive") {const phi = Math.random() * Math.PI;const theta = Math.random() * Math.PI * 2;game.planetSurfaceBooms.push({id: game.nextId++,pos: new THREE.Vector3(PLANET_POS.x + 28 * Math.sin(phi) * Math.cos(theta),PLANET_POS.y + 28 * Math.cos(phi),PLANET_POS.z + 28 * Math.sin(phi) * Math.sin(theta),),birth: Date.now(),});game.planetExplosionCount++;if (game.planetExplosionCount >= 10) {game.planetState = "destroyed";game.planetBigBoomBirth = Date.now();for (let i = 0; i < 20; i++) {game.asteroids.push({id: game.nextId++,angle: (i / 20) * Math.PI * 2 + (Math.random() - 0.5) * 0.4,radius: 32 + Math.random() * 24,y: (Math.random() - 0.5) * 22,size: 2.5 + Math.random() * 5.5,});}}}triggerUpdate();}}}window.addEventListener("keydown", onKey);return () => window.removeEventListener("keydown", onKey);}, [triggerUpdate]);const phase = game.phase;const wpm =game.elapsed > 0 ? Math.round(game.hits / 5 / (game.elapsed / 60)) : 0;const survived = `${Math.floor(game.elapsed / 60)}:${String(Math.floor(game.elapsed % 60)).padStart(2, "0")}`;return (<><Canvascamera={{ fov: 75, near: 0.1, far: 500, position: [0, 0, 5] }}style={{ position: "fixed", inset: 0 }}><GameScene onUpdate={triggerUpdate} /></Canvas>{/* Damage flash */}{game.damageFlash > 0 && (<divstyle={{position: "fixed",inset: 0,pointerEvents: "none",zIndex: 10,background: `radial-gradient(ellipse at center, transparent 30%, rgba(255,0,0,${game.damageFlash * 0.5}) 100%)`,}}/>)}{/* UI Overlay */}<divstyle={{position: "fixed",inset: 0,pointerEvents: "none",zIndex: 5,}}>{phase === "menu" && (<div className="screen start-screen"><h1 className="title"><span className="title-line">THE EXTRATERRESTRIAL</span><span className="subtitle-line">ALIENS STRIKE BACK</span></h1><p className="tagline">TYPE TO SURVIVE</p><div className="instructions"><p>Alien ships will fire letters at you.</p><p>Type the matching key to neutralize each letter.</p><p className="case-warning">CASE SENSITIVE: <span className="key-example lower">a</span> and{" "}<span className="key-example upper">A</span> are different!</p></div><p className="prompt pulse">PRESS SPACE TO START</p></div>)}{phase === "playing" && (<><div className="hud-top-right"><div className="score">{game.score}</div>{game.combo > 1 && (<div className="combo" key={game.combo}>{game.combo}x COMBO</div>)}</div><div className="hud-top-left"><div className="lives-label">SHIELDS</div><div className="lives-container">{Array.from({ length: 10 }, (_, i) => (<divkey={i}className={`shield-icon ${i < game.lives ? "active" : "depleted"} ${game.lives <= 3 && i < game.lives ? "warning" : ""}`}/>))}</div></div>{/* Wave / event indicator */}<divstyle={{position: "absolute",bottom: "2rem",left: "50%",transform: "translateX(-50%)",fontFamily: "Orbitron, sans-serif",letterSpacing: "0.2em",fontSize: "0.8rem",color: game.planetExplosionCount > 0 && game.planetState === "alive"? "#ff6600": game.waveActive? "#ff6644": "#44aaff",textShadow: game.planetExplosionCount > 0 && game.planetState === "alive"? "0 0 12px #ff4400": game.waveActive? "0 0 10px #ff4400": "0 0 10px #0088ff",}}>{game.planetExplosionCount > 0 && game.planetState === "alive"? `PLANET DAMAGE ${game.planetExplosionCount}/10`: game.waveActive? `WAVE ${game.wave}`: "INCOMING WAVE..."}</div><divclassName="crosshair"style={{ position: "fixed", zIndex: 5 }}/></>)}{phase === "gameover" && (<div className="screen gameover-screen"><h1 className="gameover-title">GAME OVER</h1><div className="stats"><div className="stat"><span className="stat-label">SCORE</span><span className="stat-value">{game.score}</span></div><div className="stat"><span className="stat-label">MAX COMBO</span><span className="stat-value">{game.maxCombo}x</span></div><div className="stat"><span className="stat-label">WPM</span><span className="stat-value">{wpm}</span></div><div className="stat"><span className="stat-label">TIME</span><span className="stat-value">{survived}</span></div><div className="stat"><span className="stat-label">NEUTRALIZED</span><span className="stat-value">{game.hits}</span></div><div className="stat"><span className="stat-label">WAVES SURVIVED</span><span className="stat-value">{game.wave}</span></div></div><p className="prompt pulse">PRESS SPACE TO PLAY AGAIN</p></div>)}</div></>);}