App.tsx

src/App.tsx
import { 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 planet
endPos: THREE.Vector3; // center of play area where it fires
birth: 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 mode
const 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 only
if (game.wave <= 6) return CHAR_POOLS[1]; // all lowercase
if (game.wave <= 9) return CHAR_POOLS[2]; // + some uppercase
return CHAR_POOLS[3]; // full mixed case
}
// Wave durations: active shooting phase, then a calm break
const WAVE_ACTIVE_DURATION = 12; // seconds of shooting
const 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 sequence
function 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 destroys
function 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 destroyed
function 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) => (
<mesh
key={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]} />
<meshBasicMaterial
color="#8844ff"
transparent
opacity={0.08}
side={THREE.BackSide}
/>
</mesh>
{/* Planet body */}
<mesh ref={bodyRef}>
<sphereGeometry args={[28, 48, 48]} />
<meshStandardMaterial
color="#2a0e5e"
emissive="#3a0e7e"
emissiveIntensity={0.35}
roughness={0.85}
metalness={0.05}
/>
</mesh>
{/* Surface highlight band */}
<mesh>
<torusGeometry args={[16, 4, 8, 48]} />
<meshStandardMaterial
color="#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]} />
<meshStandardMaterial
color="#7755cc"
emissive="#441188"
emissiveIntensity={0.5}
transparent
opacity={0.75}
/>
</mesh>
<mesh rotation={[1.1, 0.3, 0]}>
<torusGeometry args={[50, 1.2, 4, 80]} />
<meshStandardMaterial
color="#553399"
emissive="#220066"
emissiveIntensity={0.4}
transparent
opacity={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 milestone
function 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 area
const 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 arrived
const 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 2.5s
const 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]} />
<meshStandardMaterial
color="#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]} />
<meshStandardMaterial
color="#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]} />
<meshStandardMaterial
color="#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]} />
<meshStandardMaterial
color="#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]} />
<meshStandardMaterial
color="#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]} />
<meshStandardMaterial
color="#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]} />
<meshStandardMaterial
color="#445566"
emissive="#ff2200"
emissiveIntensity={1.5}
/>
</mesh>
<mesh position={[0, 0.5, 0]}>
<sphereGeometry args={[0.45, 12, 12]} />
<meshBasicMaterial color="#00ff44" />
</mesh>
<pointLight
position={[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}>
<Text
fontSize={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 particles
ref.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 ring
const 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 flash
if (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 seconds
game.ufoTimer += delta;
if (game.ufoTimer >= 30) {
game.ufoTimer = 0;
spawnUfo();
}
// Wave timer — alternate between active shooting and calm breaks
game.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 booms
game.planetSurfaceBooms = game.planetSurfaceBooms.filter(
(b) => (now - b.birth) / 1000 < SURFACE_BOOM_DURATION + 0.1,
);
// Adjust ship count
while (game.ships.length < desiredShips) spawnShip();
if (game.ships.length > desiredShips) game.ships.length = desiredShips;
// Ships hover in place with gentle wobble — they do NOT approach
for (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 phase
if (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 letters
for (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 destination
for (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 events
game.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 death
if (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} />
<directionalLight
position={[5, 5, -10]}
intensity={0.6}
color="#4466ff"
/>
<group ref={starsRef}>
<Stars
radius={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 input
useEffect(() => {
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 planet
if (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 (
<>
<Canvas
camera={{ 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 && (
<div
style={{
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 */}
<div
style={{
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) => (
<div
key={i}
className={`shield-icon ${i < game.lives ? "active" : "depleted"} ${game.lives <= 3 && i < game.lives ? "warning" : ""}`}
/>
))}
</div>
</div>
{/* Wave / event indicator */}
<div
style={{
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>
<div
className="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>
</>
);
}

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