From 45c79439aa8476daaa1ad5e73b610e4d21984486 Mon Sep 17 00:00:00 2001 From: "copilot-swe-agent[bot]" <198982749+Copilot@users.noreply.github.com> Date: Tue, 9 Dec 2025 16:13:04 +0000 Subject: [PATCH 1/6] Initial plan From 569c2f8e945b34fce43b4fb49d511e51eeac1f0d Mon Sep 17 00:00:00 2001 From: "copilot-swe-agent[bot]" <198982749+Copilot@users.noreply.github.com> Date: Tue, 9 Dec 2025 16:29:16 +0000 Subject: [PATCH 2/6] Implement complete brawler engine framework with React and TypeScript Co-authored-by: hynding <2187861+hynding@users.noreply.github.com> --- .gitignore | 145 +- README.md | 178 +- eslint.config.js | 23 + index.html | 13 + package-lock.json | 3212 +++++++++++++++++++++++++++++++++ package.json | 30 + public/vite.svg | 1 + src/App.css | 73 + src/App.tsx | 64 + src/assets/react.svg | 1 + src/components/Controls.css | 45 + src/components/Controls.tsx | 26 + src/components/Fighter.css | 44 + src/components/Fighter.tsx | 56 + src/components/Stage.css | 58 + src/components/Stage.tsx | 42 + src/engine/GameEngine.ts | 186 ++ src/engine/Physics.ts | 69 + src/hooks/useGameEngine.ts | 81 + src/hooks/useKeyboardInput.ts | 91 + src/index.css | 28 + src/main.tsx | 10 + src/types/index.ts | 63 + src/utils/gameFactory.ts | 53 + tsconfig.app.json | 28 + tsconfig.json | 7 + tsconfig.node.json | 26 + vite.config.ts | 7 + 28 files changed, 4529 insertions(+), 131 deletions(-) create mode 100644 eslint.config.js create mode 100644 index.html create mode 100644 package-lock.json create mode 100644 package.json create mode 100644 public/vite.svg create mode 100644 src/App.css create mode 100644 src/App.tsx create mode 100644 src/assets/react.svg create mode 100644 src/components/Controls.css create mode 100644 src/components/Controls.tsx create mode 100644 src/components/Fighter.css create mode 100644 src/components/Fighter.tsx create mode 100644 src/components/Stage.css create mode 100644 src/components/Stage.tsx create mode 100644 src/engine/GameEngine.ts create mode 100644 src/engine/Physics.ts create mode 100644 src/hooks/useGameEngine.ts create mode 100644 src/hooks/useKeyboardInput.ts create mode 100644 src/index.css create mode 100644 src/main.tsx create mode 100644 src/types/index.ts create mode 100644 src/utils/gameFactory.ts create mode 100644 tsconfig.app.json create mode 100644 tsconfig.json create mode 100644 tsconfig.node.json create mode 100644 vite.config.ts diff --git a/.gitignore b/.gitignore index 9a5aced..a547bf3 100644 --- a/.gitignore +++ b/.gitignore @@ -4,136 +4,21 @@ logs npm-debug.log* yarn-debug.log* yarn-error.log* +pnpm-debug.log* lerna-debug.log* -# Diagnostic reports (https://nodejs.org/api/report.html) -report.[0-9]*.[0-9]*.[0-9]*.[0-9]*.json - -# Runtime data -pids -*.pid -*.seed -*.pid.lock - -# Directory for instrumented libs generated by jscoverage/JSCover -lib-cov - -# Coverage directory used by tools like istanbul -coverage -*.lcov - -# nyc test coverage -.nyc_output - -# Grunt intermediate storage (https://gruntjs.com/creating-plugins#storing-task-files) -.grunt - -# Bower dependency directory (https://bower.io/) -bower_components - -# node-waf configuration -.lock-wscript - -# Compiled binary addons (https://nodejs.org/api/addons.html) -build/Release - -# Dependency directories -node_modules/ -jspm_packages/ - -# Snowpack dependency directory (https://snowpack.dev/) -web_modules/ - -# TypeScript cache -*.tsbuildinfo - -# Optional npm cache directory -.npm - -# Optional eslint cache -.eslintcache - -# Optional stylelint cache -.stylelintcache - -# Optional REPL history -.node_repl_history - -# Output of 'npm pack' -*.tgz - -# Yarn Integrity file -.yarn-integrity - -# dotenv environment variable files -.env -.env.* -!.env.example - -# parcel-bundler cache (https://parceljs.org/) -.cache -.parcel-cache - -# Next.js build output -.next -out - -# Nuxt.js build / generate output -.nuxt +node_modules dist - -# Gatsby files -.cache/ -# Comment in the public line in if your project uses Gatsby and not Next.js -# https://nextjs.org/blog/next-9-1#public-directory-support -# public - -# vuepress build output -.vuepress/dist - -# vuepress v2.x temp and cache directory -.temp -.cache - -# Sveltekit cache directory -.svelte-kit/ - -# vitepress build output -**/.vitepress/dist - -# vitepress cache directory -**/.vitepress/cache - -# Docusaurus cache and generated files -.docusaurus - -# Serverless directories -.serverless/ - -# FuseBox cache -.fusebox/ - -# DynamoDB Local files -.dynamodb/ - -# Firebase cache directory -.firebase/ - -# TernJS port file -.tern-port - -# Stores VSCode versions used for testing VSCode extensions -.vscode-test - -# yarn v3 -.pnp.* -.yarn/* -!.yarn/patches -!.yarn/plugins -!.yarn/releases -!.yarn/sdks -!.yarn/versions - -# Vite logs files -vite.config.js.timestamp-* -vite.config.ts.timestamp-* +dist-ssr +*.local + +# Editor directories and files +.vscode/* +!.vscode/extensions.json +.idea +.DS_Store +*.suo +*.ntvs* +*.njsproj +*.sln +*.sw? diff --git a/README.md b/README.md index 6c524ab..f6ddf9a 100644 --- a/README.md +++ b/README.md @@ -1 +1,177 @@ -# fight-forge \ No newline at end of file +# Fight Forge + +A web-based, brawler engine and framework built on React and TypeScript. Fight Forge provides a complete game engine for creating 2D fighting games in the browser with physics, collision detection, and a flexible character system. + +![Fight Forge Screenshot](https://github.com/user-attachments/assets/a0b84f2a-a2d2-432d-8098-b631836f836b) + +## Features + +- **Complete Game Engine**: Built-in game loop, physics system, and collision detection +- **Fighter System**: Customizable character states including idle, walking, jumping, attacking, blocking, and hit states +- **Physics Engine**: Gravity, friction, knockback, and ground collision +- **Input Handling**: Keyboard controls with customizable key bindings for multiple players +- **Health System**: Health bars, damage calculation, and win conditions +- **React Components**: Modular component architecture for easy customization +- **TypeScript**: Full type safety and IntelliSense support + +## Getting Started + +### Prerequisites + +- Node.js (v18 or higher recommended) +- npm or yarn + +### Installation + +```bash +# Clone the repository +git clone https://github.com/hynding/fight-forge.git +cd fight-forge + +# Install dependencies +npm install +``` + +### Development + +```bash +# Start the development server +npm run dev +``` + +The application will be available at `http://localhost:5173/` + +### Build + +```bash +# Build for production +npm run build +``` + +The built files will be in the `dist/` directory. + +### Linting + +```bash +# Run ESLint +npm run lint +``` + +## Game Controls + +### Player 1 +- **A / D**: Move Left/Right +- **W**: Jump +- **Space**: Attack +- **Shift**: Block + +### Player 2 +- **← / →**: Move Left/Right +- **↑**: Jump +- **Enter**: Attack +- **Right Shift**: Block + +## Architecture + +### Core Engine (`/src/engine`) + +- **GameEngine.ts**: Main game loop and state management +- **Physics.ts**: Physics calculations including gravity, friction, and collision detection + +### Type System (`/src/types`) + +- Comprehensive TypeScript definitions for fighters, game state, physics, and input + +### Components (`/src/components`) + +- **Fighter**: Visual representation of characters with health bars and state indicators +- **Stage**: Game arena with ground and visual styling +- **Controls**: UI component displaying control instructions + +### Hooks (`/src/hooks`) + +- **useGameEngine**: React hook for managing game state and engine lifecycle +- **useKeyboardInput**: React hook for handling keyboard input with customizable bindings + +### Utilities (`/src/utils`) + +- **gameFactory**: Helper functions for creating fighters and initial game state + +## Customization + +### Creating Custom Fighters + +```typescript +import { createFighter } from './utils/gameFactory'; + +const myFighter = createFighter( + 'fighter1', // ID + 100, // X position + 300, // Y position + 1 // Direction (1 = right, -1 = left) +); + +// Customize stats +myFighter.stats.maxHealth = 150; +myFighter.stats.attackPower = 15; +myFighter.stats.speed = 5; +myFighter.stats.jumpForce = 15; +``` + +### Modifying Game Settings + +Edit `/src/utils/gameFactory.ts` to change default fighter stats, stage dimensions, or initial positions. + +### Adjusting Physics + +Modify constants in `/src/engine/Physics.ts`: +- `GRAVITY`: Affects fall speed +- `FRICTION`: Affects ground sliding + +## Project Structure + +``` +fight-forge/ +├── src/ +│ ├── engine/ # Game engine and physics +│ ├── components/ # React components +│ ├── hooks/ # Custom React hooks +│ ├── types/ # TypeScript type definitions +│ ├── utils/ # Utility functions +│ ├── App.tsx # Main application component +│ └── main.tsx # Application entry point +├── public/ # Static assets +├── index.html # HTML template +└── package.json # Project dependencies +``` + +## Technology Stack + +- **React 19**: UI library +- **TypeScript**: Type-safe JavaScript +- **Vite**: Build tool and dev server +- **ESLint**: Code linting + +## Future Enhancements + +Potential features for future development: +- Sprite animations and visual assets +- Sound effects and music +- Combo system and special moves +- Multiple character types with unique abilities +- AI opponents +- Network multiplayer support +- Stage hazards and interactive environments +- Power-ups and items + +## License + +MIT License - see [LICENSE](LICENSE) file for details + +## Contributing + +Contributions are welcome! Please feel free to submit a Pull Request. + +## Credits + +Built with ❤️ using React and TypeScript diff --git a/eslint.config.js b/eslint.config.js new file mode 100644 index 0000000..5e6b472 --- /dev/null +++ b/eslint.config.js @@ -0,0 +1,23 @@ +import js from '@eslint/js' +import globals from 'globals' +import reactHooks from 'eslint-plugin-react-hooks' +import reactRefresh from 'eslint-plugin-react-refresh' +import tseslint from 'typescript-eslint' +import { defineConfig, globalIgnores } from 'eslint/config' + +export default defineConfig([ + globalIgnores(['dist']), + { + files: ['**/*.{ts,tsx}'], + extends: [ + js.configs.recommended, + tseslint.configs.recommended, + reactHooks.configs.flat.recommended, + reactRefresh.configs.vite, + ], + languageOptions: { + ecmaVersion: 2020, + globals: globals.browser, + }, + }, +]) diff --git a/index.html b/index.html new file mode 100644 index 0000000..0052f0e --- /dev/null +++ b/index.html @@ -0,0 +1,13 @@ + + + + + + + Fight Forge - Web-Based Brawler Engine + + +
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"private": true, + "version": "0.0.0", + "type": "module", + "scripts": { + "dev": "vite", + "build": "tsc -b && vite build", + "lint": "eslint .", + "preview": "vite preview" + }, + "dependencies": { + "react": "^19.2.0", + "react-dom": "^19.2.0" + }, + "devDependencies": { + "@eslint/js": "^9.39.1", + "@types/node": "^24.10.1", + "@types/react": "^19.2.5", + "@types/react-dom": "^19.2.3", + "@vitejs/plugin-react": "^5.1.1", + "eslint": "^9.39.1", + "eslint-plugin-react-hooks": "^7.0.1", + "eslint-plugin-react-refresh": "^0.4.24", + "globals": "^16.5.0", + "typescript": "~5.9.3", + "typescript-eslint": "^8.46.4", + "vite": "^7.2.4" + } +} diff --git a/public/vite.svg b/public/vite.svg new file mode 100644 index 0000000..e7b8dfb --- /dev/null +++ b/public/vite.svg @@ -0,0 +1 @@ + \ No newline at end of file diff --git a/src/App.css b/src/App.css new file mode 100644 index 0000000..20f52cc --- /dev/null +++ b/src/App.css @@ -0,0 +1,73 @@ +.app { + min-height: 100vh; + display: flex; + flex-direction: column; + align-items: center; + background: linear-gradient(135deg, #667eea 0%, #764ba2 100%); +} + +.app-header { + padding: 20px; + text-align: center; + color: white; +} + +.app-header h1 { + margin: 0; + font-size: 48px; + font-weight: bold; + text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.5); +} + +.app-header p { + margin: 10px 0 0 0; + font-size: 18px; + opacity: 0.9; +} + +.app-main { + flex: 1; + display: flex; + flex-direction: column; + align-items: center; + gap: 20px; + padding: 20px; +} + +.app-actions { + display: flex; + gap: 10px; +} + +.reset-button { + padding: 12px 24px; + font-size: 16px; + font-weight: bold; + color: white; + background-color: #ff4444; + border: none; + border-radius: 8px; + cursor: pointer; + box-shadow: 0 4px 8px rgba(0, 0, 0, 0.2); + transition: all 0.2s ease; +} + +.reset-button:hover { + background-color: #ff6666; + transform: translateY(-2px); + box-shadow: 0 6px 12px rgba(0, 0, 0, 0.3); +} + +.reset-button:active { + transform: translateY(0); + box-shadow: 0 2px 4px rgba(0, 0, 0, 0.2); +} + +.app-footer { + padding: 20px; + text-align: center; + color: white; + opacity: 0.8; + font-size: 14px; +} + diff --git a/src/App.tsx b/src/App.tsx new file mode 100644 index 0000000..92805a0 --- /dev/null +++ b/src/App.tsx @@ -0,0 +1,64 @@ +import { useGameEngine } from './hooks/useGameEngine'; +import { useKeyboardInput } from './hooks/useKeyboardInput'; +import { Stage } from './components/Stage'; +import { Controls } from './components/Controls'; +import './App.css'; + +function App() { + const { gameState, handleInput, resetGame } = useGameEngine(); + + // Player 1 controls (WASD + Space + Shift) + useKeyboardInput( + 'player1', + { + left: 'a', + right: 'd', + up: 'w', + down: 's', + attack: ' ', + block: 'Shift', + }, + handleInput + ); + + // Player 2 controls (Arrow keys + Enter + RShift) + useKeyboardInput( + 'player2', + { + left: 'ArrowLeft', + right: 'ArrowRight', + up: 'ArrowUp', + down: 'ArrowDown', + attack: 'Enter', + block: 'ShiftRight', + }, + handleInput + ); + + return ( +
+
+

Fight Forge

+

A Web-Based Brawler Engine

+
+ +
+ + +
+ +
+ + +
+ + +
+ ); +} + +export default App; diff --git a/src/assets/react.svg b/src/assets/react.svg new file mode 100644 index 0000000..6c87de9 --- /dev/null +++ b/src/assets/react.svg @@ -0,0 +1 @@ + \ No newline at end of file diff --git a/src/components/Controls.css b/src/components/Controls.css new file mode 100644 index 0000000..d56005d --- /dev/null +++ b/src/components/Controls.css @@ -0,0 +1,45 @@ +.controls { + display: flex; + gap: 40px; + justify-content: center; + margin: 20px 0; + padding: 20px; + background-color: rgba(0, 0, 0, 0.1); + border-radius: 8px; +} + +.controls-section { + text-align: left; +} + +.controls-section h3 { + margin: 0 0 10px 0; + color: #333; + font-size: 18px; +} + +.controls-section ul { + list-style: none; + padding: 0; + margin: 0; +} + +.controls-section li { + margin: 8px 0; + font-size: 14px; + color: #666; +} + +.controls-section kbd { + display: inline-block; + padding: 3px 8px; + font-size: 12px; + font-weight: bold; + line-height: 1; + color: #333; + background-color: #f9f9f9; + border: 1px solid #ccc; + border-radius: 4px; + box-shadow: 0 2px 0 rgba(0, 0, 0, 0.1); + margin-right: 4px; +} diff --git a/src/components/Controls.tsx b/src/components/Controls.tsx new file mode 100644 index 0000000..8ac51db --- /dev/null +++ b/src/components/Controls.tsx @@ -0,0 +1,26 @@ +import './Controls.css'; + +export function Controls() { + return ( +
+
+

Player 1 Controls

+ +
+
+

Player 2 Controls

+ +
+
+ ); +} diff --git a/src/components/Fighter.css b/src/components/Fighter.css new file mode 100644 index 0000000..6b5ddc8 --- /dev/null +++ b/src/components/Fighter.css @@ -0,0 +1,44 @@ +.fighter { + position: absolute; + left: 0; + top: 0; + transition: none; +} + +.fighter-body { + border: 2px solid #000; + border-radius: 4px; + box-shadow: 0 4px 8px rgba(0, 0, 0, 0.3); +} + +.fighter-health-bar { + position: absolute; + top: -15px; + left: 0; + width: 100%; + height: 8px; + background-color: #333; + border: 1px solid #000; + border-radius: 4px; + overflow: hidden; +} + +.fighter-health-bar-fill { + height: 100%; + background: linear-gradient(to right, #ff4444, #44ff44); + transition: width 0.3s ease; +} + +.fighter-state { + position: absolute; + bottom: -20px; + left: 50%; + transform: translateX(-50%); + font-size: 10px; + font-weight: bold; + color: #fff; + background-color: rgba(0, 0, 0, 0.7); + padding: 2px 6px; + border-radius: 4px; + white-space: nowrap; +} diff --git a/src/components/Fighter.tsx b/src/components/Fighter.tsx new file mode 100644 index 0000000..1792abb --- /dev/null +++ b/src/components/Fighter.tsx @@ -0,0 +1,56 @@ +import type { Fighter as FighterType } from '../types'; +import './Fighter.css'; + +interface FighterProps { + fighter: FighterType; +} + +export function Fighter({ fighter }: FighterProps) { + const { position, hitbox, state, direction, stats } = fighter; + + const getStateColor = () => { + switch (state) { + case 'ATTACKING': + return '#ff4444'; + case 'HIT': + return '#ffaa00'; + case 'BLOCKING': + return '#4444ff'; + case 'DEFEATED': + return '#666666'; + default: + return '#44ff44'; + } + }; + + const transform = `translate(${position.x}px, ${position.y}px) scaleX(${direction})`; + + return ( +
+
+
+
+
+
{state}
+
+ ); +} diff --git a/src/components/Stage.css b/src/components/Stage.css new file mode 100644 index 0000000..382942a --- /dev/null +++ b/src/components/Stage.css @@ -0,0 +1,58 @@ +.stage-container { + display: flex; + justify-content: center; + align-items: center; + padding: 20px; +} + +.stage { + position: relative; + background: linear-gradient(to bottom, #87ceeb 0%, #87ceeb 70%, #8b7355 70%, #8b7355 100%); + border: 4px solid #333; + border-radius: 8px; + overflow: hidden; + box-shadow: 0 8px 16px rgba(0, 0, 0, 0.4); +} + +.ground { + position: absolute; + left: 0; + width: 100%; + height: 4px; + background-color: #000; + opacity: 0.3; +} + +.winner-overlay { + position: absolute; + top: 0; + left: 0; + width: 100%; + height: 100%; + background-color: rgba(0, 0, 0, 0.7); + display: flex; + justify-content: center; + align-items: center; + z-index: 100; +} + +.winner-text { + font-size: 48px; + font-weight: bold; + color: #ffd700; + text-shadow: + 2px 2px 4px #000, + -2px -2px 4px #000, + 2px -2px 4px #000, + -2px 2px 4px #000; + animation: pulse 1s infinite; +} + +@keyframes pulse { + 0%, 100% { + transform: scale(1); + } + 50% { + transform: scale(1.1); + } +} diff --git a/src/components/Stage.tsx b/src/components/Stage.tsx new file mode 100644 index 0000000..0fcb00f --- /dev/null +++ b/src/components/Stage.tsx @@ -0,0 +1,42 @@ +import type { GameState } from '../types'; +import { Fighter } from './Fighter'; +import './Stage.css'; + +interface StageProps { + gameState: GameState; +} + +export function Stage({ gameState }: StageProps) { + const { stage, fighters, winner } = gameState; + + return ( +
+
+
+ + {fighters.map((fighter) => ( + + ))} + + {winner && ( +
+
+ {winner.toUpperCase()} WINS! +
+
+ )} +
+
+ ); +} diff --git a/src/engine/GameEngine.ts b/src/engine/GameEngine.ts new file mode 100644 index 0000000..50ab984 --- /dev/null +++ b/src/engine/GameEngine.ts @@ -0,0 +1,186 @@ +import type { GameState, Fighter, FighterState } from '../types'; +import { Physics } from './Physics'; + +export class GameEngine { + private gameState: GameState; + private lastTimestamp: number = 0; + private animationFrameId: number | null = null; + + constructor(initialState: GameState) { + this.gameState = initialState; + } + + start(onUpdate: (state: GameState) => void): void { + const gameLoop = (timestamp: number) => { + const deltaTime = timestamp - this.lastTimestamp; + this.lastTimestamp = timestamp; + + if (!this.gameState.isPaused) { + this.update(deltaTime / 16.67); // Normalize to 60fps + onUpdate(this.gameState); + } + + this.animationFrameId = requestAnimationFrame(gameLoop); + }; + + this.lastTimestamp = performance.now(); + this.animationFrameId = requestAnimationFrame(gameLoop); + } + + stop(): void { + if (this.animationFrameId !== null) { + cancelAnimationFrame(this.animationFrameId); + this.animationFrameId = null; + } + } + + private update(deltaTime: number): void { + this.gameState.fighters.forEach((fighter) => { + this.updateFighter(fighter, deltaTime); + }); + + this.checkCollisions(); + this.checkWinCondition(); + } + + private updateFighter(fighter: Fighter, deltaTime: number): void { + // Apply gravity + fighter.velocity = Physics.applyGravity( + fighter.velocity, + this.gameState.stage.groundLevel, + fighter.position.y + ); + + // Update position + fighter.position = Physics.updateFighterPosition(fighter, deltaTime); + + // Ground collision + if (fighter.position.y >= this.gameState.stage.groundLevel) { + fighter.position.y = this.gameState.stage.groundLevel; + fighter.velocity.y = 0; + + // Return to idle if was jumping + if (fighter.state === 'JUMPING') { + fighter.state = 'IDLE'; + } + } + + // Apply friction when on ground + if (fighter.position.y === this.gameState.stage.groundLevel) { + fighter.velocity = Physics.applyFriction(fighter.velocity); + } + + // Clamp position to stage bounds + fighter.position = Physics.clampPosition( + fighter.position, + this.gameState.stage, + fighter.hitbox.width + ); + + // Auto-return from certain states + if (fighter.state === 'HIT' && Math.abs(fighter.velocity.x) < 0.1) { + fighter.state = 'IDLE'; + } + } + + private checkCollisions(): void { + if (this.gameState.fighters.length < 2) return; + + const [fighter1, fighter2] = this.gameState.fighters; + + // Check hit collisions + if (fighter1.state === 'ATTACKING' && fighter2.state !== 'BLOCKING') { + if (Physics.checkHitCollision(fighter1, fighter2)) { + this.applyDamage(fighter1, fighter2); + } + } + + if (fighter2.state === 'ATTACKING' && fighter1.state !== 'BLOCKING') { + if (Physics.checkHitCollision(fighter2, fighter1)) { + this.applyDamage(fighter2, fighter1); + } + } + } + + private applyDamage(attacker: Fighter, defender: Fighter): void { + defender.stats.health = Math.max(0, defender.stats.health - attacker.stats.attackPower); + defender.state = 'HIT'; + + // Knockback + const knockbackForce = 5; + defender.velocity.x = attacker.direction * knockbackForce; + + if (defender.stats.health <= 0) { + defender.state = 'DEFEATED'; + } + } + + private checkWinCondition(): void { + const defeatedFighters = this.gameState.fighters.filter( + (f) => f.state === 'DEFEATED' + ); + + if (defeatedFighters.length > 0) { + const winner = this.gameState.fighters.find((f) => f.state !== 'DEFEATED'); + if (winner) { + this.gameState.winner = winner.id; + this.gameState.isPaused = true; + } + } + } + + getState(): GameState { + return this.gameState; + } + + updateFighterState(fighterId: string, state: FighterState): void { + const fighter = this.gameState.fighters.find((f) => f.id === fighterId); + if (fighter) { + fighter.state = state; + } + } + + moveFighter(fighterId: string, direction: number): void { + const fighter = this.gameState.fighters.find((f) => f.id === fighterId); + if (fighter && fighter.state !== 'DEFEATED') { + fighter.velocity.x = direction * fighter.stats.speed; + fighter.state = direction !== 0 ? 'WALKING' : 'IDLE'; + if (direction !== 0) { + fighter.direction = direction > 0 ? 1 : -1; + } + } + } + + jumpFighter(fighterId: string): void { + const fighter = this.gameState.fighters.find((f) => f.id === fighterId); + if (fighter && fighter.position.y === this.gameState.stage.groundLevel && fighter.state !== 'DEFEATED') { + fighter.velocity.y = -fighter.stats.jumpForce; + fighter.state = 'JUMPING'; + } + } + + attackFighter(fighterId: string): void { + const fighter = this.gameState.fighters.find((f) => f.id === fighterId); + if (fighter && fighter.state === 'IDLE' || fighter?.state === 'WALKING') { + fighter.state = 'ATTACKING'; + + // Reset attack state after a delay + setTimeout(() => { + if (fighter.state === 'ATTACKING') { + fighter.state = 'IDLE'; + } + }, 300); + } + } + + blockFighter(fighterId: string, blocking: boolean): void { + const fighter = this.gameState.fighters.find((f) => f.id === fighterId); + if (fighter && fighter.state !== 'DEFEATED') { + if (blocking && (fighter.state === 'IDLE' || fighter.state === 'WALKING')) { + fighter.state = 'BLOCKING'; + } else if (!blocking && fighter.state === 'BLOCKING') { + fighter.state = 'IDLE'; + } + } + } +} diff --git a/src/engine/Physics.ts b/src/engine/Physics.ts new file mode 100644 index 0000000..fbcba6f --- /dev/null +++ b/src/engine/Physics.ts @@ -0,0 +1,69 @@ +import type { Vector2D, CollisionBox, Fighter } from '../types'; + +export class Physics { + private static readonly GRAVITY = 0.5; + private static readonly FRICTION = 0.8; + + static applyGravity(velocity: Vector2D, groundLevel: number, positionY: number): Vector2D { + if (positionY < groundLevel) { + return { + x: velocity.x, + y: velocity.y + this.GRAVITY, + }; + } + return velocity; + } + + static applyFriction(velocity: Vector2D): Vector2D { + return { + x: velocity.x * this.FRICTION, + y: velocity.y, + }; + } + + static checkCollision(box1: CollisionBox, box2: CollisionBox): boolean { + return ( + box1.x < box2.x + box2.width && + box1.x + box1.width > box2.x && + box1.y < box2.y + box2.height && + box1.y + box1.height > box2.y + ); + } + + static clampPosition( + position: Vector2D, + bounds: { width: number; height: number; groundLevel: number }, + fighterWidth: number + ): Vector2D { + return { + x: Math.max(0, Math.min(position.x, bounds.width - fighterWidth)), + y: Math.max(0, Math.min(position.y, bounds.groundLevel)), + }; + } + + static updateFighterPosition(fighter: Fighter, deltaTime: number): Vector2D { + const newPosition = { + x: fighter.position.x + fighter.velocity.x * deltaTime, + y: fighter.position.y + fighter.velocity.y * deltaTime, + }; + return newPosition; + } + + static checkHitCollision(attacker: Fighter, defender: Fighter): boolean { + const attackerHitbox = { + x: attacker.position.x + attacker.hitbox.x, + y: attacker.position.y + attacker.hitbox.y, + width: attacker.hitbox.width, + height: attacker.hitbox.height, + }; + + const defenderHurtbox = { + x: defender.position.x + defender.hurtbox.x, + y: defender.position.y + defender.hurtbox.y, + width: defender.hurtbox.width, + height: defender.hurtbox.height, + }; + + return this.checkCollision(attackerHitbox, defenderHurtbox); + } +} diff --git a/src/hooks/useGameEngine.ts b/src/hooks/useGameEngine.ts new file mode 100644 index 0000000..3c83e46 --- /dev/null +++ b/src/hooks/useGameEngine.ts @@ -0,0 +1,81 @@ +import { useState, useEffect, useRef } from 'react'; +import type { GameState, InputState } from '../types'; +import { GameEngine } from '../engine/GameEngine'; +import { createDefaultGameState } from '../utils/gameFactory'; + +export function useGameEngine() { + const [gameState, setGameState] = useState(createDefaultGameState()); + const engineRef = useRef(null); + const inputStateRef = useRef>(new Map()); + + useEffect(() => { + // Initialize game engine + const initialState = createDefaultGameState(); + engineRef.current = new GameEngine(initialState); + + engineRef.current.start((newState) => { + setGameState({ ...newState }); + }); + + return () => { + engineRef.current?.stop(); + }; + }, []); + + const handleInput = (playerId: string, input: Partial) => { + if (!engineRef.current) return; + + const currentInput = inputStateRef.current.get(playerId) || { + left: false, + right: false, + up: false, + down: false, + attack: false, + block: false, + }; + + const newInput = { ...currentInput, ...input }; + inputStateRef.current.set(playerId, newInput); + + const engine = engineRef.current; + + // Handle movement + if (newInput.left && !newInput.right) { + engine.moveFighter(playerId, -1); + } else if (newInput.right && !newInput.left) { + engine.moveFighter(playerId, 1); + } else { + engine.moveFighter(playerId, 0); + } + + // Handle jump + if (newInput.up) { + engine.jumpFighter(playerId); + } + + // Handle attack + if (newInput.attack) { + engine.attackFighter(playerId); + } + + // Handle block + engine.blockFighter(playerId, newInput.block); + }; + + const resetGame = () => { + engineRef.current?.stop(); + const newState = createDefaultGameState(); + setGameState(newState); + engineRef.current = new GameEngine(newState); + engineRef.current.start((newState) => { + setGameState({ ...newState }); + }); + inputStateRef.current.clear(); + }; + + return { + gameState, + handleInput, + resetGame, + }; +} diff --git a/src/hooks/useKeyboardInput.ts b/src/hooks/useKeyboardInput.ts new file mode 100644 index 0000000..da3eca0 --- /dev/null +++ b/src/hooks/useKeyboardInput.ts @@ -0,0 +1,91 @@ +import { useEffect } from 'react'; +import type { InputState } from '../types'; + +interface KeyBindings { + left: string; + right: string; + up: string; + down: string; + attack: string; + block: string; +} + +export function useKeyboardInput( + playerId: string, + keyBindings: KeyBindings, + onInputChange: (playerId: string, input: Partial) => void +) { + useEffect(() => { + const pressedKeys = new Set(); + + const handleKeyDown = (event: KeyboardEvent) => { + const key = event.key.toLowerCase(); + + if (pressedKeys.has(key)) return; + pressedKeys.add(key); + + const input: Partial = {}; + + if (key === keyBindings.left.toLowerCase()) { + input.left = true; + } + if (key === keyBindings.right.toLowerCase()) { + input.right = true; + } + if (key === keyBindings.up.toLowerCase()) { + input.up = true; + } + if (key === keyBindings.down.toLowerCase()) { + input.down = true; + } + if (key === keyBindings.attack.toLowerCase()) { + input.attack = true; + } + if (key === keyBindings.block.toLowerCase()) { + input.block = true; + } + + if (Object.keys(input).length > 0) { + onInputChange(playerId, input); + } + }; + + const handleKeyUp = (event: KeyboardEvent) => { + const key = event.key.toLowerCase(); + pressedKeys.delete(key); + + const input: Partial = {}; + + if (key === keyBindings.left.toLowerCase()) { + input.left = false; + } + if (key === keyBindings.right.toLowerCase()) { + input.right = false; + } + if (key === keyBindings.up.toLowerCase()) { + input.up = false; + } + if (key === keyBindings.down.toLowerCase()) { + input.down = false; + } + if (key === keyBindings.attack.toLowerCase()) { + input.attack = false; + } + if (key === keyBindings.block.toLowerCase()) { + input.block = false; + } + + if (Object.keys(input).length > 0) { + onInputChange(playerId, input); + } + }; + + window.addEventListener('keydown', handleKeyDown); + window.addEventListener('keyup', handleKeyUp); + + return () => { + window.removeEventListener('keydown', handleKeyDown); + window.removeEventListener('keyup', handleKeyUp); + }; + }, [playerId, keyBindings, onInputChange]); +} diff --git a/src/index.css b/src/index.css new file mode 100644 index 0000000..9264598 --- /dev/null +++ b/src/index.css @@ -0,0 +1,28 @@ +* { + box-sizing: border-box; + margin: 0; + padding: 0; +} + +:root { + font-family: system-ui, Avenir, Helvetica, Arial, sans-serif; + line-height: 1.5; + font-weight: 400; + + font-synthesis: none; + text-rendering: optimizeLegibility; + -webkit-font-smoothing: antialiased; + -moz-osx-font-smoothing: grayscale; +} + +body { + margin: 0; + min-width: 320px; + min-height: 100vh; +} + +#root { + width: 100%; + min-height: 100vh; +} + diff --git a/src/main.tsx b/src/main.tsx new file mode 100644 index 0000000..bef5202 --- /dev/null +++ b/src/main.tsx @@ -0,0 +1,10 @@ +import { StrictMode } from 'react' +import { createRoot } from 'react-dom/client' +import './index.css' +import App from './App.tsx' + +createRoot(document.getElementById('root')!).render( + + + , +) diff --git a/src/types/index.ts b/src/types/index.ts new file mode 100644 index 0000000..99dcd2a --- /dev/null +++ b/src/types/index.ts @@ -0,0 +1,63 @@ +export interface Vector2D { + x: number; + y: number; +} + +export interface Bounds { + x: number; + y: number; + width: number; + height: number; +} + +export type CollisionBox = Bounds; + +export type FighterState = + | 'IDLE' + | 'WALKING' + | 'JUMPING' + | 'ATTACKING' + | 'HIT' + | 'BLOCKING' + | 'DEFEATED'; + +export type Direction = -1 | 1; + +export interface FighterStats { + maxHealth: number; + health: number; + attackPower: number; + speed: number; + jumpForce: number; +} + +export interface Fighter { + id: string; + position: Vector2D; + velocity: Vector2D; + state: FighterState; + direction: Direction; + stats: FighterStats; + hitbox: CollisionBox; + hurtbox: CollisionBox; +} + +export interface GameState { + fighters: Fighter[]; + stage: { + width: number; + height: number; + groundLevel: number; + }; + isPaused: boolean; + winner: string | null; +} + +export interface InputState { + left: boolean; + right: boolean; + up: boolean; + down: boolean; + attack: boolean; + block: boolean; +} diff --git a/src/utils/gameFactory.ts b/src/utils/gameFactory.ts new file mode 100644 index 0000000..3f36a34 --- /dev/null +++ b/src/utils/gameFactory.ts @@ -0,0 +1,53 @@ +import type { Fighter, FighterStats, Direction } from '../types'; + +export function createFighter( + id: string, + startX: number, + startY: number, + direction: Direction = 1 +): Fighter { + const defaultStats: FighterStats = { + maxHealth: 100, + health: 100, + attackPower: 10, + speed: 3, + jumpForce: 12, + }; + + return { + id, + position: { x: startX, y: startY }, + velocity: { x: 0, y: 0 }, + state: 'IDLE', + direction, + stats: defaultStats, + hitbox: { + x: 0, + y: 0, + width: 60, + height: 80, + }, + hurtbox: { + x: 5, + y: 5, + width: 50, + height: 70, + }, + }; +} + +export function createDefaultGameState() { + return { + fighters: [ + createFighter('player1', 100, 300, 1), + createFighter('player2', 600, 300, -1), + ], + stage: { + width: 800, + height: 400, + groundLevel: 300, + }, + isPaused: false, + winner: null, + }; +} diff --git a/tsconfig.app.json b/tsconfig.app.json new file mode 100644 index 0000000..a9b5a59 --- /dev/null +++ b/tsconfig.app.json @@ -0,0 +1,28 @@ +{ + "compilerOptions": { + "tsBuildInfoFile": "./node_modules/.tmp/tsconfig.app.tsbuildinfo", + "target": "ES2022", + "useDefineForClassFields": true, + "lib": ["ES2022", "DOM", "DOM.Iterable"], + "module": "ESNext", + "types": ["vite/client"], + "skipLibCheck": true, + + /* Bundler mode */ + "moduleResolution": "bundler", + "allowImportingTsExtensions": true, + "verbatimModuleSyntax": true, + "moduleDetection": "force", + "noEmit": true, + "jsx": "react-jsx", + + /* Linting */ + "strict": true, + "noUnusedLocals": true, + "noUnusedParameters": true, + "erasableSyntaxOnly": true, + "noFallthroughCasesInSwitch": true, + "noUncheckedSideEffectImports": true + }, + "include": ["src"] +} diff --git a/tsconfig.json b/tsconfig.json new file mode 100644 index 0000000..1ffef60 --- /dev/null +++ b/tsconfig.json @@ -0,0 +1,7 @@ +{ + "files": [], + "references": [ + { "path": "./tsconfig.app.json" }, + { "path": "./tsconfig.node.json" } + ] +} diff --git a/tsconfig.node.json b/tsconfig.node.json new file mode 100644 index 0000000..8a67f62 --- /dev/null +++ b/tsconfig.node.json @@ -0,0 +1,26 @@ +{ + "compilerOptions": { + "tsBuildInfoFile": "./node_modules/.tmp/tsconfig.node.tsbuildinfo", + "target": "ES2023", + "lib": ["ES2023"], + "module": "ESNext", + "types": ["node"], + "skipLibCheck": true, + + /* Bundler mode */ + "moduleResolution": "bundler", + "allowImportingTsExtensions": true, + "verbatimModuleSyntax": true, + "moduleDetection": "force", + "noEmit": true, + + /* Linting */ + "strict": true, + "noUnusedLocals": true, + "noUnusedParameters": true, + "erasableSyntaxOnly": true, + "noFallthroughCasesInSwitch": true, + "noUncheckedSideEffectImports": true + }, + "include": ["vite.config.ts"] +} diff --git a/vite.config.ts b/vite.config.ts new file mode 100644 index 0000000..8b0f57b --- /dev/null +++ b/vite.config.ts @@ -0,0 +1,7 @@ +import { defineConfig } from 'vite' +import react from '@vitejs/plugin-react' + +// https://vite.dev/config/ +export default defineConfig({ + plugins: [react()], +}) From fd14e539e0a83576526b440a018a45a9096f8c94 Mon Sep 17 00:00:00 2001 From: "copilot-swe-agent[bot]" <198982749+Copilot@users.noreply.github.com> Date: Tue, 9 Dec 2025 16:31:38 +0000 Subject: [PATCH 3/6] Fix logical operator precedence in attackFighter method Co-authored-by: hynding <2187861+hynding@users.noreply.github.com> --- src/engine/GameEngine.ts | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/engine/GameEngine.ts b/src/engine/GameEngine.ts index 50ab984..8855206 100644 --- a/src/engine/GameEngine.ts +++ b/src/engine/GameEngine.ts @@ -161,7 +161,7 @@ export class GameEngine { attackFighter(fighterId: string): void { const fighter = this.gameState.fighters.find((f) => f.id === fighterId); - if (fighter && fighter.state === 'IDLE' || fighter?.state === 'WALKING') { + if (fighter && (fighter.state === 'IDLE' || fighter.state === 'WALKING')) { fighter.state = 'ATTACKING'; // Reset attack state after a delay From f8ebae9349b6f46d660a79ee1b975ef0a5916941 Mon Sep 17 00:00:00 2001 From: "copilot-swe-agent[bot]" <198982749+Copilot@users.noreply.github.com> Date: Tue, 9 Dec 2025 16:34:15 +0000 Subject: [PATCH 4/6] Replace setTimeout with frame-based attack timer for consistent timing Co-authored-by: hynding <2187861+hynding@users.noreply.github.com> --- src/engine/GameEngine.ts | 17 ++++++++++------- src/types/index.ts | 1 + src/utils/gameFactory.ts | 1 + 3 files changed, 12 insertions(+), 7 deletions(-) diff --git a/src/engine/GameEngine.ts b/src/engine/GameEngine.ts index 8855206..6adf051 100644 --- a/src/engine/GameEngine.ts +++ b/src/engine/GameEngine.ts @@ -81,6 +81,15 @@ export class GameEngine { if (fighter.state === 'HIT' && Math.abs(fighter.velocity.x) < 0.1) { fighter.state = 'IDLE'; } + + // Handle attack timer (attack lasts 18 frames at 60fps = 300ms) + if (fighter.state === 'ATTACKING') { + fighter.attackTimer += deltaTime; + if (fighter.attackTimer >= 18) { + fighter.state = 'IDLE'; + fighter.attackTimer = 0; + } + } } private checkCollisions(): void { @@ -163,13 +172,7 @@ export class GameEngine { const fighter = this.gameState.fighters.find((f) => f.id === fighterId); if (fighter && (fighter.state === 'IDLE' || fighter.state === 'WALKING')) { fighter.state = 'ATTACKING'; - - // Reset attack state after a delay - setTimeout(() => { - if (fighter.state === 'ATTACKING') { - fighter.state = 'IDLE'; - } - }, 300); + fighter.attackTimer = 0; } } diff --git a/src/types/index.ts b/src/types/index.ts index 99dcd2a..433505f 100644 --- a/src/types/index.ts +++ b/src/types/index.ts @@ -40,6 +40,7 @@ export interface Fighter { stats: FighterStats; hitbox: CollisionBox; hurtbox: CollisionBox; + attackTimer: number; } export interface GameState { diff --git a/src/utils/gameFactory.ts b/src/utils/gameFactory.ts index 3f36a34..d8fc57f 100644 --- a/src/utils/gameFactory.ts +++ b/src/utils/gameFactory.ts @@ -33,6 +33,7 @@ export function createFighter( width: 50, height: 70, }, + attackTimer: 0, }; } From dd20d7e4b236da23d5054db9f3d5f22b22e3a963 Mon Sep 17 00:00:00 2001 From: "copilot-swe-agent[bot]" <198982749+Copilot@users.noreply.github.com> Date: Tue, 9 Dec 2025 16:38:12 +0000 Subject: [PATCH 5/6] Replace magic numbers with named constants for better maintainability Co-authored-by: hynding <2187861+hynding@users.noreply.github.com> --- src/engine/GameEngine.ts | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/src/engine/GameEngine.ts b/src/engine/GameEngine.ts index 6adf051..5b57798 100644 --- a/src/engine/GameEngine.ts +++ b/src/engine/GameEngine.ts @@ -2,6 +2,10 @@ import type { GameState, Fighter, FighterState } from '../types'; import { Physics } from './Physics'; export class GameEngine { + private static readonly TARGET_FPS = 60; + private static readonly TARGET_FRAME_TIME = 1000 / GameEngine.TARGET_FPS; // 16.67ms + private static readonly ATTACK_DURATION_FRAMES = 18; // 300ms at 60fps + private gameState: GameState; private lastTimestamp: number = 0; private animationFrameId: number | null = null; @@ -16,7 +20,7 @@ export class GameEngine { this.lastTimestamp = timestamp; if (!this.gameState.isPaused) { - this.update(deltaTime / 16.67); // Normalize to 60fps + this.update(deltaTime / GameEngine.TARGET_FRAME_TIME); // Normalize to 60fps onUpdate(this.gameState); } @@ -85,7 +89,7 @@ export class GameEngine { // Handle attack timer (attack lasts 18 frames at 60fps = 300ms) if (fighter.state === 'ATTACKING') { fighter.attackTimer += deltaTime; - if (fighter.attackTimer >= 18) { + if (fighter.attackTimer >= GameEngine.ATTACK_DURATION_FRAMES) { fighter.state = 'IDLE'; fighter.attackTimer = 0; } From 6b886a23ef8be9e88b7c7a37ff6c7f94ceee5b66 Mon Sep 17 00:00:00 2001 From: "copilot-swe-agent[bot]" <198982749+Copilot@users.noreply.github.com> Date: Tue, 9 Dec 2025 16:39:46 +0000 Subject: [PATCH 6/6] Add KNOCKBACK_FORCE constant for improved maintainability Co-authored-by: hynding <2187861+hynding@users.noreply.github.com> --- src/engine/GameEngine.ts | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/engine/GameEngine.ts b/src/engine/GameEngine.ts index 5b57798..126c30d 100644 --- a/src/engine/GameEngine.ts +++ b/src/engine/GameEngine.ts @@ -5,6 +5,7 @@ export class GameEngine { private static readonly TARGET_FPS = 60; private static readonly TARGET_FRAME_TIME = 1000 / GameEngine.TARGET_FPS; // 16.67ms private static readonly ATTACK_DURATION_FRAMES = 18; // 300ms at 60fps + private static readonly KNOCKBACK_FORCE = 5; private gameState: GameState; private lastTimestamp: number = 0; @@ -120,8 +121,7 @@ export class GameEngine { defender.state = 'HIT'; // Knockback - const knockbackForce = 5; - defender.velocity.x = attacker.direction * knockbackForce; + defender.velocity.x = attacker.direction * GameEngine.KNOCKBACK_FORCE; if (defender.stats.health <= 0) { defender.state = 'DEFEATED';