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botfights/frontend/src/game/ArcadeScene.ts
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2026-04-11 19:46:37 +01:00
import kaplay from 'kaplay'
import type { GameObj } from 'kaplay'
import {
generateSpriteSheet, getBotColors, FRAME_SIZE, MAX_FRAMES, TOTAL_ROWS,
} from './sprites'
import { ARENA_THEMES, spriteAnims } from './fight/constants'
import { drawArenaDecor } from './fight/arena-renderer'
import { GROUND_Y_RATIO, FIGHTER_BASE_SCALE } from './fight/config'
import {
sfxPunch, sfxKick, sfxSpecial, sfxCritical, sfxBlock, sfxExplosion,
startMusic, stopMusic,
} from './audio'
import { spawnSparks as _spawnSparks } from './fight/particles'
import type {
ArcadeConfig, ArcadeSceneController, ArcadeCallbacks,
FighterInstance, FighterState, PlayerInput, InputEvent,
} from './arcade/types'
type KaplayInstance = ReturnType<typeof kaplay>
import {
MAX_HP, FIGHTER_SCALE, CANVAS_WIDTH, CANVAS_HEIGHT,
P1_START_X, P2_START_X,
HIT_SHAKE_LIGHT, HIT_SHAKE_HEAVY, HIT_SHAKE_SPECIAL,
HIT_FLASH_DURATION,
SPARK_COUNT_LIGHT, SPARK_COUNT_HEAVY, SPARK_COUNT_SPECIAL,
ROUND_START_DELAY, ROUND_END_DELAY, KO_SLOWMO_DURATION,
COMBO_BUFFER_SIZE,
} from './arcade/constants'
import { updatePhysics, applyMovement, enforcePushBox, updateFacing } from './arcade/physics'
import { updateStateMachine, startComboMove, enterHitstun, enterBlockstun, enterKO, enterWin } from './arcade/state-machine'
import { checkHit, applyHit, resetCombo } from './arcade/combat'
import type { HitResult } from './arcade/combat'
import { MOVES } from './arcade/moves'
import { spawnFireball, updateProjectiles, clearAllProjectiles } from './arcade/projectiles'
// ═══════════════════════════════════════════════════════════════
// Convert CSS color to Kaplay Color
// ═══════════════════════════════════════════════════════════════
function safeColor(k: KaplayInstance, color: string) {
if (color.startsWith('#')) {
try { return k.Color.fromHex(color) } catch { /* fall through */ }
}
const cv = document.createElement('canvas')
cv.width = 1; cv.height = 1
const cx = cv.getContext('2d')!
cx.fillStyle = color
cx.fillRect(0, 0, 1, 1)
const [r, g, b] = cx.getImageData(0, 0, 1, 1).data
return k.Color.fromArray([r, g, b])
}
// ═══════════════════════════════════════════════════════════════
// Arcade Scene Factory
// ═══════════════════════════════════════════════════════════════
export async function createArcadeScene(config: ArcadeConfig): Promise<ArcadeSceneController> {
const { canvas, player1, player2, arena, rounds, roundTime } = config
const theme = ARENA_THEMES[arena] || ARENA_THEMES.localhost
// --- Kaplay init ---
const k = kaplay({
canvas,
width: canvas.width || CANVAS_WIDTH,
height: canvas.height || CANVAS_HEIGHT,
background: theme.bg,
global: false,
scale: 1,
crisp: true,
texFilter: 'nearest',
})
const W = k.width()
const H = k.height()
const GROUND_Y = H * GROUND_Y_RATIO
// --- Timer management ---
const cleanupTimers = new Set<ReturnType<typeof setTimeout>>()
function trackedTimeout(fn: () => void, ms: number) {
const id = setTimeout(() => { cleanupTimers.delete(id); fn() }, ms)
cleanupTimers.add(id)
return id
}
function trackedInterval(fn: () => void, ms: number) {
const id = setInterval(fn, ms)
cleanupTimers.add(id)
return id
}
function clearTracked(id: ReturnType<typeof setTimeout>) {
clearInterval(id); clearTimeout(id); cleanupTimers.delete(id)
}
const fightCtx = { k, W, H, theme, trackedTimeout, trackedInterval, clearTracked, safeColor: (c: string) => safeColor(k, c) }
const spawnSparks = (x: number, y: number, count: number, color: string) => _spawnSparks(fightCtx, x, y, count, color)
// --- Load sprites ---
const colorsA = getBotColors(player1.seed)
const colorsB = getBotColors(player2.seed)
const sheetA = generateSpriteSheet(player1.seed, player1.tier, colorsA.primary, colorsA.secondary, player1.archetype, player1.customization)
const sheetB = generateSpriteSheet(player2.seed, player2.tier, colorsB.primary, colorsB.secondary, player2.archetype, player2.customization)
await Promise.all([
k.loadSprite('p1', sheetA, { sliceX: MAX_FRAMES, sliceY: TOTAL_ROWS, anims: spriteAnims }),
k.loadSprite('p2', sheetB, { sliceX: MAX_FRAMES, sliceY: TOTAL_ROWS, anims: spriteAnims }),
])
// --- Callbacks ---
const callbacks: Partial<ArcadeCallbacks> = {}
// --- Match state ---
let p1Wins = 0
let p2Wins = 0
let currentRound = 0
let roundTimer = roundTime
let roundTimerHandle: ReturnType<typeof setInterval> | null = null
let roundActive = false
let paused = false
let matchOver = false
// --- Input buffers for combo detection ---
const p1InputBuffer: InputEvent[] = []
const p2InputBuffer: InputEvent[] = []
// --- Create fighters ---
function createFighter(spriteName: string, startX: number, player: 1 | 2, name: string): FighterInstance {
const obj = k.add([
k.sprite(spriteName, { anim: 'idle' }),
k.pos(startX, GROUND_Y),
k.anchor('bot'),
k.scale(player === 1 ? FIGHTER_SCALE : -FIGHTER_SCALE, FIGHTER_SCALE),
k.z(10),
k.opacity(1),
k.color(safeColor(k, '#ffffff')),
k.rotate(0),
])
return {
obj,
physics: { vx: 0, vy: 0, grounded: true, facingRight: player === 1 },
combat: {
hp: MAX_HP, maxHp: MAX_HP,
state: 'idle', stateTimer: 0,
stunTimer: 0, blockTimer: 0,
comboCount: 0, comboDamage: 0,
attackFrame: 0, currentMove: null,
hasHitThisAttack: false,
},
player,
name,
input: { up: false, down: false, left: false, right: false, punch: false, kick: false },
}
}
let fighter1: FighterInstance
let fighter2: FighterInstance
// Scene readiness — k.go() defers the scene callback to the next frame end,
// so we need to wait for fighters to be created before start() can run.
let sceneReady: () => void
const sceneReadyPromise = new Promise<void>(resolve => { sceneReady = resolve })
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// ═══════════════════════════════════════════════════════════════
// Scene Setup
// ═══════════════════════════════════════════════════════════════
k.scene('arcade', () => {
// Draw arena background
drawArenaDecor({
k, W, H, GROUND_Y, arena,
theme, safeColor,
})
// Ground line
k.add([
k.rect(W, 2),
k.pos(0, GROUND_Y),
k.color(safeColor(k, theme.ground)),
k.z(5),
k.opacity(0.5),
])
// Create fighters
fighter1 = createFighter('p1', P1_START_X, 1, player1.name)
fighter2 = createFighter('p2', P2_START_X, 2, player2.name)
// Signal that the scene is ready (fighters exist)
sceneReady()
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// ═══════════════════════════════════════════════════════════
// Main Game Loop
// ═══════════════════════════════════════════════════════════
k.onUpdate(() => {
if (paused || !roundActive || matchOver) return
const dt = k.dt()
const fighters: [FighterInstance, FighterInstance] = [fighter1, fighter2]
for (const fighter of fighters) {
const inputBuffer = fighter.player === 1 ? p1InputBuffer : p2InputBuffer
// State machine update (may trigger combo)
const comboMove = updateStateMachine(fighter, inputBuffer)
if (comboMove) {
startComboMove(fighter, comboMove)
// Fireball spawns a projectile instead of using a hitbox
if (comboMove === 'fireball') {
spawnFireball(k, fighter, (c: string) => safeColor(k, c))
sfxSpecial()
}
}
// Movement from input
applyMovement(fighter, dt)
// Physics (gravity, velocity, bounds)
updatePhysics(fighter, GROUND_Y, dt)
}
// Push-box (prevent overlap)
enforcePushBox(fighter1, fighter2)
// Facing (always face opponent)
updateFacing(fighter1, fighter2)
// --- Hit detection ---
for (const [attacker, defender] of [[fighter1, fighter2], [fighter2, fighter1]] as const) {
const result = checkHit(attacker, defender)
if (result) {
processHit(attacker, defender, result)
}
}
// --- Projectile updates ---
const projHits = updateProjectiles(k, fighters, dt)
for (const { target, result } of projHits) {
const attacker = target.player === 1 ? fighter2 : fighter1
processHit(attacker, target, result)
}
// --- Update animations ---
updateAnimation(fighter1)
updateAnimation(fighter2)
// --- HP callback ---
callbacks.onHpChange?.(fighter1.combat.hp, fighter2.combat.hp)
// --- Check KO ---
if (fighter1.combat.hp <= 0 || fighter2.combat.hp <= 0) {
endRound()
}
})
})
// ═══════════════════════════════════════════════════════════════
// Hit Processing
// ═══════════════════════════════════════════════════════════════
function processHit(attacker: FighterInstance, defender: FighterInstance, result: HitResult): void {
applyHit(attacker, defender, result)
if (result.type === 'hit') {
// Visual and audio feedback
const isSpecial = attacker.combat.currentMove && MOVES[attacker.combat.currentMove]?.animation === 'special'
const sparkCount = isSpecial ? SPARK_COUNT_SPECIAL : (result.damage >= 70 ? SPARK_COUNT_HEAVY : SPARK_COUNT_LIGHT)
const shakeIntensity = isSpecial ? HIT_SHAKE_SPECIAL : (result.damage >= 70 ? HIT_SHAKE_HEAVY : HIT_SHAKE_LIGHT)
spawnSparks(defender.obj.pos.x, defender.obj.pos.y - 40, sparkCount, theme.accent)
k.shake(shakeIntensity)
// SFX
if (isSpecial) { sfxSpecial() }
else if (result.damage >= 70) { sfxKick() }
else { sfxPunch() }
// Hit flash
const origOpacity = defender.obj.opacity
defender.obj.opacity = 0.4
trackedTimeout(() => { if (defender.obj.exists()) defender.obj.opacity = origOpacity }, HIT_FLASH_DURATION * 1000)
// Enter hitstun
enterHitstun(defender, result.hitstun, result.knockbackX, result.knockbackY)
// Combo notification
if (attacker.combat.comboCount >= 2) {
callbacks.onCombo?.(attacker.player, attacker.combat.comboCount, attacker.combat.currentMove || 'combo')
}
// Critical hit effect for big damage
if (result.damage >= 90) {
sfxCritical()
}
} else {
// Blocked
sfxBlock()
enterBlockstun(defender, result.blockstun, result.knockbackX)
spawnSparks(defender.obj.pos.x, defender.obj.pos.y - 40, 3, '#8888ff')
}
// Reset combo if defender was in idle/walking (new combo chain starting)
if (result.type === 'hit' && attacker.combat.comboCount === 1) {
resetCombo(attacker)
attacker.combat.comboCount = 1
}
}
// ═══════════════════════════════════════════════════════════════
// Animation
// ═══════════════════════════════════════════════════════════════
function updateAnimation(fighter: FighterInstance): void {
const { combat, obj } = fighter
const animMap: Partial<Record<FighterState, string>> = {
idle: 'idle',
walking: 'idle', // no walk row — idle with movement looks fine at 48px
jumping: 'idle', // static pose in air
crouching: 'idle', // handled via scale squish below
attacking: 'attack',
kicking: 'kick',
special: 'special',
hit: 'hit',
knockback: 'knockback',
blocking: 'idle', // shield VFX handled separately
ko: 'ko',
win: 'win',
}
const targetAnim = animMap[combat.state] || 'idle'
const currentAnim = obj.curAnim?.()
// Only change animation if different
if (currentAnim !== targetAnim) {
obj.play(targetAnim)
}
// Crouch squish effect
const baseScaleY = FIGHTER_SCALE
if (combat.state === 'crouching' || combat.state === 'blocking') {
obj.scale.y = baseScaleY * 0.7
} else {
obj.scale.y = baseScaleY
}
}
// ═══════════════════════════════════════════════════════════════
// Round Management
// ═══════════════════════════════════════════════════════════════
function startRound(): void {
currentRound++
roundActive = false
roundTimer = roundTime
// Reset fighters to starting positions
resetFighter(fighter1, P1_START_X, true)
resetFighter(fighter2, P2_START_X, false)
// Clear projectiles
clearAllProjectiles(k)
// Clear combo buffers
p1InputBuffer.length = 0
p2InputBuffer.length = 0
// Countdown then start
callbacks.onTimerTick?.(roundTimer)
callbacks.onHpChange?.(fighter1.combat.hp, fighter2.combat.hp)
trackedTimeout(() => {
roundActive = true
startMusic()
// Round timer
roundTimerHandle = trackedInterval(() => {
if (paused || !roundActive) return
roundTimer--
callbacks.onTimerTick?.(roundTimer)
if (roundTimer <= 0) {
endRound()
}
}, 1000)
}, ROUND_START_DELAY * 1000)
}
function endRound(): void {
if (!roundActive) return
roundActive = false
if (roundTimerHandle !== null) {
clearTracked(roundTimerHandle)
roundTimerHandle = null
}
// Determine round winner
let roundWinner: 1 | 2 | 0
if (fighter1.combat.hp <= 0 && fighter2.combat.hp <= 0) {
roundWinner = 0 // draw
} else if (fighter1.combat.hp <= 0) {
roundWinner = 2
} else if (fighter2.combat.hp <= 0) {
roundWinner = 1
} else {
// Timer ran out — higher HP wins
roundWinner = fighter1.combat.hp >= fighter2.combat.hp ? 1 : 2
}
// KO animation
if (roundWinner === 1 || roundWinner === 2) {
const loser = roundWinner === 1 ? fighter2 : fighter1
const winner = roundWinner === 1 ? fighter1 : fighter2
enterKO(loser)
enterWin(winner)
sfxExplosion()
k.shake(HIT_SHAKE_SPECIAL)
}
if (roundWinner === 1) p1Wins++
else if (roundWinner === 2) p2Wins++
callbacks.onRoundEnd?.(roundWinner, p1Wins, p2Wins)
// Check match end
const winsNeeded = Math.ceil(rounds / 2)
if (p1Wins >= winsNeeded || p2Wins >= winsNeeded) {
matchOver = true
stopMusic()
const matchWinner = p1Wins >= winsNeeded ? 1 : 2
trackedTimeout(() => {
callbacks.onMatchEnd?.(matchWinner as 1 | 2)
}, ROUND_END_DELAY * 1000)
} else {
// Next round after delay
trackedTimeout(() => {
startRound()
}, ROUND_END_DELAY * 1000)
}
}
function resetFighter(fighter: FighterInstance, startX: number, facingRight: boolean): void {
fighter.obj.pos.x = startX
fighter.obj.pos.y = GROUND_Y
fighter.physics.vx = 0
fighter.physics.vy = 0
fighter.physics.grounded = true
fighter.physics.facingRight = facingRight
fighter.combat.hp = MAX_HP
fighter.combat.state = 'idle'
fighter.combat.stateTimer = 0
fighter.combat.stunTimer = 0
fighter.combat.blockTimer = 0
fighter.combat.comboCount = 0
fighter.combat.comboDamage = 0
fighter.combat.attackFrame = 0
fighter.combat.currentMove = null
fighter.combat.hasHitThisAttack = false
const baseScale = FIGHTER_SCALE
fighter.obj.scale.x = facingRight ? baseScale : -baseScale
fighter.obj.scale.y = baseScale
fighter.obj.opacity = 1
}
// ═══════════════════════════════════════════════════════════════
// Input Buffer Management
// ═══════════════════════════════════════════════════════════════
function pushInput(player: 1 | 2, input: PlayerInput, prevInput: PlayerInput): void {
const buffer = player === 1 ? p1InputBuffer : p2InputBuffer
const now = performance.now()
// Detect new directional presses (edge-triggered)
if (input.up && !prevInput.up) buffer.push({ direction: 'up', button: null, time: now })
if (input.down && !prevInput.down) buffer.push({ direction: 'down', button: null, time: now })
if (input.left && !prevInput.left) buffer.push({ direction: 'left', button: null, time: now })
if (input.right && !prevInput.right) buffer.push({ direction: 'right', button: null, time: now })
// Detect new button presses
if (input.punch && !prevInput.punch) buffer.push({ direction: null, button: 'A', time: now })
if (input.kick && !prevInput.kick) buffer.push({ direction: null, button: 'B', time: now })
// Trim buffer
while (buffer.length > COMBO_BUFFER_SIZE) buffer.shift()
}
// ═══════════════════════════════════════════════════════════════
// Controller Interface
// ═══════════════════════════════════════════════════════════════
// Store previous inputs for edge detection
let prevP1: PlayerInput = { up: false, down: false, left: false, right: false, punch: false, kick: false }
let prevP2: PlayerInput = { up: false, down: false, left: false, right: false, punch: false, kick: false }
// Start the scene
k.go('arcade')
return {
async start() {
await sceneReadyPromise
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matchOver = false
p1Wins = 0
p2Wins = 0
currentRound = 0
startRound()
},
pause() {
paused = true
},
resume() {
paused = false
},
destroy() {
paused = true
roundActive = false
stopMusic()
for (const id of cleanupTimers) {
clearTimeout(id)
clearInterval(id)
}
cleanupTimers.clear()
clearAllProjectiles(k)
k.quit()
},
setInput(player: 1 | 2, input: PlayerInput) {
const fighter = player === 1 ? fighter1 : fighter2
if (!fighter) return
const prev = player === 1 ? prevP1 : prevP2
pushInput(player, input, prev)
// Update live input state on the fighter
fighter.input.up = input.up
fighter.input.down = input.down
fighter.input.left = input.left
fighter.input.right = input.right
fighter.input.punch = input.punch
fighter.input.kick = input.kick
// Store for next frame edge detection
if (player === 1) {
prevP1 = { ...input }
} else {
prevP2 = { ...input }
}
},
on(event, cb) {
(callbacks as any)[event] = cb
},
getGameState() {
if (!fighter1 || !fighter2) return null
return { fighter1, fighter2, timer: roundTimer, round: currentRound, roundActive }
},
}
}