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.maze-container { | ||
text-align: center; | ||
font-family: Arial, sans-serif; | ||
margin-top: 20px; | ||
} | ||
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h1 { | ||
color: #6200ea; | ||
} | ||
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p { | ||
font-size: 18px; | ||
font-weight: bold; | ||
} | ||
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canvas { | ||
display: block; | ||
margin: 0 auto; | ||
border: 2px solid #6200ea; | ||
border-radius: 8px; | ||
} | ||
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import React, { useState, useEffect, useRef } from "react"; | ||
import { Stage, Layer, Rect, Circle, Text } from "react-konva"; | ||
import "./MazeGame.css"; | ||
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// Maze dimensions and cell size | ||
const GRID_SIZE = 10; | ||
const CELL_SIZE = 50; | ||
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// Utility function to generate a random maze | ||
const generateMaze = (rows, cols) => { | ||
const maze = Array(rows) | ||
.fill(null) | ||
.map(() => Array(cols).fill(0)); | ||
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for (let i = 0; i < rows; i++) { | ||
for (let j = 0; j < cols; j++) { | ||
maze[i][j] = Math.random() > 0.75 ? 1 : 0; // 1 = wall, 0 = path | ||
} | ||
} | ||
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// Ensure starting and ending points are open | ||
maze[0][0] = 0; | ||
maze[rows - 1][cols - 1] = 0; | ||
return maze; | ||
}; | ||
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// A* Pathfinding Algorithm | ||
const findPath = (maze, start, end) => { | ||
const [startX, startY] = start; | ||
const [endX, endY] = end; | ||
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const isWalkable = (x, y) => | ||
x >= 0 && | ||
y >= 0 && | ||
x < maze.length && | ||
y < maze[0].length && | ||
maze[y][x] === 0; | ||
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const heuristic = (a, b) => Math.abs(a[0] - b[0]) + Math.abs(a[1] - b[1]); | ||
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const openSet = [[startX, startY]]; | ||
const cameFrom = {}; | ||
const gScore = { [`${startX},${startY}`]: 0 }; | ||
const fScore = { [`${startX},${startY}`]: heuristic([startX, startY], [endX, endY]) }; | ||
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while (openSet.length > 0) { | ||
let current = openSet.reduce((a, b) => | ||
fScore[`${a[0]},${a[1]}`] < fScore[`${b[0]},${b[1]}`] ? a : b | ||
); | ||
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if (current[0] === endX && current[1] === endY) { | ||
const path = []; | ||
while (`${current[0]},${current[1]}` in cameFrom) { | ||
path.unshift(current); | ||
current = cameFrom[`${current[0]},${current[1]}`]; | ||
} | ||
return path; | ||
} | ||
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openSet.splice(openSet.indexOf(current), 1); | ||
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const neighbors = [ | ||
[current[0] - 1, current[1]], | ||
[current[0] + 1, current[1]], | ||
[current[0], current[1] - 1], | ||
[current[0], current[1] + 1], | ||
]; | ||
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neighbors.forEach((neighbor) => { | ||
const [x, y] = neighbor; | ||
if (!isWalkable(x, y)) return; | ||
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const tentativeGScore = gScore[`${current[0]},${current[1]}`] + 1; | ||
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if (tentativeGScore < (gScore[`${x},${y}`] || Infinity)) { | ||
cameFrom[`${x},${y}`] = current; | ||
gScore[`${x},${y}`] = tentativeGScore; | ||
fScore[`${x},${y}`] = tentativeGScore + heuristic([x, y], [endX, endY]); | ||
if (!openSet.some(([ox, oy]) => ox === x && oy === y)) { | ||
openSet.push(neighbor); | ||
} | ||
} | ||
}); | ||
} | ||
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return []; | ||
}; | ||
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const MazeGame = () => { | ||
const [maze, setMaze] = useState(generateMaze(GRID_SIZE, GRID_SIZE)); | ||
const [playerPosition, setPlayerPosition] = useState({ x: 0, y: 0 }); | ||
const [enemyPosition, setEnemyPosition] = useState({ x: GRID_SIZE - 1, y: GRID_SIZE - 1 }); | ||
const [score, setScore] = useState(0); | ||
const [timeLeft, setTimeLeft] = useState(60); | ||
const collectibles = useRef([]); | ||
const powerUps = useRef([]); | ||
const traps = useRef([]); | ||
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// Generate random collectibles, power-ups, and traps | ||
useEffect(() => { | ||
const items = []; | ||
const powers = []; | ||
const trapList = []; | ||
for (let i = 0; i < 5; i++) { | ||
items.push({ | ||
x: Math.floor(Math.random() * GRID_SIZE), | ||
y: Math.floor(Math.random() * GRID_SIZE), | ||
}); | ||
powers.push({ | ||
x: Math.floor(Math.random() * GRID_SIZE), | ||
y: Math.floor(Math.random() * GRID_SIZE), | ||
}); | ||
trapList.push({ | ||
x: Math.floor(Math.random() * GRID_SIZE), | ||
y: Math.floor(Math.random() * GRID_SIZE), | ||
}); | ||
} | ||
collectibles.current = items; | ||
powerUps.current = powers; | ||
traps.current = trapList; | ||
}, []); | ||
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// Timer logic | ||
useEffect(() => { | ||
const timer = setInterval(() => { | ||
setTimeLeft((prev) => (prev > 0 ? prev - 1 : 0)); | ||
}, 1000); | ||
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return () => clearInterval(timer); | ||
}, []); | ||
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// Enemy movement | ||
useEffect(() => { | ||
const interval = setInterval(() => { | ||
const path = findPath(maze, [enemyPosition.x, enemyPosition.y], [playerPosition.x, playerPosition.y]); | ||
if (path.length > 0) { | ||
const nextMove = path[0]; | ||
setEnemyPosition({ x: nextMove[0], y: nextMove[1] }); | ||
} | ||
}, 500); | ||
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return () => clearInterval(interval); | ||
}, [maze, playerPosition, enemyPosition]); | ||
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// Handle player movement | ||
const handleKeyDown = (e) => { | ||
const { x, y } = playerPosition; | ||
let newX = x; | ||
let newY = y; | ||
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if (e.key === "ArrowUp" && y > 0 && maze[y - 1][x] === 0) newY -= 1; | ||
if (e.key === "ArrowDown" && y < GRID_SIZE - 1 && maze[y + 1][x] === 0) newY += 1; | ||
if (e.key === "ArrowLeft" && x > 0 && maze[y][x - 1] === 0) newX -= 1; | ||
if (e.key === "ArrowRight" && x < GRID_SIZE - 1 && maze[y][x + 1] === 0) newX += 1; | ||
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setPlayerPosition({ x: newX, y: newY }); | ||
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// Check for collectibles, power-ups, or traps | ||
const itemIndex = collectibles.current.findIndex((item) => item.x === newX && item.y === newY); | ||
if (itemIndex !== -1) { | ||
collectibles.current.splice(itemIndex, 1); | ||
setScore(score + 10); | ||
} | ||
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const powerIndex = powerUps.current.findIndex((power) => power.x === newX && power.y === newY); | ||
if (powerIndex !== -1) { | ||
powerUps.current.splice(powerIndex, 1); | ||
setScore(score + 20); // Example: Power-up increases score | ||
} | ||
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const trapIndex = traps.current.findIndex((trap) => trap.x === newX && trap.y === newY); | ||
if (trapIndex !== -1) { | ||
traps.current.splice(trapIndex, 1); | ||
setScore(score - 10); // Example: Trap decreases score | ||
} | ||
}; | ||
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// Add event listener for keyboard input | ||
useEffect(() => { | ||
window.addEventListener("keydown", handleKeyDown); | ||
return () => window.removeEventListener("keydown", handleKeyDown); | ||
}, [playerPosition, maze]); | ||
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return ( | ||
<div className="maze-container"> | ||
<h1>Maze Explorer</h1> | ||
<p>Score: {score}</p> | ||
<p>Time Left: {timeLeft}s</p> | ||
<Stage width={GRID_SIZE * CELL_SIZE} height={GRID_SIZE * CELL_SIZE}> | ||
<Layer> | ||
{/* Render Maze */} | ||
{maze.map((row, rowIndex) => | ||
row.map((cell, colIndex) => ( | ||
<Rect | ||
key={`${rowIndex}-${colIndex}`} | ||
x={colIndex * CELL_SIZE} | ||
y={rowIndex * CELL_SIZE} | ||
width={CELL_SIZE} | ||
height={CELL_SIZE} | ||
fill={cell === 1 ? "black" : "white"} | ||
stroke="gray" | ||
/> | ||
)) | ||
)} | ||
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{/* Render Player */} | ||
<Circle | ||
x={playerPosition.x * CELL_SIZE + CELL_SIZE / 2} | ||
y={playerPosition.y * CELL_SIZE + CELL_SIZE / 2} | ||
radius={CELL_SIZE / 3} | ||
fill="blue" | ||
/> | ||
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{/* Render Enemy */} | ||
<Circle | ||
x={enemyPosition.x * CELL_SIZE + CELL_SIZE / 2} | ||
y={enemyPosition.y * CELL_SIZE + CELL_SIZE / 2} | ||
radius={CELL_SIZE / 3} | ||
fill="red" | ||
/> | ||
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{/* Render Collectibles */} | ||
{collectibles.current.map((item, index) => ( | ||
<Circle | ||
key={index} | ||
x={item.x * CELL_SIZE + CELL_SIZE / 2} | ||
y={item.y * CELL_SIZE + CELL_SIZE / 2} | ||
radius={CELL_SIZE / 4} | ||
fill="gold" | ||
/> | ||
))} | ||
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{/* Render Power-Ups */} | ||
{powerUps.current.map((power, index) => ( | ||
<Rect | ||
key={index} | ||
x={power.x * CELL_SIZE} | ||
y={power.y * CELL_SIZE} | ||
width={CELL_SIZE / 2} | ||
height={CELL_SIZE / 2} | ||
fill="green" | ||
/> | ||
))} | ||
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{/* Render Traps */} | ||
{traps.current.map((trap, index) => ( | ||
<Rect | ||
key={index} | ||
x={trap.x * CELL_SIZE} | ||
y={trap.y * CELL_SIZE} | ||
width={CELL_SIZE / 2} | ||
height={CELL_SIZE / 2} | ||
fill="purple" | ||
/> | ||
))} | ||
</Layer> | ||
</Stage> | ||
</div> | ||
); | ||
}; | ||
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export default MazeGame; |