Files
smart-rgb/frontend/pages/index/+Page.tsx
2025-10-10 20:00:55 -05:00

212 lines
6.7 KiB
TypeScript

import { useState, useEffect, lazy, Suspense } from "react";
import "./+Page.css";
import { Attacks } from "@/shared/components/Attacks";
import { AttackControls } from "@/shared/components/AttackControls";
import { Leaderboard } from "@/shared/components/Leaderboard";
import { MenuScreen } from "@/shared/components/MenuScreen";
import { GameMenu } from "@/shared/components/GameMenu";
import { SpawnPhaseOverlay } from "@/shared/components/SpawnPhaseOverlay";
import { GameCanvas } from "@/shared/components/GameCanvas";
import { useGameAPI } from "@/shared/api/GameAPIContext";
import { useAnalytics } from "@/shared/analytics";
import type { GameOutcome, LeaderboardSnapshot } from "@/shared/api/types";
import type { GameRenderer } from "@/shared/render/GameRenderer";
// Lazy load conditional components that aren't needed immediately
const GameEndOverlay = lazy(() => import("@/shared/components/GameEndOverlay"));
const AlphaWarningModal = lazy(() => import("@/shared/components/AlphaWarningModal"));
function App() {
const [showMenu, setShowMenu] = useState(true);
const [gameStarted, setGameStarted] = useState(false);
const [gameOutcome, setGameOutcome] = useState<GameOutcome | null>(null);
const [spawnPhaseActive, setSpawnPhaseActive] = useState(false);
const [spawnCountdown, setSpawnCountdown] = useState<{
startedAtMs: number;
durationSecs: number;
} | null>(null);
const [initialGameState, setInitialGameState] = useState<any | null>(null);
const [initialLeaderboard, setInitialLeaderboard] = useState<LeaderboardSnapshot | null>(null);
const [renderer, setRenderer] = useState<GameRenderer | null>(null);
const [highlightedNation, setHighlightedNation] = useState<number | null>(null);
const api = useGameAPI();
const analytics = useAnalytics();
// Prefetch conditional components after initial render
useEffect(() => {
const timer = setTimeout(() => {
// Trigger chunk downloads without rendering
import("@/shared/components/GameEndOverlay");
import("@/shared/components/AlphaWarningModal");
}, 2000);
return () => clearTimeout(timer);
}, []);
// Track app started on mount
useEffect(() => {
if (!analytics) return;
analytics.track("app_started", {
platform: __DESKTOP__ ? "desktop" : "browser",
});
}, [analytics]);
// Check for existing game state on mount (for reload recovery)
useEffect(() => {
if (!api || typeof api.getGameState !== "function") return;
api.getGameState().then((state) => {
// Only recover if we actually have render data (indicates a running game)
if (state && state.render_init) {
console.log("Recovered game state after reload:", state);
setInitialGameState(state.render_init);
setInitialLeaderboard(state.leaderboard_snapshot);
setGameStarted(true);
setShowMenu(false);
}
});
}, [api]);
// Subscribe to spawn phase events
useEffect(() => {
if (!api) return;
const unsubUpdate = api.onSpawnPhaseUpdate((update) => {
setSpawnPhaseActive(true);
setSpawnCountdown(update.countdown);
});
const unsubEnd = api.onSpawnPhaseEnded(() => {
setSpawnPhaseActive(false);
setSpawnCountdown(null);
});
return () => {
unsubUpdate();
unsubEnd();
};
}, [api]);
// Subscribe to game end events
useEffect(() => {
if (!gameStarted || !api) return;
const unsubscribe = api.onGameEnded((outcome) => {
console.log("Game outcome received:", outcome);
setGameOutcome(outcome);
setSpawnPhaseActive(false); // Hide spawn overlay on game end
// Track game ended
if (analytics) {
analytics.track("game_ended", {
outcome: outcome.toString().toLowerCase(),
});
}
});
return () => unsubscribe();
}, [gameStarted, api, analytics]);
// Track renderer initialization with GPU info
useEffect(() => {
if (renderer && analytics) {
const rendererInfo = renderer.getRendererInfo();
analytics.track("renderer_initialized", rendererInfo);
}
}, [renderer, analytics]);
// Sync highlighted nation with renderer
useEffect(() => {
if (renderer) {
renderer.setHighlightedNation(highlightedNation);
}
}, [highlightedNation, renderer]);
const handleStartSingleplayer = () => {
setShowMenu(false);
setGameStarted(true);
// Start the game in the backend
if (api) {
api.startGame();
}
// Track game started
if (analytics) {
analytics.track("game_started", {
mode: "singleplayer",
});
}
};
const handleExit = async () => {
if (__DESKTOP__) {
const { invoke } = await import("@tauri-apps/api/core");
await invoke("request_exit").catch((err) => {
console.error("Failed to request exit:", err);
});
}
};
return (
<>
{/* Game Canvas - always rendered at root, hidden under menu initially */}
<GameCanvas
className="game-canvas"
initialState={initialGameState}
onRendererReady={setRenderer}
onNationHover={setHighlightedNation}
/>
{/* Menu Screen - covers everything when visible */}
<MenuScreen onStartSingleplayer={handleStartSingleplayer} onExit={handleExit} isVisible={showMenu} />
{/* Game UI - only visible when game is started */}
{gameStarted && (
<div className="game-ui">
{/* Spawn Phase Overlay */}
<SpawnPhaseOverlay isVisible={spawnPhaseActive} countdown={spawnCountdown} />
<Leaderboard
initialSnapshot={initialLeaderboard}
highlightedNation={highlightedNation}
onNationHover={setHighlightedNation}
/>
<AttackControls>
<Attacks onNationHover={setHighlightedNation} />
</AttackControls>
<GameMenu
onExit={() => {
if (api) {
api.quitGame();
}
setGameOutcome(null);
setGameStarted(false);
setShowMenu(true);
}}
onSettings={() => {
// TODO: Implement settings
}}
/>
{/* Game End Overlay */}
{gameOutcome && (
<Suspense fallback={null}>
<GameEndOverlay
outcome={gameOutcome}
onSpectate={() => setGameOutcome(null)}
onExit={() => {
if (api) {
api.quitGame();
}
setGameOutcome(null);
setGameStarted(false);
setShowMenu(true);
}}
/>
</Suspense>
)}
</div>
)}
</>
);
}
export default App;