Files
musicmouse/tippen/src/App.tsx
Martin Bauer 498243af46 Anglicize tippen's codebase and finish pending UI/curriculum cleanup
- Rename all German identifiers, types, mode ids, file names, CSS classes
  and data-attributes to English throughout tippen/src; only user-facing
  text (lesson titles, word lists, labels, spoken praise) stays German.
- Add a word/nonsense-word list to the "Übung: die Grundstellung" home-row
  lesson in the curriculum.
- Remove the unused HandHint component and speech.ts, and carry forward
  the in-progress App.tsx/component/generator/progress edits from other
  sessions.
- Refresh the regenerated music-library cache index.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-12 00:07:18 +02:00

332 lines
12 KiB
TypeScript

/** The whole app: one state object, one keydown listener for navigation, four screens.
*
* The same shape as ../../web/src/App.tsx - state lives here, components are layout, and
* the keyboard is handled in one place rather than scattered through the tree.
*
* One rule is worth stating because it is easy to break later: **while a run is going,
* every key belongs to the run**. Only Escape and F1 are intercepted here. Otherwise a
* lesson that happens to teach `m` would mute the game every time she typed it, and the
* mute would look to her like the game breaking. The run's own listener lives in
* hooks/useRun.ts and does the typing; this one only handles the screens around it. */
import { useCallback, useEffect, useMemo, useRef, useState } from "react";
import { Aquarium } from "./components/Aquarium";
import { AppHeader } from "./components/AppHeader";
import { HelpOverlay } from "./components/HelpOverlay";
import { LessonMap } from "./components/LessonMap";
import { ModePicker } from "./components/ModePicker";
import { ResultSheet } from "./components/ResultSheet";
import { Stage } from "./components/Stage";
import { BubblesRun } from "./components/modes/BubblesRun";
import { FeedRun } from "./components/modes/FeedRun";
import { PearlsRun } from "./components/modes/PearlsRun";
import { JellyfishRun } from "./components/modes/JellyfishRun";
import { RaceRun } from "./components/modes/RaceRun";
import { DiveRun } from "./components/modes/DiveRun";
import type { CreatureId } from "./lib/aquarium";
import { LESSONS, lessonById, nextLesson } from "./lib/curriculum";
import type { Lesson, ModeId } from "./lib/curriculum";
import { lineFor, lineText, letterStream, mulberry32 } from "./lib/generator";
import type { RunResult } from "./lib/grading";
import { playFanfare, playPop } from "./lib/pop";
import { overallBestAnimal, focusKeyFor, loadProgress, recordRun, saveProgress } from "./lib/progress";
import type { Progress } from "./lib/progress";
import { bubbleCountFor } from "./lib/theme";
type Screen = "aquarium" | "map" | "run";
/** What a mode is handed to draw. Tagged rather than optional-fielded so the render
* below narrows on `kind` instead of guessing from which keys are present.
*
* Only two shapes, for six modes: the arcade modes want a stream of single letters, and
* everything else wants a line of chunks. That is the whole reason the modes are cheap
* to add - they are presentations of one of two targets, all driven by the same engine. */
type RunTarget =
| { kind: "letters"; letters: readonly string[] }
| { kind: "text"; chunks: readonly string[]; text: string; spaceActive: boolean };
/** Modes that drill one key at a time rather than a line. */
const LETTER_ONLY_MODES: readonly ModeId[] = ["bubbles", "jellyfish"];
interface Outcome {
result: RunResult;
unlockedTitle: string | null;
newCreature: CreatureId | null;
isNewBest: boolean;
}
export function App() {
const [progress, setProgress] = useState<Progress>(loadProgress);
const [screen, setScreen] = useState<Screen>("aquarium");
const [lessonId, setLessonId] = useState<string | null>(null);
const [mode, setMode] = useState<ModeId>("dive");
const [outcome, setOutcome] = useState<Outcome | null>(null);
const [showHelp, setShowHelp] = useState(false);
const [selected, setSelected] = useState(0);
/** Bumped to generate a fresh line - a new seed for the same lesson. */
const [round, setRound] = useState(0);
useEffect(() => saveProgress(progress), [progress]);
const lesson = lessonId === null ? null : lessonById(lessonId);
/** The first lesson that is unlocked but not yet passed - where "Weiter üben" goes. */
const nextUp = useMemo(() => {
const unlocked = LESSONS.filter((l) => progress.lessons[l.id]?.unlocked);
return unlocked.find((l) => (progress.lessons[l.id]?.bestStars ?? 0) < 2) ?? unlocked.at(-1) ?? null;
}, [progress]);
/** The line for this run. Reproducible from the lesson, the mode and the round
* counter, so a re-render never reshuffles the text mid-run. */
const run = useMemo((): RunTarget | null => {
if (!lesson) return null;
const seed = lesson.number * 1000 + round * 7 + (mode === "bubbles" ? 3 : 0);
const rng = mulberry32(seed);
const focusKey = focusKeyFor(progress, lesson.activeKeys);
// Always a real space, even before the space-bar lesson formally teaches the thumb:
// a gap she can see but not type is confusing, not gentle. See generator.ts.
const spaceActive = true;
if (LETTER_ONLY_MODES.includes(mode)) {
return {
kind: "letters",
letters: letterStream(lesson.activeKeys, rng, bubbleCountFor(lesson.world), focusKey, lesson.newKeys),
};
}
const chunks = lineFor(lesson, rng, {
chunks: lesson.chunks,
chunkSize: lesson.chunkSize,
focusKey,
});
return { kind: "text", chunks, text: lineText(chunks, spaceActive), spaceActive };
// `progress` is deliberately not a dependency: the focus key is read once when the
// line is built, and re-reading it after every keystroke would rebuild the line
// underneath her fingers.
// eslint-disable-next-line react-hooks/exhaustive-deps
}, [lesson, mode, round]);
const start = useCallback(
(lesson: Lesson) => {
setLessonId(lesson.id);
setMode(lesson.modes.includes(mode) ? mode : "dive");
setOutcome(null);
setRound((r) => r + 1);
setScreen("run");
},
[mode],
);
const onFinished = useCallback(
(result: RunResult) => {
if (!lessonId) return;
const recorded = recordRun(progress, lessonId, result);
setProgress(recorded.progress);
setOutcome({
result,
unlockedTitle: recorded.unlockedLessonId
? (lessonById(recorded.unlockedLessonId)?.title ?? null)
: null,
newCreature: recorded.newCreature,
isNewBest: recorded.isNewBest,
});
if (progress.settings.sound && (recorded.unlockedLessonId || recorded.newCreature)) {
playFanfare();
}
},
[lessonId, progress],
);
const retry = useCallback(() => {
setOutcome(null);
setRound((r) => r + 1);
}, []);
const continueAfterResult = useCallback(() => {
const next = lessonId ? nextLesson(lessonId) : null;
setOutcome(null);
if (next && progress.lessons[next.id]?.unlocked) start(next);
else setScreen("map");
}, [lessonId, progress, start]);
const goBack = useCallback(() => {
if (outcome) return setOutcome(null);
if (screen === "run") return setScreen("map");
if (screen === "map") return setScreen("aquarium");
}, [outcome, screen]);
// --- navigation keys -----------------------------------------------------
const latest = useRef({ screen, outcome, selected, goBack, retry, nextUp, start });
latest.current = { screen, outcome, selected, goBack, retry, nextUp, start };
useEffect(() => {
const onKeyDown = (event: KeyboardEvent) => {
const current = latest.current;
if (event.key === "F1") {
event.preventDefault();
setShowHelp((open) => !open);
return;
}
if (event.key === "Escape") {
event.preventDefault();
setShowHelp(false);
current.goBack();
return;
}
// Enter repeats a finished run; the result sheet's own button has focus, so this
// is only a fallback for when focus has been lost.
if (current.outcome) {
if (event.key === "Enter") {
event.preventDefault();
current.retry();
}
return;
}
// Everything below is navigation, and must not fire while typing.
if (current.screen === "run") return;
if (event.key === "Enter") {
event.preventDefault();
if (current.screen === "aquarium") {
if (current.nextUp) current.start(current.nextUp);
} else {
const lesson = LESSONS[current.selected];
if (lesson) current.start(lesson);
}
return;
}
if (current.screen !== "map") return;
const step =
event.key === "ArrowRight" ? 1 : event.key === "ArrowLeft" ? -1 : 0;
if (step !== 0) {
event.preventDefault();
playPop(340);
setSelected((index) => Math.min(LESSONS.length - 1, Math.max(0, index + step)));
}
};
window.addEventListener("keydown", onKeyDown);
return () => window.removeEventListener("keydown", onKeyDown);
}, []);
// Settings keys live outside a run, where they cannot collide with the alphabet.
useEffect(() => {
const onKeyDown = (event: KeyboardEvent) => {
if (screen === "run" && !outcome) return;
const key = event.key.toLowerCase();
if (key === "m") setProgress((p) => ({ ...p, settings: { ...p.settings, sound: !p.settings.sound } }));
if (key === "h") {
setProgress((p) => ({
...p,
settings: {
...p.settings,
keyboardHint: p.settings.keyboardHint === "off" ? "auto" : "off",
},
}));
}
};
window.addEventListener("keydown", onKeyDown);
return () => window.removeEventListener("keydown", onKeyDown);
}, [screen, outcome]);
// --- render --------------------------------------------------------------
const next = lessonId ? nextLesson(lessonId) : null;
// Every mode takes the same bundle; only the drawing differs. Built here so adding a
// seventh mode is one line in the switch below rather than eight repeated props.
const shared = {
activeKeys: lesson?.activeKeys ?? [],
progress,
paused: outcome !== null,
onFinished,
};
const letterProps = (letters: readonly string[]) => ({ letters, ...shared });
const textProps = (r: Extract<RunTarget, { kind: "text" }>) => ({
chunks: r.chunks,
text: r.text,
spaceActive: r.spaceActive,
...shared,
});
return (
<Stage creatures={progress.aquarium} dimmed={screen === "run"}>
<AppHeader
title={screen === "run" && lesson ? lesson.title : "Delfin Tippen"}
compact={screen === "run"}
status={
<div style={{ display: "flex", gap: 12, alignItems: "center", color: "var(--paper)", fontWeight: 800 }}>
<span>🦪 {progress.pearls}</span>
{!progress.settings.sound && <span title="Ton aus">🔇</span>}
</div>
}
/>
{screen === "aquarium" && (
<Aquarium
progress={progress}
nextLesson={nextUp}
onContinue={() => nextUp && start(nextUp)}
onOpenMap={() => setScreen("map")}
/>
)}
{screen === "map" && (
<LessonMap progress={progress} selected={selected} onPick={start} />
)}
{screen === "run" && lesson && run && (
<>
{run.kind === "letters" ? (
mode === "jellyfish" ? (
<JellyfishRun {...letterProps(run.letters)} />
) : (
<BubblesRun {...letterProps(run.letters)} />
)
) : mode === "feed" ? (
<FeedRun {...textProps(run)} />
) : mode === "pearls" ? (
<PearlsRun {...textProps(run)} />
) : mode === "race" ? (
<RaceRun {...textProps(run)} ghost={progress.lessons[lesson.id]?.ghost ?? null} />
) : (
<DiveRun {...textProps(run)} />
)}
<div style={{ padding: "0 32px 18px", flex: "none" }}>
<ModePicker
modes={lesson.modes}
active={mode}
onPick={(chosen) => {
setMode(chosen);
setRound((r) => r + 1);
}}
/>
</div>
</>
)}
{outcome && (
<ResultSheet
result={outcome.result}
unlockedTitle={outcome.unlockedTitle}
newCreature={outcome.newCreature}
isNewBest={outcome.isNewBest}
bestEver={overallBestAnimal(progress)}
onRetry={retry}
onContinue={continueAfterResult}
continueLabel={
next && progress.lessons[next.id]?.unlocked ? `${next.title}` : "Zur Karte"
}
/>
)}
{showHelp && <HelpOverlay onClose={() => setShowHelp(false)} />}
</Stage>
);
}