feat(frontend): LanderCanvas + App wiring cursor and state to WebSocket
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@@ -1,3 +1,34 @@
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export function App() {
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return <div style={{ padding: 20 }}>Frontend placeholder</div>;
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import { useGameSocket } from './hooks/useGameSocket';
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import { LanderCanvas } from './LanderCanvas';
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// Vite dev server proxies `/ws` → `ws://localhost:5100`. In prod the backend
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// serves the built static files, so same-origin works there too.
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function buildWsUrl(): string {
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const proto = window.location.protocol === 'https:' ? 'wss:' : 'ws:';
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return `${proto}//${window.location.host}/ws/game`;
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}
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export function App() {
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const { connected, state, sendCursor } = useGameSocket(buildWsUrl());
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return (
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<>
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<LanderCanvas state={state} onCursor={sendCursor} />
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<StatusBar connected={connected} step={state?.step ?? 0} />
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</>
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);
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}
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interface StatusBarProps { connected: boolean; step: number; }
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function StatusBar({ connected, step }: StatusBarProps) {
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return (
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<div style={{
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position: 'fixed', top: 8, left: 8, padding: '4px 10px',
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background: 'rgba(0,0,0,0.5)', borderRadius: 4, fontSize: 12,
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pointerEvents: 'none',
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}}>
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<span style={{ color: connected ? '#5f5' : '#f55' }}>●</span>{' '}
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{connected ? 'connected' : 'disconnected'} · step {step}
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</div>
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);
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}
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52
Frontend/src/LanderCanvas.tsx
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52
Frontend/src/LanderCanvas.tsx
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@@ -0,0 +1,52 @@
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import { useEffect, useRef } from 'react';
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import type { StateFrame } from './protocol';
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import { renderFrame } from './render';
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import { useAnimationLoop } from './hooks/useAnimationLoop';
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import { useCursorSender } from './hooks/useCursorSender';
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export interface LanderCanvasProps {
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state: StateFrame | null;
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onCursor: (x: number, y: number) => void;
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}
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/**
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* Full-viewport canvas. Redraws every animation frame reading the latest
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* `state` prop (no interpolation). Mouse movement is captured on the canvas
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* and forwarded through `onCursor`.
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*/
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export function LanderCanvas({ state, onCursor }: LanderCanvasProps) {
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const canvasRef = useRef<HTMLCanvasElement>(null);
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const stateRef = useRef<StateFrame | null>(state);
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stateRef.current = state;
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// Keep the canvas's backing store in sync with its CSS size + devicePixelRatio.
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useEffect(() => {
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const canvas = canvasRef.current;
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if (!canvas) return;
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const resize = () => {
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const dpr = window.devicePixelRatio ?? 1;
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const rect = canvas.getBoundingClientRect();
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canvas.width = Math.floor(rect.width * dpr);
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canvas.height = Math.floor(rect.height * dpr);
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};
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resize();
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window.addEventListener('resize', resize);
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return () => window.removeEventListener('resize', resize);
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}, []);
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useAnimationLoop(() => {
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const canvas = canvasRef.current;
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if (!canvas) return;
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renderFrame(canvas, stateRef.current);
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});
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useCursorSender(canvasRef as React.RefObject<HTMLElement>, onCursor);
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return (
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<canvas
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ref={canvasRef}
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style={{ display: 'block', width: '100vw', height: '100vh', cursor: 'crosshair' }}
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/>
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);
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}
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17
Frontend/src/hooks/useAnimationLoop.ts
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17
Frontend/src/hooks/useAnimationLoop.ts
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@@ -0,0 +1,17 @@
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import { useEffect, useRef } from 'react';
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/** Calls `callback` once per browser frame. Runs while mounted. */
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export function useAnimationLoop(callback: (now: number) => void) {
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const cbRef = useRef(callback);
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cbRef.current = callback;
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useEffect(() => {
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let rafId = 0;
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const loop = (now: number) => {
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cbRef.current(now);
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rafId = requestAnimationFrame(loop);
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};
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rafId = requestAnimationFrame(loop);
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return () => cancelAnimationFrame(rafId);
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}, []);
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}
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