- Added pause button functionality to control game state (pause/resume).
- Updated sound status button visibility and styling for improved user experience.
- Adjusted button styles for better responsiveness and aesthetics on mobile devices.
- Implemented logic to show/hide buttons based on game state transitions.
This update improves gameplay interaction and visual feedback for users.
Reviewed-on: #19
Co-authored-by: Juan Sebastian Montoya <juansmm@outlook.com>
Co-committed-by: Juan Sebastian Montoya <juansmm@outlook.com>
- Added start menu, pause menu, and game over screens to enhance user experience.
- Introduced UISystem to manage UI state transitions and visibility.
- Updated Game class to handle game state (menu, playing, paused, game over).
- Integrated CameraSystem for improved camera control and screen shake effects.
- Added new components for collision handling, scoring, and game state management.
- Refactored sound management to separate background music handling.
This update significantly improves the game's UI and overall gameplay flow.
Reviewed-on: #18
Co-authored-by: Juan Sebastian Montoya <juansmm@outlook.com>
Co-committed-by: Juan Sebastian Montoya <juansmm@outlook.com>
- Added Invincibility component to manage invincibility state and duration.
- Introduced InvincibilitySystem to handle visual effects during invincibility.
- Updated Game class to integrate combo multiplier mechanics and high score tracking.
- Enhanced UI to display current combo status and high score.
- Configured GameConfig for centralized game settings, including obstacle damage and invincibility duration.
- Updated game logic to reset combo on damage and manage health regeneration.
This update enhances gameplay dynamics by introducing invincibility frames and a scoring combo system.
Reviewed-on: #16
Co-authored-by: Juan Sebastian Montoya <juansmm@outlook.com>
Co-committed-by: Juan Sebastian Montoya <juansmm@outlook.com>
- Introduced a new step in the CI workflow to trigger a Portainer deployment using a webhook.
- Added checks for the presence of the PORTAINER_WEBHOOK_URL secret and handled HTTP response codes from the webhook call.
- Ensured that the workflow does not fail if the webhook call is unsuccessful.
This enhancement streamlines the deployment process by automating updates to the Portainer stack upon successful CI runs.
Reviewed-on: #12
Co-authored-by: Juan Sebastian Montoya <juansmm@outlook.com>
Co-committed-by: Juan Sebastian Montoya <juansmm@outlook.com>
- Introduced a step to validate PR titles, ensuring they start with the correct prefixes (Release/, Feature/, Hotfix/, Bugfix/).
- Enhanced versioning logic to determine version type based on PR title or merge commit message, allowing for appropriate version increments.
- Improved handling of versioning for different types of changes, including major, minor, and patch updates.
This update aims to enforce consistent PR title formatting and streamline version management in the CI process.
Reviewed-on: #11
Co-authored-by: Juan Sebastian Montoya <juansmm@outlook.com>
Co-committed-by: Juan Sebastian Montoya <juansmm@outlook.com>
- Removed complex remote URL configuration logic for authentication.
- Updated comments to clarify that the remote should already be configured with the token before pushing to the main branch.
Reviewed-on: #10
Co-authored-by: Juan Sebastian Montoya <juansmm@outlook.com>
Co-committed-by: Juan Sebastian Montoya <juansmm@outlook.com>
- Improved handling of the {{COMMITS}} placeholder to support multi-line content.
- Introduced a while loop for safe replacement of multi-line commit messages.
- Added temporary files for intermediate processing to ensure accurate output.
Reviewed-on: #9
Co-authored-by: Juan Sebastian Montoya <juansmm@outlook.com>
Co-committed-by: Juan Sebastian Montoya <juansmm@outlook.com>
- Updated Player class to use maxSpeed, acceleration, and deceleration for smoother movement.
- Introduced velocity vector for more responsive control and smoother diagonal movement.
- Enhanced update method to calculate target velocity based on input and apply easing for acceleration and deceleration.
- Implemented boundary checks to stop movement when hitting the edges of the play area.
Reviewed-on: #5
Co-authored-by: Juan Sebastian Montoya <juansmm@outlook.com>
Co-committed-by: Juan Sebastian Montoya <juansmm@outlook.com>
# Add Touch Support and Documentation
## 📋 Summary
This PR adds comprehensive touch support for mobile devices and tablets, enabling players to control the game using touch gestures. Additionally, a complete README.md file has been added to document the game features, controls, and gameplay mechanics.
## 🎯 Changes Made
### ✨ New Features
- **Touch Controls**: Full touch support for smartphones and tablets
- Touch and drag anywhere on the screen to move the player
- Movement direction calculated relative to screen center
- Smooth, responsive touch input handling
- Multi-touch support with proper touch ID tracking
- **Documentation**: Comprehensive README.md
- Game overview and features
- Detailed controls (keyboard and touch)
- Game mechanics explanation
- Technical details and architecture
- Getting started guide
- Tips for high scores
### 🔧 Technical Implementation
#### Touch Event Handling
- Added touch event listeners (`touchstart`, `touchmove`, `touchend`, `touchcancel`)
- Implemented touch position tracking relative to screen center
- Converted touch input to WASD key states for seamless integration
- Proper touch ID tracking to handle multiple simultaneous touches
- Touch movement threshold (10px) to prevent accidental movements
#### Code Structure
- Added touch-related properties to `Game` class:
- `touchActive`, `touchStartX/Y`, `touchCurrentX/Y`, `touchId`
- New methods:
- `setupTouchControls()`: Initializes touch event listeners
- `handleTouchStart()`: Handles touch initiation
- `handleTouchMove()`: Updates touch position during drag
- `handleTouchEnd()`: Resets touch state
- `updateTouchMovement()`: Converts touch input to movement keys
#### UI Updates
- Updated instructions to mention touch controls
- Responsive design maintained for mobile devices
## 📊 Statistics
- **Files Changed**: 2
- `index.html`: +123 lines, -1 line
- `README.md`: +171 lines (new file)
- **Total Changes**: +293 insertions, -1 deletion
- **Commits**: 2
## 🧪 Testing
### Desktop Testing
- ✅ Keyboard controls (WASD and Arrow Keys) still work correctly
- ✅ No regression in existing functionality
- ✅ Game performance unchanged
### Mobile Testing
- ✅ Touch controls work on smartphones
- ✅ Touch controls work on tablets
- ✅ Movement is smooth and responsive
- ✅ Touch input properly resets on touch end
- ✅ Multiple touches handled correctly (only first touch tracked)
## 📱 Mobile Compatibility
The game now fully supports:
- iOS devices (iPhone, iPad)
- Android devices (phones and tablets)
- Other touch-enabled devices
Touch controls use the center of the screen as a reference point, making it intuitive for users to drag in any direction to move.
## 🎮 User Experience Improvements
1. **Accessibility**: Game is now playable on mobile devices without keyboard
2. **Intuitive Controls**: Touch and drag is natural for mobile users
3. **Documentation**: README provides clear instructions for all users
4. **No Visual Clutter**: Touch controls work without on-screen joystick
## 🔍 Code Quality
- Clean, maintainable code structure
- Proper event handling with `preventDefault()` to avoid browser defaults
- Touch events use `{ passive: false }` for proper scroll prevention
- Consistent with existing code style and patterns
- No breaking changes to existing functionality
## 📝 Notes
- Touch controls integrate seamlessly with existing keyboard controls
- Both input methods can work simultaneously (though not recommended)
- Touch movement uses the same movement system as keyboard input
- README includes comprehensive documentation for future developers
## ✅ Checklist
- [x] Touch controls implemented and tested
- [x] Mobile compatibility verified
- [x] README.md created with comprehensive documentation
- [x] No regression in desktop functionality
- [x] Code follows existing patterns and style
- [x] Instructions updated to mention touch controls
---
**Ready for Review** 🚀
Reviewed-on: #4
Co-authored-by: Juan Sebastian Montoya <juansmm@outlook.com>
Co-committed-by: Juan Sebastian Montoya <juansmm@outlook.com>
# Add CI/CD Pipeline with Docker Build and Publish
## Summary
This PR adds a complete CI/CD pipeline for building and publishing Docker images of the Three.js game to the Forgejo container registry. The workflow automatically builds, validates, and publishes Docker images with semantic versioning when code is merged to main.
## Changes
### 🚀 CI/CD Workflow (`.forgejo/workflows/ci.yaml`)
- **Build & Validation**: Automatically builds Docker image on PRs and validates it works
- **Semantic Versioning**: Auto-increments patch version on each merge to main
- First version: `0.1.0` (when no tags exist)
- Subsequent merges: Auto-increments patch (e.g., `0.1.0` → `0.1.1` → `0.1.2`)
- **Publishing**: Publishes images to `git.jusemon.com/jusemon/threejs-test:<version>` and `latest` tag
- **Git Tagging**: Automatically creates git tags (e.g., `v0.1.0`) for releases
- **Registry Integration**: Uses Forgejo container registry with secrets-based authentication
### 🐳 Docker Setup
- **Dockerfile**: Custom nginx:alpine image with the game HTML file
- **docker-compose.yml**: Simple orchestration for local development
- **nginx.conf**: Minimal nginx configuration with gzip compression
## Workflow Behavior
### On Pull Requests
- ✅ Builds Docker image
- ✅ Validates image by running container and checking HTTP response
- ❌ Does NOT publish (validation only)
### On Merge to Main
- ✅ Builds Docker image
- ✅ Validates image
- ✅ Publishes to registry with version tag
- ✅ Tags as `latest`
- ✅ Creates git tag for the release
## Required Setup
Before merging, ensure these secrets are configured in the repository:
- `REGISTRY_USERNAME`: Forgejo username
- `REGISTRY_PASSWORD`: Personal Access Token with package write permissions
## Versioning Strategy
- **First Release**: `0.1.0` (when no tags exist)
- **Subsequent Releases**: Auto-increments patch version on each merge
- **Image Tags**:
- `git.jusemon.com/jusemon/threejs-test:0.1.0`
- `git.jusemon.com/jusemon/threejs-test:latest` (always points to latest main)
## Testing
The workflow includes validation steps that:
1. Build the Docker image
2. Run a test container
3. Verify the web server responds correctly
4. Only publish if all validations pass
## Benefits
- ✅ Automated builds and deployments
- ✅ Consistent versioning
- ✅ Image validation before publishing
- ✅ Easy rollback using version tags
- ✅ Latest tag for easy deployment
Reviewed-on: #1
Co-authored-by: Juan Sebastian Montoya <juansmm@outlook.com>
Co-committed-by: Juan Sebastian Montoya <juansmm@outlook.com>
- Convert from function-based to class-based architecture
- Create GameObject base class with common functionality (position, collision, scene management)
- Implement Player, Coin, and Obstacle classes extending GameObject
- Add Game class to manage game lifecycle and state
- Fix shadow rendering by configuring directional light shadow camera bounds
- Fix player collision to prevent sinking below ground (horizontal push only)
- Improve code organization and maintainability with OOP principles