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polaris-task-force/src/components/frontend/qualification/AimTrainerGame.tsx
Z8MB1E b905fe2b5e feat(qualification): handle civilian gameplay feedback
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-04 12:04:44 -04:00

736 lines
26 KiB
TypeScript

"use client";
// allow: SIZE_OK — the course state machine keeps its rAF loop and submission lifecycle together.
import { useCallback, useEffect, useRef, useState, type PointerEvent } from "react";
import { useRouter } from "next/navigation";
import { Crosshair, RotateCcw, Target, Timer, Trophy } from "lucide-react";
import {
AIM_TRAINER_DIFFICULTIES,
CIVILIAN_PENALTY,
MAX_CONCURRENT_CIVILIANS,
calculateAimTrainerAccuracy,
calculateAimTrainerScore,
COURSE_DURATION_MS,
HEADSHOT_POINTS,
createAimTrainerTarget,
resolveAimTrainerTargetHit,
stepAimTrainerTargets,
TORSO_POINTS,
type AimTrainerDifficulty,
} from "@/lib/aim-trainer";
import {
type AimTrainerResultInput,
type AimTrainerStats,
submitAimTrainerResult,
} from "@/app/(frontend)/qualification/actions";
import { LoginLink } from "@/components/frontend/auth/LoginLink";
import { Badge } from "@/components/ui/badge";
import { Button } from "@/components/ui/button";
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from "@/components/ui/card";
import { PROFILE_UPDATE_EVENT } from "@/hooks/useGameTick";
import { useSessionExpired } from "@/hooks/useSessionExpired";
import { cn } from "@/lib/utils";
import {
AIM_TRAINER_CANVAS_HEIGHT as CANVAS_H,
AIM_TRAINER_CANVAS_WIDTH as CANVAS_W,
AIM_TRAINER_FEEDBACK_DURATION_MS as FEEDBACK_DURATION_MS,
AIM_TRAINER_FLASH_DURATION_MS as FLASH_DURATION_MS,
createAimTrainerGameState,
drawAimTrainerScene,
emptyAimTrainerLiveStats,
getAimTrainerLiveStats,
type AimTrainerActiveTarget,
type AimTrainerGameState,
type AimTrainerLiveStats,
} from "./AimTrainerCanvas";
import {
playCivilianHit,
playCountdownTick,
playFire,
playHeadshot,
playMiss,
playRoundComplete,
playTorsoHit,
playXp,
} from "./sounds";
const FINAL_COUNTDOWN_WINDOW_MS = 10_000;
const CRITICAL_COUNTDOWN_WINDOW_MS = 3_000;
const MAX_FRAME_DT_SEC = 0.05;
const COURSE_DURATION_SECONDS = COURSE_DURATION_MS / 1000;
const TIER_META = {
recruit: {
label: "Recruit",
description: "Stationary silhouettes with a forgiving acquisition window.",
},
veteran: {
label: "Veteran",
description: "A mixed range with faster movement and tighter hit zones.",
},
elite: {
label: "Elite",
description: "High-speed targets. Every sight picture matters.",
},
} as const satisfies Record<
AimTrainerDifficulty,
{ readonly label: string; readonly description: string }
>;
const TIER_SCORE_KEYS = {
recruit: "recruitBestScore",
veteran: "veteranBestScore",
elite: "eliteBestScore",
} as const satisfies Record<
AimTrainerDifficulty,
"recruitBestScore" | "veteranBestScore" | "eliteBestScore"
>;
export type AimTrainerPhase = "ready" | "playing" | "over";
type LastRun = {
readonly hitScore: number;
readonly accuracyBonus: number;
readonly totalScore: number;
readonly accuracy: number;
readonly headshots: number;
readonly torsoHits: number;
readonly civilianHits: number;
readonly shotsFired: number;
readonly despawnedUnhitTargets: number;
readonly xpEarned: number;
readonly bestScore: number;
readonly isNewRecord: boolean;
readonly error?: string;
};
function assertNever(value: never): never {
throw new Error(`Unexpected hit zone: ${String(value)}`);
}
function tierBestScore(stats: AimTrainerStats, difficulty: AimTrainerDifficulty): number {
return stats[TIER_SCORE_KEYS[difficulty]];
}
function formatAccuracy(value: number): string {
return `${Math.round(value * 100)}%`;
}
function HudMetric({
label,
value,
urgent = false,
}: {
label: string;
value: string | number;
urgent?: boolean;
}) {
return (
<div
className={cn(
"flex min-w-0 flex-col gap-1 rounded-md border border-border bg-background/70 px-3 py-2",
urgent && "border-destructive/50 bg-destructive/10",
)}
>
<span className="truncate text-xs font-medium uppercase tracking-wider text-muted-foreground">
{label}
</span>
<span
className={cn(
"font-mono text-base font-semibold tabular-nums",
urgent && "text-destructive",
)}
>
{value}
</span>
</div>
);
}
function SummaryMetric({ label, value }: { label: string; value: string | number }) {
return (
<div className="flex flex-col gap-0.5 rounded-md border border-border bg-background/60 px-3 py-2">
<dt className="text-xs uppercase tracking-wider text-muted-foreground">{label}</dt>
<dd className="font-mono text-sm font-semibold tabular-nums">{value}</dd>
</div>
);
}
export function AimTrainerGame({
initialStats: serverStats,
difficulty,
onGameRecordedAction,
onPhaseChangeAction,
}: {
readonly initialStats: AimTrainerStats;
readonly difficulty: AimTrainerDifficulty;
readonly onGameRecordedAction?: (stats: AimTrainerStats) => void;
readonly onPhaseChangeAction?: (phase: AimTrainerPhase) => void;
}) {
const router = useRouter();
const { expired, expiredRef } = useSessionExpired();
const canvasRef = useRef<HTMLCanvasElement | null>(null);
const wrapperRef = useRef<HTMLDivElement | null>(null);
const phaseRef = useRef<AimTrainerPhase>("ready");
const submittingRef = useRef(false);
const statsRef = useRef<AimTrainerStats>(serverStats);
const gameRef = useRef<AimTrainerGameState>(createAimTrainerGameState());
const [phase, setPhase] = useState<AimTrainerPhase>("ready");
const [timerSeconds, setTimerSeconds] = useState(COURSE_DURATION_SECONDS);
const [live, setLive] = useState<AimTrainerLiveStats>(emptyAimTrainerLiveStats);
const [stats, setStats] = useState<AimTrainerStats>(serverStats);
const [lastRun, setLastRun] = useState<LastRun | null>(null);
const [submitting, setSubmitting] = useState(false);
const tier = TIER_META[difficulty];
const config = AIM_TRAINER_DIFFICULTIES[difficulty];
const setPhaseSafe = useCallback(
(nextPhase: AimTrainerPhase) => {
phaseRef.current = nextPhase;
setPhase(nextPhase);
onPhaseChangeAction?.(nextPhase);
},
[onPhaseChangeAction],
);
const handleRoundComplete = useCallback(
async (round: AimTrainerResultInput) => {
if (submittingRef.current) return;
const hits = round.headshots + round.torsoHits;
const accuracy = calculateAimTrainerAccuracy(
hits,
round.shotsFired,
round.despawnedUnhitTargets,
);
const totalScore = calculateAimTrainerScore(
round.headshots,
round.torsoHits,
round.shotsFired,
round.despawnedUnhitTargets,
round.civilianHits,
);
const hitScore =
round.headshots * HEADSHOT_POINTS +
round.torsoHits * TORSO_POINTS -
round.civilianHits * CIVILIAN_PENALTY;
const previousTierBest = tierBestScore(statsRef.current, difficulty);
const preview: LastRun = {
hitScore,
accuracyBonus: Math.max(0, totalScore - hitScore),
totalScore,
accuracy,
headshots: round.headshots,
torsoHits: round.torsoHits,
civilianHits: round.civilianHits,
shotsFired: round.shotsFired,
despawnedUnhitTargets: round.despawnedUnhitTargets,
xpEarned: 0,
bestScore: previousTierBest,
isNewRecord: false,
};
setLastRun(preview);
if (expiredRef.current) {
setLastRun({ ...preview, error: "Your session expired. Result not recorded." });
return;
}
submittingRef.current = true;
setSubmitting(true);
try {
const result = await submitAimTrainerResult(round);
if (result.success && result.data) {
statsRef.current = result.data;
setStats(result.data);
onGameRecordedAction?.(result.data);
if (result.data.xpEarned > 0) {
playXp();
window.dispatchEvent(
new CustomEvent(PROFILE_UPDATE_EVENT, {
detail: { reason: "xp", xpGained: result.data.xpEarned },
}),
);
window.setTimeout(() => router.refresh(), 1700);
}
setLastRun({
...preview,
accuracy: result.data.accuracy,
accuracyBonus: Math.max(0, result.data.score - hitScore),
totalScore: result.data.score,
xpEarned: result.data.xpEarned,
bestScore: tierBestScore(result.data, difficulty),
isNewRecord: result.data.score > previousTierBest,
});
} else {
setLastRun({ ...preview, error: result.error ?? "Could not record qualification." });
}
} catch (error) {
const message = error instanceof Error ? error.message : "Could not record qualification.";
setLastRun({ ...preview, error: message });
} finally {
submittingRef.current = false;
setSubmitting(false);
}
},
[difficulty, expiredRef, onGameRecordedAction, router],
);
const handleRoundCompleteRef = useRef(handleRoundComplete);
useEffect(() => {
handleRoundCompleteRef.current = handleRoundComplete;
}, [handleRoundComplete]);
const resetToReady = useCallback(() => {
if (expiredRef.current || submittingRef.current) return;
gameRef.current = createAimTrainerGameState();
setLive(emptyAimTrainerLiveStats());
setTimerSeconds(COURSE_DURATION_SECONDS);
setLastRun(null);
setPhaseSafe("ready");
}, [expiredRef, setPhaseSafe]);
const startGame = useCallback(() => {
if (expiredRef.current || submittingRef.current) return;
const now = performance.now();
const game = createAimTrainerGameState();
game.pendingSpawnAts = Array.from(
{ length: config.maxConcurrentTargets },
(_, index) => now + index * config.replacementDelayMs,
);
game.startedAt = now;
gameRef.current = game;
setLive(emptyAimTrainerLiveStats());
setTimerSeconds(COURSE_DURATION_SECONDS);
setLastRun(null);
setPhaseSafe("playing");
wrapperRef.current?.focus({ preventScroll: true });
}, [config.maxConcurrentTargets, config.replacementDelayMs, expiredRef, setPhaseSafe]);
const handlePrimaryAction = useCallback(() => {
const currentPhase = phaseRef.current;
switch (currentPhase) {
case "ready":
startGame();
return;
case "playing":
return;
case "over":
resetToReady();
return;
default:
assertNever(currentPhase);
}
}, [resetToReady, startGame]);
const handleRestartAction = useCallback(() => {
if (phaseRef.current !== "playing") return;
startGame();
}, [startGame]);
const handleShot = useCallback(
(event: PointerEvent<HTMLCanvasElement>) => {
if (event.button !== 0 || phaseRef.current !== "playing") return;
if (expiredRef.current || submittingRef.current) return;
event.preventDefault();
wrapperRef.current?.focus({ preventScroll: true });
const canvas = canvasRef.current;
if (!canvas) return;
const rect = canvas.getBoundingClientRect();
const x = ((event.clientX - rect.left) / rect.width) * CANVAS_W;
const y = ((event.clientY - rect.top) / rect.height) * CANVAS_H;
const game = gameRef.current;
const now = performance.now();
game.shotsFired += 1;
playFire();
const hit = resolveAimTrainerTargetHit(
game.targets.map((activeTarget) => activeTarget.target),
x,
y,
);
if (!hit) {
playMiss();
game.feedback.push({ x, y, text: "MISS", color: "#b8b49c", createdAt: now });
setLive(getAimTrainerLiveStats(game));
return;
}
const [activeTarget] = game.targets.splice(hit.index, 1);
if (!activeTarget) return;
const target = activeTarget.target;
if (target.kind === "civilian") {
game.civilianHits += 1;
game.feedback.push({
x: target.x,
y: target.y + target.torsoH * 0.45,
text: `-${CIVILIAN_PENALTY}`,
color: "#efb08a",
createdAt: now,
});
game.flashColor = "#7fa8d9";
game.flashUntil = now + FLASH_DURATION_MS;
playCivilianHit();
setLive(getAimTrainerLiveStats(game));
return;
}
game.pendingSpawnAts.push(now + config.replacementDelayMs);
switch (hit.zone) {
case "head":
game.headshots += 1;
game.feedback.push({
x: target.x,
y: target.y - target.headRadius,
text: `+${HEADSHOT_POINTS}`,
color: "#f0e6a8",
createdAt: now,
});
game.flashColor = "#e5d98a";
game.flashUntil = now + FLASH_DURATION_MS;
playHeadshot();
break;
case "torso":
game.torsoHits += 1;
game.feedback.push({
x: target.x,
y: target.y + target.torsoH * 0.45,
text: `+${TORSO_POINTS}`,
color: "#c8c59d",
createdAt: now,
});
game.flashColor = "#aaa878";
game.flashUntil = now + FLASH_DURATION_MS;
playTorsoHit();
break;
default:
assertNever(hit.zone);
}
setLive(getAimTrainerLiveStats(game));
},
[config.replacementDelayMs, expiredRef],
);
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
const dpr = window.devicePixelRatio || 1;
canvas.width = CANVAS_W * dpr;
canvas.height = CANVAS_H * dpr;
const ctx = canvas.getContext("2d");
if (!ctx) return;
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
let raf = 0;
let lastTime = performance.now();
const finish = () => {
const game = gameRef.current;
if (phaseRef.current !== "playing") return;
game.targets = [];
game.pendingSpawnAts = [];
setTimerSeconds(0);
setLive(getAimTrainerLiveStats(game));
setPhaseSafe("over");
playRoundComplete();
void handleRoundCompleteRef.current({
difficulty,
headshots: game.headshots,
torsoHits: game.torsoHits,
civilianHits: game.civilianHits,
shotsFired: game.shotsFired,
despawnedUnhitTargets: game.despawnedUnhitTargets,
});
};
const step = (now: number) => {
raf = requestAnimationFrame(step);
const dtSec = Math.min(Math.max((now - lastTime) / 1000, 0), MAX_FRAME_DT_SEC);
lastTime = now;
const game = gameRef.current;
if (phaseRef.current === "playing") {
const elapsed = now - game.startedAt;
const remaining = Math.max(0, COURSE_DURATION_MS - elapsed);
if (remaining === 0) {
finish();
} else {
const displayedSecond =
remaining <= FINAL_COUNTDOWN_WINDOW_MS
? Math.ceil(remaining / 1000)
: COURSE_DURATION_SECONDS;
if (displayedSecond !== game.lastDisplayedSecond) {
game.lastDisplayedSecond = displayedSecond;
setTimerSeconds(displayedSecond);
if (remaining <= CRITICAL_COUNTDOWN_WINDOW_MS) playCountdownTick(true);
else if (remaining <= FINAL_COUNTDOWN_WINDOW_MS) playCountdownTick();
}
const survivingTargets: AimTrainerActiveTarget[] = [];
let expiredStandardTargets = 0;
for (const activeTarget of game.targets) {
if (now - activeTarget.spawnedAt >= config.targetLifetimeMs) {
if (activeTarget.target.kind === "standard") {
expiredStandardTargets += 1;
game.pendingSpawnAts.push(now + config.replacementDelayMs);
}
continue;
}
survivingTargets.push({
target: activeTarget.target,
spawnedAt: activeTarget.spawnedAt,
});
}
const steppedTargets = stepAimTrainerTargets(
survivingTargets.map((activeTarget) => activeTarget.target),
dtSec,
CANVAS_W,
CANVAS_H,
);
game.targets = survivingTargets.map((activeTarget, index) => ({
target: steppedTargets[index] ?? activeTarget.target,
spawnedAt: activeTarget.spawnedAt,
}));
if (expiredStandardTargets > 0) {
game.despawnedUnhitTargets += expiredStandardTargets;
setLive(getAimTrainerLiveStats(game));
}
let standardCount = game.targets.filter(
(activeTarget) => activeTarget.target.kind === "standard",
).length;
let civilianCount = game.targets.length - standardCount;
while (standardCount < config.maxConcurrentTargets) {
const dueIndex = game.pendingSpawnAts.findIndex((spawnAt) => spawnAt <= now);
if (dueIndex === -1) break;
game.pendingSpawnAts.splice(dueIndex, 1);
game.targets.push({
target: createAimTrainerTarget(Math.random, CANVAS_W, CANVAS_H, difficulty, {
existingTargets: game.targets.map((activeTarget) => activeTarget.target),
}),
spawnedAt: now,
});
standardCount += 1;
if (civilianCount < MAX_CONCURRENT_CIVILIANS && Math.random() < config.civilianChance) {
game.targets.push({
target: createAimTrainerTarget(Math.random, CANVAS_W, CANVAS_H, difficulty, {
civilian: true,
existingTargets: game.targets.map((activeTarget) => activeTarget.target),
}),
spawnedAt: now,
});
civilianCount += 1;
}
}
}
}
game.feedback = game.feedback.filter((item) => now - item.createdAt < FEEDBACK_DURATION_MS);
drawAimTrainerScene(ctx, game, {
now,
targetLifetimeMs: config.targetLifetimeMs,
});
};
raf = requestAnimationFrame(step);
const onKeyDown = (event: KeyboardEvent) => {
if (event.code === "KeyR") {
if (event.repeat || event.ctrlKey || event.metaKey || event.altKey) return;
event.preventDefault();
event.stopPropagation();
handleRestartAction();
return;
}
if (event.code !== "Enter" && event.code !== "Space") return;
if (event.repeat) return;
event.preventDefault();
event.stopPropagation();
handlePrimaryAction();
};
const onKeyUp = (event: KeyboardEvent) => {
if (event.code !== "Space") return;
event.preventDefault();
event.stopPropagation();
};
window.addEventListener("keydown", onKeyDown, { capture: true });
window.addEventListener("keyup", onKeyUp, { capture: true });
return () => {
cancelAnimationFrame(raf);
window.removeEventListener("keydown", onKeyDown, { capture: true });
window.removeEventListener("keyup", onKeyUp, { capture: true });
};
}, [
config.civilianChance,
config.maxConcurrentTargets,
config.replacementDelayMs,
config.targetLifetimeMs,
difficulty,
handlePrimaryAction,
handleRestartAction,
setPhaseSafe,
]);
const timerIsCritical = phase === "playing" && timerSeconds <= 3;
const timerLabel = phase === "ready" ? `${COURSE_DURATION_SECONDS}s` : `${timerSeconds}s`;
return (
<Card className="w-full max-w-3xl overflow-hidden">
<CardHeader className="gap-3 border-b border-border">
<div className="flex flex-wrap items-start justify-between gap-3">
<div className="flex items-start gap-3">
<div className="rounded-md border border-border bg-background p-2 text-primary">
<Crosshair aria-hidden="true" className="size-5" />
</div>
<div className="flex flex-col gap-1">
<CardTitle>Live-fire qualification</CardTitle>
<CardDescription>{tier.description}</CardDescription>
</div>
</div>
<Badge variant={timerIsCritical ? "destructive" : "outline"}>
<Timer data-icon="inline-start" />
{timerLabel}
</Badge>
</div>
<div className="grid grid-cols-2 gap-2 sm:grid-cols-3 lg:grid-cols-5" aria-live="polite">
<HudMetric label="Score" value={live.score} />
<HudMetric label="Accuracy" value={formatAccuracy(live.accuracy)} />
<HudMetric label="Shots" value={live.shotsFired} />
<HudMetric label="Tier" value={tier.label} />
<HudMetric label="Time" value={timerLabel} urgent={timerIsCritical} />
</div>
</CardHeader>
<CardContent className="flex flex-col gap-4 p-4">
<div
ref={wrapperRef}
tabIndex={-1}
className="relative mx-auto w-full cursor-crosshair select-none overflow-hidden rounded-lg border border-border bg-background outline-none focus-visible:ring-2 focus-visible:ring-ring"
>
<canvas
ref={canvasRef}
width={CANVAS_W}
height={CANVAS_H}
onPointerDown={handleShot}
className="block h-auto w-full"
aria-label="Qualification Course target range"
/>
{phase === "ready" && (
<div className="absolute inset-0 flex flex-col items-center justify-center gap-3 bg-background/75 p-4 text-center">
<Badge variant="outline">{tier.label} lane</Badge>
<div className="flex flex-col gap-1">
<span className="text-lg font-semibold tracking-wide text-foreground">
Ready on the line
</span>
<span className="text-sm text-muted-foreground">
Acquire every silhouette before it clears the range — and never shoot the blue
civilians.
</span>
</div>
<Button
type="button"
className="motion-reduce:transition-none"
onClick={startGame}
disabled={expired || submitting}
>
<Target data-icon="inline-start" />
Begin Qualification
</Button>
<span className="text-xs text-muted-foreground">
Click the target or press Enter / Space to begin. Course duration:{" "}
{COURSE_DURATION_SECONDS}s.
</span>
</div>
)}
{phase === "over" && lastRun && (
<div className="absolute inset-0 flex flex-col justify-center gap-3 overflow-y-auto bg-background/90 p-4 text-center">
<div className="flex items-center justify-center gap-2">
<Trophy aria-hidden="true" className="size-5 text-amber-400" />
<span className="text-lg font-semibold tracking-wide">Course complete</span>
</div>
{lastRun.isNewRecord && <Badge className="mx-auto">New record!</Badge>}
<dl className="mx-auto grid w-full max-w-xl grid-cols-2 gap-2 text-left sm:grid-cols-3">
<SummaryMetric label="Hit score" value={lastRun.hitScore} />
<SummaryMetric label="Accuracy bonus" value={`+${lastRun.accuracyBonus}`} />
<SummaryMetric label="Total score" value={lastRun.totalScore} />
<SummaryMetric label="Accuracy" value={formatAccuracy(lastRun.accuracy)} />
<SummaryMetric label="Headshots" value={lastRun.headshots} />
<SummaryMetric label="Torso hits" value={lastRun.torsoHits} />
</dl>
<div className="flex flex-wrap items-center justify-center gap-x-4 gap-y-1 text-xs text-muted-foreground">
<span>{lastRun.shotsFired} shots fired</span>
<span>{lastRun.despawnedUnhitTargets} targets expired</span>
<span>{lastRun.civilianHits} civilian hits</span>
<span className="font-semibold text-emerald-400">+{lastRun.xpEarned} XP</span>
</div>
{lastRun.error && <span className="text-xs text-destructive">{lastRun.error}</span>}
{submitting && (
<span className="text-xs text-muted-foreground">Recording result…</span>
)}
<Button
type="button"
variant="outline"
className="mx-auto motion-reduce:transition-none"
onClick={resetToReady}
disabled={submitting || expired}
>
<RotateCcw data-icon="inline-start" />
Play Again
</Button>
<span className="text-xs text-muted-foreground">
Press Enter or Space to return to the line.
</span>
</div>
)}
{expired && (
<div className="absolute inset-0 flex flex-col items-center justify-center gap-3 bg-background/95 p-4 text-center">
<span className="text-xl font-semibold tracking-wide text-destructive">
Session ending soon
</span>
<span className="max-w-md text-sm text-muted-foreground">
Your result will not be recorded after the session expires. Log in again to
continue.
</span>
<LoginLink>
<Button type="button" size="sm" className="motion-reduce:transition-none">
Log in
</Button>
</LoginLink>
</div>
)}
</div>
<div className="flex flex-wrap justify-center gap-x-6 gap-y-1 text-sm text-muted-foreground">
<div className="flex items-center gap-1.5">
<span>Games</span>
<span className="font-semibold text-foreground">{stats.gamesPlayed}</span>
</div>
<div className="flex items-center gap-1.5">
<span>Best score</span>
<span className="font-semibold text-foreground">{stats.bestScore}</span>
</div>
<div className="flex items-center gap-1.5">
<span>{tier.label} best</span>
<span className="font-semibold text-foreground">
{tierBestScore(stats, difficulty)}
</span>
</div>
<div className="flex items-center gap-1.5">
<span>XP from the course</span>
<span className="font-semibold text-foreground">{stats.aimTrainerXp}</span>
</div>
</div>
<div className="text-xs text-muted-foreground">
Headshots score {HEADSHOT_POINTS} · torso hits score {TORSO_POINTS} · civilians cost{" "}
{CIVILIAN_PENALTY}. Press R to restart the lane.
</div>
</CardContent>
</Card>
);
}