Showing posts with label gamedev. Show all posts
Showing posts with label gamedev. Show all posts

Saturday, 30 September 2023

Frenzy.js - the saga of flood-fill

It may surprise you to know that yes, I am back working on Frenzy.js after a multi-year hiatus. It's a bit surreal working on an "old-skool" (pre-hooks) React app but the end is actually in sight. As of September 2023 I have (by my reckoning) about 80% of the game done;

  • Basic geometry (it's all scaled 2x)
  • Levels with increasing numbers of Leptons with increasing speed
  • Reliable collision detection
  • High-score table that persists to a cookie
  • Mostly-reliable calculation of the area to be filled
  • Accurate emulation of the game state, particularly when the game "pauses"

The big-ticket items I still need to complete are:

  • Implement "chasers" on higher levels
  • Fine-tune the filled-area calculation (it still gets it wrong sometimes)
  • Animated flood-fill
  • Player-start, player-death and Lepton-death animations
  • (unsure) Sound.

It all comes flooding back

To remind you (if you were an 80s Acorn kid) or (far more likely) educate you on what I mean by "flood-fill", here's Frenzy doing its thing in an emulator; I've just completed drawing the long vertical line, and now the game is flood-filling the smaller area:

I wanted to replicate this distinctive style of flood-fill exactly in my browser-based version, and it's been quite the labour of love. My first attempt (that actually worked there were many iterations that did not) was so comically slow that I almost gave up on the whole idea. Then I took a concrete pill and decided that if I couldn't get a multiple-GHz multi-cored MONSTER of a machine to replicate a single-cored 2MHz (optimistically) 8-bit grot-box from the early 1980s, I may as well just give up...

The basic concept for this is:

Given a polygonal area A that needs to be flood-filled;

Determine bottom-rightmost inner point P within A.
The "frontier pixels" is now the array [P]
On each game update "tick":
  Expand each of the "frontier pixels" to the N,S,E and W; but
    Discard an expansion if it hits a boundary of A
    Also discard it if the pixel has already been filled
  The new "frontier pixels" is all the undiscarded pixels 
Stop when the "frontier pixels" array is empty
I got this to be pretty efficient using a bit-field "sparse array" to quickly check for already-filled pixels. In the browser, I could perform the per-tick operations in less than 0.1 milliseconds for any size of A. Not too surprising given the entire game area is only 240x180 pixels, and the maximum possible polygonal area could only ever be half that big: 21,600 pixels.

The problem now became efficiently shifting the big pile'o'filled-pixels from the algorithm onto the HTML5 canvas that is the main gameplay area. I'm using the excellent React Konva library as a nice abstraction over the canvas, but the principal problem is that a canvas doesn't expose per-pixel operations in its API, and nor does Konva. The Konva team has done an admirable job making their code as performant as possible, but my first cut (instantiating a pile of tiny 1x1 Rects on each tick) simply couldn't cope once the number of pixels got significant:

This has led me down a quite-interesting rabbit-hole at the intersection of HTML5 Canvas, React, React-Konva, and general "performance" stuff which is familiar-yet-different. There's an interesting benchmark set up for this, and the results are all over the shop depending on browser and platform. Mobile results are predictably terrible but I'm deliberately not targeting them. This was a game for a "desktop" (before we called them that) and it needs keyboard input. I contemplated some kind of gestural control but it's just not good enough I think, so I'd rather omit it.

What I need to do, is find a way to automagically go from a big dumb pile of individual filled pixels into a suitable collection of optimally-shaped polygons, implemented as Konva Lines.

The baseline

In code, what I first naïvely had was:

type Point = [number, number]

// get the latest flood fill result as array of points
const filledPixels:Array<Point> = toPointArray(sparseMap);

// Simplified a little - we use some extra options
// on Rect for performance...
return filledPixels.map((fp) => 
  <Rect x={fp[0]} 
        y={fp[1]}
        width={1}
        height={1}
        lineCap="square"
        fillColor="red"
  />
);

With the above code, the worst-case render time while filling the worst-case shape (a box 120x180px) was 123ms. Unacceptable. What I want is:

// Konva just wants a flat list of x1,y1,x2,y2,x3,y3
type Poly = Array<number>;

// get the latest flood fill result as array of polys
const polys:Array<number> = toOptimalPolyArray(sparseMap);

// far-fewer, much-larger polygons
return polys.map((poly) => 
  <Line points={poly} 
        lineCap="square"
        fillColor="red"
        closed
  />
);

So how the hell do I write toOptimalPolyArray()?

Optimisation step 1: RLE FTW

My Googling for "pixel-to-polygon" and "pixel vectorisation" failed me, so I just went from first principles and tried a Run-Length-Encoding on each line of the area to be filled. As a first cut, this should dramatically reduce the number of Konva objects required. Here's the worst-case render time while filling the worst-case shape (a box 120x180px): 4.4ms

Optimisation step 2: Boxy, but good

I'd consider this to be a kind of half-vectorisation. Each row of the area is optimally vectorised into a line with a start and end point. The next step would be to iterate over the lines, and simply merge lines that are "stacked" directly on top of each other. Given the nature of the shapes being filled is typically highly rectilinear, this felt like it would "win" quite often. Worst-case render time now became: 1.9ms

Optimisation step 3: Know your enemy

I felt there was still one more optimisation possible, and that is to exploit the fact that the game always picks the bottom-right-hand corner in which to start filling. Thus there is a very heavy bias towards the fill at any instant looking something like this:

----------------
|              |
|              |
|             P|
|            LL|
|           LLL|
|          LLLL|
|         LLLLL|
|        LLLLLL|
|       LLLLLLL|
|      LLLLLLLL|
|     LLLLLLLLL|
|    LLLLLLLLLL|
|   LLLLLLLLLLL|
|  LLLLLLLLLLLL|
| LLLLLLLLLLLLL|
|SSSSSSSSSSSSSS|
|SSSSSSSSSSSSSS|
|SSSSSSSSSSSSSS|
----------------
where
  • P is an unoptimised pixel
  • L is a part line, that can be fairly efficiently represented by my "half-vectorisation", and
  • S is an optimal block from the "stacked vectorisation" approach
You can see there are still a large number of lines (the Ls and the P) bogging down the canvas. They all share a common right-hand edge, and then form a perfect right-triangle. I started implementing this change but ended up aborting that code. Worst-case render time is already significantly below the "tick" rate, and the code was getting pretty complex. Okay, it's not optimal optimal, but it's Good Enough. Whew.

Sunday, 27 August 2023

Searching for the next SPA

I've been quite taken with a particular style of casual, "clever" game that rose to prominence during The COVID Years but still has a charm that keeps me visiting almost daily:

  • Wordle (the original, and the "rags to riches" ideal)
  • Quordle (a beautiful initial implementation, albeit reduced now)
  • Heardle (recently escaped from the clutches of Spotify)
and most-recently:

There are a heap of common factors amongst these games (and I'll optimistically include my own Cardle here too) that I think make feel so "nice":

  • Rejection of obvious monetization strategies
  • Feel resolutely mobile-first in UI/UX (large elements, zero scrolling!)
  • Delightful levels of polish (micro-interactions, animation etc)
  • Focused; not just a Single *Page* App, but almost a Single *Pane* App

Of course there's also the little matter of having a great idea with suitably nice mechanics and frequently creativity (Connections I think excels in having creative, challenging content by Wyna Liu that is pitched just *chef's kiss*) but I think there are still areas of the word-association, letter-oriented game landscape to be explored.

For this next one I also will be trying out Svelte after reading the superb "Things you forgot (or never knew) because of React" by Josh Collinsworth which very nicely articulated what feels a little "ick" about React development these days, and paints a very nice picture on what's on the other side of the fence. The scoped-styling and in-built animation abilities in particular seem like a perfect fit for this kind of app.

Now I just need an idea...

Sunday, 12 June 2022

Introducing ... Cardle!

UPDATE [July 2023] - I've let the cardle.xyz domain expire after a year, but you can still play the game over at cardle.themillhousegroup.com

Yes, it's yet-another Wordle clone, this time about cars:

https://www.cardle.xyz

Like so many other fans of Wordle, I'd been wanting to try doing a nice self-contained client-side game like this, and after trying the Australian Rules player version of Wordle, Worpel (named after a player), I saw a pattern that I could use. Worpel uses "attributes" of an AFL player like their height, playing position, and team, and uses the Wordle "yellow tile" convention to show if you're close in a certain attribute. For example, if the team is not correct, but it is from the correct Australian state. Or if the player's height is within 3 centimetres of the target player's.

After a bit of head-scratching I came up with the 5 categories that I figured would be challenging but with enough possibilities for the "yellow tile" to be helpful. There's no point having a category that can only be right (green tile) or wrong (black tile). The least-useful is probably the "model name" category but of course that is vital to the game, and having played the game literally hundreds of times now, it has on occasion proved useful to know that a certain character appears in the target car's name (obviously cars like the Mazda 6 are hugely helpful here!)

It has been a while since I last did a publicly-visible web side-project, and I wanted to see what the landscape was like in 2022. The last time I published a dynamic website it was on the Heroku platform, which is still pretty good, but I think there are better options these days. After a bit of a look around I settled on Netlify, and so far they've delivered admirably - fast, easy-to-configure and free!

There has been some criticism bandied about for create-react-app recently, saying it's a bad starting point, but for me it was a no-brainer. I figure not having to know how to optimally configure webpack just leaves me more brain-space to devote to making the game a bit better. So without any further ado, I'd like to showcase some of my favourite bits of the app.

Tile reveal animation

Wordle is outstanding in its subtle but highly-effective animations that give it a really polished feel, but I really didn't want to have to use a Javascript animation library to get a few slick-looking animations. The few libraries I've tried in the past have been quite heavy in both bundle-size and intrusiveness into the code. I had a feeling I could get what I wanted with a suitable CSS keyframes animation of a couple of attributes, and after some experimenting, I was happy with this:

      @keyframes fade-in {
        from {
          opacity: 0;
          transform:scale(0.5)
        }
        50%  { 
          transform:scale(1.2); 
          opacity: 0.5; 
        }
        to {
          opacity: 1;
          transform:scale(1.0)
        }
      }

I really like the "over-bulge" effect before it settles back down to the correct size. The pure-CSS solution for a gradual left-to-right "reveal" once a guess has been entered worked out even better I think. Certainly a lot less fiddly than doing it in Javascript:

.BoxRow :nth-child(1) {
  animation: fade-in 200ms;
}
.BoxRow :nth-child(2) {
  animation: fade-in 400ms;
}
.BoxRow :nth-child(3) {
  animation: fade-in 600ms;
}
.BoxRow :nth-child(4) {
  animation: fade-in 800ms;
}
.BoxRow :nth-child(5) {
  animation: fade-in 1000ms;
}
Those different times are the amount of time the animation should take to run - giving it the "sweeping" effect I was after:

Mobile-first

As developers we get far too used to working on our own, fully up-to-date, desktop, browser of choice. But a game like this is far more likely to be played on a mobile device. So I made a concerted effort to test as I went both with my desktop Chrome browser simulating various mobile screens and on my actual iPhone 8. Using an actual device threw up a number of subtle issues that the desktop simulation couldn't possibly hope to replicate (and nor should it try) like the extraordinarily quirky stuff you have to do to share to the clipboard on iOS and subtleties of font sizing. It was worth it when my beta-testing crew complimented me on how well it looked and played on their phones.

Performance

The site gets 98 for mobile performance (on slow 4G) and 100 for desktop from PageSpeed, which I'm pretty chuffed about. I spent a lot of time messing around with Google Fonts and then FontSource trying to get a custom sans-serif font to be performant, before just giving up and going with "whatever you've got", i.e.:

font-family: 'Segoe UI', 'Roboto', 'Oxygen',
          'Ubuntu', 'Cantarell', 'Fira Sans', 'Droid Sans', 'Helvetica Neue',
          sans-serif;
... sometimes it's just not worth the fight.

The other "trick" I did was relocating a ton of CSS from the various ComponentName.css files in src right into a <style> block right in the head of index.html. This allows the browser to get busy rendering the header (which I also pulled out of React-land), bringing the "first contentful paint" time down appreciably. Obviously this is not something you'd want to be doing while you're in "active development" mode, but it doesn't have to be a nightmare - for example, in this project I made good use of CSS Variables for the first time, and I define a whole bunch of them in that style block and then reference them in ComponentName.css to ensure consistency.

Friday, 24 August 2018

Building a retro game with React.js. Part 5 - Fill 'er up

By now I had a good portion of the "player's part" of the game complete. Movement around the game area, drawing lines, detecting intersection with existing lines and preventing illegal movement were all done, using the div-based "drawing" that I was familiar with. But now it was time to draw the filled colour block that results when a closed area has been completed. And I was looking at a wall of complexity that I didn't know how to scale.



The answer was to challenge my own comfort zone. Allow myself to quote, myself:
I could do that with an HTML canvas, but I'm (possibly/probably wrongly) not going to use a canvas. I'm drawing divs dammit!
After all, if ever there was a time and place to learn how to do something completely new, isn't it a personal "fun" project? After a quick scan around the canvas-in-React landscape I settled upon React-konva, which has turned out to be completely awesome for my needs, as evidenced by the amount of code changes actually needed to go from my div-based way of drawing a line to the Konva way:
The old way:

const Line = styled('div')`
  position: absolute;
  border: 1px solid ${FrenzyColors.CYAN};
  box-sizing: border-box;
  padding: 0;
`;

renderLine = (line, lineIndex) => {
  const [top, bottom] = minMax(line[2], line[4]);
  const [left, right] = minMax(line[1], line[3]);
  const height = (bottom - top) + 1;
  const width = (right - left) + 1;
  return <Line key={`line-${lineIndex}`}
                  style={{ top: `${top}px`, 
                           left: `${left}px`,
                           width: `${width}px`,
                           height: `${height}px` }} />;
}

The new way:

import { Line } from 'react-konva';

renderLine = (line, lineIndex) => {
  return (
    <Line
      key={`line-${lineIndex}`}
      points={line.slice(1)}
      stroke={FrenzyColors.CYAN}
      strokeWidth={2}
    />
  );
}

... and the jewel in the crown? Here's how simple it is to draw a closed polygon with the correct fill colour; by total fluke, my "model" for lines and polygons is virtually a one-to-one match with the Konva Line object, making this amazingly straightforward:
renderFilledArea = (filledPolygon) => {
  const { polygonLines, color } = filledPolygon;
  const flatPointsList = polygonLines.reduce((acc, l) => {
    const firstPair = l.slice(1, 3);
    return acc.concat(firstPair);
  }, []);

  return (
    <Line
      points={flatPointsList}
      stroke={FrenzyColors.CYAN}
      strokeWidth={2}
      closed
      fill={color}
    />
  );
}

Time Tracking
Probably at around 20 hours of work now.

Monday, 16 July 2018

Building a retro game with React.js. Part 4 - Drawing the line somewhere

In the previous instalment of this series, I was able to get the player's "sprite" (actually just a div with a border!) to move around the existing lines on the edge of the screen. The next logical step is to allow the player to draw their own lines, which, upon joining at both ends to existing lines, will become part of the "navigable" world the player can manoeuvre through.

Bugs Galore
It was at this point where I started being plagued by off-by-one errors; it seemed everywhere I turned I was encountering little one-pixel gaps when drawing lines, because:
  • My on-screen lines are actually 2px wide
  • My line-drawing function was doing an incorrect length calculation (had to do (right - left) + 1)
  • I was not updating my position at the right time, so was storing my "old" position as the current line's end point; and;
  • I was naively using setState and expecting the new this.state to be visible immediately

My solution to almost all of these problems (with the exception of the UI line-drawing function) was to write a heap of unit tests; these generally flushed things out pretty quickly.

Writing the line-drawing function was a weird experience. Virtually every software development "environment" I've ever used before, from BBC Basic on my Acorn Electron on, has had a function like drawLine(startX, startY, endX, endY);. And I could do that with an HTML canvas, but I'm (possibly/probably wrongly) not going to use a canvas. I'm drawing divs dammit! Here's what my function looks like:
renderLine = (line, lineIndex) => {
  const [top, bottom] = minMax(line[2], line[4]);
  const [left, right] = minMax(line[1], line[3]);
  const height = (bottom - top) + 1;
  const width = (right - left) + 1;
  return <Line key={`line-${lineIndex}`}
                  style={{ top: `${top}px`, 
                           left: `${left}px`,
                           width: `${width}px`,
                           height: `${height}px` }} />;
}
Where minMax is a simple function that returns [min, max] of its inputs, and Line is a React-Emotion styled div:
const Line = styled('div')`
  position: absolute;
  border: 1px solid ${FrenzyColors.CYAN};
  box-sizing: border-box;
  padding: 0;
`;
Notice that I resisted the temptation to pass the top, left etc into the Line wrapper. The reason for this is that doing so results in a whole new CSS class being created, and getting applied to the line, every time one of these computed values changes. This seems wasteful when most of the line's attributes remain the same! So I use an inline style to position the very-thin divs where I need it.
Time Tracking
Up to about 12 hours by my rough estimate.

Friday, 15 June 2018

Building a retro game with React.js. Part 3 - I Like To Move It

So with most of the graphical pieces in position, it's time to make things move around.

Again, starting with the easy stuff, I wanted the four directional keys to move the Player around. But in Frenzy, you can only move (as opposed to draw) along the boundaries of the game area and on lines you have already drawn. So if we look at my first iteration of the code in GameArea to handle a request to move the Player left, it's something like this:
 
update = () => {
  if (this.keyListener.isDown(this.keyListener.LEFT)) {
    this.moveLeft();
  }
};

moveLeft = () => {
  if (this.canMove(Direction.LEFT)) {
    this.setState({
       playerX : this.state.playerX -1
    });
  }
}
I ended up bundling quite a lot of smarts into the Direction enumeration in order to make the logic less "iffy" and more declarative. That one Direction.LEFT key encapsulates everything that is needed to check whether a) the player is on a line that has the correct orientation (horizontal) and b) there is room on that line to go further to the left.
A line looks like this:
[Orientation.HORIZONTAL, 0, 0, 478, 0], // startX, startY, endX, endY
and Direction looks like this:
export const Direction = {
  LEFT: {
    orientation: Orientation.HORIZONTAL,
    primaryCoord: (x, y) => y,
    lineToPrimaryCoord: (line) => line[2],
    secondaryCoord: (x, y) => x,
    testSecondary: (c, line) => c > Math.min(line[1], line[3])
  },
  ...
}

My test for whether I can move in a certain direction is:
static canPlayerMoveOnExistingLine = (playerX, playerY, direction, lines) => {
  const candidates = lines.filter(line => {
    return (line[0] === direction.orientation)
  });
    
  const pri = direction.primaryCoord(playerX, playerY);
  const primaryLines = candidates.filter(candidateLine => {
    return direction.lineToPrimaryCoord(candidateLine) === pri;
  });

  if (primaryLines.length > 0) {
    const sec = direction.secondaryCoord(playerX, playerY);
    const found = primaryLines.find(line => {
      return direction.testSecondary(sec, line);
    });

    return typeof found !== 'undefined';
  }
  return false;
} 
Declared static for ease of testing - easy and well worth doing for something like this where actually moving the player around is time-consuming and tedious. It's working well as it stands, although as we all know, naming things is hard. It's pretty easy to follow the process though. At this point I'm holding a lines array in this.state and doing filter and find operations on it as you can see above. We'll have to wait and see whether that will be fast enough. It may well be a good idea to keep a currentLine in state, as most of the time it will be unchanged from the last player movement. Next up, it's time to start drawing some new lines on the screen!

Kudos
I am starting to build up some tremendous respect for the original author of this game; although often dismissed as "very simple" there are some tricky little elements to coding this game and I'm only just scratching the surface. To achieve the necessary performance on an 8-bit, 1MHz processor with RAM measured in the handfuls of kilobytes is super impressive. Assembly language would have been necessary for speed, making the development and debugging a real pain. I haven't even started thinking about how to do the "fill" operation once a line has been drawn and it encloses some arbitrary space, but I suspect the original developer "sniffed" the graphics buffer to see what was at each pixel location - a "luxury" I don't think I'll have!
Time Tracking
Up to about 6 hours now.

Monday, 11 June 2018

Building a retro game with React.js. Part 2 - Screens

Continuing to nibble my way towards the hard parts, I've finished the basic designs of the welcome page, main game page and the paused-game page, including wiring up the key listeners so it all works as expected.

One thing I hadn't thought about was the behaviour of listening to the P key to pause and also resume. The first iteration of the code would flicker madly between the game page and the paused page whenever the P key was pressed - the game loop runs so fast that the app would transition multiple times between the two pages, because the isDown test would simply toggle the state of this.state.paused. I messed around for a while with storing the UNIX time when the key was first pressed, and comparing it to the current time, before realising I really just needed to know what "direction" was being requested, and then waiting for this "request" to finish before completing the transition.
...

debounce = (testCondition, key, newState) => {
  if (testCondition) {
    if (this.keyListener.isDown(key)) {
      // No. They are still holding it
      return true;
    }
    this.setState(newState);
   }
   return false;
};
 
handleKeysWhilePaused = () => {
  if (this.debounce(this.state.pauseRequested, P, {
    pauseRequested: false,
    paused: true
  })) {
    return;
  }

  if (this.debounce(this.state.unpauseRequested,P, {
    unpauseRequested: false,
    paused: false
  })) {
    return;
  }

  if (this.keyListener.isDown(Q)) {
    this.props.onGameExit();
  }

  if (this.keyListener.isDown(P)) {
    this.setState({unpauseRequested: true});
  }
}

handleGameplayKeys = () => {
  if (this.keyListener.isDown(P)) {
    this.setState({pauseRequested: true});
  }
}

update = () => {
  if (this.state.pauseRequested || this.state.paused) {
    this.handleKeysWhilePaused();
  } else {
    this.handleGameplayKeys();
  }
};
...
Effectively I've implemented an isUp(), which is surprisingly not in the react-game-kit library. Oh well, it's all good learning.
Time tracking
I'd estimate the total time spent on the game so far would be 3-4 hours.

Friday, 8 June 2018

A New Old Thing; Building a retro game with React.js. Part 1 - Background and Setup

I've blogged before about entering the fast-paced world of React.js, after a couple of years I'm still (on the whole) enjoying my day job working with it. Over this period React has done a pretty good job of delivering the "maintainable large JavaScript application" promise, but in the apps I built we've seen a few problems that stemmed from our developers' differing levels of experience with design patterns, immutability concepts, higher-order functions and higher-order components.

At the risk of being immodest, I'm comfortable with those concepts - Design Patterns from waaaay back and the functional paradigms from my five-year (and counting) love affair with Scala. What I wanted to explore was - what would happen if I built a React app by myself, endeavouring to write the cleanest, purest software based upon the best starting-point we currently have? How productive could I be? How long would it take to build a working full app? How would maintenance go? How quickly could I add a new feature?

As my day job is basically building CRUD apps, I wanted to do something a lot more fun for this side-project. And what could be more fun than a game? (Mental note: ask people working at Electronic Arts...) There's also a pleasing circularity in building a game and documenting how I did it - back in my earliest days of having a computer, aged about 7, I would buy magazines with program listings and laboriously enter them, line-by-line, while marvelling at how anyone could really have been good enough to know how to do this.

The Game
I'll admit, I've never built a non-trivial game before, but I think attempting an 8-bit home computer game I remember fondly from my childhood, on top of 2018's best front-end technologies, should be about the right level of difficulty.

The game I'll be replicating is called Frenzy; a Micro Power publication for the BBC B, Acorn Electron and Commodore 64. My machine was the Electron - basically a low-cost little brother to the mighty Beeb; highly limited in RAM and CPU, titles for this platform usually needed substantial trimming from their BBC B donor games, despite using the same BBC BASIC language.

Check out the links above for more details and screenshots, but the game is basically a simplified version of "Qix" or "Kix" where the object is to fill in areas of the screen without being hit by one or more moving enemies.

Just for the hell of it, I'm going to place this game front-and-centre on my homepage at http://www.themillhousegroup.com, which I just nuked for this purpose. The page is now a React app being served off a Play Scala backend as per my new-era architecture, and the key technologies I'm using so far are: I'm sure more will follow.

Initial Development
To develop the game, I decided to start from the start. The welcome page would need to be suitably old-skool but would force me to consider a few things:
  • What screen size should I be working to?
  • Can I get a suitably chunky, monospaced font?
  • Press Space to start sounds easy, but how do I make that actually work?
Decisions
The original Frenzy must have operated in the BBC's graphical MODE 1 because it used a whopping 4 colours and the pixels were square. So that means the native resolution was 320x256. While it would be tempting to stick to that screen size and thus have it fit on every smartphone screen, I've decided to double things and target a 640x512 effective canvas.
Some searching for 8-bit fonts led me to "Press Start 2P" which, while intended to honour Namco arcade machines, is near enough to the chunky fonts I remember fondly from my childhood home computer that I can't go past it:
As a tiny nod to the present, the "screen" is actually slightly transparent and has a drop shadow - showing how far we've come in 34 years!
The final piece of the welcome screen was achieved by mounting the FrenzyGame component in a React-Game-Kit Loop and using the KeyListener to subscribe to the keys I care about - a quick perusal of the demo game showed me how to use it:
class FrenzyGame extends Component {

  constructor(props) {
    super(props);
    this.keyListener = new KeyListener();

    this.state = {
      gameOver: true  
    };
  }

  componentDidMount() {
    this.loopSubscriptionId = this.context.loop.subscribe(this.update);
    this.keyListener.subscribe([
      this.keyListener.SPACE
    ]);
  }

  componentWillUnmount() {
    this.context.loop.unsubscribe(this.loopSubscriptionId);
    this.keyListener.unsubscribe();
  }

  update() {
    if (this.state.gameOver) {
      if (this.keyListener.isDown(this.keyListener.SPACE)) {
        this.setState({ gameOver: false });
      }
    }
  };

  ...

  render() {
    return this.state.gameOver 
      ? this.renderWelcomeScreen() 
      : this.renderGame();
  }
}