Track content completion per mode independently, preserving history across switches
This commit is contained in:
@@ -132,6 +132,7 @@ type GameManager = {
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getKeyLog: () => KeyLogEntry[];
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// Optional: Game-specific additions
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changeGameMode?: (options: GameOptions) => void; // Runtime option changes
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// [additional fields as needed]
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};
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```
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@@ -201,6 +202,29 @@ type ScoreManager = {
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};
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```
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**typing-chud Content Tracking:**
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All content types are tracked independently throughout the game:
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```typescript
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type ScoreManager = {
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// ... core fields
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lettersCompleted: number; // Total letters typed
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wordsCompleted: number; // Total words typed
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sentencesCompleted: number; // Total sentences typed
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paragraphsCompleted: number; // Total paragraphs typed
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currentCount: number; // Count for current game mode
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};
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```
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**Platform Mode Switching Behavior:**
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When platform calls `changeGameMode()`:
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- All historical counts remain (letters stay at 10 after switching to words)
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- `currentCount` reflects the mode-specific count (0 for words if no words typed yet)
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- Each mode accumulates independently
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**Scoring Requirements:**
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- Score range: 0-1000 (capped)
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- Score calculated on game-won
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@@ -209,6 +233,39 @@ type ScoreManager = {
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---
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## Runtime Game Control
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Some games support dynamic option changes during gameplay via `changeGameMode()`:
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```typescript
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// Change to a different mode mid-game
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game.changeGameMode({ gameMode: 'words', downwardSpeed: 75 });
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```
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### Delayed Mode Switching (typing-chud)
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Mode changes are deferred to respect current gameplay:
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- Changes are stored as "pending options"
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- Applied AFTER current letter/word/sentence/paragraph completes
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- OR when player dies (text hits ship)
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- Multiple rapid calls overwrite with latest options
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- Ensures smooth transitions without interrupting input
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**Flow:**
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```
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Platform calls changeGameMode()
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↓
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Options stored as pending
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↓
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Player finishes current letter/word
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↓
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Pending options applied
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↓
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Next letter spawns with new settings
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```
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---
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## Game-Specific Flexibility
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These elements CAN vary between games:
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@@ -232,6 +289,14 @@ type GameOptions = {
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timeLimit?: number;
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};
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// typing-chud (Unified Platform Control)
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type GameOptions = {
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gameMode?: 'letters' | 'words' | 'sentences' | 'paragraphs';
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downwardSpeed?: number; // px/s (mode-agnostic)
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boardDimensions?: [number, number]; // [width, height]
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wordList?: string[]; // Custom word/sentence/paragraph list
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};
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// vim-snake (hypothetical)
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type GameOptions = {
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boardSize?: number;
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@@ -245,6 +310,13 @@ type GameOptions = {
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- Make most options optional
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- Use consistent naming (e.g., `timeLimit` always in seconds)
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**Platform Control (typing-chud):**
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- Platforms have full control over game behavior via `GameOptions`
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- `downwardSpeed` is mode-agnostic (single value for all modes)
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- `wordList` allows custom content across all modes
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- `changeGameMode(options)` allows runtime mode switching
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- Mode changes respect current gameplay (apply after letter/word completes or death)
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### 2. Scoring Implementation
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Complete freedom in how scoring works internally:
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@@ -449,6 +521,11 @@ type ScoreManager = {
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- Additional metrics for display
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- Difficulty multipliers
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**typing-chud Content Tracking:**
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- Tracks all content types independently (letters, words, sentences, paragraphs)
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- Preserves historical counts when mode switches
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- `currentCount` reflects only the current game mode count
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### useGameStatus
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**Purpose:** Manage game lifecycle state machine.
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@@ -472,6 +549,8 @@ type GameStatusManager = {
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quitGame: () => void;
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// Optional: togglePause, reset, etc.
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// Optional: setPendingOptions (for runtime changes)
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setPendingOptions?: (options: GameOptions) => void;
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};
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```
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@@ -855,6 +934,16 @@ interface UnifiedGame {
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## Version History
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**v2.1** (2025-11-04)
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- Added delayed mode switching for runtime game control
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- Documented `changeGameMode()` for platforms
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- Added `GameOptions` for platform control (gameMode, downwardSpeed, wordList)
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- Clarified pending options pattern for smooth transitions
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- Updated GameManager interface with optional runtime control methods
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- Added content tracking per mode (letters, words, sentences, paragraphs)
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- `currentCount` reflects mode-specific completion count
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- Historical counts preserved across mode switches
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**v2.0** (2025-01-22)
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- Rewritten for game-agnostic specification
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- Clarified requirements vs flexibility
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+38
-26
@@ -105,38 +105,50 @@ export type CursorManager = {
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// ============================================================================
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export type ScoreManager = {
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timeValue: number;
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totalKeystrokes: number;
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score: number;
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correct: number;
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missed: number;
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deaths: number;
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};
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timeValue: number;
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totalKeystrokes: number;
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score: number;
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correct: number;
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missed: number;
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deaths: number;
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lettersCompleted: number;
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wordsCompleted: number;
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sentencesCompleted: number;
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paragraphsCompleted: number;
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currentCount: number; // Count for current game mode
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};
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// ============================================================================
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// Manager Interfaces - Game Status
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// ============================================================================
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export type GameStatusManager = {
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gameStatus: GameStatus;
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setGameStatus: (status: GameStatus) => void;
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startGame: () => void;
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quitGame: () => void;
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level: number;
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shipState: ShipState;
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shipExplosionTime: number;
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updatePlayerX: (x: number) => void;
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handleTypedLetter: (letter: string) => void;
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setGameLoopCallback: (callback: (deltaTime: number, letters: FallingLetter[]) => void) => void;
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setGameMode: (mode: GameMode) => void;
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addCorrect: () => void;
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addMissed: () => void;
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addDeath: () => void;
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score: number;
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correct: number;
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missed: number;
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deaths: number;
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};
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gameStatus: GameStatus;
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setGameStatus: (status: GameStatus) => void;
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startGame: () => void;
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quitGame: () => void;
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level: number;
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shipState: ShipState;
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shipExplosionTime: number;
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updatePlayerX: (x: number) => void;
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handleTypedLetter: (letter: string) => void;
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setGameLoopCallback: (callback: (deltaTime: number, letters: FallingLetter[]) => void) => void;
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setGameMode: (mode: GameMode) => void;
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setPendingOptions: (options: GameOptions) => void;
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addCorrect: () => void;
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addMissed: () => void;
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addDeath: () => void;
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trackCompletion: (mode: GameMode) => void;
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score: number;
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correct: number;
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missed: number;
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deaths: number;
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lettersCompleted: number;
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wordsCompleted: number;
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sentencesCompleted: number;
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paragraphsCompleted: number;
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getCurrentCount: () => number;
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};
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// ============================================================================
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// Manager Interfaces - Key Tracking
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@@ -69,10 +69,10 @@ export function useGame(
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gameStatusManager.setGameMode(gameMode);
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}, [gameMode]);
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const changeGameMode = (newOptions: GameOptions) => {
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setOptions(newOptions);
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// Don't quit - just switch modes and let game continue
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};
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const changeGameMode = (newOptions: GameOptions) => {
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setOptions(newOptions);
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gameStatusManager.setPendingOptions(newOptions);
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};
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// Set the game loop callback
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useEffect(() => {
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@@ -23,6 +23,7 @@ export function useGameStatus(_onGameLoopTick?: (deltaTime: number, letters: Fal
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// Store options in refs so they can be accessed in the game loop
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const downwardSpeedRef = useRef<number | undefined>(downwardSpeed);
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const wordListRef = useRef<string[] | undefined>(wordList);
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const pendingOptionsRef = useRef<GameOptions | null>(null);
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// Update refs when options change
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useEffect(() => {
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@@ -33,13 +34,17 @@ export function useGameStatus(_onGameLoopTick?: (deltaTime: number, letters: Fal
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wordListRef.current = wordList;
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}, [wordList]);
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const [gameStatus, setGameStatus] = useState<GameStatus>("waiting");
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const shipStateRef = useRef<ShipState>("normal");
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const shipExplosionTimeRef = useRef<number>(0);
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const [score, setScore] = useState(0);
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const [correct, setCorrect] = useState(0);
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const [missed, setMissed] = useState(0);
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const [deaths, setDeaths] = useState(0);
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const [gameStatus, setGameStatus] = useState<GameStatus>("waiting");
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const shipStateRef = useRef<ShipState>("normal");
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const shipExplosionTimeRef = useRef<number>(0);
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const [score, setScore] = useState(0);
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const [correct, setCorrect] = useState(0);
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const [missed, setMissed] = useState(0);
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const [deaths, setDeaths] = useState(0);
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const [lettersCompleted, setLettersCompleted] = useState(0);
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const [wordsCompleted, setWordsCompleted] = useState(0);
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const [sentencesCompleted, setSentencesCompleted] = useState(0);
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const [paragraphsCompleted, setParagraphsCompleted] = useState(0);
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const gameLoopRef = useRef<number | null>(null);
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const lastFrameTimeRef = useRef<number>(0);
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const lettersRef = useRef<FallingLetter[]>([]);
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@@ -132,6 +137,8 @@ export function useGameStatus(_onGameLoopTick?: (deltaTime: number, letters: Fal
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lastSpawnRef.current = performance.now();
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shipStateRef.current = 'normal';
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shipExplosionTimeRef.current = 0;
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// Apply pending options after death
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applyPendingOptions();
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}, 500); // Match the 500ms explosion animation
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}
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}
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@@ -265,16 +272,19 @@ export function useGameStatus(_onGameLoopTick?: (deltaTime: number, letters: Fal
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}
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}
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// Check if word is complete
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if (charIndex >= fullText.length) {
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// Word complete - explode and clear
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currentLetter.state = 'exploding';
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currentLetter.stateStartTime = performance.now();
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setTimeout(() => {
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lettersRef.current = [];
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lastSpawnRef.current = 0;
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}, 300);
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// Check if word is complete
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if (charIndex >= fullText.length) {
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// Word complete - explode and clear
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currentLetter.state = 'exploding';
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currentLetter.stateStartTime = performance.now();
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trackCompletion(gameModeRef.current);
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setTimeout(() => {
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lettersRef.current = [];
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lastSpawnRef.current = 0;
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// Apply pending options after letter completes
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applyPendingOptions();
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}, 300);
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} else {
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// More characters to type - advance to next character
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currentLetter.charIndex = charIndex;
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@@ -319,6 +329,32 @@ export function useGameStatus(_onGameLoopTick?: (deltaTime: number, letters: Fal
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gameModeRef.current = mode;
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};
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const setPendingOptions = (newOptions: GameOptions) => {
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pendingOptionsRef.current = newOptions;
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};
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const applyPendingOptions = () => {
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if (!pendingOptionsRef.current) return;
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const pending = pendingOptionsRef.current;
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pendingOptionsRef.current = null;
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// Update game mode
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if (pending.gameMode) {
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gameModeRef.current = pending.gameMode;
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}
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// Update speed ref
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if (pending.downwardSpeed !== undefined) {
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downwardSpeedRef.current = pending.downwardSpeed;
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}
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// Update word list ref
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if (pending.wordList !== undefined) {
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wordListRef.current = pending.wordList;
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}
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};
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const addCorrect = () => {
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setScore(prev => prev + 1);
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setCorrect(prev => prev + 1);
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@@ -329,29 +365,62 @@ export function useGameStatus(_onGameLoopTick?: (deltaTime: number, letters: Fal
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setMissed(prev => prev + 1);
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};
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const addDeath = () => {
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setDeaths(prev => prev + 1);
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};
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const addDeath = () => {
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setDeaths(prev => prev + 1);
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};
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return {
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gameStatus,
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setGameStatus,
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startGame,
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quitGame,
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handleTypedLetter,
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shipState: shipStateRef.current, // Return ref value for immediate updates
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shipExplosionTime: shipExplosionTimeRef.current, // Return ref value for immediate updates
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updatePlayerX,
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setGameLoopCallback,
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setGameMode,
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addCorrect,
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addMissed,
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addDeath,
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score,
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correct,
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missed,
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deaths,
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};
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}
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const trackCompletion = (mode: GameMode) => {
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if (mode === 'letters') {
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setLettersCompleted(prev => prev + 1);
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} else if (mode === 'words') {
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setWordsCompleted(prev => prev + 1);
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} else if (mode === 'sentences') {
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setSentencesCompleted(prev => prev + 1);
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} else if (mode === 'paragraphs') {
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setParagraphsCompleted(prev => prev + 1);
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}
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};
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const getCurrentCount = (): number => {
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const mode = gameModeRef.current;
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if (mode === 'letters') {
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return lettersCompleted;
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} else if (mode === 'words') {
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return wordsCompleted;
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} else if (mode === 'sentences') {
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return sentencesCompleted;
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} else if (mode === 'paragraphs') {
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return paragraphsCompleted;
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}
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return 0;
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};
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return {
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gameStatus,
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setGameStatus,
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startGame,
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quitGame,
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handleTypedLetter,
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shipState: shipStateRef.current, // Return ref value for immediate updates
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shipExplosionTime: shipExplosionTimeRef.current, // Return ref value for immediate updates
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updatePlayerX,
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setGameLoopCallback,
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setGameMode,
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setPendingOptions,
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addCorrect,
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addMissed,
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addDeath,
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trackCompletion,
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score,
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correct,
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missed,
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deaths,
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lettersCompleted,
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wordsCompleted,
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sentencesCompleted,
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paragraphsCompleted,
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getCurrentCount,
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};
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}
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export type UseGameStatusType = ReturnType<typeof useGameStatus>;
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@@ -14,14 +14,19 @@ export function useScore(gameStatusManager: any): ScoreManager {
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return () => clearInterval(interval);
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}, [gameStatusManager.gameStatus]);
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return {
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timeValue,
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totalKeystrokes: 0, // TODO: Track keystrokes from keyboard input
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score: gameStatusManager.score,
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correct: gameStatusManager.correct,
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missed: gameStatusManager.missed,
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deaths: gameStatusManager.deaths,
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};
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}
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return {
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timeValue,
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totalKeystrokes: 0, // TODO: Track keystrokes from keyboard input
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score: gameStatusManager.score,
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correct: gameStatusManager.correct,
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missed: gameStatusManager.missed,
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deaths: gameStatusManager.deaths,
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lettersCompleted: gameStatusManager.lettersCompleted,
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wordsCompleted: gameStatusManager.wordsCompleted,
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sentencesCompleted: gameStatusManager.sentencesCompleted,
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paragraphsCompleted: gameStatusManager.paragraphsCompleted,
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currentCount: gameStatusManager.getCurrentCount(),
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};
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}
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export type UseScoreType = ReturnType<typeof useScore>;
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Reference in New Issue
Block a user