docs: comprehensive README with full API reference and examples
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# @vimazing/vim-maze
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[](https://www.npmjs.com/package/@vimazing/vim-maze)
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[](https://www.npmjs.com/package/@vimazing/vim-maze)
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[](https://github.com/vimazing/vim-maze/blob/main/LICENSE)
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Lightweight, typed **React hooks** and utilities for building interactive maze games with VIM-inspired controls.
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Lightweight, typed **React hooks** for building interactive maze games with **VIM-style navigation**.
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Part of the [VIMazing](https://vimazing.com) project - [GitHub](https://github.com/andrepadez/vimazing-vimaze).
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Part of the [VIMazing](https://vimazing.com) project.
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---
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## Contents
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- [Features](#features)
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- [Installation](#installation)
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- [Quick Start](#quick-start)
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- [API Overview](#api-overview)
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- [Unified Architecture](#unified-architecture)
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- [API Reference](#api-reference)
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- [Game States](#game-states)
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- [VIM Controls](#vim-controls)
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- [Scoring System](#scoring-system)
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- [Game Over Conditions](#game-over-conditions)
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- [Configuration](#configuration)
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- [Example App](#example-app)
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- [Documentation](#documentation)
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- [Build & Release](#build--release)
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- [License](#license)
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- [Acknowledgements](#acknowledgements)
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---
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## Features
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- **Unified API** – Single entry point `useGame()` for complete game setup with composition hooks for granular control
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- **Fully Typed** – Comprehensive TypeScript support with organized, module-specific type definitions
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- **VIM-style Navigation** – Full `hjkl` motion support with counts, anchors (`^`, `$`, `g`, `G`), and repeat (`.`)
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- **Modular Hooks** – Independent, reusable hooks: `useBoard`, `useCursor`, `useScore`, `useGameStatus`
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- **Scoring System** – Built-in timer, efficiency tracking, keystroke logging, and optimal path calculation
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- **Platform Integration** – Optional platform hook for analytics, custom bindings, and platform-specific logic
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- **Tree-shakeable Exports** – Import only what you need to keep bundles lean
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- **CSS Included** – Pre-styled maze rendering with optional coordinate display
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- 🎮 **VIM navigation** – Full hjkl movement with counts, anchors, and repeat
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- 🗺️ **Procedural mazes** – Algorithm-generated mazes with guaranteed solvability
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- ⌨️ **Complete VIM motions** – hjkl, counts (5j), anchors (^/$), gg/G, repeat (.)
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- 🎯 **Maze navigation** – Find key, reach exit, with wall collision detection
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- ⏱️ **Time-based gameplay** – Configurable time limits with game-over on timeout
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- 📊 **Simple scoring** – Time + keystrokes with maze size multiplier
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- 🎨 **Tokyo Night theme** – Beautiful dark theme with clear visual feedback
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- 📦 **Full TypeScript** – Complete type safety with generated declarations
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- 🪝 **Composable architecture** – Clean separation: board, cursor, score, game status
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- 🌐 **Platform hooks** – Optional integration for analytics and custom bindings
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---
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## Installation
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Using **npm**:
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```bash
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npm install @vimazing/vim-maze
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```
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Or with **bun**:
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Or with bun:
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```bash
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bun add @vimazing/vim-maze
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@@ -54,184 +58,392 @@ bun add @vimazing/vim-maze
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## Quick Start
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### Minimal Setup
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```tsx
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import { useGame } from "@vimazing/vim-maze";
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import "@vimazing/vim-maze/game.css";
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function MazeGame() {
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const gameManager = useGame({ cols: 32, rows: 24 });
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const { containerRef, gameStatus, startGame } = gameManager;
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export function MazeGame() {
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const gameManager = useGame({
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rows: 24,
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cols: 32,
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timeLimit: 600 // 10 minutes
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});
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const { containerRef, gameStatus, scoreManager, startGame } = gameManager;
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return (
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<div>
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<div ref={containerRef} />
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<h1>VIMazing Maze</h1>
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{gameStatus === 'waiting' && (
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<button onClick={startGame}>Start Game</button>
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<p>Status: {gameStatus}</p>
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</div>
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);
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}
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```
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### With Scoring and Full Features
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```tsx
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import { useGame } from "@vimazing/vim-maze";
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import "@vimazing/vim-maze/game.css";
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function MazeGame() {
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const gameManager = useGame({ cols: 32, rows: 24 });
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const { containerRef, gameStatus, startGame, scoreManager } = gameManager;
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const { timeValue, efficiency, keystrokes, optimalSteps, finalScore } = scoreManager;
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return (
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<div>
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<div ref={containerRef} />
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<button onClick={startGame}>Start</button>
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{(gameStatus === 'started' || gameStatus === 'has-key') && (
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<div>
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<p>Time: {(timeValue / 1000).toFixed(1)}s</p>
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<p>Efficiency: {efficiency}%</p>
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<p>Keystrokes: {keystrokes} / {optimalSteps}</p>
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</div>
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)}
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{gameStatus === 'game-won' && <p>🎉 Final Score: {finalScore}</p>}
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<div ref={containerRef} />
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{gameStatus === 'game-won' && (
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<div>
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<h2>You Won!</h2>
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<p>Score: {scoreManager.finalScore} / 1000</p>
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<p>Time: {Math.floor(scoreManager.timeValue / 1000)}s</p>
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</div>
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)}
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</div>
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);
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}
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```
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> **Note:** You must manually import the CSS file. The package exports styles but does not auto-import them, giving you control over when and how styles are loaded.
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### Default Controls
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| Key | Action |
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| --- | --- |
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| `Space` | Start game / Restart |
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| `h` / `j` / `k` / `l` | Move left / down / up / right |
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| `^` | Move to row start |
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| `$` | Move to row end |
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| `g` | Move to maze top |
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| `G` | Move to maze bottom |
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| `.` | Repeat last motion |
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| `<count><motion>` | Move with count (e.g., `5j` = down 5) |
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| `q` | Quit game |
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> **Note:** You must manually import `game.css` for styling.
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---
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## API Overview
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## API Reference
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### Main Entry Point: `useGame()`
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### `useGame(options, platformHook?)`
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Initialize a complete game with a single call:
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Main orchestrator hook that composes all game functionality.
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```tsx
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const gameManager = useGame(
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{ cols: 32, rows: 24 }, // GameOptions
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platformHook // Optional: function for platform integration
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);
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#### Options
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```typescript
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type GameOptions = {
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rows: number; // Maze height in cells
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cols: number; // Maze width in cells
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timeLimit?: number; // In seconds, default: 600 (10 min)
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};
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```
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**Returns: `GameManager`**
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- `containerRef` – DOM ref for maze rendering
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- `gameStatus` – Current game state
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- `startGame()` / `togglePause()` / `quitGame()` – Game lifecycle
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- `cursor` – Player movement manager
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- `hero` – Player position and interactions
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- `scoreManager` – Scoring metrics
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- `renderer` – Hero rendering manager
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- `keyLog` – Keystroke history
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**Examples:**
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```typescript
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// Small maze
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useGame({ rows: 16, cols: 24 })
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### Core Hooks
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// Large maze with time pressure
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useGame({
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rows: 32,
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cols: 48,
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timeLimit: 300 // 5 minutes
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})
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| Hook | Purpose |
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| --- | --- |
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| `useBoard(cols, rows)` | Generates maze, manages board data, handles DOM rendering |
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| `useCursor(board, gameStatus)` | Input handling, vim motion processing, movement commands |
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| `useScore({ board, hero, gameStatusManager, keyManager })` | Timer, efficiency, keystroke tracking, score calculation |
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| `useGameStatus()` | Game state machine (waiting → started → has-key → game-won) |
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### Utility Functions & Classes
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```ts
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import { MazeGenerator, MazeRenderer } from "@vimazing/vim-maze";
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// Procedural maze generation
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const generator = new MazeGenerator(32, 24);
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generator.placeKey();
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const maze = generator.maze;
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// DOM rendering for mazes
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const renderer = new MazeRenderer(generator.getData(), true);
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renderer.display(containerElement);
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// Custom configuration
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useGame({
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rows: 24,
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cols: 32,
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timeLimit: 480 // 8 minutes
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})
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```
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### Types
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#### Returns: GameManager
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All types are organized by module:
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```typescript
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type GameManager = {
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// DOM Reference
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containerRef: RefObject<HTMLDivElement | null>;
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```ts
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import type {
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GameManager,
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GameStatus,
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GameOptions,
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Coord,
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CursorManager,
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HeroManager,
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ScoreManager,
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BoardManager,
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} from "@vimazing/vim-maze";
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// Rendering
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renderBoard: () => void;
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// Or import directly from module types:
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import type { CursorManager } from "@vimazing/vim-maze/useCursor";
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import type { BoardManager } from "@vimazing/vim-maze/useBoard";
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// Game Status
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gameStatus: GameStatus;
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setGameStatus: (status: GameStatus) => void;
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startGame: () => void;
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togglePause: (pause?: boolean) => void;
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quitGame: () => void;
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// Cursor (Hero)
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cursor: CursorManager;
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hero: HeroManager;
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renderer: HeroRenderManager;
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// Scoring
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scoreManager: ScoreManager;
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// Input Tracking
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keyLog: KeyLogEntry[];
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clearKeyLog: () => void;
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getKeyLog: () => KeyLogEntry[];
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};
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```
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#### CursorManager
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```typescript
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type CursorManager = {
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position: () => Coord; // Current { row, col }
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mode: () => CursorMode; // 'normal' | 'insert'
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move: (dCols: number, dRows: number, count: number) => void;
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moveLeft: (count?: number) => void;
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moveRight: (count?: number) => void;
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moveUp: (count?: number) => void;
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moveDown: (count?: number) => void;
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moveToStart: () => void; // ^ or 0
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moveToEnd: () => void; // $
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moveToTop: () => void; // gg
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moveToBottom: () => void; // G
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repeatLastMotion: () => void; // .
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resetCount: () => void;
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getCount: () => string;
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hasCount: () => boolean;
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hero?: HeroManager;
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};
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```
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#### HeroManager
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```typescript
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type HeroManager = {
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heroPos: Coord | null; // Hero location
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canMoveTo: (coord: Coord) => boolean;
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moveTo: (coord: Coord) => void;
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pickupKey: () => void;
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reachExit: () => void;
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reset: () => void;
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};
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```
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#### ScoreManager
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```typescript
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type ScoreManager = {
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timeValue: number; // Milliseconds elapsed
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startTimer: () => void;
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stopTimer: () => void;
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resetTimer: () => void;
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distToKey: number; // Distance to key
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distToExit: number; // Distance to exit
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keystrokes: number; // Total keys pressed
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finalScore: number | null; // 0-1000, null until game-won
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};
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```
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---
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## Unified Architecture
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## Game States
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The library uses a **composable hook architecture** with modular organization:
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The game follows a strict state machine:
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```
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useGame()
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├─ useBoard() → maze generation & rendering
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├─ useCursor() → vim motions & input handling
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│ ├─ useHero() → player position & interactions
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│ └─ useVimMotions() → vim keybinding processor
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├─ useGameStatus() → game lifecycle state
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└─ useScore() → timing & scoring metrics
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waiting → started → has-key → game-won
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↓
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game-over
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All states → [quit] → waiting
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started/has-key ↔ paused
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```
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### Type Organization
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### State Descriptions
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- **`useBoard/types.ts`** – Coord, MazeCell, MazeData, BoardManager
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- **`useCursor/types.ts`** – CursorManager, HeroManager, CursorMode, VimMotionSystem
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- **`useGameStatus/types.ts`** – GameStatus, GameStatusManager
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- **`useScore/types.ts`** – ScoreManager, TimerManager
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- **`types.ts`** – Re-exports all + useGame-specific types (GameOptions, GameManager, KeyLogEntry)
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| State | Description | Triggers |
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|-------|-------------|----------|
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| `waiting` | Initial state, awaiting start | Default on load |
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| `started` | Game in progress, searching for key | Press Space or call `startGame()` |
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| `has-key` | Key obtained, heading to exit | Hero reaches key cell |
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| `paused` | Game temporarily paused | Press P or call `togglePause()` |
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| `game-over` | Failed to complete in time | Time limit exceeded |
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| `game-won` | Successfully reached exit with key | Hero reaches exit after getting key |
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Each module's `types.ts` keeps types colocated with their logic, making the architecture easy to understand and extend.
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---
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### Platform Integration
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## VIM Controls
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Integrate with your platform using an optional platform hook:
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### Movement
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```tsx
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function platformHook(gameManager: GameManager) {
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| Key | Action | Example |
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|-----|--------|---------|
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| `h` | Move left | `h` moves 1 left |
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| `j` | Move down | `j` moves 1 down |
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| `k` | Move up | `k` moves 1 up |
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| `l` | Move right | `l` moves 1 right |
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| `<count><motion>` | Move with count | `5j` moves 5 down, `10l` moves 10 right |
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| `0` or `^` | Jump to row start | Move to leftmost walkable cell |
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| `$` | Jump to row end | Move to rightmost walkable cell |
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| `gg` | Jump to maze top | Move to topmost walkable row |
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| `G` | Jump to maze bottom | Move to bottommost walkable row |
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| `.` | Repeat last motion | Repeats with same count |
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### Game Control
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||||
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| Key | Action | Notes |
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|-----|--------|-------|
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| `q` | Quit game | Return to waiting state |
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| `p` | Pause/unpause | Toggle pause state |
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| `Space` | Start new game | Only in waiting/game-over state |
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### Movement Rules
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- **Wall collision**: Movement stops at walls, no wrapping
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- **Counted moves**: Multi-step movements (e.g., `5j`) stop at first wall
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- **Key pickup**: Automatic when hero reaches key cell
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- **Exit**: Can only enter after obtaining key
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||||
---
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||||
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||||
## Scoring System
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||||
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||||
### Formula
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||||
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```
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Base Score = 1000 - (time penalty) - (keystroke penalty)
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||||
Size Multiplier = max(1.0, (rows × cols) / 500)
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Final Score = min(1000, max(0, round(Base Score × Size Multiplier)))
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```
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### Penalties
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||||
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||||
**Time Penalty:** `seconds / 10`
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- 10 seconds = -1 point
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- 60 seconds = -6 points
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- 300 seconds = -30 points
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||||
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||||
**Keystroke Penalty:** `keystrokes / 2`
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- 2 keystrokes = -1 point
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- 50 keystrokes = -25 points
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- 200 keystrokes = -100 points
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||||
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### Size Multiplier
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Rewards larger, more complex mazes:
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- Small maze (16×24 = 384 cells): 1.0x multiplier
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- Medium maze (24×32 = 768 cells): 1.54x multiplier
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- Large maze (32×48 = 1536 cells): 3.07x multiplier
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||||
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||||
### Example Scores
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||||
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||||
**Small Maze (16×24):**
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||||
```
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||||
60 seconds, 80 keys:
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||||
= 1000 - 6 - 40 = 954 × 1.0 = 954 / 1000
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||||
```
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||||
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||||
**Medium Maze (24×32):**
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||||
```
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||||
120 seconds, 150 keys:
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||||
= 1000 - 12 - 75 = 913 × 1.54 = 1000 / 1000 (capped)
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||||
```
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||||
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||||
**Large Maze (32×48):**
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||||
```
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||||
180 seconds, 200 keys:
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||||
= 1000 - 18 - 100 = 882 × 3.07 = 1000 / 1000 (capped)
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||||
```
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||||
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||||
---
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||||
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||||
## Game Over Conditions
|
||||
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||||
### Time Limit
|
||||
|
||||
- **Default:** 600 seconds (10 minutes)
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||||
- **Configurable:** Set via `GameOptions.timeLimit`
|
||||
- **Trigger:** When `timeValue >= timeLimit × 1000`
|
||||
- **States:** Checked during `started` and `has-key` states
|
||||
|
||||
### No Other Limits
|
||||
|
||||
Unlike vim-sudoku, vim-maze has no hint system or additional penalties. The only way to lose is running out of time.
|
||||
|
||||
---
|
||||
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||||
## Configuration
|
||||
|
||||
### Recommended Configurations
|
||||
|
||||
**Beginner:**
|
||||
```typescript
|
||||
useGame({
|
||||
rows: 12,
|
||||
cols: 16,
|
||||
timeLimit: 900 // 15 minutes
|
||||
})
|
||||
```
|
||||
|
||||
**Standard Small:**
|
||||
```typescript
|
||||
useGame({
|
||||
rows: 16,
|
||||
cols: 24,
|
||||
timeLimit: 600 // 10 minutes
|
||||
})
|
||||
```
|
||||
|
||||
**Standard Medium:**
|
||||
```typescript
|
||||
useGame({
|
||||
rows: 24,
|
||||
cols: 32,
|
||||
timeLimit: 600 // 10 minutes
|
||||
})
|
||||
```
|
||||
|
||||
**Standard Large:**
|
||||
```typescript
|
||||
useGame({
|
||||
rows: 32,
|
||||
cols: 48,
|
||||
timeLimit: 600 // 10 minutes
|
||||
})
|
||||
```
|
||||
|
||||
**Speed Challenge:**
|
||||
```typescript
|
||||
useGame({
|
||||
rows: 24,
|
||||
cols: 32,
|
||||
timeLimit: 300 // 5 minutes
|
||||
})
|
||||
```
|
||||
|
||||
**Marathon:**
|
||||
```typescript
|
||||
useGame({
|
||||
rows: 48,
|
||||
cols: 64,
|
||||
timeLimit: 1200 // 20 minutes
|
||||
})
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Example App
|
||||
|
||||
A demo application lives under `example/` and consumes the package directly.
|
||||
|
||||
```bash
|
||||
cd example
|
||||
npm install
|
||||
npm run dev
|
||||
```
|
||||
|
||||
The example shows:
|
||||
- Maze size configuration
|
||||
- Live scoreboard (Time, Keystrokes, Distances)
|
||||
- Game status messages
|
||||
- Final score display on win
|
||||
- All vim controls working
|
||||
|
||||
---
|
||||
|
||||
## Platform Hook
|
||||
|
||||
Optional callback for platform integration:
|
||||
|
||||
```typescript
|
||||
function myPlatformHook(gameManager: GameManager) {
|
||||
// Track analytics
|
||||
console.log('Game initialized');
|
||||
console.log('Maze initialized:', gameManager.hero.heroPos);
|
||||
|
||||
// Add custom key handlers
|
||||
window.addEventListener('keydown', (e) => {
|
||||
if (e.key === 'p') gameManager.togglePause();
|
||||
if (e.key === 'F1') {
|
||||
console.log('Help requested');
|
||||
}
|
||||
});
|
||||
|
||||
// Monitor game state
|
||||
// Monitor game events
|
||||
const interval = setInterval(() => {
|
||||
if (gameManager.gameStatus === 'has-key') {
|
||||
console.log('Key obtained!');
|
||||
}
|
||||
if (gameManager.gameStatus === 'game-won') {
|
||||
console.log('Victory!', gameManager.scoreManager.finalScore);
|
||||
clearInterval(interval);
|
||||
@@ -239,56 +451,23 @@ function platformHook(gameManager: GameManager) {
|
||||
}, 100);
|
||||
}
|
||||
|
||||
const gameManager = useGame({ cols: 32, rows: 24 }, platformHook);
|
||||
const gameManager = useGame(
|
||||
{ rows: 24, cols: 32 },
|
||||
myPlatformHook
|
||||
);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Example App
|
||||
## Maze Generation
|
||||
|
||||
A complete demo application lives under `example/` showcasing the full API:
|
||||
Mazes are procedurally generated using a depth-first search algorithm with guaranteed solvability:
|
||||
|
||||
```bash
|
||||
cd example
|
||||
bun install
|
||||
bun run dev
|
||||
```
|
||||
|
||||
Open `http://localhost:5173` to play the game with scoring, efficiency tracking, and status display.
|
||||
|
||||
During local development, the Vite config aliases `@vimazing/vim-maze` to source files for hot reloading. When publishing, run the build first so TypeScript declarations are generated.
|
||||
|
||||
---
|
||||
|
||||
## Documentation
|
||||
|
||||
For comprehensive documentation of all hooks, types, and patterns, see **[UNIFIED_API.md](./UNIFIED_API.md)**.
|
||||
|
||||
Key sections:
|
||||
- Architecture Overview & Core Composition
|
||||
- Complete Type System Reference
|
||||
- Detailed Hook Documentation
|
||||
- Implementation Patterns & Examples
|
||||
- Integration Guide for New Games
|
||||
|
||||
---
|
||||
|
||||
## Build & Release
|
||||
|
||||
Build the distributable bundle and type declarations:
|
||||
|
||||
```bash
|
||||
bun run build
|
||||
```
|
||||
|
||||
This writes JavaScript, type definitions, and styles to `dist/`. The `prepublishOnly` hook runs this automatically before publishing.
|
||||
|
||||
To publish a new version:
|
||||
|
||||
```bash
|
||||
npm version patch # or minor / major
|
||||
npm publish
|
||||
```
|
||||
- **Entrance:** Always top-left area
|
||||
- **Key:** Placed in maze requiring navigation
|
||||
- **Exit:** Always bottom-right area
|
||||
- **Paths:** Guaranteed path from entrance → key → exit
|
||||
- **Walls:** Procedurally generated with no isolated areas
|
||||
|
||||
---
|
||||
|
||||
|
||||
Reference in New Issue
Block a user