working on unified API and major refactoring

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2025-10-19 01:48:20 +01:00
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# Development Guidelines & Agent Instructions
## Documentation Management
### Automatic Documentation Updates
- **UNIFIED_API.md**: Automatically update after any implementation changes
- **Track**: Implementation status, API changes, new types, completed features
- **No prompting required**: Keep docs in sync with codebase proactively
## Code Conventions
### File Structure & Organization
```
src/
├── useBoard/ # Board/level management
│ ├── index.ts # Public exports
│ ├── useBoard.ts # Main hook implementation
│ ├── MazeGenerator.ts
│ └── MazeRenderer.ts
├── useCursor/ # Player/actor management
│ ├── index.ts # Public exports
│ └── useCursor.ts # Main hook implementation
├── types.ts # All shared TypeScript types
├── useGame.ts # Main orchestrator hook
└── index.ts # Main package exports
```
### TypeScript Patterns
- **Type-first approach**: Define types before implementation
- **Explicit imports**: Always import types with `import type`
- **Shared types**: Keep all types in `types.ts` for consistency
- **Return type annotations**: Use `ReturnType<typeof hookName>` for hook return types
### Hook Structure
```tsx
// Standard hook pattern
export function useHookName(param: Type): ReturnType {
// 1. Refs for persistent state
const ref = useRef<Type>(initialValue);
// 2. State for reactive values
const [state, setState] = useState<Type>(initialValue);
// 3. Internal functions (private)
function internalFunction() {
// Implementation
}
// 4. Public API functions
function publicMethod() {
// Implementation
}
// 5. Return object with explicit interface
return {
// Public API only
};
}
// Export type for consumers
export type HookManager = ReturnType<typeof useHookName>;
```
### Naming Conventions
- **Hooks**: `use[FeatureName]` (e.g., `useBoard`, `useCursor`, `useGame`)
- **Types**: `PascalCase` with descriptive names (e.g., `GameManager`, `BoardManager`)
- **Functions**: `camelCase` with clear verbs (e.g., `renderBoard`, `movePlayer`)
- **Refs**: `[concept]Ref` pattern (e.g., `containerRef`, `mazeRef`)
- **Constants**: `UPPER_SNAKE_CASE`
### Import Organization
```tsx
// 1. React imports
import { useRef, useState } from 'react';
import type { RefObject } from 'react';
// 2. Internal type imports
import type { Cursor, BoardManager } from '../types';
// 3. Internal implementation imports
import { MazeGenerator } from './MazeGenerator';
import { MazeRenderer } from './MazeRenderer';
```
### Code Style
- **No comments**: Avoid adding comments unless explicitly requested
- **Minimal whitespace**: Clean, concise formatting
- **Explicit returns**: Always return objects from hooks
- **Destructuring**: Use object destructuring for parameters and returns
- **Arrow functions**: Prefer arrow functions for consistency
### Error Handling
- **Early returns**: Guard clauses at function start
- **Null checks**: Always validate refs and state before use
- **Graceful failures**: Return early if conditions aren't met
## Architecture Principles
### Unified API Design
- **Single entry point**: `useGame(options?, platformHook?)` for all games
- **Composable hooks**: Three core hooks (`useBoard`, `useCursor`, `useGame`)
- **Platform agnostic**: Games work across platforms without modification
- **Type safety**: Full TypeScript support throughout
### Hook Composition Pattern
```tsx
// Standard composition in useGame
export function useGame(options: GameOptions, platformHook?: unknown): GameManager {
const boardManager = useBoard(cols, rows);
const cursor = useCursor(boardManager);
// Orchestrate and return unified interface
return {
// Expose necessary functionality
};
}
```
### Platform Integration
- **Platform hook pattern**: Optional function parameter for platform-specific logic
- **Non-intrusive**: Core game logic works without platform integration
- **Extensible**: Platform can add analytics, custom bindings, etc.
## Development Workflow
### Implementation Order
1. **Types first**: Define interfaces in `types.ts`
2. **Core hooks**: Implement `useBoard`, `useCursor`
3. **Orchestrator**: Implement `useGame`
4. **Integration**: Add platform hook support
5. **Features**: Add advanced features (scoring, animations, etc.)
### Testing & Validation
- **Type checking**: Run TypeScript compiler after changes
- **Build verification**: Ensure build process works
- **Example testing**: Test with example application
### File Management
- **Prefer editing**: Modify existing files over creating new ones
- **Never create docs**: Don't create README files unless explicitly requested
- **Consistent exports**: Use `index.ts` files for clean public APIs
## Agent Behavior Rules
### Proactive Documentation
- Update `UNIFIED_API.md` after every meaningful change
- Track implementation status changes
- Document new types and interfaces
- Note API modifications and architectural decisions
### Code Generation
- Follow existing patterns exactly
- Mimic code style from surrounding files
- Use established naming conventions
- Maintain type safety throughout
### Communication
- **Concise responses**: Keep explanations brief and direct
- **Focus on code**: Prioritize implementation over explanation
- **No elaboration**: Avoid unnecessary preamble or summary
- **Direct answers**: Respond to specific requests without extra context
### Quality Assurance
- **Type safety first**: Ensure all TypeScript types are correct
- **Import consistency**: Follow established import patterns
- **Code style matching**: Mirror existing code style exactly
- **Error prevention**: Write defensive code with proper validation
## Forbidden Patterns
### Do NOT
- Add comments to code (unless requested)
- Create documentation files (except UNIFIED_API.md updates)
- Use generic variable names (`data`, `item`, etc.)
- Mix import styles (some type imports, some runtime)
- Break existing patterns without reason
- Write overly complex implementations
- Add unnecessary features
### Always DO
- Follow existing code patterns exactly
- Use descriptive, meaningful names
- Maintain type safety
- Keep implementations simple and focused
- Update documentation proactively
- Test builds after changes
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# Unified API Design
## Overview
The VIMazing game engine provides a uniform external API for building grid-based games. The architecture is designed around three core hooks that can be composed to create various game types (maze, puzzle, strategy, etc.).
## Core Philosophy
**Single Entry Point**: Platforms consume games by calling `useGame(gameOptions?, platformHook?)` and receive everything needed to run the game.
**Composable Architecture**: Three fundamental hooks that work together:
- `useBoard` - Manages the game board/level/field
- `useCursor` - Manages player/actor/selector movement
- `useGame` - Orchestrates everything together
## Primary API
### `useGame(gameOptions?, platformHook?)`
The main entry point for consuming any game.
```tsx
const gameManager = useGame(gameOptions?, platformHook?)
```
**Parameters:**
- `gameOptions?: GameOptions` - Game-specific configuration
- `platformHook?: (gameManager: GameManager) => void` - Platform-specific integration
**Returns:** `GameManager` - Complete game management interface
## Core Types
### `GameOptions`
```tsx
type GameOptions = {
rows: number;
cols: number;
};
```
### `GameManager`
```tsx
type GameManager = {
containerRef: RefObject<HTMLDivElement | null>;
gameStatus: GameStatus;
renderBoard: () => void;
startGame: () => void;
togglePause: (pause?: boolean) => void;
quitGame: () => void;
cursor: Cursor;
keyManager: GameKeyManager;
};
```
### `GameStatus`
```tsx
type GameStatus = 'waiting' | 'started' | 'hasKey' | 'paused' | 'game-over' | 'game-won'
```
### `Cursor`
```tsx
type Cursor = {
position: () => Coord;
mode: () => CursorMode;
move: (dCols: number, dRows: number, count: number) => void;
moveLeft: (count?: number) => void;
moveRight: (count?: number) => void;
moveUp: (count?: number) => void;
moveDown: (count?: number) => void;
}
```
### `CursorMode`
```tsx
type CursorMode = 'normal' | 'insert' | 'replace' | 'visual' | 'visual-line';
```
### `Coord`
```tsx
type Coord = { row: number, col: number };
```
### `GameStatusManager`
```tsx
type GameStatusManager = {
gameStatus: GameStatus;
setGameStatus: (status: GameStatus) => void;
startGame: () => void;
togglePause: (pause?: boolean) => void;
quitGame: () => void;
};
```
### `GameKeyManager`
```tsx
type GameKeyManager = {
keyLog: KeyLogEntry[];
clearLog: () => void;
getLog: () => KeyLogEntry[];
};
```
### `CursorBindingContext`
```tsx
type CursorBindingContext = {
moveLeft: (count?: number) => void;
moveRight: (count?: number) => void;
moveUp: (count?: number) => void;
moveDown: (count?: number) => void;
moveToStart: () => void;
moveToEnd: () => void;
moveToTop: () => void;
moveToBottom: () => void;
repeatLastMotion: () => void;
resetCount: () => void;
getCount: () => string;
setCount: (digit: string) => void;
setLastKey: (key: string) => void;
getLastKey: () => string;
};
```
### `UseKeyBindingsParams`
```tsx
type UseKeyBindingsParams = {
cursor: CursorBindingContext;
gameStatus: GameStatus;
};
```
## Core Hooks Architecture
### `useBoard(cols, rows) -> BoardManager`
Manages the game board/level structure.
**Returns:**
- `containerRef` - DOM container reference
- `mazeRef` - Board data reference
- `mazeInstanceRef` - Board generator instance
- `rendererRef` - Renderer instance
- `renderBoard()` - Initialize/render the board
### `useCursor(board: BoardManager) -> Cursor`
Manages player/actor movement and state.
**Returns:**
- Position tracking
- Mode management
- Movement methods (with count support)
- Directional movement helpers
### `useKeyBindings({ cursor, gameStatus }) -> GameKeyManager`
Handles keyboard input and maps keys to cursor actions.
**Parameters:**
- `cursor` - Cursor binding context with movement methods
- `gameStatus` - Current game status for state checking
**Returns:**
- `keyLog` - Array of key press entries with timestamps
- `clearLog()` - Clear the key log
- `getLog()` - Get current key log
### `useGameStatus() -> GameStatusManager`
Manages game state and lifecycle.
**Returns:**
- `gameStatus` - Current game state
- `setGameStatus` - State setter
- `startGame()` - Start the game
- `togglePause(pause?)` - Toggle or set pause state
- `quitGame()` - Quit/reset the game
### `useGame(options: GameOptions, platformHook?) -> GameManager`
Orchestrates board, cursor, and game status, provides game lifecycle management.
**Returns:**
- Complete game management interface
- Game state control
- Platform integration point
## Platform Integration
### Platform Hook Pattern
```tsx
const platformHook = (gameManager: GameManager) => {
// Platform-specific logic
// - Custom key bindings
// - Analytics tracking
// - Save/load functionality
// - Platform UI integration
};
const gameManager = useGame(gameOptions, platformHook);
```
## Game Implementation Pattern
### For New Game Types
1. **Extend `GameOptions`** with game-specific configuration
2. **Extend `GameStatus`** with game-specific states
3. **Implement game logic** in core hooks
4. **Maintain same external API** - `useGame(options, platformHook)`
### Example: Maze Game
```tsx
// Platform consumes the game
const mazeGame = useGame({ rows: 20, cols: 16 }, platformHook);
// Everything needed is provided
return (
<div ref={mazeGame.containerRef}>
{/* Game renders here */}
<button onClick={mazeGame.startGame}>Start</button>
<div>Status: {mazeGame.gameStatus}</div>
</div>
);
```
## Design Principles
### 1. **Uniform Interface**
All games expose the same `GameManager` interface regardless of internal complexity.
### 2. **Composable Architecture**
Core hooks can be mixed and matched for different game types.
### 3. **Platform Agnostic**
Games work across different platforms without modification.
### 4. **Type Safety**
Full TypeScript support with generated declarations.
### 5. **Tree-Shakeable**
Only used functionality is included in the final bundle.
## Migration Path
### From Old Architecture
- **Old**: Multiple specialized managers (`useMaze`, `usePlayer`, `useScore`, etc.)
- **New**: Three core hooks with unified interfaces
### Benefits
- **Simpler consumption**: Single `useGame` call
- **Consistent API**: Same pattern across all games
- **Better maintainability**: Clear separation of concerns
- **Platform flexibility**: Easy integration points
## Future Extensibility
The unified API is designed to accommodate:
- Different game types (puzzles, strategy, arcade)
- Various input methods (touch, gamepad, voice)
- Multiple rendering backends (Canvas, WebGL, DOM)
- Cross-platform features (save states, leaderboards, multiplayer)
## Implementation Status
- ✅ **Type definitions** - Complete
- ✅ **Core architecture** - Defined
- ✅ **useGameStatus implementation** - Complete
- ✅ **useKeyBindings implementation** - Complete
- ✅ **useCursor implementation** - Complete
- 🔄 **useBoard implementation** - In progress
- 🔄 **useGame implementation** - In progress
- ⏳ **Platform integration** - Pending
- ⏳ **Advanced features** - Pending (scoring, animations, etc.)
## Usage Examples
### Basic Game Integration
```tsx
import { useGame } from "@vimazing/vim-maze";
function App() {
const gameManager = useGame({ cols: 32, rows: 24 });
const { containerRef, gameStatus, keyManager } = gameManager;
return (
<div className="relative mx-auto my-4 w-fit">
<div ref={containerRef} className="relative" />
</div>
);
}
```
### Platform Integration Pattern
```tsx
import { useGame } from "@vimazing/vim-maze";
import { useKeyBindings } from "./useKeyBindings";
function App() {
const gameManager = useGame({ cols: 32, rows: 24 }, useKeyBindings);
const { containerRef, gameStatus, cursor, keyManager } = gameManager;
return (
<div className="relative mx-auto my-4 w-fit">
<div ref={containerRef} className="relative" />
</div>
);
}
```
### Platform Hook Implementation
```tsx
export const useKeyBindings = (gameManager: GameManager) => {
const { gameStatus, startGame, quitGame, cursor } = gameManager;
useEffect(() => {
const handler = (e: KeyboardEvent) => {
// Start game with 'i'
if (e.key === "i" || e.key === "I") {
if (["waiting", "game-over", "game-won"].includes(gameStatus)) {
startGame();
return;
}
}
// Movement keys
if (gameStatus === "started") {
switch (e.key) {
case "h": cursor.moveLeft(); break;
case "j": cursor.moveDown(); break;
case "k": cursor.moveUp(); break;
case "l": cursor.moveRight(); break;
}
}
// Quit with 'q'
if (e.key === "q" || e.key === "Q") {
quitGame();
}
};
window.addEventListener("keydown", handler);
return () => window.removeEventListener("keydown", handler);
}, [gameStatus, startGame, quitGame, cursor]);
};
```
### Internal Key Bindings Integration
```tsx
// Inside useGame - simplified integration
const keyManager = useKeyBindings({ cursor, gameStatus });
const gameManager = {
containerRef,
gameStatus,
renderBoard,
startGame,
togglePause,
quitGame,
cursor,
keyManager,
};
```
### Responsive Game Sizing
```tsx
function App() {
const isMobile = useIsMobile();
const cols = isMobile ? 12 : 32;
const rows = isMobile ? 8 : 24;
const gameManager = useGame({ cols, rows }, useKeyBindings);
const { containerRef, keyManager } = gameManager;
return (
<div className="relative mx-auto my-4 w-fit">
<div ref={containerRef} className="relative" />
</div>
);
}
```
## Platform Integration Examples
### Key Binding Platform Hook
Platforms can provide custom key bindings by passing a platform hook:
```tsx
const platformHook = (gameManager: GameManager) => {
// Custom VIM-style bindings
const { gameStatus, cursor, startGame, quitGame } = gameManager;
// Implementation details...
};
const gameManager = useGame(gameOptions, platformHook);
```
### Analytics Platform Hook
```tsx
const analyticsHook = (gameManager: GameManager) => {
const { gameStatus } = gameManager;
useEffect(() => {
analytics.track('game_status_change', { status: gameStatus });
}, [gameStatus]);
};
```
### Save/Load Platform Hook
```tsx
const saveLoadHook = (gameManager: GameManager) => {
const { cursor, gameStatus } = gameManager;
const saveGame = () => {
localStorage.setItem('gameState', JSON.stringify({
position: cursor.position(),
status: gameStatus
}));
};
// Auto-save on status changes
useEffect(() => {
saveGame();
}, [gameStatus]);
};
```
## Expected Platform Hook Interface
Platform hooks receive the complete `GameManager` interface:
```tsx
type GameManager = {
containerRef: RefObject<HTMLDivElement | null>;
gameStatus: GameStatus;
renderBoard: () => void;
startGame: () => void;
togglePause: (pause?: boolean) => void;
quitGame: () => void;
cursor: Cursor;
};
```
This allows platforms to:
- Add custom input handling
- Implement analytics tracking
- Add save/load functionality
- Integrate with platform-specific UI
- Extend game behavior without modifying core logic
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@@ -2,7 +2,8 @@ import { useEffect } from "react";
import type { UseGameType } from "@vimazing/vim-maze";
export const useKeyBindings = (gameManager: UseGameType) => {
const { gameStatus, initGame, stopGame, clearLog, resetCount } = gameManager;
const { gameStatus, startGame, stopGame, clearLog } = gameManager;
console.log('gameStatus', gameStatus);
useEffect(() => {
const handler = (e: KeyboardEvent) => {
@@ -10,12 +11,11 @@ export const useKeyBindings = (gameManager: UseGameType) => {
if (e.key === "i" || e.key === "I") {
if (["waiting", "game-over", "game-won"].includes(gameStatus)) {
clearLog();
resetCount();
if (gameStatus === "game-over" || gameStatus === "game-won") {
stopGame();
setTimeout(() => initGame(true), 0);
setTimeout(() => startGame(), 0);
} else {
initGame(true);
startGame();
}
return;
}
@@ -27,20 +27,18 @@ export const useKeyBindings = (gameManager: UseGameType) => {
// cancel count or stop game
if (e.key === "Escape") {
stopGame();
resetCount();
return;
}
// quit
if (e.key === "q" || e.key === "Q") {
stopGame();
resetCount();
return;
}
};
window.addEventListener("keydown", handler);
return () => window.removeEventListener("keydown", handler);
}, [gameStatus, initGame, stopGame, clearLog, resetCount]);
}, [gameStatus]);
};
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/* =========================================================
🔧 Controls (tweak these)
========================================================= */
:root {
--maze-cell-size: 24px;
--maze-number-font-size: 14px;
}
/* =========================================================
Container & Maze Base
========================================================= */
#maze_container {
position: relative;
margin: 1em auto;
width: fit-content;
}
#maze {
position: relative;
background-color: var(--card, #1e2030);
background-image:
radial-gradient(circle at 0% 0%, transparent 50%, color-mix(in srgb, var(--primary, #82aaff) 3%, transparent) 50%),
radial-gradient(circle at center, color-mix(in srgb, var(--primary, #82aaff) 3%, transparent) 50%, transparent 50%),
radial-gradient(circle at 100% 100%, transparent 50%, color-mix(in srgb, var(--primary, #82aaff) 3%, transparent) 50%),
radial-gradient(circle at 0% 100%, transparent 50%, color-mix(in srgb, var(--primary, #82aaff) 3%, transparent) 50%),
radial-gradient(circle at 100% 0%, transparent 50%, color-mix(in srgb, var(--primary, #82aaff) 3%, transparent) 50%);
background-size: 8em 8em;
border-radius: 0.5rem;
box-shadow: 0 0 10px rgba(27, 29, 43, 0.6), inset 0 0 6px color-mix(in srgb, var(--primary, #82aaff) 5%, transparent);
}
/* =========================================================
Layout primitives
========================================================= */
#maze .maze-row,
#maze .number-strip {
display: flex; /* rows of equal-width cells */
}
/* Every grid box (maze cells + number cells) shares the same size */
#maze .maze-row > div,
#maze .number {
width: var(--maze-cell-size);
height: var(--maze-cell-size);
display: flex;
align-items: center;
justify-content: center;
}
/* Number cells (rows/cols) */
#maze .number {
color: var(--muted-foreground, #828bb8);
font-weight: 600;
font-family: "Fira Code", monospace;
font-size: var(--maze-number-font-size);
line-height: 1;
opacity: 0.85;
user-select: none;
}
#maze .number.corner { /* top-left/top-right/bottom corners */
width: var(--maze-cell-size);
}
/* Relative highlight (your tweak) */
#maze.is-relative .number.is-active {
background: var(--accent, #ffc777);
border-radius: 2px;
font-size: 1.5rem;
color: var(--accent-foreground, #1b1d2b);
}
/* =========================================================
Maze cells visuals (⚠️ scoped to real cells only)
========================================================= */
/* Base cell box */
#maze .maze-row > div[data-r][data-c] {
position: relative;
transition: background-color 0.2s ease;
}
/* 🟢 Corridors (non-wall/door/sentinel) */
#maze .maze-row > div[data-r][data-c]:not(.wall):not(.door):not(.sentinel) {
background-color: var(--muted, #2f334d);
background-image:
linear-gradient(135deg, color-mix(in srgb, var(--primary, #82aaff) 8%, transparent) 25%, transparent 25%),
linear-gradient(225deg, color-mix(in srgb, var(--primary, #82aaff) 6%, transparent) 25%, transparent 25%),
linear-gradient(45deg, color-mix(in srgb, var(--primary, #82aaff) 4%, transparent) 25%, transparent 25%),
linear-gradient(315deg, color-mix(in srgb, var(--primary, #82aaff) 3%, transparent) 25%, transparent 25%);
background-size: var(--maze-cell-size) var(--maze-cell-size);
box-shadow: inset 0 0 3px rgba(27,29,43,0.4);
}
/* 🧱 Walls and exits */
#maze .maze-row > div[data-r][data-c].wall,
#maze .maze-row > div[data-r][data-c].nubbin.wall,
#maze .maze-row > div[data-r][data-c].door.exit {
background-color: var(--background, #222436);
background-image:
linear-gradient(45deg, rgba(27,29,43,0.5) 45%, transparent 55%),
linear-gradient(to bottom, rgba(27,29,43,0.4) 45%, transparent 55%);
background-size: calc(var(--maze-cell-size) * 0.5) calc(var(--maze-cell-size) * 0.5);
box-shadow: inset 0 0 3px rgba(27,29,43,0.6);
}
/* 🔒 Door (exit) — FIXED BACKGROUND */
#maze .maze-row > div[data-r][data-c].door.exit {
background: radial-gradient(circle at center, var(--chart-4, #4fd6be) 10%, var(--card, #1e2030) 90%) !important;
box-shadow:
0 0 6px color-mix(in srgb, var(--chart-4, #4fd6be) 50%, transparent),
inset 0 0 4px color-mix(in srgb, var(--chart-4, #4fd6be) 30%, transparent);
border-radius: 3px;
z-index: 2;
}
#maze .maze-row > div[data-r][data-c].door.exit::after {
content: "\1F6AA";
color: var(--chart-4, #4fd6be);
text-shadow: 0 0 6px color-mix(in srgb, var(--chart-4, #4fd6be) 60%, transparent);
position: absolute;
top: -4px;
left: -2px;
z-index: 3;
}
/* 💎 Decorations (nubbins) */
#maze .maze-row > div[data-r][data-c]::after {
position: absolute;
left: -3px;
top: -4px;
text-align: center;
text-shadow: 0 0 3px rgba(0,0,0,0.6);
font-size: calc(var(--maze-cell-size) * 0.75); /* scale with cell */
z-index: 10;
}
#maze .maze-row > div[data-r][data-c].nubbin::after { content: "\1F33C"; }
#maze .maze-row > div[data-r][data-c].nubbin:nth-of-type(3n)::after { content: "\1F344"; }
#maze .maze-row > div[data-r][data-c].nubbin:nth-of-type(5n)::after { content: "\1F33B"; }
#maze .maze-row > div[data-r][data-c].nubbin:nth-of-type(7n)::after { content: "\1F48E"; }
#maze .maze-row > div[data-r][data-c].nubbin.wall::after { content: ""; }
/* 🧍 Hero */
#maze .maze-row > div[data-r][data-c].hero {
background-color: var(--primary, #82aaff);
border-radius: 50%;
box-shadow: 0 0 8px color-mix(in srgb, var(--primary, #82aaff) 70%, transparent);
}
#maze.face-right .maze-row > div[data-r][data-c].hero::after { transform: scale(-1, 1); }
#maze .maze-row > div[data-r][data-c].hero::after { content: "\1F6B6" !important; }
/* 🐍 Sentinels */
#maze .maze-row > div[data-r][data-c].sentinel.wall { background: transparent; }
#maze .maze-row > div[data-r][data-c].sentinel.wall::after {
content: "\1F40A";
color: var(--muted-foreground, #828bb8);
}
#maze .maze-row > div[data-r][data-c].sentinel.wall:nth-of-type(3n)::after { content: "\1F40D"; }
/* 🗝️ Key */
#maze .maze-row > div[data-r][data-c].key::after {
content: "\1F511";
color: var(--accent, #ffc777);
text-shadow: 0 0 6px color-mix(in srgb, var(--accent, #ffc777) 80%, transparent);
}
/* =========================================================
Score / message bar (unchanged)
========================================================= */
#maze_output {
display: flex;
margin: 0.5em auto;
}
#maze_score,
#maze_message {
font-family: "Fira Code", monospace;
font-weight: 600;
font-size: 1em;
color: var(--foreground, #c8d3f5);
}
#maze_score {
flex: 1;
text-align: left;
}
#maze_score::before {
content: "Score: ";
color: var(--muted-foreground, #828bb8);
}
#maze_score.has-key::after {
content: "\00a0\1F511";
color: var(--accent, #ffc777);
}
#maze_message {
flex: 3;
text-align: right;
}
/* Subtle step trail effect for counted moves */
#maze .maze-row > div[data-r][data-c].trail {
box-shadow:
inset 0 0 6px color-mix(in srgb, var(--primary, #82aaff) 60%, transparent),
0 0 6px color-mix(in srgb, var(--primary, #82aaff) 35%, transparent);
animation: maze-trail-fade 16ms ease-out;
}
/* ===== Invalid move "red mist" around hero ===== */
#maze .maze-row > div[data-r][data-c].invalid-move {
animation: maze-invalid-pulse 180ms ease-out;
box-shadow:
0 0 12px color-mix(in srgb, var(--destructive, #c53b53) 85%, transparent),
0 0 24px color-mix(in srgb, var(--destructive, #c53b53) 45%, transparent);
}
@keyframes maze-invalid-pulse {
0% {
transform: scale(1.02);
box-shadow:
0 0 16px color-mix(in srgb, var(--destructive, #c53b53) 95%, transparent),
0 0 28px color-mix(in srgb, var(--destructive, #c53b53) 55%, transparent);
}
100% {
transform: none;
box-shadow: none;
}
}
@keyframes maze-trail-fade {
from { background-color: color-mix(in srgb, var(--primary, #82aaff) 25%, transparent); }
to { background-color: transparent; }
}
+2
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@@ -1,2 +1,4 @@
export * from './types';
export * from './useGame';
export * from './useGameStatus';
export * from './useKeyBindings';
+48 -12
View File
@@ -1,11 +1,12 @@
import type { RefObject } from 'react';
import { MazeRenderer, MazeGenerator } from "./useBoard";
export * from './useGame';
export * from './useBoard';
export * from './useCursor';
export type GameStatus = 'waiting' | 'started' | 'hasKey' | 'paused' | 'game-over' | 'game-won'
export type GameManager = { //return type of useGame
export type GameManager = {
containerRef: RefObject<HTMLDivElement | null>;
gameStatus: GameStatus;
renderBoard: () => void;
@@ -14,21 +15,18 @@ export type GameManager = { //return type of useGame
quitGame: () => void;
cursor: Cursor;
keyManager: GameKeyManager;
};
export type Cursor = { //return type of useCursor (currently useHero)
position: () => Coord;
mode: () => CursorMode;
move: (dCols: number, dRows: number, count: number) => void;
moveLeft: (count?: number) => void;
moveRight: (count?: number) => void;
moveUp: (count?: number) => void;
moveDown: (count?: number) => void;
export type BoardManager = {
containerRef: RefObject<HTMLDivElement | null>
mazeRef: RefObject<MazeCell[][]>
mazeInstanceRef: RefObject<MazeGenerator | null>
rendererRef: RefObject<MazeRenderer | null>
renderBoard: () => void
}
export type CursorMode = 'normal' | 'insert' | 'replace' | 'visual' | 'visual-line';
export type PositionTag = "entrance" | "exit" | "key" | "hero";
@@ -52,3 +50,41 @@ export type GameOptions = {
rows: number;
cols: number;
};
export type KeyLogEntry = { key: string; timestamp: number };
export type GameKeyManager = {
keyLog: KeyLogEntry[];
clearLog: () => void;
getLog: () => KeyLogEntry[];
};
export type GameStatusManager = {
gameStatus: GameStatus;
setGameStatus: (status: GameStatus) => void;
startGame: () => void;
togglePause: (pause?: boolean) => void;
quitGame: () => void;
};
//Cursor Stuff
export type CursorMode = 'normal' | 'insert' | 'replace' | 'visual' | 'visual-line';
export type Cursor = { //return type of useCursor (currently useHero)
position: () => Coord;
mode: () => CursorMode;
move: (dCols: number, dRows: number, count: number) => void;
moveLeft: (count?: number) => void;
moveRight: (count?: number) => void;
moveUp: (count?: number) => void;
moveDown: (count?: number) => void;
moveToStart: () => void;
moveToEnd: () => void;
moveToTop: () => void;
moveToBottom: () => void;
repeatLastMotion: () => void;
resetCount: () => void;
getCount: () => string;
setCount: (digit: string) => void;
setLastKey: (key: string) => void;
getLastKey: () => string;
}
+2
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@@ -1 +1,3 @@
export * from './useBoard';
export * from './MazeGenerator';
export * from './MazeRenderer';
+8 -10
View File
@@ -1,4 +1,4 @@
import { useRef } from "react";
import { useEffect, useRef } from "react";
import type { RefObject } from 'react';
import { MazeGenerator } from "./MazeGenerator";
import { MazeRenderer } from "./MazeRenderer";
@@ -10,6 +10,13 @@ export function useBoard(cols: number, rows: number) {
const mazeInstanceRef = useRef<MazeGenerator | null>(null);
const rendererRef = useRef<MazeRenderer | null>(null);
useEffect(() => {
if (containerRef.current) {
renderBoard();
}
}, [containerRef]);
function renderBoard() {
const container = containerRef.current;
if (!container) return;
@@ -35,12 +42,3 @@ export function useBoard(cols: number, rows: number) {
renderBoard,
};
}
export type BoardManager = {
containerRef: RefObject<HTMLDivElement | null>
mazeRef: RefObject<MazeCell[][]>
mazeInstanceRef: RefObject<MazeGenerator | null>
rendererRef: RefObject<MazeRenderer | null>
renderBoard: () => void
}
+202 -7
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@@ -1,27 +1,212 @@
import { useRef } from 'react'
import type { Cursor, CursorMode, Coord, BoardManager } from '../types'
import type { CursorMode, Coord, BoardManager } from '../types'
export function useCursor(board: BoardManager): Cursor {
type Motion = { dr: number; dc: number; steps: number };
export function useCursor(board: BoardManager) {
const position = useRef<Coord>({ row: 0, col: 0 })
const mode = useRef<CursorMode>('normal')
const countRef = useRef<string>("");
const lastMotionRef = useRef<Motion | null>(null);
const lastKeyRef = useRef<string>("");
function findAnchorTarget(dir: "left" | "right") {
const m = board.mazeRef.current;
const pos = position.current;
if (!m.length) return null;
const colsCount = m[0]?.length ?? 0;
const r = pos.row;
const c = pos.col;
if (!m[r] || !m[r][c] || m[r][c].includes("wall")) return null;
const step = dir === "left" ? -1 : 1;
let cc = c;
while (true) {
const next = cc + step;
if (next < 0 || next >= colsCount) return null;
if (m[r][next].includes("wall")) {
const wallIdx = next;
const expectedWallIdx = dir === "left" ? 0 : colsCount - 1;
const expectedCellIdx = dir === "left" ? 1 : colsCount - 2;
if (wallIdx !== expectedWallIdx) return null;
if (cc !== expectedCellIdx) return null;
if (cc === c) return null;
return { r, cTarget: cc };
}
cc = next;
}
}
function findColumnAnchorTarget(dir: "top" | "bottom") {
const m = board.mazeRef.current;
const pos = position.current;
if (!m.length) return null;
const rowsCount = m.length;
const r = pos.row;
const c = pos.col;
if (!m[r] || !m[r][c] || m[r][c].includes("wall")) return null;
const step = dir === "top" ? -1 : 1;
let rr = r;
while (true) {
const next = rr + step;
if (next < 0 || next >= rowsCount) return null;
if (m[next][c].includes("wall")) {
const wallIdx = next;
const expectedWallIdx = dir === "top" ? 0 : rowsCount - 1;
const expectedCellIdx = dir === "top" ? 1 : rowsCount - 2;
if (wallIdx !== expectedWallIdx) return null;
if (rr !== expectedCellIdx) return null;
if (rr === r) return null;
return { rTarget: rr, c };
}
rr = next;
}
}
function move(dCols: number, dRows: number, count: number = 1) {
const m = board.mazeRef.current;
if (!m.length) return;
const currentPos = position.current;
const n = Math.max(1, count);
// Preflight: simulate n steps; abort if any step is invalid
let r = currentPos.row;
let c = currentPos.col;
let valid = true;
for (let i = 1; i <= n; i++) {
r += dRows;
c += dCols;
if (!m[r] || !m[r][c] || m[r][c].includes("wall")) {
valid = false;
break;
}
}
if (!valid) {
window.dispatchEvent(new Event("maze-invalid"));
return;
}
// Update position
position.current = { row: r, col: c };
lastMotionRef.current = { dr: dRows, dc: dCols, steps: n };
}
function moveLeft(count = 1) {
// TODO: implement move left
move(-1, 0, count);
}
function moveRight(count = 1) {
// TODO: implement move right
move(1, 0, count);
}
function moveUp(count = 1) {
// TODO: implement move up
move(0, -1, count);
}
function moveDown(count = 1) {
// TODO: implement move down
move(0, 1, count);
}
function moveToStart() {
const anchor = findAnchorTarget("left");
if (!anchor) {
window.dispatchEvent(new Event("maze-invalid"));
return;
}
const pos = position.current;
const dr = 0;
const dc = anchor.cTarget > pos.col ? 1 : -1;
const steps = Math.abs(anchor.cTarget - pos.col);
move(dr, dc, steps);
}
function moveToEnd() {
const anchor = findAnchorTarget("right");
if (!anchor) {
window.dispatchEvent(new Event("maze-invalid"));
return;
}
const pos = position.current;
const dr = 0;
const dc = anchor.cTarget > pos.col ? 1 : -1;
const steps = Math.abs(anchor.cTarget - pos.col);
move(dr, dc, steps);
}
function moveToTop() {
const anchor = findColumnAnchorTarget("top");
if (!anchor) {
window.dispatchEvent(new Event("maze-invalid"));
return;
}
const pos = position.current;
const dr = anchor.rTarget > pos.row ? 1 : -1;
const dc = 0;
const steps = Math.abs(anchor.rTarget - pos.row);
move(dr, dc, steps);
}
function moveToBottom() {
const anchor = findColumnAnchorTarget("bottom");
if (!anchor) {
window.dispatchEvent(new Event("maze-invalid"));
return;
}
const pos = position.current;
const dr = anchor.rTarget > pos.row ? 1 : -1;
const dc = 0;
const steps = Math.abs(anchor.rTarget - pos.row);
move(dr, dc, steps);
}
function repeatLastMotion() {
const last = lastMotionRef.current;
if (!last) return;
const steps = Math.max(1, parseInt(countRef.current || String(last.steps), 10));
resetCount();
move(last.dc, last.dr, steps);
}
function resetCount() {
countRef.current = "";
}
function getCount() {
return countRef.current;
}
function setCount(digit: string) {
countRef.current += digit;
}
function setLastKey(key: string) {
lastKeyRef.current = key;
}
function getLastKey() {
return lastKeyRef.current;
}
return {
@@ -31,7 +216,17 @@ export function useCursor(board: BoardManager): Cursor {
moveLeft,
moveRight,
moveUp,
moveDown
moveDown,
moveToStart,
moveToEnd,
moveToTop,
moveToBottom,
repeatLastMotion,
resetCount,
getCount,
setCount,
setLastKey,
getLastKey,
}
}
+7 -18
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@@ -1,31 +1,19 @@
import { useState } from 'react';
import type { GameManager, GameOptions, GameStatus } from './types';
import type { GameManager, GameOptions } from './types';
import { useBoard } from './useBoard';
import { useCursor } from './useCursor';
import { useKeyBindings } from './useKeyBindings';
import { useGameStatus } from './useGameStatus';
export function useGame(options: GameOptions, platformHook?: unknown): GameManager {
const { cols, rows } = options;
const [gameStatus, setGameStatus] = useState<GameStatus>('waiting');
const boardManager = useBoard(cols, rows);
const { containerRef, renderBoard } = boardManager;
const cursor = useCursor(boardManager);
const gameStatusManager = useGameStatus();
function startGame() {
setGameStatus('started');
}
function togglePause(pause?: boolean) {
if (typeof pause === 'boolean') {
setGameStatus(pause ? 'paused' : 'started');
return;
}
setGameStatus(prevStatus => prevStatus === 'paused' ? 'started' : 'paused');
}
function quitGame() {
setGameStatus('waiting');
}
const { gameStatus, startGame, togglePause, quitGame } = gameStatusManager;
const keyManager = useKeyBindings({ cursor, gameStatus });
const gameManager = {
containerRef,
@@ -35,6 +23,7 @@ export function useGame(options: GameOptions, platformHook?: unknown): GameManag
togglePause,
quitGame,
cursor,
keyManager,
}
if (typeof platformHook === 'function') {
+1
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@@ -0,0 +1 @@
export * from './useGameStatus';
+31
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@@ -0,0 +1,31 @@
import { useState } from 'react';
import type { GameStatus } from '../types';
export function useGameStatus() {
const [gameStatus, setGameStatus] = useState<GameStatus>('waiting');
function startGame() {
setGameStatus('started');
}
function togglePause(pause?: boolean) {
if (typeof pause === 'boolean') {
setGameStatus(pause ? 'paused' : 'started');
return;
}
setGameStatus(prevStatus => prevStatus === 'paused' ? 'started' : 'paused');
}
function quitGame() {
setGameStatus('waiting');
}
return {
gameStatus,
setGameStatus,
startGame,
togglePause,
quitGame,
};
}
+1
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@@ -0,0 +1 @@
export * from './useKeyBindings';
+137
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@@ -0,0 +1,137 @@
import type { GameStatus, KeyLogEntry } from "../types";
import { useEffect, useRef, useState } from "react";
export type CursorBindingContext = {
moveLeft: (count?: number) => void;
moveRight: (count?: number) => void;
moveUp: (count?: number) => void;
moveDown: (count?: number) => void;
moveToStart: () => void;
moveToEnd: () => void;
moveToTop: () => void;
moveToBottom: () => void;
repeatLastMotion: () => void;
resetCount: () => void;
getCount: () => string;
setCount: (digit: string) => void;
setLastKey: (key: string) => void;
getLastKey: () => string;
};
type UseKeyBindingsParams = {
cursor: CursorBindingContext;
gameStatus: GameStatus;
};
const RELEVANT_KEYS = new Set([
"h", "H", "j", "J", "k", "K", "l", "L", ".", "^", "$", "g", "G", "0",
"1", "2", "3", "4", "5", "6", "7", "8", "9"
]);
export const useKeyBindings = ({ cursor, gameStatus }: UseKeyBindingsParams) => {
const [keyLog, setKeyLog] = useState<KeyLogEntry[]>([]);
const logRef = useRef<KeyLogEntry[]>([]);
const clearLog = () => {
logRef.current = [];
setKeyLog([]);
};
const recordKey = (key: string) => {
const entry = { key, timestamp: performance.now() };
logRef.current.push(entry);
setKeyLog([...logRef.current]);
};
useEffect(() => {
const handler = (e: KeyboardEvent) => {
if (["waiting", "game-over", "game-won"].includes(gameStatus)) return;
// "0" behaves like Vim: beginning of line
if (e.key === "0" && cursor.getCount() === "") {
recordKey("0");
cursor.resetCount();
cursor.moveToStart();
return;
}
const isDigit = e.key >= "0" && e.key <= "9";
if (isDigit) {
if (e.key === "0" && cursor.getCount() === "") return;
recordKey(e.key);
cursor.setCount(e.key);
return;
}
if (e.key === ".") {
recordKey(".");
cursor.repeatLastMotion();
return;
}
if (e.key === "^" || e.key === "$") {
recordKey(e.key);
cursor.resetCount();
if (e.key === "^") {
cursor.moveToStart();
} else {
cursor.moveToEnd();
}
return;
}
if (e.key === "g" || e.key === "G") {
if (e.key === "g") {
if (cursor.getLastKey() === "g") {
recordKey(e.key);
cursor.resetCount();
cursor.setLastKey("");
cursor.moveToTop();
return;
} else {
recordKey(e.key);
cursor.setLastKey("g");
return;
}
} else {
recordKey(e.key);
cursor.resetCount();
cursor.setLastKey("");
cursor.moveToBottom();
return;
}
}
if (!RELEVANT_KEYS.has(e.key)) return;
recordKey(e.key);
const count = Math.max(1, parseInt(cursor.getCount() || "1", 10));
cursor.resetCount();
switch (e.key) {
case "h":
case "H": cursor.moveLeft(count); break;
case "j":
case "J": cursor.moveDown(count); break;
case "k":
case "K": cursor.moveUp(count); break;
case "l":
case "L": cursor.moveRight(count); break;
default: return;
}
};
window.addEventListener("keydown", handler);
return () => window.removeEventListener("keydown", handler);
}, [cursor, gameStatus]);
return {
keyLog,
clearLog,
getLog: () => logRef.current,
};
};