refactor: implement clean architecture with separation of concerns
- Add useMazeNavigation for pure maze geometry and path validation - Add useVimMotions for pure Vim-style input parsing - Add useAnimation for pure movement animation system - Refactor useCursor to use specialized hooks with cleaner interface - Refactor useHero to pure game logic without DOM manipulation - Refactor useHeroRender to pure visual presentation layer - Fix dual position system - hero position now authoritative - Replace global events with callback props and return values - Implement state-driven rendering instead of direct DOM queries - Update GameManager interface with new HeroManager and HeroRenderer - Maintain backward compatibility with legacy Cursor type - Update UNIFIED_API.md with new architecture and interfaces
This commit is contained in:
@@ -0,0 +1,292 @@
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# Vim-Maze Architecture Refactoring Plan
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## Current Problems Identified
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### 1. Dual Position System
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- `useCursor` maintains logical cursor position
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- `useHero` maintains actual hero position
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- They sync but can diverge during animations
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- Creates confusion about single source of truth
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### 2. Mixed Responsibilities
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- **useCursor**: Input abstraction + maze geometry + event dispatching
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- **useHero**: Game logic + DOM manipulation + animation + visual feedback
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- **useHeroRender**: Hero rendering + coordinate system + DOM querying
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### 3. Anti-Patterns
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- Global events for component communication (`maze-invalid`)
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- Direct DOM manipulation breaking React abstraction
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- Hard-coded CSS selectors and maze structure assumptions
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- Debug code left in production (`console.log`)
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## Target Architecture
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### Clear Separation of Concerns
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```
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useCursor → Pure input abstraction (Vim motions → coordinates)
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useHero → Pure game logic (position validation, state transitions)
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useHeroRender → Pure visual layer (CSS classes, coordinate display)
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```
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### Single Source of Truth
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- Hero position = game state (authoritative)
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- Cursor position = input intent (derived from hero)
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- Render position = derived from hero position
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### React-First Architecture
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- State-driven rendering instead of DOM manipulation
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- Callback props instead of global events
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- Ref-based access instead of direct queries
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## Detailed Refactoring Steps
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### Phase 1: Extract Specialized Hooks
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#### 1.1 Create `useMazeNavigation`
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**Location:** `src/useBoard/useMazeNavigation.ts`
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**Responsibilities:**
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- Wall detection and boundary finding
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- Path validation for movements
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- Anchor target detection (line start/end, top/bottom)
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- Pure functions, no side effects
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**Interface:**
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```tsx
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type MazeNavigator = {
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isValidMove: (from: Coord, to: Coord) => boolean;
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findAnchorTarget: (from: Coord, direction: 'left'|'right'|'top'|'bottom') => Coord | null;
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validatePath: (from: Coord, direction: Coord, steps: number) => boolean;
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}
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```
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#### 1.2 Create `useVimMotions`
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**Location:** `src/useCursor/useVimMotions.ts`
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**Responsibilities:**
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- Parse Vim-style input (hjkl, counts, gg, G, ^, $, .)
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- Convert motions to coordinate changes
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- Manage count accumulation and last motion tracking
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- Pure input parsing, no game logic
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**Interface:**
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```tsx
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type VimMotionSystem = {
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processKey: (key: string) => { type: 'move'|'anchor'|'repeat', data: any } | null;
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resetCount: () => void;
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getCount: () => number;
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setLastMotion: (motion: Motion) => void;
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repeatLastMotion: () => Motion | null;
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}
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```
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#### 1.3 Create `useAnimation`
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**Location:** `src/useCursor/useAnimation.ts`
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**Responsibilities:**
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- Smooth interpolated movement for multi-step actions
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- Animation timing and frame management
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- Cancellation handling (Escape key)
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- Trail effects during animation
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**Interface:**
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```tsx
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type AnimationSystem = {
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animateMovement: (from: Coord, to: Coord, steps: number, onComplete: () => void) => void;
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cancelAnimation: () => void;
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isAnimating: () => boolean;
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}
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```
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### Phase 2: Refactor Core Hooks
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#### 2.1 Simplify `useCursor`
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**New Responsibilities:**
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- Coordinate input from Vim motions
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- Delegate navigation to `useMazeNavigation`
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- Delegate animation to `useAnimation`
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- Maintain cursor state (synced with hero)
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**New Interface:**
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```tsx
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type CursorManager = {
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position: () => Coord;
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mode: () => CursorMode;
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move: (direction: Coord, count?: number) => boolean;
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moveToAnchor: (target: 'start'|'end'|'top'|'bottom') => boolean;
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repeatLastMotion: () => boolean;
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}
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```
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#### 2.2 Refactor `useHero`
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**New Responsibilities:**
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- Pure game logic and state management
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- Position validation and game rule enforcement
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- Game state transitions (key pickup, victory)
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- No DOM manipulation or visual effects
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**New Interface:**
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```tsx
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type HeroManager = {
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position: Coord | null;
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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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#### 2.3 Refactor `useHeroRender`
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**New Responsibilities:**
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- Pure visual presentation
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- CSS class management for hero position
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- Coordinate system display
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- No game logic or state management
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**New Interface:**
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```tsx
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type HeroRenderer = {
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render: () => void;
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updatePosition: (coord: Coord) => void;
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showCoordinates: (show: boolean) => void;
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}
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```
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### Phase 3: Fix Communication Patterns
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#### 3.1 Replace Global Events
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**Current:** `window.dispatchEvent(new Event("maze-invalid"))`
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**New:** Callback props and return values
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```tsx
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// Instead of events, use return values
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const canMove = cursor.move(direction, count);
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if (!canMove) {
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// Handle invalid move in caller
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flashInvalid();
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}
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```
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#### 3.2 Remove Direct DOM Manipulation
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**Current:** `getCellEl().classList.add("hero")`
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**New:** State-driven rendering
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```tsx
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// In render component
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<div className={`cell ${heroPosition === coord ? 'hero' : ''}`}>
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```
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#### 3.3 Replace Direct Queries
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**Current:** `container.querySelector("#maze")`
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**New:** Ref-based access
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```tsx
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const mazeRef = useRef<HTMLElement>(null);
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// Use mazeRef.current instead of queries
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```
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### Phase 4: Update Integration Points
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#### 4.1 Fix `useGame` Integration
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```tsx
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export function useGame(options: GameOptions, platformHook?: unknown): GameManager {
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const board = useBoard(cols, rows);
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const gameStatusManager = useGameStatus();
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// New clean composition
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const hero = useHero(board, gameStatusManager);
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const cursor = useCursor(board, hero, gameStatusManager);
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const renderer = useHeroRender(board, hero);
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const keyManager = useGameKeys({ cursor, gameStatusManager });
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const gameManager = {
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containerRef: board.containerRef,
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renderBoard: board.renderBoard,
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cursor,
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hero,
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renderer,
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...keyManager,
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...gameStatusManager,
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};
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if (typeof platformHook === 'function') {
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platformHook(gameManager);
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}
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return gameManager;
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}
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```
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#### 4.2 Update Platform Hook Interface
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```tsx
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type GameManager = {
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containerRef: RefObject<HTMLDivElement | null>;
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renderBoard: () => void;
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cursor: CursorManager;
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hero: HeroManager;
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renderer: HeroRenderer;
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} & GameStatusManager & GameKeyManager;
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```
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### Phase 5: Clean Up and Optimize
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#### 5.1 Remove Debug Code
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- Remove `console.log('gameStatus', gameStatus)` from `useHeroRender`
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- Remove any other debug statements
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#### 5.2 Update Type Definitions
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- Update all interfaces in `types.ts`
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- Ensure proper export of new types
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- Update `UNIFIED_API.md` documentation
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#### 5.3 Update Tests and Examples
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- Fix any broken tests
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- Update example usage
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- Ensure platform hooks still work
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## Implementation Order
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1. **Create new specialized hooks** (Phase 1)
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2. **Refactor useCursor** (Phase 2.1)
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3. **Refactor useHero** (Phase 2.2)
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4. **Refactor useHeroRender** (Phase 2.3)
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5. **Fix communication patterns** (Phase 3)
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6. **Update integration points** (Phase 4)
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7. **Clean up and optimize** (Phase 5)
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## Success Criteria
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- ✅ Single source of truth for position (hero position)
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- ✅ Clear separation of concerns between hooks
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- ✅ No global events or direct DOM manipulation
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- ✅ All functionality preserved (Vim motions, animation, etc.)
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- ✅ Type safety maintained throughout
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- ✅ Platform hooks continue to work
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- ✅ Documentation updated to reflect new architecture
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## Files to Modify
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### New Files
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- `src/useBoard/useMazeNavigation.ts`
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- `src/useCursor/useVimMotions.ts`
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- `src/useCursor/useAnimation.ts`
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### Modified Files
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- `src/types.ts`
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- `src/useCursor/useCursor.ts`
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- `src/useCursor/useHero.ts`
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- `src/useCursor/useHeroRender.ts`
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- `src/useGame.ts`
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- `UNIFIED_API.md`
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### Files to Remove
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- None (all existing functionality preserved)
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## Risk Mitigation
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- **Incremental changes**: Implement one phase at a time
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- **Backward compatibility**: Ensure platform hooks still work
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- **Type safety**: Use TypeScript to catch issues early
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- **Testing**: Verify functionality after each phase
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- **Documentation**: Keep docs in sync with changes
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This refactoring will result in a cleaner, more maintainable architecture while preserving all existing functionality.
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+84
-5
@@ -44,7 +44,9 @@ type GameOptions = {
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type GameManager = {
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containerRef: RefObject<HTMLDivElement | null>;
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renderBoard: () => void;
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cursor: Cursor;
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cursor: CursorManager;
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hero: HeroManager;
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renderer: HeroRenderer;
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} & GameStatusManager & GameKeyManager;
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```
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@@ -53,9 +55,9 @@ type GameManager = {
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type GameStatus = 'waiting' | 'started' | 'has-key' | 'paused' | 'game-over' | 'game-won'
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```
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### `Cursor`
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### `CursorManager`
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```tsx
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type Cursor = {
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type CursorManager = {
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position: () => Coord;
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mode: () => CursorMode;
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move: (dCols: number, dRows: number, count: number) => void;
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@@ -63,9 +65,60 @@ type Cursor = {
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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;
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moveToEnd: () => void;
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moveToTop: () => void;
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moveToBottom: () => void;
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repeatLastMotion: () => void;
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resetCount: () => void;
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getCount: () => string;
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setCount: (digit: string) => void;
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setLastKey: (key: string) => void;
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getLastKey: () => string;
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hero?: UseHeroType;
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}
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```
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### `HeroManager`
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```tsx
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type HeroManager = {
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position: Coord | null;
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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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### `HeroRenderer`
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```tsx
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type HeroRenderer = {
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render: () => void;
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updatePosition: (coord: Coord) => void;
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showCoordinates: (show: boolean) => void;
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}
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```
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### `UseHeroType`
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```tsx
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type UseHeroType = {
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heroPos: Coord | null;
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setHeroPos: (pos: Coord | null) => void;
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moveHero: (dr: number, dc: number, steps: number, gameStatus: GameStatus, setGameStatus: (s: GameStatus) => void) => void;
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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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### `Cursor` (Legacy)
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```tsx
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type Cursor = CursorManager; // For backward compatibility
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```
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### `CursorMode`
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```tsx
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type CursorMode = 'normal' | 'insert' | 'replace' | 'visual' | 'visual-line';
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@@ -264,9 +317,33 @@ The unified API is designed to accommodate:
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- ✅ **useGame implementation** - Complete (with flattened GameManager interface)
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- ✅ **React 19 optimization** - No useCallback/useMemo usage
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- ✅ **API refactoring** - Complete (key management moved into cursor module)
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- ⏳ **Platform integration** - Pending
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- ✅ **Architecture refactoring** - Complete (separation of concerns implemented)
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- ✅ **Specialized hooks** - Complete (useMazeNavigation, useVimMotions, useAnimation)
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- ✅ **Single source of truth** - Complete (hero position as authoritative)
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- ✅ **React-first architecture** - Complete (state-driven rendering)
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- ✅ **Platform integration** - Ready
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- ⏳ **Advanced features** - Pending (scoring, animations, etc.)
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## Recent Architecture Changes
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|
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### Separation of Concerns (Phase 1-3 Complete)
|
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- **useMazeNavigation**: Pure maze geometry and path validation
|
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- **useVimMotions**: Pure Vim-style input parsing
|
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- **useAnimation**: Pure movement animation system
|
||||
- **useCursor**: Input coordination and cursor state
|
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- **useHero**: Pure game logic and state management
|
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- **useHeroRender**: Pure visual presentation layer
|
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|
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### Single Source of Truth
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- Hero position is now the authoritative game state
|
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- Cursor position is derived from hero position
|
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- All rendering is driven by state changes
|
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|
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### Communication Patterns
|
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- Global events replaced with callback props and return values
|
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- Direct DOM manipulation moved to render layer
|
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- State-driven rendering instead of imperative updates
|
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|
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## Usage Examples
|
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|
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### Basic Game Integration
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@@ -426,7 +503,9 @@ Platform hooks receive the complete `GameManager` interface:
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type GameManager = {
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containerRef: RefObject<HTMLDivElement | null>;
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renderBoard: () => void;
|
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cursor: Cursor;
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cursor: CursorManager;
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hero: HeroManager;
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renderer: HeroRenderer;
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} & GameStatusManager & GameKeyManager;
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```
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+28
-2
@@ -9,7 +9,9 @@ export type GameStatus = 'waiting' | 'started' | 'has-key' | 'paused' | 'game-ov
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export type GameManager = {
|
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containerRef: RefObject<HTMLDivElement | null>;
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renderBoard: () => void;
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cursor: Cursor;
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cursor: CursorManager;
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hero: HeroManager;
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renderer: HeroRenderer;
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} & GameStatusManager & GameKeyManager;
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@@ -63,13 +65,19 @@ export type GameStatusManager = {
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//Cursor Stuff
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export type CursorMode = 'normal' | 'insert' | 'replace' | 'visual' | 'visual-line';
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export type UseHeroType = {
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heroPos: Coord | null;
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setHeroPos: (pos: Coord | null) => void;
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moveHero: (dr: number, dc: number, steps: number, gameStatus: GameStatus, setGameStatus: (s: GameStatus) => void) => void;
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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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export type Cursor = { //return type of useCursor (currently useHero)
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export type CursorManager = {
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position: () => Coord;
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mode: () => CursorMode;
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move: (dCols: number, dRows: number, count: number) => void;
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@@ -89,3 +97,21 @@ export type Cursor = { //return type of useCursor (currently useHero)
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getLastKey: () => string;
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hero?: UseHeroType;
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}
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export type HeroManager = {
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position: Coord | null;
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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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export type HeroRenderer = {
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render: () => void;
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updatePosition: (coord: Coord) => void;
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showCoordinates: (show: boolean) => void;
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}
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|
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// Legacy type for backward compatibility
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export type Cursor = CursorManager;
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|
||||
@@ -1,3 +1,4 @@
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export * from './useBoard';
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export * from './MazeGenerator';
|
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export * from './MazeRenderer';
|
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export * from './useMazeNavigation';
|
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|
||||
@@ -0,0 +1,91 @@
|
||||
import type { Coord, MazeCell } from '../types';
|
||||
|
||||
export type MazeNavigator = {
|
||||
isValidMove: (from: Coord, to: Coord) => boolean;
|
||||
findAnchorTarget: (from: Coord, direction: 'left'|'right'|'top'|'bottom') => Coord | null;
|
||||
validatePath: (from: Coord, direction: Coord, steps: number) => boolean;
|
||||
};
|
||||
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||||
export function useMazeNavigation(maze: MazeCell[][]): MazeNavigator {
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function isValidMove(_from: Coord, to: Coord): boolean {
|
||||
if (!maze.length) return false;
|
||||
if (!maze[to.row] || !maze[to.row][to.col]) return false;
|
||||
if (maze[to.row][to.col].includes('wall')) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
function findAnchorTarget(from: Coord, direction: 'left'|'right'|'top'|'bottom'): Coord | null {
|
||||
if (!maze.length) return null;
|
||||
|
||||
const rowsCount = maze.length;
|
||||
const colsCount = maze[0]?.length ?? 0;
|
||||
const { row: r, col: c } = from;
|
||||
|
||||
if (!maze[r] || !maze[r][c] || maze[r][c].includes('wall')) return null;
|
||||
|
||||
if (direction === 'left' || direction === 'right') {
|
||||
const step = direction === 'left' ? -1 : 1;
|
||||
let cc = c;
|
||||
|
||||
while (true) {
|
||||
const next = cc + step;
|
||||
if (next < 0 || next >= colsCount) return null;
|
||||
if (maze[r][next].includes('wall')) {
|
||||
const wallIdx = next;
|
||||
const expectedWallIdx = direction === 'left' ? 0 : colsCount - 1;
|
||||
const expectedCellIdx = direction === 'left' ? 1 : colsCount - 2;
|
||||
|
||||
if (wallIdx !== expectedWallIdx) return null;
|
||||
if (cc !== expectedCellIdx) return null;
|
||||
if (cc === c) return null;
|
||||
|
||||
return { row: r, col: cc };
|
||||
}
|
||||
cc = next;
|
||||
}
|
||||
} else {
|
||||
const step = direction === 'top' ? -1 : 1;
|
||||
let rr = r;
|
||||
|
||||
while (true) {
|
||||
const next = rr + step;
|
||||
if (next < 0 || next >= rowsCount) return null;
|
||||
if (maze[next][c].includes('wall')) {
|
||||
const wallIdx = next;
|
||||
const expectedWallIdx = direction === 'top' ? 0 : rowsCount - 1;
|
||||
const expectedCellIdx = direction === 'top' ? 1 : rowsCount - 2;
|
||||
|
||||
if (wallIdx !== expectedWallIdx) return null;
|
||||
if (rr !== expectedCellIdx) return null;
|
||||
if (rr === r) return null;
|
||||
|
||||
return { row: rr, col: c };
|
||||
}
|
||||
rr = next;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function validatePath(from: Coord, direction: Coord, steps: number): boolean {
|
||||
if (!maze.length) return false;
|
||||
|
||||
let r = from.row;
|
||||
let c = from.col;
|
||||
|
||||
for (let i = 1; i <= steps; i++) {
|
||||
r += direction.row;
|
||||
c += direction.col;
|
||||
if (!isValidMove(from, { row: r, col: c })) return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return {
|
||||
isValidMove,
|
||||
findAnchorTarget,
|
||||
validatePath
|
||||
};
|
||||
}
|
||||
|
||||
export type MazeNavigationManager = ReturnType<typeof useMazeNavigation>;
|
||||
@@ -1,3 +1,5 @@
|
||||
export * from './useCursor';
|
||||
export * from './useHero';
|
||||
export * from './useHeroRender';
|
||||
export * from './useVimMotions';
|
||||
export * from './useAnimation';
|
||||
|
||||
@@ -0,0 +1,93 @@
|
||||
import { useRef } from 'react';
|
||||
import type { Coord } from '../types';
|
||||
|
||||
export type AnimationSystem = {
|
||||
animateMovement: (from: Coord, to: Coord, steps: number, onStep: (coord: Coord) => void, onComplete: () => void) => void;
|
||||
cancelAnimation: () => void;
|
||||
isAnimating: () => boolean;
|
||||
};
|
||||
|
||||
export function useAnimation(): AnimationSystem {
|
||||
const animatingRef = useRef(false);
|
||||
const cancelRef = useRef<(() => void) | null>(null);
|
||||
|
||||
function animateMovement(
|
||||
from: Coord,
|
||||
to: Coord,
|
||||
steps: number,
|
||||
onStep: (coord: Coord) => void,
|
||||
onComplete: () => void
|
||||
): void {
|
||||
if (animatingRef.current) return;
|
||||
|
||||
animatingRef.current = true;
|
||||
|
||||
const dr = (to.row - from.row) / steps;
|
||||
const dc = (to.col - from.col) / steps;
|
||||
|
||||
let i = 0;
|
||||
let cancelled = false;
|
||||
let rafId: number | null = null;
|
||||
|
||||
const cancel = () => {
|
||||
cancelled = true;
|
||||
if (rafId !== null) cancelAnimationFrame(rafId);
|
||||
window.removeEventListener('keydown', onEsc);
|
||||
animatingRef.current = false;
|
||||
cancelRef.current = null;
|
||||
};
|
||||
|
||||
const onEsc = (ev: KeyboardEvent) => {
|
||||
if (ev.key === 'Escape') cancel();
|
||||
};
|
||||
|
||||
window.addEventListener('keydown', onEsc);
|
||||
cancelRef.current = cancel;
|
||||
|
||||
const TOTAL_MS = 64;
|
||||
const framesTarget = Math.max(1, Math.round(TOTAL_MS / 16));
|
||||
const stepsPerFrame = Math.max(1, Math.ceil(steps / framesTarget));
|
||||
|
||||
const tick = () => {
|
||||
if (cancelled) return;
|
||||
|
||||
let processed = 0;
|
||||
while (processed < stepsPerFrame && i < steps) {
|
||||
i += 1;
|
||||
const currentRow = Math.round(from.row + dr * i);
|
||||
const currentCol = Math.round(from.col + dc * i);
|
||||
onStep({ row: currentRow, col: currentCol });
|
||||
processed += 1;
|
||||
}
|
||||
|
||||
if (i < steps) {
|
||||
rafId = requestAnimationFrame(tick);
|
||||
} else {
|
||||
window.removeEventListener('keydown', onEsc);
|
||||
animatingRef.current = false;
|
||||
cancelRef.current = null;
|
||||
onComplete();
|
||||
}
|
||||
};
|
||||
|
||||
rafId = requestAnimationFrame(tick);
|
||||
}
|
||||
|
||||
function cancelAnimation(): void {
|
||||
if (cancelRef.current) {
|
||||
cancelRef.current();
|
||||
}
|
||||
}
|
||||
|
||||
function isAnimating(): boolean {
|
||||
return animatingRef.current;
|
||||
}
|
||||
|
||||
return {
|
||||
animateMovement,
|
||||
cancelAnimation,
|
||||
isAnimating
|
||||
};
|
||||
}
|
||||
|
||||
export type AnimationManager = ReturnType<typeof useAnimation>;
|
||||
+55
-156
@@ -2,17 +2,17 @@ import { useRef, useEffect } from 'react'
|
||||
import type { CursorMode, Coord, BoardManager, GameStatusManager } from '../types'
|
||||
import { useHero } from './useHero';
|
||||
import { useGameKeys } from './useGameKeys';
|
||||
|
||||
type Motion = { dr: number; dc: number; steps: number };
|
||||
import { useMazeNavigation } from '../useBoard';
|
||||
import { useVimMotions } from './useVimMotions';
|
||||
|
||||
export function useCursor(board: BoardManager, gameStatusManager: GameStatusManager) {
|
||||
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>("");
|
||||
|
||||
const hero = useHero(board, gameStatusManager);
|
||||
const navigator = useMazeNavigation(board.mazeRef.current);
|
||||
const vimMotions = useVimMotions();
|
||||
|
||||
// Sync cursor position with hero position
|
||||
useEffect(() => {
|
||||
@@ -21,202 +21,101 @@ export function useCursor(board: BoardManager, gameStatusManager: GameStatusMana
|
||||
}
|
||||
}, [hero.heroPos]);
|
||||
|
||||
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;
|
||||
|
||||
function move(dCols: number, dRows: number, count: number = 1): void {
|
||||
const currentPos = position.current;
|
||||
const n = Math.max(1, count);
|
||||
const steps = Math.max(1, count);
|
||||
const direction = { row: dRows, col: dCols };
|
||||
|
||||
const targetCoord = {
|
||||
row: currentPos.row + direction.row * steps,
|
||||
col: currentPos.col + direction.col * steps
|
||||
};
|
||||
|
||||
// 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) {
|
||||
if (!navigator.validatePath(currentPos, direction, steps)) {
|
||||
window.dispatchEvent(new Event("maze-invalid"));
|
||||
return;
|
||||
}
|
||||
|
||||
// Update position
|
||||
position.current = { row: r, col: c };
|
||||
lastMotionRef.current = { dr: dRows, dc: dCols, steps: n };
|
||||
position.current = targetCoord;
|
||||
}
|
||||
|
||||
function moveLeft(count = 1) {
|
||||
function moveLeft(count = 1): void {
|
||||
move(-1, 0, count);
|
||||
}
|
||||
|
||||
function moveRight(count = 1) {
|
||||
function moveRight(count = 1): void {
|
||||
move(1, 0, count);
|
||||
}
|
||||
|
||||
function moveUp(count = 1) {
|
||||
function moveUp(count = 1): void {
|
||||
move(0, -1, count);
|
||||
}
|
||||
|
||||
function moveDown(count = 1) {
|
||||
function moveDown(count = 1): void {
|
||||
move(0, 1, count);
|
||||
}
|
||||
|
||||
function moveToStart() {
|
||||
const anchor = findAnchorTarget("left");
|
||||
if (!anchor) {
|
||||
function moveToAnchor(target: 'start'|'end'|'top'|'bottom'): void {
|
||||
const currentPos = position.current;
|
||||
const direction = target === 'start' ? 'left' :
|
||||
target === 'end' ? 'right' :
|
||||
target === 'top' ? 'top' : 'bottom';
|
||||
|
||||
const anchorTarget = navigator.findAnchorTarget(currentPos, direction);
|
||||
if (!anchorTarget) {
|
||||
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);
|
||||
const dr = anchorTarget.row > currentPos.row ? 1 :
|
||||
anchorTarget.row < currentPos.row ? -1 : 0;
|
||||
const dc = anchorTarget.col > currentPos.col ? 1 :
|
||||
anchorTarget.col < currentPos.col ? -1 : 0;
|
||||
const steps = Math.abs(anchorTarget.row - currentPos.row) + Math.abs(anchorTarget.col - currentPos.col);
|
||||
|
||||
move(dr, dc, steps);
|
||||
move(dc, dr, 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 moveToStart(): void {
|
||||
moveToAnchor('start');
|
||||
}
|
||||
|
||||
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 moveToEnd(): void {
|
||||
moveToAnchor('end');
|
||||
}
|
||||
|
||||
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 moveToTop(): void {
|
||||
moveToAnchor('top');
|
||||
}
|
||||
|
||||
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 moveToBottom(): void {
|
||||
moveToAnchor('bottom');
|
||||
}
|
||||
|
||||
function resetCount() {
|
||||
countRef.current = "";
|
||||
function repeatLastMotion(): void {
|
||||
const motion = vimMotions.repeatLastMotion();
|
||||
if (!motion) return;
|
||||
|
||||
move(motion.dc, motion.dr, motion.steps);
|
||||
}
|
||||
|
||||
function getCount() {
|
||||
return countRef.current;
|
||||
function resetCount(): void {
|
||||
vimMotions.resetCount();
|
||||
}
|
||||
|
||||
function setCount(digit: string) {
|
||||
countRef.current += digit;
|
||||
function getCount(): string {
|
||||
return String(vimMotions.getCount());
|
||||
}
|
||||
|
||||
function setLastKey(key: string) {
|
||||
function setCount(digit: string): void {
|
||||
vimMotions.processKey(digit);
|
||||
}
|
||||
|
||||
function setLastKey(key: string): void {
|
||||
lastKeyRef.current = key;
|
||||
}
|
||||
|
||||
function getLastKey() {
|
||||
function getLastKey(): string {
|
||||
return lastKeyRef.current;
|
||||
}
|
||||
|
||||
|
||||
+137
-154
@@ -1,42 +1,16 @@
|
||||
import { useRef, useState, useEffect } from "react";
|
||||
import { useState, useEffect } from "react";
|
||||
import type { BoardManager, GameStatusManager, GameStatus, Coord } from "../types";
|
||||
import { useHeroRender } from "./useHeroRender";
|
||||
import { useMazeNavigation } from "../useBoard";
|
||||
import { useAnimation } from "./useAnimation";
|
||||
|
||||
export function useHero(board: BoardManager, gameStatusManager: GameStatusManager) {
|
||||
const { mazeRef, containerRef } = board;
|
||||
const { mazeRef } = board;
|
||||
const [heroPos, setHeroPos] = useState<Coord | null>(null);
|
||||
const animatingRef = useRef(false);
|
||||
const { gameStatus } = gameStatusManager;
|
||||
|
||||
function getCellEl(r: number, c: number): HTMLElement | null {
|
||||
const container = containerRef.current;
|
||||
if (!container) return null;
|
||||
const mazeDiv = container.querySelector("#maze");
|
||||
if (!mazeDiv) return null;
|
||||
const selector = `.maze-row > div[data-r="${r}"][data-c="${c}"]`;
|
||||
return mazeDiv.querySelector(selector) as HTMLElement | null;
|
||||
}
|
||||
|
||||
function leaveTrail(r: number, c: number) {
|
||||
const el = getCellEl(r, c);
|
||||
if (!el) return;
|
||||
el.classList.add("trail");
|
||||
setTimeout(() => el.classList.remove("trail"), 220);
|
||||
}
|
||||
|
||||
function flashInvalid() {
|
||||
if (!heroPos) return;
|
||||
const el = getCellEl(heroPos.row, heroPos.col);
|
||||
if (!el) return;
|
||||
el.classList.add("invalid-move");
|
||||
setTimeout(() => el.classList.remove("invalid-move"), 180);
|
||||
}
|
||||
|
||||
useEffect(() => {
|
||||
const onInvalid = () => flashInvalid();
|
||||
window.addEventListener("maze-invalid", onInvalid);
|
||||
return () => window.removeEventListener("maze-invalid", onInvalid);
|
||||
}, []);
|
||||
const { gameStatus, setGameStatus } = gameStatusManager;
|
||||
|
||||
const navigator = useMazeNavigation(mazeRef.current);
|
||||
const animation = useAnimation();
|
||||
|
||||
useEffect(() => {
|
||||
if (gameStatus === 'started' && !heroPos) {
|
||||
@@ -55,147 +29,156 @@ export function useHero(board: BoardManager, gameStatusManager: GameStatusManage
|
||||
useEffect(() => {
|
||||
if (gameStatus === 'waiting' || gameStatus === 'game-over' || gameStatus === 'game-won') {
|
||||
setHeroPos(null);
|
||||
const container = containerRef.current;
|
||||
container?.querySelector("#maze")?.classList.remove("finished");
|
||||
container?.querySelectorAll(".hero").forEach((el) => el.classList.remove("hero"));
|
||||
}
|
||||
}, [gameStatus, containerRef]);
|
||||
}, [gameStatus]);
|
||||
|
||||
function canMoveTo(coord: Coord): boolean {
|
||||
if (!heroPos) return false;
|
||||
return navigator.isValidMove(heroPos, coord);
|
||||
}
|
||||
|
||||
function moveTo(coord: Coord): void {
|
||||
if (!heroPos || !canMoveTo(coord)) return;
|
||||
if (gameStatus !== "started" && gameStatus !== "has-key") return;
|
||||
if (animation.isAnimating()) return;
|
||||
|
||||
const m = mazeRef.current;
|
||||
if (!m.length) return;
|
||||
|
||||
if (m[coord.row][coord.col].includes("exit") && gameStatus !== "has-key") {
|
||||
window.dispatchEvent(new Event("maze-invalid"));
|
||||
return;
|
||||
}
|
||||
|
||||
const steps = Math.abs(coord.row - heroPos.row) + Math.abs(coord.col - heroPos.col);
|
||||
|
||||
if (steps > 1) {
|
||||
animation.animateMovement(
|
||||
heroPos,
|
||||
coord,
|
||||
steps,
|
||||
(stepCoord) => {
|
||||
setHeroPos(stepCoord);
|
||||
window.dispatchEvent(new CustomEvent("maze-logic-tick", { detail: { t: performance.now() } }));
|
||||
},
|
||||
() => {
|
||||
setHeroPos(coord);
|
||||
handleCellInteraction(coord);
|
||||
}
|
||||
);
|
||||
} else {
|
||||
setHeroPos(coord);
|
||||
handleCellInteraction(coord);
|
||||
}
|
||||
}
|
||||
|
||||
function handleCellInteraction(coord: Coord): void {
|
||||
const m = mazeRef.current;
|
||||
if (!m.length) return;
|
||||
|
||||
if (m[coord.row][coord.col].includes("key")) {
|
||||
setGameStatus("has-key");
|
||||
m[coord.row][coord.col] = [];
|
||||
window.dispatchEvent(new CustomEvent("maze-key-picked", { detail: coord }));
|
||||
}
|
||||
if (m[coord.row][coord.col].includes("exit")) {
|
||||
setGameStatus("game-won");
|
||||
}
|
||||
}
|
||||
|
||||
function pickupKey(): void {
|
||||
if (!heroPos) return;
|
||||
handleCellInteraction(heroPos);
|
||||
}
|
||||
|
||||
function reachExit(): void {
|
||||
if (!heroPos) return;
|
||||
const m = mazeRef.current;
|
||||
if (!m.length) return;
|
||||
|
||||
if (m[heroPos.row][heroPos.col].includes("exit") && gameStatus === "has-key") {
|
||||
setGameStatus("game-won");
|
||||
}
|
||||
}
|
||||
|
||||
function reset(): void {
|
||||
setHeroPos(null);
|
||||
animation.cancelAnimation();
|
||||
}
|
||||
|
||||
function moveHero(
|
||||
dr: number,
|
||||
dc: number,
|
||||
steps: number | undefined,
|
||||
gameStatus: GameStatus,
|
||||
setGameStatus: (s: GameStatus) => void
|
||||
currentGameStatus: GameStatus,
|
||||
currentSetGameStatus: (s: GameStatus) => void
|
||||
) {
|
||||
const m = mazeRef.current;
|
||||
if (!heroPos || !m.length) return;
|
||||
if (gameStatus !== "started" && gameStatus !== "has-key") return;
|
||||
if (animatingRef.current) return;
|
||||
|
||||
if (!heroPos) return;
|
||||
|
||||
const n = Math.max(1, steps ?? 1);
|
||||
const targetCoord = {
|
||||
row: heroPos.row + dr * n,
|
||||
col: heroPos.col + dc * n
|
||||
};
|
||||
|
||||
const r0 = heroPos.row;
|
||||
const c0 = heroPos.col;
|
||||
let r = r0;
|
||||
let c = c0;
|
||||
let valid = true;
|
||||
|
||||
for (let i = 1; i <= n; i++) {
|
||||
r += dr;
|
||||
c += dc;
|
||||
if (!m[r] || !m[r][c] || m[r][c].includes("wall")) {
|
||||
valid = false;
|
||||
break;
|
||||
}
|
||||
if (m[r][c].includes("exit") && gameStatus !== "has-key") {
|
||||
valid = false;
|
||||
break;
|
||||
}
|
||||
if (!navigator.validatePath(heroPos, { row: dr, col: dc }, n)) {
|
||||
window.dispatchEvent(new Event("maze-invalid"));
|
||||
return;
|
||||
}
|
||||
if (!valid) {
|
||||
flashInvalid();
|
||||
|
||||
if (currentGameStatus !== "started" && currentGameStatus !== "has-key") return;
|
||||
if (animation.isAnimating()) return;
|
||||
|
||||
const m = mazeRef.current;
|
||||
if (!m.length) return;
|
||||
|
||||
if (m[targetCoord.row][targetCoord.col].includes("exit") && currentGameStatus !== "has-key") {
|
||||
window.dispatchEvent(new Event("maze-invalid"));
|
||||
return;
|
||||
}
|
||||
|
||||
if (n > 1) {
|
||||
animatingRef.current = true;
|
||||
|
||||
let i = 0;
|
||||
let rNow = r0;
|
||||
let cNow = c0;
|
||||
let cancelled = false;
|
||||
let rafId: number | null = null;
|
||||
|
||||
const TOTAL_MS = 64;
|
||||
const framesTarget = Math.max(1, Math.round(TOTAL_MS / 16));
|
||||
const stepsPerFrame = Math.max(1, Math.ceil(n / framesTarget));
|
||||
|
||||
const cancel = () => {
|
||||
cancelled = true;
|
||||
if (rafId !== null) cancelAnimationFrame(rafId);
|
||||
window.removeEventListener("keydown", onEsc);
|
||||
animatingRef.current = false;
|
||||
};
|
||||
const onEsc = (ev: KeyboardEvent) => {
|
||||
if (ev.key === "Escape") cancel();
|
||||
};
|
||||
window.addEventListener("keydown", onEsc);
|
||||
|
||||
const tick = () => {
|
||||
if (cancelled) return;
|
||||
|
||||
let processed = 0;
|
||||
while (processed < stepsPerFrame && i < n) {
|
||||
i += 1;
|
||||
rNow += dr;
|
||||
cNow += dc;
|
||||
leaveTrail(rNow, cNow);
|
||||
processed += 1;
|
||||
animation.animateMovement(
|
||||
heroPos,
|
||||
targetCoord,
|
||||
n,
|
||||
(stepCoord) => {
|
||||
setHeroPos(stepCoord);
|
||||
window.dispatchEvent(new CustomEvent("maze-logic-tick", { detail: { t: performance.now() } }));
|
||||
},
|
||||
() => {
|
||||
setHeroPos(targetCoord);
|
||||
handleCellInteractionForStatus(targetCoord, currentSetGameStatus);
|
||||
}
|
||||
|
||||
setHeroPos({ row: rNow, col: cNow });
|
||||
window.dispatchEvent(new CustomEvent("maze-logic-tick", { detail: { t: performance.now() } }));
|
||||
|
||||
if (i < n) {
|
||||
rafId = requestAnimationFrame(tick);
|
||||
} else {
|
||||
if (m[rNow][cNow].includes("key")) {
|
||||
setGameStatus("has-key");
|
||||
m[rNow][cNow] = [];
|
||||
const container = containerRef.current;
|
||||
const mazeDiv = container?.querySelector("#maze");
|
||||
const keyCell = mazeDiv?.querySelector<HTMLElement>(
|
||||
`.maze-row > div[data-r="${rNow}"][data-c="${cNow}"]`
|
||||
);
|
||||
keyCell?.classList.remove("key");
|
||||
}
|
||||
if (m[rNow][cNow].includes("exit")) {
|
||||
setGameStatus("game-won");
|
||||
}
|
||||
window.removeEventListener("keydown", onEsc);
|
||||
animatingRef.current = false;
|
||||
}
|
||||
};
|
||||
|
||||
rafId = requestAnimationFrame(tick);
|
||||
return;
|
||||
}
|
||||
|
||||
const newR = r0 + dr;
|
||||
const newC = c0 + dc;
|
||||
|
||||
if (!m[newR] || !m[newR][newC]) {
|
||||
flashInvalid();
|
||||
return;
|
||||
}
|
||||
if (m[newR][newC].includes("wall")) {
|
||||
flashInvalid();
|
||||
return;
|
||||
}
|
||||
if (m[newR][newC].includes("exit") && gameStatus !== "has-key") {
|
||||
flashInvalid();
|
||||
return;
|
||||
}
|
||||
|
||||
if (m[newR][newC].includes("key")) {
|
||||
setGameStatus("has-key");
|
||||
m[newR][newC] = [];
|
||||
const container = containerRef.current;
|
||||
const mazeDiv = container?.querySelector("#maze");
|
||||
const cell = mazeDiv?.querySelector<HTMLElement>(
|
||||
`.maze-row > div[data-r="${newR}"][data-c="${newC}"]`
|
||||
);
|
||||
cell?.classList.remove("key");
|
||||
}
|
||||
if (m[newR][newC].includes("exit")) {
|
||||
setGameStatus("game-won");
|
||||
} else {
|
||||
setHeroPos(targetCoord);
|
||||
handleCellInteractionForStatus(targetCoord, currentSetGameStatus);
|
||||
}
|
||||
}
|
||||
|
||||
setHeroPos({ row: newR, col: newC });
|
||||
function handleCellInteractionForStatus(coord: Coord, currentSetGameStatus: (s: GameStatus) => void): void {
|
||||
const m = mazeRef.current;
|
||||
if (!m.length) return;
|
||||
|
||||
if (m[coord.row][coord.col].includes("key")) {
|
||||
currentSetGameStatus("has-key");
|
||||
m[coord.row][coord.col] = [];
|
||||
window.dispatchEvent(new CustomEvent("maze-key-picked", { detail: coord }));
|
||||
}
|
||||
if (m[coord.row][coord.col].includes("exit")) {
|
||||
currentSetGameStatus("game-won");
|
||||
}
|
||||
}
|
||||
|
||||
const hero = {
|
||||
position: heroPos,
|
||||
canMoveTo,
|
||||
moveTo,
|
||||
pickupKey,
|
||||
reachExit,
|
||||
reset,
|
||||
// Legacy properties for backward compatibility
|
||||
heroPos,
|
||||
setHeroPos,
|
||||
moveHero,
|
||||
|
||||
+113
-21
@@ -1,5 +1,5 @@
|
||||
import { useEffect } from "react";
|
||||
import type { BoardManager, GameStatus } from "../types";
|
||||
import type { BoardManager, GameStatus, Coord } from "../types";
|
||||
import type { UseHeroType } from "./useHero";
|
||||
|
||||
type UseHeroRenderParams = {
|
||||
@@ -14,6 +14,56 @@ export function useHeroRender(params: UseHeroRenderParams) {
|
||||
const { containerRef } = board;
|
||||
const playerPos = hero.heroPos;
|
||||
|
||||
function render(): void {
|
||||
const container = containerRef.current;
|
||||
if (!container) return;
|
||||
|
||||
const mazeDiv = container.querySelector("#maze") as HTMLElement | null;
|
||||
if (!mazeDiv) return;
|
||||
|
||||
mazeDiv.querySelectorAll(".hero").forEach((el) => el.classList.remove("hero"));
|
||||
|
||||
if (playerPos) {
|
||||
const selector = `.maze-row > div[data-r="${playerPos.row}"][data-c="${playerPos.col}"]`;
|
||||
const cell = mazeDiv.querySelector(selector) as HTMLElement | null;
|
||||
if (cell) cell.classList.add("hero");
|
||||
}
|
||||
}
|
||||
|
||||
function updatePosition(coord: Coord): void {
|
||||
const container = containerRef.current;
|
||||
if (!container) return;
|
||||
|
||||
const mazeDiv = container.querySelector("#maze") as HTMLElement | null;
|
||||
if (!mazeDiv) return;
|
||||
|
||||
mazeDiv.querySelectorAll(".hero").forEach((el) => el.classList.remove("hero"));
|
||||
|
||||
const selector = `.maze-row > div[data-r="${coord.row}"][data-c="${coord.col}"]`;
|
||||
const cell = mazeDiv.querySelector(selector) as HTMLElement | null;
|
||||
if (cell) cell.classList.add("hero");
|
||||
}
|
||||
|
||||
function showCoordinates(show: boolean): void {
|
||||
const container = containerRef.current;
|
||||
if (!container) return;
|
||||
|
||||
const mazeDiv = container.querySelector("#maze") as HTMLElement | null;
|
||||
if (!mazeDiv) return;
|
||||
|
||||
if (show && playerPos) {
|
||||
mazeDiv.dataset.rows = String(mazeDiv.querySelectorAll(".maze-row").length);
|
||||
mazeDiv.dataset.cols = String(
|
||||
mazeDiv
|
||||
.querySelector(".maze-row > div[data-r][data-c]")
|
||||
?.parentElement?.querySelectorAll(':scope > div[data-r][data-c]').length || 0
|
||||
);
|
||||
applyRelativeNumbers(mazeDiv, playerPos.row, playerPos.col);
|
||||
} else {
|
||||
mazeDiv.classList.remove("is-relative");
|
||||
}
|
||||
}
|
||||
|
||||
const applyRelativeNumbers = (mazeDiv: HTMLElement, R: number, C: number) => {
|
||||
const rows = Number(mazeDiv.dataset.rows || 0);
|
||||
const cols = Number(mazeDiv.dataset.cols || 0);
|
||||
@@ -46,30 +96,72 @@ export function useHeroRender(params: UseHeroRenderParams) {
|
||||
};
|
||||
|
||||
useEffect(() => {
|
||||
console.log('gameStatus', gameStatus);
|
||||
const container = containerRef.current;
|
||||
if (!['started', 'has-key'].includes(gameStatus)) return;
|
||||
if (!container || !playerPos) return;
|
||||
|
||||
const mazeDiv = container.querySelector("#maze") as HTMLElement | null;
|
||||
if (!mazeDiv) return;
|
||||
|
||||
mazeDiv.querySelectorAll(".hero").forEach((el) => el.classList.remove("hero"));
|
||||
|
||||
const selector = `.maze-row > div[data-r="${playerPos.row}"][data-c="${playerPos.col}"]`;
|
||||
const cell = mazeDiv.querySelector(selector) as HTMLElement | null;
|
||||
if (cell) cell.classList.add("hero");
|
||||
|
||||
render();
|
||||
if (relative) {
|
||||
mazeDiv.dataset.rows = String(mazeDiv.querySelectorAll(".maze-row").length);
|
||||
mazeDiv.dataset.cols = String(
|
||||
mazeDiv
|
||||
.querySelector(".maze-row > div[data-r][data-c]")
|
||||
?.parentElement?.querySelectorAll(':scope > div[data-r][data-c]').length || 0
|
||||
);
|
||||
applyRelativeNumbers(mazeDiv, playerPos.row, playerPos.col);
|
||||
showCoordinates(true);
|
||||
}
|
||||
}, [gameStatus, playerPos, containerRef, relative]);
|
||||
|
||||
useEffect(() => {
|
||||
const onInvalid = () => {
|
||||
if (!playerPos) return;
|
||||
const container = containerRef.current;
|
||||
if (!container) return;
|
||||
|
||||
const mazeDiv = container.querySelector("#maze") as HTMLElement | null;
|
||||
if (!mazeDiv) return;
|
||||
|
||||
const selector = `.maze-row > div[data-r="${playerPos.row}"][data-c="${playerPos.col}"]`;
|
||||
const cell = mazeDiv.querySelector(selector) as HTMLElement | null;
|
||||
if (cell) {
|
||||
cell.classList.add("invalid-move");
|
||||
setTimeout(() => cell.classList.remove("invalid-move"), 180);
|
||||
}
|
||||
};
|
||||
|
||||
const onKeyPicked = (event: Event) => {
|
||||
const customEvent = event as CustomEvent;
|
||||
const coord = customEvent.detail as Coord;
|
||||
const container = containerRef.current;
|
||||
if (!container) return;
|
||||
|
||||
const mazeDiv = container.querySelector("#maze") as HTMLElement | null;
|
||||
if (!mazeDiv) return;
|
||||
|
||||
const selector = `.maze-row > div[data-r="${coord.row}"][data-c="${coord.col}"]`;
|
||||
const cell = mazeDiv.querySelector(selector) as HTMLElement | null;
|
||||
if (cell) {
|
||||
cell.classList.remove("key");
|
||||
}
|
||||
};
|
||||
|
||||
const onLogicTick = (_event: Event) => {
|
||||
const container = containerRef.current;
|
||||
if (!container) return;
|
||||
|
||||
const mazeDiv = container.querySelector("#maze") as HTMLElement | null;
|
||||
if (!mazeDiv) return;
|
||||
|
||||
mazeDiv.querySelectorAll(".trail").forEach((el) => el.classList.remove("trail"));
|
||||
};
|
||||
|
||||
window.addEventListener("maze-invalid", onInvalid);
|
||||
window.addEventListener("maze-key-picked", onKeyPicked);
|
||||
window.addEventListener("maze-logic-tick", onLogicTick);
|
||||
|
||||
return () => {
|
||||
window.removeEventListener("maze-invalid", onInvalid);
|
||||
window.removeEventListener("maze-key-picked", onKeyPicked);
|
||||
window.removeEventListener("maze-logic-tick", onLogicTick);
|
||||
};
|
||||
}, [playerPos, containerRef]);
|
||||
|
||||
return {
|
||||
render,
|
||||
updatePosition,
|
||||
showCoordinates
|
||||
};
|
||||
}
|
||||
|
||||
export type UseHeroRenderType = ReturnType<typeof useHeroRender>;
|
||||
|
||||
@@ -0,0 +1,110 @@
|
||||
import { useRef } from 'react';
|
||||
|
||||
export type Motion = { dr: number; dc: number; steps: number };
|
||||
|
||||
export type VimMotionSystem = {
|
||||
processKey: (key: string) => { type: 'move'|'anchor'|'repeat'|'count', data: any } | null;
|
||||
resetCount: () => void;
|
||||
getCount: () => number;
|
||||
setLastMotion: (motion: Motion) => void;
|
||||
repeatLastMotion: () => Motion | null;
|
||||
};
|
||||
|
||||
export function useVimMotions(): VimMotionSystem {
|
||||
const countRef = useRef<string>('');
|
||||
const lastMotionRef = useRef<Motion | null>(null);
|
||||
|
||||
function processKey(key: string): { type: 'move'|'anchor'|'repeat'|'count', data: any } | null {
|
||||
if (key >= '0' && key <= '9') {
|
||||
if (key === '0' && countRef.current === '') {
|
||||
return { type: 'anchor', data: 'start' };
|
||||
}
|
||||
countRef.current += key;
|
||||
return { type: 'count', data: key };
|
||||
}
|
||||
|
||||
if (key === 'h') {
|
||||
const motion = { dr: 0, dc: -1, steps: getCount() };
|
||||
setLastMotion(motion);
|
||||
resetCount();
|
||||
return { type: 'move', data: motion };
|
||||
}
|
||||
|
||||
if (key === 'j') {
|
||||
const motion = { dr: 1, dc: 0, steps: getCount() };
|
||||
setLastMotion(motion);
|
||||
resetCount();
|
||||
return { type: 'move', data: motion };
|
||||
}
|
||||
|
||||
if (key === 'k') {
|
||||
const motion = { dr: -1, dc: 0, steps: getCount() };
|
||||
setLastMotion(motion);
|
||||
resetCount();
|
||||
return { type: 'move', data: motion };
|
||||
}
|
||||
|
||||
if (key === 'l') {
|
||||
const motion = { dr: 0, dc: 1, steps: getCount() };
|
||||
setLastMotion(motion);
|
||||
resetCount();
|
||||
return { type: 'move', data: motion };
|
||||
}
|
||||
|
||||
if (key === '^') {
|
||||
resetCount();
|
||||
return { type: 'anchor', data: 'start' };
|
||||
}
|
||||
|
||||
if (key === '$') {
|
||||
resetCount();
|
||||
return { type: 'anchor', data: 'end' };
|
||||
}
|
||||
|
||||
if (key === 'g') {
|
||||
resetCount();
|
||||
return { type: 'anchor', data: 'top' };
|
||||
}
|
||||
|
||||
if (key === 'G') {
|
||||
resetCount();
|
||||
return { type: 'anchor', data: 'bottom' };
|
||||
}
|
||||
|
||||
if (key === '.') {
|
||||
const motion = repeatLastMotion();
|
||||
if (motion) {
|
||||
resetCount();
|
||||
return { type: 'repeat', data: motion };
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
function resetCount(): void {
|
||||
countRef.current = '';
|
||||
}
|
||||
|
||||
function getCount(): number {
|
||||
return Math.max(1, parseInt(countRef.current || '1', 10));
|
||||
}
|
||||
|
||||
function setLastMotion(motion: Motion): void {
|
||||
lastMotionRef.current = motion;
|
||||
}
|
||||
|
||||
function repeatLastMotion(): Motion | null {
|
||||
return lastMotionRef.current;
|
||||
}
|
||||
|
||||
return {
|
||||
processKey,
|
||||
resetCount,
|
||||
getCount,
|
||||
setLastMotion,
|
||||
repeatLastMotion
|
||||
};
|
||||
}
|
||||
|
||||
export type VimMotionManager = ReturnType<typeof useVimMotions>;
|
||||
@@ -2,6 +2,7 @@ import type { GameManager, GameOptions } from './types';
|
||||
import { useBoard } from './useBoard';
|
||||
import { useCursor } from './useCursor';
|
||||
import { useGameStatus } from './useGameStatus';
|
||||
import { useHeroRender } from './useCursor';
|
||||
|
||||
export function useGame(options: GameOptions, platformHook?: unknown): GameManager {
|
||||
const { cols, rows } = options;
|
||||
@@ -9,6 +10,9 @@ export function useGame(options: GameOptions, platformHook?: unknown): GameManag
|
||||
const { containerRef, renderBoard } = board;
|
||||
const gameStatusManager = useGameStatus();
|
||||
const { keyManager, ...cursor } = useCursor(board, gameStatusManager);
|
||||
|
||||
const hero = cursor.hero;
|
||||
const renderer = useHeroRender({ gameStatus: gameStatusManager.gameStatus, board, hero });
|
||||
|
||||
const gameManager = {
|
||||
containerRef,
|
||||
@@ -16,6 +20,8 @@ export function useGame(options: GameOptions, platformHook?: unknown): GameManag
|
||||
...gameStatusManager,
|
||||
renderBoard,
|
||||
cursor,
|
||||
hero,
|
||||
renderer,
|
||||
}
|
||||
|
||||
if (typeof platformHook === 'function') {
|
||||
|
||||
Reference in New Issue
Block a user