working on refactor
This commit is contained in:
+1
-5
@@ -1,6 +1,2 @@
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import './game.css';
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export { MazeGenerator } from "./MazeGenerator";
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export { MazeRenderer } from "./MazeRenderer";
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export * from './useGame';
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export * from './types';
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export * from './useGame';
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+31
-31
@@ -1,43 +1,38 @@
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import { useScore } from "./useScore";
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import { useGame } from "./useGame";
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export type UseGameType = ReturnType<typeof useGame>;
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export type UseScoreType = ReturnType<typeof useScore>;
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import type { RefObject } from 'react';
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export * from './useGame';
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export * from './useBoard';
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export * from './useCursor';
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export type GamePhase = "idle" | "playing";
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export type PlayStatus = "started" | "hasKey" | "game-over" | "game-won";
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export type GameStatus = "waiting" | "started" | "hasKey" | "game-over" | "game-won";
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export type GameStatus = 'waiting' | 'started' | 'hasKey' | 'paused' | 'game-over' | 'game-won'
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export const isPlaying = (status: GameStatus): status is PlayStatus =>
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status === "started" || status === "hasKey" || status === "game-over" || status === "game-won";
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export const getGamePhase = (status: GameStatus): GamePhase =>
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status === "waiting" ? "idle" : "playing";
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export type KeyLogEntry = { key: string; timestamp: number };
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export type KeyLogProvider = { keyLog: KeyLogEntry[] };
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export type GameScoreContext = {
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export type GameManager = { //return type of useGame
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containerRef: RefObject<HTMLDivElement | null>;
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gameStatus: GameStatus;
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setGameStatus: (status: GameStatus) => void;
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stopGame: () => void;
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renderBoard: () => void;
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startGame: () => void;
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togglePause: (pause?: boolean) => void;
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quitGame: () => void;
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// Optional — only Maze-type games provide these
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mazeManager?: {
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mazeInstanceRef?: { current?: any };
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};
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playerManager?: {
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playerPos?: { r: number; c: number } | null;
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};
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cursor: Cursor;
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};
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export type UseScoreParams = {
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gameContext: GameScoreContext;
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keyManager?: KeyLogProvider;
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};
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export type Cursor = { //return type of useCursor (currently useHero)
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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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moveLeft: (count?: number) => void;
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moveRight: (count?: number) => void;
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moveUp: (count?: number) => void;
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moveDown: (count?: number) => void;
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}
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export type CursorMode = 'normal' | 'insert' | 'replace' | 'visual' | 'visual-line';
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export type PositionTag = "entrance" | "exit" | "key" | "hero";
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export type Coord = [number, number];
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export type Coord = { row: number, col: number };
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export type CellTag = "wall" | "door" | PositionTag;
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@@ -52,3 +47,8 @@ export interface MazeData {
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totalSteps: number;
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}
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export type GameOptions = {
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rows: number;
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cols: number;
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};
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@@ -0,0 +1,347 @@
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import type { PositionTag, Coord, CellTag, MazeCell, MazeData } from "../types";
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export class MazeGenerator {
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width: number;
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height: number;
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cols: number;
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rows: number;
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maze: MazeCell[][];
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totalSteps: number = 0;
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constructor(userCols: number, userRows: number) {
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const cellsWide = Math.max(1, Math.floor(userCols / 2));
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const cellsHigh = Math.max(1, Math.floor(userRows / 2));
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this.width = cellsWide;
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this.height = cellsHigh;
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this.cols = 2 * this.width + 1;
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this.rows = 2 * this.height + 1;
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this.maze = this.initArray<MazeCell>([]);
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this.maze.forEach((row, r) => {
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row.forEach((_cell, c) => {
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switch (r) {
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case 0:
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case this.rows - 1:
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this.maze[r][c] = ["wall"];
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break;
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default:
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if ((r % 2) === 1) {
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if ((c === 0) || (c === this.cols - 1)) {
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this.maze[r][c] = ["wall"];
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}
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} else if (c % 2 === 0) {
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this.maze[r][c] = ["wall"];
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}
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}
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});
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if (r === 0) {
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const doorPos = this.posToSpace(this.rand(1, this.width));
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this.maze[r][doorPos] = ["door", "exit"];
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}
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if (r === this.rows - 1) {
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const doorPos = this.posToSpace(this.rand(1, this.width));
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this.maze[r][doorPos] = ["door", "entrance"];
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}
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});
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this.partition(1, this.height - 1, 1, this.width - 1);
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}
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private initArray<T = unknown>(value?: T): T[][] {
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return new Array(this.rows)
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.fill(null)
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.map(() => new Array(this.cols).fill(value as T));
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}
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private rand(min: number, max: number): number {
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return min + Math.floor(Math.random() * (1 + max - min));
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}
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private posToSpace(x: number): number {
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return 2 * (x - 1) + 1;
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}
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private posToWall(x: number): number {
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return 2 * x;
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}
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private inBounds(r: number, c: number): boolean {
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if (
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typeof this.maze[r] === "undefined" ||
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typeof this.maze[r]?.[c] === "undefined"
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) {
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return false;
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}
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return true;
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}
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private shuffle<T>(array: T[]): T[] {
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for (let i = array.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
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[array[i], array[j]] = [array[j], array[i]];
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}
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return array;
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}
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private partition(r1: number, r2: number, c1: number, c2: number): void {
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let horiz: number, vert: number;
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let x: number, y: number, start: number, end: number;
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if (r2 < r1 || c2 < c1) {
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return;
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}
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if (r1 === r2) {
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horiz = r1;
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} else {
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x = r1 + 1;
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y = r2 - 1;
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start = Math.round(x + (y - x) / 4);
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end = Math.round(x + (y - x) * 3 / 4);
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horiz = this.rand(start, end);
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}
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if (c1 === c2) {
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vert = c1;
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} else {
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x = c1 + 1;
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y = c2 - 1;
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start = Math.round(x + (y - x) / 3);
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end = Math.round(x + (y - x) * 2 / 3);
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vert = this.rand(start, end);
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}
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for (let i = this.posToWall(r1) - 1; i <= this.posToWall(r2) + 1; i++) {
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for (let j = this.posToWall(c1) - 1; j <= this.posToWall(c2) + 1; j++) {
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if (i === this.posToWall(horiz) || j === this.posToWall(vert)) {
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this.maze[i][j] = ["wall"];
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}
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}
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}
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const gaps = this.shuffle([true, true, true, false]);
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if (gaps[0]) {
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const gapPosition = this.rand(c1, vert);
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this.maze[this.posToWall(horiz)][this.posToSpace(gapPosition)] = [];
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}
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if (gaps[1]) {
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const gapPosition = this.rand(vert + 1, c2 + 1);
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this.maze[this.posToWall(horiz)][this.posToSpace(gapPosition)] = [];
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}
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if (gaps[2]) {
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const gapPosition = this.rand(r1, horiz);
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this.maze[this.posToSpace(gapPosition)][this.posToWall(vert)] = [];
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}
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if (gaps[3]) {
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const gapPosition = this.rand(horiz + 1, r2 + 1);
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this.maze[this.posToSpace(gapPosition)][this.posToWall(vert)] = [];
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}
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this.partition(r1, horiz - 1, c1, vert - 1);
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this.partition(horiz + 1, r2, c1, vert - 1);
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this.partition(r1, horiz - 1, vert + 1, c2);
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this.partition(horiz + 1, r2, vert + 1, c2);
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}
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private isGap(...cells: Array<[number, number]>): boolean {
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return cells.every(([row, col]) => {
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const cell = this.maze[row][col];
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if (cell.length > 0) {
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if (!cell.includes("door")) return false;
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}
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return true;
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});
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}
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private countSteps(
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array: (number | undefined)[][],
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r: number,
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c: number,
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val: number,
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stop: CellTag
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): boolean {
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if (!this.inBounds(r, c)) {
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return false;
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}
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if (array[r][c] !== undefined && (array[r][c] as number) <= val) {
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return false;
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}
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if (!this.isGap([r, c])) {
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return false;
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}
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array[r][c] = val;
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if (this.maze[r][c].includes(stop)) {
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return true;
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}
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this.countSteps(array, r - 1, c, val + 1, stop);
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this.countSteps(array, r, c + 1, val + 1, stop);
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this.countSteps(array, r + 1, c, val + 1, stop);
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this.countSteps(array, r, c - 1, val + 1, stop);
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return false;
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}
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private getKeyLocation(): Coord {
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const fromEntrance = this.initArray<number | undefined>();
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const fromExit = this.initArray<number | undefined>();
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this.totalSteps = -1;
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for (let j = 1; j < this.cols - 1; j++) {
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if (this.maze[this.rows - 1][j].includes("entrance")) {
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this.countSteps(fromEntrance, this.rows - 1, j, 0, "exit");
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}
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if (this.maze[0][j].includes("exit")) {
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this.countSteps(fromExit, 0, j, 0, "entrance");
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}
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}
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let fc = -1,
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fr = -1;
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this.maze.forEach((_row, r) => {
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_row.forEach((_cell, c) => {
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if (typeof fromEntrance[r]?.[c] === "undefined") {
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return;
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}
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const stepCount =
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(fromEntrance[r][c] ?? Infinity) + (fromExit[r][c] ?? Infinity);
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if (stepCount > this.totalSteps) {
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fr = r;
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fc = c;
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this.totalSteps = stepCount;
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}
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});
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});
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return [fr, fc];
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}
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placeKey(): void {
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const [fr, fc] = this.getKeyLocation();
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this.maze[fr][fc] = ["key"];
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}
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shortestPath(
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fromTag: PositionTag,
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toTag: PositionTag,
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currentPosition?: Coord
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): Coord[] {
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let start: Coord | undefined;
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let end: Coord | undefined;
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if (fromTag === "hero" && currentPosition) {
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start = currentPosition;
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} else {
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for (let r = 0; r < this.rows; r++) {
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for (let c = 0; c < this.cols; c++) {
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if (this.maze[r][c].includes(fromTag)) start = [r, c];
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}
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}
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}
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for (let r = 0; r < this.rows; r++) {
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for (let c = 0; c < this.cols; c++) {
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if (this.maze[r][c].includes(toTag)) end = [r, c];
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}
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}
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if (!start || !end) return [];
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const visited = this.initArray<boolean>(false);
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const prev = this.initArray<Coord | null>(null);
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const queue: Coord[] = [[...start]];
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visited[start[0]][start[1]] = true;
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const dirs: Coord[] = [
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[-1, 0],
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[1, 0],
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[0, -1],
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[0, 1],
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];
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while (queue.length > 0) {
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const [r, c] = queue.shift() as Coord;
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if (r === end[0] && c === end[1]) {
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const path: Coord[] = [];
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let curr: Coord | null = end;
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while (curr) {
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path.unshift(curr);
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curr = prev[curr[0]][curr[1]];
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}
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return path;
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}
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for (const [dr, dc] of dirs) {
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const nr = r + dr,
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nc = c + dc;
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if (!this.inBounds(nr, nc)) continue;
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if (visited[nr][nc]) continue;
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if (this.maze[nr][nc].includes("wall")) continue;
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visited[nr][nc] = true;
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prev[nr][nc] = [r, c];
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queue.push([nr, nc]);
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}
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}
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return [];
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}
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shortestPathToKey(currentPosition?: Coord): Coord[] {
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return this.shortestPath(
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currentPosition ? "hero" : "entrance",
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"key",
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currentPosition
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);
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}
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shortestPathToExit(currentPosition?: Coord): Coord[] {
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return this.shortestPath(
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currentPosition ? "hero" : "entrance",
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"exit",
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currentPosition
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);
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}
|
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|
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getDistance(
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fromTag: PositionTag,
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toTag: PositionTag,
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currentPosition?: Coord
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): number {
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const path = this.shortestPath(fromTag, toTag, currentPosition);
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return path.length ? path.length - 1 : Infinity;
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}
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getData(): MazeData {
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return {
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maze: this.maze,
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width: this.width,
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height: this.height,
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cols: this.cols,
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rows: this.rows,
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totalSteps: this.totalSteps,
|
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};
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}
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|
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toJSON(): MazeData {
|
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return this.getData();
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}
|
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}
|
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|
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@@ -0,0 +1,116 @@
|
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import type { MazeData } from "../types";
|
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|
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export class MazeRenderer {
|
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private mazeData: MazeData;
|
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private numbered: boolean;
|
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private parentDiv?: HTMLElement;
|
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|
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constructor(mazeData: MazeData, numbered: boolean = false) {
|
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this.mazeData = mazeData;
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this.numbered = numbered;
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}
|
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|
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display(parentDiv: HTMLElement | null): boolean {
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this.parentDiv = parentDiv ?? undefined;
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|
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if (!this.parentDiv) {
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console.error("Cannot initialise maze - parent element not provided.");
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return false;
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}
|
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|
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while (this.parentDiv.firstChild) {
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this.parentDiv.removeChild(this.parentDiv.firstChild);
|
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}
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const container = document.createElement("div");
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container.id = "maze";
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container.dataset.steps = String(this.mazeData.totalSteps);
|
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|
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const makeCell = (cls = "", text = "", attrs?: Record<string, string>) => {
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const d = document.createElement("div");
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d.className = cls;
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if (text) d.textContent = text;
|
||||
if (attrs) for (const k in attrs) d.setAttribute(k, attrs[k]);
|
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return d;
|
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};
|
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|
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const rowLabel = (r: number) => (r > 0 && r < this.mazeData.rows ? String(r) : "");
|
||||
const colLabel = (c: number) => (c > 0 && c < this.mazeData.cols ? String(c) : "");
|
||||
|
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if (this.numbered) {
|
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const topStrip = document.createElement("div");
|
||||
topStrip.className = "number-strip number-strip-top";
|
||||
topStrip.appendChild(makeCell("number corner", ""));
|
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for (let c = 0; c < this.mazeData.cols; c++) {
|
||||
topStrip.appendChild(makeCell("number col", colLabel(c), { "data-c": String(c) }));
|
||||
}
|
||||
topStrip.appendChild(makeCell("number corner", ""));
|
||||
container.appendChild(topStrip);
|
||||
}
|
||||
|
||||
this.mazeData.maze.forEach((row, r) => {
|
||||
const rowDiv = document.createElement("div");
|
||||
rowDiv.className = "maze-row";
|
||||
rowDiv.setAttribute("data-r", String(r));
|
||||
|
||||
if (this.numbered) {
|
||||
rowDiv.appendChild(makeCell("number row", rowLabel(r), { "data-r": String(r) }));
|
||||
}
|
||||
|
||||
row.forEach((cell, c) => {
|
||||
const cellDiv = document.createElement("div");
|
||||
if (cell) cellDiv.className = cell.join(" ");
|
||||
cellDiv.setAttribute("data-r", String(r));
|
||||
cellDiv.setAttribute("data-c", String(c));
|
||||
rowDiv.appendChild(cellDiv);
|
||||
});
|
||||
|
||||
if (this.numbered) {
|
||||
rowDiv.appendChild(makeCell("number row", rowLabel(r), { "data-r": String(r) }));
|
||||
}
|
||||
|
||||
container.appendChild(rowDiv);
|
||||
});
|
||||
|
||||
if (this.numbered) {
|
||||
const bottomStrip = document.createElement("div");
|
||||
bottomStrip.className = "number-strip number-strip-bottom";
|
||||
bottomStrip.appendChild(makeCell("number corner", ""));
|
||||
for (let c = 0; c < this.mazeData.cols; c++) {
|
||||
bottomStrip.appendChild(makeCell("number col", colLabel(c), { "data-c": String(c) }));
|
||||
}
|
||||
bottomStrip.appendChild(makeCell("number corner", ""));
|
||||
container.appendChild(bottomStrip);
|
||||
}
|
||||
|
||||
this.parentDiv.appendChild(container);
|
||||
return true;
|
||||
}
|
||||
|
||||
getMazeEl(container: HTMLElement): HTMLElement | null {
|
||||
return container.querySelector("#maze");
|
||||
}
|
||||
|
||||
getCellSelector(r: number, c: number): string {
|
||||
return `.maze-row > div[data-r="${r}"][data-c="${c}"]`;
|
||||
}
|
||||
|
||||
getCellEl(container: HTMLElement, r: number, c: number): HTMLElement | null {
|
||||
const maze = this.getMazeEl(container);
|
||||
if (!maze) return null;
|
||||
return maze.querySelector(this.getCellSelector(r, c)) as HTMLElement | null;
|
||||
}
|
||||
|
||||
addCellClass(container: HTMLElement, r: number, c: number, cls: string): void {
|
||||
this.getCellEl(container, r, c)?.classList.add(cls);
|
||||
}
|
||||
|
||||
removeCellClass(container: HTMLElement, r: number, c: number, cls: string): void {
|
||||
this.getCellEl(container, r, c)?.classList.remove(cls);
|
||||
}
|
||||
|
||||
toggleCellClass(container: HTMLElement, r: number, c: number, cls: string): void {
|
||||
this.getCellEl(container, r, c)?.classList.toggle(cls);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
export * from './useBoard';
|
||||
@@ -0,0 +1,46 @@
|
||||
import { useRef } from "react";
|
||||
import type { RefObject } from 'react';
|
||||
import { MazeGenerator } from "./MazeGenerator";
|
||||
import { MazeRenderer } from "./MazeRenderer";
|
||||
import type { MazeCell } from "../types";
|
||||
|
||||
export function useBoard(cols: number, rows: number) {
|
||||
const containerRef = useRef<HTMLDivElement | null>(null);
|
||||
const mazeRef = useRef<MazeCell[][]>([]);
|
||||
const mazeInstanceRef = useRef<MazeGenerator | null>(null);
|
||||
const rendererRef = useRef<MazeRenderer | null>(null);
|
||||
|
||||
function renderBoard() {
|
||||
const container = containerRef.current;
|
||||
if (!container) return;
|
||||
|
||||
container.innerHTML = "";
|
||||
|
||||
const generator = new MazeGenerator(cols, rows);
|
||||
generator.placeKey();
|
||||
|
||||
const renderer = new MazeRenderer(generator.getData(), true);
|
||||
renderer.display(container);
|
||||
|
||||
mazeRef.current = generator.maze;
|
||||
mazeInstanceRef.current = generator;
|
||||
rendererRef.current = renderer;
|
||||
}
|
||||
|
||||
return {
|
||||
containerRef,
|
||||
mazeRef,
|
||||
mazeInstanceRef,
|
||||
rendererRef,
|
||||
renderBoard,
|
||||
};
|
||||
}
|
||||
|
||||
export type BoardManager = {
|
||||
containerRef: RefObject<HTMLDivElement | null>
|
||||
mazeRef: RefObject<MazeCell[][]>
|
||||
mazeInstanceRef: RefObject<MazeGenerator | null>
|
||||
rendererRef: RefObject<MazeRenderer | null>
|
||||
renderBoard: () => void
|
||||
}
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
export * from './useCursor';
|
||||
@@ -0,0 +1,37 @@
|
||||
import { useRef } from 'react'
|
||||
import type { Cursor, CursorMode, Coord, BoardManager } from '../types'
|
||||
|
||||
export function useCursor(board: BoardManager): Cursor {
|
||||
const position = useRef<Coord>({ row: 0, col: 0 })
|
||||
const mode = useRef<CursorMode>('normal')
|
||||
|
||||
function move(dCols: number, dRows: number, count: number = 1) {
|
||||
|
||||
}
|
||||
function moveLeft(count = 1) {
|
||||
// TODO: implement move left
|
||||
}
|
||||
|
||||
function moveRight(count = 1) {
|
||||
// TODO: implement move right
|
||||
}
|
||||
|
||||
function moveUp(count = 1) {
|
||||
// TODO: implement move up
|
||||
}
|
||||
|
||||
function moveDown(count = 1) {
|
||||
// TODO: implement move down
|
||||
}
|
||||
|
||||
return {
|
||||
position: () => position.current,
|
||||
mode: () => mode.current,
|
||||
move,
|
||||
moveLeft,
|
||||
moveRight,
|
||||
moveUp,
|
||||
moveDown
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,45 @@
|
||||
import { useState } from 'react';
|
||||
import type { GameManager, GameOptions, GameStatus } from './types';
|
||||
import { useBoard } from './useBoard';
|
||||
import { useCursor } from './useCursor';
|
||||
|
||||
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);
|
||||
|
||||
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 gameManager = {
|
||||
containerRef,
|
||||
gameStatus,
|
||||
renderBoard,
|
||||
startGame,
|
||||
togglePause,
|
||||
quitGame,
|
||||
cursor,
|
||||
}
|
||||
|
||||
if (typeof platformHook === 'function') {
|
||||
platformHook(gameManager);
|
||||
}
|
||||
|
||||
return gameManager;
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
import './game.css';
|
||||
export { MazeGenerator } from "./MazeGenerator";
|
||||
export { MazeRenderer } from "./MazeRenderer";
|
||||
export * from './useGame';
|
||||
export * from './types';
|
||||
|
||||
@@ -0,0 +1,54 @@
|
||||
import { useScore } from "./useScore";
|
||||
import { useGame } from "./useGame";
|
||||
export type UseGameType = ReturnType<typeof useGame>;
|
||||
export type UseScoreType = ReturnType<typeof useScore>;
|
||||
|
||||
export type GamePhase = "idle" | "playing";
|
||||
export type PlayStatus = "started" | "hasKey" | "game-over" | "game-won";
|
||||
export type GameStatus = "waiting" | "started" | "hasKey" | "game-over" | "game-won";
|
||||
|
||||
export const isPlaying = (status: GameStatus): status is PlayStatus =>
|
||||
status === "started" || status === "hasKey" || status === "game-over" || status === "game-won";
|
||||
|
||||
export const getGamePhase = (status: GameStatus): GamePhase =>
|
||||
status === "waiting" ? "idle" : "playing";
|
||||
|
||||
export type KeyLogEntry = { key: string; timestamp: number };
|
||||
export type KeyLogProvider = { keyLog: KeyLogEntry[] };
|
||||
|
||||
export type GameScoreContext = {
|
||||
gameStatus: GameStatus;
|
||||
setGameStatus: (status: GameStatus) => void;
|
||||
stopGame: () => void;
|
||||
|
||||
// Optional — only Maze-type games provide these
|
||||
mazeManager?: {
|
||||
mazeInstanceRef?: { current?: any };
|
||||
};
|
||||
playerManager?: {
|
||||
playerPos?: { r: number; c: number } | null;
|
||||
};
|
||||
};
|
||||
|
||||
export type UseScoreParams = {
|
||||
gameContext: GameScoreContext;
|
||||
keyManager?: KeyLogProvider;
|
||||
};
|
||||
|
||||
export type PositionTag = "entrance" | "exit" | "key" | "hero";
|
||||
|
||||
export type Coord = [number, number];
|
||||
|
||||
export type CellTag = "wall" | "door" | PositionTag;
|
||||
|
||||
export type MazeCell = CellTag[];
|
||||
|
||||
export interface MazeData {
|
||||
maze: MazeCell[][];
|
||||
width: number;
|
||||
height: number;
|
||||
cols: number;
|
||||
rows: number;
|
||||
totalSteps: number;
|
||||
}
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
import { useEffect } from "react";
|
||||
import { useMaze } from "./useMaze";
|
||||
import { usePlayer } from "./usePlayer";
|
||||
import { useGameStatus } from "./useGameStatus";
|
||||
@@ -13,24 +12,11 @@ export function useGame(cols: number, rows: number, platformHook?: unknown) {
|
||||
const gameManager = useGameStatus(mazeManager, playerManager);
|
||||
useHeroRender({ mazeManager, playerManager });
|
||||
|
||||
const { initMaze } = mazeManager;
|
||||
const { render } = mazeManager;
|
||||
const { movePlayer } = playerManager;
|
||||
const { gameStatus, setGameStatus, startGame, stopGame } = gameManager;
|
||||
const { containerRef } = mazeManager;
|
||||
|
||||
// Initialize maze on mount
|
||||
useEffect(() => {
|
||||
initMaze();
|
||||
// eslint-disable-next-line react-hooks/exhaustive-deps
|
||||
}, []);
|
||||
|
||||
const startNewGame = (autoStart = false) => {
|
||||
if (autoStart) {
|
||||
initMaze(true, startGame);
|
||||
} else {
|
||||
initMaze();
|
||||
}
|
||||
};
|
||||
|
||||
// 🎮 key bindings integrated
|
||||
const keyBindings: UseKeyBindingsType = useKeyBindings({
|
||||
@@ -56,18 +42,16 @@ export function useGame(cols: number, rows: number, platformHook?: unknown) {
|
||||
});
|
||||
|
||||
const fullGameManager = {
|
||||
// core game
|
||||
containerRef,
|
||||
gameStatus,
|
||||
setGameStatus,
|
||||
mazeManager,
|
||||
playerManager,
|
||||
render,
|
||||
startGame,
|
||||
initGame: startNewGame,
|
||||
togglePause,
|
||||
movePlayer: (dr: number, dc: number, count: number = 1) =>
|
||||
movePlayer(dr, dc, count, gameStatus, setGameStatus),
|
||||
stopGame,
|
||||
reset: () => initMaze(),
|
||||
|
||||
// key bindings
|
||||
...keyBindings,
|
||||
Reference in New Issue
Block a user