updated README

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2025-10-19 16:13:50 +01:00
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@@ -9,12 +9,14 @@ Part of the [VIMazing](https://vimazing.com) project - [GitHub](https://github.c
---
## Contents
- [Features](#features)
- [Installation](#installation)
- [Quick Start](#quick-start)
- [Core Hooks](#core-hooks)
- [Utilities](#utilities)
- [API Overview](#api-overview)
- [Unified Architecture](#unified-architecture)
- [Example App](#example-app)
- [Documentation](#documentation)
- [Build & Release](#build--release)
- [License](#license)
- [Acknowledgements](#acknowledgements)
@@ -22,11 +24,15 @@ Part of the [VIMazing](https://vimazing.com) project - [GitHub](https://github.c
---
## Features
- **Drop-in hooks** for maze generation, player control, scoring, and key logging.
- **Typed API** with generated declaration files for editor IntelliSense.
- **VIM-style navigation** (`h`, `j`, `k`, `l`, counts, `i` to start, etc.).
- **Composable architecture** – bring your own rendering and platform-specific bindings.
- **Tree-shakeable exports** to keep bundles lean.
- **Unified API** – Single entry point `useGame()` for complete game setup with composition hooks for granular control
- **Fully Typed** – Comprehensive TypeScript support with organized, module-specific type definitions
- **VIM-style Navigation** – Full `hjkl` motion support with counts, anchors (`^`, `$`, `g`, `G`), and repeat (`.`)
- **Modular Hooks** – Independent, reusable hooks: `useBoard`, `useCursor`, `useScore`, `useGameStatus`
- **Scoring System** – Built-in timer, efficiency tracking, keystroke logging, and optimal path calculation
- **Platform Integration** – Optional platform hook for analytics, custom bindings, and platform-specific logic
- **Tree-shakeable Exports** – Import only what you need to keep bundles lean
- **CSS Included** – Pre-styled maze rendering with optional coordinate display
---
@@ -48,76 +54,199 @@ bun add @vimazing/vim-maze
## Quick Start
### Minimal Setup
```tsx
import { useEffect } from "react";
import { useGame } from "@vimazing/vim-maze";
import "@vimazing/vim-maze/game.css";
export function MazeGame() {
const { containerRef, gameStatus, startGame } = useGame(20, 16);
useEffect(() => {
startGame();
}, [startGame]);
function MazeGame() {
const gameManager = useGame({ cols: 32, rows: 24 });
const { containerRef, gameStatus, startGame } = gameManager;
return (
<section className="mx-auto w-fit space-y-4">
<h1 className="text-2xl font-bold">VIMazing Maze</h1>
<div ref={containerRef} className="relative" />
{gameStatus === "game-won" && <p>🎉 You escaped!</p>}
</section>
<div>
<div ref={containerRef} />
<button onClick={startGame}>Start Game</button>
<p>Status: {gameStatus}</p>
</div>
);
}
```
### With Scoring and Full Features
```tsx
import { useGame } from "@vimazing/vim-maze";
import "@vimazing/vim-maze/game.css";
function MazeGame() {
const gameManager = useGame({ cols: 32, rows: 24 });
const { containerRef, gameStatus, startGame, scoreManager } = gameManager;
const { timeValue, efficiency, keystrokes, optimalSteps, finalScore } = scoreManager;
return (
<div>
<div ref={containerRef} />
<button onClick={startGame}>Start</button>
{(gameStatus === 'started' || gameStatus === 'has-key') && (
<div>
<p>Time: {(timeValue / 1000).toFixed(1)}s</p>
<p>Efficiency: {efficiency}%</p>
<p>Keystrokes: {keystrokes} / {optimalSteps}</p>
</div>
)}
{gameStatus === 'game-won' && <p>🎉 Final Score: {finalScore}</p>}
</div>
);
}
```
> **Note:** You must manually import the CSS file. The package exports styles but does not auto-import them, giving you control over when and how styles are loaded.
Default controls:
### Default Controls
| Key | Action |
| ------------------- | --------------- |
| `i` | Start game |
| `h` / `j` / `k` / `l` | Move player |
| `<count><motion>` | Move with count |
| `q` | Quit game |
| `Esc` | Cancel / pause |
| Key | Action |
| --- | --- |
| `Space` | Start game / Restart |
| `h` / `j` / `k` / `l` | Move left / down / up / right |
| `^` | Move to row start |
| `$` | Move to row end |
| `g` | Move to maze top |
| `G` | Move to maze bottom |
| `.` | Repeat last motion |
| `<count><motion>` | Move with count (e.g., `5j` = down 5) |
| `q` | Quit game |
---
## Core Hooks
## API Overview
| Hook | Description |
| ---- | ----------- |
| `useGame(cols, rows, platformHook?)` | One-stop hook that wires maze generation, rendering, player state, scoring, and keyboard bindings. Returns refs, status helpers, and managers you can compose with your UI. |
| `useMaze()` | Generates maze paths, keeps references to the current maze instance, and exposes helpers to reset or rebuild. |
| `useKeyBindings()` | Provides VIM-style key bindings, including repeat counts and movement helpers. |
| `useScore()` | Tracks timers, optimal steps, efficiency, and final score calculation. |
### Main Entry Point: `useGame()`
Each hook is exported individually, so you can cherry-pick only what you need:
Initialize a complete game with a single call:
```tsx
const gameManager = useGame(
{ cols: 32, rows: 24 }, // GameOptions
platformHook // Optional: function for platform integration
);
```
**Returns: `GameManager`**
- `containerRef` – DOM ref for maze rendering
- `gameStatus` – Current game state
- `startGame()` / `togglePause()` / `quitGame()` – Game lifecycle
- `cursor` – Player movement manager
- `hero` – Player position and interactions
- `scoreManager` – Scoring metrics
- `renderer` – Hero rendering manager
- `keyLog` – Keystroke history
### Core Hooks
| Hook | Purpose |
| --- | --- |
| `useBoard(cols, rows)` | Generates maze, manages board data, handles DOM rendering |
| `useCursor(board, gameStatus)` | Input handling, vim motion processing, movement commands |
| `useScore({ board, hero, gameStatusManager, keyManager })` | Timer, efficiency, keystroke tracking, score calculation |
| `useGameStatus()` | Game state machine (waiting → started → has-key → game-won) |
### Utility Functions & Classes
```ts
import { useScore } from "@vimazing/vim-maze/useScore";
import { MazeGenerator, MazeRenderer } from "@vimazing/vim-maze";
// Procedural maze generation
const generator = new MazeGenerator(32, 24);
generator.placeKey();
const maze = generator.maze;
// DOM rendering for mazes
const renderer = new MazeRenderer(generator.getData(), true);
renderer.display(containerElement);
```
### Types
All types are organized by module:
```ts
import type {
GameManager,
GameStatus,
GameOptions,
Coord,
CursorManager,
HeroManager,
ScoreManager,
BoardManager,
} from "@vimazing/vim-maze";
// Or import directly from module types:
import type { CursorManager } from "@vimazing/vim-maze/useCursor";
import type { BoardManager } from "@vimazing/vim-maze/useBoard";
```
---
## Utilities
## Unified Architecture
Besides the hooks, the library exports:
The library uses a **composable hook architecture** with modular organization:
- `MazeGenerator` – procedural maze generation class.
- `MazeRenderer` – canvas renderer tailored for the generated mazes.
- `types` – shared TypeScript types such as `GameStatus`, `MazeCell`, and `KeyLogEntry`.
```
useGame()
├─ useBoard() → maze generation & rendering
├─ useCursor() → vim motions & input handling
│ ├─ useHero() → player position & interactions
│ └─ useVimMotions() → vim keybinding processor
├─ useGameStatus() → game lifecycle state
└─ useScore() → timing & scoring metrics
```
```ts
import { MazeGenerator, GameStatus } from "@vimazing/vim-maze";
### Type Organization
- **`useBoard/types.ts`** – Coord, MazeCell, MazeData, BoardManager
- **`useCursor/types.ts`** – CursorManager, HeroManager, CursorMode, VimMotionSystem
- **`useGameStatus/types.ts`** – GameStatus, GameStatusManager
- **`useScore/types.ts`** – ScoreManager, TimerManager
- **`types.ts`** – Re-exports all + useGame-specific types (GameOptions, GameManager, KeyLogEntry)
Each module's `types.ts` keeps types colocated with their logic, making the architecture easy to understand and extend.
### Platform Integration
Integrate with your platform using an optional platform hook:
```tsx
function platformHook(gameManager: GameManager) {
// Track analytics
console.log('Game initialized');
// Add custom key handlers
window.addEventListener('keydown', (e) => {
if (e.key === 'p') gameManager.togglePause();
});
// Monitor game state
const interval = setInterval(() => {
if (gameManager.gameStatus === 'game-won') {
console.log('Victory!', gameManager.scoreManager.finalScore);
clearInterval(interval);
}
}, 100);
}
const gameManager = useGame({ cols: 32, rows: 24 }, platformHook);
```
---
## Example App
A demo application lives under `example/` and consumes the package directly.
A complete demo application lives under `example/` showcasing the full API:
```bash
cd example
@@ -125,7 +254,22 @@ bun install
bun run dev
```
During local development the Vite config aliases `@vimazing/vim-maze` to the source folder so you can iterate without rebuilding. When publishing, run the build first (see below) so editors consume the generated declarations in `dist/`.
Open `http://localhost:5173` to play the game with scoring, efficiency tracking, and status display.
During local development, the Vite config aliases `@vimazing/vim-maze` to source files for hot reloading. When publishing, run the build first so TypeScript declarations are generated.
---
## Documentation
For comprehensive documentation of all hooks, types, and patterns, see **[UNIFIED_API.md](./UNIFIED_API.md)**.
Key sections:
- Architecture Overview & Core Composition
- Complete Type System Reference
- Detailed Hook Documentation
- Implementation Patterns & Examples
- Integration Guide for New Games
---
@@ -137,7 +281,14 @@ Build the distributable bundle and type declarations:
bun run build
```
This writes JavaScript, type definitions, and styles to `dist/`. The `prepublishOnly` hook reuses the same command to guarantee fresh artifacts before publishing.
This writes JavaScript, type definitions, and styles to `dist/`. The `prepublishOnly` hook runs this automatically before publishing.
To publish a new version:
```bash
npm version patch # or minor / major
npm publish
```
---