988 lines
22 KiB
Markdown
988 lines
22 KiB
Markdown
# Unified API Documentation
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Complete reference for the vim-maze game engine architecture. This document describes the current implementation in `src/` and serves as a blueprint for porting games and creating new games.
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## Table of Contents
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1. [Architecture Overview](#architecture-overview)
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2. [File Structure](#file-structure)
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3. [Type System](#type-system)
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4. [Core Hooks](#core-hooks)
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5. [Supporting Hooks](#supporting-hooks)
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6. [Implementation Examples](#implementation-examples)
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7. [Integration Points](#integration-points)
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---
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## Architecture Overview
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The vim-maze engine follows a composable hook architecture with a single entry point: `useGame(options?, platformHook?)`.
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### Design Principles
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- **Single Entry Point**: All games use `useGame()` to initialize
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- **Composable Hooks**: Three core hooks compose to create the complete system
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- **Type-Safe**: Full TypeScript support throughout
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- **Platform Agnostic**: Works across any platform without modification
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- **Platform Optional**: Optional platform hook for analytics and custom bindings
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### Core Composition
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```tsx
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// Inside useGame:
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const boardManager = useBoard(cols, rows);
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const { cursor, keyManager } = useCursor(boardManager, gameStatusManager);
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const scoreManager = useScore({ board, hero, gameStatusManager, keyManager });
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const heroRenderer = useHeroRender({ gameStatus, board, hero });
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// Returns unified GameManager interface
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return {
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containerRef,
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renderBoard,
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cursor,
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hero,
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renderer,
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scoreManager,
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gameStatus,
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startGame,
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togglePause,
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quitGame,
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keyLog,
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...
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};
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```
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---
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## File Structure
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```
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src/
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├── index.ts # Main package exports
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├── types.ts # All shared TypeScript types
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├── useGame.ts # Main orchestrator hook
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├── useGameStatus/
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│ └── useGameStatus.ts # Game state management
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├── useBoard/
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│ ├── index.ts # Public exports
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│ ├── useBoard.ts # Board/maze management hook
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│ ├── MazeGenerator.ts # Maze generation algorithm
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│ ├── MazeRenderer.ts # DOM rendering for maze
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│ └── useMazeNavigation.ts # Pathfinding and validation
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├── useCursor/
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│ ├── index.ts # Public exports
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│ ├── useCursor.ts # Main cursor/input hook
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│ ├── useHero.ts # Player position and movement
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│ ├── useHeroRender.ts # Hero rendering on DOM
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│ ├── useVimMotions.ts # Vim keybinding system
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│ ├── useGameKeys.ts # Game-specific key handling
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│ └── useAnimation.ts # Multi-step movement animation
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└── useScore/
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├── index.ts # Public exports
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├── useScore.ts # Main scoring hook
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├── useScorePaths.ts # Distance calculations
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├── useScoreTime.ts # Timer integration
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└── useTimer.ts # Timer state management
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```
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---
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## Type System
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All types are centralized in `src/types.ts` for consistency and maintainability.
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### Main Types
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#### GameManager
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The primary interface returned by `useGame()`.
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```typescript
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type GameManager = {
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// DOM reference for rendering
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containerRef: RefObject<HTMLDivElement | null>;
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// Rendering
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renderBoard: () => void;
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// Core managers
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cursor: CursorManager;
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hero: HeroManager;
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renderer: HeroRenderer;
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scoreManager: ScoreManager;
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// Game status
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gameStatus: GameStatus;
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setGameStatus: (status: GameStatus) => void;
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startGame: () => void;
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togglePause: (pause?: boolean) => void;
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quitGame: () => void;
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// Input tracking
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keyLog: KeyLogEntry[];
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clearKeyLog: () => void;
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getKeyLog: () => KeyLogEntry[];
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};
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```
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#### GameStatus
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State machine for game lifecycle.
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```typescript
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type GameStatus =
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| 'waiting' // Initial state, awaiting start
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| 'started' // Game in progress, before key pickup
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| 'has-key' // Key obtained, heading to exit
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| 'paused' // Game paused
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| 'game-over' // Game lost (efficiency > 150%)
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| 'game-won'; // Game completed
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```
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#### BoardManager
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Manages maze data and rendering.
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```typescript
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type BoardManager = {
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containerRef: RefObject<HTMLDivElement | null>;
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mazeRef: RefObject<MazeCell[][]>;
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mazeInstanceRef: RefObject<MazeGenerator | null>;
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rendererRef: RefObject<MazeRenderer | null>;
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renderBoard: () => void;
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};
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```
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#### CursorManager
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Handles player input and vim motion system.
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```typescript
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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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moveLeft: (count?: number) => void;
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moveRight: (count?: number) => void;
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moveUp: (count?: number) => void;
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moveDown: (count?: number) => void;
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moveToStart: () => void; // Move to row start (^)
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moveToEnd: () => void; // Move to row end ($)
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moveToTop: () => void; // Move to maze top (g)
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moveToBottom: () => void; // Move to maze bottom (G)
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repeatLastMotion: () => void; // Repeat last motion (.)
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resetCount: () => void;
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getCount: () => string;
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hasCount: () => boolean;
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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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Player position and interaction.
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```typescript
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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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DOM rendering for hero.
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```typescript
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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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#### ScoreManager
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Scoring system return type.
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```typescript
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type ScoreManager = {
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timeValue: number;
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startTimer: () => void;
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stopTimer: () => void;
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resetTimer: () => void;
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distToKey: number; // Distance from hero to key
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distToExit: number; // Distance from hero to exit
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keystrokes: number; // Total keystrokes made
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optimalSteps: number; // Optimal path length
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efficiency: number; // Percentage (keystrokes / optimal * 100)
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finalScore: number | null; // Only set when game-won
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};
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```
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#### Coordinate & Maze Types
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Basic data structures.
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```typescript
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type Coord = { row: number; col: number };
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type CellTag = 'wall' | 'door' | 'entrance' | 'exit' | 'key' | 'hero';
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type MazeCell = CellTag[]; // Array of tags for a single cell
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type MazeData = {
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maze: MazeCell[][];
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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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totalSteps: number;
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};
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type GameOptions = {
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rows: number;
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cols: number;
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};
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```
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---
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## Core Hooks
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### useGame()
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Main orchestrator hook. Single entry point for all games.
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**Purpose**: Composes all sub-hooks into a unified interface and optionally integrates platform-specific functionality.
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**Parameters**:
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```typescript
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useGame(options: GameOptions, platformHook?: unknown): GameManager
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// GameOptions
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{
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rows: number; // Maze height in cells
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cols: number; // Maze width in cells
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}
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// platformHook (optional)
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// A function that receives the GameManager for platform integration
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// function(gameManager: GameManager): void
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```
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**Return Type**: `GameManager` - Complete game interface
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**Dependencies**:
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- `useBoard()` - Maze generation and rendering
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- `useCursor()` - Input and movement
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- `useGameStatus()` - Game lifecycle
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- `useScore()` - Scoring system
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- `useHeroRender()` - Visual rendering
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**Example**:
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```tsx
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const gameManager = useGame(
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{ cols: 32, rows: 24 },
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platformHook // Optional platform integration
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);
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const { containerRef, gameStatus, startGame } = gameManager;
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```
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---
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### useBoard()
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Board and maze management.
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**Purpose**: Generates maze, manages its data structure, and handles DOM rendering.
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**Parameters**:
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```typescript
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useBoard(cols: number, rows: number): BoardManager
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```
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**Return Type**: `BoardManager`
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```typescript
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{
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containerRef: RefObject<HTMLDivElement | null>;
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mazeRef: RefObject<MazeCell[][]>;
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mazeInstanceRef: RefObject<MazeGenerator | null>;
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rendererRef: RefObject<MazeRenderer | null>;
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renderBoard: () => void;
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}
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```
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**Dependencies**:
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- `MazeGenerator` - Generates random maze
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- `MazeRenderer` - Renders maze to DOM
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- `useMazeNavigation` - Pathfinding utilities
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**Key Features**:
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- Generates randomized maze on mount
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- Places key randomly in maze
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- Manages maze reference for navigation
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- Handles board re-rendering
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**Example**:
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```tsx
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const board = useBoard(32, 24);
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// Render maze to DOM
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useEffect(() => {
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if (board.containerRef.current) {
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board.renderBoard();
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}
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}, [board]);
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// Access maze data
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const maze = board.mazeRef.current; // MazeCell[][]
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```
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---
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### useCursor()
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Input handling and movement system with vim bindings.
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**Purpose**: Manages player cursor movement, vim key processing, and coordinate tracking.
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**Parameters**:
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```typescript
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useCursor(
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board: BoardManager,
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gameStatusManager: GameStatusManager
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): CursorManager & { keyManager: GameKeyManager }
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```
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**Return Type**:
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```typescript
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CursorManager & {
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keyManager: {
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keyLog: KeyLogEntry[];
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clearKeyLog: () => void;
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getKeyLog: () => KeyLogEntry[];
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}
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}
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```
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**Vim Motion Support**:
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- `h`, `j`, `k`, `l` - Move left, down, up, right
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- `^` - Move to row start
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- `$` - Move to row end
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- `g` - Move to maze top
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- `G` - Move to maze bottom
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- `.` - Repeat last motion
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- Number prefixes for counts (e.g., `5j` = move down 5 cells)
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**Dependencies**:
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- `useHero()` - Hero position management
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- `useMazeNavigation()` - Path validation
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- `useVimMotions()` - Vim key processing
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- `useGameKeys()` - Game-specific key handling
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**Example**:
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```tsx
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const { cursor, keyManager } = useCursor(board, gameStatusManager);
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// Direct movement
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cursor.moveLeft(5);
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cursor.moveDown();
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// Query state
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const pos = cursor.position(); // { row, col }
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const count = cursor.getCount();
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// Vim motions are processed by useGameKeys
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keyManager.keyLog; // Track all keystrokes
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```
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---
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### useGameStatus()
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Game lifecycle state management.
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**Purpose**: Manages game status transitions (waiting → started → has-key → game-won).
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**Parameters**:
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```typescript
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useGameStatus(): GameStatusManager
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```
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**Return Type**:
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```typescript
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{
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gameStatus: GameStatus;
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setGameStatus: (status: GameStatus) => void;
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startGame: () => void;
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togglePause: (pause?: boolean) => void;
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quitGame: () => void;
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}
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```
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**State Transitions**:
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```
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waiting ──start──> started ──pickup key──> has-key
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▲ ▲ ▲
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│ │ (pause) │
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│ └─────────────────────────┘
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│ paused
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│
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└──quit─────────────────────────────────────┘
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started/has-key ──efficiency > 150%──> game-over
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started/has-key ──reach exit + has-key──> game-won
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```
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**Example**:
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```tsx
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const gameStatus = useGameStatus();
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gameStatus.startGame();
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gameStatus.togglePause();
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gameStatus.quitGame();
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```
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---
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## Supporting Hooks
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### useScore()
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Scoring and performance metrics.
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**Purpose**: Calculates efficiency, tracks time and keystrokes, computes final score.
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**Parameters**:
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```typescript
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useScore({
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board: BoardManager;
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hero: UseHeroType;
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gameStatusManager: GameStatusManager;
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keyManager?: { keyLog: any[] };
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}): ScoreManager
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```
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**Return Type**: `ScoreManager`
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**Scoring Logic**:
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- **Optimal Steps**: Calculated as distance(entrance → key) + distance(key → exit)
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- **Efficiency**: `Math.round((keystrokes / optimalSteps) * 100)`
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- **Game Over Trigger**: `efficiency > 150%`
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- **Final Score**: `Math.round((optimalMs / logicMs) * 100000)` when game-won
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- **Max Score**: 100,000 points
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**Tracking**:
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- Real-time keystroke count
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- Elapsed time
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- Distance to key and exit
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- Player movement steps
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**Example**:
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```tsx
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const score = useScore({ board, hero, gameStatusManager, keyManager });
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if (score.efficiency > 100) {
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// Inefficient movement
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}
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// Final score available only after game-won
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if (gameStatus === 'game-won') {
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console.log(`Final Score: ${score.finalScore}`);
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}
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```
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---
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### useHero()
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Player position and movement logic.
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**Purpose**: Manages hero position, handles cell interactions (key pickup, exit), animates movement.
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**Parameters**:
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```typescript
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useHero(
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board: BoardManager,
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gameStatusManager: GameStatusManager
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): UseHeroType
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```
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**Return Type**: `UseHeroType`
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**Features**:
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- Tracks player position (row, col)
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- Validates moves through maze navigation
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- Handles key pickup event
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- Handles exit reached event
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- Animates multi-step movements
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- Prevents movement without key to exit
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**Cell Interactions**:
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- **Key**: Transitions to "has-key" state, removes key from maze
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- **Exit**:
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- Without key: Invalid move
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- With key: Transitions to "game-won"
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- **Wall**: Blocked by path validation
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**Example**:
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```tsx
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const hero = useHero(board, gameStatusManager);
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// Query position
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const pos = hero.heroPos; // { row, col } | null
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// Direct movement
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hero.moveTo({ row: 10, col: 15 });
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// Check validity
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if (hero.canMoveTo(coord)) {
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hero.moveTo(coord);
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}
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// Reset on game end
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hero.reset();
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```
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---
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### useVimMotions()
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Vim keybinding and motion system.
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**Purpose**: Processes vim keys, manages motion count prefix, tracks last motion for repeat.
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**Parameters**: None (hook state managed internally)
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**Return Type**: `VimMotionSystem`
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**API**:
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```typescript
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{
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processKey: (key: string) => { type: 'move'|'anchor'|'repeat'|'count', data: any } | null;
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resetCount: () => void;
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getCount: () => number; // Returns 1 if no count
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hasCount: () => boolean; // True if user entered count
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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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**Supported Keys**:
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```
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Move: h (left), j (down), k (up), l (right)
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Anchor: ^ (start), $ (end), g (top), G (bottom)
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Repeat: . (repeat last motion)
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Count: 0-9 (prefix for count)
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```
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**Count Behavior**:
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- `5j` = move down 5 times
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- `0` alone = anchor to start (special case)
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- `50j` = move down 50 times
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- Motion repeats use stored count
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**Example**:
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```tsx
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const motions = useVimMotions();
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const result = motions.processKey('5'); // { type: 'count', data: '5' }
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const result = motions.processKey('j'); // { type: 'move', data: { dr: 1, ... } }
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motions.setLastMotion({ dr: 0, dc: 1, steps: 5 });
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const last = motions.repeatLastMotion(); // Re-executes the motion
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```
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---
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### useGameKeys()
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Game-specific key input handling.
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**Purpose**: Bridges vim motion system with game cursor movement.
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|
|
|
**Parameters**:
|
|
```typescript
|
|
useGameKeys({
|
|
cursor: CursorManager;
|
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gameStatusManager: GameStatusManager;
|
|
}): GameKeyManager
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|
```
|
|
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|
**Return Type**: `GameKeyManager`
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|
|
|
**Responsibilities**:
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- Listens for keyboard input
|
|
- Routes keys through vim motion processor
|
|
- Executes corresponding cursor movements
|
|
- Tracks keystroke history
|
|
- Handles game-specific keys (space, q, p)
|
|
|
|
**Example**:
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|
```tsx
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const keyManager = useGameKeys({ cursor, gameStatusManager });
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|
|
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// Keystroke history available
|
|
keyManager.keyLog; // { key: string, timestamp: number }[]
|
|
keyManager.getKeyLog();
|
|
```
|
|
|
|
---
|
|
|
|
### useAnimation()
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|
|
|
Multi-step movement animation system.
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|
|
**Purpose**: Animates hero movement over multiple cells smoothly.
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|
|
**Parameters**: None
|
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|
|
**Return Type**:
|
|
```typescript
|
|
{
|
|
isAnimating: () => boolean;
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animateMovement: (
|
|
from: Coord,
|
|
to: Coord,
|
|
steps: number,
|
|
onStep: (coord: Coord) => void,
|
|
onComplete: () => void
|
|
) => void;
|
|
cancelAnimation: () => void;
|
|
}
|
|
```
|
|
|
|
**Behavior**:
|
|
- Animates from `from` to `to` coordinate over `steps` cells
|
|
- Calls `onStep` for each intermediate position (enables smooth animation)
|
|
- Calls `onComplete` when finished
|
|
- Prevents overlapping animations
|
|
|
|
**Example**:
|
|
```tsx
|
|
const animation = useAnimation();
|
|
|
|
animation.animateMovement(
|
|
{ row: 5, col: 5 },
|
|
{ row: 5, col: 10 },
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|
5,
|
|
(coord) => {
|
|
// Called 5 times for visualization
|
|
updateHeroDisplay(coord);
|
|
},
|
|
() => {
|
|
// Called when complete
|
|
handleCellInteraction();
|
|
}
|
|
);
|
|
```
|
|
|
|
---
|
|
|
|
### useHeroRender()
|
|
|
|
DOM rendering for hero character.
|
|
|
|
**Purpose**: Renders hero position on the game board DOM.
|
|
|
|
**Parameters**:
|
|
```typescript
|
|
useHeroRender({
|
|
gameStatus: GameStatus;
|
|
board: BoardManager;
|
|
hero: UseHeroType;
|
|
}): HeroRenderer
|
|
```
|
|
|
|
**Return Type**: `HeroRenderer`
|
|
|
|
**Features**:
|
|
- Renders hero at current position
|
|
- Updates hero position on DOM
|
|
- Shows/hides coordinate display
|
|
- Syncs with board rendering
|
|
|
|
---
|
|
|
|
### useTimer()
|
|
|
|
Timer state management.
|
|
|
|
**Purpose**: Tracks elapsed game time.
|
|
|
|
**Return Type**:
|
|
```typescript
|
|
{
|
|
timeValue: number; // Milliseconds elapsed
|
|
startTimer: () => void;
|
|
stopTimer: () => void;
|
|
resetTimer: () => void;
|
|
}
|
|
```
|
|
|
|
---
|
|
|
|
### useScorePaths()
|
|
|
|
Pathfinding for distance calculations.
|
|
|
|
**Purpose**: Calculates distances for scoring.
|
|
|
|
**Parameters**:
|
|
```typescript
|
|
useScorePaths({
|
|
board: BoardManager;
|
|
heroPos: Coord | null;
|
|
}): { entranceToKey, entranceToExit, heroToKey, heroToExit }
|
|
```
|
|
|
|
**Returns**: Path distances or 0 if not calculable
|
|
|
|
---
|
|
|
|
### useMazeNavigation()
|
|
|
|
Navigation and validation utilities.
|
|
|
|
**Purpose**: Validates moves, finds paths, checks cell accessibility.
|
|
|
|
**Methods**:
|
|
```typescript
|
|
{
|
|
validatePath: (from: Coord, direction: { row, col }, steps: number) => boolean;
|
|
isValidMove: (from: Coord, to: Coord) => boolean;
|
|
findAnchorTarget: (from: Coord, direction: 'top'|'bottom'|'left'|'right') => Coord | null;
|
|
}
|
|
```
|
|
|
|
---
|
|
|
|
## Implementation Examples
|
|
|
|
### Minimal Game Setup
|
|
|
|
```tsx
|
|
import { useGame } from '@vim-maze/src';
|
|
|
|
function MyGame() {
|
|
const gameManager = useGame({ cols: 32, rows: 24 });
|
|
const { containerRef, gameStatus, startGame } = gameManager;
|
|
|
|
return (
|
|
<div>
|
|
<div ref={containerRef} />
|
|
<button onClick={startGame}>Start</button>
|
|
<p>Status: {gameStatus}</p>
|
|
</div>
|
|
);
|
|
}
|
|
```
|
|
|
|
### Complete Feature Example with Scoring
|
|
|
|
```tsx
|
|
import { useGame } from '@vim-maze/src';
|
|
|
|
function GameWithScoring() {
|
|
const gameManager = useGame(
|
|
{ cols: 32, rows: 24 },
|
|
platformHook // Optional
|
|
);
|
|
|
|
const {
|
|
containerRef,
|
|
gameStatus,
|
|
startGame,
|
|
cursor,
|
|
hero,
|
|
scoreManager,
|
|
keyLog,
|
|
} = gameManager;
|
|
|
|
const {
|
|
timeValue,
|
|
efficiency,
|
|
optimalSteps,
|
|
keystrokes,
|
|
finalScore,
|
|
} = scoreManager;
|
|
|
|
return (
|
|
<div>
|
|
<div ref={containerRef} />
|
|
|
|
{gameStatus === 'waiting' && (
|
|
<button onClick={startGame}>Start Game</button>
|
|
)}
|
|
|
|
{(gameStatus === 'started' || gameStatus === 'has-key') && (
|
|
<div>
|
|
<p>Time: {formatTime(timeValue)}</p>
|
|
<p>Efficiency: {efficiency}% {efficiency > 150 && '(Game Over!)'}</p>
|
|
<p>Keystrokes: {keystrokes} / {optimalSteps}</p>
|
|
</div>
|
|
)}
|
|
|
|
{gameStatus === 'game-won' && (
|
|
<div>
|
|
<h2>You Won!</h2>
|
|
<p>Final Score: {finalScore}</p>
|
|
</div>
|
|
)}
|
|
</div>
|
|
);
|
|
}
|
|
```
|
|
|
|
### Custom Platform Hook Integration
|
|
|
|
```tsx
|
|
function customPlatformHook(gameManager: GameManager) {
|
|
// Called after game initialization
|
|
|
|
// Track analytics
|
|
console.log('Game initialized:', {
|
|
cols: gameManager.cursor.position().col,
|
|
rows: gameManager.cursor.position().row,
|
|
});
|
|
|
|
// Add custom key handlers
|
|
window.addEventListener('keydown', (e) => {
|
|
if (e.key === 'p') {
|
|
gameManager.togglePause();
|
|
}
|
|
});
|
|
|
|
// Monitor game events
|
|
const interval = setInterval(() => {
|
|
if (gameManager.gameStatus === 'game-won') {
|
|
console.log('Victory:', gameManager.scoreManager.finalScore);
|
|
clearInterval(interval);
|
|
}
|
|
}, 100);
|
|
}
|
|
|
|
const gameManager = useGame({ cols: 32, rows: 24 }, customPlatformHook);
|
|
```
|
|
|
|
---
|
|
|
|
## Integration Points
|
|
|
|
### For New Games
|
|
|
|
1. **Initialize**: Call `useGame(options, platformHook?)`
|
|
2. **Render Container**: Attach `gameManager.containerRef` to DOM
|
|
3. **Handle Status**: React to `gameManager.gameStatus` changes
|
|
4. **Access Managers**:
|
|
- Movement: `gameManager.cursor`
|
|
- Scoring: `gameManager.scoreManager`
|
|
- Input: `gameManager.keyLog`
|
|
- Hero: `gameManager.hero`
|
|
|
|
### For Platform Integration
|
|
|
|
Implement a platform hook function that receives the complete `GameManager`:
|
|
|
|
```typescript
|
|
type PlatformHook = (gameManager: GameManager) => void;
|
|
```
|
|
|
|
The hook can:
|
|
- Add custom key bindings
|
|
- Track analytics
|
|
- Synchronize with platform APIs
|
|
- Monitor game state
|
|
- Control game lifecycle
|
|
|
|
### Customization Points
|
|
|
|
The current implementation supports:
|
|
|
|
1. **Board Size**: Adjust `cols` and `rows` in `GameOptions`
|
|
2. **Key Bindings**: Via `useGameKeys` in custom implementations
|
|
3. **Rendering**: Override via `useHeroRender` for custom visuals
|
|
4. **Scoring**: Modify `useScore` for different scoring formulas
|
|
5. **Maze Generation**: Extend `MazeGenerator` for different algorithms
|
|
|
|
### Data Flow
|
|
|
|
```
|
|
Game Initialization
|
|
↓
|
|
useGame() composes hooks
|
|
├→ useBoard() generates maze
|
|
├→ useCursor() initializes input
|
|
├→ useGameStatus() initializes state
|
|
└→ useScore() initializes scoring
|
|
|
|
User Input
|
|
↓
|
|
useGameKeys() processes keystroke
|
|
↓
|
|
useVimMotions() interprets vim command
|
|
↓
|
|
useCursor() executes movement
|
|
↓
|
|
useHero() validates and animates
|
|
↓
|
|
useScore() updates metrics
|
|
↓
|
|
Rendering updates via refs
|
|
```
|
|
|
|
---
|
|
|
|
## Type Safety Patterns
|
|
|
|
### Hook Return Types
|
|
|
|
All hook return types are explicitly defined in `src/types.ts`. Import them directly:
|
|
|
|
```typescript
|
|
import type { GameManager, CursorManager, ScoreManager } from './types';
|
|
import type { TimerManager, HeroRenderManager, AnimationSystem } from './types';
|
|
```
|
|
|
|
### Type Imports
|
|
|
|
Always import types with `import type`:
|
|
|
|
```typescript
|
|
import type { GameManager, CursorManager, Coord } from './types';
|
|
import { useGame } from './useGame';
|
|
```
|
|
|
|
### Coordinate Operations
|
|
|
|
Common patterns for working with coordinates:
|
|
|
|
```typescript
|
|
// Validate before moving
|
|
if (hero.canMoveTo(targetCoord)) {
|
|
hero.moveTo(targetCoord);
|
|
}
|
|
|
|
// Calculate distance
|
|
const distance = Math.abs(pos1.row - pos2.row) +
|
|
Math.abs(pos1.col - pos2.col);
|
|
|
|
// Check if equal
|
|
const same = pos1.row === pos2.row && pos1.col === pos2.col;
|
|
```
|
|
|
|
---
|
|
|
|
## Summary
|
|
|
|
The vim-maze unified API provides a composable, type-safe game engine:
|
|
|
|
- **Single Entry Point**: `useGame()` for all initialization
|
|
- **Modular Design**: Independent, reusable hooks
|
|
- **Type Safe**: Comprehensive TypeScript support
|
|
- **Extensible**: Platform hook system for customization
|
|
- **Well Structured**: Clear separation of concerns
|
|
|
|
For detailed implementation, refer to source files in `src/`.
|