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vim-maze/UNIFIED_API.md
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# Unified API Documentation
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.
## Table of Contents
1. [Architecture Overview](#architecture-overview)
2. [File Structure](#file-structure)
3. [Type System](#type-system)
4. [Core Hooks](#core-hooks)
5. [Supporting Hooks](#supporting-hooks)
6. [Implementation Examples](#implementation-examples)
7. [Integration Points](#integration-points)
---
## Architecture Overview
The vim-maze engine follows a composable hook architecture with a single entry point: `useGame(options?, platformHook?)`.
### Design Principles
- **Single Entry Point**: All games use `useGame()` to initialize
- **Composable Hooks**: Three core hooks compose to create the complete system
- **Type-Safe**: Full TypeScript support throughout
- **Platform Agnostic**: Works across any platform without modification
- **Platform Optional**: Optional platform hook for analytics and custom bindings
### Core Composition
```tsx
// Inside useGame:
const boardManager = useBoard(cols, rows);
const { cursor, keyManager } = useCursor(boardManager, gameStatusManager);
const scoreManager = useScore({ board, hero, gameStatusManager, keyManager });
const heroRenderer = useHeroRender({ gameStatus, board, hero });
// Returns unified GameManager interface
return {
containerRef,
renderBoard,
cursor,
hero,
renderer,
scoreManager,
gameStatus,
startGame,
togglePause,
quitGame,
keyLog,
...
};
```
---
## File Structure
```
src/
├── index.ts # Main package exports
├── types.ts # All shared TypeScript types
├── useGame.ts # Main orchestrator hook
├── useGameStatus/
│ └── useGameStatus.ts # Game state management
├── useBoard/
│ ├── index.ts # Public exports
│ ├── useBoard.ts # Board/maze management hook
│ ├── MazeGenerator.ts # Maze generation algorithm
│ ├── MazeRenderer.ts # DOM rendering for maze
│ └── useMazeNavigation.ts # Pathfinding and validation
├── useCursor/
│ ├── index.ts # Public exports
│ ├── useCursor.ts # Main cursor/input hook
│ ├── useHero.ts # Player position and movement
│ ├── useHeroRender.ts # Hero rendering on DOM
│ ├── useVimMotions.ts # Vim keybinding system
│ ├── useGameKeys.ts # Game-specific key handling
│ └── useAnimation.ts # Multi-step movement animation
└── useScore/
├── index.ts # Public exports
├── useScore.ts # Main scoring hook
├── useScorePaths.ts # Distance calculations
├── useScoreTime.ts # Timer integration
└── useTimer.ts # Timer state management
```
---
## Type System
All types are centralized in `src/types.ts` for consistency and maintainability.
### Main Types
#### GameManager
The primary interface returned by `useGame()`.
```typescript
type GameManager = {
// DOM reference for rendering
containerRef: RefObject<HTMLDivElement | null>;
// Rendering
renderBoard: () => void;
// Core managers
cursor: CursorManager;
hero: HeroManager;
renderer: HeroRenderer;
scoreManager: ScoreManager;
// Game status
gameStatus: GameStatus;
setGameStatus: (status: GameStatus) => void;
startGame: () => void;
togglePause: (pause?: boolean) => void;
quitGame: () => void;
// Input tracking
keyLog: KeyLogEntry[];
clearKeyLog: () => void;
getKeyLog: () => KeyLogEntry[];
};
```
#### GameStatus
State machine for game lifecycle.
```typescript
type GameStatus =
| 'waiting' // Initial state, awaiting start
| 'started' // Game in progress, before key pickup
| 'has-key' // Key obtained, heading to exit
| 'paused' // Game paused
| 'game-over' // Game lost (efficiency > 150%)
| 'game-won'; // Game completed
```
#### BoardManager
Manages maze data and rendering.
```typescript
type BoardManager = {
containerRef: RefObject<HTMLDivElement | null>;
mazeRef: RefObject<MazeCell[][]>;
mazeInstanceRef: RefObject<MazeGenerator | null>;
rendererRef: RefObject<MazeRenderer | null>;
renderBoard: () => void;
};
```
#### CursorManager
Handles player input and vim motion system.
```typescript
type CursorManager = {
position: () => Coord;
mode: () => CursorMode;
move: (dCols: number, dRows: number, count: number) => void;
moveLeft: (count?: number) => void;
moveRight: (count?: number) => void;
moveUp: (count?: number) => void;
moveDown: (count?: number) => void;
moveToStart: () => void; // Move to row start (^)
moveToEnd: () => void; // Move to row end ($)
moveToTop: () => void; // Move to maze top (g)
moveToBottom: () => void; // Move to maze bottom (G)
repeatLastMotion: () => void; // Repeat last motion (.)
resetCount: () => void;
getCount: () => string;
hasCount: () => boolean;
setCount: (digit: string) => void;
setLastKey: (key: string) => void;
getLastKey: () => string;
hero?: UseHeroType;
};
```
#### HeroManager
Player position and interaction.
```typescript
type HeroManager = {
position: Coord | null;
canMoveTo: (coord: Coord) => boolean;
moveTo: (coord: Coord) => void;
pickupKey: () => void;
reachExit: () => void;
reset: () => void;
};
```
#### HeroRenderer
DOM rendering for hero.
```typescript
type HeroRenderer = {
render: () => void;
updatePosition: (coord: Coord) => void;
showCoordinates: (show: boolean) => void;
};
```
#### ScoreManager
Scoring system return type.
```typescript
type ScoreManager = {
timeValue: number;
startTimer: () => void;
stopTimer: () => void;
resetTimer: () => void;
distToKey: number; // Distance from hero to key
distToExit: number; // Distance from hero to exit
keystrokes: number; // Total keystrokes made
optimalSteps: number; // Optimal path length
efficiency: number; // Percentage (keystrokes / optimal * 100)
finalScore: number | null; // Only set when game-won
};
```
#### Coordinate & Maze Types
Basic data structures.
```typescript
type Coord = { row: number; col: number };
type CellTag = 'wall' | 'door' | 'entrance' | 'exit' | 'key' | 'hero';
type MazeCell = CellTag[]; // Array of tags for a single cell
type MazeData = {
maze: MazeCell[][];
width: number;
height: number;
cols: number;
rows: number;
totalSteps: number;
};
type GameOptions = {
rows: number;
cols: number;
};
```
---
## Core Hooks
### useGame()
Main orchestrator hook. Single entry point for all games.
**Purpose**: Composes all sub-hooks into a unified interface and optionally integrates platform-specific functionality.
**Parameters**:
```typescript
useGame(options: GameOptions, platformHook?: unknown): GameManager
// GameOptions
{
rows: number; // Maze height in cells
cols: number; // Maze width in cells
}
// platformHook (optional)
// A function that receives the GameManager for platform integration
// function(gameManager: GameManager): void
```
**Return Type**: `GameManager` - Complete game interface
**Dependencies**:
- `useBoard()` - Maze generation and rendering
- `useCursor()` - Input and movement
- `useGameStatus()` - Game lifecycle
- `useScore()` - Scoring system
- `useHeroRender()` - Visual rendering
**Example**:
```tsx
const gameManager = useGame(
{ cols: 32, rows: 24 },
platformHook // Optional platform integration
);
const { containerRef, gameStatus, startGame } = gameManager;
```
---
### useBoard()
Board and maze management.
**Purpose**: Generates maze, manages its data structure, and handles DOM rendering.
**Parameters**:
```typescript
useBoard(cols: number, rows: number): BoardManager
```
**Return Type**: `BoardManager`
```typescript
{
containerRef: RefObject<HTMLDivElement | null>;
mazeRef: RefObject<MazeCell[][]>;
mazeInstanceRef: RefObject<MazeGenerator | null>;
rendererRef: RefObject<MazeRenderer | null>;
renderBoard: () => void;
}
```
**Dependencies**:
- `MazeGenerator` - Generates random maze
- `MazeRenderer` - Renders maze to DOM
- `useMazeNavigation` - Pathfinding utilities
**Key Features**:
- Generates randomized maze on mount
- Places key randomly in maze
- Manages maze reference for navigation
- Handles board re-rendering
**Example**:
```tsx
const board = useBoard(32, 24);
// Render maze to DOM
useEffect(() => {
if (board.containerRef.current) {
board.renderBoard();
}
}, [board]);
// Access maze data
const maze = board.mazeRef.current; // MazeCell[][]
```
---
### useCursor()
Input handling and movement system with vim bindings.
**Purpose**: Manages player cursor movement, vim key processing, and coordinate tracking.
**Parameters**:
```typescript
useCursor(
board: BoardManager,
gameStatusManager: GameStatusManager
): CursorManager & { keyManager: GameKeyManager }
```
**Return Type**:
```typescript
CursorManager & {
keyManager: {
keyLog: KeyLogEntry[];
clearKeyLog: () => void;
getKeyLog: () => KeyLogEntry[];
}
}
```
**Vim Motion Support**:
- `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
- Number prefixes for counts (e.g., `5j` = move down 5 cells)
**Dependencies**:
- `useHero()` - Hero position management
- `useMazeNavigation()` - Path validation
- `useVimMotions()` - Vim key processing
- `useGameKeys()` - Game-specific key handling
**Example**:
```tsx
const { cursor, keyManager } = useCursor(board, gameStatusManager);
// Direct movement
cursor.moveLeft(5);
cursor.moveDown();
// Query state
const pos = cursor.position(); // { row, col }
const count = cursor.getCount();
// Vim motions are processed by useGameKeys
keyManager.keyLog; // Track all keystrokes
```
---
### useGameStatus()
Game lifecycle state management.
**Purpose**: Manages game status transitions (waiting → started → has-key → game-won).
**Parameters**:
```typescript
useGameStatus(): GameStatusManager
```
**Return Type**:
```typescript
{
gameStatus: GameStatus;
setGameStatus: (status: GameStatus) => void;
startGame: () => void;
togglePause: (pause?: boolean) => void;
quitGame: () => void;
}
```
**State Transitions**:
```
waiting ──start──> started ──pickup key──> has-key
▲ ▲ ▲
│ │ (pause) │
│ └─────────────────────────┘
│ paused
│
└──quit─────────────────────────────────────┘
started/has-key ──efficiency > 150%──> game-over
started/has-key ──reach exit + has-key──> game-won
```
**Example**:
```tsx
const gameStatus = useGameStatus();
gameStatus.startGame();
gameStatus.togglePause();
gameStatus.quitGame();
```
---
## Supporting Hooks
### useScore()
Scoring and performance metrics.
**Purpose**: Calculates efficiency, tracks time and keystrokes, computes final score.
**Parameters**:
```typescript
useScore({
board: BoardManager;
hero: UseHeroType;
gameStatusManager: GameStatusManager;
keyManager?: { keyLog: any[] };
}): ScoreManager
```
**Return Type**: `ScoreManager`
**Scoring Logic**:
- **Optimal Steps**: Calculated as distance(entrance → key) + distance(key → exit)
- **Efficiency**: `Math.round((keystrokes / optimalSteps) * 100)`
- **Game Over Trigger**: `efficiency > 150%`
- **Final Score**: `Math.round((optimalMs / logicMs) * 100000)` when game-won
- **Max Score**: 100,000 points
**Tracking**:
- Real-time keystroke count
- Elapsed time
- Distance to key and exit
- Player movement steps
**Example**:
```tsx
const score = useScore({ board, hero, gameStatusManager, keyManager });
if (score.efficiency > 100) {
// Inefficient movement
}
// Final score available only after game-won
if (gameStatus === 'game-won') {
console.log(`Final Score: ${score.finalScore}`);
}
```
---
### useHero()
Player position and movement logic.
**Purpose**: Manages hero position, handles cell interactions (key pickup, exit), animates movement.
**Parameters**:
```typescript
useHero(
board: BoardManager,
gameStatusManager: GameStatusManager
): UseHeroType
```
**Return Type**: `UseHeroType`
**Features**:
- Tracks player position (row, col)
- Validates moves through maze navigation
- Handles key pickup event
- Handles exit reached event
- Animates multi-step movements
- Prevents movement without key to exit
**Cell Interactions**:
- **Key**: Transitions to "has-key" state, removes key from maze
- **Exit**:
- Without key: Invalid move
- With key: Transitions to "game-won"
- **Wall**: Blocked by path validation
**Example**:
```tsx
const hero = useHero(board, gameStatusManager);
// Query position
const pos = hero.heroPos; // { row, col } | null
// Direct movement
hero.moveTo({ row: 10, col: 15 });
// Check validity
if (hero.canMoveTo(coord)) {
hero.moveTo(coord);
}
// Reset on game end
hero.reset();
```
---
### useVimMotions()
Vim keybinding and motion system.
**Purpose**: Processes vim keys, manages motion count prefix, tracks last motion for repeat.
**Parameters**: None (hook state managed internally)
**Return Type**: `VimMotionSystem`
**API**:
```typescript
{
processKey: (key: string) => { type: 'move'|'anchor'|'repeat'|'count', data: any } | null;
resetCount: () => void;
getCount: () => number; // Returns 1 if no count
hasCount: () => boolean; // True if user entered count
setLastMotion: (motion: Motion) => void;
repeatLastMotion: () => Motion | null;
}
```
**Supported Keys**:
```
Move: h (left), j (down), k (up), l (right)
Anchor: ^ (start), $ (end), g (top), G (bottom)
Repeat: . (repeat last motion)
Count: 0-9 (prefix for count)
```
**Count Behavior**:
- `5j` = move down 5 times
- `0` alone = anchor to start (special case)
- `50j` = move down 50 times
- Motion repeats use stored count
**Example**:
```tsx
const motions = useVimMotions();
const result = motions.processKey('5'); // { type: 'count', data: '5' }
const result = motions.processKey('j'); // { type: 'move', data: { dr: 1, ... } }
motions.setLastMotion({ dr: 0, dc: 1, steps: 5 });
const last = motions.repeatLastMotion(); // Re-executes the motion
```
---
### useGameKeys()
Game-specific key input handling.
**Purpose**: Bridges vim motion system with game cursor movement.
**Parameters**:
```typescript
useGameKeys({
cursor: CursorManager;
gameStatusManager: GameStatusManager;
}): GameKeyManager
```
**Return Type**: `GameKeyManager`
**Responsibilities**:
- 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**:
```tsx
const keyManager = useGameKeys({ cursor, gameStatusManager });
// Keystroke history available
keyManager.keyLog; // { key: string, timestamp: number }[]
keyManager.getKeyLog();
```
---
### useAnimation()
Multi-step movement animation system.
**Purpose**: Animates hero movement over multiple cells smoothly.
**Parameters**: None
**Return Type**:
```typescript
{
isAnimating: () => boolean;
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 },
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/`.