445 lines
11 KiB
Markdown
445 lines
11 KiB
Markdown
# Unified API Design
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## Overview
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The VIMazing game engine provides a uniform external API for building grid-based games. The architecture is designed around three core hooks that can be composed to create various game types (maze, puzzle, strategy, etc.).
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## Core Philosophy
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**Single Entry Point**: Platforms consume games by calling `useGame(gameOptions?, platformHook?)` and receive everything needed to run the game.
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**Composable Architecture**: Three fundamental hooks that work together:
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- `useBoard` - Manages the game board/level/field
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- `useCursor` - Manages player/actor/selector movement
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- `useGame` - Orchestrates everything together
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## Primary API
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### `useGame(gameOptions?, platformHook?)`
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The main entry point for consuming any game.
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```tsx
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const gameManager = useGame(gameOptions?, platformHook?)
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```
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**Parameters:**
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- `gameOptions?: GameOptions` - Game-specific configuration
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- `platformHook?: (gameManager: GameManager) => void` - Platform-specific integration
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**Returns:** `GameManager` - Complete game management interface
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## Core Types
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### `GameOptions`
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```tsx
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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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### `GameManager`
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```tsx
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type GameManager = {
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containerRef: RefObject<HTMLDivElement | null>;
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gameStatus: GameStatus;
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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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cursor: Cursor;
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keyManager: GameKeyManager;
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};
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```
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### `GameStatus`
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```tsx
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type GameStatus = 'waiting' | 'started' | 'hasKey' | 'paused' | 'game-over' | 'game-won'
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```
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### `Cursor`
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```tsx
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type Cursor = {
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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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```
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### `CursorMode`
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```tsx
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type CursorMode = 'normal' | 'insert' | 'replace' | 'visual' | 'visual-line';
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```
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### `Coord`
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```tsx
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type Coord = { row: number, col: number };
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```
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### `GameStatusManager`
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```tsx
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type GameStatusManager = {
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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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### `GameKeyManager`
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```tsx
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type GameKeyManager = {
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keyLog: KeyLogEntry[];
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clearLog: () => void;
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getLog: () => KeyLogEntry[];
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};
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```
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### `CursorBindingContext`
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```tsx
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type CursorBindingContext = {
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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;
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moveToEnd: () => void;
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moveToTop: () => void;
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moveToBottom: () => void;
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repeatLastMotion: () => void;
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resetCount: () => void;
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getCount: () => string;
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setCount: (digit: string) => void;
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setLastKey: (key: string) => void;
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getLastKey: () => string;
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};
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```
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### `UseKeyBindingsParams`
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```tsx
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type UseKeyBindingsParams = {
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cursor: CursorBindingContext;
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gameStatus: GameStatus;
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};
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```
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## Core Hooks Architecture
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### `useBoard(cols, rows) -> BoardManager`
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Manages the game board/level structure.
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**Returns:**
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- `containerRef` - DOM container reference
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- `mazeRef` - Board data reference
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- `mazeInstanceRef` - Board generator instance
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- `rendererRef` - Renderer instance
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- `renderBoard()` - Initialize/render the board
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### `useCursor(board: BoardManager) -> Cursor`
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Manages player/actor movement and state.
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**Returns:**
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- Position tracking
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- Mode management
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- Movement methods (with count support)
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- Directional movement helpers
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### `useKeyBindings({ cursor, gameStatus }) -> GameKeyManager`
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Handles keyboard input and maps keys to cursor actions.
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**Parameters:**
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- `cursor` - Cursor binding context with movement methods
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- `gameStatus` - Current game status for state checking
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**Returns:**
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- `keyLog` - Array of key press entries with timestamps
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- `clearLog()` - Clear the key log
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- `getLog()` - Get current key log
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### `useGameStatus() -> GameStatusManager`
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Manages game state and lifecycle.
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**Returns:**
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- `gameStatus` - Current game state
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- `setGameStatus` - State setter
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- `startGame()` - Start the game
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- `togglePause(pause?)` - Toggle or set pause state
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- `quitGame()` - Quit/reset the game
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### `useGame(options: GameOptions, platformHook?) -> GameManager`
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Orchestrates board, cursor, and game status, provides game lifecycle management.
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**Returns:**
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- Complete game management interface
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- Game state control
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- Platform integration point
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## Platform Integration
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### Platform Hook Pattern
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```tsx
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const platformHook = (gameManager: GameManager) => {
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// Platform-specific logic
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// - Custom key bindings
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// - Analytics tracking
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// - Save/load functionality
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// - Platform UI integration
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};
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const gameManager = useGame(gameOptions, platformHook);
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```
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## Game Implementation Pattern
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### For New Game Types
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1. **Extend `GameOptions`** with game-specific configuration
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2. **Extend `GameStatus`** with game-specific states
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3. **Implement game logic** in core hooks
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4. **Maintain same external API** - `useGame(options, platformHook)`
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### Example: Maze Game
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```tsx
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// Platform consumes the game
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const mazeGame = useGame({ rows: 20, cols: 16 }, platformHook);
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// Everything needed is provided
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return (
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<div ref={mazeGame.containerRef}>
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{/* Game renders here */}
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<button onClick={mazeGame.startGame}>Start</button>
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<div>Status: {mazeGame.gameStatus}</div>
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</div>
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);
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```
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## Design Principles
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### 1. **Uniform Interface**
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All games expose the same `GameManager` interface regardless of internal complexity.
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### 2. **Composable Architecture**
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Core hooks can be mixed and matched for different game types.
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### 3. **Platform Agnostic**
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Games work across different platforms without modification.
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### 4. **Type Safety**
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Full TypeScript support with generated declarations.
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### 5. **Tree-Shakeable**
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Only used functionality is included in the final bundle.
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## Migration Path
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### From Old Architecture
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- **Old**: Multiple specialized managers (`useMaze`, `usePlayer`, `useScore`, etc.)
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- **New**: Three core hooks with unified interfaces
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### Benefits
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- **Simpler consumption**: Single `useGame` call
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- **Consistent API**: Same pattern across all games
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- **Better maintainability**: Clear separation of concerns
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- **Platform flexibility**: Easy integration points
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## Future Extensibility
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The unified API is designed to accommodate:
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- Different game types (puzzles, strategy, arcade)
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- Various input methods (touch, gamepad, voice)
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- Multiple rendering backends (Canvas, WebGL, DOM)
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- Cross-platform features (save states, leaderboards, multiplayer)
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## Implementation Status
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- ✅ **Type definitions** - Complete
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- ✅ **Core architecture** - Defined
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- ✅ **useGameStatus implementation** - Complete
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- ✅ **useKeyBindings implementation** - Complete
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- ✅ **useCursor implementation** - Complete
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- ✅ **useBoard implementation** - Complete
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- ✅ **useGame implementation** - Complete
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- ✅ **React 19 optimization** - No useCallback/useMemo usage
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- ⏳ **Platform integration** - Pending
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- ⏳ **Advanced features** - Pending (scoring, animations, etc.)
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## Usage Examples
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### Basic Game Integration
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```tsx
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import { useGame } from "@vimazing/vim-maze";
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function App() {
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const gameManager = useGame({ cols: 32, rows: 24 });
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const { containerRef, gameStatus, keyManager } = gameManager;
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return (
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<div className="relative mx-auto my-4 w-fit">
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<div ref={containerRef} className="relative" />
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</div>
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);
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}
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```
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### Platform Integration Pattern
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```tsx
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import { useGame } from "@vimazing/vim-maze";
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import { useKeyBindings } from "./useKeyBindings";
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function App() {
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const gameManager = useGame({ cols: 32, rows: 24 }, useKeyBindings);
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const { containerRef, gameStatus, cursor, keyManager } = gameManager;
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return (
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<div className="relative mx-auto my-4 w-fit">
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<div ref={containerRef} className="relative" />
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</div>
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);
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}
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```
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### Platform Hook Implementation
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```tsx
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export const useKeyBindings = (gameManager: GameManager) => {
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const { gameStatus, startGame, quitGame, cursor } = gameManager;
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useEffect(() => {
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const handler = (e: KeyboardEvent) => {
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// Start game with 'i'
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if (e.key === "i" || e.key === "I") {
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if (["waiting", "game-over", "game-won"].includes(gameStatus)) {
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startGame();
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return;
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}
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}
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// Movement keys
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if (gameStatus === "started") {
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switch (e.key) {
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case "h": cursor.moveLeft(); break;
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case "j": cursor.moveDown(); break;
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case "k": cursor.moveUp(); break;
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case "l": cursor.moveRight(); break;
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}
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}
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// Quit with 'q'
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if (e.key === "q" || e.key === "Q") {
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quitGame();
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}
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};
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window.addEventListener("keydown", handler);
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return () => window.removeEventListener("keydown", handler);
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}, [gameStatus, startGame, quitGame, cursor]);
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};
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```
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### Internal Key Bindings Integration
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```tsx
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// Inside useGame - simplified integration
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const keyManager = useKeyBindings({ cursor, gameStatus });
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const gameManager = {
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containerRef,
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gameStatus,
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renderBoard,
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startGame,
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togglePause,
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quitGame,
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cursor,
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keyManager,
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};
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```
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### Responsive Game Sizing
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```tsx
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function App() {
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const isMobile = useIsMobile();
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const cols = isMobile ? 12 : 32;
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const rows = isMobile ? 8 : 24;
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const gameManager = useGame({ cols, rows }, useKeyBindings);
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const { containerRef, keyManager } = gameManager;
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return (
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<div className="relative mx-auto my-4 w-fit">
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<div ref={containerRef} className="relative" />
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</div>
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);
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}
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```
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## Platform Integration Examples
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### Key Binding Platform Hook
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Platforms can provide custom key bindings by passing a platform hook:
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```tsx
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const platformHook = (gameManager: GameManager) => {
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// Custom VIM-style bindings
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const { gameStatus, cursor, startGame, quitGame } = gameManager;
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// Implementation details...
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};
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const gameManager = useGame(gameOptions, platformHook);
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```
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### Analytics Platform Hook
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```tsx
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const analyticsHook = (gameManager: GameManager) => {
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const { gameStatus } = gameManager;
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useEffect(() => {
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analytics.track('game_status_change', { status: gameStatus });
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}, [gameStatus]);
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};
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```
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### Save/Load Platform Hook
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```tsx
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const saveLoadHook = (gameManager: GameManager) => {
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const { cursor, gameStatus } = gameManager;
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const saveGame = () => {
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localStorage.setItem('gameState', JSON.stringify({
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position: cursor.position(),
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status: gameStatus
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}));
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};
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// Auto-save on status changes
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useEffect(() => {
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saveGame();
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}, [gameStatus]);
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};
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```
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## Expected Platform Hook Interface
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Platform hooks receive the complete `GameManager` interface:
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```tsx
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type GameManager = {
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containerRef: RefObject<HTMLDivElement | null>;
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gameStatus: GameStatus;
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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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cursor: Cursor;
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};
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```
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This allows platforms to:
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- Add custom input handling
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- Implement analytics tracking
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- Add save/load functionality
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- Integrate with platform-specific UI
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- Extend game behavior without modifying core logic |