GameOverlays

This commit is contained in:
2025-10-15 21:21:45 +01:00
parent 800d9d083f
commit 73ce666f53
10 changed files with 611 additions and 119 deletions
+165 -38
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@@ -1,6 +1,6 @@
# @vimazing/vim-sudoku # @vimazing/vim-sudoku
Lightweight, typed **React hooks** and utilities for building interactive sudoku games with VIM-inspired controls. Lightweight, typed **React hooks** and utilities for building interactive sudoku games with **VIM-style modal editing**.
Part of the [VIMazing](https://github.com/andrepadez/vimazing-vimaze) project. Part of the [VIMazing](https://github.com/andrepadez/vimazing-vimaze) project.
@@ -10,8 +10,9 @@ Part of the [VIMazing](https://github.com/andrepadez/vimazing-vimaze) project.
- [Features](#features) - [Features](#features)
- [Installation](#installation) - [Installation](#installation)
- [Quick Start](#quick-start) - [Quick Start](#quick-start)
- [VIM Modal Editing](#vim-modal-editing)
- [Core Hooks](#core-hooks) - [Core Hooks](#core-hooks)
- [Utilities](#utilities) - [Game Mechanics](#game-mechanics)
- [Example App](#example-app) - [Example App](#example-app)
- [Build & Release](#build--release) - [Build & Release](#build--release)
- [License](#license) - [License](#license)
@@ -19,11 +20,15 @@ Part of the [VIMazing](https://github.com/andrepadez/vimazing-vimaze) project.
--- ---
## Features ## Features
- **Drop-in hooks** for sudoku game logic, player control, scoring, and key logging. - 🎮 **VIM modal editing** – Navigate in normal mode, edit cells in insert mode (R/C to enter)
- **Typed API** with generated declaration files for editor IntelliSense. - ⌨️ **Full VIM motions** – `h`/`j`/`k`/`l`, counted moves, `^`/`$`/`0` for row navigation
- **VIM-style navigation** (`h`, `j`, `k`, `l`, counts, `i` to start, etc.). - 🎯 **Smart cell locking** – Pre-filled clues are protected with visual feedback
- **Composable architecture** – bring your own rendering and platform-specific bindings. - ⏱️ **Time & keystroke limits** – Configurable game-over conditions
- **Tree-shakeable exports** to keep bundles lean. - 📊 **Built-in scoring** – Time-based scoring with keystroke tracking
- 🎨 **Tokyo Night theme** – Beautiful dark theme with 3x3 box separators
- 📦 **Typed API** – Full TypeScript support with generated declarations
- 🪝 **Composable hooks** – Separate concerns for game state, rendering, input, and scoring
- 🌲 **Tree-shakeable exports** – Import only what you need
--- ---
@@ -46,65 +51,187 @@ bun add @vimazing/vim-sudoku
## Quick Start ## Quick Start
```tsx ```tsx
import { useEffect } from "react";
import { useGame } from "@vimazing/vim-sudoku"; import { useGame } from "@vimazing/vim-sudoku";
import "@vimazing/vim-sudoku/sudoku.css";
export function SudokuGame() { export function SudokuGame() {
const { containerRef, gameStatus, startGame } = useGame(); const { containerRef, initGame, gameStatus, scoreManager } = useGame();
useEffect(() => {
startGame();
}, [startGame]);
return ( return (
<section className="mx-auto w-fit space-y-4"> <div>
<h1 className="text-2xl font-bold">VIMazing Sudoku</h1> <h1>VIMazing Sudoku</h1>
<div ref={containerRef} className="relative" /> <button onClick={initGame}>New Puzzle</button>
{gameStatus === "game-won" && <p>🎉 You solved it!</p>}
</section> <div className="relative w-fit">
<div ref={containerRef} />
</div>
{gameStatus === "game-won" && (
<p>🎉 Score: {scoreManager.finalScore?.toLocaleString()}</p>
)}
</div>
); );
} }
``` ```
Default controls: ---
## VIM Modal Editing
VIMazing Sudoku follows VIM's modal editing philosophy with strict insert/replace semantics:
### Navigation Mode (default)
#### Movement
| Key | Action | Notes |
| --- | ------ | ----- |
| `h` / `j` / `k` / `l` | Move cursor left/down/up/right | Core VIM navigation |
| `<count>h/j/k/l` | Move with count | e.g., `3j` = down 3, `5l` = right 5 |
| `0` / `^` | Jump to start of row | Move to column 0 |
| `$` | Jump to end of row | Move to column 8 |
| `.` | Repeat last motion | Repeat with optional new count |
#### Editing
| Key | Action | Valid On |
| --- | ------ | -------- |
| `I` | Enter insert mode | ✅ Empty cells only |
| `R` | Enter replace mode | ✅ User-filled cells only |
| `D` / `X` | Delete cell value | ✅ User-filled cells only |
#### Game Control
| Key | Action | | Key | Action |
| ------------------- | --------------- | | --- | ------ |
| `i` | Start game | | `Q` | Quit game |
| `h` / `j` / `k` / `l` | Move cursor |
| `<number>` | Enter number | ### Edit Mode (I/R to enter)
| `x` / `d` | Clear cell |
| `q` | Quit game | | Key | Action |
| `Esc` | Cancel / pause | | --- | ------ |
| `1-9` | Fill cell with number |
| `x` / `Backspace` | Clear cell |
| `Esc` / `Enter` | Exit edit mode back to navigation |
---
## Cell State Rules
Understanding cell states is crucial for VIM-style editing:
| Cell State | `I` (Insert) | `R` (Replace) | `D`/`X` (Delete) | Visual |
| ---------- | ------------ | ------------- | ---------------- | ------ |
| **Empty** (`.`) | ✅ Enter edit | 🔴 Flash (use I) | ➖ No effect | Normal |
| **User-filled** | 🔴 Flash (use R) | ✅ Enter edit | ✅ Delete | Normal |
| **Pre-filled clue** | 🔴 Flash (locked) | 🔴 Flash (locked) | 🔴 Flash (locked) | Darker text |
### Visual Feedback
- 🔵 **Blue glow** – Navigation mode (current cell)
- 🟡 **Yellow pulsing glow** – Edit mode (typing active)
- 🔴 **Red flash** – Invalid action (wrong mode, locked cell, or out of bounds)
### Examples
```
Empty cell: Press I → type 5 → Esc
Replace value: Press R → type 7 → Esc
Delete value: Press D (instant)
Move 3 down: Press 3j
Jump to end: Press $
```
--- ---
## Core Hooks ## Core Hooks
| Hook | Description | ### `useGame(platformHook?)`
| ---- | ----------- |
| `useGame(platformHook?)` | One-stop hook that wires sudoku generation, rendering, player state, scoring, and keyboard bindings. Returns refs, status helpers, and managers you can compose with your UI. |
| `useKeyBindings()` | Provides VIM-style key bindings, including repeat counts and movement helpers. |
| `useScore()` | Tracks timers, moves, and final score calculation. |
Each hook is exported individually, so you can cherry-pick only what you need: Main hook that orchestrates the entire sudoku game. Returns:
```ts
{
// Core
containerRef: RefObject<HTMLDivElement>,
gameStatus: GameStatus, // "waiting" | "started" | "game-won" | "game-over"
startGame: () => void,
stopGame: () => void,
initGame: () => void, // Reset board + start
// Cursor
cursor: { r: number; c: number },
moveCursor: (dr, dc, steps?) => void,
// Board
board: string, // 81-character string
initialBoard: string, // Original clues
setDigit: (digit) => void,
erase: () => void,
reset: () => void,
solveBoard: () => void,
boardToString: (human?) => string, // Format board for display
// Scoring
scoreManager: {
timeValue: number, // Time in milliseconds
finalScore: number | null,
timeLimit: number, // 60000ms (60 seconds)
keystrokeLimit: number, // 100 keystrokes
},
// Key logging
keyLog: KeyLogEntry[],
editMode: "navigation" | "edit",
}
```
### Individual Hooks
Export individual hooks for granular control:
```ts ```ts
import { useScore } from "@vimazing/vim-sudoku/useScore"; import { useScore } from "@vimazing/vim-sudoku/useScore";
import { useBoardState } from "@vimazing/vim-sudoku/useGame/useBoardState";
``` ```
--- ---
## Utilities ## Game Mechanics
Besides the hooks, the library exports: ### Scoring
- `SudokuGenerator` – procedural sudoku puzzle generation class. Time-based scoring formula:
- `SudokuRenderer` – canvas renderer tailored for sudoku grids. ```
- `types` – shared TypeScript types such as `GameStatus`, `SudokuCell`, and `KeyLogEntry`. score = max(0, 100000 - timeInSeconds × 10)
```
### Game Over Conditions
- ⏱️ **Time limit**: 60 seconds
- ⌨️ **Keystroke limit**: 100 keystrokes
Customize in `src/useScore/useScore.ts`:
```ts
const TIME_LIMIT_MS = 60000;
const KEYSTROKE_LIMIT = 100;
```
### Win Detection
Currently manual (solving via UI or `solveBoard()`). Automatic win detection coming soon!
### Board Format
```ts ```ts
import { SudokuGenerator, GameStatus } from "@vimazing/vim-sudoku"; // Computer format (compact)
boardToString() // "628.1...535928671..."
// Human format (readable)
boardToString(true)
// 6 2 8 | 1 . . | . 5 .
// 5 3 9 | 2 4 8 | 6 7 1
// ...
``` ```
--- ---
+5 -4
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@@ -1,21 +1,22 @@
import { useEffect } from "react"; import { useEffect } from "react";
import type { UseGameType } from "../../src/useGame/useGame"; import type { UseGameType } from "../../src/";
export const useKeyBindings = (gameManager: UseGameType) => { export const useKeyBindings = (gameManager: UseGameType) => {
const { gameStatus, initGame, stopGame, clearLog, resetCount } = gameManager; const { gameStatus, initGame, stopGame, clearLog, resetCount } = gameManager;
useEffect(() => { useEffect(() => {
const handler = (e: KeyboardEvent) => { const handler = (e: KeyboardEvent) => {
console.log(e.key);
// start game // start game
if (e.key === "i" || e.key === "I") { if (e.code === "Space") {
if (["waiting", "game-over", "game-won"].includes(gameStatus)) { if (["waiting", "game-over", "game-won"].includes(gameStatus)) {
clearLog(); clearLog();
resetCount(); resetCount();
if (gameStatus === "game-over" || gameStatus === "game-won") { if (gameStatus === "game-over" || gameStatus === "game-won") {
stopGame(); stopGame();
setTimeout(() => initGame(true), 0); setTimeout(() => initGame(), 0);
} else { } else {
initGame(true); initGame();
} }
return; return;
} }
+95 -40
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@@ -1,20 +1,27 @@
/* ========================================================= /* =========================================================
🔧 Controls (tweak these) 🔧 Controls (tweak these)
========================================================= */ ========================================================= */
/* :root { */
/* --cell-size: 32px; */
/* --cell-font-size: 16px; */
/* --grid-gap: 2px; */
/* --box-separator: 3px; */
/* } */
:root { :root {
--cell-size: 32px; --cell-size: 48px;
--cell-font-size: 16px; --cell-font-size: 32px;
--grid-gap: 2px; --grid-gap: 4px;
--box-separator: 3px; --box-separator: 6px;
} }
:root { /* :root { */
--cell-size: 96px; /* --cell-size: 96px; */
--cell-font-size: 48px; /* --cell-font-size: 48px; */
--grid-gap: 6px; /* --grid-gap: 6px; */
--box-separator: 9px; /* --box-separator: 9px; */
} /* } */
/* ========================================================= /* =========================================================
Container & Grid Base Container & Grid Base
@@ -27,7 +34,7 @@
#sudoku { #sudoku {
position: relative; position: relative;
background-color: #1e2030; /* Tokyo Night card background */ background-color: var(--card, #1e2030);
border-radius: 0.5rem; border-radius: 0.5rem;
box-shadow: 0 0 10px rgba(27, 29, 43, 0.6), inset 0 0 6px rgba(130, 170, 255, 0.05); box-shadow: 0 0 10px rgba(27, 29, 43, 0.6), inset 0 0 6px rgba(130, 170, 255, 0.05);
padding: 0.5rem; padding: 0.5rem;
@@ -64,8 +71,8 @@
border-radius: 4px; border-radius: 4px;
font-family: "Fira Code", monospace; font-family: "Fira Code", monospace;
font-size: var(--cell-font-size); font-size: var(--cell-font-size);
background: #2f334d; /* Tokyo Night muted */ background: var(--muted, #2f334d);
color: #c8d3f5; /* Tokyo Night foreground */ color: var(--foreground, #c8d3f5);
transition: all 0.15s ease; transition: all 0.15s ease;
box-shadow: inset 0 0 3px rgba(27, 29, 43, 0.4); box-shadow: inset 0 0 3px rgba(27, 29, 43, 0.4);
} }
@@ -77,35 +84,35 @@
#sudoku .sudoku-cell[data-c="2"], #sudoku .sudoku-cell[data-c="2"],
#sudoku .sudoku-cell[data-c="5"], #sudoku .sudoku-cell[data-c="5"],
#sudoku .sudoku-cell[data-c="8"] { #sudoku .sudoku-cell[data-c="8"] {
border-right: 2px solid rgba(130, 170, 255, 0.3); border-right: 2px solid color-mix(in srgb, var(--primary, #82aaff) 30%, transparent);
} }
/* Left borders (start of each 3x3 box horizontally) */ /* Left borders (start of each 3x3 box horizontally) */
#sudoku .sudoku-cell[data-c="0"], #sudoku .sudoku-cell[data-c="0"],
#sudoku .sudoku-cell[data-c="3"], #sudoku .sudoku-cell[data-c="3"],
#sudoku .sudoku-cell[data-c="6"] { #sudoku .sudoku-cell[data-c="6"] {
border-left: 2px solid rgba(130, 170, 255, 0.3); border-left: 2px solid color-mix(in srgb, var(--primary, #82aaff) 30%, transparent);
} }
/* Bottom borders (end of each 3x3 box vertically) */ /* Bottom borders (end of each 3x3 box vertically) */
#sudoku .sudoku-cell[data-r="2"], #sudoku .sudoku-cell[data-r="2"],
#sudoku .sudoku-cell[data-r="5"], #sudoku .sudoku-cell[data-r="5"],
#sudoku .sudoku-cell[data-r="8"] { #sudoku .sudoku-cell[data-r="8"] {
border-bottom: 2px solid rgba(130, 170, 255, 0.3); border-bottom: 2px solid color-mix(in srgb, var(--primary, #82aaff) 30%, transparent);
} }
/* Top borders (start of each 3x3 box vertically) */ /* Top borders (start of each 3x3 box vertically) */
#sudoku .sudoku-cell[data-r="0"], #sudoku .sudoku-cell[data-r="0"],
#sudoku .sudoku-cell[data-r="3"], #sudoku .sudoku-cell[data-r="3"],
#sudoku .sudoku-cell[data-r="6"] { #sudoku .sudoku-cell[data-r="6"] {
border-top: 2px solid rgba(130, 170, 255, 0.3); border-top: 2px solid color-mix(in srgb, var(--primary, #82aaff) 30%, transparent);
} }
/* ========================================================= /* =========================================================
User-Entered Cells User-Entered Cells
========================================================= */ ========================================================= */
#sudoku .sudoku-cell.user-entered { #sudoku .sudoku-cell.user-entered {
color: #82aaff; /* Tokyo Night primary blue */ color: var(--primary, #82aaff);
font-weight: 600; font-weight: 600;
} }
@@ -113,41 +120,41 @@
Active Cell Highlight (Navigation Mode) Active Cell Highlight (Navigation Mode)
========================================================= */ ========================================================= */
#sudoku .sudoku-cell.active { #sudoku .sudoku-cell.active {
outline: 2px solid #82aaff; /* Tokyo Night blue */ outline: 2px solid var(--primary, #82aaff);
outline-offset: -2px; outline-offset: -2px;
background: #3d4269; background: color-mix(in srgb, var(--primary, #82aaff) 20%, var(--muted, #2f334d));
box-shadow: box-shadow:
0 0 8px rgba(130, 170, 255, 0.4), 0 0 8px color-mix(in srgb, var(--primary, #82aaff) 40%, transparent),
0 0 12px rgba(130, 170, 255, 0.2), 0 0 12px color-mix(in srgb, var(--primary, #82aaff) 20%, transparent),
inset 0 0 6px rgba(130, 170, 255, 0.15); inset 0 0 6px color-mix(in srgb, var(--primary, #82aaff) 15%, transparent);
} }
/* ========================================================= /* =========================================================
Editing Cell Highlight (Edit Mode) Editing Cell Highlight (Edit Mode)
========================================================= */ ========================================================= */
#sudoku .sudoku-cell.editing { #sudoku .sudoku-cell.editing {
outline: 2px solid #ffc777; /* Tokyo Night yellow */ outline: 2px solid var(--accent, #ffc777);
outline-offset: -2px; outline-offset: -2px;
background: #3d3836; background: color-mix(in srgb, var(--accent, #ffc777) 15%, var(--muted, #2f334d));
box-shadow: box-shadow:
0 0 16px rgba(255, 199, 119, 0.7), 0 0 16px color-mix(in srgb, var(--accent, #ffc777) 70%, transparent),
0 0 24px rgba(255, 199, 119, 0.4), 0 0 24px color-mix(in srgb, var(--accent, #ffc777) 40%, transparent),
inset 0 0 12px rgba(255, 199, 119, 0.3); inset 0 0 12px color-mix(in srgb, var(--accent, #ffc777) 30%, transparent);
animation: editing-cell-glow 1.5s ease-in-out infinite; animation: editing-cell-glow 1.5s ease-in-out infinite;
} }
@keyframes editing-cell-glow { @keyframes editing-cell-glow {
0%, 100% { 0%, 100% {
box-shadow: box-shadow:
0 0 16px rgba(255, 199, 119, 0.7), 0 0 16px color-mix(in srgb, var(--accent, #ffc777) 70%, transparent),
0 0 24px rgba(255, 199, 119, 0.4), 0 0 24px color-mix(in srgb, var(--accent, #ffc777) 40%, transparent),
inset 0 0 12px rgba(255, 199, 119, 0.3); inset 0 0 12px color-mix(in srgb, var(--accent, #ffc777) 30%, transparent);
} }
50% { 50% {
box-shadow: box-shadow:
0 0 20px rgba(255, 199, 119, 0.9), 0 0 20px color-mix(in srgb, var(--accent, #ffc777) 90%, transparent),
0 0 32px rgba(255, 199, 119, 0.6), 0 0 32px color-mix(in srgb, var(--accent, #ffc777) 60%, transparent),
inset 0 0 16px rgba(255, 199, 119, 0.4); inset 0 0 16px color-mix(in srgb, var(--accent, #ffc777) 40%, transparent);
} }
} }
@@ -158,16 +165,16 @@
#sudoku .sudoku-cell.invalid-move { #sudoku .sudoku-cell.invalid-move {
animation: sudoku-invalid-pulse 180ms ease-out; animation: sudoku-invalid-pulse 180ms ease-out;
box-shadow: box-shadow:
0 0 12px rgba(255, 117, 127, 0.85), 0 0 12px color-mix(in srgb, var(--destructive, #c53b53) 85%, transparent),
0 0 24px rgba(255, 117, 127, 0.45); 0 0 24px color-mix(in srgb, var(--destructive, #c53b53) 45%, transparent);
} }
@keyframes sudoku-invalid-pulse { @keyframes sudoku-invalid-pulse {
0% { 0% {
transform: scale(1.05); transform: scale(1.05);
box-shadow: box-shadow:
0 0 16px rgba(255, 117, 127, 0.95), 0 0 16px color-mix(in srgb, var(--destructive, #c53b53) 95%, transparent),
0 0 28px rgba(255, 117, 127, 0.55); 0 0 28px color-mix(in srgb, var(--destructive, #c53b53) 55%, transparent);
} }
100% { 100% {
transform: none; transform: none;
@@ -206,11 +213,59 @@
/* Trail effect for moves */ /* Trail effect for moves */
#sudoku .sudoku-cell.trail { #sudoku .sudoku-cell.trail {
box-shadow: inset 0 0 6px rgba(130, 170, 255, 0.6), 0 0 6px rgba(130, 170, 255, 0.35); box-shadow:
inset 0 0 6px color-mix(in srgb, var(--primary, #82aaff) 60%, transparent),
0 0 6px color-mix(in srgb, var(--primary, #82aaff) 35%, transparent);
animation: sudoku-trail-fade 220ms ease-out; animation: sudoku-trail-fade 220ms ease-out;
} }
@keyframes sudoku-trail-fade { @keyframes sudoku-trail-fade {
from { background-color: rgba(130, 170, 255, 0.25); } from { background-color: color-mix(in srgb, var(--primary, #82aaff) 25%, transparent); }
to { background-color: transparent; } to { background-color: transparent; }
} }
/* Valid move flash */
#sudoku .sudoku-cell.valid-move {
animation: sudoku-valid-flash 300ms ease-out;
}
@keyframes sudoku-valid-flash {
0% {
background: color-mix(in srgb, var(--success, #4fd6be) 40%, transparent);
box-shadow:
0 0 12px color-mix(in srgb, var(--success, #4fd6be) 80%, transparent),
0 0 20px color-mix(in srgb, var(--success, #4fd6be) 50%, transparent),
inset 0 0 8px color-mix(in srgb, var(--success, #4fd6be) 35%, transparent);
}
100% {
background: transparent;
box-shadow: none;
}
}
/* Conflict highlighting */
#sudoku .sudoku-cell.conflict {
outline: 2px solid var(--destructive, #c53b53);
outline-offset: -2px;
background: color-mix(in srgb, var(--destructive, #c53b53) 25%, var(--muted, #2f334d));
box-shadow:
0 0 10px color-mix(in srgb, var(--destructive, #c53b53) 70%, transparent),
0 0 18px color-mix(in srgb, var(--destructive, #c53b53) 40%, transparent),
inset 0 0 8px color-mix(in srgb, var(--destructive, #c53b53) 30%, transparent);
animation: sudoku-conflict-pulse 1s ease-in-out infinite;
}
@keyframes sudoku-conflict-pulse {
0%, 100% {
box-shadow:
0 0 10px color-mix(in srgb, var(--destructive, #c53b53) 70%, transparent),
0 0 18px color-mix(in srgb, var(--destructive, #c53b53) 40%, transparent),
inset 0 0 8px color-mix(in srgb, var(--destructive, #c53b53) 30%, transparent);
}
50% {
box-shadow:
0 0 14px color-mix(in srgb, var(--destructive, #c53b53) 85%, transparent),
0 0 24px color-mix(in srgb, var(--destructive, #c53b53) 55%, transparent),
inset 0 0 12px color-mix(in srgb, var(--destructive, #c53b53) 40%, transparent);
}
}
+172 -16
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@@ -1,4 +1,4 @@
import { useState, useCallback } from "react"; import { useState, useCallback, useMemo } from "react";
import { sudoku } from "../lib/Sudoku"; import { sudoku } from "../lib/Sudoku";
import type { UseCursorType } from "./useCursor"; import type { UseCursorType } from "./useCursor";
@@ -8,40 +8,190 @@ export function useBoardState(cursorManager: UseCursorType) {
const [initialBoard, setInitialBoard] = useState<string>(board); const [initialBoard, setInitialBoard] = useState<string>(board);
const [solution, setSolution] = useState<string | null>(null); const [solution, setSolution] = useState<string | null>(null);
const setDigit = useCallback( const givenCells = () => {
(d: string) => { const cells = new Set<number>();
for (let i = 0; i < initialBoard.length; i++) {
if (initialBoard[i] !== ".") {
cells.add(i);
}
}
return cells;
};
const canEditCell = (row: number, col: number): boolean => {
const index = row * 9 + col;
return !givenCells().has(index);
};
const isValidPlacement = (testBoard: string, row: number, col: number, digit: string): boolean => {
if (digit === ".") return true;
const idx = row * 9 + col;
for (let c = 0; c < 9; c++) {
const checkIdx = row * 9 + c;
if (c !== col && testBoard[checkIdx] === digit) {
return false;
}
}
for (let r = 0; r < 9; r++) {
const checkIdx = r * 9 + col;
if (r !== row && testBoard[checkIdx] === digit) {
return false;
}
}
const boxRow = Math.floor(row / 3) * 3;
const boxCol = Math.floor(col / 3) * 3;
for (let r = boxRow; r < boxRow + 3; r++) {
for (let c = boxCol; c < boxCol + 3; c++) {
const checkIdx = r * 9 + c;
if ((r !== row || c !== col) && testBoard[checkIdx] === digit) {
return false;
}
}
}
return true;
};
const getConflicts = (testBoard: string, row: number, col: number): number[] => {
const conflicts: number[] = [];
const digit = testBoard[row * 9 + col];
if (digit === ".") return conflicts;
for (let c = 0; c < 9; c++) {
if (c !== col && testBoard[row * 9 + c] === digit) {
conflicts.push(row * 9 + c);
}
}
for (let r = 0; r < 9; r++) {
if (r !== row && testBoard[r * 9 + col] === digit) {
conflicts.push(r * 9 + col);
}
}
const boxRow = Math.floor(row / 3) * 3;
const boxCol = Math.floor(col / 3) * 3;
for (let r = boxRow; r < boxRow + 3; r++) {
for (let c = boxCol; c < boxCol + 3; c++) {
if ((r !== row || c !== col) && testBoard[r * 9 + c] === digit) {
const idx = r * 9 + c;
if (!conflicts.includes(idx)) {
conflicts.push(idx);
}
}
}
}
return conflicts;
};
const isFullyValid = (testBoard: string): boolean => {
for (let r = 0; r < 9; r++) {
let rowSum = 0;
for (let c = 0; c < 9; c++) {
const digit = testBoard[r * 9 + c];
if (digit === ".") return false;
rowSum += parseInt(digit, 10);
}
if (rowSum !== 45) return false;
}
for (let c = 0; c < 9; c++) {
let colSum = 0;
for (let r = 0; r < 9; r++) {
const digit = testBoard[r * 9 + c];
colSum += parseInt(digit, 10);
}
if (colSum !== 45) return false;
}
for (let boxRow = 0; boxRow < 3; boxRow++) {
for (let boxCol = 0; boxCol < 3; boxCol++) {
let boxSum = 0;
for (let r = boxRow * 3; r < boxRow * 3 + 3; r++) {
for (let c = boxCol * 3; c < boxCol * 3 + 3; c++) {
const digit = testBoard[r * 9 + c];
boxSum += parseInt(digit, 10);
}
}
if (boxSum !== 45) return false;
}
}
return true;
};
const isComplete = (testBoard: string): boolean => {
return !testBoard.includes(".");
};
const setDigit = (d: string) => {
const i = cursor.r * 9 + cursor.c; const i = cursor.r * 9 + cursor.c;
if (!canEditCell(cursor.r, cursor.c)) {
window.dispatchEvent(new CustomEvent("sudoku-locked-cell"));
return false;
}
const arr = board.split(""); const arr = board.split("");
arr[i] = d; arr[i] = d;
setBoard(arr.join("")); const newBoard = arr.join("");
},
[cursor, board] if (!isValidPlacement(newBoard, cursor.r, cursor.c, d)) {
const conflicts = getConflicts(newBoard, cursor.r, cursor.c);
window.dispatchEvent(
new CustomEvent("sudoku-invalid-move", {
detail: { row: cursor.r, col: cursor.c, digit: d, conflicts },
})
); );
return false;
}
setBoard(newBoard);
window.dispatchEvent(
new CustomEvent("sudoku-valid-move", {
detail: { row: cursor.r, col: cursor.c, digit: d },
})
);
return true;
};
const erase = () => {
if (!canEditCell(cursor.r, cursor.c)) {
window.dispatchEvent(new CustomEvent("sudoku-locked-cell"));
return false;
}
const erase = useCallback(() => {
const i = cursor.r * 9 + cursor.c; const i = cursor.r * 9 + cursor.c;
const arr = board.split(""); const arr = board.split("");
arr[i] = "."; arr[i] = ".";
setBoard(arr.join("")); setBoard(arr.join(""));
}, [cursor, board]); return true;
};
const reset = useCallback(() => { const reset = () => {
const newBoard = sudoku.generate("medium"); const newBoard = sudoku.generate("easy");
setBoard(newBoard); setBoard(newBoard);
setInitialBoard(newBoard); setInitialBoard(newBoard);
setSolution(null); setSolution(null);
setCursor({ r: 0, c: 0 }); setCursor({ r: 0, c: 0 });
}, [setCursor]); };
const solveBoard = useCallback(() => { const solveBoard = () => {
const solved = sudoku.solve(board); const solved = sudoku.solve(initialBoard);
if (solved) { if (solved) {
setSolution(solved); setSolution(solved);
setBoard(solved); setBoard(solved);
window.dispatchEvent(new CustomEvent("sudoku-game-won"));
} }
}, [board]); };
const boardToString = useCallback((human: boolean = false) => { const boardToString = (human: boolean = false) => {
// Computer-optimized: compact 81-character string // Computer-optimized: compact 81-character string
if (!human) { if (!human) {
return board; return board;
@@ -60,7 +210,7 @@ export function useBoardState(cursorManager: UseCursorType) {
if (r === 2 || r === 5) result += "------+-------+------\n"; if (r === 2 || r === 5) result += "------+-------+------\n";
} }
return result; return result;
}, [board]); };
return { return {
board, board,
@@ -71,6 +221,12 @@ export function useBoardState(cursorManager: UseCursorType) {
reset, reset,
solveBoard, solveBoard,
boardToString, boardToString,
canEditCell,
isValidPlacement,
getConflicts,
isFullyValid,
isComplete,
givenCells,
}; };
} }
+54 -2
View File
@@ -30,6 +30,40 @@ export function useCursor(rendererManager: UseRenderer) {
setTimeout(() => el.classList.remove("locked-cell"), 300); setTimeout(() => el.classList.remove("locked-cell"), 300);
}, [cursor, getCellEl]); }, [cursor, getCellEl]);
const flashValid = useCallback(() => {
const el = getCellEl(cursor.r, cursor.c);
if (!el) return;
el.classList.add("valid-move");
setTimeout(() => el.classList.remove("valid-move"), 300);
}, [cursor, getCellEl]);
const highlightConflicts = useCallback((conflictIndices: number[]) => {
const container = containerRef.current;
if (!container) return;
const sudokuDiv = container.querySelector("#sudoku");
if (!sudokuDiv) return;
conflictIndices.forEach((idx) => {
const r = Math.floor(idx / 9);
const c = idx % 9;
const el = getCellEl(r, c);
if (el) {
el.classList.add("conflict");
}
});
setTimeout(() => {
conflictIndices.forEach((idx) => {
const r = Math.floor(idx / 9);
const c = idx % 9;
const el = getCellEl(r, c);
if (el) {
el.classList.remove("conflict");
}
});
}, 2000);
}, [containerRef, getCellEl]);
const moveCursor = useCallback( const moveCursor = useCallback(
(dr: number, dc: number, steps = 1) => { (dr: number, dc: number, steps = 1) => {
if (animatingRef.current) return; if (animatingRef.current) return;
@@ -54,9 +88,25 @@ export function useCursor(rendererManager: UseRenderer) {
useEffect(() => { useEffect(() => {
const onLockedCell = () => flashLocked(); const onLockedCell = () => flashLocked();
const onValidMove = () => flashValid();
const onInvalidMove = (e: Event) => {
const detail = (e as CustomEvent).detail;
if (detail?.conflicts) {
highlightConflicts(detail.conflicts);
}
flashInvalid();
};
window.addEventListener("sudoku-locked-cell", onLockedCell); window.addEventListener("sudoku-locked-cell", onLockedCell);
return () => window.removeEventListener("sudoku-locked-cell", onLockedCell); window.addEventListener("sudoku-valid-move", onValidMove);
}, [flashLocked]); window.addEventListener("sudoku-invalid-move", onInvalidMove as EventListener);
return () => {
window.removeEventListener("sudoku-locked-cell", onLockedCell);
window.removeEventListener("sudoku-valid-move", onValidMove);
window.removeEventListener("sudoku-invalid-move", onInvalidMove as EventListener);
};
}, [flashLocked, flashValid, flashInvalid, highlightConflicts]);
return { return {
cursor, cursor,
@@ -64,6 +114,8 @@ export function useCursor(rendererManager: UseRenderer) {
moveCursor, moveCursor,
getCellEl, getCellEl,
flashInvalid, flashInvalid,
flashValid,
highlightConflicts,
}; };
} }
+15 -1
View File
@@ -14,7 +14,17 @@ export function useGame(platformHook?: unknown) {
const gameManager = useGameStatus(rendererManager, cursorManager); const gameManager = useGameStatus(rendererManager, cursorManager);
const { gameStatus, setGameStatus, startGame, stopGame } = gameManager; const { gameStatus, setGameStatus, startGame, stopGame } = gameManager;
const boardManager = useBoardState(cursorManager); const boardManager = useBoardState(cursorManager);
const { board, initialBoard, solution, setDigit, erase, reset, solveBoard } = boardManager; const {
board,
initialBoard,
solution,
setDigit,
erase,
reset,
solveBoard,
isComplete,
isFullyValid,
} = boardManager;
// --------------------------- // ---------------------------
// Keybindings // Keybindings
@@ -37,6 +47,10 @@ export function useGame(platformHook?: unknown) {
const scoreManager = useScore({ const scoreManager = useScore({
gameContext: { gameStatus, setGameStatus }, gameContext: { gameStatus, setGameStatus },
keystrokeCount: keyLog.length, keystrokeCount: keyLog.length,
board,
isComplete,
isFullyValid,
initialBoard,
}); });
// --------------------------- // ---------------------------
+51 -4
View File
@@ -78,16 +78,22 @@ export function useKeyBindings(ctx: Ctx) {
return; return;
} }
// R or C to enter edit mode // R to replace (only works on user-filled cells)
if (k === "r" || k === "R" || k === "c" || k === "C") { if (k === "r" || k === "R") {
recordKey(k); recordKey(k);
// Check if current cell is a pre-filled clue (not editable)
const cellIndex = ctx.cursor.r * 9 + ctx.cursor.c; const cellIndex = ctx.cursor.r * 9 + ctx.cursor.c;
const isClue = ctx.initialBoard[cellIndex] !== "."; const isClue = ctx.initialBoard[cellIndex] !== ".";
const isEmpty = ctx.board[cellIndex] === ".";
if (isClue) { if (isClue) {
// Flash red - cell is locked // Flash red - cell is locked (pre-filled clue)
window.dispatchEvent(new CustomEvent("sudoku-locked-cell"));
return;
}
if (isEmpty) {
// Flash red - cell is empty (use I to insert)
window.dispatchEvent(new CustomEvent("sudoku-locked-cell")); window.dispatchEvent(new CustomEvent("sudoku-locked-cell"));
return; return;
} }
@@ -96,6 +102,47 @@ export function useKeyBindings(ctx: Ctx) {
return; return;
} }
// I to insert (only works on empty cells)
if (k === "i" || k === "I") {
recordKey(k);
const cellIndex = ctx.cursor.r * 9 + ctx.cursor.c;
const isClue = ctx.initialBoard[cellIndex] !== ".";
const isEmpty = ctx.board[cellIndex] === ".";
if (isClue) {
// Flash red - cell is locked (pre-filled clue)
window.dispatchEvent(new CustomEvent("sudoku-locked-cell"));
return;
}
if (!isEmpty) {
// Flash red - cell already has a value (use R to replace)
window.dispatchEvent(new CustomEvent("sudoku-locked-cell"));
return;
}
setEditMode("edit");
return;
}
// D or X to delete cell value in navigation mode
if (k === "d" || k === "D" || k === "x" || k === "X") {
recordKey(k);
const cellIndex = ctx.cursor.r * 9 + ctx.cursor.c;
const isClue = ctx.initialBoard[cellIndex] !== ".";
if (isClue) {
// Flash red - can't delete clues
window.dispatchEvent(new CustomEvent("sudoku-locked-cell"));
return;
}
ctx.erase();
return;
}
// Escape cancels count prefix // Escape cancels count prefix
if (k === "Escape") { if (k === "Escape") {
recordKey(k); recordKey(k);
+49 -9
View File
@@ -3,8 +3,8 @@ import { useTimer } from "./hooks/useTimer";
import { useScoreTime } from "./useScoreTime"; import { useScoreTime } from "./useScoreTime";
import type { GameStatus } from "../types"; import type { GameStatus } from "../types";
const TIME_LIMIT_MS = 60000; // 60 seconds const TIME_LIMIT_MS = Infinity; // No time limit by default
const KEYSTROKE_LIMIT = 100; const KEYSTROKE_LIMIT = Infinity; // No keystroke limit by default
type GameScoreContext = { type GameScoreContext = {
gameStatus: GameStatus; gameStatus: GameStatus;
@@ -14,33 +14,68 @@ type GameScoreContext = {
type UseScoreParams = { type UseScoreParams = {
gameContext: GameScoreContext; gameContext: GameScoreContext;
keystrokeCount: number; keystrokeCount: number;
board: string;
isComplete: (board: string) => boolean;
isFullyValid: (board: string) => boolean;
initialBoard: string;
}; };
export function useScore({ gameContext, keystrokeCount }: UseScoreParams) { export function useScore({
gameContext,
keystrokeCount,
board,
isComplete,
isFullyValid,
initialBoard
}: UseScoreParams) {
const timer = useTimer(); const timer = useTimer();
const { gameStatus, setGameStatus } = gameContext; const { gameStatus, setGameStatus } = gameContext;
const { timeValue, startTimer, stopTimer, resetTimer } = timer; const { timeValue, startTimer, stopTimer, resetTimer } = timer;
const [finalScore, setFinalScore] = useState<number | null>(null); const [finalScore, setFinalScore] = useState<number | null>(null);
const minMovesRequired = initialBoard.split("").filter(c => c === ".").length;
const actualMoves = keystrokeCount;
const efficiency = minMovesRequired > 0
? Math.round((actualMoves / minMovesRequired) * 100)
: 0;
useScoreTime({ gameStatus, timer }); useScoreTime({ gameStatus, timer });
// Check for game-over conditions
useEffect(() => { useEffect(() => {
if (gameStatus !== "started") return; if (gameStatus !== "started") return;
// Time limit exceeded if (isComplete(board) && isFullyValid(board)) {
setGameStatus("game-won");
return;
}
if (timeValue >= TIME_LIMIT_MS) { if (timeValue >= TIME_LIMIT_MS) {
setGameStatus("game-over"); setGameStatus("game-over");
return; return;
} }
// Keystroke limit exceeded
if (keystrokeCount >= KEYSTROKE_LIMIT) { if (keystrokeCount >= KEYSTROKE_LIMIT) {
setGameStatus("game-over"); setGameStatus("game-over");
return; return;
} }
}, [gameStatus, timeValue, keystrokeCount, setGameStatus]);
// TODO: Enable efficiency-based game-over in future
// if (efficiency > 200) {
// setGameStatus("game-over");
// return;
// }
}, [gameStatus, timeValue, keystrokeCount, board, setGameStatus, isComplete, isFullyValid, efficiency]);
useEffect(() => {
const handleWin = () => {
if (gameStatus === "started") {
setGameStatus("game-won");
}
};
window.addEventListener("sudoku-game-won", handleWin);
return () => window.removeEventListener("sudoku-game-won", handleWin);
}, [gameStatus, setGameStatus]);
useEffect(() => { useEffect(() => {
if (gameStatus !== "game-won") return; if (gameStatus !== "game-won") return;
@@ -48,10 +83,12 @@ export function useScore({ gameContext, keystrokeCount }: UseScoreParams) {
const timeInSeconds = timeValue / 1000; const timeInSeconds = timeValue / 1000;
const baseScore = 100000; const baseScore = 100000;
const timePenalty = Math.floor(timeInSeconds * 10); const timePenalty = Math.floor(timeInSeconds * 10);
const score = Math.max(0, baseScore - timePenalty); const extraMoves = Math.max(0, actualMoves - minMovesRequired);
const movePenalty = extraMoves * 50;
const score = Math.max(0, baseScore - timePenalty - movePenalty);
setFinalScore(score); setFinalScore(score);
}, [gameStatus, timeValue]); }, [gameStatus, timeValue, actualMoves, minMovesRequired]);
return { return {
timeValue, timeValue,
@@ -61,6 +98,9 @@ export function useScore({ gameContext, keystrokeCount }: UseScoreParams) {
finalScore, finalScore,
timeLimit: TIME_LIMIT_MS, timeLimit: TIME_LIMIT_MS,
keystrokeLimit: KEYSTROKE_LIMIT, keystrokeLimit: KEYSTROKE_LIMIT,
minMovesRequired,
actualMoves,
efficiency,
}; };
} }