- Add getHint() method to BoardManager with two-tier priority:
1. Find incorrect user-entered cells → flash red
2. Find empty cells → show correct digit green temporarily
- Add Shift+H key handler in useCursor (normal mode only)
- Visual feedback:
- Red flash (hint-flash-error): incorrect cells, 1s duration, red bg + border
- Green flash (hint-flash-correct): correct digit shown, 1s duration, green bg + border
- Distinct from invalid-move (no background, 500ms)
- Score penalties based on difficulty:
- Easy: 25 points per hint
- Medium: 50 points per hint
- Hard: 100 points per hint
- Track hints used in scoreboard display
- Correct digit appears temporarily (1s) then disappears (player still does the work)
- Update example app to show hints counter and Shift+H instruction
- Add useTimer hook for elapsed time tracking
- Add useScore hook with comprehensive metrics:
- Total keystrokes (all keys)
- Edit keystrokes (only editing keys)
- Optimal keystrokes (empty cells × 3)
- Efficiency percentage (optimal/edit × 100)
- Final score (70% efficiency + 30% time-based)
- Win condition detects board completion only in normal mode
- Track all keystrokes with timestamps in useGame
- Update example app with full scoreboard display
- Expose boardRef in BoardManager for state checking
- Adjust easy mode to 5 removed cells for testing
- Add setCell method to useBoard to update board state
- Handle digit keys 1-9 in edit mode in useCursor
- Move boardRendered counter to useBoard for proper cursor re-rendering
- Fix golden glow disappearing after digit entry
- Digits display with .user-entered class via renderer
Port sudoku generation algorithm and integrate with game flow:
Core Changes:
- src/useBoard/SudokuGenerator.ts: Ported from src_old/lib/Sudoku.ts
- Full puzzle generation algorithm (robatron/sudoku.js)
- Supports all difficulty levels (easy through inhuman)
- Returns 81-character string representation
- src/useBoard/useBoard.ts: Enhanced with puzzle state
- Added boardRef and initialBoardRef for state management
- Added generateBoard(difficulty) method
- Updated renderBoard() to display givens from board string
- Cells show digits for givens, empty for '.' characters
- src/useGame.ts: Integrated game flow
- Reads difficulty from GameOptions (defaults to 'easy')
- Generates puzzle on startGame (gameStatus → 'started')
- Re-renders board on status changes
- quitGame returns to empty grid
Game Flow:
- Waiting: Empty 9x9 grid
- Press Space → startGame() → puzzle generated (~62 givens on easy)
- Press Q → quitGame() → empty grid
Testing platformHook integration:
- startGame trigger working via useKeyBindings
- quitGame trigger working via useKeyBindings
- Board state properly cleared/populated on status changes
Phase 20 complete. Next: Phase 30 (useGameStatus hook).
- Archive previous implementation attempt (src -> src_failed)
- Create comprehensive IMPLEMENTATION_PLAN.md with phased approach
- Create IMPLEMENTATION.md to track implementation progress
- Update example app to match vim-maze patterns:
- Simplify UI to desktop-only (no mobile support)
- Add score metrics display (time, keystrokes, final score)
- Update instructions for sudoku-specific keys (hjkl, i for edit)
- Remove unnecessary mobile hooks
Phase 5 complete. Ready to begin Phase 10 (Setup & Core Types).