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Author SHA1 Message Date
pastilhas ca4b6a8c62 2.0.1 2025-10-22 23:11:51 +01:00
pastilhas 27b10e7328 removed garbage 2025-10-22 23:11:31 +01:00
pastilhas e11157e933 2.0.0 2025-10-22 23:09:52 +01:00
pastilhas f6c8bee00f 1.0.0 2025-10-22 23:09:46 +01:00
pastilhas 66f591c6df gameInfo 2025-10-22 23:09:39 +01:00
pastilhas 774fa5ecf3 feat: add gameInfo export with structured game instructions
- Export gameInfo object with complete game documentation
- Includes controls (navigation, editing, deletion, hints, game)
- Includes rules (cell types, modes, visual feedback)
- Includes scoring (formula, penalties, multipliers, examples)
- Includes game-over conditions
- Includes hints system explanation
- Structured for easy platform rendering
- Fully typed with GameInfo type
2025-10-22 22:52:05 +01:00
pastilhas 3e79d33af2 docs: add UNIFIED_API v2.0 to vim-sudoku 2025-10-22 22:31:32 +01:00
pastilhas ff497bc393 docs: add gif demo image reference back to README 2025-10-22 22:14:20 +01:00
pastilhas 4236f53ef8 feat: add configurable removedCells option and comprehensive documentation
- Add removedCells to GameOptions for custom puzzle sizes
- removedCells overrides difficulty default when provided
- Maintain backward compatibility with all defaults
- Complete IMPLEMENTATION.md with Iteration 16 and summary
- Completely rewrite README.md with comprehensive documentation:
  - Complete API reference (GameOptions, GameManager, CursorManager, ScoreManager)
  - Game states and state machine flow
  - Full VIM controls reference (movement, editing, hints, game control)
  - Cell state rules and visual feedback
  - Detailed scoring formula with examples
  - Game-over conditions (time and hint limits)
  - Hint system priority and penalties
  - Configuration examples for different play styles
  - Platform hook integration guide
- Mark implementation as COMPLETE and PRODUCTION READY
2025-10-22 21:58:59 +01:00
pastilhas f68098657b feat: implement game-over logic with time and hint limits
- Add configurable timeLimit to GameOptions (default 600 seconds / 10 minutes)
- Time limit applies to all difficulty levels (harder puzzles = more time pressure)
- Implement game-over triggers:
  1. Time limit exceeded: timeValue >= timeLimit → 'Time's up!'
  2. Hint penalty limit: hintsUsed * penalty >= 500 → 'Too many hints!'
- Hint limits by difficulty:
  - Easy: 20 hints max (20 × 25 = 500 points)
  - Medium: 10 hints max (10 × 50 = 500 points)
  - Hard: 5 hints max (5 × 100 = 500 points)
- Add gameOverReason to ScoreManager to display specific failure reason
- Timer stops on game-over
- Update example app to show game-over reason
- Both conditions checked during gameplay before win condition
2025-10-22 21:48:33 +01:00
55 changed files with 1790 additions and 3957 deletions
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@@ -1544,6 +1544,318 @@ Hard mode (100 points/hint):
--- ---
## Iteration 15: [Pending] ## Iteration 15: Game Over Logic
*To be filled as implementation progresses...* **Date**: 2025-01-22
### Goals
- Implement time limit for gameplay
- Implement hint limit based on penalty points
- Provide clear feedback on why game ended
- Make time limit configurable via game options
### Tasks Completed
#### 1. Added Time Limit Configuration
**File: `src/types.ts`**
**GameOptions Extended:**
```typescript
export type GameOptions = {
difficulty?: Difficulty;
timeLimit?: number; // In seconds, default 600 (10 minutes)
};
```
**Default:** 10 minutes (600 seconds) for all difficulty levels
**Rationale:** Harder puzzles naturally take longer, creating appropriate challenge
#### 2. Implemented Game Over Triggers
**File: `src/useScore/useScore.ts`**
**Two conditions trigger game-over:**
**Condition 1: Time Limit Exceeded**
```typescript
const timeLimitMs = timeLimit * 1000;
if (timeValue >= timeLimitMs) {
setGameOverReason("Time's up!");
setGameStatus('game-over');
return;
}
```
**Condition 2: Hint Penalty Limit**
```typescript
const hintPenalty = hintsUsed * HINT_PENALTY[difficulty];
if (hintPenalty >= 500) {
setGameOverReason('Too many hints!');
setGameStatus('game-over');
return;
}
```
**Hint Limits by Difficulty:**
- Easy (25 pts/hint): 20 hints max → 500 points
- Medium (50 pts/hint): 10 hints max → 500 points
- Hard (100 pts/hint): 5 hints max → 500 points
#### 3. Added Game Over Reason Tracking
**ScoreManager Extended:**
```typescript
export type ScoreManager = {
// ... existing fields
gameOverReason: string | null; // "Time's up!" or "Too many hints!"
};
```
**Reason Management:**
- Set when game-over triggered
- Reset on new game start
- Displayed to player in UI
#### 4. Updated Game Lifecycle
**Status Flow:**
```
waiting → started → [time/hints exceeded] → game-over
→ [puzzle complete] → game-won
game-over → [press space] → waiting → started (new game)
```
**Timer Behavior:**
- Stops on game-over
- Stops on game-won
- Resets on waiting
#### 5. Updated Example App Display
**Game Over Message:**
```tsx
{gameStatus === "game-over" && (
<p>{gameOverReason || "Game Over!"} Press <kbd>space</kbd> to restart</p>
)}
```
Shows specific reason:
- "Time's up! Press space to restart"
- "Too many hints! Press space to restart"
### Technical Details
**Check Frequency:**
- Both checks run on every render during 'started' state
- useEffect dependencies: `[gameStatus, timeValue, hintsUsed, difficulty, timeLimit]`
- Checks happen before win condition check
**Priority:**
1. Game-over checks (time, hints)
2. Win condition check (board complete)
**Time Limit Examples:**
```
Default (10 minutes):
- Player has 600 seconds to complete puzzle
- At 600s: game-over triggered
Custom (5 minutes):
- GameOptions: { timeLimit: 300 }
- Player has 300 seconds to complete
```
**Hint Limit Examples:**
```
Easy mode (25 pts/hint, 500 limit):
- Hint 1-19: OK
- Hint 20: 20 × 25 = 500 → game-over
Hard mode (100 pts/hint, 500 limit):
- Hint 1-4: OK
- Hint 5: 5 × 100 = 500 → game-over
```
### Design Rationale
**Why Same Time Limit for All Difficulties?**
- Harder puzzles naturally take longer to solve
- Creates appropriate pressure at each level
- Simple and consistent rule
**Why 500 Point Hint Limit?**
- Half of max score (1000)
- Prevents hint abuse
- Scales appropriately with difficulty:
- Easy: More hints allowed (puzzle easier)
- Hard: Fewer hints allowed (puzzle harder)
**Why Two Separate Conditions?**
- Time limit: Encourages speed
- Hint limit: Encourages skill
- Both contribute to challenge
### Build Status
- ✅ TypeScript compiles cleanly
- ✅ Both game-over conditions working
- ✅ Reasons displayed correctly
- ✅ Timer stops on game-over
- ✅ Configurable time limit working
### Next Steps
- Update README.md with complete API documentation
---
## Iteration 16: Configurable Game Options
**Date**: 2025-01-22
### Goals
- Make game configuration more flexible
- Allow custom removedCells independent of difficulty
- Maintain backward compatibility with defaults
### Tasks Completed
#### 1. Added removedCells to GameOptions
**File: `src/types.ts`**
**Extended GameOptions:**
```typescript
export type GameOptions = {
difficulty?: Difficulty; // 'easy' | 'medium' | 'hard'
timeLimit?: number; // In seconds, default 600
removedCells?: number; // Override difficulty default
};
```
#### 2. Updated Board Generation
**Files: `SudokuGenerator.ts`, `useBoard.ts`**
**Generator signature updated:**
```typescript
generate(difficulty: Difficulty, customRemovedCells?: number): void
```
**Logic:**
```typescript
const removeCount = customRemovedCells ?? CELLS_TO_REMOVE[difficulty];
```
**Priority:** Custom removedCells takes precedence over difficulty default
#### 3. Configuration Flexibility
**Option 1: Full defaults**
```typescript
useGame({})
// difficulty: 'easy', removedCells: 25, timeLimit: 600
```
**Option 2: Just difficulty**
```typescript
useGame({ difficulty: 'hard' })
// difficulty: 'hard', removedCells: 50, timeLimit: 600
```
**Option 3: Just removedCells**
```typescript
useGame({ removedCells: 30 })
// difficulty: 'easy', removedCells: 30 (custom), timeLimit: 600
```
**Option 4: Both (removedCells overrides)**
```typescript
useGame({ difficulty: 'hard', removedCells: 35 })
// difficulty: 'hard', removedCells: 35 (custom), timeLimit: 600
// Note: Difficulty still used for score multipliers and hint penalties
```
**Option 5: All custom**
```typescript
useGame({ difficulty: 'medium', removedCells: 45, timeLimit: 480 })
// All custom values
```
### Technical Details
**Agnostic Design:**
- `removedCells` completely independent of difficulty level
- Difficulty still used for:
- Score multipliers (1.0x, 1.5x, 2.0x)
- Hint penalties (25, 50, 100 points)
- Allows creative configurations (e.g., easy difficulty scoring with hard puzzle size)
**Default Values:**
```typescript
difficulty = 'easy'
timeLimit = 600 // 10 minutes
removedCells = CELLS_TO_REMOVE[difficulty] // 25, 40, or 50
```
**Backward Compatibility:**
- All existing code works without changes
- Options object can be empty
- Each option independent and optional
### Use Cases
**Testing:**
```typescript
useGame({ removedCells: 5, timeLimit: 60 })
// Quick 5-cell puzzle with 1-minute limit
```
**Custom Challenges:**
```typescript
useGame({ difficulty: 'easy', removedCells: 60, timeLimit: 1200 })
// Large puzzle with easy scoring, generous time
```
**Tournament Mode:**
```typescript
useGame({ difficulty: 'hard', removedCells: 50, timeLimit: 300 })
// Standard hard puzzle with strict 5-minute limit
```
### Build Status
- ✅ TypeScript compiles cleanly
- ✅ All options working correctly
- ✅ Defaults maintained
- ✅ Full backward compatibility
### Implementation Complete
All core features implemented:
- ✅ Board generation and rendering
- ✅ Complete vim motion system
- ✅ Edit mode (i/r/c)
- ✅ Erase functionality (x/d/Delete/Backspace)
- ✅ Cursor rendering with visual feedback
- ✅ Game status state machine
- ✅ Scoring system (time + keystrokes)
- ✅ Hint system with penalties
- ✅ Game-over conditions (time/hints)
- ✅ Win condition detection
- ✅ Configurable game options
- ✅ Platform hook support
- ✅ Full example app
### Next Steps
- Update README.md with comprehensive API documentation
- Update UNIFIED_API.md with vim-sudoku specifics
---
## Summary
The vim-sudoku implementation is **COMPLETE** and **PRODUCTION READY**.
All planned features have been implemented following the unified API architecture. The game is fully playable with:
- Complete vim keybindings
- Multi-mode editing
- Comprehensive scoring
- Hint system
- Game-over conditions
- Flexible configuration
- Platform integration support
Ready for deployment and player testing!
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@@ -6,9 +6,9 @@
![VIM Sudoku Demo](./vim-sudoku.gif) ![VIM Sudoku Demo](./vim-sudoku.gif)
Lightweight, typed **React hooks** and utilities for building interactive sudoku games with **VIM-style modal editing**. Lightweight, typed **React hooks** for building interactive sudoku games with **VIM-style modal editing**.
Part of the [VIMazing](https://vimazing.com) project - [GitHub](https://github.com/andrepadez/vimazing-vimaze). Part of the [VIMazing](https://vimazing.com) project.
--- ---
@@ -16,37 +16,40 @@ Part of the [VIMazing](https://vimazing.com) project - [GitHub](https://github.c
- [Features](#features) - [Features](#features)
- [Installation](#installation) - [Installation](#installation)
- [Quick Start](#quick-start) - [Quick Start](#quick-start)
- [VIM Modal Editing](#vim-modal-editing) - [API Reference](#api-reference)
- [Core Hooks](#core-hooks) - [Game States](#game-states)
- [Game Mechanics](#game-mechanics) - [VIM Controls](#vim-controls)
- [Scoring System](#scoring-system)
- [Game Over Conditions](#game-over-conditions)
- [Hint System](#hint-system)
- [Configuration](#configuration)
- [Example App](#example-app) - [Example App](#example-app)
- [Build & Release](#build--release)
- [License](#license) - [License](#license)
--- ---
## Features ## Features
- 🎮 **VIM modal editing** – Navigate in normal mode, edit cells in insert mode (R/C to enter)
- ⌨️ **Full VIM motions** – `h`/`j`/`k`/`l`, counted moves, `^`/`$`/`0` for row navigation - 🎮 **VIM modal editing** – Navigate in normal mode, edit cells with i/r/c commands
- 🎯 **Smart cell locking** – Pre-filled clues are protected with visual feedback - ⌨️ **Full VIM motions** – hjkl, counts (5j), anchors (^/$), gg/G, repeat (.)
- ⏱️ **Time & keystroke limits** – Configurable game-over conditions - 🎯 **Smart cell protection** – Pre-filled clues locked with visual feedback
- 📊 **Built-in scoring** – Time-based scoring with keystroke tracking - 💡 **Hint system** – Get hints for incorrect cells or empty cells (Shift+H)
- 🎨 **Tokyo Night theme** – Beautiful dark theme with 3x3 box separators - ⏱️ **Configurable limits** – Time limits and hint penalties trigger game-over
- 📦 **Typed API** – Full TypeScript support with generated declarations - 📊 **Comprehensive scoring** – Time + keystrokes + hints with difficulty multipliers
- 🪝 **Composable hooks** – Separate concerns for game state, rendering, input, and scoring - 🎨 **Tokyo Night theme** – Beautiful dark theme with proper 3x3 box separators
- 🌲 **Tree-shakeable exports** – Import only what you need - 📦 **Full TypeScript** – Complete type safety with generated declarations
- 🪝 **Composable architecture** – Clean separation: board, cursor, score, game status
- 🌐 **Platform hooks** – Optional integration for analytics and custom bindings
--- ---
## Installation ## Installation
Using **npm**:
```bash ```bash
npm install @vimazing/vim-sudoku npm install @vimazing/vim-sudoku
``` ```
Or with **bun**: Or with bun:
```bash ```bash
bun add @vimazing/vim-sudoku bun add @vimazing/vim-sudoku
@@ -61,66 +64,212 @@ import { useGame } from "@vimazing/vim-sudoku";
import "@vimazing/vim-sudoku/game.css"; import "@vimazing/vim-sudoku/game.css";
export function SudokuGame() { export function SudokuGame() {
const { containerRef, initGame, gameStatus, scoreManager } = useGame(); const gameManager = useGame({ difficulty: 'easy' });
const { containerRef, gameStatus, scoreManager, startGame } = gameManager;
return ( return (
<div> <div>
<h1>VIMazing Sudoku</h1> <h1>VIMazing Sudoku</h1>
<button onClick={initGame}>New Puzzle</button>
<div className="relative w-fit"> {gameStatus === 'waiting' && (
<div ref={containerRef} /> <button onClick={startGame}>Start Game</button>
</div> )}
{gameStatus === "game-won" && ( <div ref={containerRef} />
<p>🎉 Score: {scoreManager.finalScore?.toLocaleString()}</p>
{gameStatus === 'game-won' && (
<div>
<h2>You Won!</h2>
<p>Score: {scoreManager.finalScore} / 1000</p>
<p>Time: {Math.floor(scoreManager.timeValue / 1000)}s</p>
</div>
)} )}
</div> </div>
); );
} }
``` ```
> **Note:** You must manually import the CSS file. The package exports styles but does not auto-import them, giving you control over when and how styles are loaded. > **Note:** You must manually import `game.css` for styling.
--- ---
## VIM Modal Editing ## API Reference
VIMazing Sudoku follows VIM's modal editing philosophy with strict insert/replace semantics: ### `useGame(options?, platformHook?)`
### Navigation Mode (default) Main orchestrator hook that composes all game functionality.
#### Options
```typescript
type GameOptions = {
difficulty?: 'easy' | 'medium' | 'hard'; // Default: 'easy'
timeLimit?: number; // In seconds, default: 600 (10 min)
removedCells?: number; // Override difficulty default
};
```
**Difficulty Defaults:**
- `easy`: 25 cells removed (~56 givens)
- `medium`: 40 cells removed (~41 givens)
- `hard`: 50 cells removed (~31 givens)
**Examples:**
```typescript
// Default configuration
useGame()
// Hard difficulty with defaults
useGame({ difficulty: 'hard' })
// Custom puzzle size
useGame({ removedCells: 30 })
// Custom everything
useGame({
difficulty: 'hard',
removedCells: 45,
timeLimit: 480 // 8 minutes
})
```
#### Returns: GameManager
```typescript
type GameManager = {
// DOM Reference
containerRef: RefObject<HTMLDivElement | null>;
// Rendering
renderBoard: () => void;
// Game Status
gameStatus: GameStatus;
setGameStatus: (status: GameStatus) => void;
startGame: () => void;
togglePause: (pause?: boolean) => void;
quitGame: () => void;
// Cursor
cursor: CursorManager;
// Scoring
scoreManager: ScoreManager;
// Input Tracking
keyLog: KeyLogEntry[];
clearKeyLog: () => void;
getKeyLog: () => KeyLogEntry[];
};
```
#### CursorManager
```typescript
type CursorManager = {
position: () => Coord; // Current { row, col }
mode: () => CursorMode; // 'normal' | 'edit'
moveLeft: (count?: number) => void;
moveRight: (count?: number) => void;
moveUp: (count?: number) => void;
moveDown: (count?: number) => void;
moveToStart: () => void; // ^ or 0
moveToEnd: () => void; // $
moveToTop: () => void; // gg
moveToBottom: () => void; // G
repeatLastMotion: () => void; // .
};
```
#### ScoreManager
```typescript
type ScoreManager = {
timeValue: number; // Milliseconds elapsed
startTimer: () => void;
stopTimer: () => void;
resetTimer: () => void;
totalKeystrokes: number; // All keys pressed
hintsUsed: number; // Number of hints requested
finalScore: number | null; // 0-1000, null until game-won
gameOverReason: string | null; // "Time's up!" or "Too many hints!"
};
```
---
## Game States
The game follows a strict state machine:
```
waiting → started → game-won
↓
game-over
All states → [quit] → waiting
started ↔ paused
```
### State Descriptions
| State | Description | Triggers |
|-------|-------------|----------|
| `waiting` | Initial state, awaiting start | Default on load |
| `started` | Game in progress | Press Space or call `startGame()` |
| `paused` | Game temporarily paused | Press P or call `togglePause()` |
| `game-won` | Puzzle completed successfully | All cells filled correctly |
| `game-over` | Failed to complete in time/hints | Time limit or hint limit exceeded |
---
## VIM Controls
### Normal Mode (Default)
#### Movement #### Movement
| Key | Action | Example |
|-----|--------|---------|
| `h` | Move left | `h` moves 1 left |
| `j` | Move down | `j` moves 1 down |
| `k` | Move up | `k` moves 1 up |
| `l` | Move right | `l` moves 1 right |
| `<count><motion>` | Move with count | `5j` moves 5 down, `3l` moves 3 right |
| `0` or `^` | Jump to row start | Move to column 0 |
| `$` | Jump to row end | Move to column 8 |
| `gg` | Jump to board top | Move to row 0 |
| `G` | Jump to board bottom | Move to row 8 |
| `.` | Repeat last motion | Repeats with same count |
#### Edit Commands
| Key | Action | Valid On | Mode |
|-----|--------|----------|------|
| `i` | Insert digit | ✅ Empty cells only | Multi-edit: type digits until Esc |
| `r` | Replace digit | ✅ User-entered cells only | Single-edit: auto-exit after 1 digit |
| `c` | Change digit | ✅ User-entered cells only | Single-edit: auto-exit after 1 digit |
| `x` | Delete digit | ✅ User-entered cells only | Instant |
| `d` | Delete digit | ✅ User-entered cells only | Instant |
| `Delete` | Delete digit | ✅ User-entered cells only | Instant |
| `Backspace` | Invalid move | ❌ All cells | Red flash (use in edit mode) |
#### Hints & Game Control
| Key | Action | Notes | | Key | Action | Notes |
| --- | ------ | ----- | |-----|--------|-------|
| `h` / `j` / `k` / `l` | Move cursor left/down/up/right | Core VIM navigation | | `Shift+H` | Request hint | Penalty: 25/50/100 pts based on difficulty |
| `<count>h/j/k/l` | Move with count | e.g., `3j` = down 3, `5l` = right 5 | | `q` | Quit game | Return to waiting state |
| `0` / `^` | Jump to start of row | Move to column 0 | | `p` | Pause/unpause | Toggle pause state |
| `$` | Jump to end of row | Move to column 8 | | `Space` | Start new game | Only in waiting/game-over state |
| `.` | Repeat last motion | Repeat with optional new count |
#### Editing ### Edit Mode (i/r/c to enter)
| 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 |
| --- | ------ | |-----|--------|
| `Q` | Quit game | | `1-9` | Enter digit in current cell |
| `Backspace` | Clear current cell (stay in edit mode) |
### Edit Mode (I/R to enter) | `Escape` | Exit to normal mode |
| Key | Action |
| --- | ------ |
| `1-9` | Fill cell with number |
| `x` / `Backspace` | Clear cell |
| `Esc` / `Enter` | Exit edit mode back to navigation |
--- ---
@@ -128,136 +277,197 @@ VIMazing Sudoku follows VIM's modal editing philosophy with strict insert/replac
Understanding cell states is crucial for VIM-style editing: Understanding cell states is crucial for VIM-style editing:
| Cell State | `I` (Insert) | `R` (Replace) | `D`/`X` (Delete) | Visual | | Cell State | `i` Insert | `r`/`c` Replace | `x`/`d`/`Delete` | Visual Class |
| ---------- | ------------ | ------------- | ---------------- | ------ | |------------|------------|-----------------|------------------|--------------|
| **Empty** (`.`) | ✅ Enter edit | 🔴 Flash (use I) | ➖ No effect | Normal | | **Empty** | ✅ Enter multi-edit | 🔴 Flash (use i) | 🔴 Flash (nothing to delete) | None |
| **User-filled** | 🔴 Flash (use R) | ✅ Enter edit | ✅ Delete | Normal | | **User-entered** | 🔴 Flash (use r/c) | ✅ Enter single-edit | ✅ Delete instantly | `.user-entered` |
| **Pre-filled clue** | 🔴 Flash (locked) | 🔴 Flash (locked) | 🔴 Flash (locked) | Darker text | | **Given** | 🔴 Flash (locked) | 🔴 Flash (locked) | 🔴 Flash (locked) | `.given` |
### Visual Feedback ### Visual Feedback
- 🔵 **Blue glow** – Navigation mode (current cell) - 🔵 **Blue outline** – Normal mode cursor (`.active`)
- 🟡 **Yellow pulsing glow** – Edit mode (typing active) - 🟡 **Yellow pulsing glow** – Edit mode cursor (`.editing`)
- 🔴 **Red flash** – Invalid action (wrong mode, locked cell, or out of bounds) - 🔴 **Red flash** – Invalid move (`.invalid-move` - 500ms)
- 🔴 **Red flash + background** – Hint: incorrect cell (`.hint-flash-error` - 1000ms)
- 🟢 **Green flash + background** – Hint: correct digit shown (`.hint-flash-correct` - 1000ms)
### Examples ---
## Scoring System
### Formula
``` ```
Empty cell: Press I → type 5 → Esc Base Score = 1000 - (time penalty) - (keystroke penalty) - (hint penalty)
Replace value: Press R → type 7 → Esc Final Score = min(1000, max(0, round(Base Score × difficulty multiplier)))
Delete value: Press D (instant) ```
Move 3 down: Press 3j
Jump to end: Press $ ### Penalties
**Time Penalty:** `seconds / 10`
- 10 seconds = -1 point
- 60 seconds = -6 points
- 300 seconds = -30 points
**Keystroke Penalty:** `totalKeystrokes / 2`
- 2 keystrokes = -1 point
- 50 keystrokes = -25 points
- 200 keystrokes = -100 points
**Hint Penalty:** `hintsUsed × penalty`
- Easy: 25 points per hint
- Medium: 50 points per hint
- Hard: 100 points per hint
### Difficulty Multipliers
- Easy: **1.0x** (no bonus)
- Medium: **1.5x** (can exceed 1000 base, capped at 1000)
- Hard: **2.0x** (can exceed 1000 base, capped at 1000)
### Example Scores
**Easy Mode (25 cells, 1.0x):**
```
30 seconds, 50 keys, 0 hints:
= 1000 - 3 - 25 - 0 = 972 × 1.0 = 972 / 1000
```
**Hard Mode (50 cells, 2.0x):**
```
120 seconds, 150 keys, 2 hints:
= 1000 - 12 - 75 - 200 = 713 × 2.0 = 1000 / 1000 (capped)
``` ```
--- ---
## Core Hooks ## Game Over Conditions
### `useGame(platformHook?, options?)` ### Time Limit
Main hook that orchestrates the entire sudoku game. - **Default:** 600 seconds (10 minutes) for all difficulties
- **Configurable:** Set via `GameOptions.timeLimit`
- **Trigger:** When `timeValue >= timeLimit × 1000`
- **Message:** "Time's up!"
**Options:** ### Hint Limit
- `validateMoves?: boolean` (default: `false`) - Enable real-time move validation with conflict detection. When `false`, allows harder gameplay without immediate feedback.
**Returns:** - **Threshold:** 500 points total hint penalty
- **Easy:** 20 hints max (20 × 25 = 500)
- **Medium:** 10 hints max (10 × 50 = 500)
- **Hard:** 5 hints max (5 × 100 = 500)
- **Trigger:** When `hintsUsed × HINT_PENALTY[difficulty] >= 500`
- **Message:** "Too many hints!"
```ts Both conditions checked continuously during gameplay. Timer stops on game-over.
{
// 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 ## Hint System
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 Press `Shift+H` in normal mode to request a hint.
scoreManager: {
timeValue: number, // Time in milliseconds
finalScore: number | null,
timeLimit: number, // 60000ms (60 seconds)
keystrokeLimit: number, // 100 keystrokes
},
// Key logging ### Hint Priority
keyLog: KeyLogEntry[],
editMode: "navigation" | "edit", **Priority 1: Show Incorrect Cell (Red Flash)**
} - Finds all user-entered cells with wrong values
- Selects one randomly
- Flashes red with background for 1 second
- Does NOT reveal correct digit (player must figure it out)
**Priority 2: Show Correct Digit (Green Flash)**
- If no incorrect cells exist
- Finds all empty cells
- Selects one randomly
- Shows correct digit with green flash for 1 second
- Digit disappears after flash (player must remember and enter it)
### Hint Penalties
Hints subtract directly from base score before multiplier:
- Easy: -25 points per hint
- Medium: -50 points per hint
- Hard: -100 points per hint
After 500 points of penalties, game-over triggers.
---
## Configuration
### Recommended Configurations
**Beginner Practice:**
```typescript
useGame({
difficulty: 'easy',
removedCells: 15,
timeLimit: 900 // 15 minutes
})
``` ```
### Individual Hooks **Standard Easy:**
```typescript
useGame({ difficulty: 'easy' })
// 25 cells, 10 minutes, 1.0x multiplier
```
Export individual hooks for granular control: **Standard Medium:**
```typescript
useGame({ difficulty: 'medium' })
// 40 cells, 10 minutes, 1.5x multiplier
```
```ts **Standard Hard:**
import { useScore } from "@vimazing/vim-sudoku/useScore"; ```typescript
import { useBoardState } from "@vimazing/vim-sudoku/useGame/useBoardState"; useGame({ difficulty: 'hard' })
// 50 cells, 10 minutes, 2.0x multiplier
```
**Speed Challenge:**
```typescript
useGame({
difficulty: 'medium',
timeLimit: 300 // 5 minutes
})
```
**Custom Difficulty:**
```typescript
useGame({
difficulty: 'easy', // Easy scoring (1.0x, 25pt hints)
removedCells: 60, // But very hard puzzle
timeLimit: 1200 // Generous time (20 min)
})
``` ```
--- ---
## Game Mechanics ## Game Instructions Export
### Scoring The package exports a structured `gameInfo` object containing complete game documentation:
Scoring formula with time and move penalties: ```typescript
``` import { gameInfo } from '@vimazing/vim-sudoku';
score = max(0, 100000 - timeInSeconds × 10 - extraMoves × 50)
// Access structured instructions
console.log(gameInfo.name); // "VIM Sudoku"
console.log(gameInfo.controls); // Navigation, editing, deletion, hints, game
console.log(gameInfo.rules); // Cell types, modes, visual feedback
console.log(gameInfo.scoring); // Formula, penalties, multipliers, examples
console.log(gameInfo.gameOver); // Time and hint limit conditions
console.log(gameInfo.hints); // How the hint system works
console.log(gameInfo.objective); // Win condition
``` ```
Where: **Use cases:**
- `baseScore = 100000` - Render in-game help screens
- `timePenalty = timeInSeconds × 10` - Generate tutorials
- `extraMoves = actualKeystrokes - minMovesRequired` - Display control reference
- `movePenalty = extraMoves × 50` - Show scoring breakdown
- Explain game mechanics
### Game Over Conditions All data is fully typed with the `GameInfo` type for type safety.
- ⏱️ **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
Automatic win detection is fully implemented using an efficient sum-to-45 algorithm:
- Validates when board is complete (no empty cells)
- Checks all rows sum to 45 (1+2+...+9)
- Checks all columns sum to 45
- Checks all 3x3 boxes sum to 45
Manual win trigger available via `solveBoard()` for testing.
### Board Format
```ts
// 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
// ...
```
--- ---
@@ -267,24 +477,47 @@ A demo application lives under `example/` and consumes the package directly.
```bash ```bash
cd example cd example
bun install npm install
bun run dev npm run dev
``` ```
During local development the Vite config aliases `@vimazing/vim-sudoku` to the source folder so you can iterate without rebuilding. When publishing, run the build first (see below) so editors consume the generated declarations in `dist/`. The example shows:
- Difficulty selection (Easy/Medium/Hard)
- Live scoreboard (Time, Keystrokes, Hints)
- Game status messages
- Final score display on win
- All vim controls working
--- ---
## Build & Release ## Platform Hook
Build the distributable bundle and type declarations: Optional callback for platform integration:
```bash ```typescript
bun run build function myPlatformHook(gameManager: GameManager) {
// Track analytics
console.log('Game initialized');
// Add custom key handlers
window.addEventListener('keydown', (e) => {
if (e.key === 'F1') {
console.log('Help requested');
}
});
// Monitor game events
const interval = setInterval(() => {
if (gameManager.gameStatus === 'game-won') {
console.log('Victory!', gameManager.scoreManager.finalScore);
clearInterval(interval);
}
}, 100);
}
const gameManager = useGame({ difficulty: 'easy' }, myPlatformHook);
``` ```
This writes JavaScript, type definitions, and styles to `dist/`. The `prepublishOnly` hook reuses the same command to guarantee fresh artifacts before publishing.
--- ---
## License ## License
+873
View File
@@ -0,0 +1,873 @@
# Unified API Specification
**Version:** 2.0
**Last Updated:** 2025-01-22
Complete specification for building VIMazing games. This document defines the architecture, requirements, and patterns that all games must follow to maintain consistency while allowing game-specific customization.
---
## Table of Contents
1. [Philosophy](#philosophy)
2. [Architecture Overview](#architecture-overview)
3. [Core Requirements](#core-requirements)
4. [Game-Specific Flexibility](#game-specific-flexibility)
5. [Hook Specifications](#hook-specifications)
6. [Type System](#type-system)
7. [Game Instructions Export](#game-instructions-export)
8. [Creating a New Game](#creating-a-new-game)
9. [Integration Guide](#integration-guide)
---
## Philosophy
The Unified API is designed around three core principles:
### 1. Consistent Entry Point
Every game uses `useGame(options?, platformHook?)` as its single entry point. This ensures:
- Predictable initialization across all games
- Easy platform integration
- Consistent developer experience
### 2. Composable Architecture
Games are built from independent, composable hooks that manage distinct concerns:
- **useBoard** - Level/puzzle generation and rendering
- **useCursor** - Player input and interaction
- **useScore** - Metrics and performance tracking
- **useGameStatus** - Game lifecycle state machine
### 3. Freedom Within Constraints
The API defines WHAT must be exposed, not HOW it works internally. Games have complete freedom in:
- Scoring algorithms
- Rendering strategies
- Internal state management
- Additional game-specific features
---
## Architecture Overview
### The Unified Pattern
```
useGame(options, platformHook?)
├─ useBoard() → Game-specific board/level management
├─ useCursor() → Player input and interaction
├─ useGameStatus() → Lifecycle state machine
└─ useScore() → Metrics and scoring (game-specific)
```
### Data Flow
```
User Input
↓
useCursor (validates, processes)
↓
useBoard (updates state)
↓
useScore (tracks metrics)
↓
useGameStatus (manages lifecycle)
↓
GameManager (unified interface)
↓
Platform/UI
```
---
## Core Requirements
These elements MUST be present in every VIMazing game:
### 1. Entry Point
```typescript
export function useGame(
options: GameOptions,
platformHook?: unknown
): GameManager
```
**Required:**
- Accept options object (game-specific structure)
- Support optional platform hook function
- Return GameManager interface
**Example:**
```typescript
// vim-sudoku
useGame({ difficulty: 'easy', timeLimit: 600 })
// vim-maze
useGame({ rows: 24, cols: 32, timeLimit: 600 })
```
### 2. GameManager Interface
Every game must return a GameManager with these minimum fields:
```typescript
type GameManager = {
// Required Core
containerRef: RefObject<HTMLDivElement | null>; // DOM mounting point
renderBoard: () => void; // Force re-render
// Required State Management
gameStatus: GameStatus;
setGameStatus: (status: GameStatus) => void;
startGame: () => void;
quitGame: () => void;
// Required Managers
cursor: CursorManager; // Player interaction
scoreManager: ScoreManager; // Metrics and scoring
// Required Input Tracking
keyLog: KeyLogEntry[];
clearKeyLog: () => void;
getKeyLog: () => KeyLogEntry[];
// Optional: Game-specific additions
// [additional fields as needed]
};
```
### 3. Game Status State Machine
All games must implement this lifecycle:
```
waiting → started → game-won
↓
game-over
```
**Required States:**
- `waiting` - Initial state, game not started
- `started` - Game in progress
- `game-won` - Successfully completed
- `game-over` - Failed to complete
**Optional States:**
- `paused` - Temporarily stopped
- Game-specific states (e.g., vim-maze's `has-key`)
### 4. Cursor/Input Manager
```typescript
type CursorManager = {
position: () => Coord; // Current position
mode: () => CursorMode; // Current mode
// Movement (VIM-style)
moveLeft: (count?: number) => void;
moveRight: (count?: number) => void;
moveUp: (count?: number) => void;
moveDown: (count?: number) => void;
// Anchors (VIM-style)
moveToStart: () => void; // ^ or 0
moveToEnd: () => void; // $
moveToTop: () => void; // gg
moveToBottom: () => void; // G
// Repeat (VIM-style)
repeatLastMotion: () => void; // .
// Optional: Game-specific methods
// [additional methods as needed]
};
```
### 5. Score Manager (Minimal Interface)
```typescript
type ScoreManager = {
// Required Timing
timeValue: number; // Current time in milliseconds
// Required Metrics
totalKeystrokes: number; // Total keys pressed
// Required Result
finalScore: number | null; // 0-1000 (null until game-won)
// Optional: Game-specific metrics
// [additional fields as needed]
};
```
**Scoring Requirements:**
- Score range: 0-1000 (capped)
- Score calculated on game-won
- Based on time and keystrokes (minimum)
- Can include game-specific penalties/bonuses
---
## Game-Specific Flexibility
These elements CAN vary between games:
### 1. GameOptions Structure
Each game defines its own options:
```typescript
// vim-sudoku
type GameOptions = {
difficulty?: 'easy' | 'medium' | 'hard';
timeLimit?: number;
removedCells?: number;
};
// vim-maze
type GameOptions = {
rows: number;
cols: number;
timeLimit?: number;
};
// vim-snake (hypothetical)
type GameOptions = {
boardSize?: number;
speed?: 'slow' | 'medium' | 'fast';
obstacles?: boolean;
};
```
**Recommended Defaults:**
- Always provide sensible defaults
- Make most options optional
- Use consistent naming (e.g., `timeLimit` always in seconds)
### 2. Scoring Implementation
Complete freedom in how scoring works internally:
**vim-sudoku approach:**
```typescript
// Simple formula: time + keystrokes + hints
const baseScore = 1000 - timePenalty - keystrokePenalty - hintPenalty;
const finalScore = min(1000, baseScore * difficultyMultiplier);
```
**vim-maze approach:**
```typescript
// Size-based: time + keystrokes × maze size
const baseScore = 1000 - timePenalty - keystrokePenalty;
const sizeMultiplier = max(1.0, (rows × cols) / 500);
const finalScore = min(1000, baseScore × sizeMultiplier);
```
**vim-snake approach (hypothetical):**
```typescript
// Performance-based: length achieved vs time
const lengthScore = (snakeLength / maxLength) × 500;
const timeBonus = (timeRemaining / timeLimit) × 500;
const finalScore = min(1000, lengthScore + timeBonus);
```
### 3. Rendering Strategy
Games choose their own rendering approach:
**DOM Rendering (vim-maze, vim-sudoku):**
```typescript
class GameRenderer {
constructor(container: HTMLElement) { }
render(data: GameData): void {
// Direct DOM manipulation
container.innerHTML = generateHTML(data);
}
}
```
**React Rendering (hypothetical):**
```typescript
function GameBoard({ boardState }: Props) {
return (
<div>
{boardState.map(cell => <Cell key={cell.id} {...cell} />)}
</div>
);
}
```
**Canvas Rendering (hypothetical):**
```typescript
class CanvasRenderer {
render(ctx: CanvasRenderingContext2D, gameState: State): void {
// Direct canvas drawing
}
}
```
### 4. Internal State Management
Games manage state however they need:
**vim-sudoku:**
- Board as 81-character string
- Initial board (immutable)
- Solution board (for validation)
- No complex animation state
**vim-maze:**
- 2D array of maze cells
- Hero position tracking
- Animation state for multi-step movements
- Distance calculations for pathfinding
**vim-snake (hypothetical):**
- Snake segments array
- Food position
- Direction queue
- Collision detection
### 5. Additional Features
Games can add unique features:
**vim-sudoku specific:**
- Hint system (Shift+H)
- Edit modes (i/r/c for different entry styles)
- Cell validation (given vs user-entered)
**vim-maze specific:**
- Key pickup mechanic
- Wall collision detection
- Entrance/exit system
- Distance tracking
**vim-snake specific (hypothetical):**
- Power-ups
- Speed changes
- Obstacle generation
- Multiplayer
---
## Hook Specifications
### useBoard
**Purpose:** Manage game board/level state and rendering.
**Flexibility:** Complete freedom in implementation.
**Minimum Interface:**
```typescript
type BoardManager = {
containerRef: RefObject<HTMLDivElement | null>;
renderBoard: () => void;
// Game-specific additions allowed
};
```
**Common Patterns:**
```typescript
// Pattern 1: Generator + Renderer classes
const generator = new GameGenerator(options);
const renderer = new GameRenderer(container);
generator.generate();
renderer.render(generator.getData());
// Pattern 2: Direct state management
const [board, setBoard] = useState(generateInitial());
renderBoard(board);
// Pattern 3: Canvas-based
const canvasRef = useRef<HTMLCanvasElement>(null);
drawBoard(canvasRef.current, boardState);
```
### useCursor
**Purpose:** Handle player input and interaction.
**Required:** VIM-style navigation (hjkl, counts, anchors, repeat).
**Minimum Interface:**
```typescript
type CursorManager = {
position: () => Coord;
mode: () => CursorMode;
// VIM motions (required)
moveLeft: (count?: number) => void;
moveRight: (count?: number) => void;
moveUp: (count?: number) => void;
moveDown: (count?: number) => void;
moveToStart: () => void;
moveToEnd: () => void;
moveToTop: () => void;
moveToBottom: () => void;
repeatLastMotion: () => void;
// Game-specific additions allowed
};
```
**Mode System:**
All games use at minimum:
- `normal` - Navigation mode
- `edit` - Interaction mode (if applicable)
Games can add modes as needed (e.g., sudoku's distinction between i/r/c entry modes).
### useScore
**Purpose:** Track metrics and calculate final score.
**Flexibility:** Almost complete freedom.
**Minimum Interface:**
```typescript
type ScoreManager = {
timeValue: number;
totalKeystrokes: number;
finalScore: number | null;
// Game-specific metrics allowed
};
```
**Requirements:**
- Track time in milliseconds
- Track total keystrokes
- Calculate score 0-1000 (capped)
- Set finalScore only on game-won
**Optional but Recommended:**
- Game-over conditions based on time/performance
- Additional metrics for display
- Difficulty multipliers
### useGameStatus
**Purpose:** Manage game lifecycle state machine.
**Required States:**
```typescript
type GameStatus =
| 'waiting'
| 'started'
| 'game-won'
| 'game-over'
| ... // Optional game-specific states
```
**Minimum Interface:**
```typescript
type GameStatusManager = {
gameStatus: GameStatus;
setGameStatus: (status: GameStatus) => void;
startGame: () => void;
quitGame: () => void;
// Optional: togglePause, reset, etc.
};
```
---
## Type System
### Required Core Types
```typescript
// Coordinates (all games use this)
type Coord = { row: number; col: number };
// Key logging (all games track this)
type KeyLogEntry = { key: string; timestamp: number };
// Game status (required states)
type GameStatus = 'waiting' | 'started' | 'game-won' | 'game-over' | ...;
// Cursor mode (at minimum)
type CursorMode = 'normal' | 'edit' | ...;
```
### Type Organization
Recommended structure:
```
src/
├── types.ts # Game-specific exports + core types
├── useBoard/
│ └── types.ts # Board-specific types
├── useCursor/
│ └── types.ts # Cursor-specific types
├── useGameStatus/
│ └── types.ts # Status-specific types
└── useScore/
└── types.ts # Score-specific types
```
**Main types.ts pattern:**
```typescript
// Re-export all module types
export * from './useBoard/types';
export * from './useCursor/types';
export * from './useGameStatus/types';
export * from './useScore/types';
// Game-specific types
export type GameOptions = { /* game-specific */ };
export type GameManager = { /* unified interface */ };
```
---
## Game Instructions Export
### Required Export
All games must export a `gameInfo` object containing structured documentation for platform consumption.
**File:** `src/gameInfo.ts`
```typescript
export const gameInfo = {
name: string; // Game name
description: string; // Brief description
controls: {
navigation: Array<{ keys: string; description: string }>;
// Additional control sections as needed
game: Array<{ keys: string; description: string }>;
};
rules: {
// Game-specific rule sections
};
scoring: {
formula: string;
range: string;
penalties: Array<{ factor: string; formula: string; example: string }>;
examples: Array<any>;
};
gameOver: {
conditions: Array<{ type: string; trigger: string; message: string }>;
};
objective: string; // How to win (one sentence)
winCondition: string; // Specific win trigger
} as const;
export type GameInfo = typeof gameInfo;
```
**Export from main index:**
```typescript
// src/index.ts
export { gameInfo } from './gameInfo';
export type { GameInfo } from './gameInfo';
```
### Purpose
The `gameInfo` export allows platforms to:
- Render in-game help screens
- Generate tutorials
- Display control references
- Show scoring breakdowns
- Explain game mechanics
Without needing to parse documentation or README files.
### Usage by Platforms
```typescript
import { gameInfo } from '@vimazing/your-game';
// Render controls
gameInfo.controls.navigation.forEach(control => {
renderControl(control.keys, control.description);
});
// Show scoring formula
displayScoringInfo(gameInfo.scoring.formula, gameInfo.scoring.penalties);
// Display game-over conditions
gameInfo.gameOver.conditions.forEach(condition => {
showCondition(condition.type, condition.trigger);
});
```
### Required Sections
**Minimum structure:**
- `name` - Game name
- `description` - Brief description
- `controls.navigation` - VIM motion controls (required)
- `controls.game` - Game lifecycle controls (space, q, p)
- `rules` - At least one rule section
- `scoring.formula` - Score calculation
- `scoring.range` - Score bounds (always "0 - 1000 points")
- `gameOver.conditions` - At least one condition
- `objective` - Win goal
- `winCondition` - Specific trigger
**Optional sections:**
- Additional control groups (editing, actions, etc.)
- Visual feedback explanations
- Hints/power-ups/special mechanics
- Examples and breakdowns
### Examples
See implementations:
- **vim-sudoku/src/gameInfo.ts** - Complex puzzle game with modes, hints
- **vim-maze/src/gameInfo.ts** - Navigation game with maze mechanics
- **vimazing-game-skeleton/src/gameInfo.ts** - Template with TODOs
---
## Creating a New Game
### Step 1: Define Your Game
Answer these questions:
- What is the game mechanic?
- What does the board/level look like?
- How does the player interact?
- What constitutes winning/losing?
- How should scoring work?
### Step 2: Design GameOptions
```typescript
export type GameOptions = {
// Required configuration
[key: string]: any;
// Recommended: timeLimit
timeLimit?: number; // Seconds
};
```
### Step 3: Implement Core Hooks
**useBoard:**
```typescript
export function useBoard(/* game-specific params */) {
const containerRef = useRef<HTMLDivElement>(null);
function renderBoard() {
// Your rendering logic
}
return {
containerRef,
renderBoard,
// Additional methods
};
}
```
**useCursor:**
```typescript
export function useCursor(/* dependencies */) {
const [position, setPosition] = useState<Coord>({ row: 0, col: 0 });
const [mode, setMode] = useState<CursorMode>('normal');
// Implement VIM motions
function moveLeft(count = 1) { /* ... */ }
function moveRight(count = 1) { /* ... */ }
// ... etc
return {
position: () => position,
mode: () => mode,
moveLeft,
moveRight,
// ... etc
};
}
```
**useScore:**
```typescript
export function useScore(/* dependencies */) {
const [timeValue, setTimeValue] = useState(0);
const [finalScore, setFinalScore] = useState<number | null>(null);
const totalKeystrokes = keyLog.length;
// Calculate score on game-won
useEffect(() => {
if (gameStatus === 'game-won') {
const score = calculateScore(timeValue, totalKeystrokes);
setFinalScore(Math.min(1000, Math.max(0, score)));
}
}, [gameStatus]);
return {
timeValue,
totalKeystrokes,
finalScore,
// Additional metrics
};
}
```
**useGameStatus:**
```typescript
export function useGameStatus() {
const [gameStatus, setGameStatus] = useState<GameStatus>('waiting');
function startGame() {
setGameStatus('started');
}
function quitGame() {
setGameStatus('waiting');
}
return {
gameStatus,
setGameStatus,
startGame,
quitGame,
};
}
```
### Step 4: Compose in useGame
```typescript
export function useGame(
options: GameOptions,
platformHook?: unknown
): GameManager {
const board = useBoard(/* options */);
const gameStatusManager = useGameStatus();
const cursor = useCursor(/* dependencies */);
const scoreManager = useScore(/* dependencies */);
const gameManager: GameManager = {
containerRef: board.containerRef,
renderBoard: board.renderBoard,
gameStatus: gameStatusManager.gameStatus,
setGameStatus: gameStatusManager.setGameStatus,
startGame: gameStatusManager.startGame,
quitGame: gameStatusManager.quitGame,
cursor,
scoreManager,
keyLog: [], // Implement key tracking
clearKeyLog: () => {},
getKeyLog: () => [],
};
if (typeof platformHook === 'function') {
platformHook(gameManager);
}
return gameManager;
}
```
### Step 5: Export Public API
```typescript
// src/index.ts
export { useGame } from './useGame';
export type { GameManager, GameOptions } from './types';
export type { CursorManager } from './useCursor/types';
export type { ScoreManager } from './useScore/types';
```
---
## Integration Guide
### For Game Consumers
**Basic Usage:**
```typescript
import { useGame } from '@vimazing/your-game';
import '@vimazing/your-game/game.css';
function GameComponent() {
const game = useGame(options);
return (
<div>
<div ref={game.containerRef} />
<button onClick={game.startGame}>Start</button>
<p>Status: {game.gameStatus}</p>
<p>Score: {game.scoreManager.finalScore || 0} / 1000</p>
</div>
);
}
```
**With Platform Hook:**
```typescript
function platformHook(gameManager: GameManager) {
// Analytics
trackGameStart(gameManager.gameStatus);
// Custom keybindings
window.addEventListener('keydown', (e) => {
if (e.key === 'h') trackHelp();
});
// Monitor completion
const interval = setInterval(() => {
if (gameManager.gameStatus === 'game-won') {
trackVictory(gameManager.scoreManager.finalScore);
clearInterval(interval);
}
}, 100);
}
const game = useGame(options, platformHook);
```
### For Platform Developers
All games expose the same core interface:
```typescript
interface UnifiedGame {
useGame(options: any, platformHook?: Function): GameManager;
}
```
**Integration checklist:**
- ✅ Game exposes `useGame` entry point
- ✅ Returns `GameManager` with required fields
- ✅ Accepts optional platform hook
- ✅ Implements core game status states
- ✅ Provides VIM-style cursor navigation
- ✅ Scores on 0-1000 scale
---
## Version History
**v2.0** (2025-01-22)
- Rewritten for game-agnostic specification
- Clarified requirements vs flexibility
- Added comprehensive creation guide
- Removed game-specific implementation details
- Simplified scoring requirements
**v1.0** (2024)
- Initial unified API documentation
- Based on vim-maze implementation
---
## License
MIT © VIMazing Project
+2 -2
View File
@@ -8,7 +8,7 @@ function App() {
const [difficulty, setDifficulty] = useState<Difficulty>('easy'); const [difficulty, setDifficulty] = useState<Difficulty>('easy');
const gameManager = useGame({ difficulty }, useKeyBindings); const gameManager = useGame({ difficulty }, useKeyBindings);
const { containerRef, gameStatus, scoreManager } = gameManager; const { containerRef, gameStatus, scoreManager } = gameManager;
const { timeValue, totalKeystrokes, hintsUsed, finalScore } = scoreManager; const { timeValue, totalKeystrokes, hintsUsed, finalScore, gameOverReason } = scoreManager;
const formatTime = (ms: number) => { const formatTime = (ms: number) => {
const seconds = Math.floor(ms / 1000); const seconds = Math.floor(ms / 1000);
@@ -99,7 +99,7 @@ function App() {
<div className="text-center text-2xl text-muted-foreground"> <div className="text-center text-2xl text-muted-foreground">
{gameStatus === "waiting" && <p>Press <kbd className="px-2 py-1 bg-muted rounded">space</kbd> to start</p>} {gameStatus === "waiting" && <p>Press <kbd className="px-2 py-1 bg-muted rounded">space</kbd> to start</p>}
{gameStatus === "started" && <p>Use <kbd className="px-2 py-1 bg-muted rounded">hjkl</kbd> to navigate • Press <kbd className="px-2 py-1 bg-muted rounded">i</kbd> to edit • Press <kbd className="px-2 py-1 bg-muted rounded">Shift+H</kbd> for hint • Press <kbd className="px-2 py-1 bg-muted rounded">q</kbd> to quit</p>} {gameStatus === "started" && <p>Use <kbd className="px-2 py-1 bg-muted rounded">hjkl</kbd> to navigate • Press <kbd className="px-2 py-1 bg-muted rounded">i</kbd> to edit • Press <kbd className="px-2 py-1 bg-muted rounded">Shift+H</kbd> for hint • Press <kbd className="px-2 py-1 bg-muted rounded">q</kbd> to quit</p>}
{gameStatus === "game-over" && <p>Game Over! Press <kbd className="px-2 py-1 bg-muted rounded">space</kbd> to restart</p>} {gameStatus === "game-over" && <p>{gameOverReason || "Game Over!"} Press <kbd className="px-2 py-1 bg-muted rounded">space</kbd> to restart</p>}
{gameStatus === "game-won" && <p>You Won! Press <kbd className="px-2 py-1 bg-muted rounded">space</kbd> to play again</p>} {gameStatus === "game-won" && <p>You Won! Press <kbd className="px-2 py-1 bg-muted rounded">space</kbd> to play again</p>}
</div> </div>
</div> </div>
+2 -2
View File
@@ -1,12 +1,12 @@
{ {
"name": "@vimazing/vim-maze", "name": "@vimazing/vim-maze",
"version": "0.11.0", "version": "2.0.1",
"lockfileVersion": 3, "lockfileVersion": 3,
"requires": true, "requires": true,
"packages": { "packages": {
"": { "": {
"name": "@vimazing/vim-maze", "name": "@vimazing/vim-maze",
"version": "0.11.0", "version": "2.0.1",
"license": "MIT", "license": "MIT",
"devDependencies": { "devDependencies": {
"typescript": "~5.9.3" "typescript": "~5.9.3"
+1 -1
View File
@@ -1,6 +1,6 @@
{ {
"name": "@vimazing/vim-sudoku", "name": "@vimazing/vim-sudoku",
"version": "0.11.0", "version": "2.0.1",
"description": "VIMazing VIM Sudoku engine — a lightweight, typed React hook set for sudoku games.", "description": "VIMazing VIM Sudoku engine — a lightweight, typed React hook set for sudoku games.",
"author": "André Padez <andre.padez@gmail.com>", "author": "André Padez <andre.padez@gmail.com>",
"repository": { "repository": {
+158
View File
@@ -0,0 +1,158 @@
export const gameInfo = {
name: 'VIM Sudoku',
description: 'Classic Sudoku puzzle with VIM-style modal editing',
controls: {
navigation: [
{ keys: 'hjkl', description: 'Move cursor left/down/up/right' },
{ keys: '5j, 10l', description: 'Move with count (5 down, 10 right)' },
{ keys: '0 or ^', description: 'Jump to start of row' },
{ keys: '$', description: 'Jump to end of row' },
{ keys: 'gg', description: 'Jump to top of board' },
{ keys: 'G', description: 'Jump to bottom of board' },
{ keys: '.', description: 'Repeat last motion' },
],
editing: [
{ keys: 'i', description: 'Insert digit (works on empty cells only)' },
{ keys: 'r', description: 'Replace digit (works on user-entered cells only)' },
{ keys: 'c', description: 'Change digit (works on user-entered cells only)' },
{ keys: '1-9', description: 'Enter digit (while in edit mode)' },
{ keys: 'Escape', description: 'Exit edit mode to normal mode' },
],
deletion: [
{ keys: 'x', description: 'Delete digit from user-entered cell' },
{ keys: 'd', description: 'Delete digit from user-entered cell' },
{ keys: 'Delete', description: 'Delete digit from user-entered cell' },
{ keys: 'Backspace', description: 'Delete digit (only in edit mode)' },
],
hints: [
{ keys: 'Shift+H', description: 'Request hint (costs 25/50/100 points by difficulty)' },
],
game: [
{ keys: 'Space', description: 'Start new game (when waiting)' },
{ keys: 'q', description: 'Quit game' },
{ keys: 'p', description: 'Pause/unpause game' },
],
},
rules: {
cellTypes: [
{ type: 'Empty', canEdit: 'i only', canReplace: 'no', canDelete: 'no', description: 'Empty cell ready for input' },
{ type: 'User-entered', canEdit: 'r or c only', canReplace: 'yes', canDelete: 'yes', description: 'Digit you entered' },
{ type: 'Given', canEdit: 'no', canReplace: 'no', canDelete: 'no', description: 'Original puzzle digit (locked)' },
],
modes: [
{
name: 'Normal Mode',
indicator: 'Blue outline on cursor',
description: 'Navigate with hjkl, access all commands',
},
{
name: 'Edit Mode (i)',
indicator: 'Yellow pulsing glow on cursor',
description: 'Type multiple digits, press Escape to exit',
},
{
name: 'Edit Mode (r/c)',
indicator: 'Yellow pulsing glow on cursor',
description: 'Type one digit, auto-exits to normal mode',
},
],
visualFeedback: [
{ indicator: 'Blue outline', meaning: 'Current cell in normal mode' },
{ indicator: 'Yellow pulsing glow', meaning: 'Current cell in edit mode' },
{ indicator: 'Red flash (500ms)', meaning: 'Invalid move or action' },
{ indicator: 'Red flash + background (1s)', meaning: 'Hint: this cell is incorrect' },
{ indicator: 'Green flash + background (1s)', meaning: 'Hint: showing correct digit' },
],
},
scoring: {
formula: 'Base Score = 1000 - (time penalty) - (keystroke penalty) - (hint penalty)',
multiplier: 'Final Score = min(1000, Base Score × difficulty multiplier)',
range: '0 - 1000 points',
penalties: [
{ factor: 'Time', formula: 'seconds / 10', example: '60 seconds = -6 points' },
{ factor: 'Keystrokes', formula: 'total keys / 2', example: '100 keys = -50 points' },
{ factor: 'Hints (Easy)', formula: 'hints × 25', example: '3 hints = -75 points' },
{ factor: 'Hints (Medium)', formula: 'hints × 50', example: '3 hints = -150 points' },
{ factor: 'Hints (Hard)', formula: 'hints × 100', example: '3 hints = -300 points' },
],
multipliers: [
{ difficulty: 'Easy', multiplier: '1.0x', description: 'No bonus' },
{ difficulty: 'Medium', multiplier: '1.5x', description: 'Can exceed base 1000, capped at 1000' },
{ difficulty: 'Hard', multiplier: '2.0x', description: 'Can exceed base 1000, capped at 1000' },
],
examples: [
{
difficulty: 'Easy',
time: '30 seconds',
keystrokes: 50,
hints: 0,
calculation: '1000 - 3 - 25 - 0 = 972 × 1.0',
score: '972 / 1000',
},
{
difficulty: 'Hard',
time: '120 seconds',
keystrokes: 150,
hints: 2,
calculation: '1000 - 12 - 75 - 200 = 713 × 2.0',
score: '1000 / 1000 (capped)',
},
],
},
gameOver: {
conditions: [
{
type: 'Time Limit',
trigger: '10 minutes (600 seconds) by default',
configurable: true,
message: "Time's up!",
},
{
type: 'Hint Limit',
trigger: '500 points total hint penalty',
breakdown: 'Easy: 20 hints | Medium: 10 hints | Hard: 5 hints',
configurable: false,
message: 'Too many hints!',
},
],
},
hints: {
description: 'Press Shift+H to get help when stuck',
priority: [
{
level: 1,
behavior: 'Show Incorrect Cell',
description: 'Randomly select a user-entered cell with wrong value and flash it red for 1 second',
reveals: 'Location of error (not the correct digit)',
},
{
level: 2,
behavior: 'Show Correct Digit',
description: 'If no errors exist, show correct digit for a random empty cell with green flash for 1 second',
reveals: 'Correct digit temporarily (you must remember it)',
},
],
cost: 'Deducted from final score based on difficulty',
limit: 'Game-over after 500 points of penalties',
},
objective: 'Fill all empty cells with digits 1-9 such that each row, column, and 3×3 box contains each digit exactly once.',
winCondition: 'All cells filled correctly (no validation enforced - trust yourself!)',
} as const;
export type GameInfo = typeof gameInfo;
+2
View File
@@ -1,3 +1,5 @@
export { useGame } from './useGame'; export { useGame } from './useGame';
export { useGameStatus } from './useGameStatus'; export { useGameStatus } from './useGameStatus';
export type { GameManager, GameOptions, GameStatus, GameStatusManager, Difficulty } from './types'; export type { GameManager, GameOptions, GameStatus, GameStatusManager, Difficulty } from './types';
export { gameInfo } from './gameInfo';
export type { GameInfo } from './gameInfo';
+2
View File
@@ -11,6 +11,8 @@ export type { ScoreManager } from './useScore/types';
export type GameOptions = { export type GameOptions = {
difficulty?: Difficulty; difficulty?: Difficulty;
timeLimit?: number;
removedCells?: number;
}; };
export type KeyLogEntry = { key: string; timestamp: number }; export type KeyLogEntry = { key: string; timestamp: number };
+4 -4
View File
@@ -14,14 +14,14 @@ export class SudokuGenerator {
this.generate('medium'); this.generate('medium');
} }
generate(difficulty: Difficulty = 'medium'): void { generate(difficulty: Difficulty = 'medium', customRemovedCells?: number): void {
this.solution = this.generateSolvedBoard(); this.solution = this.generateSolvedBoard();
if (!this.validateFullBoard(this.solution)) { if (!this.validateFullBoard(this.solution)) {
throw new Error('Generated invalid solved board'); throw new Error('Generated invalid solved board');
} }
this.puzzle = this.makePuzzle(this.solution, difficulty); this.puzzle = this.makePuzzle(this.solution, difficulty, customRemovedCells);
} }
getSolution(): string { getSolution(): string {
@@ -74,12 +74,12 @@ export class SudokuGenerator {
return board.flat().join(''); return board.flat().join('');
} }
private makePuzzle(solution: string, difficulty: Difficulty): string { private makePuzzle(solution: string, difficulty: Difficulty, customRemovedCells?: number): string {
if (solution.length !== 81 || !/^[1-9]+$/.test(solution)) { if (solution.length !== 81 || !/^[1-9]+$/.test(solution)) {
throw new Error('Invalid solved board: must be 81 digits 1–9'); throw new Error('Invalid solved board: must be 81 digits 1–9');
} }
const removeCount = CELLS_TO_REMOVE[difficulty]; const removeCount = customRemovedCells ?? CELLS_TO_REMOVE[difficulty];
const board = solution.split(''); const board = solution.split('');
const indices = Array.from({ length: 81 }, (_, i) => i); const indices = Array.from({ length: 81 }, (_, i) => i);
+1 -1
View File
@@ -12,7 +12,7 @@ export type BoardManager = {
containerRef: RefObject<HTMLDivElement | null>; containerRef: RefObject<HTMLDivElement | null>;
boardRef: RefObject<string>; boardRef: RefObject<string>;
boardRendered: number; boardRendered: number;
generateBoard: (difficulty: Difficulty) => void; generateBoard: (difficulty: Difficulty, removedCells?: number) => void;
renderBoard: () => void; renderBoard: () => void;
setCell: (row: number, col: number, value: string) => void; setCell: (row: number, col: number, value: string) => void;
getHint: () => HintResult; getHint: () => HintResult;
+2 -2
View File
@@ -13,12 +13,12 @@ export function useBoard() {
const initialBoardRef = useRef<string>(''); const initialBoardRef = useRef<string>('');
const [boardRendered, setBoardRendered] = useState(0); const [boardRendered, setBoardRendered] = useState(0);
function generateBoard(difficulty: Difficulty = 'easy') { function generateBoard(difficulty: Difficulty = 'easy', removedCells?: number) {
if (!generatorRef.current) { if (!generatorRef.current) {
generatorRef.current = new SudokuGenerator(); generatorRef.current = new SudokuGenerator();
} }
generatorRef.current.generate(difficulty); generatorRef.current.generate(difficulty, removedCells);
const puzzle = generatorRef.current.getPuzzle(); const puzzle = generatorRef.current.getPuzzle();
const solution = generatorRef.current.getSolution(); const solution = generatorRef.current.getSolution();
+4 -4
View File
@@ -7,7 +7,7 @@ import { useCursorRender } from './useCursor/useCursorRender';
import { useScore } from './useScore'; import { useScore } from './useScore';
export function useGame(options: GameOptions = {}, platformHook?: unknown): GameManager { export function useGame(options: GameOptions = {}, platformHook?: unknown): GameManager {
const { difficulty = 'easy' } = options; const { difficulty = 'easy', timeLimit = 600, removedCells } = options;
const board = useBoard(); const board = useBoard();
const { containerRef, renderBoard, generateBoard, boardRendered } = board; const { containerRef, renderBoard, generateBoard, boardRendered } = board;
@@ -24,7 +24,7 @@ export function useGame(options: GameOptions = {}, platformHook?: unknown): Game
const cursorPosition = cursor.position(); const cursorPosition = cursor.position();
const cursorMode = cursor.mode(); const cursorMode = cursor.mode();
const scoreManager = useScore({ board, gameStatusManager, keyLog, cursorMode, difficulty, hintsUsed: hintsUsedRef.current }); const scoreManager = useScore({ board, gameStatusManager, keyLog, cursorMode, difficulty, hintsUsed: hintsUsedRef.current, timeLimit });
useCursorRender(containerRef, cursorPosition, cursorMode, gameStatus, boardRendered); useCursorRender(containerRef, cursorPosition, cursorMode, gameStatus, boardRendered);
@@ -51,12 +51,12 @@ export function useGame(options: GameOptions = {}, platformHook?: unknown): Game
useEffect(() => { useEffect(() => {
if (gameStatus === 'started') { if (gameStatus === 'started') {
generateBoard(difficulty); generateBoard(difficulty, removedCells);
renderBoard(); renderBoard();
} else if (gameStatus === 'waiting') { } else if (gameStatus === 'waiting') {
renderBoard(); renderBoard();
} }
}, [gameStatus, difficulty]); }, [gameStatus, difficulty, removedCells]);
const gameManager: GameManager = { const gameManager: GameManager = {
containerRef, containerRef,
+1
View File
@@ -13,4 +13,5 @@ export type ScoreManager = {
totalKeystrokes: number; totalKeystrokes: number;
hintsUsed: number; hintsUsed: number;
finalScore: number | null; finalScore: number | null;
gameOverReason: string | null;
}; };
+26 -1
View File
@@ -12,6 +12,7 @@ type UseScoreParams = {
cursorMode: 'normal' | 'edit'; cursorMode: 'normal' | 'edit';
difficulty: Difficulty; difficulty: Difficulty;
hintsUsed: number; hintsUsed: number;
timeLimit: number;
}; };
const DIFFICULTY_MULTIPLIER = { const DIFFICULTY_MULTIPLIER = {
@@ -26,26 +27,49 @@ const HINT_PENALTY = {
hard: 100, hard: 100,
} as const; } as const;
export function useScore({ board, gameStatusManager, keyLog, cursorMode, difficulty, hintsUsed: hintsUsedProp }: UseScoreParams): ScoreManager { export function useScore({ board, gameStatusManager, keyLog, cursorMode, difficulty, hintsUsed: hintsUsedProp, timeLimit }: UseScoreParams): ScoreManager {
const timer = useTimer(); const timer = useTimer();
const { gameStatus, setGameStatus } = gameStatusManager; const { gameStatus, setGameStatus } = gameStatusManager;
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 [gameOverReason, setGameOverReason] = useState<string | null>(null);
useEffect(() => { useEffect(() => {
if (gameStatus === 'started') { if (gameStatus === 'started') {
startTimer(); startTimer();
setGameOverReason(null);
} else if (gameStatus === 'waiting') { } else if (gameStatus === 'waiting') {
resetTimer(); resetTimer();
setFinalScore(null); setFinalScore(null);
setGameOverReason(null);
} else if (gameStatus === 'game-won') { } else if (gameStatus === 'game-won') {
stopTimer(); stopTimer();
} else if (gameStatus === 'game-over') {
stopTimer();
} }
}, [gameStatus]); }, [gameStatus]);
const totalKeystrokes = keyLog.length; const totalKeystrokes = keyLog.length;
useEffect(() => {
if (gameStatus !== 'started') return;
const timeLimitMs = timeLimit * 1000;
if (timeValue >= timeLimitMs) {
setGameOverReason("Time's up!");
setGameStatus('game-over');
return;
}
const hintPenalty = hintsUsedProp * HINT_PENALTY[difficulty];
if (hintPenalty >= 500) {
setGameOverReason('Too many hints!');
setGameStatus('game-over');
return;
}
}, [gameStatus, timeValue, hintsUsedProp, difficulty, timeLimit, setGameStatus]);
useEffect(() => { useEffect(() => {
if (gameStatus !== 'started') return; if (gameStatus !== 'started') return;
if (cursorMode !== 'normal') return; if (cursorMode !== 'normal') return;
@@ -82,5 +106,6 @@ export function useScore({ board, gameStatusManager, keyLog, cursorMode, difficu
totalKeystrokes, totalKeystrokes,
hintsUsed: hintsUsedProp, hintsUsed: hintsUsedProp,
finalScore, finalScore,
gameOverReason,
}; };
} }
-256
View File
@@ -1,256 +0,0 @@
/* =========================================================
🔧 Controls (tweak these)
========================================================= */
:root {
--cell-size: 96px;
--cell-font-size: 48px;
--grid-gap: 6px;
--box-separator: 9px;
}
/* =========================================================
Container & Grid Base
========================================================= */
#sudoku_container {
position: relative;
margin: 1em auto;
width: fit-content;
}
#sudoku {
position: relative;
background-color: var(--card, #1e2030);
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);
padding: 0.5rem;
width: fit-content;
}
/* =========================================================
Grid Layout
========================================================= */
#sudoku .sudoku-grid {
display: grid;
grid-template-columns:
var(--cell-size) var(--cell-size) var(--cell-size)
var(--cell-size) var(--cell-size) var(--cell-size)
var(--cell-size) var(--cell-size) var(--cell-size);
grid-template-rows:
var(--cell-size) var(--cell-size) var(--cell-size)
var(--cell-size) var(--cell-size) var(--cell-size)
var(--cell-size) var(--cell-size) var(--cell-size);
column-gap: var(--grid-gap);
row-gap: var(--grid-gap);
user-select: none;
}
/* =========================================================
Cell Base Styles
========================================================= */
#sudoku .sudoku-cell {
width: var(--cell-size);
height: var(--cell-size);
display: flex;
align-items: center;
justify-content: center;
border-radius: 4px;
font-family: "Fira Code", monospace;
font-size: var(--cell-font-size);
background: var(--muted, #2f334d);
color: var(--foreground, #c8d3f5);
transition: all 0.15s ease;
box-shadow: inset 0 0 3px rgba(27, 29, 43, 0.4);
}
/* =========================================================
3x3 Box Separators
========================================================= */
/* Right borders (end of each 3x3 box horizontally) */
#sudoku .sudoku-cell[data-c="2"],
#sudoku .sudoku-cell[data-c="5"],
#sudoku .sudoku-cell[data-c="8"] {
border-right: 2px solid color-mix(in srgb, var(--primary, #82aaff) 30%, transparent);
}
/* Left borders (start of each 3x3 box horizontally) */
#sudoku .sudoku-cell[data-c="0"],
#sudoku .sudoku-cell[data-c="3"],
#sudoku .sudoku-cell[data-c="6"] {
border-left: 2px solid color-mix(in srgb, var(--primary, #82aaff) 30%, transparent);
}
/* Bottom borders (end of each 3x3 box vertically) */
#sudoku .sudoku-cell[data-r="2"],
#sudoku .sudoku-cell[data-r="5"],
#sudoku .sudoku-cell[data-r="8"] {
border-bottom: 2px solid color-mix(in srgb, var(--primary, #82aaff) 30%, transparent);
}
/* Top borders (start of each 3x3 box vertically) */
#sudoku .sudoku-cell[data-r="0"],
#sudoku .sudoku-cell[data-r="3"],
#sudoku .sudoku-cell[data-r="6"] {
border-top: 2px solid color-mix(in srgb, var(--primary, #82aaff) 30%, transparent);
}
/* =========================================================
User-Entered Cells
========================================================= */
#sudoku .sudoku-cell.user-entered {
color: var(--primary, #82aaff);
font-weight: 600;
}
/* =========================================================
Active Cell Highlight (Navigation Mode)
========================================================= */
#sudoku .sudoku-cell.active {
outline: 2px solid var(--primary, #82aaff);
outline-offset: -2px;
background: color-mix(in srgb, var(--primary, #82aaff) 20%, var(--muted, #2f334d));
box-shadow:
0 0 8px color-mix(in srgb, var(--primary, #82aaff) 40%, transparent),
0 0 12px color-mix(in srgb, var(--primary, #82aaff) 20%, transparent),
inset 0 0 6px color-mix(in srgb, var(--primary, #82aaff) 15%, transparent);
}
/* =========================================================
Editing Cell Highlight (Edit Mode)
========================================================= */
#sudoku .sudoku-cell.editing {
outline: 2px solid var(--accent, #ffc777);
outline-offset: -2px;
background: color-mix(in srgb, var(--accent, #ffc777) 15%, var(--muted, #2f334d));
box-shadow:
0 0 16px color-mix(in srgb, var(--accent, #ffc777) 70%, transparent),
0 0 24px color-mix(in srgb, var(--accent, #ffc777) 40%, transparent),
inset 0 0 12px color-mix(in srgb, var(--accent, #ffc777) 30%, transparent);
animation: editing-cell-glow 1.5s ease-in-out infinite;
}
@keyframes editing-cell-glow {
0%, 100% {
box-shadow:
0 0 16px color-mix(in srgb, var(--accent, #ffc777) 70%, transparent),
0 0 24px color-mix(in srgb, var(--accent, #ffc777) 40%, transparent),
inset 0 0 12px color-mix(in srgb, var(--accent, #ffc777) 30%, transparent);
}
50% {
box-shadow:
0 0 20px color-mix(in srgb, var(--accent, #ffc777) 90%, transparent),
0 0 32px color-mix(in srgb, var(--accent, #ffc777) 60%, transparent),
inset 0 0 16px color-mix(in srgb, var(--accent, #ffc777) 40%, transparent);
}
}
/* =========================================================
Visual Feedback Effects
========================================================= */
/* Invalid move effect */
#sudoku .sudoku-cell.invalid-move {
animation: sudoku-invalid-pulse 180ms ease-out;
box-shadow:
0 0 12px color-mix(in srgb, var(--destructive, #c53b53) 85%, transparent),
0 0 24px color-mix(in srgb, var(--destructive, #c53b53) 45%, transparent);
}
@keyframes sudoku-invalid-pulse {
0% {
transform: scale(1.05);
box-shadow:
0 0 16px color-mix(in srgb, var(--destructive, #c53b53) 95%, transparent),
0 0 28px color-mix(in srgb, var(--destructive, #c53b53) 55%, transparent);
}
100% {
transform: none;
box-shadow: none;
}
}
/* Locked cell effect (pre-filled clues) */
#sudoku .sudoku-cell.locked-cell {
animation: sudoku-locked-pulse 300ms ease-out;
}
@keyframes sudoku-locked-pulse {
0% {
transform: scale(1.08);
background: rgba(255, 85, 85, 0.3);
box-shadow:
0 0 20px rgba(255, 85, 85, 0.9),
0 0 32px rgba(255, 85, 85, 0.6),
inset 0 0 16px rgba(255, 85, 85, 0.4);
}
50% {
transform: scale(1.05);
background: rgba(255, 85, 85, 0.2);
box-shadow:
0 0 16px rgba(255, 85, 85, 0.8),
0 0 28px rgba(255, 85, 85, 0.5),
inset 0 0 12px rgba(255, 85, 85, 0.3);
}
100% {
transform: none;
background: transparent;
box-shadow: none;
}
}
/* Trail effect for moves */
#sudoku .sudoku-cell.trail {
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;
}
@keyframes sudoku-trail-fade {
from { background-color: color-mix(in srgb, var(--primary, #82aaff) 25%, 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);
}
}
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export { useGame } from './useGame';
export type { GameManager, GameOptions } from './types';
export { useBoard } from './useBoard';
export { useCursor } from './useCursor';
export { useGameStatus } from './useGameStatus';
export { useScore } from './useScore';
export type {
Coord,
SudokuBoard,
SudokuCell,
Difficulty,
BoardManager
} from './useBoard/types';
export type {
CursorManager,
CursorMode,
GameKeyManager,
KeyLogEntry
} from './useCursor/types';
export type {
GameStatus,
GameStatusManager
} from './useGameStatus/types';
export type {
ScoreManager,
TimerManager
} from './useScore/types';
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import type { RefObject } from 'react';
export type { Coord, SudokuBoard, SudokuCell, Difficulty } from './useBoard/types';
export type { CursorManager, CursorMode, GameKeyManager, KeyLogEntry } from './useCursor/types';
export type { GameStatus, GameStatusManager } from './useGameStatus/types';
export type { ScoreManager, TimerManager } from './useScore/types';
export type GameOptions = {
difficulty?: Difficulty;
};
export type GameManager = {
containerRef: RefObject<HTMLDivElement | null>;
renderBoard: () => void;
gameStatus: GameStatus;
setGameStatus: (status: GameStatus) => void;
startGame: () => void;
togglePause: (pause?: boolean) => void;
quitGame: () => void;
cursor: CursorManager;
scoreManager: ScoreManager;
keyLog: KeyLogEntry[];
clearKeyLog: () => void;
getKeyLog: () => KeyLogEntry[];
board: {
generateBoard: (difficulty: Difficulty) => void;
solveBoard: () => boolean;
resetBoard: () => void;
getCell: (row: number, col: number) => any;
setCell: (row: number, col: number, value: string) => boolean;
canEditCell: (row: number, col: number) => boolean;
isComplete: () => boolean;
isFullyValid: () => boolean;
};
};
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export type DifficultyName = 'easy' | 'medium' | 'hard' | 'very-hard' | 'insane' | 'inhuman';
export type Difficulty = DifficultyName | number;
const DIGITS = '123456789';
const ROWS = 'ABCDEFGHI';
const COLS = DIGITS;
let SQUARES: string[] = [];
let UNITS: string[][] = [];
let SQUARE_UNITS_MAP: Record<string, string[][]> = {};
let SQUARE_PEERS_MAP: Record<string, string[]> = {};
const MIN_GIVENS = 17;
const NR_SQUARES = 81;
const DIFFICULTY: Record<DifficultyName, number> = {
easy: 62,
medium: 53,
hard: 44,
'very-hard': 35,
insane: 26,
inhuman: 17,
};
const BLANK_CHAR = '.';
const BLANK_BOARD = BLANK_CHAR.repeat(NR_SQUARES);
function initialize() {
SQUARES = cross(ROWS, COLS);
UNITS = getAllUnits(ROWS, COLS);
SQUARE_UNITS_MAP = getSquareUnitsMap(SQUARES, UNITS);
SQUARE_PEERS_MAP = getSquarePeersMap(SQUARES, SQUARE_UNITS_MAP);
}
function cross(a: string, b: string) {
const res: string[] = [];
for (const ai of a) {
for (const bi of b) {
res.push(ai + bi);
}
}
return res;
}
function inStr(v: string, seq: string) {
return seq.indexOf(v) !== -1;
}
function shuffle<T>(seq: T[]): T[] {
const arr = [...seq];
for (let i = arr.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[arr[i], arr[j]] = [arr[j], arr[i]];
}
return arr;
}
function randRange(max: number, min = 0) {
return Math.floor(Math.random() * (max - min)) + min;
}
function stripDups<T>(seq: T[]): T[] {
return Array.from(new Set(seq));
}
function forceRange(nr: number, max: number, min = 0) {
return Math.min(Math.max(nr || 0, min), max);
}
function getAllUnits(rows: string, cols: string) {
const units: string[][] = [];
for (const r of rows) units.push(cross(r, cols));
for (const c of cols) units.push(cross(rows, c));
const row_blocks = ['ABC', 'DEF', 'GHI'];
const col_blocks = ['123', '456', '789'];
for (const rb of row_blocks) {
for (const cb of col_blocks) {
units.push(cross(rb, cb));
}
}
return units;
}
function getSquareUnitsMap(squares: string[], units: string[][]) {
const map: Record<string, string[][]> = {};
for (const s of squares) {
const list: string[][] = [];
for (const u of units) {
if (u.includes(s)) list.push(u);
}
map[s] = list;
}
return map;
}
function getSquarePeersMap(squares: string[], units_map: Record<string, string[][]>) {
const map: Record<string, string[]> = {};
for (const s of squares) {
const peers: string[] = [];
for (const unit of units_map[s]) {
for (const sq of unit) {
if (sq !== s && !peers.includes(sq)) peers.push(sq);
}
}
map[s] = peers;
}
return map;
}
function getSquareValsMap(board: string) {
const map: Record<string, string> = {};
if (board.length !== SQUARES.length) throw 'Board length mismatch';
for (let i = 0; i < SQUARES.length; i++) {
map[SQUARES[i]] = board[i];
}
return map;
}
function validateBoard(board: string): true | string {
if (!board) return 'Empty board';
if (board.length !== NR_SQUARES) return 'Invalid board size';
for (let i = 0; i < board.length; i++) {
const c = board[i];
if (!inStr(c, DIGITS) && c !== BLANK_CHAR) {
return `Invalid char at ${i}: ${c}`;
}
}
return true;
}
function getCandidatesMap(board: string): Record<string, string> | false {
const report = validateBoard(board);
if (report !== true) throw report;
const map: Record<string, string> = {};
const squares_values = getSquareValsMap(board);
for (const s of SQUARES) map[s] = DIGITS;
for (const s in squares_values) {
const val = squares_values[s];
if (inStr(val, DIGITS)) {
const new_candidates = assign(map, s, val);
if (!new_candidates) return false;
}
}
return map;
}
function assign(candidates: Record<string, string>, square: string, val: string) {
const others = candidates[square].replace(val, '');
for (const v of others) {
const next = eliminate(candidates, square, v);
if (!next) return false;
}
return candidates;
}
function eliminate(candidates: Record<string, string>, square: string, val: string) {
if (!inStr(val, candidates[square])) return candidates;
candidates[square] = candidates[square].replace(val, '');
const n = candidates[square].length;
if (n === 1) {
const target_val = candidates[square];
for (const peer of SQUARE_PEERS_MAP[square]) {
const next = eliminate(candidates, peer, target_val);
if (!next) return false;
}
} else if (n === 0) return false;
for (const unit of SQUARE_UNITS_MAP[square]) {
const places: string[] = [];
for (const sq of unit) {
if (inStr(val, candidates[sq])) places.push(sq);
}
if (places.length === 0) return false;
else if (places.length === 1) {
const next = assign(candidates, places[0], val);
if (!next) return false;
}
}
return candidates;
}
function search(candidates: Record<string, string>, reverse: boolean): any {
if (!candidates) return false;
reverse = reverse || false;
let max_nr_candidates = 0;
for (const s of SQUARES) {
const n = candidates[s].length;
if (n > max_nr_candidates) {
max_nr_candidates = n;
}
}
if (max_nr_candidates === 1) return candidates;
let min_nr_candidates = 10;
let min_square = '';
for (const s of SQUARES) {
const n = candidates[s].length;
if (n < min_nr_candidates && n > 1) {
min_nr_candidates = n;
min_square = s;
}
}
const min_candidates = candidates[min_square];
if (!reverse) {
for (const v of min_candidates) {
const copy = JSON.parse(JSON.stringify(candidates));
const next = search(assign(copy, min_square, v), reverse);
if (next) return next;
}
} else {
for (let i = min_candidates.length - 1; i >= 0; --i) {
const v = min_candidates[i];
const copy = JSON.parse(JSON.stringify(candidates));
const next = search(assign(copy, min_square, v), reverse);
if (next) return next;
}
}
return false;
}
export class SudokuGenerator {
static generate(difficulty: Difficulty, unique?: boolean): string {
let numericDifficulty: number;
if (typeof difficulty === 'string' || typeof difficulty === 'undefined') {
numericDifficulty = DIFFICULTY[difficulty as DifficultyName] || DIFFICULTY.easy;
} else {
numericDifficulty = difficulty;
}
numericDifficulty = forceRange(numericDifficulty, NR_SQUARES + 1, MIN_GIVENS);
unique = unique ?? true;
const blank_board = BLANK_BOARD;
let candidates = getCandidatesMap(blank_board);
if (!candidates) return SudokuGenerator.generate(numericDifficulty);
const shuffled_squares = shuffle(SQUARES);
for (const square of shuffled_squares) {
const rand_candidate_idx = randRange(candidates[square].length);
const rand_candidate = candidates[square][rand_candidate_idx];
if (!assign(candidates, square, rand_candidate)) break;
const single_candidates: string[] = [];
for (const s of SQUARES) {
if (candidates[s].length === 1) single_candidates.push(candidates[s]);
}
if (
single_candidates.length >= numericDifficulty &&
stripDups(single_candidates).length >= 8
) {
let board = '';
let givens_idxs: number[] = [];
for (let i = 0; i < SQUARES.length; i++) {
const s = SQUARES[i];
if (candidates[s].length === 1) {
board += candidates[s];
givens_idxs.push(i);
} else {
board += BLANK_CHAR;
}
}
if (givens_idxs.length > numericDifficulty) {
givens_idxs = shuffle(givens_idxs);
for (let i = 0; i < givens_idxs.length - numericDifficulty; ++i) {
const target = givens_idxs[i];
board =
board.substring(0, target) +
BLANK_CHAR +
board.substring(target + 1);
}
}
if (SudokuGenerator.solve(board)) return board;
}
}
return SudokuGenerator.generate(numericDifficulty);
}
static solve(board: string, reverse?: boolean): string | false {
const report = validateBoard(board);
if (report !== true) throw report;
let nr_givens = 0;
for (const ch of board) {
if (ch !== BLANK_CHAR && inStr(ch, DIGITS)) nr_givens++;
}
if (nr_givens < MIN_GIVENS) throw 'Too few givens';
reverse = reverse || false;
const candidates = getCandidatesMap(board);
if (!candidates) return false;
const result = search(candidates, reverse);
if (result) {
let solution = '';
for (const s of SQUARES) solution += result[s];
return solution;
}
return false;
}
}
initialize();
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import type { SudokuBoard, SudokuCell } from './types';
export class SudokuRenderer {
static renderBoard(container: HTMLElement, board: SudokuBoard): void {
const sudokuDiv = document.createElement('div');
sudokuDiv.id = 'sudoku';
sudokuDiv.className = 'sudoku-board';
for (let row = 0; row < 9; row++) {
const rowDiv = document.createElement('div');
rowDiv.className = 'sudoku-row';
for (let col = 0; col < 9; col++) {
const cell = board[row][col];
const cellDiv = document.createElement('div');
cellDiv.className = 'sudoku-cell';
cellDiv.dataset.row = row.toString();
cellDiv.dataset.col = col.toString();
cellDiv.textContent = cell.value || '';
if (cell.isGiven) {
cellDiv.classList.add('given');
}
if (cell.hasConflict) {
cellDiv.classList.add('conflict');
}
if (col === 2 || col === 5) {
cellDiv.classList.add('border-right');
}
if (row === 2 || row === 5) {
cellDiv.classList.add('border-bottom');
}
rowDiv.appendChild(cellDiv);
}
sudokuDiv.appendChild(rowDiv);
}
container.innerHTML = '';
container.appendChild(sudokuDiv);
}
static renderEmptyBoard(container: HTMLElement): void {
const emptyBoard: SudokuBoard = Array(9).fill(null).map(() =>
Array(9).fill(null).map(() => ({
value: '',
isGiven: false,
hasConflict: false
}))
);
SudokuRenderer.renderBoard(container, emptyBoard);
}
static updateCell(container: HTMLElement, row: number, col: number, cell: SudokuCell): void {
const cellEl = container.querySelector(`.sudoku-cell[data-row="${row}"][data-col="${col}"]`) as HTMLElement;
if (!cellEl) return;
cellEl.textContent = cell.value || '';
cellEl.classList.toggle('given', cell.isGiven);
cellEl.classList.toggle('conflict', cell.hasConflict);
}
static highlightCursor(container: HTMLElement, row: number, col: number, editMode: boolean): void {
const cells = container.querySelectorAll('.sudoku-cell');
cells.forEach(cell => cell.classList.remove('cursor', 'edit-mode'));
const cursorCell = container.querySelector(`.sudoku-cell[data-row="${row}"][data-col="${col}"]`) as HTMLElement;
if (cursorCell) {
cursorCell.classList.add('cursor');
if (editMode) {
cursorCell.classList.add('edit-mode');
}
}
}
static flashCell(container: HTMLElement, row: number, col: number, className: string, duration: number = 300): void {
const cellEl = container.querySelector(`.sudoku-cell[data-row="${row}"][data-col="${col}"]`) as HTMLElement;
if (!cellEl) return;
cellEl.classList.add(className);
setTimeout(() => cellEl.classList.remove(className), duration);
}
static highlightConflicts(container: HTMLElement, conflictIndices: number[], duration: number = 2000): void {
conflictIndices.forEach((idx) => {
const row = Math.floor(idx / 9);
const col = idx % 9;
const cellEl = container.querySelector(`.sudoku-cell[data-row="${row}"][data-col="${col}"]`) as HTMLElement;
if (cellEl) {
cellEl.classList.add('conflict');
}
});
setTimeout(() => {
conflictIndices.forEach((idx) => {
const row = Math.floor(idx / 9);
const col = idx % 9;
const cellEl = container.querySelector(`.sudoku-cell[data-row="${row}"][data-col="${col}"]`) as HTMLElement;
if (cellEl) {
cellEl.classList.remove('conflict');
}
});
}, duration);
}
}
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export { useBoard } from './useBoard';
export type { BoardManager, SudokuBoard, SudokuCell, Coord, Difficulty } from './types';
export { SudokuGenerator } from './SudokuGenerator';
export { SudokuRenderer } from './SudokuRenderer';
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import type { RefObject } from 'react';
export type Coord = { row: number; col: number };
export type SudokuCell = {
value: string;
isGiven: boolean;
hasConflict: boolean;
};
export type SudokuBoard = SudokuCell[][];
export type Difficulty = 'easy' | 'medium' | 'hard' | 'very-hard' | 'insane' | 'inhuman';
export type BoardManager = {
containerRef: RefObject<HTMLDivElement | null>;
boardRef: RefObject<SudokuBoard>;
initialBoardRef: RefObject<string>;
solutionRef: RefObject<string | null>;
renderBoard: () => void;
generateBoard: (difficulty: Difficulty) => void;
getCell: (row: number, col: number) => SudokuCell | null;
setCell: (row: number, col: number, value: string) => boolean;
canEditCell: (row: number, col: number) => boolean;
isValidPlacement: (row: number, col: number, digit: string) => boolean;
getConflicts: (row: number, col: number) => number[];
isComplete: () => boolean;
isFullyValid: () => boolean;
solveBoard: () => boolean;
resetBoard: () => void;
};
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import { useRef, useState, useCallback } from 'react';
import type { RefObject } from 'react';
import type { BoardManager, SudokuBoard, SudokuCell, Difficulty } from './types';
import { SudokuGenerator } from './SudokuGenerator';
import { SudokuRenderer } from './SudokuRenderer';
export function useBoard(): BoardManager {
const containerRef = useRef<HTMLDivElement | null>(null);
const boardRef = useRef<SudokuBoard>([]);
const initialBoardRef = useRef<string>('');
const solutionRef = useRef<string | null>(null);
const initializeBoard = useCallback((boardString: string): SudokuBoard => {
const board: SudokuBoard = [];
for (let row = 0; row < 9; row++) {
const boardRow: SudokuCell[] = [];
for (let col = 0; col < 9; col++) {
const index = row * 9 + col;
const value = boardString[index];
boardRow.push({
value: value === '.' ? '' : value,
isGiven: value !== '.',
hasConflict: false
});
}
board.push(boardRow);
}
return board;
}, []);
const getCell = useCallback((row: number, col: number): SudokuCell | null => {
const board = boardRef.current;
if (row < 0 || row >= 9 || col < 0 || col >= 9) return null;
return board[row]?.[col] || null;
}, []);
const canEditCell = useCallback((row: number, col: number): boolean => {
const cell = getCell(row, col);
return cell ? !cell.isGiven : false;
}, [getCell]);
const isValidPlacement = useCallback((boardString: string, row: number, col: number, digit: string): boolean => {
if (digit === '.') return true;
for (let c = 0; c < 9; c++) {
const checkIdx = row * 9 + c;
if (c !== col && boardString[checkIdx] === digit) {
return false;
}
}
for (let r = 0; r < 9; r++) {
const checkIdx = r * 9 + col;
if (r !== row && boardString[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) && boardString[checkIdx] === digit) {
return false;
}
}
}
return true;
}, []);
const getConflicts = useCallback((boardString: string, row: number, col: number): number[] => {
const conflicts: number[] = [];
const digit = boardString[row * 9 + col];
if (digit === '.') return conflicts;
for (let c = 0; c < 9; c++) {
if (c !== col && boardString[row * 9 + c] === digit) {
conflicts.push(row * 9 + c);
}
}
for (let r = 0; r < 9; r++) {
if (r !== row && boardString[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++) {
const idx = r * 9 + c;
if ((r !== row || c !== col) && boardString[idx] === digit) {
if (!conflicts.includes(idx)) {
conflicts.push(idx);
}
}
}
}
return conflicts;
}, []);
const isFullyValid = useCallback((boardString: string): boolean => {
for (let r = 0; r < 9; r++) {
let rowSum = 0;
for (let c = 0; c < 9; c++) {
const digit = boardString[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 = boardString[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 = boardString[r * 9 + c];
boxSum += parseInt(digit, 10);
}
}
if (boxSum !== 45) return false;
}
}
return true;
}, []);
const isComplete = useCallback((boardString: string): boolean => {
return !boardString.includes('.');
}, []);
const boardToString = useCallback((board: SudokuBoard): string => {
return board.map(row =>
row.map(cell => cell.value || '.').join('')
).join('');
}, []);
const setCell = useCallback((row: number, col: number, value: string): boolean => {
if (!canEditCell(row, col)) return false;
const board = boardRef.current;
const boardString = boardToString(board);
const newBoardString = boardString.substring(0, row * 9 + col) + value + boardString.substring(row * 9 + col + 1);
if (!isValidPlacement(newBoardString, row, col, value)) {
return false;
}
board[row][col] = {
value: value === '.' ? '' : value,
isGiven: board[row][col].isGiven,
hasConflict: false
};
return true;
}, [canEditCell, isValidPlacement, boardToString]);
const generateBoard = useCallback((difficulty: Difficulty): void => {
const newBoardString = SudokuGenerator.generate(difficulty);
const solution = SudokuGenerator.solve(newBoardString);
initialBoardRef.current = newBoardString;
solutionRef.current = solution;
boardRef.current = initializeBoard(newBoardString);
}, [initializeBoard]);
const solveBoard = useCallback((): boolean => {
const solution = solutionRef.current;
if (!solution) return false;
boardRef.current = initializeBoard(solution);
return true;
}, [initializeBoard]);
const resetBoard = useCallback((): void => {
const initialBoard = initialBoardRef.current;
if (initialBoard) {
boardRef.current = initializeBoard(initialBoard);
}
}, [initializeBoard]);
const renderBoard = useCallback((): void => {
const container = containerRef.current;
const board = boardRef.current;
if (!container || board.length === 0) {
if (container) {
SudokuRenderer.renderEmptyBoard(container);
}
return;
}
SudokuRenderer.renderBoard(container, board);
}, []);
return {
containerRef,
boardRef,
initialBoardRef,
solutionRef,
renderBoard,
generateBoard,
getCell,
setCell,
canEditCell,
isValidPlacement: (row, col, digit) => {
const boardString = boardToString(boardRef.current);
return isValidPlacement(boardString, row, col, digit);
},
getConflicts: (row, col) => {
const boardString = boardToString(boardRef.current);
return getConflicts(boardString, row, col);
},
isComplete: () => {
const boardString = boardToString(boardRef.current);
return isComplete(boardString);
},
isFullyValid: () => {
const boardString = boardToString(boardRef.current);
return isFullyValid(boardString);
},
solveBoard,
resetBoard
};
}
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export { useCursor } from './useCursor';
export { useVimMotions } from './useVimMotions';
export type {
CursorManager,
CursorMode,
Coord,
Motion,
VimMotionSystem,
GameKeyManager,
KeyLogEntry,
CursorRenderer
} from './types';
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import type { RefObject } from 'react';
import type { BoardManager } from '../useBoard/types';
export type Coord = { row: number; col: number };
export type CursorMode = 'normal' | 'edit';
export type Motion = {
dr: number;
dc: number;
steps: number;
};
export type CursorManager = {
position: () => Coord;
mode: () => CursorMode;
move: (dRows: number, dCols: number, count: number) => void;
moveLeft: (count?: number) => void;
moveRight: (count?: number) => void;
moveUp: (count?: number) => void;
moveDown: (count?: number) => void;
moveToStart: () => void;
moveToEnd: () => void;
moveToTop: () => void;
moveToBottom: () => void;
repeatLastMotion: () => void;
resetCount: () => void;
getCount: () => string;
hasCount: () => boolean;
setCount: (digit: string) => void;
setLastKey: (key: string) => void;
getLastKey: () => string;
setMode: (mode: CursorMode) => void;
flashInvalid: () => void;
flashValid: () => void;
flashLocked: () => void;
highlightConflicts: (conflictIndices: number[]) => void;
};
export type VimMotionSystem = {
processKey: (key: string) => { type: 'move' | 'anchor' | 'repeat' | 'count' | 'digit' | 'erase' | 'mode', data: any } | null;
resetCount: () => void;
getCount: () => number;
hasCount: () => boolean;
setLastMotion: (motion: Motion) => void;
repeatLastMotion: () => Motion | null;
};
export type GameKeyManager = {
keyLog: KeyLogEntry[];
clearKeyLog: () => void;
getKeyLog: () => KeyLogEntry[];
editMode: CursorMode;
setEditMode: (mode: CursorMode) => void;
};
export type KeyLogEntry = { key: string; timestamp: number };
export type CursorRenderer = {
highlightCursor: (row: number, col: number, editMode: boolean) => void;
flashCell: (row: number, col: number, className: string, duration?: number) => void;
highlightConflicts: (conflictIndices: number[], duration?: number) => void;
};
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import { useState, useCallback, useEffect } from 'react';
import type { BoardManager } from '../useBoard/types';
import type { CursorManager, CursorMode, Coord, VimMotionSystem, GameKeyManager, KeyLogEntry } from './types';
import { useVimMotions } from './useVimMotions';
export function useCursor(board: BoardManager): CursorManager & { keyManager: GameKeyManager } {
const [position, setPosition] = useState<Coord>({ row: 0, col: 0 });
const [mode, setMode] = useState<CursorMode>('normal');
const [keyLog, setKeyLog] = useState<KeyLogEntry[]>([]);
const vimMotions = useVimMotions();
const addKeyToLog = useCallback((key: string) => {
setKeyLog(prev => [...prev, { key, timestamp: Date.now() }]);
}, []);
const move = useCallback((dRows: number, dCols: number, count: number) => {
setPosition(prev => {
const newRow = prev.row + (dRows * count);
const newCol = prev.col + (dCols * count);
if (newRow < 0 || newRow > 8 || newCol < 0 || newCol > 8) {
flashInvalid();
return prev;
}
return { row: newRow, col: newCol };
});
}, []);
const moveLeft = useCallback((count = 1) => {
move(0, -1, count);
}, [move]);
const moveRight = useCallback((count = 1) => {
move(0, 1, count);
}, [move]);
const moveUp = useCallback((count = 1) => {
move(-1, 0, count);
}, [move]);
const moveDown = useCallback((count = 1) => {
move(1, 0, count);
}, [move]);
const moveToStart = useCallback(() => {
setPosition(prev => ({ ...prev, col: 0 }));
}, []);
const moveToEnd = useCallback(() => {
setPosition(prev => ({ ...prev, col: 8 }));
}, []);
const moveToTop = useCallback(() => {
setPosition({ row: 0, col: 0 });
}, []);
const moveToBottom = useCallback(() => {
setPosition({ row: 8, col: 0 });
}, []);
const repeatLastMotion = useCallback(() => {
const lastMotion = vimMotions.repeatLastMotion();
if (lastMotion) {
move(lastMotion.dr, lastMotion.dc, lastMotion.steps);
}
}, [vimMotions, move]);
const resetCount = useCallback(() => {
vimMotions.resetCount();
}, [vimMotions]);
const getCount = useCallback(() => {
return vimMotions.getCount().toString();
}, [vimMotions]);
const hasCount = useCallback(() => {
return vimMotions.hasCount();
}, [vimMotions]);
const setCount = useCallback((digit: string) => {
vimMotions.processKey(digit);
}, [vimMotions]);
const setLastKey = useCallback((key: string) => {
addKeyToLog(key);
}, [addKeyToLog]);
const getLastKey = useCallback(() => {
return keyLog[keyLog.length - 1]?.key || '';
}, [keyLog]);
const flashInvalid = useCallback(() => {
const container = board.containerRef.current;
if (!container) return;
const cellEl = container.querySelector(`.sudoku-cell[data-row="${position.row}"][data-col="${position.col}"]`) as HTMLElement;
if (cellEl) {
cellEl.classList.add('invalid-move');
setTimeout(() => cellEl.classList.remove('invalid-move'), 180);
}
}, [board, position]);
const flashValid = useCallback(() => {
const container = board.containerRef.current;
if (!container) return;
const cellEl = container.querySelector(`.sudoku-cell[data-row="${position.row}"][data-col="${position.col}"]`) as HTMLElement;
if (cellEl) {
cellEl.classList.add('valid-move');
setTimeout(() => cellEl.classList.remove('valid-move'), 300);
}
}, [board, position]);
const flashLocked = useCallback(() => {
const container = board.containerRef.current;
if (!container) return;
const cellEl = container.querySelector(`.sudoku-cell[data-row="${position.row}"][data-col="${position.col}"]`) as HTMLElement;
if (cellEl) {
cellEl.classList.add('locked-cell');
setTimeout(() => cellEl.classList.remove('locked-cell'), 300);
}
}, [board, position]);
const highlightConflicts = useCallback((conflictIndices: number[]) => {
const container = board.containerRef.current;
if (!container) return;
conflictIndices.forEach((idx) => {
const row = Math.floor(idx / 9);
const col = idx % 9;
const cellEl = container.querySelector(`.sudoku-cell[data-row="${row}"][data-col="${col}"]`) as HTMLElement;
if (cellEl) {
cellEl.classList.add('conflict');
}
});
setTimeout(() => {
conflictIndices.forEach((idx) => {
const row = Math.floor(idx / 9);
const col = idx % 9;
const cellEl = container.querySelector(`.sudoku-cell[data-row="${row}"][data-col="${col}"]`) as HTMLElement;
if (cellEl) {
cellEl.classList.remove('conflict');
}
});
}, 2000);
}, [board]);
const clearKeyLog = useCallback(() => {
setKeyLog([]);
}, []);
const getKeyLog = useCallback(() => {
return [...keyLog];
}, [keyLog]);
useEffect(() => {
const handleKeyDown = (e: KeyboardEvent) => {
const key = e.key;
const result = vimMotions.processKey(key);
if (!result) return;
addKeyToLog(key);
switch (result.type) {
case 'move':
move(result.data.dr, result.data.dc, result.data.steps);
break;
case 'anchor':
switch (result.data) {
case 'start':
moveToStart();
break;
case 'end':
moveToEnd();
break;
case 'top':
moveToTop();
break;
case 'bottom':
moveToBottom();
break;
}
break;
case 'repeat':
if (result.data) {
move(result.data.dr, result.data.dc, result.data.steps);
}
break;
case 'mode':
setMode(result.data);
break;
case 'digit':
if (mode === 'edit') {
const success = board.setCell(position.row, position.col, result.data);
if (success) {
flashValid();
} else if (!board.canEditCell(position.row, position.col)) {
flashLocked();
} else {
const conflicts = board.getConflicts(position.row, position.col);
if (conflicts.length > 0) {
highlightConflicts(conflicts);
}
flashInvalid();
}
}
break;
case 'erase':
if (mode === 'edit') {
const success = board.setCell(position.row, position.col, '.');
if (success) {
flashValid();
} else if (!board.canEditCell(position.row, position.col)) {
flashLocked();
} else {
flashInvalid();
}
}
break;
}
};
window.addEventListener('keydown', handleKeyDown);
return () => window.removeEventListener('keydown', handleKeyDown);
}, [vimMotions, addKeyToLog, move, moveToStart, moveToEnd, moveToTop, moveToBottom, mode, board, position, flashValid, flashLocked, flashInvalid, highlightConflicts]);
const cursorManager: CursorManager = {
position: () => position,
mode: () => mode,
move,
moveLeft,
moveRight,
moveUp,
moveDown,
moveToStart,
moveToEnd,
moveToTop,
moveToBottom,
repeatLastMotion,
resetCount,
getCount,
hasCount,
setCount,
setLastKey,
getLastKey,
setMode,
flashInvalid,
flashValid,
flashLocked,
highlightConflicts
};
const keyManager: GameKeyManager = {
keyLog,
clearKeyLog,
getKeyLog,
editMode: mode,
setEditMode: setMode
};
return {
...cursorManager,
keyManager
};
}
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import { useRef } from 'react';
import type { VimMotionSystem, Motion } from './types';
export function useVimMotions(): VimMotionSystem {
const countRef = useRef<string>('');
const lastMotionRef = useRef<Motion | null>(null);
const processKey = (key: string) => {
if (key >= '0' && key <= '9') {
if (key === '0' && countRef.current === '') {
return { type: 'anchor', data: 'start' };
}
countRef.current += key;
return { type: 'count', data: key };
}
const count = countRef.current ? parseInt(countRef.current, 10) : 1;
switch (key) {
case 'h':
const motionH = { dr: 0, dc: -1, steps: count };
lastMotionRef.current = motionH;
countRef.current = '';
return { type: 'move', data: motionH };
case 'j':
const motionJ = { dr: 1, dc: 0, steps: count };
lastMotionRef.current = motionJ;
countRef.current = '';
return { type: 'move', data: motionJ };
case 'k':
const motionK = { dr: -1, dc: 0, steps: count };
lastMotionRef.current = motionK;
countRef.current = '';
return { type: 'move', data: motionK };
case 'l':
const motionL = { dr: 0, dc: 1, steps: count };
lastMotionRef.current = motionL;
countRef.current = '';
return { type: 'move', data: motionL };
case '^':
countRef.current = '';
return { type: 'anchor', data: 'start' };
case '$':
countRef.current = '';
return { type: 'anchor', data: 'end' };
case 'g':
countRef.current = '';
return { type: 'anchor', data: 'top' };
case 'G':
countRef.current = '';
return { type: 'anchor', data: 'bottom' };
case '.':
const lastMotion = lastMotionRef.current;
if (lastMotion) {
return { type: 'repeat', data: lastMotion };
}
return null;
case 'i':
countRef.current = '';
return { type: 'mode', data: 'edit' };
case 'Escape':
countRef.current = '';
return { type: 'mode', data: 'normal' };
case 'x':
case 'Delete':
case 'Backspace':
countRef.current = '';
return { type: 'erase', data: null };
default:
if (key >= '1' && key <= '9') {
countRef.current = '';
return { type: 'digit', data: key };
}
return null;
}
};
const resetCount = () => {
countRef.current = '';
};
const getCount = () => {
return countRef.current ? parseInt(countRef.current, 10) : 1;
};
const hasCount = () => {
return countRef.current !== '';
};
const setLastMotion = (motion: Motion) => {
lastMotionRef.current = motion;
};
const repeatLastMotion = () => {
return lastMotionRef.current;
};
return {
processKey,
resetCount,
getCount,
hasCount,
setLastMotion,
repeatLastMotion
};
}
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import { useEffect } from 'react';
import { useBoard } from './useBoard';
import { useCursor } from './useCursor';
import { useGameStatus } from './useGameStatus';
import { useScore } from './useScore';
import type { GameManager, GameOptions } from './types';
export function useGame(options: GameOptions, platformHook?: unknown): GameManager {
const board = useBoard();
const gameStatusManager = useGameStatus();
const { cursor, keyManager } = useCursor(board);
const scoreManager = useScore({
board,
gameStatusManager,
keystrokeCount: keyManager.keyLog.length
});
useEffect(() => {
board.generateBoard('medium');
}, [board]);
useEffect(() => {
const { gameStatus } = gameStatusManager;
if (gameStatus === 'waiting') {
board.renderBoard();
} else {
board.renderBoard();
const container = board.containerRef.current;
if (container) {
const pos = cursor.position();
const cellEl = container.querySelector(`.sudoku-cell[data-row="${pos.row}"][data-col="${pos.col}"]`) as HTMLElement;
if (cellEl) {
cellEl.classList.add('cursor');
if (cursor.mode() === 'edit') {
cellEl.classList.add('edit-mode');
}
}
}
}
}, [gameStatusManager.gameStatus, board, cursor]);
useEffect(() => {
const container = board.containerRef.current;
if (!container) return;
const handleCellClick = (e: MouseEvent) => {
const target = e.target as HTMLElement;
const cellEl = target.closest('.sudoku-cell') as HTMLElement;
if (!cellEl) return;
const row = parseInt(cellEl.dataset.row || '0');
const col = parseInt(cellEl.dataset.col || '0');
const currentPos = cursor.position();
if (currentPos.row !== row || currentPos.col !== col) {
cursor.move(row - currentPos.row, col - currentPos.col, 1);
}
};
container.addEventListener('click', handleCellClick);
return () => container.removeEventListener('click', handleCellClick);
}, [board, cursor]);
const startGame = () => {
board.generateBoard('medium');
gameStatusManager.startGame();
};
const togglePause = (pause?: boolean) => {
gameStatusManager.togglePause(pause);
};
const quitGame = () => {
gameStatusManager.quitGame();
};
const gameManager: GameManager = {
containerRef: board.containerRef,
renderBoard: board.renderBoard,
gameStatus: gameStatusManager.gameStatus,
setGameStatus: gameStatusManager.setGameStatus,
startGame,
togglePause,
quitGame,
cursor,
scoreManager,
keyLog: keyManager.keyLog,
clearKeyLog: keyManager.clearKeyLog,
getKeyLog: keyManager.getKeyLog,
board,
solveBoard: board.solveBoard,
resetBoard: board.resetBoard
};
if (typeof platformHook === 'function') {
platformHook(gameManager);
}
return gameManager;
}
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export { useGameStatus } from './useGameStatus';
export type { GameStatus, GameStatusManager } from './types';
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export type GameStatus = 'waiting' | 'started' | 'paused' | 'game-over' | 'game-won';
export type GameStatusManager = {
gameStatus: GameStatus;
setGameStatus: (status: GameStatus) => void;
startGame: () => void;
togglePause: (pause?: boolean) => void;
quitGame: () => void;
};
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import { useState, useCallback } from 'react';
import type { GameStatusManager, GameStatus } from './types';
export function useGameStatus(): GameStatusManager {
const [gameStatus, setGameStatus] = useState<GameStatus>('waiting');
const startGame = useCallback(() => {
setGameStatus('started');
}, []);
const togglePause = useCallback((pause?: boolean) => {
setGameStatus(current => {
if (current === 'started' || current === 'paused') {
return pause !== undefined ? (pause ? 'paused' : 'started') :
(current === 'started' ? 'paused' : 'started');
}
return current;
});
}, []);
const quitGame = useCallback(() => {
setGameStatus('waiting');
}, []);
return {
gameStatus,
setGameStatus,
startGame,
togglePause,
quitGame
};
}
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export { useScore } from './useScore';
export { useTimer } from './useTimer';
export type { ScoreManager, TimerManager, UseScoreProps } from './types';
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import type { BoardManager } from '../useBoard/types';
import type { GameStatusManager } from '../useGameStatus/types';
export type TimerManager = {
timeValue: number;
startTimer: () => void;
stopTimer: () => void;
resetTimer: () => void;
};
export type ScoreManager = {
timeValue: number;
keystrokes: number;
mistakes: number;
hints: number;
efficiency: number;
finalScore: number | null;
startTimer: () => void;
stopTimer: () => void;
resetTimer: () => void;
addMistake: () => void;
addHint: () => void;
calculateEfficiency: () => number;
calculateFinalScore: () => number | null;
};
export type UseScoreProps = {
board: BoardManager;
gameStatusManager: GameStatusManager;
keystrokeCount: number;
};
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import { useState, useEffect, useCallback } from 'react';
import type { BoardManager } from '../useBoard/types';
import type { GameStatusManager } from '../useGameStatus/types';
import type { ScoreManager, UseScoreProps } from './types';
import { useTimer } from './useTimer';
export function useScore({ board, gameStatusManager, keystrokeCount }: UseScoreProps): ScoreManager {
const timer = useTimer();
const [mistakes, setMistakes] = useState<number>(0);
const [hints, setHints] = useState<number>(0);
const addMistake = useCallback(() => {
setMistakes(prev => prev + 1);
}, []);
const addHint = useCallback(() => {
setHints(prev => prev + 1);
}, []);
const calculateEfficiency = useCallback((): number => {
const boardString = board.boardRef.current.map(row =>
row.map(cell => cell.value || '.').join('')
).join('');
const filledCells = boardString.replace(/\./g, '').length;
const totalCells = 81;
const givenCells = board.initialBoardRef.current.replace(/\./g, '').length;
const userFilledCells = filledCells - givenCells;
if (userFilledCells === 0) return 100;
const optimalMoves = userFilledCells;
const actualMoves = keystrokeCount;
const efficiency = Math.round((optimalMoves / actualMoves) * 100);
return Math.max(0, Math.min(100, efficiency));
}, [board, keystrokeCount]);
const calculateFinalScore = useCallback((): number | null => {
const { gameStatus } = gameStatusManager;
if (gameStatus !== 'game-won') return null;
const efficiency = calculateEfficiency();
const timeInSeconds = timer.timeValue / 1000;
const timeBonus = Math.max(0, 3600 - timeInSeconds) * 10;
const mistakePenalty = mistakes * 100;
const hintPenalty = hints * 200;
const baseScore = 10000;
const efficiencyBonus = efficiency * 50;
const finalScore = baseScore + efficiencyBonus + timeBonus - mistakePenalty - hintPenalty;
return Math.max(0, Math.round(finalScore));
}, [gameStatusManager, calculateEfficiency, timer.timeValue, mistakes, hints]);
useEffect(() => {
const { gameStatus } = gameStatusManager;
if (gameStatus === 'started') {
timer.startTimer();
} else if (gameStatus === 'paused' || gameStatus === 'game-over' || gameStatus === 'game-won') {
timer.stopTimer();
}
if (gameStatus === 'waiting') {
timer.resetTimer();
setMistakes(0);
setHints(0);
}
}, [gameStatusManager.gameStatus, timer]);
useEffect(() => {
const { gameStatus, setGameStatus } = gameStatusManager;
if (gameStatus === 'started' && board.isComplete() && board.isFullyValid()) {
setGameStatus('game-won');
}
}, [board, gameStatusManager]);
return {
timeValue: timer.timeValue,
keystrokes: keystrokeCount,
mistakes,
hints,
efficiency: calculateEfficiency(),
finalScore: calculateFinalScore(),
startTimer: timer.startTimer,
stopTimer: timer.stopTimer,
resetTimer: timer.resetTimer,
addMistake,
addHint,
calculateEfficiency,
calculateFinalScore
};
}
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import { useState, useEffect, useRef } from 'react';
import type { TimerManager } from './types';
export function useTimer(): TimerManager {
const [timeValue, setTimeValue] = useState<number>(0);
const intervalRef = useRef<NodeJS.Timeout | null>(null);
const startTimeRef = useRef<number>(0);
const startTimer = () => {
if (intervalRef.current) return;
startTimeRef.current = Date.now() - timeValue;
intervalRef.current = setInterval(() => {
setTimeValue(Date.now() - startTimeRef.current);
}, 100);
};
const stopTimer = () => {
if (intervalRef.current) {
clearInterval(intervalRef.current);
intervalRef.current = null;
}
};
const resetTimer = () => {
stopTimer();
setTimeValue(0);
startTimeRef.current = 0;
};
useEffect(() => {
return () => {
if (intervalRef.current) {
clearInterval(intervalRef.current);
}
};
}, []);
return {
timeValue,
startTimer,
stopTimer,
resetTimer
};
}
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/* =========================================================
🔧 Controls (tweak these)
========================================================= */
:root {
--cell-size: 96px;
--cell-font-size: 48px;
--grid-gap: 6px;
--box-separator: 9px;
}
/* =========================================================
Container & Grid Base
========================================================= */
#sudoku_container {
position: relative;
margin: 1em auto;
width: fit-content;
}
#sudoku {
position: relative;
background-color: var(--card, #1e2030);
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);
padding: 0.5rem;
width: fit-content;
}
/* =========================================================
Grid Layout
========================================================= */
#sudoku .sudoku-grid {
display: grid;
grid-template-columns:
var(--cell-size) var(--cell-size) var(--cell-size)
var(--cell-size) var(--cell-size) var(--cell-size)
var(--cell-size) var(--cell-size) var(--cell-size);
grid-template-rows:
var(--cell-size) var(--cell-size) var(--cell-size)
var(--cell-size) var(--cell-size) var(--cell-size)
var(--cell-size) var(--cell-size) var(--cell-size);
column-gap: var(--grid-gap);
row-gap: var(--grid-gap);
user-select: none;
}
/* =========================================================
Cell Base Styles
========================================================= */
#sudoku .sudoku-cell {
width: var(--cell-size);
height: var(--cell-size);
display: flex;
align-items: center;
justify-content: center;
border-radius: 4px;
font-family: "Fira Code", monospace;
font-size: var(--cell-font-size);
background: var(--muted, #2f334d);
color: var(--foreground, #c8d3f5);
transition: all 0.15s ease;
box-shadow: inset 0 0 3px rgba(27, 29, 43, 0.4);
}
/* =========================================================
3x3 Box Separators
========================================================= */
/* Right borders (end of each 3x3 box horizontally) */
#sudoku .sudoku-cell[data-c="2"],
#sudoku .sudoku-cell[data-c="5"],
#sudoku .sudoku-cell[data-c="8"] {
border-right: 2px solid color-mix(in srgb, var(--primary, #82aaff) 30%, transparent);
}
/* Left borders (start of each 3x3 box horizontally) */
#sudoku .sudoku-cell[data-c="0"],
#sudoku .sudoku-cell[data-c="3"],
#sudoku .sudoku-cell[data-c="6"] {
border-left: 2px solid color-mix(in srgb, var(--primary, #82aaff) 30%, transparent);
}
/* Bottom borders (end of each 3x3 box vertically) */
#sudoku .sudoku-cell[data-r="2"],
#sudoku .sudoku-cell[data-r="5"],
#sudoku .sudoku-cell[data-r="8"] {
border-bottom: 2px solid color-mix(in srgb, var(--primary, #82aaff) 30%, transparent);
}
/* Top borders (start of each 3x3 box vertically) */
#sudoku .sudoku-cell[data-r="0"],
#sudoku .sudoku-cell[data-r="3"],
#sudoku .sudoku-cell[data-r="6"] {
border-top: 2px solid color-mix(in srgb, var(--primary, #82aaff) 30%, transparent);
}
/* =========================================================
User-Entered Cells
========================================================= */
#sudoku .sudoku-cell.user-entered {
color: var(--primary, #82aaff);
font-weight: 600;
}
/* =========================================================
Active Cell Highlight (Navigation Mode)
========================================================= */
#sudoku .sudoku-cell.active {
outline: 2px solid var(--primary, #82aaff);
outline-offset: -2px;
background: color-mix(in srgb, var(--primary, #82aaff) 20%, var(--muted, #2f334d));
box-shadow:
0 0 8px color-mix(in srgb, var(--primary, #82aaff) 40%, transparent),
0 0 12px color-mix(in srgb, var(--primary, #82aaff) 20%, transparent),
inset 0 0 6px color-mix(in srgb, var(--primary, #82aaff) 15%, transparent);
}
/* =========================================================
Editing Cell Highlight (Edit Mode)
========================================================= */
#sudoku .sudoku-cell.editing {
outline: 2px solid var(--accent, #ffc777);
outline-offset: -2px;
background: color-mix(in srgb, var(--accent, #ffc777) 15%, var(--muted, #2f334d));
box-shadow:
0 0 16px color-mix(in srgb, var(--accent, #ffc777) 70%, transparent),
0 0 24px color-mix(in srgb, var(--accent, #ffc777) 40%, transparent),
inset 0 0 12px color-mix(in srgb, var(--accent, #ffc777) 30%, transparent);
animation: editing-cell-glow 1.5s ease-in-out infinite;
}
@keyframes editing-cell-glow {
0%, 100% {
box-shadow:
0 0 16px color-mix(in srgb, var(--accent, #ffc777) 70%, transparent),
0 0 24px color-mix(in srgb, var(--accent, #ffc777) 40%, transparent),
inset 0 0 12px color-mix(in srgb, var(--accent, #ffc777) 30%, transparent);
}
50% {
box-shadow:
0 0 20px color-mix(in srgb, var(--accent, #ffc777) 90%, transparent),
0 0 32px color-mix(in srgb, var(--accent, #ffc777) 60%, transparent),
inset 0 0 16px color-mix(in srgb, var(--accent, #ffc777) 40%, transparent);
}
}
/* =========================================================
Visual Feedback Effects
========================================================= */
/* Invalid move effect */
#sudoku .sudoku-cell.invalid-move {
animation: sudoku-invalid-pulse 180ms ease-out;
box-shadow:
0 0 12px color-mix(in srgb, var(--destructive, #c53b53) 85%, transparent),
0 0 24px color-mix(in srgb, var(--destructive, #c53b53) 45%, transparent);
}
@keyframes sudoku-invalid-pulse {
0% {
transform: scale(1.05);
box-shadow:
0 0 16px color-mix(in srgb, var(--destructive, #c53b53) 95%, transparent),
0 0 28px color-mix(in srgb, var(--destructive, #c53b53) 55%, transparent);
}
100% {
transform: none;
box-shadow: none;
}
}
/* Locked cell effect (pre-filled clues) */
#sudoku .sudoku-cell.locked-cell {
animation: sudoku-locked-pulse 300ms ease-out;
}
@keyframes sudoku-locked-pulse {
0% {
transform: scale(1.08);
background: rgba(255, 85, 85, 0.3);
box-shadow:
0 0 20px rgba(255, 85, 85, 0.9),
0 0 32px rgba(255, 85, 85, 0.6),
inset 0 0 16px rgba(255, 85, 85, 0.4);
}
50% {
transform: scale(1.05);
background: rgba(255, 85, 85, 0.2);
box-shadow:
0 0 16px rgba(255, 85, 85, 0.8),
0 0 28px rgba(255, 85, 85, 0.5),
inset 0 0 12px rgba(255, 85, 85, 0.3);
}
100% {
transform: none;
background: transparent;
box-shadow: none;
}
}
/* Trail effect for moves */
#sudoku .sudoku-cell.trail {
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;
}
@keyframes sudoku-trail-fade {
from { background-color: color-mix(in srgb, var(--primary, #82aaff) 25%, 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);
}
}
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export * from './types';
export * from "./useGame";
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// src/lib/Sudoku.ts
// Direct TypeScript + ES module version of Robatron's sudoku.js
// https://github.com/robatron/sudoku.js
// No algorithmic changes – only syntax, structure, and typing updates.
export type DifficultyName =
| "easy"
| "medium"
| "hard"
| "very-hard"
| "insane"
| "inhuman";
export type Difficulty = DifficultyName | number;
const sudoku: any = {};
sudoku.DIGITS = "123456789";
const ROWS = "ABCDEFGHI";
const COLS = sudoku.DIGITS;
let SQUARES: string[] = [];
let UNITS: string[][] = [];
let SQUARE_UNITS_MAP: Record<string, string[][]> = {};
let SQUARE_PEERS_MAP: Record<string, string[]> = {};
const MIN_GIVENS = 17;
const NR_SQUARES = 81;
const DIFFICULTY: Record<DifficultyName, number> = {
easy: 62,
medium: 53,
hard: 44,
"very-hard": 35,
insane: 26,
inhuman: 17,
};
sudoku.BLANK_CHAR = ".";
sudoku.BLANK_BOARD = sudoku.BLANK_CHAR.repeat(NR_SQUARES);
function initialize() {
SQUARES = sudoku._cross(ROWS, COLS);
UNITS = sudoku._get_all_units(ROWS, COLS);
SQUARE_UNITS_MAP = sudoku._get_square_units_map(SQUARES, UNITS);
SQUARE_PEERS_MAP = sudoku._get_square_peers_map(SQUARES, SQUARE_UNITS_MAP);
}
// ---------------------------------------------------------------------------
// Generate
// ---------------------------------------------------------------------------
sudoku.generate = function (difficulty: Difficulty, unique?: boolean): string {
let numericDifficulty: number;
if (typeof difficulty === "string" || typeof difficulty === "undefined") {
numericDifficulty = DIFFICULTY[difficulty as DifficultyName] || DIFFICULTY.easy;
} else {
numericDifficulty = difficulty;
}
numericDifficulty = sudoku._force_range(numericDifficulty, NR_SQUARES + 1, MIN_GIVENS);
unique = unique ?? true;
const blank_board = sudoku.BLANK_BOARD;
let candidates = sudoku._get_candidates_map(blank_board);
const shuffled_squares = sudoku._shuffle(SQUARES);
for (const square of shuffled_squares) {
const rand_candidate_idx = sudoku._rand_range(candidates[square].length);
const rand_candidate = candidates[square][rand_candidate_idx];
if (!sudoku._assign(candidates, square, rand_candidate)) break;
const single_candidates: string[] = [];
for (const s of SQUARES) {
if (candidates[s].length === 1) single_candidates.push(candidates[s]);
}
if (
single_candidates.length >= numericDifficulty &&
sudoku._strip_dups(single_candidates).length >= 8
) {
let board = "";
let givens_idxs: number[] = [];
for (let i = 0; i < SQUARES.length; i++) {
const s = SQUARES[i];
if (candidates[s].length === 1) {
board += candidates[s];
givens_idxs.push(i);
} else {
board += sudoku.BLANK_CHAR;
}
}
if (givens_idxs.length > numericDifficulty) {
givens_idxs = sudoku._shuffle(givens_idxs);
for (let i = 0; i < givens_idxs.length - numericDifficulty; ++i) {
const target = givens_idxs[i];
board =
board.substring(0, target) +
sudoku.BLANK_CHAR +
board.substring(target + 1);
}
}
if (sudoku.solve(board)) return board;
}
}
return sudoku.generate(numericDifficulty);
};
// ---------------------------------------------------------------------------
// Solve
// ---------------------------------------------------------------------------
sudoku.solve = function (board: string, reverse?: boolean): string | false {
const report = sudoku.validate_board(board);
if (report !== true) throw report;
let nr_givens = 0;
for (const ch of board) {
if (ch !== sudoku.BLANK_CHAR && sudoku._in(ch, sudoku.DIGITS)) nr_givens++;
}
if (nr_givens < MIN_GIVENS) throw "Too few givens";
reverse = reverse || false;
const candidates = sudoku._get_candidates_map(board);
const result = sudoku._search(candidates, reverse);
if (result) {
let solution = "";
for (const s of SQUARES) solution += result[s];
return solution;
}
return false;
};
// ---------------------------------------------------------------------------
// Get candidates
// ---------------------------------------------------------------------------
sudoku.get_candidates = function (board: string): string[][] | false {
const report = sudoku.validate_board(board);
if (report !== true) throw report;
const map = sudoku._get_candidates_map(board);
if (!map) return false;
const rows: string[][] = [];
let cur_row: string[] = [];
let i = 0;
for (const square in map) {
cur_row.push(map[square]);
if (i % 9 === 8) {
rows.push(cur_row);
cur_row = [];
}
++i;
}
return rows;
};
sudoku._get_candidates_map = function (board: string): Record<string, string> | false {
const report = sudoku.validate_board(board);
if (report !== true) throw report;
const map: Record<string, string> = {};
const squares_values = sudoku._get_square_vals_map(board);
for (const s of SQUARES) map[s] = sudoku.DIGITS;
for (const s in squares_values) {
const val = squares_values[s];
if (sudoku._in(val, sudoku.DIGITS)) {
const new_candidates = sudoku._assign(map, s, val);
if (!new_candidates) return false;
}
}
return map;
};
// ---------------------------------------------------------------------------
// Search
// ---------------------------------------------------------------------------
sudoku._search = function (candidates: Record<string, string>, reverse: boolean): any {
if (!candidates) return false;
reverse = reverse || false;
let max_nr_candidates = 0;
for (const s of SQUARES) {
const n = candidates[s].length;
if (n > max_nr_candidates) {
max_nr_candidates = n;
}
}
if (max_nr_candidates === 1) return candidates;
let min_nr_candidates = 10;
let min_square = "";
for (const s of SQUARES) {
const n = candidates[s].length;
if (n < min_nr_candidates && n > 1) {
min_nr_candidates = n;
min_square = s;
}
}
const min_candidates = candidates[min_square];
if (!reverse) {
for (const v of min_candidates) {
const copy = JSON.parse(JSON.stringify(candidates));
const next = sudoku._search(sudoku._assign(copy, min_square, v), reverse);
if (next) return next;
}
} else {
for (let i = min_candidates.length - 1; i >= 0; --i) {
const v = min_candidates[i];
const copy = JSON.parse(JSON.stringify(candidates));
const next = sudoku._search(sudoku._assign(copy, min_square, v), reverse);
if (next) return next;
}
}
return false;
};
// ---------------------------------------------------------------------------
// Assignment / elimination logic
// ---------------------------------------------------------------------------
sudoku._assign = function (candidates: Record<string, string>, square: string, val: string) {
const others = candidates[square].replace(val, "");
for (const v of others) {
const next = sudoku._eliminate(candidates, square, v);
if (!next) return false;
}
return candidates;
};
sudoku._eliminate = function (candidates: Record<string, string>, square: string, val: string) {
if (!sudoku._in(val, candidates[square])) return candidates;
candidates[square] = candidates[square].replace(val, "");
const n = candidates[square].length;
if (n === 1) {
const target_val = candidates[square];
for (const peer of SQUARE_PEERS_MAP[square]) {
const next = sudoku._eliminate(candidates, peer, target_val);
if (!next) return false;
}
} else if (n === 0) return false;
for (const unit of SQUARE_UNITS_MAP[square]) {
const places: string[] = [];
for (const sq of unit) {
if (sudoku._in(val, candidates[sq])) places.push(sq);
}
if (places.length === 0) return false;
else if (places.length === 1) {
const next = sudoku._assign(candidates, places[0], val);
if (!next) return false;
}
}
return candidates;
};
// ---------------------------------------------------------------------------
// Data structures
// ---------------------------------------------------------------------------
sudoku._get_square_vals_map = function (board: string) {
const map: Record<string, string> = {};
if (board.length !== SQUARES.length) throw "Board length mismatch";
for (let i = 0; i < SQUARES.length; i++) map[SQUARES[i]] = board[i];
return map;
};
sudoku._get_square_units_map = function (squares: string[], units: string[][]) {
const map: Record<string, string[][]> = {};
for (const s of squares) {
const list: string[][] = [];
for (const u of units) if (u.includes(s)) list.push(u);
map[s] = list;
}
return map;
};
sudoku._get_square_peers_map = function (
squares: string[],
units_map: Record<string, string[][]>
) {
const map: Record<string, string[]> = {};
for (const s of squares) {
const peers: string[] = [];
for (const unit of units_map[s]) {
for (const sq of unit) {
if (sq !== s && !peers.includes(sq)) peers.push(sq);
}
}
map[s] = peers;
}
return map;
};
sudoku._get_all_units = function (rows: string, cols: string) {
const units: string[][] = [];
for (const r of rows) units.push(sudoku._cross(r, cols));
for (const c of cols) units.push(sudoku._cross(rows, c));
const row_blocks = ["ABC", "DEF", "GHI"];
const col_blocks = ["123", "456", "789"];
for (const rb of row_blocks)
for (const cb of col_blocks)
units.push(sudoku._cross(rb, cb));
return units;
};
// ---------------------------------------------------------------------------
// Utils
// ---------------------------------------------------------------------------
sudoku.validate_board = function (board: string): true | string {
if (!board) return "Empty board";
if (board.length !== NR_SQUARES) return "Invalid board size";
for (let i = 0; i < board.length; i++) {
const c = board[i];
if (!sudoku._in(c, sudoku.DIGITS) && c !== sudoku.BLANK_CHAR)
return `Invalid char at ${i}: ${c}`;
}
return true;
};
sudoku._cross = function (a: string, b: string) {
const res: string[] = [];
for (const ai of a) for (const bi of b) res.push(ai + bi);
return res;
};
sudoku._in = function (v: string, seq: string) {
return seq.indexOf(v) !== -1;
};
sudoku._shuffle = function <T>(seq: T[]): T[] {
const arr = [...seq];
for (let i = arr.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[arr[i], arr[j]] = [arr[j], arr[i]];
}
return arr;
};
sudoku._rand_range = function (max: number, min = 0) {
return Math.floor(Math.random() * (max - min)) + min;
};
sudoku._strip_dups = function <T>(seq: T[]): T[] {
return Array.from(new Set(seq));
};
sudoku._force_range = function (nr: number, max: number, min = 0) {
return Math.min(Math.max(nr || 0, min), max);
};
// ---------------------------------------------------------------------------
// Init
// ---------------------------------------------------------------------------
initialize();
export { sudoku };
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export * from './sudoku';
export * from './validate-board';
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/**
* Create a playable Sudoku puzzle by removing random digits
* from a fully solved board string.
*
* Difficulty only determines how many cells are removed.
* - "easy": removes ~40 cells
* - "medium": removes ~50 cells
* - "hard": removes ~60 cells
*
* The returned string uses '.' for blanks.
*/
export function makePuzzle(
solution: string,
difficulty: "easy" | "medium" | "hard" = "medium"
): string {
if (solution.length !== 81 || !/^[1-9]+$/.test(solution)) {
throw new Error("Invalid solved board: must be 81 digits 1–9");
}
// --- removal count based on difficulty ---
const removeCount = {
easy: 40,
medium: 50,
hard: 60,
}[difficulty];
// --- create a mutable copy ---
const board = solution.split("");
// --- build a shuffled list of indices 0–80 ---
const indices = Array.from({ length: 81 }, (_, i) => i);
for (let i = indices.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[indices[i], indices[j]] = [indices[j], indices[i]];
}
// --- remove the desired number of cells ---
for (let i = 0; i < removeCount; i++) {
const idx = indices[i];
board[idx] = ".";
}
return board.join("");
}
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import { describe, test, expect } from "bun:test";
import { generateSolvedBoard } from "./sudoku";
import { assertValidFullBoard } from "./validate-board";
const valids = [
"534678912672195348198342567859761423426853791713924856961537284287419635345286179",
"456789123123456789789123456567891234234567891891234567678912345345678912912345678",
"234567891567891234891234567345678912678912345912345678456789123789123456123456789",
"987654321654321987321987654876543219543219876219876543765432198432198765198765432"
];
const invalids = [
"534678912672195348198342567859761423426853791713924856961537284287419635345286171",
"534678911672195348198342567859761423426853791713924856961537284287419635345286179",
"534678912572195348198342567859761423426853791713924856961537284287419635345286179",
"534678912672195348198342567859761423426863791713924856961537284287419635345286179",
];
describe("Testing the Asserter with static boards", () => {
test("valid boards", () => {
for (let board of valids) {
expect(() => assertValidFullBoard(board)).not.toThrow();
}
})
test("invalid boards", () => {
for (let board of invalids) {
expect(() => assertValidFullBoard(board)).toThrow()
}
})
});
describe("Testing the generateSolvedBoard", () => {
test("generates 10 valid boards", () => {
for (let i = 0; i < 10; i++) {
const generated = generateSolvedBoard();
assertValidFullBoard(generated);
};
});
test("generates 100 valid boards", () => {
for (let i = 0; i < 100; i++) {
const generated = generateSolvedBoard();
assertValidFullBoard(generated);
};
});
test("generates 1000 valid boards", () => {
for (let i = 0; i < 1000; i++) {
const generated = generateSolvedBoard();
assertValidFullBoard(generated);
};
});
});
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/**
* Generate a fully valid Sudoku solution using a base pattern and structural shuffles.
* Returns a string of 81 digits (row-major order).
*/
export function generateSolvedBoard(): string {
const size = 9;
const box = 3;
// --- 1️⃣ Base pattern function ---
const pattern = (r: number, c: number) =>
(box * (r % box) + Math.floor(r / box) + c) % size;
// --- 2️⃣ Create base board ---
const baseBoard: number[][] = Array.from({ length: size }, (_, r) =>
Array.from({ length: size }, (_, c) => pattern(r, c) + 1)
);
// --- 3️⃣ Helper to shuffle an array in place ---
const shuffle = <T>(arr: T[]): T[] => {
const copy = [...arr];
for (let i = copy.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[copy[i], copy[j]] = [copy[j], copy[i]];
}
return copy;
};
// --- 4️⃣ Build shuffled row/col indices preserving 3×3 structure ---
const rows = shuffle([0, 1, 2])
.concat(shuffle([3, 4, 5]))
.concat(shuffle([6, 7, 8]));
const cols = shuffle([0, 1, 2])
.concat(shuffle([3, 4, 5]))
.concat(shuffle([6, 7, 8]));
// --- 5️⃣ Shuffle entire bands and stacks (groups of 3) ---
const rowBands = shuffle([0, 1, 2]);
const colStacks = shuffle([0, 1, 2]);
const shuffledRows = rowBands.flatMap(band => rows.slice(band * 3, band * 3 + 3));
const shuffledCols = colStacks.flatMap(stack => cols.slice(stack * 3, stack * 3 + 3));
// --- 6️⃣ Digit permutation (1–9) ---
const digits = shuffle([1, 2, 3, 4, 5, 6, 7, 8, 9]);
// --- 7️⃣ Build the final shuffled board ---
const board: number[][] = shuffledRows.map(r =>
shuffledCols.map(c => digits[baseBoard[r][c] - 1])
);
// --- 8️⃣ Flatten to 81-char string ---
return board.flat().join('');
}
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/**
* Validate a fully filled Sudoku board (81-char string)
* Returns true if:
* - 81 characters long
* - all characters are digits 1–9
* - all rows, columns, and 3×3 boxes sum to 45
*/
export function validateFullBoard(board: string): boolean {
// --- Basic sanity ---
if (board.length !== 81) return false;
if (!/^[1-9]+$/.test(board)) return false;
const getCell = (r: number, c: number) => Number(board[r * 9 + c]);
// --- Validate rows ---
for (let r = 0; r < 9; r++) {
const sum = Array.from({ length: 9 }, (_, c) => getCell(r, c))
.reduce((a, b) => a + b, 0);
if (sum !== 45) return false;
}
// --- Validate columns ---
for (let c = 0; c < 9; c++) {
const sum = Array.from({ length: 9 }, (_, r) => getCell(r, c))
.reduce((a, b) => a + b, 0);
if (sum !== 45) return false;
}
// --- Validate 3×3 boxes ---
for (let br = 0; br < 3; br++) {
for (let bc = 0; bc < 3; bc++) {
const sum = Array.from({ length: 9 }, (_, i) => {
const r = br * 3 + Math.floor(i / 3);
const c = bc * 3 + (i % 3);
return getCell(r, c);
}).reduce((a, b) => a + b, 0);
if (sum !== 45) return false;
}
}
return true;
}
/**
* 🔍 Assert that a Sudoku board string represents a valid, fully filled grid.
*
* Format:
* - 81 characters
* - Only digits 1–9
* - Each row, column, and 3×3 box contains unique digits that sum to 45
*
* Throws descriptive errors on failure.
*/
export function assertValidFullBoard(board: string): void {
// --- Basic integrity checks ---
console.assert(board.length === 81, `❌ Board length must be 81, got ${board.length}`);
if (board.length !== 81) throw new Error(`Invalid board length: ${board.length}`);
// All characters must be digits 1–9
console.assert(/^[1-9]+$/.test(board), "❌ Board must contain only digits 1–9 (no 0s or dots)");
if (!/^[1-9]+$/.test(board)) throw new Error("Board contains invalid characters");
const get = (r: number, c: number) => Number(board[r * 9 + c]);
// --- Helper to assert uniqueness and sum ---
const assertGroup = (label: string, cells: number[]) => {
const sum = cells.reduce((a, b) => a + b, 0);
const unique = new Set(cells);
console.assert(sum === 45, `❌ ${label} sum=${sum} (should be 45)`);
console.assert(unique.size === 9, `❌ ${label} has duplicates: [${cells.join(",")}]`);
if (sum !== 45) throw new Error(`${label} does not sum to 45`);
if (unique.size !== 9) throw new Error(`${label} contains duplicates`);
};
// --- Validate rows ---
for (let r = 0; r < 9; r++) {
const row = Array.from({ length: 9 }, (_, c) => get(r, c));
assertGroup(`Row ${r + 1}`, row);
}
// --- Validate columns ---
for (let c = 0; c < 9; c++) {
const col = Array.from({ length: 9 }, (_, r) => get(r, c));
assertGroup(`Column ${c + 1}`, col);
}
// --- Validate 3×3 boxes ---
for (let br = 0; br < 3; br++) {
for (let bc = 0; bc < 3; bc++) {
const box: number[] = [];
for (let r = 0; r < 3; r++) {
for (let c = 0; c < 3; c++) {
box.push(get(br * 3 + r, bc * 3 + c));
}
}
const idx = br * 3 + bc + 1;
assertGroup(`Box ${idx}`, box);
}
}
}
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import { useGame } from "./useGame";
import { useScore } from "./useScore";
export type UseGameType = ReturnType<typeof useGame>;
export type UseScoreType = ReturnType<typeof useScore>;
export type {
Difficulty,
DifficultyName,
} from "./lib/Sudoku";
export type GamePhase = "idle" | "playing";
export type PlayStatus = "started" | "game-over" | "game-won";
export type GameStatus = "waiting" | "started" | "game-over" | "game-won";
export const isPlaying = (status: GameStatus): status is PlayStatus =>
status === "started" || status === "game-over" || status === "game-won";
export const getGamePhase = (status: GameStatus): GamePhase =>
status === "waiting" ? "idle" : "playing";
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export * from './useGame';
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import { useState } from "react";
import { sudoku } from "../lib/Sudoku";
import type { UseCursorType } from "./useCursor";
type UseBoardStateOptions = {
validateMoves?: boolean;
};
export function useBoardState(cursorManager: UseCursorType, options?: UseBoardStateOptions) {
const { cursor, setCursor } = cursorManager;
const { validateMoves = false } = options || {};
const [board, setBoard] = useState<string>(sudoku.generate("medium"));
const [initialBoard, setInitialBoard] = useState<string>(board);
const [solution, setSolution] = useState<string | null>(null);
const givenCells = () => {
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;
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 cellIndex = cursor.r * 9 + cursor.c;
if (!canEditCell(cursor.r, cursor.c)) {
window.dispatchEvent(new CustomEvent("sudoku-locked-cell"));
return false;
}
const arr = board.split("");
arr[cellIndex] = d;
const newBoard = arr.join("");
if (validateMoves && !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);
if (validateMoves) {
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 i = cursor.r * 9 + cursor.c;
const arr = board.split("");
arr[i] = ".";
setBoard(arr.join(""));
return true;
};
const reset = () => {
const newBoard = sudoku.generate("easy");
setBoard(newBoard);
setInitialBoard(newBoard);
setSolution(null);
setCursor({ r: 0, c: 0 });
};
const solveBoard = () => {
const solved = sudoku.solve(initialBoard);
if (solved) {
setSolution(solved);
setBoard(solved);
window.dispatchEvent(new CustomEvent("sudoku-game-won"));
}
};
const boardToString = (human: boolean = false) => {
// Computer-optimized: compact 81-character string
if (!human) {
return board;
}
// Human-readable: formatted grid with 3x3 box separators
let result = "";
for (let r = 0; r < 9; r++) {
for (let c = 0; c < 9; c++) {
const idx = r * 9 + c;
result += board[idx] === "." ? "." : board[idx];
if (c === 2 || c === 5) result += " | ";
else if (c < 8) result += " ";
}
result += "\n";
if (r === 2 || r === 5) result += "------+-------+------\n";
}
return result;
};
return {
board,
initialBoard,
solution,
setDigit,
erase,
reset,
solveBoard,
boardToString,
canEditCell,
isValidPlacement,
getConflicts,
isFullyValid,
isComplete,
givenCells,
};
}
export type UseBoardStateType = ReturnType<typeof useBoardState>;
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import { useRef, useState, useCallback, useEffect } from "react";
import type { UseRenderer } from "./useSudokuRenderer";
export function useCursor(rendererManager: UseRenderer) {
const { containerRef } = rendererManager;
const [cursor, setCursor] = useState<{ r: number; c: number }>({ r: 0, c: 0 });
const animatingRef = useRef(false);
const getCellEl = useCallback((r: number, c: number): HTMLElement | null => {
const container = containerRef.current;
if (!container) return null;
const sudokuDiv = container.querySelector("#sudoku");
if (!sudokuDiv) return null;
const selector = `.sudoku-cell[data-r="${r}"][data-c="${c}"]`;
return sudokuDiv.querySelector(selector) as HTMLElement | null;
}, [containerRef]);
const flashInvalid = useCallback(() => {
const el = getCellEl(cursor.r, cursor.c);
if (!el) return;
el.classList.add("invalid-move");
setTimeout(() => el.classList.remove("invalid-move"), 180);
}, [cursor, getCellEl]);
const flashLocked = useCallback(() => {
const el = getCellEl(cursor.r, cursor.c);
if (!el) return;
el.classList.add("locked-cell");
setTimeout(() => el.classList.remove("locked-cell"), 300);
}, [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(
(dr: number, dc: number, steps = 1) => {
if (animatingRef.current) return;
setCursor((prev) => {
const targetR = prev.r + (dr * steps);
const targetC = prev.c + (dc * steps);
// Check if the full counted move would go out of bounds
if (targetR < 0 || targetR > 8 || targetC < 0 || targetC > 8) {
// Flash invalid and don't move
setTimeout(() => flashInvalid(), 0);
return prev;
}
// Valid move - apply it
return { r: targetR, c: targetC };
});
},
[flashInvalid]
);
useEffect(() => {
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-valid-move", onValidMove);
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 {
cursor,
setCursor,
moveCursor,
getCellEl,
flashInvalid,
flashValid,
highlightConflicts,
};
}
export type UseCursorType = ReturnType<typeof useCursor>;
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import { useEffect } from "react";
import { useRenderer } from "./useSudokuRenderer";
import { useCursor } from "./useCursor";
import { useGameStatus } from "./useGameStatus";
import { useBoardState } from "./useBoardState";
import { useKeyBindings } from "./useKeyBindings";
import { useScore } from "../useScore";
export type UseGameOptions = {
validateMoves?: boolean;
};
export function useGame(platformHook?: unknown, options?: UseGameOptions) {
const { validateMoves = false } = options || {};
const rendererManager = useRenderer();
const { containerRef, renderEmptyBoard, renderBoard, highlightCursor } = rendererManager;
const cursorManager = useCursor(rendererManager);
const { cursor, moveCursor } = cursorManager;
const gameManager = useGameStatus(rendererManager, cursorManager);
const { gameStatus, setGameStatus, startGame, stopGame } = gameManager;
const boardManager = useBoardState(cursorManager, { validateMoves });
const {
board,
initialBoard,
solution,
setDigit,
erase,
reset,
solveBoard,
isComplete,
isFullyValid,
} = boardManager;
// ---------------------------
// Keybindings
// ---------------------------
const keyBindings = useKeyBindings({
moveCursor,
setDigit,
erase,
stopGame,
cursor,
board,
initialBoard,
});
const { editMode, keyLog } = keyBindings;
// ---------------------------
// Scoring (needs keyLog from keyBindings)
// ---------------------------
const scoreManager = useScore({
gameContext: { gameStatus, setGameStatus },
keystrokeCount: keyLog.length,
board,
isComplete,
isFullyValid,
initialBoard,
});
// ---------------------------
// Rendering
// ---------------------------
useEffect(() => {
renderEmptyBoard();
}, [renderEmptyBoard]);
useEffect(() => {
if (gameStatus === "waiting") {
renderEmptyBoard();
} else {
renderBoard(board, initialBoard);
highlightCursor(cursor.r, cursor.c, editMode === "edit");
}
}, [gameStatus, board, initialBoard, cursor, editMode, renderEmptyBoard, renderBoard, highlightCursor]);
// ---------------------------
// Game Control
// ---------------------------
const initGame = () => {
reset();
startGame();
};
// ---------------------------
// Full Game Manager
// ---------------------------
const fullGameManager = {
// core
containerRef,
gameManager,
gameStatus,
setGameStatus,
startGame,
stopGame,
initGame,
// cursor
cursorManager,
cursor,
moveCursor,
// board state
boardManager,
board,
solution,
setDigit,
erase,
reset,
solveBoard,
// scoring
scoreManager,
// keybindings (vim-maze compatible)
...keyBindings,
};
// allow platform-level injection
if (typeof platformHook === "function") {
platformHook(fullGameManager);
}
return fullGameManager;
}
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import { useCallback, useState, useMemo } from "react";
import type { UseRenderer } from "./useSudokuRenderer";
import type { UseCursorType } from "./useCursor";
import type { GameStatus } from "../types";
import { getGamePhase, isPlaying } from "../types";
export type { GameStatus } from "../types";
export function useGameStatus(
rendererManager: UseRenderer,
cursorManager: UseCursorType
) {
const { containerRef } = rendererManager;
const { setCursor } = cursorManager;
const [gameStatus, setGameStatus] = useState<GameStatus>("waiting");
const gamePhase = useMemo(() => getGamePhase(gameStatus), [gameStatus]);
const playStatus = useMemo(
() => (isPlaying(gameStatus) ? gameStatus : null),
[gameStatus]
);
const startGame = useCallback(() => {
setGameStatus("started");
}, []);
const stopGame = useCallback(() => {
setCursor({ r: 0, c: 0 });
setGameStatus("waiting");
const container = containerRef.current;
container?.querySelectorAll(".active").forEach((el) => el.classList.remove("active"));
}, [setCursor, containerRef]);
return {
gameStatus,
gamePhase,
playStatus,
setGameStatus,
startGame,
stopGame,
};
}
export type UseGameStatusType = ReturnType<typeof useGameStatus>;
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import { useEffect, useRef, useState } from "react";
export type KeyLogEntry = { key: string; timestamp: number };
export type EditMode = "navigation" | "edit";
type Ctx = {
moveCursor: (dr: number, dc: number, steps?: number) => void;
setDigit: (d: string) => void;
erase: () => void;
stopGame: () => void;
cursor: { r: number; c: number };
board: string;
initialBoard: string;
};
export function useKeyBindings(ctx: Ctx) {
const [keyLog, setKeyLog] = useState<KeyLogEntry[]>([]);
const [editMode, setEditMode] = useState<EditMode>("navigation");
const logRef = useRef<KeyLogEntry[]>([]);
const countRef = useRef<string>(""); // Vim-style numeric prefix
const lastMotionRef = useRef<{ dr: number; dc: number; steps: number } | null>(null);
// Record keypresses for score/time analytics
const recordKey = (key: string) => {
const entry = { key, timestamp: performance.now() };
logRef.current.push(entry);
setKeyLog([...logRef.current]);
};
const clearLog = () => {
logRef.current = [];
setKeyLog([]);
};
const getLog = () => logRef.current;
const resetCount = () => {
countRef.current = "";
};
useEffect(() => {
const onKeyDown = (e: KeyboardEvent) => {
const k = e.key;
// ========== EDIT MODE ==========
if (editMode === "edit") {
// Exit edit mode with Escape or Enter
if (k === "Escape" || k === "Enter") {
recordKey(k);
setEditMode("navigation");
return;
}
// Digits 1-9 set the cell value
if (/^[1-9]$/.test(k)) {
recordKey(k);
ctx.setDigit(k);
return;
}
// Erase with x or Backspace
if (k === "x" || k === "Backspace") {
recordKey(k);
ctx.erase();
return;
}
// Ignore all other keys in edit mode
return;
}
// ========== NAVIGATION MODE ==========
// Q to quit game
if (k === "q" || k === "Q") {
recordKey(k);
ctx.stopGame();
return;
}
// R to replace (only works on user-filled cells)
if (k === "r" || k === "R") {
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 is empty (use I to insert)
window.dispatchEvent(new CustomEvent("sudoku-locked-cell"));
return;
}
setEditMode("edit");
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
if (k === "Escape") {
recordKey(k);
resetCount();
return;
}
// Numeric prefixes (for counted motions)
if (/^[0-9]$/.test(k) && k !== "0") {
recordKey(k);
countRef.current += k;
return;
}
// Vim-style navigation
let dr = 0;
let dc = 0;
if (k === "h") dc = -1;
else if (k === "l") dc = 1;
else if (k === "j") dr = 1;
else if (k === "k") dr = -1;
else if (k === "0" || k === "^") dc = -999; // go to col 0
else if (k === "$") dc = 999; // go to col 8
else if (k === ".") {
recordKey(".");
const last = lastMotionRef.current;
if (last) ctx.moveCursor(last.dr, last.dc, last.steps);
return;
} else return;
recordKey(k);
const steps = Math.max(1, parseInt(countRef.current || "1", 10));
resetCount();
if (dc === -999) {
ctx.moveCursor(0, -1, 99); // move far left
lastMotionRef.current = { dr: 0, dc: -1, steps: 99 };
return;
}
if (dc === 999) {
ctx.moveCursor(0, 1, 99); // move far right
lastMotionRef.current = { dr: 0, dc: 1, steps: 99 };
return;
}
ctx.moveCursor(dr, dc, steps);
lastMotionRef.current = { dr, dc, steps };
};
window.addEventListener("keydown", onKeyDown);
return () => window.removeEventListener("keydown", onKeyDown);
}, [ctx, editMode]);
// ✅ same interface as vim-maze useKeyBindings
return {
keyLog,
getLog,
clearLog,
resetCount,
countRef,
lastMotionRef,
editMode,
};
}
export type UseKeyBindingsType = ReturnType<typeof useKeyBindings>;
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import { useRef, useCallback } from "react";
export function useRenderer() {
const containerRef = useRef<HTMLDivElement | null>(null);
const renderEmptyBoard = useCallback(() => {
const container = containerRef.current;
if (!container) return;
container.innerHTML = "";
const sudokuDiv = document.createElement("div");
sudokuDiv.id = "sudoku";
const grid = document.createElement("div");
grid.className = "sudoku-grid";
for (let i = 0; i < 81; i++) {
const r = Math.floor(i / 9);
const c = i % 9;
const cell = document.createElement("div");
cell.className = "sudoku-cell";
cell.dataset.r = String(r);
cell.dataset.c = String(c);
cell.textContent = "";
grid.appendChild(cell);
}
sudokuDiv.appendChild(grid);
container.appendChild(sudokuDiv);
}, []);
const renderBoard = useCallback((board: string, initialBoard?: string) => {
const container = containerRef.current;
if (!container) return;
container.innerHTML = "";
const sudokuDiv = document.createElement("div");
sudokuDiv.id = "sudoku";
const grid = document.createElement("div");
grid.className = "sudoku-grid";
for (let i = 0; i < 81; i++) {
const r = Math.floor(i / 9);
const c = i % 9;
const cell = document.createElement("div");
cell.className = "sudoku-cell";
cell.dataset.r = String(r);
cell.dataset.c = String(c);
cell.textContent = board[i] === "." ? "" : board[i];
if (initialBoard && board[i] !== "." && board[i] !== initialBoard[i]) {
cell.classList.add("user-entered");
}
grid.appendChild(cell);
}
sudokuDiv.appendChild(grid);
container.appendChild(sudokuDiv);
}, []);
const highlightCursor = useCallback((r: number, c: number, isEditing = false) => {
const container = containerRef.current;
if (!container) return;
const sudokuDiv = container.querySelector("#sudoku");
if (!sudokuDiv) return;
sudokuDiv.querySelectorAll(".active").forEach((el) => el.classList.remove("active"));
sudokuDiv.querySelectorAll(".editing").forEach((el) => el.classList.remove("editing"));
const selector = `.sudoku-cell[data-r="${r}"][data-c="${c}"]`;
const cell = sudokuDiv.querySelector(selector);
if (cell) {
cell.classList.add("active");
if (isEditing) {
cell.classList.add("editing");
}
}
}, []);
return { containerRef, renderEmptyBoard, renderBoard, highlightCursor };
}
export type UseRenderer = ReturnType<typeof useRenderer>;
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import { useCallback, useEffect, useRef, useState } from "react";
export type UseTimerReturn = {
timeValue: number;
startTimer: () => void;
stopTimer: () => void;
resetTimer: () => void;
};
export type UseTimerOptions = {
interval?: number;
};
export function useTimer(options: UseTimerOptions = {}): UseTimerReturn {
const { interval = 100 } = options;
const [timeValue, setTimeValue] = useState(0);
const intervalIdRef = useRef<ReturnType<typeof setInterval> | null>(null);
const offsetRef = useRef(0);
const startTimeRef = useRef<number | null>(null);
const update = useCallback(() => {
if (startTimeRef.current === null) {
return;
}
const now = performance.now();
setTimeValue(offsetRef.current + (now - startTimeRef.current));
}, []);
const startTimer = useCallback(() => {
if (intervalIdRef.current !== null) {
return;
}
if (startTimeRef.current === null) {
startTimeRef.current = performance.now();
}
update();
intervalIdRef.current = setInterval(update, Math.max(16, interval));
}, [interval, update]);
const stopTimer = useCallback(() => {
if (intervalIdRef.current !== null) {
clearInterval(intervalIdRef.current);
intervalIdRef.current = null;
}
if (startTimeRef.current !== null) {
update();
offsetRef.current += performance.now() - startTimeRef.current;
startTimeRef.current = null;
}
}, [update]);
const resetTimer = useCallback(() => {
if (intervalIdRef.current !== null) {
clearInterval(intervalIdRef.current);
intervalIdRef.current = null;
}
startTimeRef.current = null;
offsetRef.current = 0;
setTimeValue(0);
}, []);
useEffect(() => {
return () => {
if (intervalIdRef.current !== null) {
clearInterval(intervalIdRef.current);
}
};
}, []);
return {
timeValue,
startTimer,
stopTimer,
resetTimer,
};
}
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export * from './useScore';
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import { useEffect, useState } from "react";
import { useTimer } from "./hooks/useTimer";
import { useScoreTime } from "./useScoreTime";
import type { GameStatus } from "../types";
const TIME_LIMIT_MS = Infinity; // No time limit by default
const KEYSTROKE_LIMIT = Infinity; // No keystroke limit by default
type GameScoreContext = {
gameStatus: GameStatus;
setGameStatus: (status: GameStatus) => void;
};
type UseScoreParams = {
gameContext: GameScoreContext;
keystrokeCount: number;
board: string;
isComplete: (board: string) => boolean;
isFullyValid: (board: string) => boolean;
initialBoard: string;
};
export function useScore({
gameContext,
keystrokeCount,
board,
isComplete,
isFullyValid,
initialBoard
}: UseScoreParams) {
const timer = useTimer();
const { gameStatus, setGameStatus } = gameContext;
const { timeValue, startTimer, stopTimer, resetTimer } = timer;
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 });
useEffect(() => {
if (gameStatus !== "started") return;
if (isComplete(board) && isFullyValid(board)) {
setGameStatus("game-won");
return;
}
if (timeValue >= TIME_LIMIT_MS) {
setGameStatus("game-over");
return;
}
if (keystrokeCount >= KEYSTROKE_LIMIT) {
setGameStatus("game-over");
return;
}
// 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(() => {
if (gameStatus !== "game-won") return;
const timeInSeconds = timeValue / 1000;
const baseScore = 100000;
const timePenalty = Math.floor(timeInSeconds * 10);
const extraMoves = Math.max(0, actualMoves - minMovesRequired);
const movePenalty = extraMoves * 50;
const score = Math.max(0, baseScore - timePenalty - movePenalty);
setFinalScore(score);
}, [gameStatus, timeValue, actualMoves, minMovesRequired]);
return {
timeValue,
startTimer,
stopTimer,
resetTimer,
finalScore,
timeLimit: TIME_LIMIT_MS,
keystrokeLimit: KEYSTROKE_LIMIT,
minMovesRequired,
actualMoves,
efficiency,
};
}
export type UseScoreType = ReturnType<typeof useScore>;
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import { useEffect, useRef } from "react";
import type { UseTimerReturn } from "./hooks/useTimer";
import type { GameStatus } from "../types";
type UseScoreTimeParams = {
gameStatus: GameStatus;
timer: UseTimerReturn;
};
export function useScoreTime({ gameStatus, timer }: UseScoreTimeParams) {
const prevStatusRef = useRef<GameStatus | null>(null);
const { startTimer, stopTimer, resetTimer } = timer;
useEffect(() => {
prevStatusRef.current = gameStatus;
switch (gameStatus) {
case "started":
resetTimer();
startTimer();
break;
case "game-over":
case "game-won":
case "waiting":
stopTimer();
break;
}
}, [gameStatus, startTimer, stopTimer, resetTimer]);
}