Extract game status logic into dedicated hook following vim-maze pattern:
New Module Structure:
- src/useGameStatus/types.ts: GameStatus and GameStatusManager types
- src/useGameStatus/useGameStatus.ts: Hook implementation
- src/useGameStatus/index.ts: Public exports
Hook Implementation:
- State machine with 5 states (waiting/started/paused/game-over/game-won)
- Methods: startGame, togglePause, quitGame, setGameStatus
- Clean state transitions with useState
- Simpler than vim-maze (no intermediate 'has-key' state)
Updated Core Files:
- src/useGame.ts: Use useGameStatus() instead of inline useState
- Compose gameStatusManager into GameManager
- Cleaner separation of concerns
- src/types.ts: Import and re-export GameStatus types
- GameManager extends GameStatusManager (intersection type)
- Single source of truth for status types
- src/index.ts: Export useGameStatus hook publicly
Benefits:
- Reusable state machine
- Easier to test in isolation
- Follows unified API architecture
- Matches vim-maze patterns
State Transitions:
waiting → startGame() → started ↔ togglePause() ↔ paused
started → (win/lose) → game-won/game-over
* → quitGame() → waiting
Phase 30 complete. Next: Phase 40 (useCursor composition).