- 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
78 lines
2.3 KiB
TypeScript
78 lines
2.3 KiB
TypeScript
import { useState, useEffect } from 'react';
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import type { GameManager, GameOptions } from './types';
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import { useBoard } from './useBoard/useBoard';
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import { useGameStatus } from './useGameStatus';
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import { useCursor } from './useCursor';
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import { useCursorRender } from './useCursor/useCursorRender';
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import { useScore } from './useScore';
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export function useGame(options: GameOptions = {}, platformHook?: unknown): GameManager {
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const { difficulty = 'easy', timeLimit = 600, removedCells } = options;
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const board = useBoard();
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const { containerRef, renderBoard, generateBoard, boardRendered } = board;
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const gameStatusManager = useGameStatus();
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const { gameStatus } = gameStatusManager;
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const [keyLog, setKeyLog] = useState<{ key: string; timestamp: number }[]>([]);
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const [hintsUsedRef] = useState({ current: 0 });
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const cursor = useCursor(gameStatusManager, containerRef, board, () => {
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hintsUsedRef.current++;
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});
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const cursorPosition = cursor.position();
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const cursorMode = cursor.mode();
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const scoreManager = useScore({ board, gameStatusManager, keyLog, cursorMode, difficulty, hintsUsed: hintsUsedRef.current, timeLimit });
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useCursorRender(containerRef, cursorPosition, cursorMode, gameStatus, boardRendered);
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useEffect(() => {
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if (gameStatus !== 'started') return;
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function handleKeyDown(e: KeyboardEvent) {
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setKeyLog(prev => [...prev, { key: e.key, timestamp: Date.now() }]);
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}
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window.addEventListener('keydown', handleKeyDown);
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return () => window.removeEventListener('keydown', handleKeyDown);
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}, [gameStatus]);
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useEffect(() => {
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if (gameStatus === 'started') {
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setKeyLog([]);
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}
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}, [gameStatus]);
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useEffect(() => {
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renderBoard();
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}, []);
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useEffect(() => {
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if (gameStatus === 'started') {
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generateBoard(difficulty, removedCells);
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renderBoard();
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} else if (gameStatus === 'waiting') {
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renderBoard();
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}
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}, [gameStatus, difficulty, removedCells]);
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const gameManager: GameManager = {
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containerRef,
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renderBoard,
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...gameStatusManager,
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cursor,
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scoreManager,
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keyLog,
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clearKeyLog: () => setKeyLog([]),
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getKeyLog: () => [...keyLog],
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};
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if (typeof platformHook === 'function') {
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platformHook(gameManager);
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}
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return gameManager;
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}
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