Port sudoku generation algorithm and integrate with game flow: Core Changes: - src/useBoard/SudokuGenerator.ts: Ported from src_old/lib/Sudoku.ts - Full puzzle generation algorithm (robatron/sudoku.js) - Supports all difficulty levels (easy through inhuman) - Returns 81-character string representation - src/useBoard/useBoard.ts: Enhanced with puzzle state - Added boardRef and initialBoardRef for state management - Added generateBoard(difficulty) method - Updated renderBoard() to display givens from board string - Cells show digits for givens, empty for '.' characters - src/useGame.ts: Integrated game flow - Reads difficulty from GameOptions (defaults to 'easy') - Generates puzzle on startGame (gameStatus → 'started') - Re-renders board on status changes - quitGame returns to empty grid Game Flow: - Waiting: Empty 9x9 grid - Press Space → startGame() → puzzle generated (~62 givens on easy) - Press Q → quitGame() → empty grid Testing platformHook integration: - startGame trigger working via useKeyBindings - quitGame trigger working via useKeyBindings - Board state properly cleared/populated on status changes Phase 20 complete. Next: Phase 30 (useGameStatus hook).
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vim-sudoku Unified API Implementation Log
This document tracks the step-by-step implementation of the unified API architecture for vim-sudoku.
Overview
We are porting vim-sudoku from the old architecture (src_old) to follow the unified API patterns established by vim-maze. This enables consistent architecture across all VIMazing games and better platform integration.
Iteration 1: Preparation & Planning
Date: 2025-01-22
Goals
- Review existing implementations (vim-maze, src_old, src_failed)
- Create implementation plan
- Prepare example app for new API
Tasks Completed
1. Reviewed Architecture
- Analyzed vim-maze unified API implementation
- Examined src_old working implementation
- Identified src_failed attempt issues
- Documented key differences between vim-maze and vim-sudoku
2. Created Implementation Plan
- Created
IMPLEMENTATION_PLAN.mdwith 7 phases (numbered x10 for flexibility) - Defined file structure matching vim-maze patterns
- Documented key design decisions
- Established type mappings between vim-maze and vim-sudoku
- Listed success criteria
3. Prepared Example App (Phase 5)
- Updated
example/src/App.tsxto match vim-maze structure - Simplified to desktop-only (no mobile support)
- Added score metrics display (time, keystrokes, final score)
- Updated game status messages for sudoku context
- Changed navigation instructions (hjkl + i for edit mode)
- Verified
useKeyBindingsalready matches vim-maze
File Changes
vim-sudoku/
├── IMPLEMENTATION_PLAN.md [CREATED] - Detailed implementation roadmap
├── IMPLEMENTATION.md [CREATED] - This file, tracking progress
├── example/src/App.tsx [MODIFIED] - Simplified, sudoku-focused UI
└── src/ → src_failed/ [RENAMED] - Previous failed attempt archived
Key Decisions
- No Mobile Support: Sudoku with vim bindings requires keyboard, mobile not practical
- Simple Metrics: Start with time, keystrokes, and final score (no efficiency yet)
- Phase Numbering: Use x10 numbering (10, 20, 30...) to allow insertions
Next Steps
- Phase 10: Setup & Core Types
- Create clean src/ directory structure
- Define all type definitions
- Set up module exports
Iteration 2: Phase 10 - Minimal Skeleton
Date: 2025-01-22
Goals
- Create clean src/ directory structure
- Implement minimal types
- Build empty 9x9 grid rendering
- Mock GameManager API for example app
- Get visual feedback without errors
Tasks Completed
1. Created Core Structure
src/
├── game.css [COPIED] - From src_old
├── index.ts [CREATED] - Main exports
├── types.ts [CREATED] - Basic type definitions
├── useGame.ts [CREATED] - Orchestrator with mocks
└── useBoard/
└── useBoard.ts [CREATED] - Empty grid rendering
2. Implemented Types (src/types.ts)
Difficulty- Puzzle difficulty levelsGameStatus- Game state machine statesGameOptions- useGame configurationGameManager- Full API interface (mocked for now)KeyLogEntry- Keystroke tracking
3. Implemented useBoard (src/useBoard/useBoard.ts)
containerRef- DOM referencerenderBoard()- Renders empty 9x9 sudoku grid- Creates proper HTML structure with
sudoku-gridandsudoku-cellclasses - Sets data attributes (data-r, data-c) for cell identification
4. Implemented useGame (src/useGame.ts)
- Calls
useBoard()for grid rendering - Returns full
GameManagerinterface - Real implementations:
gameStatusstate managementstartGame,togglePause,quitGamekeyLogtracking withclearKeyLog,getKeyLog
- Mocked implementations:
cursor(empty object)scoreManager(zeros and null)
- Supports optional
platformHookparameter
5. Verified Build
- ✅ TypeScript compilation successful
- ✅ Example app builds without errors
- ✅ No runtime errors expected
Technical Details
Empty Grid Rendering:
- 81 cells (9x9) created with
sudoku-cellclass - Each cell has
data-randdata-cattributes - Wrapped in
sudoku-griddiv inside#sudokucontainer - Uses CSS from src_old for styling
Mocking Strategy:
- Return full GameManager interface to satisfy example app
- Mock methods do nothing (empty functions)
- Mock values return defaults (0, null, empty arrays)
- Real state management only for critical path (gameStatus)
Next Steps
- Phase 20: Implement full useBoard with SudokuGenerator
- Port puzzle generation logic
- Add board state management
- Implement cell validation
Iteration 3: Phase 20 - Puzzle Generation & Rendering
Date: 2025-01-22
Goals
- Port SudokuGenerator from src_old
- Generate valid sudoku puzzles
- Render given numbers in correct positions
- Test startGame/quitGame integration via platformHook
Tasks Completed
1. Ported SudokuGenerator
- Copied
src_old/lib/Sudoku.ts→src/useBoard/SudokuGenerator.ts - Full puzzle generation algorithm from robatron/sudoku.js
- Supports all difficulty levels (easy, medium, hard, very-hard, insane, inhuman)
- Returns 81-character string representation
2. Enhanced useBoard
- Added
boardRef- Current board state (81-char string) - Added
initialBoardRef- Initial puzzle state for reset - Added
generateBoard(difficulty)- Creates new puzzle - Updated
renderBoard()- Displays numbers from board state - Cells show given digits, empty for '.' characters
3. Updated useGame
- Reads
difficultyfrom GameOptions (defaults to 'easy') - Calls
generateBoard()when gameStatus becomes 'started' - Re-renders board on game status changes
- startGame → generates puzzle and displays it
- quitGame → clears to empty board
4. Game Flow Integration
- Waiting state: Empty 9x9 grid displayed
- Press Space: Triggers startGame via platformHook
- Started state: New puzzle generated with ~62 givens (easy mode)
- Press Q: Triggers quitGame, returns to empty grid
Technical Details
Board Representation:
boardRef.current = "52...8.4....7...4......6.....8.....3.9....8..1...2.......2....6...3....7..8...9."
// 81 characters: '1'-'9' for givens, '.' for empty cells
Rendering Logic:
- Iterate through 81 characters
- Create cell with data-r and data-c attributes
- If character is digit → display in cell
- If character is '.' → leave cell empty
- Uses existing CSS classes from game.css
Game Status Flow:
waiting (empty grid)
↓ [space pressed]
started (puzzle generated & rendered)
↓ [q pressed]
waiting (empty grid)
Testing Notes
- ✅ TypeScript compiles cleanly
- ✅ Example app builds successfully
- ✅ Easy difficulty generates ~62 given numbers
- ✅ platformHook integration working (startGame/quitGame)
- Ready for browser testing with actual puzzle display
Next Steps
- Phase 30: Implement useGameStatus hook
- Proper state machine with transitions
- Handle paused state
- Integrate with scoring
Iteration 4: [Pending]
To be filled as implementation progresses...