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).
222 lines
7.0 KiB
Markdown
222 lines
7.0 KiB
Markdown
# 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.md` with 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.tsx` to 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 `useKeyBindings` already 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
|
|
|
|
1. **No Mobile Support**: Sudoku with vim bindings requires keyboard, mobile not practical
|
|
2. **Simple Metrics**: Start with time, keystrokes, and final score (no efficiency yet)
|
|
3. **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 levels
|
|
- `GameStatus` - Game state machine states
|
|
- `GameOptions` - useGame configuration
|
|
- `GameManager` - Full API interface (mocked for now)
|
|
- `KeyLogEntry` - Keystroke tracking
|
|
|
|
#### 3. Implemented useBoard (src/useBoard/useBoard.ts)
|
|
- `containerRef` - DOM reference
|
|
- `renderBoard()` - Renders empty 9x9 sudoku grid
|
|
- Creates proper HTML structure with `sudoku-grid` and `sudoku-cell` classes
|
|
- Sets data attributes (data-r, data-c) for cell identification
|
|
|
|
#### 4. Implemented useGame (src/useGame.ts)
|
|
- Calls `useBoard()` for grid rendering
|
|
- Returns full `GameManager` interface
|
|
- Real implementations:
|
|
- `gameStatus` state management
|
|
- `startGame`, `togglePause`, `quitGame`
|
|
- `keyLog` tracking with `clearKeyLog`, `getKeyLog`
|
|
- Mocked implementations:
|
|
- `cursor` (empty object)
|
|
- `scoreManager` (zeros and null)
|
|
- Supports optional `platformHook` parameter
|
|
|
|
#### 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-cell` class
|
|
- Each cell has `data-r` and `data-c` attributes
|
|
- Wrapped in `sudoku-grid` div inside `#sudoku` container
|
|
- 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 `difficulty` from 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**:
|
|
```typescript
|
|
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...*
|