Files
vim-sudoku/IMPLEMENTATION.md
T
pastilhas b7d740386e feat: implement Phase 10 - minimal skeleton with empty grid
Create clean src/ structure with minimal viable implementation:

Core Files:
- src/types.ts: Basic type definitions (Difficulty, GameStatus, GameManager)
- src/index.ts: Main package exports
- src/game.css: Copied from src_old for styling
- src/useGame.ts: Orchestrator with mocked GameManager API
- src/useBoard/useBoard.ts: Renders empty 9x9 sudoku grid

Implementation Details:
- useBoard renders 81 cells with sudoku-grid/sudoku-cell classes
- Each cell has data-r and data-c attributes for identification
- useGame provides full GameManager interface to satisfy example app
- Real implementations: gameStatus, keyLog tracking, game controls
- Mocked implementations: cursor ({}), scoreManager (zeros/null)
- Supports optional platformHook parameter

Build Status:
- TypeScript compiles cleanly with no errors
- Example app builds successfully
- Ready for browser testing with empty grid display

Phase 10 complete. Next: Phase 20 (full useBoard with puzzle generation).
2025-10-22 18:18:06 +01:00

4.7 KiB

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: [Pending]

To be filled as implementation progresses...