feat(js): m11 pong capstone (model, rules, view, app, page) and polling smoke test
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
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co-authored by
Claude Sonnet 5.5
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fd7c5f2acf
commit
1d1d918805
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// m11 pong app: the same wiring as app.js (streams in, drawings out), reusing the course's modules.
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import { initialPong, PongAction } from './model.js'
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import { pongUpdate } from './rules.js'
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import { pongView } from './view.js'
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import { map as mapIO, randomSeed, drawScene } from '../io.js'
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import { keyDowns, keyUps, interval, map, filterMap, merge, scan, startWith } from '../stream.js'
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export const FRAME_MS_PONG = 30
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const keys = {
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ArrowUp: 'Up', w: 'Up',
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ArrowDown: 'Down', s: 'Down',
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}
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// hasOwn, not `key in keys`: "constructor" and "toString" are inherited, not keys we mapped.
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export const pongKey = (isDown, key) =>
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Object.hasOwn(keys, key) ? (isDown ? PongAction.Press : PongAction.Release)(keys[key])
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: key === 'r' && isDown ? PongAction.Restart
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: null
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export const pongActions = merge(
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map(interval(FRAME_MS_PONG), () => PongAction.Frame),
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merge(
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filterMap(keyDowns, (key) => pongKey(true, key)),
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filterMap(keyUps, (key) => pongKey(false, key))))
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export const pongStates = (seed, actions) =>
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startWith(scan(actions, pongUpdate, initialPong(seed)), initialPong(seed))
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export const pongMain = mapIO(randomSeed, (seed) =>
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map(pongStates(seed, pongActions), (state) => drawScene(pongView(state))))
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import { runApp } from '../runtime.js'
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import { browserPlatform } from '../browser.js'
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import { pongMain } from './app.js'
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runApp(pongMain, browserPlatform(document.getElementById('game'), window))
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// m11 pong model: the same ideas as the snake model, for a different game.
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/** @typedef {{ball: {x: number, y: number}, vel: {dx: number, dy: number}, player: number, cpu: number,
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* held: {up: boolean, down: boolean}, score: {player: number, cpu: number},
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* status: 'Playing'|'Over', seed: number, frame: number}} PongState */
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// The court, in cells. `player` and `cpu` are the y of the top cell of each paddle.
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export const W = 80
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export const H = 50
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/** Pixels per cell. */
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export const PCELL = 8
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/** Paddle height in cells. */
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export const PADDLE = 8
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/** Column of the player's paddle (left) and the cpu's paddle (right). */
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export const PLAYER_X = 2
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export const CPU_X = 77
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/** Points needed to win the match. */
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export const WIN = 5
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export const initialPong = (seed) => ({
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ball: { x: 40, y: 25 },
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vel: { dx: 1, dy: 1 },
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player: 21,
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cpu: 21,
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held: { up: false, down: false },
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score: { player: 0, cpu: 0 },
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status: 'Playing',
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seed,
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frame: 0,
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})
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/** Everything that can happen in a match, as data. */
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export const PongAction = {
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Press: (key) => ({ tag: 'Press', key }),
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Release: (key) => ({ tag: 'Release', key }),
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Frame: { tag: 'Frame' },
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Restart: { tag: 'Restart' },
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}
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// m11 pong rules: one pure `pongUpdate`, built from small steps that each return a new piece of state.
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import { H, W, PADDLE, PLAYER_X, CPU_X, WIN, initialPong } from './model.js'
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import { nextUint32 } from '../random.js'
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export const clamp = (lo, hi, x) => Math.min(hi, Math.max(lo, x))
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const clampPaddle = (y) => clamp(0, H - PADDLE, y)
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const movePlayer = (state) =>
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clampPaddle(state.player + (state.held.down ? 1 : 0) - (state.held.up ? 1 : 0))
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// The cpu chases the middle of its paddle toward the ball, one cell every other frame.
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const moveCpu = (state, frame) =>
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frame % 2 === 0 ? clampPaddle(state.cpu + Math.sign(state.ball.y - PADDLE / 2 - state.cpu)) : state.cpu
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const hits = (paddle, y) => paddle <= y && y < paddle + PADDLE
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// Where the ball goes next, given the paddles' new positions. `scorer` says who got the point, if anyone.
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const moveBall = (state, player, cpu) => {
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const { ball, vel } = state
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const wall = ball.y + vel.dy < 0 || ball.y + vel.dy >= H
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const dy = wall ? -vel.dy : vel.dy
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const ny = ball.y + dy
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const nx = ball.x + vel.dx
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const bounce =
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(nx === PLAYER_X && vel.dx < 0 && hits(player, ny)) ||
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(nx === CPU_X && vel.dx > 0 && hits(cpu, ny))
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return {
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ball: { x: bounce ? ball.x : nx, y: ny },
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vel: { dx: bounce ? -vel.dx : vel.dx, dy },
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scorer: nx < 0 ? 'cpu' : nx >= W ? 'player' : null,
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}
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}
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// After a point the ball restarts in the middle, heading toward whoever conceded; the seed picks up or down.
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const serve = (state, scorer) => {
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const [r, seed] = nextUint32(state.seed)
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const score = { ...state.score, [scorer]: state.score[scorer] + 1 }
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return {
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...state,
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ball: { x: 40, y: 25 },
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vel: { dx: scorer === 'cpu' ? -1 : 1, dy: r % 2 === 0 ? 1 : -1 },
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score,
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seed,
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status: score[scorer] >= WIN ? 'Over' : 'Playing',
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}
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}
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const frame = (state) => {
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if (state.status !== 'Playing') return state
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const n = state.frame + 1
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const player = movePlayer(state)
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const cpu = moveCpu(state, n)
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const { scorer, ...moved } = moveBall(state, player, cpu)
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const next = { ...state, ...moved, player, cpu, frame: n }
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return scorer === null ? next : serve(next, scorer)
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}
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export const pongUpdate = (state, action) => {
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switch (action.tag) {
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case 'Press': return { ...state, held: { ...state.held, [action.key.toLowerCase()]: true } }
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case 'Release': return { ...state, held: { ...state.held, [action.key.toLowerCase()]: false } }
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case 'Restart': return initialPong(state.seed)
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case 'Frame': return frame(state)
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default: return state
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}
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}
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// m11 pong view: the same Scene shapes as the snake view, so the same drawScene and runtime draw it.
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import { PCELL, PADDLE, PLAYER_X, CPU_X } from './model.js'
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const rect = (x, y, w, h, color) => ({ tag: 'Rect', x, y, w, h, color })
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const text = (x, y, str, size) => ({ tag: 'Text', x, y, text: str, color: '#ffffff', size, align: 'center' })
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const paddle = (column, y) => rect(column * PCELL, y * PCELL, PCELL, PADDLE * PCELL, '#ffffff')
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const overlay = (state) =>
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state.status === 'Over'
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? [
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text(320, 200, state.score.player > state.score.cpu ? 'You Win!' : 'CPU Wins', 32),
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text(320, 230, 'Press R to restart', 16),
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]
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: []
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export const pongView = (state) => [
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rect(0, 0, 640, 400, '#111111'),
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paddle(PLAYER_X, state.player),
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paddle(CPU_X, state.cpu),
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rect(state.ball.x * PCELL, state.ball.y * PCELL, PCELL, PCELL, '#ffeb3b'),
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text(320, 30, `${state.score.player} ${state.score.cpu}`, 24),
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...overlay(state),
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]
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