feat(course): audit fixes and twelve extensions (Modules 7b, 12, 13)
Audit pass: - Frame rule counts frames since the last move, so every step lasts exactly movesEvery(score) frames, also right after a speed-up - clampTime + MAX_GAP_MS: a hidden tab no longer replays the whole gap - Pong Restart keeps held keys - Fact corrections (mulberry32 output coverage, Haskell IO, uniform) - New fixture cases from a mutation analysis Extensions (all three tracks, shared fixtures, course text): - Turn queue (Exercise 10.6), persisted high score (10.7), replay viewer (10.8), play() end-to-end helper (9.5) - Optional State (4.7) and optional Module 7b, stack-safe IO - Module 12, property-based testing with generators, shrinking, invariants and a model-based oracle - Module 13, Conway's Life with a Click event - JS type checking via jsconfig, JSDoc and types.d.ts - Maintainer tools: scripts/mutate.mjs, scripts/typecheck-js.sh, Playwright end-to-end suite (e2e/, scripts/e2e.sh) Docs: docs/contract.md is the canonical contract; specs and build log under docs/superpowers. Verified: JS 728, Scala 689, F# 691 unit tests; stubs and progression M01-M13 and M07b; 176 end-to-end tests on Chromium and WebKit. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
This commit is contained in:
1 parent
876f5aabb1
commit
edd57f0148
253 files changed
+21753
-503
No files matched your search
@@ -1,19 +1,40 @@
|
||||
/// m05 game: one `update` turns every action into a new state; replaying a game is a fold over its actions.
|
||||
/// m10 adds pause, restart and a frame clock that speeds up as the score grows.
|
||||
/// m10 adds pause, restart, a frame counter that makes the snake speed up as the score grows, and a turn queue.
|
||||
module Snake.Game
|
||||
|
||||
open Snake.Model
|
||||
|
||||
/// What `update` does with `Turn dir` from m10 on. With no turn pending (`NextDir = Dir`) it is the m03 `Rules.turn`.
|
||||
/// With a turn pending, a key that is neither `NextDir` nor its opposite is remembered in `Queued`
|
||||
/// (replacing an earlier one) and taken on the step after; any other key changes nothing.
|
||||
let steer (state: GameState) (dir: Direction) : GameState =
|
||||
if state.Status <> Playing then state
|
||||
elif state.NextDir = state.Dir then Rules.turn state dir
|
||||
elif dir <> state.NextDir && dir <> opposite state.NextDir then { state with Queued = Some dir }
|
||||
else state
|
||||
|
||||
// After a step: a game still in play takes the queued turn, if there is one. It is always a legal turn, because the
|
||||
// step just made `Dir` equal to the old `NextDir`, and `Queued` is neither that nor its opposite.
|
||||
let private takeQueued (state: GameState) : GameState =
|
||||
match state.Queued with
|
||||
| Some d when state.Status = Playing -> { state with NextDir = d; Queued = None }
|
||||
| _ -> state
|
||||
|
||||
// One game step as `update` takes it: `Spawn.tick`, then the queued turn.
|
||||
let private step (state: GameState) : GameState = takeQueued (Spawn.tick state)
|
||||
|
||||
/// How many frames pass between game steps: 8 at first, one fewer every 3 points, never fewer than 2.
|
||||
let movesEvery (score: int) : int = max 2 (8 - score / 3)
|
||||
|
||||
// One animation frame: count it, and every `movesEvery score`-th frame run a game step.
|
||||
// One animation frame. `Frame` counts the frames since the snake last moved; when it reaches
|
||||
// `movesEvery Score` the count starts again and the game takes a step. Counting from the last move
|
||||
// (not from the start of the game) keeps every step exactly `movesEvery` frames long, also right after a speed-up.
|
||||
let private frame (state: GameState) : GameState =
|
||||
if state.Status <> Playing then
|
||||
state
|
||||
else
|
||||
let counted = { state with Frame = state.Frame + 1 }
|
||||
if counted.Frame % movesEvery counted.Score = 0 then Spawn.tick counted else counted
|
||||
let n = state.Frame + 1
|
||||
if n >= movesEvery state.Score then step { state with Frame = 0 } else { state with Frame = n }
|
||||
|
||||
// Pause and resume only make sense in those two statuses; a finished game stays finished.
|
||||
let private togglePause (state: GameState) : GameState =
|
||||
@@ -26,8 +47,8 @@ let private togglePause (state: GameState) : GameState =
|
||||
// Every case is listed (no `| _ ->`): adding an Action later makes the compiler point here.
|
||||
let update (state: GameState) (action: Action) : GameState =
|
||||
match action with
|
||||
| Tick -> Spawn.tick state
|
||||
| Turn dir -> Rules.turn state dir
|
||||
| Tick -> step state
|
||||
| Turn dir -> steer state dir
|
||||
| TogglePause -> togglePause state
|
||||
| Restart -> Spawn.newGame state.Seed
|
||||
| Frame -> frame state
|
||||
|
||||
Reference in new issue
Block a user