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>
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@@ -3,7 +3,9 @@ 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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import { keyDowns, keyUps, interval, map, filterMap, merge, scan, startWith, clampTime } from '../stream.js'
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import { MAX_GAP_MS } from '../app.js'
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/** @import { PongState, Stream, Program } from '../types' */
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export const FRAME_MS_PONG = 30
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@@ -13,19 +15,23 @@ const keys = {
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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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/** @type {(isDown: boolean, key: string) => PongAction | null} */
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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' || key === 'R') && isDown ? PongAction.Restart
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: null
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/** @type {Stream<PongAction>} */
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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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/** @type {(seed: number, actions: Stream<PongAction>) => Stream<PongState>} */
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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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/** @type {Program} */
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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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clampTime(map(pongStates(seed, pongActions), (state) => drawScene(pongView(state))), MAX_GAP_MS))
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@@ -2,4 +2,4 @@ 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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runApp(pongMain, browserPlatform(/** @type {HTMLCanvasElement} */ (document.getElementById('game')), window))
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@@ -3,6 +3,7 @@
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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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/** @typedef {{tag: 'Press', key: 'Up'|'Down'} | {tag: 'Release', key: 'Up'|'Down'} | {tag: 'Frame'} | {tag: 'Restart'}} PongAction */
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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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@@ -17,6 +18,7 @@ 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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/** @type {(seed: number) => PongState} */
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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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@@ -29,7 +31,8 @@ export const initialPong = (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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/** Everything that can happen in a match, as data.
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* @type {{Press: (key: 'Up'|'Down') => PongAction, Release: (key: 'Up'|'Down') => PongAction, Frame: PongAction, Restart: PongAction}} */
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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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@@ -1,7 +1,9 @@
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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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/** @import { PongState, PongAction } from '../types' */
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/** @type {(lo: number, hi: number, x: number) => number} */
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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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@@ -62,11 +64,13 @@ const heldFlag = { Up: 'up', Down: 'down' }
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const setHeld = (state, key, value) =>
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Object.hasOwn(heldFlag, key) ? { ...state, held: { ...state.held, [heldFlag[key]]: value } } : state
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/** @type {(state: PongState, action: PongAction) => PongState} */
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export const pongUpdate = (state, action) => {
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switch (action.tag) {
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case 'Press': return setHeld(state, action.key, true)
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case 'Release': return setHeld(state, action.key, false)
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case 'Restart': return initialPong(state.seed)
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// A new match, but the keys are still where the player's fingers are.
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case 'Restart': return { ...initialPong(state.seed), held: state.held }
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case 'Frame': return frame(state)
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default: return state
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}
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@@ -1,7 +1,10 @@
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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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/** @import { PongState, Scene, Shape } from '../types' */
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/** @type {(x: number, y: number, w: number, h: number, color: string) => Shape} */
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const rect = (x, y, w, h, color) => ({ tag: 'Rect', x, y, w, h, color })
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/** @type {(x: number, y: number, str: string, size: number) => Shape} */
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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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@@ -14,6 +17,7 @@ const overlay = (state) =>
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]
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: []
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/** @type {(state: PongState) => Scene} */
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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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