Files
functional-programming-snake/fsharp/solutions/Game.fs
T
Lucas WintherandClaude Fable 5.2 edd57f0148 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>
2026-11-11 12:05:29 +01:00

60 lines
3.0 KiB
FSharp

/// m05 game: one `update` turns every action into a new state; replaying a game is a fold over its actions.
/// 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. `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 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 =
match state.Status with
| Playing -> { state with Status = Paused }
| Paused -> { state with Status = Playing }
| GameOver
| Won -> state
// 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 -> step state
| Turn dir -> steer state dir
| TogglePause -> togglePause state
| Restart -> Spawn.newGame state.Seed
| Frame -> frame state
let replay (state: GameState) (actions: Action list) : GameState = List.fold update state actions
// List.scan is List.fold that keeps every intermediate result (the start state included).
let history (state: GameState) (actions: Action list) : GameState list = List.scan update state actions