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>
45 lines
1.5 KiB
FSharp
45 lines
1.5 KiB
FSharp
/// m13 life app: the same wiring as Snake and Pong, with a third kind of input, the mouse.
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module Snake.Life.App
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open Snake
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open Snake.Model
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open Snake.IO
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open Snake.Stream
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open Snake.Life.Model
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open Snake.Life.Rules
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open Snake.Life.View
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let GEN_MS = 150L
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let lifeKey (key: string) : LifeAction option =
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match key with
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| " " -> Some LifeAction.TogglePause
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| "n" | "N" -> Some LifeAction.Step
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| "c" | "C" -> Some LifeAction.Clear
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| "r" | "R" -> Some LifeAction.Randomize
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| _ -> None
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// Integer division rounds towards zero (-1 / 16 = 0), so the pixel is checked before dividing.
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let lifeClick (x: int) (y: int) : LifeAction option =
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if x >= 0 && y >= 0 && x / LCELL < LW && y / LCELL < LH then
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Some(LifeAction.Toggle { X = x / LCELL; Y = y / LCELL })
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else
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None
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let lifeActions: Stream<LifeAction> =
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Stream.merge
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(Stream.merge
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(Stream.interval GEN_MS |> Stream.map (fun _ -> LifeAction.Frame))
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(Stream.keyDowns |> Stream.choose lifeKey))
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(Stream.clicks |> Stream.choose (fun (x, y) -> lifeClick x y))
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let lifeStates (seed: uint32) (actions: Stream<LifeAction>) : Stream<LifeState> =
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actions |> Stream.scan lifeUpdate (initialLife seed) |> Stream.startWith (initialLife seed)
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let lifeMain () : IO<Stream<IO<unit>>> =
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IO.randomSeed ()
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|> IO.map (fun seed ->
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lifeStates seed lifeActions
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|> Stream.map (fun state -> IO.drawScene (lifeView state))
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|> Stream.clampTime App.MAX_GAP_MS)
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