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>
40 lines
1.4 KiB
FSharp
40 lines
1.4 KiB
FSharp
/// m11 pong app: the same wiring as App.fs (streams in, drawings out), reusing the course's modules.
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module Snake.Pong.App
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open Snake
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open Snake.IO
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open Snake.Stream
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open Snake.Pong.Model
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open Snake.Pong.Rules
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open Snake.Pong.View
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let FRAME_MS_PONG = 30L
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let private paddleKey (key: string) : Paddle option =
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match key with
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| "ArrowUp" | "w" | "W" -> Some Paddle.Up
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| "ArrowDown" | "s" | "S" -> Some Paddle.Down
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| _ -> None
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let pongKey (isDown: bool) (key: string) : PongAction option =
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match paddleKey key with
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| Some p -> Some(if isDown then PongAction.Press p else PongAction.Release p)
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| None -> if isDown && (key = "r" || key = "R") then Some PongAction.Restart else None
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let pongActions: Stream<PongAction> =
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Stream.merge
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(Stream.merge
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(Stream.interval FRAME_MS_PONG |> Stream.map (fun _ -> PongAction.Frame))
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(Stream.keyDowns |> Stream.choose (pongKey true)))
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(Stream.keyUps |> Stream.choose (pongKey false))
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let pongStates (seed: uint32) (actions: Stream<PongAction>) : Stream<PongState> =
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actions |> Stream.scan pongUpdate (initialPong seed) |> Stream.startWith (initialPong seed)
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let pongMain () : IO<Stream<IO<unit>>> =
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IO.randomSeed ()
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|> IO.map (fun seed ->
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pongStates seed pongActions
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|> Stream.map (fun state -> IO.drawScene (pongView state))
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|> Stream.clampTime App.MAX_GAP_MS)
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