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>
109 lines
4.3 KiB
FSharp
109 lines
4.3 KiB
FSharp
/// Browser glue: turns a canvas into a Platform. Impure by nature; not part of the exercises' logic.
|
|
/// `?` (Fable.Core.JsInterop dynamic access) calls browser APIs by name, without type bindings or extra packages.
|
|
module Snake.Web.BrowserPlatform
|
|
|
|
open Fable.Core
|
|
open Fable.Core.JsInterop
|
|
open Snake.Runtime
|
|
|
|
[<Global>]
|
|
let private window: obj = jsNative
|
|
|
|
[<Global>]
|
|
let private crypto: obj = jsNative
|
|
|
|
// Keys that scroll the page should only steer the game.
|
|
let private prevent = [ "ArrowUp"; "ArrowDown"; "ArrowLeft"; "ArrowRight"; " " ]
|
|
|
|
let private listen (kind: string) (cb: string -> unit) : unit =
|
|
window?addEventListener (kind,
|
|
fun (e: obj) ->
|
|
let key: string = e?key
|
|
|
|
if List.contains key prevent then
|
|
e?preventDefault ()
|
|
|
|
cb key)
|
|
|
|
// t is the number of milliseconds since the first animation frame.
|
|
let private startClock (onTime: int64 -> unit) : unit =
|
|
let rec frame (start: float option) : float -> unit =
|
|
fun now ->
|
|
let t0 = defaultArg start now
|
|
onTime (int64 (now - t0))
|
|
window?requestAnimationFrame (frame (Some t0))
|
|
|
|
window?requestAnimationFrame (frame None)
|
|
|
|
// Fable compiles a uint32 array to a Uint32Array, which is what crypto.getRandomValues fills.
|
|
let private randomSeed () : uint32 =
|
|
let buf: uint32[] = Array.zeroCreate 1
|
|
crypto?getRandomValues (buf)
|
|
buf[0]
|
|
|
|
// m10: where the best score survives a reload.
|
|
let private bestKey = "pure-snake-best"
|
|
|
|
// Storage can be missing, blocked (privacy settings; some browsers throw as soon as localStorage is touched) or hold
|
|
// anything: all of that reads as 0, and nothing throws. Only a non-negative whole number counts.
|
|
let private loadBest () : int =
|
|
try
|
|
let raw: string = window?localStorage?getItem (bestKey)
|
|
|
|
if isNull raw then
|
|
0
|
|
else
|
|
// Only what saveBest writes counts: decimal digits, at most 2147483647 (so all three tracks read alike).
|
|
let digits = raw.Length >= 1 && raw.Length <= 10 && Seq.forall (fun c -> c >= '0' && c <= '9') raw
|
|
|
|
if digits && float raw <= 2147483647.0 then int (float raw) else 0
|
|
with _ ->
|
|
0
|
|
|
|
// A record that cannot be stored is lost; the game goes on.
|
|
let private saveBest (score: int) : unit =
|
|
try
|
|
window?localStorage?setItem (bestKey, string score)
|
|
with _ ->
|
|
()
|
|
|
|
// m13: a click on the canvas, in canvas pixels. The page may show the canvas larger or smaller than its width and
|
|
// height (CSS, zoom) and draws a border round it, so the window coordinates of the mouse are made relative to the
|
|
// drawing area (inside the border) and then scaled. The listener is added when the runtime asks, not before.
|
|
let private onClick (canvas: obj) (cb: int -> int -> unit) : unit =
|
|
canvas?addEventListener ("click",
|
|
fun (e: obj) ->
|
|
let r = canvas?getBoundingClientRect ()
|
|
let scale (client: float) (start: float) (border: float) (size: float) (shown: float) =
|
|
int (System.Math.Floor((client - start - border) * size / shown))
|
|
|
|
cb
|
|
(scale e?clientX r?left canvas?clientLeft canvas?width canvas?clientWidth)
|
|
(scale e?clientY r?top canvas?clientTop canvas?height canvas?clientHeight))
|
|
|
|
/// A Platform drawing on `canvas` (an HTML canvas element) and listening to the window's keys and frames, and from
|
|
/// m13 to clicks on the canvas.
|
|
let create (canvas: obj) : Platform =
|
|
let ctx = canvas?getContext ("2d")
|
|
|
|
{ FillRect =
|
|
fun x y w h color ->
|
|
ctx?fillStyle <- color
|
|
ctx?fillRect (x, y, w, h)
|
|
FillText =
|
|
fun x y text color size align ->
|
|
ctx?fillStyle <- color
|
|
ctx?font <- $"{size}px monospace"
|
|
ctx?textAlign <- align
|
|
ctx?fillText (text, x, y)
|
|
RandomSeed = randomSeed
|
|
LoadBest = loadBest
|
|
SaveBest = saveBest
|
|
StartClock = startClock
|
|
OnKeyDown = listen "keydown"
|
|
OnKeyUp = listen "keyup"
|
|
OnClick = onClick canvas }
|
|
|
|
/// The page's `<canvas id="game">`.
|
|
let gameCanvas () : obj = window?document?getElementById ("game")
|