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
1.9 KiB
JavaScript
45 lines
1.9 KiB
JavaScript
// m13 life app: the same wiring as Snake and Pong, with a third kind of input, the mouse.
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import { LW, LH, LCELL, initialLife, LifeAction } from './model.js'
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import { lifeUpdate } from './rules.js'
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import { lifeView } from './view.js'
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import { map as mapIO, randomSeed, drawScene } from '../io.js'
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import { keyDowns, clicks, 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 { LifeState, Stream, Program } from '../types' */
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/** Milliseconds between two generations while the world runs. */
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export const GEN_MS = 150
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const keys = {
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' ': LifeAction.TogglePause,
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n: LifeAction.Step, N: LifeAction.Step,
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c: LifeAction.Clear, C: LifeAction.Clear,
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r: LifeAction.Randomize, R: LifeAction.Randomize,
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}
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/** A key to an action, or null.
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* @type {(key: string) => LifeAction | null} */
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export const lifeKey = (key) => (Object.hasOwn(keys, key) ? keys[key] : null)
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/** A click at canvas pixel (x, y) to `Toggle` of the cell under it, or null when it is not on the board.
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* @type {(x: number, y: number) => LifeAction | null} */
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export const lifeClick = (x, y) => {
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const cell = { x: Math.floor(x / LCELL), y: Math.floor(y / LCELL) }
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return x >= 0 && y >= 0 && cell.x < LW && cell.y < LH ? LifeAction.Toggle(cell) : null
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}
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/** @type {Stream<LifeAction>} */
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export const lifeActions = merge(
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merge(
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map(interval(GEN_MS), () => LifeAction.Frame),
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filterMap(keyDowns, lifeKey)),
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filterMap(clicks, (p) => lifeClick(p.x, p.y)))
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/** @type {(seed: number, actions: Stream<LifeAction>) => Stream<LifeState>} */
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export const lifeStates = (seed, actions) =>
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startWith(scan(actions, lifeUpdate, initialLife(seed)), initialLife(seed))
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/** @type {Program} */
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export const lifeMain = mapIO(randomSeed, (seed) =>
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clampTime(map(lifeStates(seed, lifeActions), (state) => drawScene(lifeView(state))), MAX_GAP_MS))
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