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>
62 lines
2.1 KiB
JavaScript
62 lines
2.1 KiB
JavaScript
// m02 model: the data the whole game is built from. Plain objects, never mutated.
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/** @typedef {{x: number, y: number}} Point */
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/** @typedef {'Up'|'Down'|'Left'|'Right'} Direction */
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/** @typedef {'Playing'|'Paused'|'GameOver'|'Won'} Status */
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/** @typedef {{width: number, height: number, snake: Point[], dir: Direction, nextDir: Direction,
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* apple: Point|null, seed: number, score: number, status: Status, frame: number,
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* queued: Direction|null}} GameState */
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/** @typedef {{tag: 'Tick'} | {tag: 'Turn', dir: Direction} | {tag: 'TogglePause'} | {tag: 'Restart'} | {tag: 'Frame'}} Action */
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/** A grid cell.
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* @type {(x: number, y: number) => Point} */
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export const point = (x, y) => ({ x, y })
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/** Structural equality: same x and same y.
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* @type {(a: Point, b: Point) => boolean} */
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export const pointEquals = (a, b) => a.x === b.x && a.y === b.y
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const deltas = {
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Up: point(0, -1),
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Down: point(0, 1),
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Left: point(-1, 0),
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Right: point(1, 0),
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}
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/** The unit step for a direction (y grows downward).
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* @type {(dir: Direction) => Point} */
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export const delta = (dir) => deltas[dir]
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/** @type {Record<Direction, Direction>} */
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const opposites = { Up: 'Down', Down: 'Up', Left: 'Right', Right: 'Left' }
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/** The direction pointing the other way.
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* @type {(dir: Direction) => Direction} */
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export const opposite = (dir) => opposites[dir]
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/** Everything that can happen to the game, as data. `Turn` is a function because it carries a direction.
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* @type {{Tick: Action, Turn: (dir: Direction) => Action, TogglePause: Action, Restart: Action, Frame: Action}} */
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export const Action = {
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Tick: { tag: 'Tick' },
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Turn: (dir) => ({ tag: 'Turn', dir }),
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TogglePause: { tag: 'TogglePause' },
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Restart: { tag: 'Restart' },
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Frame: { tag: 'Frame' },
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}
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/** A fresh 20x20 game: 3-segment snake heading Right, no apple yet, nothing queued (`queued` is used from m10 on).
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* @type {(seed: number) => GameState} */
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export const initialState = (seed) => ({
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width: 20,
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height: 20,
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snake: [point(10, 10), point(9, 10), point(8, 10)],
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dir: 'Right',
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nextDir: 'Right',
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apple: null,
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seed,
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score: 0,
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status: 'Playing',
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frame: 0,
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queued: null,
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})
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