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>
38 lines
1.6 KiB
JavaScript
38 lines
1.6 KiB
JavaScript
// m11 pong app: the same wiring as app.js (streams in, drawings out), reusing the course's modules.
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import { initialPong, PongAction } from './model.js'
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import { pongUpdate } from './rules.js'
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import { pongView } from './view.js'
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import { map as mapIO, randomSeed, drawScene } from '../io.js'
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import { keyDowns, keyUps, 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 { PongState, Stream, Program } from '../types' */
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export const FRAME_MS_PONG = 30
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const keys = {
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ArrowUp: 'Up', w: 'Up', W: 'Up',
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ArrowDown: 'Down', s: 'Down', S: 'Down',
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}
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// hasOwn, not `key in keys`: "constructor" and "toString" are inherited, not keys we mapped.
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/** @type {(isDown: boolean, key: string) => PongAction | null} */
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export const pongKey = (isDown, key) =>
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Object.hasOwn(keys, key) ? (isDown ? PongAction.Press : PongAction.Release)(keys[key])
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: (key === 'r' || key === 'R') && isDown ? PongAction.Restart
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: null
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/** @type {Stream<PongAction>} */
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export const pongActions = merge(
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map(interval(FRAME_MS_PONG), () => PongAction.Frame),
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merge(
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filterMap(keyDowns, (key) => pongKey(true, key)),
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filterMap(keyUps, (key) => pongKey(false, key))))
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/** @type {(seed: number, actions: Stream<PongAction>) => Stream<PongState>} */
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export const pongStates = (seed, actions) =>
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startWith(scan(actions, pongUpdate, initialPong(seed)), initialPong(seed))
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/** @type {Program} */
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export const pongMain = mapIO(randomSeed, (seed) =>
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clampTime(map(pongStates(seed, pongActions), (state) => drawScene(pongView(state))), MAX_GAP_MS))
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