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>
42 lines
1.5 KiB
JavaScript
42 lines
1.5 KiB
JavaScript
// m11 pong model: the same ideas as the snake model, for a different game.
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/** @typedef {{ball: {x: number, y: number}, vel: {dx: number, dy: number}, player: number, cpu: number,
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* held: {up: boolean, down: boolean}, score: {player: number, cpu: number},
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* status: 'Playing'|'Over', seed: number, frame: number}} PongState */
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/** @typedef {{tag: 'Press', key: 'Up'|'Down'} | {tag: 'Release', key: 'Up'|'Down'} | {tag: 'Frame'} | {tag: 'Restart'}} PongAction */
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// The court, in cells. `player` and `cpu` are the y of the top cell of each paddle.
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export const W = 80
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export const H = 50
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/** Pixels per cell. */
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export const PCELL = 8
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/** Paddle height in cells. */
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export const PADDLE = 8
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/** Column of the player's paddle (left) and the cpu's paddle (right). */
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export const PLAYER_X = 2
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export const CPU_X = 77
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/** Points needed to win the match. */
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export const WIN = 5
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/** @type {(seed: number) => PongState} */
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export const initialPong = (seed) => ({
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ball: { x: 40, y: 25 },
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vel: { dx: 1, dy: 1 },
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player: 21,
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cpu: 21,
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held: { up: false, down: false },
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score: { player: 0, cpu: 0 },
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status: 'Playing',
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seed,
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frame: 0,
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})
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/** Everything that can happen in a match, as data.
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* @type {{Press: (key: 'Up'|'Down') => PongAction, Release: (key: 'Up'|'Down') => PongAction, Frame: PongAction, Restart: PongAction}} */
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export const PongAction = {
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Press: (key) => ({ tag: 'Press', key }),
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Release: (key) => ({ tag: 'Release', key }),
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Frame: { tag: 'Frame' },
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Restart: { tag: 'Restart' },
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}
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