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>
66 lines
1.7 KiB
Scala
66 lines
1.7 KiB
Scala
package snake
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/** A grid cell. Two points with the same `x` and `y` are `==` (case classes compare structurally). */
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final case class Point(x: Int, y: Int)
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enum Direction:
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case Up, Down, Left, Right
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enum Status:
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case Playing, Paused, GameOver, Won
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/** Everything that can happen to the game, as data. */
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enum Action:
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case Tick
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case Turn(dir: Direction)
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case TogglePause
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case Restart
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case Frame
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/**
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* The whole game. `snake` is head first; `seed` is the unsigned 32-bit random seed (0 until 2^32).
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* `frame` and `queued` stay unused until Module 10 (`queued` is the turn waiting for the next step, Exercise 10.6).
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*/
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final case class GameState(
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width: Int,
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height: Int,
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snake: List[Point],
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dir: Direction,
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nextDir: Direction,
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apple: Option[Point],
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seed: Long,
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score: Int,
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status: Status,
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frame: Int,
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queued: Option[Direction]
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)
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/** m02 model: the data the whole game is built from. Case classes and enums are immutable. */
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object Model:
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def delta(dir: Direction): Point = dir match
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case Direction.Up => Point(0, -1)
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case Direction.Down => Point(0, 1)
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case Direction.Left => Point(-1, 0)
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case Direction.Right => Point(1, 0)
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def opposite(dir: Direction): Direction = dir match
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case Direction.Up => Direction.Down
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case Direction.Down => Direction.Up
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case Direction.Left => Direction.Right
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case Direction.Right => Direction.Left
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def initialState(seed: Long): GameState = GameState(
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width = 20,
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height = 20,
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snake = List(Point(10, 10), Point(9, 10), Point(8, 10)),
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dir = Direction.Right,
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nextDir = Direction.Right,
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apple = None,
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seed = seed,
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score = 0,
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status = Status.Playing,
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frame = 0,
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queued = None
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)
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