From 85fc7c16bf674b63b6f0447640aa0c4aff93ef8f Mon Sep 17 00:00:00 2001 From: Brian Fertig Date: Sun, 30 Aug 2026 19:49:00 -0600 Subject: [PATCH] Add piece joining, board locking, and site soundtrack to jigsaw game MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - Introduce group-based table assembly: grid-adjacent pieces snap together on the table, drag as one rigid unit, and lock onto the board as a block - Extract join/lock rules into pure `resolveDrop` in JigsawLogic.js with a headless verification suite (tools/verifyJigsaw.js) covering fit guarantee, joining, locking, and win counting - Replace the flat top-bar buttons with a "Menu ▾" dropdown panel to free the top-right corner for the shared site music HUD - Integrate MusicPlayer soundtrack via getGameSoundtrack() and pin it to the fixed HUD camera --- src/games/jigsaw/JigsawGame.js | 260 ++++++++++++++++++----- src/games/jigsaw/JigsawLogic.js | 96 +++++++++ tools/verifyJigsaw.js | 354 ++++++++++++++++++++++++++++++++ 3 files changed, 656 insertions(+), 54 deletions(-) create mode 100644 tools/verifyJigsaw.js diff --git a/src/games/jigsaw/JigsawGame.js b/src/games/jigsaw/JigsawGame.js index 51c080a..5a4396b 100644 --- a/src/games/jigsaw/JigsawGame.js +++ b/src/games/jigsaw/JigsawGame.js @@ -1,10 +1,12 @@ import * as Phaser from 'phaser'; import { COLORS, GAME_WIDTH, GAME_HEIGHT } from '../../config.js'; import { Button } from '../../ui/Button.js'; +import { MusicPlayer } from '../../ui/MusicPlayer.js'; import { SFX, playSound } from '../../ui/Sounds.js'; +import { getGameSoundtrack } from '../../services/soundtrack.js'; import { DIFFICULTIES, DIFFICULTY_ORDER, - makeJigsaw, cellOutline, tracePath, mulberry32, + makeJigsaw, cellOutline, tracePath, mulberry32, cellNeighbours, resolveDrop, } from './JigsawLogic.js'; // ───────────────────────────────────────────────────────────────────────────── @@ -22,7 +24,8 @@ const WORLD_H = 2160; const BOARD = { x: (WORLD_W - BOARD_SIZE) / 2, y: (WORLD_H - BOARD_SIZE) / 2, size: BOARD_SIZE }; const MAX_ZOOM = 4; const MIN_ZOOM = 0.5; // zooms out far enough to see the entire field at once -const SNAP_FRAC = 0.42; // snap radius as a fraction of the cell size +const SNAP_FRAC = 0.42; // snap radius (×cell) — used for both locking a piece + // into the board AND joining two pieces on the table const GRAB_FRAC = 0.65; // grab radius (×cell): covers the piece body incl. most knobs function offsetOutline(o, ox, oy) { @@ -54,6 +57,10 @@ export default class JigsawGame extends Phaser.Scene { this._pt = new Phaser.Math.Vector2(); } + init(data) { + this.gameDef = data?.game ?? { slug: 'jigsaw', name: 'Jigsaw' }; + } + create() { this.artwork = []; this.imageIndex = 0; @@ -96,9 +103,24 @@ export default class JigsawGame extends Phaser.Scene { worldOnly(this.boardPanel); worldOnly(this.boardFrame); worldOnly(this.refImage); - worldOnly(this.ghost); screenOnly(this.hud); screenOnly(this.menu); + screenOnly(this.ddPanel); + + // ── Site soundtrack ──────────────────────────────────────────────────── + // The shared default soundtrack (data/music.json, preloaded in PreloadScene); + // getGameSoundtrack() transparently resolves a per-game override if one is + // ever added for the 'jigsaw' slug. The music HUD (skip/mute buttons + + // track name) is shared MusicPlayer UI: pin it to the fixed HUD camera + // (it must not follow the panning world camera) and above the top bar so + // the bar's translucent fill doesn't dim it. + try { + const { tracks, volume } = getGameSoundtrack(this); + if (tracks.length) { + this.music = new MusicPlayer(this, tracks, volume); + for (const o of this.music._objs) screenOnly(o).setDepth(9100); + } + } catch (_) { /* music is optional */ } this.state = 'menu'; } @@ -214,26 +236,77 @@ export default class JigsawGame extends Phaser.Scene { }).setOrigin(0.5, 0.5); this.hud.add(this.stats); - const B = (label, x, w, onClick, o = {}) => this.mkButton(this.hud, label, x, HUD_H / 2, w, 54, onClick, o); - this.btnMenu = B('Menu', 1845, 118, () => this.toMenu()); - this.btnHome = B('⌂', 1735, 54, () => this.resetView(), { fontSize: 24 }); - this.btnZoomIn = B('+', 1665, 54, () => this.zoomStep(1.2), { fontSize: 26 }); - this.btnZoomOut= B('-', 1595, 54, () => this.zoomStep(1 / 1.2), { fontSize: 26 }); - this.btnHint = B('Hint', 1490, 84, () => this.toggleHint(), { fontSize: 22 }); - this.btnNew = B('New', 1365, 96, () => this.restart(), { fontSize: 22 }); - this.btnHint.setActive(true); + // The top bar keeps a single "Menu ▾" button: a dropdown that holds all + // the other actions (Reset view, Zoom in/out, Hint, New puzzle, Main menu). + // It sits left of the top-right corner, which the site's shared music HUD + // (skip/mute + track name, see create()) reserves. + this.btnMenu = this.mkButton(this.hud, 'Menu ▾', 1480, HUD_H / 2, 150, 54, () => this.toggleMenu()); + this.buildMenuPanel(); this.hudVisible = () => this.hud.visible; this.setHUDForState('menu'); } + // ── Menu dropdown (screen space, under the top-bar trigger) ──────────────── + // Container sits at (0,0) like the HUD so buttonHit() can use absolute + // coordinates for its rows. Toggled by btnMenu; dismissed by any outside + // click (handled in onTableDown) or by state changes (setHUDForState). + buildMenuPanel() { + const X0 = 1315, X1 = 1555; // right edge aligns with the trigger + const W = X1 - X0, cx = (X0 + X1) / 2; + const BH = 44, GAP = 8, PAD = 12, SEP = 26; + const top = HUD_H + 10; + const h = PAD + 5 * BH + 4 * GAP + SEP + BH + PAD; // 5 rows + separator + Main menu + const panel = this.add.container(0, 0).setDepth(9050); + panel.setVisible(false); + const bg = this.add.rectangle(cx, top + h / 2, W, h, 0x17130c, 0.98); + const frame = this.add.graphics(); + frame.lineStyle(2, COLORS.accent, 0.8).strokeRoundedRect(X0, top, W, h, 12); + panel.add([bg, frame]); + + const rowY = (i) => top + PAD + BH / 2 + i * (BH + GAP); + const row = (i, label, onClick) => this.mkButton(panel, label, cx, rowY(i), W - 24, BH, onClick, { fontSize: 20 }); + this.btnHome = row(0, '⌂ Reset view', () => { this.resetView(); this.closeMenu(); }); + this.btnZoomIn = row(1, '+ Zoom in', () => { this.zoomStep(1.2); this.closeMenu(); }); + this.btnZoomOut = row(2, '- Zoom out', () => { this.zoomStep(1 / 1.2); this.closeMenu(); }); + this.btnHint = row(3, 'Hint', () => this.toggleHint()); // stays open: it's a toggle + this.btnNew = row(4, 'New puzzle', () => { this.restart(); this.closeMenu(); }); + + const sepY = top + PAD + 5 * BH + 4 * GAP + SEP / 2; + panel.add(this.add.rectangle(cx, sepY, W - 36, 2, COLORS.accent, 0.5)); + this.btnMain = this.mkButton(panel, 'Main menu', cx, sepY + SEP / 2 + BH / 2, W - 24, BH, + () => { this.toMenu(); this.closeMenu(); }, { fontSize: 20 }); + + this.btnHint.setActive(this.hintOn); + this.ddPanel = panel; + this.ddOpen = false; + } + + toggleMenu() { + if (this.state !== 'playing' && this.state !== 'won') return; + playSound(this, SFX.EIGHTBIT_SELECT); + if (this.ddOpen) this.closeMenu(); else this.openMenu(); + } + + openMenu() { + if (this.ddOpen) return; + this.ddOpen = true; + this.btnHint.setActive(this.hintOn); // keep the toggle row in sync + this.ddPanel.setVisible(true); + this.btnMenu.setLabel('Menu ▴'); + } + + closeMenu() { + if (!this.ddPanel || !this.ddOpen) return; + this.ddOpen = false; + this.ddPanel.setVisible(false); + this.btnMenu.setLabel('Menu ▾'); + } + setHUDForState(state) { const playing = state === 'playing' || state === 'won'; - [this.btnMenu, this.btnHome, this.btnZoomIn, this.btnZoomOut, this.btnHint, this.btnNew].forEach((b) => { - const on = playing && (b !== this.btnNew || state === 'playing'); - b.visible = on; - if (b === this.btnNew && state === 'won') b.visible = true; - }); + this.btnMenu.visible = playing; + if (this.ddPanel) { this.ddOpen = false; this.ddPanel.setVisible(false); } // state changes collapse the dropdown this.diffBadge.visible = playing; this.stats.visible = playing; this.title.setVisible(true); @@ -445,12 +518,25 @@ export default class JigsawGame extends Phaser.Scene { const spots = this.scatterSpots(this.total); this.pieces.forEach((p, i) => { const s = spots[i] || { x: BOARD.x + BOARD.size / 2, y: BOARD.y + BOARD.size / 2 }; - p.img.setPosition(s.x, s.y); + this.setPiecePos(p, s.x, s.y); }); - // Ghost target shown while dragging (kept above pieces so it stays visible) - this.ghost = this.add.image(0, 0).setOrigin(0.5).setAlpha(0.22).setVisible(false).setDepth(9000); - if (this.hudCam) this.ghost.cameraFilter = this.hudCam.id; // world camera only + // ── Piece groups ───────────────────────────────────────────────────────── + // Each piece starts as a singleton group. When two grid-adjacent pieces are + // dropped within snap radius of their correct relative offset they merge + // into one group and from then on drag, drop and lock as a single piece. + // Invariant: every group member sits at `anchorPos + (member.home - anchor.home)` + // for any member `anchor` — i.e. the exact board-relative offset — so the + // knob geometry always meshes while a group moves. + this.groups = new Set(); + this.pieceGrid = []; + for (let r = 0; r < this.rows; r++) this.pieceGrid.push(new Array(this.cols)); + for (const p of this.pieces) { + const g = { pieces: [p] }; + p.group = g; + this.groups.add(g); + this.pieceGrid[p.r][p.c] = p; + } this.updateStats(); this.setState('playing'); @@ -620,7 +706,7 @@ export default class JigsawGame extends Phaser.Scene { let best = null, bestD = Infinity; for (const p of this.pieces) { if (p.placed) continue; - const d = Math.hypot(p.img.x - w.x, p.img.y - w.y); + const d = Math.hypot(p.pos.x - w.x, p.pos.y - w.y); if (d < thr && d < bestD) { bestD = d; best = p; } } return best; @@ -629,26 +715,32 @@ export default class JigsawGame extends Phaser.Scene { onTableDown(pointer) { if (this.state !== 'playing') return; const c = this.canvasPos(pointer); - if (this.buttonHit(c.x, c.y)) return; // let HUD buttons work + if (this.buttonHit(c.x, c.y)) return; // let HUD buttons (incl. dropdown rows) work + if (this.music && c.x > 1830 && c.y < 80) return; // site music HUD (top-right) — don't pan over it + if (this.ddOpen) { this.closeMenu(); return; } // outside click dismisses the dropdown const piece = this.nearestPiece(this.worldOf(pointer)); if (piece) { this.grabPiece(piece, pointer); return; } const cam = this.cameras.main; // empty table → pan this.panning = { cx: c.x, cy: c.y, camX: cam.scrollX, camY: cam.scrollY }; } + // Single source of truth for a piece's table position: `p.pos`, mirrored + // onto the sprite. resolveDrop() (JigsawLogic.js) reasons about `pos` only. + setPiecePos(p, x, y) { + p.pos = { x, y }; + p.img.setPosition(x, y); + } + grabPiece(piece, pointer) { const w = this.worldOf(pointer); + const group = piece.group; + // Lift the whole group above everything else so it reads as one lifted piece. this.zTop += 1; - piece.depth = this.zTop; - piece.img.setDepth(this.zTop); - this.dragging = { piece, offX: piece.img.x - w.x, offY: piece.img.y - w.y }; + for (const m of group.pieces) { m.depth = this.zTop; m.img.setDepth(this.zTop); } + this.dragging = { group, anchor: piece, offX: piece.pos.x - w.x, offY: piece.pos.y - w.y }; this.suppressNextButtonClick = true; - // Show the target ghost (brighter alpha preview of the home slot) on Easy only. - if (this.ghost && this.difficulty === 'easy') { - this.ghost.setTexture(piece.img.texture.key).setPosition(piece.home.x, piece.home.y).setVisible(true); - } else if (this.ghost) { - this.ghost.setVisible(false); - } + // Ghosts (brighter alpha preview of each member's home slot) on Easy only. + this.showGroupGhosts(group); playSound(this, SFX.UI_PICK); } @@ -656,8 +748,14 @@ export default class JigsawGame extends Phaser.Scene { const c = this.canvasPos(pointer); if (this.dragging) { const w = this.worldOf(pointer); - const { piece, offX, offY } = this.dragging; - piece.img.setPosition(w.x + offX, w.y + offY); + const { group, anchor, offX, offY } = this.dragging; + // Move the WHOLE group: every member keeps its exact home offset from the + // grabbed anchor, so the assembled shape rigidly translates and the knob + // geometry between members always meshes. + const bx = w.x + offX, by = w.y + offY; + for (const m of group.pieces) { + this.setPiecePos(m, bx + (m.home.x - anchor.home.x), by + (m.home.y - anchor.home.y)); + } return; } if (this.panning) { @@ -670,31 +768,83 @@ export default class JigsawGame extends Phaser.Scene { onPointerUp() { if (this.dragging) { - const { piece } = this.dragging; - this.ghost.setVisible(false); + const { group, anchor } = this.dragging; + this.hideGroupGhosts(group); this.dragging = null; - this.trySnap(piece); + this.handleDrop(group, anchor); } this.panning = null; this.time.delayedCall(0, () => { this.suppressNextButtonClick = false; }); } - trySnap(piece) { - const d = Math.hypot(piece.img.x - piece.home.x, piece.img.y - piece.home.y); - if (d < this.cell * SNAP_FRAC) { - piece.img.setPosition(piece.home.x, piece.home.y); - piece.placed = true; - this.placed += 1; - piece.img.setDepth(12); - this.nudge(piece.img); - playSound(this, this.placed === this.total ? SFX.VICTORY_SHORT : SFX.UI_PLACE); - this.updateStats(); - if (this.placed === this.total) this.onWin(); - } else { - // gentle settle - this.nudge(piece.img); - playSound(this, SFX.PIECE_CLICK); + // ── Drop resolution: lock onto the board, or join with table neighbours ─── + // The join/lock RULES live in resolveDrop() (JigsawLogic.js, unit-checked); + // this method only applies the decided positions and does scene bookkeeping. + handleDrop(group, anchor) { + const res = resolveDrop(this.jig, group, (r, c) => this.pieceGrid[r][c], this.cell * SNAP_FRAC); + for (const pl of res.placements) this.setPiecePos(pl.piece, pl.x, pl.y); + + if (res.outcome === 'locked') { + this.lockGroup(group); + return; } + if (res.outcome === 'joined') { + // Merge the absorbed groups into the dropped one (pieces keep their exact + // mesh positions; membership is the only scene-side state change). + for (const g of res.absorbedGroups) { + this.groups.delete(g); + for (const x of g.pieces) { + if (x.group === group) continue; + x.group = group; + group.pieces.push(x); + } + } + res.placements.forEach((pl) => this.nudge(pl.piece.img)); + playSound(this, SFX.UI_CHIME); + return; + } + // REST — the group just settles where it was dropped. + this.nudge(anchor.img); + playSound(this, SFX.PIECE_CLICK); + } + + // Lock the group onto the board (positions already applied by handleDrop) and + // retire it from the table. `placed` advances by the group size. + lockGroup(group) { + const locked = []; + for (const m of group.pieces) { + if (m.placed) continue; + m.placed = true; + m.img.setDepth(12); + locked.push(m); + } + this.groups.delete(group); + this.placed += locked.length; + locked.forEach((m) => this.nudge(m.img)); + playSound(this, this.placed === this.total ? SFX.VICTORY_SHORT : SFX.UI_PLACE); + this.updateStats(); + if (this.placed === this.total) this.onWin(); + } + + // ── Home-slot ghosts (Easy only) ─────────────────────────────────────────── + // Faint preview of a piece's home slot, shown while its group is dragged. + // Created lazily per piece so a group of N pieces shows N ghosts. + ghostFor(p) { + if (!p.ghost) { + const g = this.add.image(0, 0, p.key).setOrigin(0.5).setAlpha(0.22).setDepth(9000); + if (this.hudCam) g.cameraFilter = this.hudCam.id; // world camera only + p.ghost = g; + } + return p.ghost; + } + + showGroupGhosts(group) { + if (this.difficulty !== 'easy') return; // keep the hint to Easy, as before + for (const m of group.pieces) this.ghostFor(m).setPosition(m.home.x, m.home.y).setVisible(true); + } + + hideGroupGhosts(group) { + for (const m of group.pieces) if (m.ghost) m.ghost.setVisible(false); } nudge(obj) { @@ -838,15 +988,17 @@ export default class JigsawGame extends Phaser.Scene { teardownPlay() { this.teardownWin(); this.dragging = null; this.panning = null; - if (this.ghost) { this.ghost.destroy(); this.ghost = null; } if (this.boardPanel) this.boardPanel.destroy(); if (this.boardFrame) this.boardFrame.destroy(); if (this.refImage) this.refImage.destroy(); (this.pieces || []).forEach((p) => { p.img.destroy(); + if (p.ghost) p.ghost.destroy(); if (this.textures.exists(p.key)) this.textures.remove(p.key); }); this.pieces = []; + this.groups = new Set(); + this.pieceGrid = []; if (this.previewImg) { this.previewImg.destroy(); this.previewImg = null; } if (this.thumbBorder) { this.thumbBorder.destroy(); this.thumbBorder = null; } if (this.textures.exists('jigsaw-thumb')) this.textures.remove('jigsaw-thumb'); @@ -854,8 +1006,8 @@ export default class JigsawGame extends Phaser.Scene { } setBoardVisible(v) { - [this.boardPanel, this.boardFrame, this.refImage, this.ghost].forEach((o) => o && o.setVisible(v)); - (this.pieces || []).forEach((p) => p.img.setVisible(v)); + [this.boardPanel, this.boardFrame, this.refImage].forEach((o) => o && o.setVisible(v)); + (this.pieces || []).forEach((p) => { p.img.setVisible(v); if (p.ghost) p.ghost.setVisible(false); }); } // ── Loop ─────────────────────────────────────────────────────────────────── diff --git a/src/games/jigsaw/JigsawLogic.js b/src/games/jigsaw/JigsawLogic.js index 7813697..f5eb3eb 100644 --- a/src/games/jigsaw/JigsawLogic.js +++ b/src/games/jigsaw/JigsawLogic.js @@ -112,6 +112,102 @@ export function cellEdgeSpec(jig, r, c) { return out; } +// The 4-neighbour cells of (r,c) inside the grid. By construction every such +// pair shares an internal edge, and both pieces trace the *same* shared curve +// for it — so these are exactly the pieces that mesh with (r,c) when placed in +// their correct board slots. That is the legal set of pieces that may join +// (r,c) anywhere on the table; no other pair can ever fit together. +export function cellNeighbours(jig, r, c) { + const { cols, rows } = jig; + const out = []; + if (c > 0) out.push([r, c - 1]); + if (c < cols - 1) out.push([r, c + 1]); + if (r > 0) out.push([r - 1, c]); + if (r < rows - 1) out.push([r + 1, c]); + return out; +} + +// ── Table assembly: joining pieces & locking groups (pure, Phaser-free) ───── +// Model the scene feeds in (plain data only — the math never touches Phaser): +// piece: { r, c, home:{x,y}, pos:{x,y}, placed, group } +// group: { pieces: [...] } (piece.group points back) +// cellAt(r, c) -> piece|null (the grid lookup) +// +// Group invariant: every member of a group sits at `anchor.pos + (member.home - +// anchor.home)` for any member `anchor` — i.e. the exact board-relative offset +// — so members always mesh while the group moves. resolveDrop preserves it. +// +// resolveDrop decides what happens when `group` (all members unplaced) is +// released on the table, using the same snap radius for both outcomes: +// 1. BOARD LOCK — if any member is within `snapR` of its home slot, the +// whole group locks onto the board. Only grid-adjacent pieces can share a +// group, and grid-adjacent pieces mesh exactly on the board, so the group +// always lands as a correctly assembled block (every member is then +// aligned too, by the invariant). +// 2. JOIN — otherwise, any unplaced grid-neighbour of any member sitting +// within `snapR` of its correct relative position is absorbed together +// with its WHOLE group; repeated to a fixpoint so a chain of correctly +// placed pieces latches on in a single drop. Non-adjacent pieces can +// never join, no matter where they sit — they wouldn't mesh on the board. +// 3. REST — otherwise the group just rests where it was dropped. +// +// Pure: no mutation. Returns { outcome, placements, absorbedGroups } where +// placements are the target positions the caller must apply and absorbedGroups +// are the (other) groups that merged into `group`. +export function resolveDrop(jig, group, cellAt, snapR) { + // 1) Board lock takes precedence: any member aligned ⇒ the group is placed. + for (const m of group.pieces) { + if (Math.hypot(m.pos.x - m.home.x, m.pos.y - m.home.y) < snapR) { + return { + outcome: 'locked', + placements: group.pieces.map((m) => ({ piece: m, x: m.home.x, y: m.home.y })), + absorbedGroups: [], + }; + } + } + + // 2) Join: absorb unplaced grid-neighbours at their correct relative spot. + // `frame` is the group's consistent position frame: the dropped group is + // already home-exact, and every absorbed piece is snapped INTO the frame, + // so a chain that latches on ends up fully consistent (invariant holds). + const frame = new Map(); + for (const m of group.pieces) frame.set(m, m.pos); + const members = [...group.pieces]; // working set — `group` is not mutated + const inGroup = new Set(members); + const placements = []; + const absorbedGroups = new Set(); + let changed = true; + while (changed) { + changed = false; + for (const m of [...members]) { + for (const [nr, nc] of cellNeighbours(jig, m.r, m.c)) { + const q = cellAt(nr, nc); + if (!q || q.placed || inGroup.has(q)) continue; + // Where q belongs in the assembled group relative to m's frame position. + const fm = frame.get(m); + const ex = fm.x + (q.home.x - m.home.x); + const ey = fm.y + (q.home.y - m.home.y); + if (Math.hypot(q.pos.x - ex, q.pos.y - ey) >= snapR) continue; + absorbedGroups.add(q.group); + for (const x of q.group.pieces) { + if (inGroup.has(x)) continue; + // Snap x into the frame (offsets from q are exact). + const px = ex + (x.home.x - q.home.x); + const py = ey + (x.home.y - q.home.y); + frame.set(x, { x: px, y: py }); + placements.push({ piece: x, x: px, y: py }); + members.push(x); + inGroup.add(x); + } + changed = true; + } + } + } + + if (!placements.length) return { outcome: 'rested', placements: [], absorbedGroups: [] }; + return { outcome: 'joined', placements, absorbedGroups: [...absorbedGroups].filter((g) => g !== group) }; +} + const lerp = (a, b, t) => ({ x: a.x + (b.x - a.x) * t, y: a.y + (b.y - a.y) * t }); // Path commands for one edge, assuming the current point is `p0`. diff --git a/tools/verifyJigsaw.js b/tools/verifyJigsaw.js new file mode 100644 index 0000000..38c4a88 --- /dev/null +++ b/tools/verifyJigsaw.js @@ -0,0 +1,354 @@ +// Headless verification for Jigsaw. +// node tools/verifyJigsaw.js +// Exits non-zero on any failure. +// +// 1. Grid model: seeded determinism, neighbour bounds/symmetry, tab/blank +// complementarity on every internal edge. +// 2. FIT guarantee: for every internal edge of every difficulty, the two +// adjacent pieces trace the *same* shared curve — adjacent pieces physically +// mesh when placed in their correct slots. This is the property the +// table-join rule ("pieces may only join if they fit on the board") relies +// on, so it is checked for ALL grids. +// 3. Table assembly (the production resolveDrop): only grid-adjacent pieces +// join, whole groups are absorbed, fixpoint chains, the rigid-drag +// invariant, board lock (and its precedence over join), and win counting. + +import { + DIFFICULTIES, DIFFICULTY_ORDER, + makeJigsaw, cellEdgeSpec, cellNeighbours, edgeFragment, resolveDrop, +} from '../src/games/jigsaw/JigsawLogic.js'; + +let failures = 0; +function check(ok, msg) { + if (!ok) { failures++; console.error(` ✗ ${msg}`); } + return ok; +} +const approx = (a, b, eps = 1e-9) => Math.abs(a - b) <= eps; + +// ── 1. Grid model ──────────────────────────────────────────────────────────── +console.log('Grid model:'); +{ + const a = makeJigsaw(6, 5, 1234), b = makeJigsaw(6, 5, 1234), c = makeJigsaw(6, 5, 4321); + check(JSON.stringify(a.H) === JSON.stringify(b.H) && JSON.stringify(a.V) === JSON.stringify(b.V), + 'same seed must give the same knob layout'); + check(JSON.stringify(a.H) !== JSON.stringify(c.H) || JSON.stringify(a.V) !== JSON.stringify(c.V), + 'different seeds should give different layouts'); + + const jig = makeJigsaw(5, 5, 7); + const inB = (r, cc) => r >= 0 && r < 5 && cc >= 0 && cc < 5; + let allInRange = true, symmetric = true; + for (let r = 0; r < 5; r++) for (let cc = 0; cc < 5; cc++) { + for (const [nr, nc] of cellNeighbours(jig, r, cc)) { + if (!inB(nr, nc)) allInRange = false; + if (!cellNeighbours(jig, nr, nc).some(([pr, pc]) => pr === r && pc === cc)) symmetric = false; + } + } + check(allInRange, 'neighbours never leave the grid'); + check(symmetric, 'neighbourhood is symmetric'); + check(cellNeighbours(jig, 0, 0).length === 2, 'corner piece has 2 neighbours'); + check(cellNeighbours(jig, 0, 2).length === 3, 'edge piece has 3 neighbours'); + check(cellNeighbours(jig, 2, 2).length === 4, 'interior piece has 4 neighbours'); + + // Every internal edge is a tab on exactly one side, blank on the other, and + // both sides agree on which way the shared curve bulges. + let complement = true; + for (let r = 0; r < 5; r++) for (let cc = 0; cc < 4; cc++) { + const aL = cellEdgeSpec(jig, r, cc).right, bL = cellEdgeSpec(jig, r, cc + 1).left; + if (!(aL.kind !== bL.kind && aL.normal.x === bL.normal.x && aL.normal.y === bL.normal.y)) complement = false; + } + for (let r = 0; r < 4; r++) for (let cc = 0; cc < 5; cc++) { + const aL = cellEdgeSpec(jig, r, cc).bottom, bL = cellEdgeSpec(jig, r + 1, cc).top; + if (!(aL.kind !== bL.kind && aL.normal.x === bL.normal.x && aL.normal.y === bL.normal.y)) complement = false; + } + check(complement, 'every internal edge: tab/blank pair with a common curve side'); + console.log(' ok'); +} + +// ── 2. Fit guarantee: adjacent pieces trace the identical shared curve ─────── +console.log('Fit guarantee (adjacent pieces mesh on the board):'); +{ + const sample = (p0, p1, edge, n = 128) => { + const pts = []; + let cur = { x: p0.x, y: p0.y }; + for (const c of edgeFragment(p0, p1, edge)) { + for (let i = 1; i <= n; i++) { + const t = i / n; + let x, y; + if (c.t === 'line') { x = cur.x + (c.x - cur.x) * t; y = cur.y + (c.y - cur.y) * t; } + else { + const m = 1 - t; + x = m * m * m * cur.x + 3 * m * m * t * c.c1.x + 3 * m * t * t * c.c2.x + t * t * t * c.x; + y = m * m * m * cur.y + 3 * m * m * t * c.c1.y + 3 * m * t * t * c.c2.y + t * t * t * c.y; + } + pts.push({ x, y }); + } + cur = { x: c.x, y: c.y }; + } + return pts; + }; + // Max distance from every sample of curve A to the closest sample of B (both + // ways). Identical curves → near zero (sampling gap only). + const maxGap = (A, B) => Math.max( + ...A.map((p) => Math.min(...B.map((q) => Math.hypot(p.x - q.x, p.y - q.y)))), + ...B.map((p) => Math.min(...A.map((q) => Math.hypot(p.x - q.x, p.y - q.y)))) + ); + + let edgesChecked = 0, ok = true, worst = 0; + const W = 100, H = 100; + for (const key of DIFFICULTY_ORDER) { + const { cols, rows } = DIFFICULTIES[key]; + const jig = makeJigsaw(cols, rows, 42); + for (let r = 0; r < rows; r++) for (let c = 0; c < cols - 1; c++) { + // Vertical internal edge between (r,c) [left] and (r,c+1) [right]. + const xA = c * W, yA = r * H; + const p0A = { x: xA + W, y: yA }, p1A = { x: xA + W, y: yA + H }; + const p0B = { x: xA + W, y: yA + H }, p1B = { x: xA + W, y: yA }; + const A = sample(p0A, p1A, cellEdgeSpec(jig, r, c).right); + const B = sample(p0B, p1B, cellEdgeSpec(jig, r, c + 1).left); + const gap = maxGap(A, B); + edgesChecked++; worst = Math.max(worst, gap); + if (gap > 2.5) ok = false; + } + for (let r = 0; r < rows - 1; r++) for (let c = 0; c < cols; c++) { + // Horizontal internal edge between (r,c) [top] and (r+1,c) [bottom]. + const xA = c * W, yA = r * H; + const p0A = { x: xA + W, y: yA + H }, p1A = { x: xA, y: yA + H }; + const p0B = { x: xA, y: yA + H }, p1B = { x: xA + W, y: yA + H }; + const A = sample(p0A, p1A, cellEdgeSpec(jig, r, c).bottom); + const B = sample(p0B, p1B, cellEdgeSpec(jig, r + 1, c).top); + const gap = maxGap(A, B); + edgesChecked++; worst = Math.max(worst, gap); + if (gap > 2.5) ok = false; + } + } + check(ok, `all ${edgesChecked} internal edges on all difficulties mesh exactly (worst gap ${worst.toFixed(3)}px)`); + console.log(` ok — ${edgesChecked} internal edges checked, worst deviation ${worst.toFixed(4)}px`); +} + +// ── 3. Table assembly (production resolveDrop) ─────────────────────────────── +console.log('Table assembly (piece joining / group lock):'); +{ + const SNAP = 0.42; // same SNAP_FRAC as the scene + const boardOrigin = { x: 1000, y: 1000 }; + const cell = 100; + + function makeBoard(cols = 5, rows = 5, seed = 7) { + const jig = makeJigsaw(cols, rows, seed); + const pieces = []; + const grid = []; + for (let r = 0; r < rows; r++) grid.push(new Array(cols)); + let i = 0; + for (let r = 0; r < rows; r++) for (let c = 0; c < cols; c++, i++) { + const p = { + r, c, + home: { x: boardOrigin.x + (c + 0.5) * cell, y: boardOrigin.y + (r + 0.5) * cell }, + // Scattered on the table, well clear of the board and of each other. + pos: { x: 50 + i * 140, y: 5000 + (i % 6) * 120 }, + placed: false, group: null, + }; + const g = { pieces: [p] }; + p.group = g; + pieces.push(p); + grid[r][c] = p; + } + return { + jig, pieces, grid, + groups: new Set(pieces.map((p) => p.group)), + placed: 0, total: pieces.length, + cellAt: (r, c) => (r >= 0 && r < rows && c >= 0 && c < cols) ? grid[r][c] : null, + }; + } + const at = (bd, r, c) => bd.grid[r][c]; + + // Mirror of JigsawGame.handleDrop: apply the decided positions, then do the + // (sound/nudge-free) scene bookkeeping. + function handleDrop(bd, group, anchor) { + const res = resolveDrop(bd.jig, group, bd.cellAt, cell * SNAP); + for (const pl of res.placements) pl.piece.pos = { x: pl.x, y: pl.y }; + if (res.outcome === 'locked') { + const locked = group.pieces.filter((m) => !m.placed); + locked.forEach((m) => { m.placed = true; }); + bd.groups.delete(group); + bd.placed += locked.length; + } else if (res.outcome === 'joined') { + for (const g of res.absorbedGroups) { + bd.groups.delete(g); + for (const x of g.pieces) { if (x.group === group) continue; x.group = group; group.pieces.push(x); } + } + } + return res; + } + // Mirror of JigsawGame.onPointerMove: rigid group drag around the anchor. + function dragGroup(bd, group, anchor, to) { + for (const m of group.pieces) m.pos = { x: to.x + (m.home.x - anchor.home.x), y: to.y + (m.home.y - anchor.home.y) }; + } + const invariantHolds = (group) => group.pieces.every((m) => group.pieces.every((a) => + approx(m.pos.x, a.pos.x + m.home.x - a.home.x) && approx(m.pos.y, a.pos.y + m.home.y - a.home.y))); + + // 3a. resolveDrop is pure: no mutation before the scene applies the result. + { + const bd = makeBoard(); + const A = at(bd, 0, 0), B = at(bd, 0, 1); + A.pos = { x: 200, y: 500 }; + B.pos = { x: A.pos.x + (B.home.x - A.home.x) + 20, y: A.pos.y + (B.home.y - A.home.y) - 15 }; + const g0 = [...A.group.pieces]; + const res = resolveDrop(bd.jig, A.group, bd.cellAt, cell * SNAP); + check(res.outcome === 'joined', '3a: adjacent pair within snap radius joins'); + check(res.placements.length === 1 && res.placements[0].piece === B, '3a: only the absorbed piece is placed'); + check(A.group.pieces.length === 1 && A.group.pieces[0] === A, '3a: group not mutated by resolveDrop'); + check(B.pos.x === 200 + (B.home.x - A.home.x) + 20, '3a: piece positions not mutated by resolveDrop'); + const m = res.placements[0]; + B.pos = { x: m.x, y: m.y }; // scene-side application + check(approx(B.pos.x, A.pos.x + (B.home.x - A.home.x)) && approx(B.pos.y, A.pos.y + (B.home.y - A.home.y)), + '3a: absorbed piece snaps to the exact mesh offset'); + } + + // 3b. Pieces that cannot both sit on the board never join — even when + // dropped dead-on their (hypothetical) meshing offset. + { + const bd = makeBoard(); + const A = at(bd, 0, 0), C = at(bd, 0, 2); + A.pos = { x: 300, y: 500 }; + C.pos = { x: A.pos.x + 2 * cell, y: A.pos.y }; // exact 2-cell offset, zero error + const res = handleDrop(bd, A.group, A); + check(res.outcome === 'rested', '3b: non-adjacent pieces never join (rests instead)'); + check(A.group.pieces.length === 1, '3b: group stays a singleton'); + } + { + const bd = makeBoard(); + const A = at(bd, 0, 0), D = at(bd, 1, 1); + A.pos = { x: 300, y: 500 }; + D.pos = { x: A.pos.x + cell * 0.7, y: A.pos.y + cell * 0.7 }; // sitting on top, diagonally + const res = handleDrop(bd, A.group, A); + check(res.outcome === 'rested', '3b: diagonal pieces never join even when overlapping'); + } + + // 3c. A chain of correctly placed pieces latches on in ONE drop (fixpoint). + { + const bd = makeBoard(); + const A = at(bd, 0, 0), B = at(bd, 0, 1), C = at(bd, 1, 1); // C neighbour of B only + A.pos = { x: 200, y: 500 }; + B.pos = { x: A.pos.x + (B.home.x - A.home.x) + 10, y: A.pos.y + (B.home.y - A.home.y) }; + C.pos = { x: B.pos.x + (C.home.x - B.home.x) - 8, y: B.pos.y + (C.home.y - B.home.y) }; + const res = handleDrop(bd, A.group, A); + check(res.outcome === 'joined', '3c: chain joins in one drop'); + check(B.group === A.group && C.group === A.group && A.group.pieces.length === 3, '3c: all three in one group'); + check(approx(B.pos.x, A.pos.x + (B.home.x - A.home.x)) && approx(C.pos.x, A.pos.x + (C.home.x - A.home.x)), + '3c: every member snaps to the exact mesh offset'); + check(invariantHolds(A.group), '3c: group invariant holds after join'); + } + + // 3d. A pre-joined group is absorbed WHOLE when a neighbour drops beside it. + { + const bd = makeBoard(); + const A = at(bd, 0, 0), B = at(bd, 0, 1), C = at(bd, 1, 1); + // First: join B+C on the table. + B.pos = { x: 400, y: 600 }; + C.pos = { x: B.pos.x + (C.home.x - B.home.x) + 5, y: B.pos.y + (C.home.y - B.home.y) }; + const r1 = handleDrop(bd, B.group, B); + check(r1.outcome === 'joined' && B.group.pieces.length === 2, '3d: B+C joined first'); + // Then: drop A next to B → the whole B+C group comes along. + const Bg = B.group; + A.pos = { x: B.pos.x - (B.home.x - A.home.x) - 12, y: B.pos.y + 9 }; + const r2 = handleDrop(bd, A.group, A); + check(r2.outcome === 'joined', '3d: A dropped beside the pair joins it'); + check(B.group === A.group && A.group.pieces.length === 3, '3d: the whole pre-joined group was absorbed'); + check(invariantHolds(A.group), '3d: group invariant holds after whole-group absorption'); + check(bd.groups.has(A.group) && !bd.groups.has(Bg), '3d: group registry stays consistent'); + } + + // 3e. Groups drag rigidly: every member keeps its exact home offset. + { + const bd = makeBoard(); + const A = at(bd, 2, 2), B = at(bd, 2, 3), C = at(bd, 1, 2); + A.pos = { x: 250, y: 520 }; + B.pos = { x: A.pos.x + (B.home.x - A.home.x), y: A.pos.y + (B.home.y - A.home.y) }; + C.pos = { x: A.pos.x + (C.home.x - A.home.x), y: A.pos.y + (C.home.y - A.home.y) }; + handleDrop(bd, A.group, A); // B and C both within snap → 3-piece group + check(A.group.pieces.length === 3, '3e: three-piece group formed'); + dragGroup(bd, A.group, B, { x: 700, y: 900 }); // grab a non-first member + check(approx(A.pos.x, 700 + (A.home.x - B.home.x)) && approx(C.pos.y, 900 + (C.home.y - B.home.y)), + '3e: dragging any member moves the whole group rigidly'); + check(invariantHolds(A.group), '3e: invariant preserved by drag'); + } + + // 3f. Board lock: any member aligned ⇒ the whole group lands on the board. + { + const bd = makeBoard(); + const A = at(bd, 2, 2), B = at(bd, 2, 3); + A.pos = { x: 250, y: 520 }; + B.pos = { x: A.pos.x + (B.home.x - A.home.x), y: A.pos.y + (B.home.y - A.home.y) }; + handleDrop(bd, A.group, A); + check(A.group.pieces.length === 2, '3f: pair formed'); + // Drag the pair (grabbing B, the "far" member) so B lands within snap of home. + dragGroup(bd, A.group, B, { x: B.home.x - 14, y: B.home.y + 10 }); + const res = handleDrop(bd, A.group, B); + check(res.outcome === 'locked', '3f: group locks when aligned with the board'); + check(approx(A.pos.x, A.home.x) && approx(B.pos.x, B.home.x) && approx(B.pos.y, B.home.y), + '3f: every member lands exactly on its home slot'); + check(A.placed && B.placed && bd.placed === 2, '3f: both members count as placed'); + check(!bd.groups.has(A.group), '3f: locked group retired from the table'); + } + + // 3g. Lock takes precedence over join. + { + const bd = makeBoard(); + const A = at(bd, 2, 2), B = at(bd, 2, 3), D = at(bd, 3, 2); + A.pos = { x: 250, y: 520 }; + B.pos = { x: A.pos.x + (B.home.x - A.home.x), y: A.pos.y + (B.home.y - A.home.y) }; + handleDrop(bd, A.group, A); + // D sits exactly where it would mesh under A (joinable)… + D.pos = { x: A.pos.x + (D.home.x - A.home.x), y: A.pos.y + (D.home.y - A.home.y) }; + // …but the A+B pair is also aligned with the board. + dragGroup(bd, A.group, A, { x: A.home.x + 8, y: A.home.y - 6 }); + const res = handleDrop(bd, A.group, A); + check(res.outcome === 'locked', '3g: board lock wins over a possible join'); + check(D.group.pieces.length === 1 && !D.placed, '3g: the joinable piece was NOT absorbed'); + check(approx(A.pos.x, A.home.x) && approx(B.pos.x, B.home.x), '3g: group landed on the board'); + } + + // 3h. Outside the snap radius: nothing joins, positions untouched. + { + const bd = makeBoard(); + const A = at(bd, 1, 1), B = at(bd, 1, 2); + A.pos = { x: 300, y: 500 }; + B.pos = { x: A.pos.x + (B.home.x - A.home.x) + 60, y: A.pos.y }; // 60 > 42 snap + const Bdrop = { ...B.pos }; // where the drop LEFT it + const res = handleDrop(bd, A.group, A); + check(res.outcome === 'rested', '3h: beyond snap radius the drop rests'); + check(approx(B.pos.x, Bdrop.x) && approx(B.pos.y, Bdrop.y), '3h: unjoined piece keeps its dropped position'); + } + + // 3i. Placed pieces are ignored by joining. + { + const bd = makeBoard(); + const A = at(bd, 1, 1), B = at(bd, 1, 2), D = at(bd, 2, 1); + D.pos = { x: D.home.x, y: D.home.y }; D.placed = true; // already on the board + A.pos = { x: 300, y: 500 }; + B.pos = { x: A.pos.x + (B.home.x - A.home.x) + 4, y: A.pos.y + (B.home.y - A.home.y) }; + const res = handleDrop(bd, A.group, A); + check(res.outcome === 'joined' && A.group.pieces.length === 2, '3i: unplaced neighbour still joins'); + check(!A.group.pieces.includes(D) && D.placed, '3i: placed piece is never absorbed'); + } + + // 3j. Win bookkeeping: locking the final pieces reaches the total. + { + const bd = makeBoard(2, 1, 11); // 2 pieces, one internal edge + const A = at(bd, 0, 0), B = at(bd, 0, 1); + A.pos = { x: 200, y: 500 }; + B.pos = { x: A.pos.x + (B.home.x - A.home.x) + 6, y: A.pos.y + (B.home.y - A.home.y) }; + handleDrop(bd, A.group, A); + check(A.group.pieces.length === 2, '3j: pair formed'); + dragGroup(bd, A.group, A, { x: A.home.x, y: A.home.y }); + const res = handleDrop(bd, A.group, A); + check(res.outcome === 'locked' && bd.placed === bd.total, '3j: locking the pair completes the board'); + } + + console.log(' ok'); +} + +if (failures) { + console.error(`\nFAILED: ${failures} check(s).`); + process.exit(1); +} +console.log('\nAll Jigsaw checks passed.');