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@ -0,0 +1,5 @@
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|||
# Agent notes
|
||||
|
||||
## Git
|
||||
- **The user makes their own commits.** Leave changes in the working tree; do not
|
||||
run `git commit` (or `git push`) unless explicitly asked.
|
||||
|
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@ -88,7 +88,7 @@ menu categories:
|
|||
| **Tabletop** | 21 | Backgammon, Chess, Checkers, Go, Othello, Settlers of Catan, Ticket to Ride, Risk, Monopoly, Blokus, Labyrinth, Mahjong, Stratego, Battleship, Mastermind, Connect 4, Forbidden Island, Azul, Chinese Checkers, Mexican Train, Parchisi |
|
||||
| **Cards** | 18 | Cribbage, Gin Rummy, Rummikub, Canasta, Hearts, Uno, Phase 10, Skip-Bo, Go Fish, Old Maid, Nerts, Dominion, Splendor, Freecell, Solitaire Tour, Spire Climb, Zahtzee, Farkle |
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||||
| **Casino** | 9 | Blackjack, Texas Hold 'Em, Baccarat, Pai Gow Poker, Video Poker, Craps, Roulette, Bingo, Slot Machines |
|
||||
| **Word** | 15 | Wordle Race, Scrabble, Boggle, Ghost, Word Ladder, Word Search, Hangman, Spelling Bee, Sudoku, Mini Crossword, Tectonic, Bookwork, Kiitos, Tri-Ominoes, Jumble |
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||||
| **Word** | 15 | Wordle Race, Scrabble, Boggle, Ghost, Word Ladder, Word Search, Hangman, Spelling Bee, Sudoku, Mini Crossword, Tectonic, Bookworm, Kiitos, Tri-Ominoes, Jumble |
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||||
| **Logic & Puzzle** | 14 | 2048, Rush Hour, Hexsweeper, Jell-o Monsters, Shift, Mahjong Match, Jewel Quest, Zuma, Bejeweled Blitz, Mini Motorways, Dot Link, Katamino, Genius Square, Block Fighter |
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||||
| **Arcade, Console & PC** | 2 | Colorado Defense, Star Control |
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@ -0,0 +1,83 @@
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|||
<!doctype html>
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<html><head><meta charset="utf-8">
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<script type="importmap">{"imports":{"phaser":"/phaser.esm.js"}}</script>
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||||
<style>html,body{margin:0;background:#111}canvas{display:block}</style>
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</head><body>
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||||
<div id="log"></div>
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<script type="module">
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||||
import * as Phaser from 'phaser';
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import JigsawGame from './src/games/jigsaw/JigsawGame.js';
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||||
const log = (m) => { document.getElementById('log').textContent += m + '\n'; console.log('[t]', m); };
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let failures = 0;
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||||
const check = (ok, msg) => { if (!ok) { failures++; log('FAIL: ' + msg); } else log('ok: ' + msg); };
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||||
const wait = (ms) => new Promise((r) => setTimeout(r, ms));
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||||
|
||||
const ART = [
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{ name: 'Alien World', path: 'assets/images/shift/alien-world.png' },
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{ name: 'Aquaroom', path: 'assets/images/shift/aquaroom.png' },
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||||
{ name: 'Aztec Warrior', path: 'assets/images/shift/aztec-warrior.png' },
|
||||
{ name: 'Cat On Tiger', path: 'assets/images/shift/cat-on-tiger.png' },
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||||
{ name: 'Cockpit', path: 'assets/images/shift/cockpit.png' },
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||||
];
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||||
|
||||
const config = {
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||||
type: Phaser.AUTO,
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||||
width: 1920, height: 1080,
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||||
parent: document.body,
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||||
backgroundColor: '#000',
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||||
scene: [ { key: 'boot', create() {
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||||
this.cache.json.add('shift-artwork', { artwork: ART });
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||||
this.cache.json.add('music', { tracks: [] });
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this.scene.start('jigsaw-game');
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} }, JigsawGame ],
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};
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||||
const game = new Phaser.Game(config);
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||||
const s = () => game.scene.getScene('jigsaw-game');
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||||
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||||
(async () => {
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for (let i = 0; i < 400 && !s(); i++) await wait(50); // boot → jigsaw start is async
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||||
if (!s()) throw new Error('jigsaw scene never started');
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||||
for (let i = 0; i < 400 && !s().menu; i++) await wait(50);
|
||||
check(!!s().menu, 'menu built');
|
||||
|
||||
// Menu is back to the original shape (random-start button reverted).
|
||||
check(s().randomStartButton === undefined, 'randomStartButton is gone (menu as before)');
|
||||
|
||||
// The initial image is random but always a valid artwork entry, and the
|
||||
// preview shown in the menu matches it.
|
||||
const n = s().artwork.length;
|
||||
const i = s().imageIndex;
|
||||
check(Number.isInteger(i) && i >= 0 && i < n, `initial imageIndex ${i} is a valid index (0..${n - 1})`);
|
||||
check(!!ART.find((a) => a.name === s().currentImage().name), 'initial currentImage() is a known artwork entry');
|
||||
|
||||
// Preview must be built for the initial image (async image load).
|
||||
for (let k = 0; k < 200 && !s().previewImg; k++) await wait(25);
|
||||
check(!!s().previewImg, 'initial preview image is displayed');
|
||||
check(s().thumbName && s().thumbName.text === s().currentImage().name, `thumb name matches initial image (${s().currentImage().name})`);
|
||||
|
||||
// Start Puzzle must still start the initial (random) image.
|
||||
s().selectedDiff = 'easy';
|
||||
s().startPuzzle();
|
||||
let playing = false;
|
||||
for (let k = 0; k < 400 && !playing; k++) { playing = s().state === 'playing'; await wait(25); }
|
||||
check(playing, 'Start Puzzle reaches playing state');
|
||||
check(s().pieces.length === 25, '25 pieces built');
|
||||
check(s().imageName === ART[i].name, `playing image matches the initial pick (${ART[i].name})`);
|
||||
|
||||
// The original 🎲 Random button still randomises the preview in the menu.
|
||||
s().toMenu();
|
||||
const before = s().imageIndex;
|
||||
const seen = new Set([before]);
|
||||
for (let k = 0; k < 10; k++) { s().randomImage(); seen.add(s().imageIndex); await wait(10); }
|
||||
check(seen.size >= 2, '🎲 Random button still changes the selected image');
|
||||
|
||||
document.__initIndex = i;
|
||||
log(failures === 0 ? 'ALL PASS' : failures + ' FAILURES');
|
||||
document.title = failures === 0 ? 'PASS' : 'FAIL:' + failures;
|
||||
})().catch((e) => {
|
||||
log('ERROR: ' + ((e && e.stack) || e));
|
||||
document.title = 'FAIL:error';
|
||||
});
|
||||
</script>
|
||||
</body></html>
|
||||
|
|
@ -0,0 +1,62 @@
|
|||
<!doctype html>
|
||||
<html><head><meta charset="utf-8">
|
||||
<script type="importmap">{"imports":{"phaser":"/phaser.esm.js"}}</script>
|
||||
<style>html,body{margin:0;background:#111}canvas{display:block}</style>
|
||||
</head><body>
|
||||
<div id="log"></div>
|
||||
<script type="module">
|
||||
import * as Phaser from 'phaser';
|
||||
import JigsawGame from './src/games/jigsaw/JigsawGame.js';
|
||||
|
||||
const log = (m) => { const el = document.getElementById('log'); el.textContent += m + '\n'; console.log('[harness]', m); };
|
||||
|
||||
const config = {
|
||||
type: Phaser.WEBGL,
|
||||
width: 1920, height: 1080,
|
||||
parent: document.body,
|
||||
backgroundColor: '#000',
|
||||
scene: [ { key:'boot', create(){
|
||||
// Provide the artwork cache so loadArtwork() has a real list.
|
||||
this.cache.json.add('shift-artwork', { artwork: [ { name:'Alien World', path:'assets/images/shift/alien-world.png' } ] });
|
||||
this.cache.json.add('music', { tracks: [] });
|
||||
this.scene.start('jigsaw-game');
|
||||
} }, JigsawGame ],
|
||||
};
|
||||
const game = new Phaser.Game(config);
|
||||
window.__game = game;
|
||||
|
||||
// Helpers exposed for the driver.
|
||||
window.__log = log;
|
||||
window.__scene = () => game.scene.getScene('jigsaw-game');
|
||||
window.__worldToScreen = (wx, wy) => {
|
||||
const cam = window.__scene().cameras.main;
|
||||
return { x: (wx - cam.scrollX) * cam.zoom + cam.x, y: (wy - cam.scrollY) * cam.zoom + cam.y };
|
||||
};
|
||||
window.__pieceAt = (i) => { const s = window.__scene(); const p = s.pieces[i]; return { i, x:p.img.x, y:p.img.y, placed:p.placed, groupLeader: p.group===p, depth:p.img.depth, hasInput: !!(p.img.input&&p.img.input.enabled) }; };
|
||||
window.__pieces = () => window.__scene().pieces.map((p,i)=>({i, x:Math.round(p.img.x), y:Math.round(p.img.y), placed:p.placed, depth:p.img.depth}));
|
||||
window.__startPuzzle = () => { const s = window.__scene(); s.selectedDiff='easy'; s.startPuzzle(); };
|
||||
window.__grabAndDrop = async (pieceIdx, toWorld, steps=12, holdMs=40) => {
|
||||
const s = window.__scene();
|
||||
const p = s.pieces[pieceIdx];
|
||||
const from = { x: p.img.x, y: p.img.y };
|
||||
// mousedown at from
|
||||
const f2s = window.__worldToScreen(from.x, from.y);
|
||||
await __mouseDown(f2s.x, f2s.y);
|
||||
await new Promise(r=>setTimeout(r,holdMs));
|
||||
for (let k=1;k<=steps;k++){
|
||||
const x = from.x + (toWorld.x-from.x)*k/steps, y = from.y + (toWorld.y-from.y)*k/steps;
|
||||
const c = window.__worldToScreen(x,y);
|
||||
await __mouseMove(c.x,c.y);
|
||||
await new Promise(r=>setTimeout(r,8));
|
||||
}
|
||||
await __mouseUp();
|
||||
return { from, to:{x:p.img.x,y:p.img.y}, moved: Math.hypot(p.img.x-from.x,p.img.y-from.y) };
|
||||
};
|
||||
// Low-level mouse dispatch in canvas (client) coordinates.
|
||||
window.__mouseDown = (cx,cy) => { const el=game.canvas; el.dispatchEvent(new MouseEvent('mousedown',{clientX:cx,clientY:cy,bubbles:true,button:0})); };
|
||||
window.__mouseMove = (cx,cy) => { const el=game.canvas; el.dispatchEvent(new MouseEvent('mousemove',{clientX:cx,clientY:cy,bubbles:true})); };
|
||||
window.__mouseUp = (cx=0,cy=0) => { const el=game.canvas; el.dispatchEvent(new MouseEvent('mouseup',{clientX:cx,clientY:cy,bubbles:true,button:0})); };
|
||||
|
||||
log('harness ready');
|
||||
</script>
|
||||
</body></html>
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 2.5 MiB After Width: | Height: | Size: 2.3 MiB |
Binary file not shown.
Binary file not shown.
|
Before Width: | Height: | Size: 339 KiB After Width: | Height: | Size: 341 KiB |
|
|
@ -1,5 +1,18 @@
|
|||
{
|
||||
"playerBaseHp": 100,
|
||||
"steer": {
|
||||
"wordBoostK": 1.0,
|
||||
"classThreshold": 2,
|
||||
"classDamp": 0.35,
|
||||
"classBoost": 1.8,
|
||||
"vowelBand": [0.30, 0.45]
|
||||
},
|
||||
"specialTiles": {
|
||||
"startLevel": 1,
|
||||
"endLevel": 10,
|
||||
"start": { "gold": 0.10, "diamond": 0.06 },
|
||||
"end": { "gold": 0.03, "diamond": 0.02 }
|
||||
},
|
||||
"milestones": [
|
||||
{ "afterLevel": 5, "maxHpBonus": 10, "unlock": "potion" },
|
||||
{ "afterLevel": 10, "maxHpBonus": 10 },
|
||||
|
|
|
|||
|
|
@ -1,13 +1,13 @@
|
|||
{
|
||||
"default": "back-0",
|
||||
"cardBacks": [
|
||||
{ "id": "back-0", "name": "Card Back 1", "key": "cardbacks", "spriteIndex": 0, "fallbackColor": "#1a3a6b" },
|
||||
{ "id": "back-1", "name": "Card Back 2", "key": "cardbacks", "spriteIndex": 1, "fallbackColor": "#1a3a6b" },
|
||||
{ "id": "back-2", "name": "Card Back 3", "key": "cardbacks", "spriteIndex": 2, "fallbackColor": "#1a3a6b" },
|
||||
{ "id": "back-3", "name": "Card Back 4", "key": "cardbacks", "spriteIndex": 3, "fallbackColor": "#1a3a6b" },
|
||||
{ "id": "back-4", "name": "Card Back 5", "key": "cardbacks", "spriteIndex": 4, "fallbackColor": "#1a3a6b" },
|
||||
{ "id": "back-5", "name": "Card Back 6", "key": "cardbacks", "spriteIndex": 5, "fallbackColor": "#1a3a6b" },
|
||||
{ "id": "back-6", "name": "Card Back 7", "key": "cardbacks", "spriteIndex": 6, "fallbackColor": "#1a3a6b" },
|
||||
{ "id": "back-7", "name": "Card Back 8", "key": "cardbacks", "spriteIndex": 7, "fallbackColor": "#1a3a6b" }
|
||||
{ "id": "back-0", "name": "Cthulhu", "key": "cardbacks", "spriteIndex": 0, "fallbackColor": "#1a3a6b" },
|
||||
{ "id": "back-1", "name": "Cyberpunk", "key": "cardbacks", "spriteIndex": 1, "fallbackColor": "#1a3a6b" },
|
||||
{ "id": "back-2", "name": "Nautical", "key": "cardbacks", "spriteIndex": 2, "fallbackColor": "#1a3a6b" },
|
||||
{ "id": "back-3", "name": "Steampunk", "key": "cardbacks", "spriteIndex": 3, "fallbackColor": "#1a3a6b" },
|
||||
{ "id": "back-4", "name": "Jungle", "key": "cardbacks", "spriteIndex": 4, "fallbackColor": "#1a3a6b" },
|
||||
{ "id": "back-5", "name": "Hi Tech", "key": "cardbacks", "spriteIndex": 5, "fallbackColor": "#1a3a6b" },
|
||||
{ "id": "back-6", "name": "Fall Mountain", "key": "cardbacks", "spriteIndex": 6, "fallbackColor": "#1a3a6b" },
|
||||
{ "id": "back-7", "name": "Neon Miami", "key": "cardbacks", "spriteIndex": 7, "fallbackColor": "#1a3a6b" }
|
||||
]
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,62 @@
|
|||
{
|
||||
"name": "fertig-classic-games",
|
||||
"version": "0.1.0",
|
||||
"lockfileVersion": 3,
|
||||
"requires": true,
|
||||
"packages": {
|
||||
"": {
|
||||
"name": "fertig-classic-games",
|
||||
"version": "0.1.0",
|
||||
"devDependencies": {
|
||||
"playwright": "^1.62.1"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=20"
|
||||
}
|
||||
},
|
||||
"node_modules/fsevents": {
|
||||
"version": "2.3.2",
|
||||
"resolved": "https://registry.npmjs.org/fsevents/-/fsevents-2.3.2.tgz",
|
||||
"integrity": "sha512-xiqMQR4xAeHTuB9uWm+fFRcIOgKBMiOBP+eXiyT7jsgVCq1bkVygt00oASowB7EdtpOHaaPgKt812P9ab+DDKA==",
|
||||
"dev": true,
|
||||
"hasInstallScript": true,
|
||||
"optional": true,
|
||||
"os": [
|
||||
"darwin"
|
||||
],
|
||||
"engines": {
|
||||
"node": "^8.16.0 || ^10.6.0 || >=11.0.0"
|
||||
}
|
||||
},
|
||||
"node_modules/playwright": {
|
||||
"version": "1.62.1",
|
||||
"resolved": "https://registry.npmjs.org/playwright/-/playwright-1.62.1.tgz",
|
||||
"integrity": "sha512-0M+L3LAD8/nm554LOla9Ayx0j0tmFZ0FBcoQ7F1VuVHpM/XpiC8RcDzBQB8W5+hA8L22THxELzeF+2WcUzvcLg==",
|
||||
"dev": true,
|
||||
"dependencies": {
|
||||
"playwright-core": "1.62.1"
|
||||
},
|
||||
"bin": {
|
||||
"playwright": "cli.js"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=20"
|
||||
},
|
||||
"optionalDependencies": {
|
||||
"fsevents": "2.3.2"
|
||||
}
|
||||
},
|
||||
"node_modules/playwright-core": {
|
||||
"version": "1.62.1",
|
||||
"resolved": "https://registry.npmjs.org/playwright-core/-/playwright-core-1.62.1.tgz",
|
||||
"integrity": "sha512-wPYSwEBJY9GHraISXqyqtx0na0LpO3XEX7jNDhntbex7tzUS7kLnZsOlFruFJB4Hi/rhDMjXGqHewDZ68nYZVw==",
|
||||
"dev": true,
|
||||
"bin": {
|
||||
"playwright-core": "cli.js"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=20"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -9,5 +9,8 @@
|
|||
},
|
||||
"engines": {
|
||||
"node": ">=20"
|
||||
},
|
||||
"devDependencies": {
|
||||
"playwright": "^1.62.1"
|
||||
}
|
||||
}
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load Diff
|
|
@ -99,7 +99,7 @@ registerGame({ slug: 'ginrummy', name: 'Gin Rummy', category: 'cards', cardGame:
|
|||
registerGame({ slug: 'risk', name: 'Risk', category: 'tabletop', minPlayers: 2, maxPlayers: 6, minOpponents: 1, maxOpponents: 5, defaultOpponents: 3, hasTutorial: true, iconFrame: 54, defaultPlayfield: 'combat' });
|
||||
registerGame({ slug: 'geniussquare', name: 'Genius Square', category: 'logic', minPlayers: 1, maxPlayers: 2, minOpponents: 1, maxOpponents: 1, iconFrame: 70 });
|
||||
registerGame({ slug: 'katamino', name: 'Katamino', category: 'logic', minPlayers: 1, maxPlayers: 1, minOpponents: 0, maxOpponents: 0, iconFrame: 71 });
|
||||
registerGame({ slug: 'bookwork', name: 'Bookwork', category: 'word', minPlayers: 1, maxPlayers: 1, minOpponents: 0, maxOpponents: 0, iconFrame: 72 });
|
||||
registerGame({ slug: 'bookwork', name: 'Bookworm', category: 'word', minPlayers: 1, maxPlayers: 1, minOpponents: 0, maxOpponents: 0, iconFrame: 72 });
|
||||
registerGame({ slug: 'paigow', name: 'Pai Gow Poker', category: 'casino', cardGame: true, minPlayers: 1, maxPlayers: 5, minOpponents: 0, maxOpponents: 4, defaultOpponents: 4, iconFrame: 73 });
|
||||
registerGame({ slug: 'spireclimb', name: 'Spire Climb', category: 'cards', cardGame: true, minPlayers: 1, maxPlayers: 1, minOpponents: 0, maxOpponents: 0, hasTutorial: true, iconFrame: 74 });
|
||||
registerGame({ slug: 'azul', name: 'Azul', category: 'tabletop', minPlayers: 2, maxPlayers: 4, minOpponents: 1, maxOpponents: 3, defaultOpponents: 3, hasTutorial: true, iconFrame: 75, defaultPlayfield: 'cherry' });
|
||||
|
|
@ -123,3 +123,4 @@ registerGame({ slug: 'mastervega', name: 'Master of Vega', category: 'arcade-con
|
|||
registerGame({ slug: 'wolfenstein', name: 'Wolfenstein 3D', category: 'arcade-console-pc', minPlayers: 1, maxPlayers: 1, minOpponents: 0, maxOpponents: 0, iconFrame: 93 });
|
||||
registerGame({ slug: 'pipepuzzle', name: 'Pipe Puzzle', category: 'logic', minPlayers: 1, maxPlayers: 1, minOpponents: 0, maxOpponents: 0, hasTutorial: true, iconFrame: 94 });
|
||||
registerGame({ slug: 'tents', name: 'Tents & Trees', category: 'logic', minPlayers: 1, maxPlayers: 1, minOpponents: 0, maxOpponents: 0, iconFrame: 95 });
|
||||
registerGame({ slug: 'jigsaw', name: 'Jigsaw', category: 'logic', minPlayers: 1, maxPlayers: 1, minOpponents: 0, maxOpponents: 0, iconFrame: 96 });
|
||||
|
|
|
|||
|
|
@ -9,9 +9,10 @@ import {
|
|||
GRID_SIZE, makeGrid, getAdjacent, isAdjacent,
|
||||
wordFromCells, computeDamage, computeSelfDamage,
|
||||
clearAndRefill, dropSpecialTile, countPoisonTiles,
|
||||
computeMaxHp, isPotionUnlocked,
|
||||
computeMaxHp, isPotionUnlocked, specialTileChances,
|
||||
} from './BookworkLogic.js';
|
||||
import { getAttackDamage, getSpecialTile } from './BookworkAI.js';
|
||||
import { makeSteeredGrid, refillSteered, parseWordList } from './BookworkSteering.js';
|
||||
|
||||
const CELL = 96;
|
||||
const GRID_W = CELL * GRID_SIZE;
|
||||
|
|
@ -39,7 +40,7 @@ export default class BookworkGame extends Phaser.Scene {
|
|||
constructor() { super('BookworkGame'); }
|
||||
|
||||
init(data) {
|
||||
this.gameDef = data.game ?? { slug: 'bookwork', name: 'Bookwork' };
|
||||
this.gameDef = data.game ?? { slug: 'bookwork', name: 'Bookworm' };
|
||||
this.config = { playerBaseHp: 100, milestones: [], levels: [] };
|
||||
this.bank = [];
|
||||
this.roster = [];
|
||||
|
|
@ -56,6 +57,9 @@ export default class BookworkGame extends Phaser.Scene {
|
|||
this.bgTex = null;
|
||||
// Battle state
|
||||
this.grid = null;
|
||||
this.wordSet = null; // steering dictionary (ENABLE words 3–15); null → unsteered
|
||||
this.steerOpts = {};
|
||||
this.specialSpawn = { goldChance: 0.03, diamondChance: 0.02 };
|
||||
this.tileObjs = null;
|
||||
this.selection = [];
|
||||
this.selGraphics = null;
|
||||
|
|
@ -85,8 +89,16 @@ export default class BookworkGame extends Phaser.Scene {
|
|||
|
||||
const raw = this.cache.json.get('bookwork');
|
||||
if (raw) this.config = raw;
|
||||
this.steerOpts = this.config.steer ?? {};
|
||||
this.bank = (this.config.levels ?? []).slice().sort((a, b) => a.level - b.level);
|
||||
|
||||
// Load the steering dictionary (same ENABLE list the word validator uses).
|
||||
// Non-fatal: if it fails, boards fall back to plain weighted-random.
|
||||
try {
|
||||
const res = await fetch('data/wordlists/enable1.txt');
|
||||
if (res.ok) this.wordSet = parseWordList(await res.text());
|
||||
} catch (_) { this.wordSet = null; }
|
||||
|
||||
try {
|
||||
const res = await fetch('data/opponents.json');
|
||||
const json = await res.json();
|
||||
|
|
@ -279,7 +291,7 @@ export default class BookworkGame extends Phaser.Scene {
|
|||
this.clearLayer();
|
||||
const cx = GAME_WIDTH / 2;
|
||||
|
||||
const title = this.add.text(cx, 84, 'BOOKWORK', {
|
||||
const title = this.add.text(cx, 84, 'BOOKWORM', {
|
||||
fontFamily: 'Righteous', fontSize: '64px', color: COLORS.goldHex,
|
||||
}).setOrigin(0.5);
|
||||
const sub = this.add.text(cx, 138, 'Spell words from the letter grid to battle your way through 20 opponents.', {
|
||||
|
|
@ -514,6 +526,7 @@ export default class BookworkGame extends Phaser.Scene {
|
|||
this.level = level;
|
||||
this.levelDef = lv;
|
||||
this.opponent = this.opponentFor(lv);
|
||||
this.specialSpawn = specialTileChances(level, this.config.specialTiles ?? {});
|
||||
this.clearLayer();
|
||||
|
||||
this.playerMaxHp = computeMaxHp(this.config, this.levelsCompleted);
|
||||
|
|
@ -523,7 +536,7 @@ export default class BookworkGame extends Phaser.Scene {
|
|||
this.potionUnlocked = isPotionUnlocked(this.config, this.levelsCompleted);
|
||||
this.potionUsed = false;
|
||||
this.turnPhase = 'player';
|
||||
this.grid = makeGrid();
|
||||
this.grid = this.wordSet ? makeSteeredGrid(Math.random, this.wordSet, this.steerOpts) : makeGrid();
|
||||
this.selection = [];
|
||||
|
||||
this.drawBattleUI();
|
||||
|
|
@ -832,7 +845,9 @@ export default class BookworkGame extends Phaser.Scene {
|
|||
}
|
||||
|
||||
// Refill grid
|
||||
this.grid = clearAndRefill(this.grid, cells);
|
||||
this.grid = this.wordSet
|
||||
? refillSteered(this.grid, cells, Math.random, this.wordSet, { ...this.steerOpts, ...this.specialSpawn })
|
||||
: clearAndRefill(this.grid, cells, Math.random, this.specialSpawn);
|
||||
await this.animateRefill(cells);
|
||||
this.redrawAllTiles();
|
||||
|
||||
|
|
|
|||
|
|
@ -1,7 +1,7 @@
|
|||
export const GRID_SIZE = 5;
|
||||
|
||||
// Weighted letter pool tuned for playability (vowel-rich, rare letters suppressed)
|
||||
const LETTER_WEIGHTS = {
|
||||
export const LETTER_WEIGHTS = {
|
||||
A:9, B:2, C:3, D:4, E:13, F:2, G:2, H:3, I:8, J:1, K:2,
|
||||
L:4, M:3, N:6, O:7, P:2, R:6, S:5, T:7, U:4, V:2, W:2,
|
||||
X:1, Y:3, Z:1,
|
||||
|
|
@ -16,6 +16,29 @@ export function randomLetter(rng = Math.random) {
|
|||
return LETTER_POOL[Math.floor(rng() * LETTER_POOL.length)];
|
||||
}
|
||||
|
||||
// Default spawn chances for multiplier tiles on refills (late-game floor).
|
||||
export const SPECIAL_TILE_CHANCES = { gold: 0.03, diamond: 0.02 };
|
||||
|
||||
// Level schedule for multiplier-tile spawn chances. Interpolates linearly
|
||||
// from cfg.start at cfg.startLevel down to cfg.end at cfg.endLevel, then
|
||||
// holds cfg.end. Returns { goldChance, diamondChance }.
|
||||
// cfg = { startLevel: 1, endLevel: 10,
|
||||
// start: { gold: 0.10, diamond: 0.06 },
|
||||
// end: { gold: 0.03, diamond: 0.02 } }
|
||||
export function specialTileChances(level, cfg = {}) {
|
||||
const start = cfg.start ?? SPECIAL_TILE_CHANCES;
|
||||
const end = cfg.end ?? SPECIAL_TILE_CHANCES;
|
||||
const from = cfg.startLevel ?? 1;
|
||||
const to = cfg.endLevel ?? from;
|
||||
const t = to > from ? Math.max(0, Math.min(1, (level - from) / (to - from))) : 0;
|
||||
if (t <= 0) return { goldChance: start.gold, diamondChance: start.diamond };
|
||||
if (t >= 1) return { goldChance: end.gold, diamondChance: end.diamond };
|
||||
return {
|
||||
goldChance: start.gold + (end.gold - start.gold) * t,
|
||||
diamondChance: start.diamond + (end.diamond - start.diamond) * t,
|
||||
};
|
||||
}
|
||||
|
||||
export function makeGrid(rng = Math.random) {
|
||||
const grid = [];
|
||||
for (let r = 0; r < GRID_SIZE; r++) {
|
||||
|
|
@ -69,9 +92,12 @@ export function computeSelfDamage(cells, grid) {
|
|||
return cells.filter(({ r, c }) => grid[r][c].type === 'fire').length * 5;
|
||||
}
|
||||
|
||||
// Cascade tiles down in each column, fill top with new random tiles
|
||||
export function clearAndRefill(grid, usedCells, rng = Math.random) {
|
||||
// Cascade tiles down in each column, fill top with new random tiles.
|
||||
// opts may override spawn chances: { goldChance, diamondChance }.
|
||||
export function clearAndRefill(grid, usedCells, rng = Math.random, opts = {}) {
|
||||
const used = new Set(usedCells.map(({ r, c }) => `${r},${c}`));
|
||||
const goldChance = opts.goldChance ?? SPECIAL_TILE_CHANCES.gold;
|
||||
const diamondChance = opts.diamondChance ?? SPECIAL_TILE_CHANCES.diamond;
|
||||
const next = grid.map((row) => row.map((cell) => ({ ...cell })));
|
||||
|
||||
for (let c = 0; c < GRID_SIZE; c++) {
|
||||
|
|
@ -82,8 +108,8 @@ export function clearAndRefill(grid, usedCells, rng = Math.random) {
|
|||
}
|
||||
// Fill remainder with new normal tiles
|
||||
while (survive.length < GRID_SIZE) {
|
||||
const gold = rng() < 0.03;
|
||||
const diamond = !gold && rng() < 0.02;
|
||||
const gold = rng() < goldChance;
|
||||
const diamond = !gold && rng() < diamondChance;
|
||||
const type = gold ? 'gold' : diamond ? 'diamond' : 'normal';
|
||||
survive.push({ letter: randomLetter(rng), type });
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,204 @@
|
|||
// BookworkSteering.js — context-aware letter placement for Bookworm
|
||||
//
|
||||
// The base engine (BookworkLogic.js) draws every letter independently from a
|
||||
// weighted pool. That works, but it occasionally produces "dead" boards (no
|
||||
// 3+ letter word findable) and vowel/consonant clumps, and those clumps
|
||||
// persist through refills.
|
||||
//
|
||||
// This module layers a steering policy on the SAME pool: when a letter is
|
||||
// chosen for a specific cell, each candidate's weight is adjusted by:
|
||||
// 1. class steering — damp the class (vowel/consonant) already
|
||||
// over-represented among the cell's filled neighbours
|
||||
// 2. vowel band — keep the board-wide vowel share inside a target band
|
||||
// 3. word boost — boost letters that complete real 3-letter words given
|
||||
// the letters already placed around this cell
|
||||
//
|
||||
// Design notes:
|
||||
// • Sampling, never argmax — boards stay varied and the injected-rng
|
||||
// testability of BookworkLogic is preserved.
|
||||
// • No full words are pre-placed. Steering only biases a single letter by
|
||||
// what is already on the board, so the "word-friendly" property is
|
||||
// re-established inductively after every refill — the board stays good
|
||||
// as the game is played, not just at deal time.
|
||||
// • With `wordSet` null every helper degrades to the plain weighted pool.
|
||||
|
||||
import { GRID_SIZE, LETTER_WEIGHTS, randomLetter, SPECIAL_TILE_CHANCES, getAdjacent, isAdjacent } from './BookworkLogic.js';
|
||||
|
||||
const VOWELS = new Set(['A', 'E', 'I', 'O', 'U']);
|
||||
|
||||
export const DEFAULT_STEER = {
|
||||
wordBoostK: 1.0, // weight multiplier per word completed: w *= (1 + K * count)
|
||||
classThreshold: 2, // neighbour class imbalance (|vowels - consonants|) that triggers steering
|
||||
classDamp: 0.35, // multiplier applied to the over-represented class
|
||||
classBoost: 1.8, // multiplier applied to the under-represented class
|
||||
vowelBand: [0.30, 0.45], // target band for board-wide vowel share
|
||||
bandMinFilled: 10, // only apply the vowel band once this many cells are filled
|
||||
};
|
||||
|
||||
// Parse an ENABLE-style word list into a Set of A-Z words within [minLen, maxLen].
|
||||
// 3–15 matches the /words/scrabble/validate dictionary (ENABLE, 2–15 letters)
|
||||
// and the game's minimum playable word length.
|
||||
export function parseWordList(text, minLen = 3, maxLen = 15) {
|
||||
const set = new Set();
|
||||
for (const raw of text.split('\n')) {
|
||||
const w = raw.trim().toUpperCase();
|
||||
if (w.length >= minLen && w.length <= maxLen && /^[A-Z]+$/.test(w)) set.add(w);
|
||||
}
|
||||
return set;
|
||||
}
|
||||
|
||||
// Context-adjusted weight for every candidate letter at grid[r][c].
|
||||
// `grid` may contain unfilled cells ({letter: null}) — they are ignored.
|
||||
export function letterWeights(grid, r, c, wordSet = null, opts = {}) {
|
||||
const o = { ...DEFAULT_STEER, ...opts };
|
||||
|
||||
// ── class steering: neighbour balance ───────────────────────────────
|
||||
let v = 0, k = 0;
|
||||
for (const nb of getAdjacent(r, c)) {
|
||||
const l = grid[nb.r][nb.c]?.letter;
|
||||
if (!l) continue;
|
||||
if (VOWELS.has(l)) v++; else k++;
|
||||
}
|
||||
let vowelMult = 1, consonantMult = 1;
|
||||
if (o.classSteer !== false) {
|
||||
if (v >= k + o.classThreshold) { vowelMult = o.classDamp; consonantMult = o.classBoost; }
|
||||
else if (k >= v + o.classThreshold) { consonantMult = o.classDamp; vowelMult = o.classBoost; }
|
||||
}
|
||||
|
||||
// ── vowel band: board-wide share ────────────────────────────────────
|
||||
if (o.vowelBand) {
|
||||
let filled = 0, vTotal = 0;
|
||||
for (let rr = 0; rr < GRID_SIZE; rr++) {
|
||||
for (let cc = 0; cc < GRID_SIZE; cc++) {
|
||||
if (rr === r && cc === c) continue;
|
||||
const l = grid[rr][cc]?.letter;
|
||||
if (!l) continue;
|
||||
filled++;
|
||||
if (VOWELS.has(l)) vTotal++;
|
||||
}
|
||||
}
|
||||
if (filled >= o.bandMinFilled) {
|
||||
const share = vTotal / filled;
|
||||
if (share > o.vowelBand[1]) { vowelMult *= o.classDamp; consonantMult *= o.classBoost; }
|
||||
else if (share < o.vowelBand[0]) { consonantMult *= o.classDamp; vowelMult *= o.classBoost; }
|
||||
}
|
||||
}
|
||||
|
||||
// ── word boost: 3-letter words completed through this cell ─────────
|
||||
// For candidate L, count real words of the forms a-L-b (a,b filled
|
||||
// neighbours), L-a-b and a-b-L (a,b filled neighbours, b adjacent a).
|
||||
let counts = null;
|
||||
if (wordSet && o.wordBoostK > 0) {
|
||||
const N = [];
|
||||
for (const nb of getAdjacent(r, c)) {
|
||||
const l = grid[nb.r][nb.c]?.letter;
|
||||
if (l) N.push({ l, r: nb.r, c: nb.c });
|
||||
}
|
||||
if (N.length >= 2) {
|
||||
counts = new Array(26).fill(0);
|
||||
for (let li = 0; li < 26; li++) {
|
||||
const L = String.fromCharCode(65 + li);
|
||||
if (!LETTER_WEIGHTS[L]) continue;
|
||||
const seen = new Set();
|
||||
for (const a of N) {
|
||||
for (const b of N) {
|
||||
if (a === b) continue;
|
||||
const ab = isAdjacent(a, b);
|
||||
const w1 = a.l + L + b.l;
|
||||
if (wordSet.has(w1) && !seen.has(w1)) { seen.add(w1); counts[li]++; }
|
||||
if (ab) {
|
||||
const w2 = L + a.l + b.l;
|
||||
if (wordSet.has(w2) && !seen.has(w2)) { seen.add(w2); counts[li]++; }
|
||||
const w3 = a.l + b.l + L;
|
||||
if (wordSet.has(w3) && !seen.has(w3)) { seen.add(w3); counts[li]++; }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ── final weights ───────────────────────────────────────────────────
|
||||
const weights = new Array(26).fill(0);
|
||||
for (let li = 0; li < 26; li++) {
|
||||
const L = String.fromCharCode(65 + li);
|
||||
const base = LETTER_WEIGHTS[L];
|
||||
if (!base) continue;
|
||||
let w = base * (VOWELS.has(L) ? vowelMult : consonantMult);
|
||||
if (counts) w *= 1 + o.wordBoostK * counts[li];
|
||||
weights[li] = w;
|
||||
}
|
||||
return weights;
|
||||
}
|
||||
|
||||
// Sample a letter from a 26-entry weight array (A..Z).
|
||||
export function pickWeighted(weights, rng) {
|
||||
let total = 0;
|
||||
for (const w of weights) total += w;
|
||||
if (total <= 0) return String.fromCharCode(65 + Math.floor(rng() * 26));
|
||||
let x = rng() * total;
|
||||
for (let i = 0; i < 26; i++) {
|
||||
x -= weights[i];
|
||||
if (x <= 0) return String.fromCharCode(65 + i);
|
||||
}
|
||||
return 'Z';
|
||||
}
|
||||
|
||||
// Build a full 5×5 board with context steering (cells placed in random order,
|
||||
// each steered by the already-placed neighbours).
|
||||
export function makeSteeredGrid(rng = Math.random, wordSet = null, opts = {}) {
|
||||
const grid = Array.from({ length: GRID_SIZE }, () =>
|
||||
Array.from({ length: GRID_SIZE }, () => ({ letter: null, type: 'normal' })));
|
||||
if (!wordSet) {
|
||||
// Degrade to the plain weighted pool.
|
||||
for (const row of grid) for (const cell of row) cell.letter = randomLetter(rng);
|
||||
return grid;
|
||||
}
|
||||
const cells = [];
|
||||
for (let r = 0; r < GRID_SIZE; r++) for (let c = 0; c < GRID_SIZE; c++) cells.push({ r, c });
|
||||
for (let i = cells.length - 1; i > 0; i--) {
|
||||
const j = Math.floor(rng() * (i + 1));
|
||||
[cells[i], cells[j]] = [cells[j], cells[i]];
|
||||
}
|
||||
for (const { r, c } of cells) {
|
||||
grid[r][c].letter = pickWeighted(letterWeights(grid, r, c, wordSet, opts), rng);
|
||||
}
|
||||
return grid;
|
||||
}
|
||||
|
||||
// Same cascade semantics as BookworkLogic.clearAndRefill (survivors fall to
|
||||
// the bottom of each column, fresh tiles drop into the top rows), except the
|
||||
// fresh letters are chosen with context steering against the partially
|
||||
// rebuilt board. Fresh tiles land ABOVE their column's survivors, so this
|
||||
// also completes vertical word fragments the survivors left behind.
|
||||
export function refillSteered(grid, usedCells, rng = Math.random, wordSet = null, opts = {}) {
|
||||
const used = new Set(usedCells.map(({ r, c }) => `${r},${c}`));
|
||||
const next = grid.map((row) => row.map((cell) => ({ ...cell })));
|
||||
|
||||
// Pass 1: cascade survivors down each column; mark fresh slots as empty.
|
||||
const newRows = new Array(GRID_SIZE).fill(0);
|
||||
for (let c = 0; c < GRID_SIZE; c++) {
|
||||
const survive = [];
|
||||
for (let r = GRID_SIZE - 1; r >= 0; r--) {
|
||||
if (!used.has(`${r},${c}`)) survive.push({ ...next[r][c] });
|
||||
}
|
||||
newRows[c] = GRID_SIZE - survive.length;
|
||||
for (let i = 0; i < survive.length; i++) next[GRID_SIZE - 1 - i][c] = survive[i];
|
||||
for (let r = 0; r < newRows[c]; r++) next[r][c] = { letter: null, type: 'normal' };
|
||||
}
|
||||
|
||||
// Pass 2: place fresh tiles — per column bottom-up, left→right across
|
||||
// columns — so each new tile sees survivors + already-placed tiles.
|
||||
const goldChance = opts.goldChance ?? SPECIAL_TILE_CHANCES.gold;
|
||||
const diamondChance = opts.diamondChance ?? SPECIAL_TILE_CHANCES.diamond;
|
||||
for (let c = 0; c < GRID_SIZE; c++) {
|
||||
for (let r = newRows[c] - 1; r >= 0; r--) {
|
||||
const weights = wordSet ? letterWeights(next, r, c, wordSet, opts) : null;
|
||||
const letter = weights ? pickWeighted(weights, rng) : randomLetter(rng);
|
||||
const gold = rng() < goldChance;
|
||||
const diamond = !gold && rng() < diamondChance;
|
||||
next[r][c] = { letter, type: gold ? 'gold' : diamond ? 'diamond' : 'normal' };
|
||||
}
|
||||
}
|
||||
return next;
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
|
|
@ -0,0 +1,292 @@
|
|||
// Pure jigsaw-puzzle geometry + grid model. No Phaser/DOM dependencies so the
|
||||
// tab/blank math can be unit-checked in Node and reused verbatim by the scene.
|
||||
//
|
||||
// Model
|
||||
// -----
|
||||
// A cols×rows grid. Every internal edge between two cells carries exactly one
|
||||
// knob (a protruding "tab") that belongs to one of the two cells; the other
|
||||
// cell gets the matching "blank" (indent). Boundary edges are flat.
|
||||
//
|
||||
// H[r][c] ∈ {'L','R'} — the vertical boundary between (r,c) [left] and
|
||||
// (r,c+1) [right]. 'L' → left cell owns the tab.
|
||||
// V[r][c] ∈ {'U','D'} — the horizontal boundary between (r,c) [top] and
|
||||
// (r+1,c) [bottom]. 'U' → top cell owns the tab.
|
||||
//
|
||||
// Because both neighbours compute the SAME knob (same line segment, same side)
|
||||
// and merely traverse it in opposite directions, adjacent pieces mesh exactly.
|
||||
|
||||
export const DIFFICULTIES = {
|
||||
// Piece counts roughly double per tier. Square grids so the (square) source
|
||||
// image fills the board edge-to-edge with no letterboxing.
|
||||
easy: { key: 'easy', label: 'Easy', cols: 5, rows: 5 }, // 25
|
||||
medium: { key: 'medium', label: 'Medium', cols: 6, rows: 6 }, // 36
|
||||
hard: { key: 'hard', label: 'Hard', cols: 9, rows: 9 }, // 81
|
||||
legendary: { key: 'legendary', label: 'Legendary', cols: 12, rows: 12 }, // 144
|
||||
};
|
||||
|
||||
export const DIFFICULTY_ORDER = ['easy', 'medium', 'hard', 'legendary'];
|
||||
|
||||
// Knob shape as fractions of the edge length (see edgeFragment below).
|
||||
// neckFrac: how far in from each end the neck (narrow waist) sits.
|
||||
// ctrlFrac: how far the Bézier controls sit off the edge → peak ≈ 0.75*ctrlFrac.
|
||||
export const DEFAULT_KNOB = { neckFrac: 0.22, ctrlFrac: 0.30 };
|
||||
|
||||
// ── Seeded RNG (mulberry32) so a given seed always yields the same knob layout ──
|
||||
export function mulberry32(seed) {
|
||||
let a = seed >>> 0;
|
||||
return function rng() {
|
||||
a |= 0; a = (a + 0x6D2B79F5) | 0;
|
||||
let t = Math.imul(a ^ (a >>> 15), 1 | a);
|
||||
t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
|
||||
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
|
||||
};
|
||||
}
|
||||
|
||||
const rand = Math.random;
|
||||
|
||||
// Build the knob assignment for every internal edge.
|
||||
export function makeJigsaw(cols, rows, seed = null) {
|
||||
const g = seed == null ? rand : mulberry32(seed);
|
||||
const H = [];
|
||||
const V = [];
|
||||
for (let r = 0; r < rows; r++) {
|
||||
const row = [];
|
||||
for (let c = 0; c < cols - 1; c++) row.push(g() < 0.5 ? 'L' : 'R');
|
||||
H.push(row);
|
||||
}
|
||||
for (let r = 0; r < rows - 1; r++) {
|
||||
const row = [];
|
||||
for (let c = 0; c < cols; c++) row.push(g() < 0.5 ? 'U' : 'D');
|
||||
V.push(row);
|
||||
}
|
||||
return { cols, rows, H, V };
|
||||
}
|
||||
|
||||
// Per-cell edge spec. Each entry: { kind:'flat'|'tab'|'blank', normal:{x,y} }
|
||||
// `normal` is the direction the knob bulges (null for flat edges). This is the
|
||||
// side the shared curve lies on, so it is identical for both adjacent cells.
|
||||
export function cellEdgeSpec(jig, r, c) {
|
||||
const { cols, rows, H, V } = jig;
|
||||
const out = {};
|
||||
|
||||
// Top edge — boundary V[r-1][c] (this cell is the BOTTOM cell of that edge).
|
||||
if (r === 0) out.top = { kind: 'flat', normal: null };
|
||||
else {
|
||||
const owner = V[r - 1][c];
|
||||
const tab = owner === 'D'; // bottom cell owns the tab
|
||||
out.top = tab
|
||||
? { kind: 'tab', normal: { x: 0, y: -1 } }
|
||||
: { kind: 'blank', normal: { x: 0, y: 1 } };
|
||||
}
|
||||
|
||||
// Right edge — boundary H[r][c] (this cell is the LEFT cell of that edge).
|
||||
if (c === cols - 1) out.right = { kind: 'flat', normal: null };
|
||||
else {
|
||||
const owner = H[r][c];
|
||||
const tab = owner === 'L'; // left cell owns the tab
|
||||
out.right = tab
|
||||
? { kind: 'tab', normal: { x: 1, y: 0 } }
|
||||
: { kind: 'blank', normal: { x: -1, y: 0 } };
|
||||
}
|
||||
|
||||
// Bottom edge — boundary V[r][c] (this cell is the TOP cell of that edge).
|
||||
if (r === rows - 1) out.bottom = { kind: 'flat', normal: null };
|
||||
else {
|
||||
const owner = V[r][c];
|
||||
const tab = owner === 'U'; // top cell owns the tab
|
||||
out.bottom = tab
|
||||
? { kind: 'tab', normal: { x: 0, y: 1 } }
|
||||
: { kind: 'blank', normal: { x: 0, y: -1 } };
|
||||
}
|
||||
|
||||
// Left edge — boundary H[r][c-1] (this cell is the RIGHT cell of that edge).
|
||||
if (c === 0) out.left = { kind: 'flat', normal: null };
|
||||
else {
|
||||
const owner = H[r][c - 1];
|
||||
const tab = owner === 'R'; // right cell owns the tab
|
||||
out.left = tab
|
||||
? { kind: 'tab', normal: { x: -1, y: 0 } }
|
||||
: { kind: 'blank', normal: { x: 1, y: 0 } };
|
||||
}
|
||||
|
||||
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`.
|
||||
// Flat → a single line. Knob → line to the near neck, one cubic through the
|
||||
// bulb to the far neck, line to `p1`. The curve is direction-independent:
|
||||
// feeding the reversed (p0,p1) yields the same geometric curve (controls swap),
|
||||
// which is what makes neighbouring pieces mesh.
|
||||
export function edgeFragment(p0, p1, edge, knob = DEFAULT_KNOB) {
|
||||
if (!edge || edge.kind === 'flat') {
|
||||
return [{ t: 'line', x: p1.x, y: p1.y }];
|
||||
}
|
||||
const { neckFrac, ctrlFrac } = knob;
|
||||
const nA = lerp(p0, p1, neckFrac);
|
||||
const nB = lerp(p0, p1, 1 - neckFrac);
|
||||
const L = Math.hypot(p1.x - p0.x, p1.y - p0.y);
|
||||
const cA = { x: nA.x + edge.normal.x * ctrlFrac * L, y: nA.y + edge.normal.y * ctrlFrac * L };
|
||||
const cB = { x: nB.x + edge.normal.x * ctrlFrac * L, y: nB.y + edge.normal.y * ctrlFrac * L };
|
||||
return [
|
||||
{ t: 'line', x: nA.x, y: nA.y },
|
||||
{ t: 'bezier', c1: cA, c2: cB, x: nB.x, y: nB.y },
|
||||
{ t: 'line', x: p1.x, y: p1.y },
|
||||
];
|
||||
}
|
||||
|
||||
// Full clockwise outline of cell (r,c). `W`,`H` are the cell size in local
|
||||
// units; `ox`,`oy` the cell's top-left in local units. Returns
|
||||
// { start:{x,y}, cmds:[...] } where cmds are relative to `start`.
|
||||
export function cellOutline(jig, r, c, W, H, ox = 0, oy = 0, knob = DEFAULT_KNOB) {
|
||||
const x0 = ox + c * W;
|
||||
const y0 = oy + r * H;
|
||||
const TL = { x: x0, y: y0 };
|
||||
const TR = { x: x0 + W, y: y0 };
|
||||
const BR = { x: x0 + W, y: y0 + H };
|
||||
const BL = { x: x0, y: y0 + H };
|
||||
const spec = cellEdgeSpec(jig, r, c);
|
||||
|
||||
const cmds = [
|
||||
...edgeFragment(TL, TR, spec.top, knob),
|
||||
...edgeFragment(TR, BR, spec.right, knob),
|
||||
...edgeFragment(BR, BL, spec.bottom, knob),
|
||||
...edgeFragment(BL, TL, spec.left, knob),
|
||||
];
|
||||
return { start: TL, cmds };
|
||||
}
|
||||
|
||||
// Apply path commands to a 2D canvas context (builds the current path).
|
||||
export function tracePath(ctx, outline) {
|
||||
const { start, cmds } = outline;
|
||||
ctx.moveTo(start.x, start.y);
|
||||
for (const c of cmds) {
|
||||
if (c.t === 'line') ctx.lineTo(c.x, c.y);
|
||||
else ctx.bezierCurveTo(c.c1.x, c.c1.y, c.c2.x, c.c2.y, c.x, c.y);
|
||||
}
|
||||
ctx.closePath();
|
||||
}
|
||||
|
||||
// ── Scramble: assign each piece a start position in the "tray" region ─────────
|
||||
// tray = {x, y, w, h} rectangle (in the same local units as the board) where
|
||||
// pieces are scattered. Returns an array aligned to the piece index
|
||||
// (r*cols + c) of {x, y, rotation} (rotation in radians, optional).
|
||||
export function scramblePieces(jig, tray, seed = null, { spread = 0.9, rotation = false } = {}) {
|
||||
const g = seed == null ? rand : mulberry32(seed);
|
||||
const { cols, rows } = jig;
|
||||
const N = cols * rows;
|
||||
const placed = [];
|
||||
const margin = Math.max(tray.w, tray.h) * 0.06;
|
||||
const x0 = tray.x + margin, x1 = tray.x + tray.w - margin;
|
||||
const y0 = tray.y + margin, y1 = tray.y + tray.h - margin;
|
||||
for (let i = 0; i < N; i++) {
|
||||
// Rejection-sample a few tries so pieces don't pile in a single spot.
|
||||
let px = x0 + (x1 - x0) * (0.5 + (g() - 0.5) * spread);
|
||||
let py = y0 + (y1 - y0) * (0.5 + (g() - 0.5) * spread);
|
||||
let tries = 0;
|
||||
while (tries < 24 && placed.some((p) => Math.hypot(p.x - px, p.y - py) < Math.min(tray.w, tray.h) * 0.05)) {
|
||||
px = x0 + (x1 - x0) * g();
|
||||
py = y0 + (y1 - y0) * g();
|
||||
tries++;
|
||||
}
|
||||
placed.push({ x: px, y: py, rotation: rotation ? (g() - 0.5) * 0.6 : 0 });
|
||||
}
|
||||
return placed;
|
||||
}
|
||||
|
|
@ -81,7 +81,17 @@ export default class MahjongGame extends Phaser.Scene {
|
|||
const { tracks, volume } = getGameSoundtrack(this);
|
||||
if (tracks.length) new MusicPlayer(this, tracks, volume);
|
||||
} catch { /* optional */ }
|
||||
this.add.rectangle(GAME_WIDTH / 2, GAME_HEIGHT / 2, GAME_WIDTH, GAME_HEIGHT, FELT).setDepth(DEPTH.bg);
|
||||
// Backdrop: the playfield chosen on the opponent-select screen (image
|
||||
// texture, or the generated canvas texture for the "colored" playfields),
|
||||
// falling back to its flat color and finally to the classic deep green.
|
||||
const pf = this.playfield;
|
||||
if (pf?.key && this.textures.exists(pf.key)) {
|
||||
this.add.image(GAME_WIDTH / 2, GAME_HEIGHT / 2, pf.key)
|
||||
.setDisplaySize(GAME_WIDTH, GAME_HEIGHT).setDepth(DEPTH.bg);
|
||||
} else {
|
||||
const color = pf?.fallbackColor ? parseInt(pf.fallbackColor.replace('#', ''), 16) : FELT;
|
||||
this.add.rectangle(GAME_WIDTH / 2, GAME_HEIGHT / 2, GAME_WIDTH, GAME_HEIGHT, color).setDepth(DEPTH.bg);
|
||||
}
|
||||
|
||||
const names = [auth.user?.username ?? 'You'];
|
||||
const skills = { 0: 5 };
|
||||
|
|
@ -130,11 +140,16 @@ export default class MahjongGame extends Phaser.Scene {
|
|||
}
|
||||
|
||||
buildPortraits() {
|
||||
// Each portrait sits just to the left of its own tiles, at the vertical
|
||||
// centre of that area (rows/columns are all centred on their midpoints),
|
||||
// so it reads as belonging to that player without ever covering a tile.
|
||||
// Keep ~18-20px clearance: human hand left edge ≥ 391 (14 tiles), left
|
||||
// column left edge 133, right column left edge 1836, top row ≥ 616.
|
||||
const spots = [
|
||||
{ x: 90, y: 870, r: 46 }, // human — bottom left
|
||||
{ x: 1830, y: 170, r: 40 }, // seat 1 — right
|
||||
{ x: 560, y: 95, r: 40 }, // seat 2 — top
|
||||
{ x: 90, y: 310, r: 40 }, // seat 3 — left
|
||||
{ x: 325, y: 975, r: 46 }, // human — left of the bottom hand row
|
||||
{ x: 1778, y: 580, r: 40 }, // seat 1 — left of the right column
|
||||
{ x: 558, y: 70, r: 40 }, // seat 2 — left of the top row
|
||||
{ x: 75, y: 580, r: 40 }, // seat 3 — left of the left column
|
||||
];
|
||||
for (let seat = 0; seat < 4; seat++) {
|
||||
const { x, y, r } = spots[seat];
|
||||
|
|
@ -219,7 +234,10 @@ export default class MahjongGame extends Phaser.Scene {
|
|||
}).setOrigin(0.5));
|
||||
this.refPanel = panel;
|
||||
|
||||
this.refBtn = new Button(this, 1810, 44, 'Hands', () => this.toggleReference(), {
|
||||
// Parked just left of the reference panel's open position (1490) so it
|
||||
// never ends up under it; y=210 clears seat 2's melds (y≤98) and bonus
|
||||
// tiles (y≤157), which sit at x 1330+.
|
||||
this.refBtn = new Button(this, 1399, 210, 'Hands', () => this.toggleReference(), {
|
||||
width: 150, height: 52, fontSize: 22, variant: 'ghost',
|
||||
}).setDepth(DEPTH.ref + 1);
|
||||
}
|
||||
|
|
@ -233,6 +251,15 @@ export default class MahjongGame extends Phaser.Scene {
|
|||
ease: 'Quad.Out',
|
||||
});
|
||||
this.refBtn.setLabel(this.refOpen ? 'Close' : 'Hands');
|
||||
// Seat 1's portrait sits under the open panel. Its <video> is a DOM node
|
||||
// that always renders above canvas content, so hide it while covered.
|
||||
this.portraitCtrls[1]?.controller?.setVideoVisible?.(!this.refOpen);
|
||||
}
|
||||
|
||||
// The claim row and the self win/kong buttons sit under the open panel's
|
||||
// footprint — close it whenever they appear so nothing clickable is covered.
|
||||
closeReferenceIfOpen() {
|
||||
if (this.refOpen) this.toggleReference();
|
||||
}
|
||||
|
||||
// ── tile drawing ──────────────────────────────────────────────────────────────
|
||||
|
|
@ -382,7 +409,7 @@ export default class MahjongGame extends Phaser.Scene {
|
|||
bx += 40;
|
||||
}
|
||||
} else { // sides — vertical column of rotated backs
|
||||
const x = seat === 1 ? 1858 : 62;
|
||||
const x = seat === 1 ? 1858 : 155; // columns stay right of their portraits (seat 1: 1778+40, seat 3: 75+40)
|
||||
let y = 580 - ((n - 1) * step) / 2;
|
||||
for (let i = 0; i < n; i++) {
|
||||
const back = this.makeTileBack(SM_W, SM_H);
|
||||
|
|
@ -390,7 +417,7 @@ export default class MahjongGame extends Phaser.Scene {
|
|||
this.dyn.add(back);
|
||||
y += step;
|
||||
}
|
||||
const mx = seat === 1 ? 1745 : 175;
|
||||
const mx = seat === 1 ? 1745 : 270; // melds/bonus offset from their column
|
||||
let my = 330;
|
||||
for (const m of p.melds) {
|
||||
const row = this.makeMeldRow(m, 38, 52, false);
|
||||
|
|
@ -481,6 +508,7 @@ export default class MahjongGame extends Phaser.Scene {
|
|||
btn.setVisible(!!spec);
|
||||
if (spec) btn.setLabel(`Kong ${shortName(spec.kind)}`);
|
||||
});
|
||||
if (show && (acts?.canWin || this.kongSpecs.length > 0)) this.closeReferenceIfOpen();
|
||||
}
|
||||
|
||||
// ── human input ───────────────────────────────────────────────────────────────
|
||||
|
|
@ -521,6 +549,7 @@ export default class MahjongGame extends Phaser.Scene {
|
|||
return new Promise((resolve) => {
|
||||
this.claimResolve = resolve;
|
||||
this.chowOptions = opts.chows;
|
||||
this.closeReferenceIfOpen();
|
||||
const visible = [];
|
||||
if (opts.win) visible.push(this.claimBtns.win);
|
||||
if (opts.kong) visible.push(this.claimBtns.kong);
|
||||
|
|
|
|||
|
|
@ -62,6 +62,7 @@ import RushHourGame from './games/rushhour/RushHourGame.js';
|
|||
import HexsweeperGame from './games/hexsweeper/HexsweeperGame.js';
|
||||
import PuddingMonstersGame from './games/puddingmonsters/PuddingMonstersGame.js';
|
||||
import ShiftGame from './games/shift/ShiftGame.js';
|
||||
import JigsawGame from './games/jigsaw/JigsawGame.js';
|
||||
import BlockFighterGame from './games/blockfighter/BlockFighterGame.js';
|
||||
import MahjongMatchGame from './games/mahjongmatch/MahjongMatchGame.js';
|
||||
import MahjongGame from './games/mahjong/MahjongGame.js';
|
||||
|
|
@ -184,6 +185,7 @@ const config = {
|
|||
HexsweeperGame,
|
||||
PuddingMonstersGame,
|
||||
ShiftGame,
|
||||
JigsawGame,
|
||||
BlockFighterGame,
|
||||
MahjongMatchGame,
|
||||
MahjongGame,
|
||||
|
|
|
|||
|
|
@ -2,12 +2,11 @@ import * as Phaser from 'phaser';
|
|||
import { GAME_HEIGHT, GAME_WIDTH, COLORS } from '../config.js';
|
||||
import { api } from '../services/api.js';
|
||||
import { Button } from '../ui/Button.js';
|
||||
import { Plaque } from '../ui/Plaque.js';
|
||||
import { addFullscreenButton } from '../ui/FullscreenButton.js';
|
||||
import { playMenuMusic, stopMenuMusic } from '../ui/MenuMusic.js';
|
||||
import { TutorialModal } from '../ui/TutorialModal.js';
|
||||
|
||||
let _lastCategory = null;
|
||||
|
||||
const CATEGORIES = [
|
||||
{ key: 'tabletop', label: 'Tabletop' },
|
||||
{ key: 'cards', label: 'Cards & Dice' },
|
||||
|
|
@ -22,10 +21,29 @@ const ICON_INACTIVE = 56;
|
|||
const ICON_ACTIVE = 72;
|
||||
const ICON_OVERSHOOT = 86;
|
||||
const ICON_X_OFFSET = -145;
|
||||
// How far (px) a grid travels off screen when switching categories.
|
||||
const GRID_TRAVEL = GAME_WIDTH + 800;
|
||||
|
||||
// The most recently selected category. Module scope so it survives scene
|
||||
// restarts (scene.start() reuses the instance) and also covers paths that
|
||||
// start the menu without category data — the menu always returns to where
|
||||
// the user last was.
|
||||
let lastCategory = null;
|
||||
|
||||
export default class GameMenuScene extends Phaser.Scene {
|
||||
constructor() { super('GameMenu'); }
|
||||
|
||||
init(data) {
|
||||
// Category to restore on entry: the explicit one (coming back from the
|
||||
// opponent picker) or the most recently selected one.
|
||||
this._initialCategory = (data && data.category) || lastCategory;
|
||||
// scene.start() reuses the existing scene instance, so instance props from
|
||||
// the previous visit survive — reset them so this create() starts clean
|
||||
// (otherwise showCategory()'s "same category" guard swallows the restore).
|
||||
this._currentCategory = null;
|
||||
this._gridAnim = null;
|
||||
}
|
||||
|
||||
async create() {
|
||||
playMenuMusic();
|
||||
const cx = GAME_WIDTH / 2;
|
||||
|
|
@ -33,12 +51,18 @@ export default class GameMenuScene extends Phaser.Scene {
|
|||
this.add.image(cx, GAME_HEIGHT / 2, 'bg-menu').setDisplaySize(GAME_WIDTH, GAME_HEIGHT);
|
||||
addFullscreenButton(this);
|
||||
|
||||
const titleText = this.add.text(cx, 60, 'Choose a game', {
|
||||
const titleText = this.add.text(cx, 60, 'Choose a Game Category', {
|
||||
fontFamily: 'Righteous',
|
||||
fontSize: '64px',
|
||||
color: COLORS.textHex,
|
||||
}).setOrigin(0.5).setDepth(1);
|
||||
this.add.rectangle(cx, 60, titleText.width + 64, titleText.height + 28, 0x000000, 0.7);
|
||||
titleText.setLetterSpacing(2);
|
||||
titleText.setShadow(0, 4, 'rgba(0,0,0,0.9)', 8);
|
||||
this._titleText = titleText;
|
||||
const plateW = titleText.width + 64;
|
||||
const plateH = titleText.height + 28;
|
||||
this._titleBg = new Plaque(this, plateW, plateH).setPosition(cx, 60).setDepth(0.5);
|
||||
this._titlePlateW = plateW;
|
||||
|
||||
const loadingText = this.add.text(cx, 540, 'Loading game list…', {
|
||||
fontSize: '24px', color: COLORS.mutedHex,
|
||||
|
|
@ -107,14 +131,49 @@ export default class GameMenuScene extends Phaser.Scene {
|
|||
this._tabIcons[key] = icon;
|
||||
});
|
||||
|
||||
const startKey = allActiveCats.find(c => c.key === _lastCategory) ? _lastCategory : allActiveCats[0].key;
|
||||
this.showCategory(startKey);
|
||||
// No category is selected by default — the user picks one to see games.
|
||||
this._hintText = this.add.text(cx, 540, 'Select a category above to see its games', {
|
||||
fontSize: '26px', color: COLORS.mutedHex,
|
||||
}).setOrigin(0.5);
|
||||
|
||||
new Button(this, cx, GAME_HEIGHT - 60, 'Back', () => this.scene.start('Landing'), { variant: 'ghost' });
|
||||
this._backBtn = new Button(this, cx, GAME_HEIGHT - 60, 'Back', () => this.scene.start('Landing'), { variant: 'ghost' });
|
||||
|
||||
// Returning from the opponent picker: restore the category that was
|
||||
// active when the game was chosen — its grid flies back in from the right.
|
||||
if (this._initialCategory) {
|
||||
this.showCategory(this._initialCategory);
|
||||
}
|
||||
|
||||
// The landing scene zooms the logo out before starting us, so fade the
|
||||
// menu controls in to complete the handoff.
|
||||
const fadeIn = [...Object.values(this._tabs), ...Object.values(this._tabIcons), this._hintText, this._backBtn].filter(Boolean);
|
||||
for (const obj of fadeIn) obj.setAlpha(0);
|
||||
this.tweens.add({
|
||||
targets: fadeIn,
|
||||
alpha: 1,
|
||||
duration: 450,
|
||||
ease: 'Power2.easeOut',
|
||||
});
|
||||
}
|
||||
|
||||
showCategory(key) {
|
||||
_lastCategory = key;
|
||||
if (key === this._currentCategory) return;
|
||||
this._currentCategory = key;
|
||||
lastCategory = key;
|
||||
|
||||
if (this._hintText) { this._hintText.destroy(); this._hintText = null; }
|
||||
if (this._titleText) {
|
||||
this._titleText.setText('Choose a game');
|
||||
const newW = this._titleText.width + 64;
|
||||
const newH = this._titleText.height + 28;
|
||||
if (this._titlePlateW && Math.abs(this._titlePlateW - newW) > 1) {
|
||||
this._titleBg.animateSize(newW, newH, 240, 'Quad.easeOut');
|
||||
this._titlePlateW = newW;
|
||||
}
|
||||
// Little pop so the label swap reads as intentional.
|
||||
this._titleText.setScale(0.9);
|
||||
this.tweens.add({ targets: this._titleText, scaleX: 1, scaleY: 1, duration: 240, ease: 'Back.easeOut' });
|
||||
}
|
||||
for (const [k, btn] of Object.entries(this._tabs)) {
|
||||
btn.setActive(k === key);
|
||||
}
|
||||
|
|
@ -162,13 +221,41 @@ export default class GameMenuScene extends Phaser.Scene {
|
|||
}
|
||||
}
|
||||
|
||||
for (const obj of this._gameObjects) obj.destroy();
|
||||
this._gameObjects = [];
|
||||
// Interrupt any grid animation still in flight (user changed their mind mid-flight).
|
||||
if (this._gridAnim) {
|
||||
for (const obj of this._gridAnim.objects) obj.destroy();
|
||||
this._gridAnim = null;
|
||||
this._gameObjects = [];
|
||||
}
|
||||
if (this._ptrMoveHandler) {
|
||||
this.input.off('pointermove', this._ptrMoveHandler, this);
|
||||
this._ptrMoveHandler = null;
|
||||
}
|
||||
|
||||
const oldObjects = this._gameObjects;
|
||||
this._gameObjects = [];
|
||||
if (oldObjects.length === 0) {
|
||||
this.buildCategoryGrid(key);
|
||||
return;
|
||||
}
|
||||
|
||||
// Fly the outgoing grid off the left edge, then bring the new one in from the right.
|
||||
for (const obj of oldObjects) obj.disableInteractive();
|
||||
this._gridAnim = { objects: oldObjects };
|
||||
this.tweens.add({
|
||||
targets: oldObjects,
|
||||
x: `-=${GRID_TRAVEL}`,
|
||||
duration: 380,
|
||||
ease: 'Power2.easeIn',
|
||||
onComplete: () => {
|
||||
this._gridAnim = null;
|
||||
for (const obj of oldObjects) obj.destroy();
|
||||
this.buildCategoryGrid(key);
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
buildCategoryGrid(key) {
|
||||
const games = this._gamesByCategory[key];
|
||||
if (!games || games.length === 0) return;
|
||||
|
||||
|
|
@ -267,6 +354,18 @@ export default class GameMenuScene extends Phaser.Scene {
|
|||
this._gameObjects.push(qg, qLabel);
|
||||
}
|
||||
});
|
||||
|
||||
// Fly the grid in from off screen right.
|
||||
const objs = this._gameObjects;
|
||||
for (const obj of objs) obj.x += GRID_TRAVEL;
|
||||
this._gridAnim = { objects: objs };
|
||||
this.tweens.add({
|
||||
targets: objs,
|
||||
x: `-=${GRID_TRAVEL}`,
|
||||
duration: 420,
|
||||
ease: 'Power2.easeOut',
|
||||
onComplete: () => { this._gridAnim = null; },
|
||||
});
|
||||
}
|
||||
|
||||
openGame(game) {
|
||||
|
|
|
|||
|
|
@ -23,7 +23,7 @@ export default class GameRoomScene extends Phaser.Scene {
|
|||
}
|
||||
|
||||
create() {
|
||||
const slugDispatch = { backgammon: 'Backgammon', holdem: 'HoldemGame', blackjack: 'BlackjackGame', parchisi: 'ParchisiGame', yatzi: 'YatziGame', skipbo: 'SkipBoGame', phase10: 'Phase10Game', chinesecheckers: 'ChineseCheckersGame', gofish: 'GoFishGame', uno: 'UnoGame', craps: 'CrapsGame', roulette: 'RouletteGame', mexicantrain: 'MexicanTrainGame', hearts: 'HeartsGame', catan: 'CatanGame', tickettoride: 'TicketToRideGame', nerts: 'NertsGame', bingo: 'BingoGame', baccarat: 'BaccaratGame', dominion: 'DominionGame', checkers: 'CheckersGame', chess: 'ChessGame', wordle: 'WordleGame', scrabble: 'ScrabbleGame', ghost: 'GhostGame', wordladder: 'WordLadderGame', wordsearch: 'WordSearchGame', hangman: 'HangmanGame', sudoku: 'SudokuGame', othello: 'OthelloGame', go: 'GoGame', battleship: 'BattleshipGame', mastermind: 'MastermindGame', connect4: 'Connect4Game', boggle: 'BoggleGame', oldmaid: 'OldMaidGame', blokus: 'BlokusGame', spellingbee: 'SpellingBeeGame', minicrossword: 'MiniCrosswordGame', forbiddenisland: 'ForbiddenIslandGame', solitairetour: 'SolitaireTourGame', splendor: 'SplendorGame', tectonic: 'TectonicGame', labyrinth: 'LabyrinthGame', videopoker: 'VideoPokerGame', farkel: 'FarkelGame', stratego: 'StrategoGame', kiitos: 'KiitosGame', monopoly: 'MonopolyGame', triominoes: 'TriominoesGame', freecell: 'FreecellGame', rushhour: 'RushHourGame', hexsweeper: 'HexsweeperGame', puddingmonsters: 'PuddingMonstersGame', shift: 'ShiftGame', blockfighter: 'BlockFighterGame', mahjongmatch: 'MahjongMatchGame', mahjong: 'MahjongGame', jewelquest: 'JewelQuestGame', zuma: 'ZumaGame', bejeweled: 'BejeweledGame', minimotorways: 'MiniMotorwaysGame', slots: 'SlotsGame', cribbage: 'CribbageGame', canasta: 'CanastaGame', dotlink: 'DotLinkGame', '2048': '2048Game', rummikub: 'RummikubGame', ginrummy: 'GinRummyGame', risk: 'RiskGame', geniussquare: 'GeniusSquareGame', katamino: 'KataminoGame', bookwork: 'BookworkGame', paigow: 'PaiGowPokerGame', spireclimb: 'SpireClimbGame', azul: 'AzulGame', jumble: 'JumbleGame', dungeonboss: 'DungeonBossGame', swdbg: 'SWDBGGame', balatro: 'BalatroGame', peggle: 'PeggleGame', coloradodefense: 'ColoradoDefenseGame', starcontrol: 'StarControlGame', civilization: 'CivilizationGame', tempest: 'TempestGame', superkart: 'SuperKartGame', advancewars: 'AdvanceWarsGame', tetrisattack: 'TetrisAttackGame', totalannihilation: 'TotalAnnihilationGame', bloxorz: 'BloxorzGame', gootower: 'GooTowerGame', excitebike: 'ExcitebikeGame', mastervega: 'MasterOfVegaGame', wolfenstein: 'WolfensteinGame', pipepuzzle: 'PipePuzzleGame', tents: 'TentsGame' };
|
||||
const slugDispatch = { backgammon: 'Backgammon', holdem: 'HoldemGame', blackjack: 'BlackjackGame', parchisi: 'ParchisiGame', yatzi: 'YatziGame', skipbo: 'SkipBoGame', phase10: 'Phase10Game', chinesecheckers: 'ChineseCheckersGame', gofish: 'GoFishGame', uno: 'UnoGame', craps: 'CrapsGame', roulette: 'RouletteGame', mexicantrain: 'MexicanTrainGame', hearts: 'HeartsGame', catan: 'CatanGame', tickettoride: 'TicketToRideGame', nerts: 'NertsGame', bingo: 'BingoGame', baccarat: 'BaccaratGame', dominion: 'DominionGame', checkers: 'CheckersGame', chess: 'ChessGame', wordle: 'WordleGame', scrabble: 'ScrabbleGame', ghost: 'GhostGame', wordladder: 'WordLadderGame', wordsearch: 'WordSearchGame', hangman: 'HangmanGame', sudoku: 'SudokuGame', othello: 'OthelloGame', go: 'GoGame', battleship: 'BattleshipGame', mastermind: 'MastermindGame', connect4: 'Connect4Game', boggle: 'BoggleGame', oldmaid: 'OldMaidGame', blokus: 'BlokusGame', spellingbee: 'SpellingBeeGame', minicrossword: 'MiniCrosswordGame', forbiddenisland: 'ForbiddenIslandGame', solitairetour: 'SolitaireTourGame', splendor: 'SplendorGame', tectonic: 'TectonicGame', labyrinth: 'LabyrinthGame', videopoker: 'VideoPokerGame', farkel: 'FarkelGame', stratego: 'StrategoGame', kiitos: 'KiitosGame', monopoly: 'MonopolyGame', triominoes: 'TriominoesGame', freecell: 'FreecellGame', rushhour: 'RushHourGame', hexsweeper: 'HexsweeperGame', puddingmonsters: 'PuddingMonstersGame', shift: 'ShiftGame', blockfighter: 'BlockFighterGame', mahjongmatch: 'MahjongMatchGame', mahjong: 'MahjongGame', jewelquest: 'JewelQuestGame', zuma: 'ZumaGame', bejeweled: 'BejeweledGame', minimotorways: 'MiniMotorwaysGame', slots: 'SlotsGame', cribbage: 'CribbageGame', canasta: 'CanastaGame', dotlink: 'DotLinkGame', '2048': '2048Game', rummikub: 'RummikubGame', ginrummy: 'GinRummyGame', risk: 'RiskGame', geniussquare: 'GeniusSquareGame', katamino: 'KataminoGame', bookwork: 'BookworkGame', paigow: 'PaiGowPokerGame', spireclimb: 'SpireClimbGame', azul: 'AzulGame', jumble: 'JumbleGame', dungeonboss: 'DungeonBossGame', swdbg: 'SWDBGGame', balatro: 'BalatroGame', peggle: 'PeggleGame', coloradodefense: 'ColoradoDefenseGame', starcontrol: 'StarControlGame', civilization: 'CivilizationGame', tempest: 'TempestGame', superkart: 'SuperKartGame', advancewars: 'AdvanceWarsGame', tetrisattack: 'TetrisAttackGame', totalannihilation: 'TotalAnnihilationGame', bloxorz: 'BloxorzGame', gootower: 'GooTowerGame', excitebike: 'ExcitebikeGame', mastervega: 'MasterOfVegaGame', wolfenstein: 'WolfensteinGame', pipepuzzle: 'PipePuzzleGame', tents: 'TentsGame', jigsaw: 'jigsaw-game' };
|
||||
if (slugDispatch[this.game.slug]) {
|
||||
const sceneKey = slugDispatch[this.game.slug];
|
||||
const startData = {
|
||||
|
|
|
|||
|
|
@ -2,6 +2,7 @@ import * as Phaser from 'phaser';
|
|||
import { GAME_HEIGHT, GAME_WIDTH, COLORS } from '../config.js';
|
||||
import { auth } from '../services/auth.js';
|
||||
import { Button } from '../ui/Button.js';
|
||||
import { Plaque } from '../ui/Plaque.js';
|
||||
import { addFullscreenButton } from '../ui/FullscreenButton.js';
|
||||
import { playMenuMusic } from '../ui/MenuMusic.js';
|
||||
|
||||
|
|
@ -16,6 +17,8 @@ export default class LandingScene extends Phaser.Scene {
|
|||
|
||||
const logo = this.add.image(cx, 290, 'main-title').setOrigin(0.5, 0.5).setAlpha(0);
|
||||
logo.postFX.addShadow(3, 6, 0.005, 2, 0x000000, 10, 0.75);
|
||||
this._logo = logo;
|
||||
this._transitioning = false;
|
||||
|
||||
this.tweens.add({
|
||||
targets: logo,
|
||||
|
|
@ -53,6 +56,7 @@ export default class LandingScene extends Phaser.Scene {
|
|||
renderButtons() {
|
||||
const cx = GAME_WIDTH / 2;
|
||||
const user = auth.user;
|
||||
this._avatar = null;
|
||||
|
||||
const avatarR = 28;
|
||||
const avatarGap = 18;
|
||||
|
|
@ -65,6 +69,8 @@ export default class LandingScene extends Phaser.Scene {
|
|||
fontSize: '36px',
|
||||
color: COLORS.accentHex,
|
||||
}).setOrigin(0.5).setDepth(1);
|
||||
this._welcomeText = welcomeText;
|
||||
welcomeText.setShadow(0, 3, 'rgba(0,0,0,0.8)', 5);
|
||||
|
||||
const hasAvatar = !!user?.avatarPath;
|
||||
const totalW = hasAvatar ? avatarR * 2 + avatarGap + welcomeText.width : welcomeText.width;
|
||||
|
|
@ -72,7 +78,8 @@ export default class LandingScene extends Phaser.Scene {
|
|||
|
||||
welcomeText.setX(hasAvatar ? groupLeft + avatarR * 2 + avatarGap + welcomeText.width / 2 : cx);
|
||||
|
||||
this.add.rectangle(cx, y, totalW + pad.x * 2, welcomeText.height + pad.y * 2, 0x000000, 0.45);
|
||||
this._welcomeBg = new Plaque(this, totalW + pad.x * 2, welcomeText.height + pad.y * 2, { radius: 16 })
|
||||
.setPosition(cx, y);
|
||||
|
||||
if (hasAvatar) {
|
||||
const avatarCx = groupLeft + avatarR;
|
||||
|
|
@ -86,11 +93,11 @@ export default class LandingScene extends Phaser.Scene {
|
|||
this.load.start();
|
||||
});
|
||||
}
|
||||
if (!this.scene.isActive('Landing')) return;
|
||||
if (this._transitioning || !this.scene.isActive('Landing')) return;
|
||||
const maskG = this.make.graphics({ x: 0, y: 0, add: false });
|
||||
maskG.fillStyle(0xffffff);
|
||||
maskG.fillCircle(avatarCx, y, avatarR);
|
||||
this.add.image(avatarCx, y, key)
|
||||
this._avatar = this.add.image(avatarCx, y, key)
|
||||
.setDisplaySize(avatarR * 2, avatarR * 2)
|
||||
.setMask(maskG.createGeometryMask())
|
||||
.setDepth(1);
|
||||
|
|
@ -98,7 +105,39 @@ export default class LandingScene extends Phaser.Scene {
|
|||
})();
|
||||
}
|
||||
|
||||
new Button(this, cx, 810, 'Play', () => this.scene.start('GameMenu'), { width: 480 });
|
||||
new Button(this, cx, 890, 'Profile', () => this.scene.start('Profile'), { width: 480 });
|
||||
this.playBtn = new Button(this, cx, 810, 'Play', () => this.goToGameMenu(), { width: 480 });
|
||||
this.profileBtn = new Button(this, cx, 890, 'Profile', () => this.scene.start('Profile'), { width: 480 });
|
||||
}
|
||||
|
||||
goToGameMenu() {
|
||||
if (this._transitioning) return;
|
||||
this._transitioning = true;
|
||||
|
||||
this.playBtn.disableInteractive();
|
||||
this.profileBtn.disableInteractive();
|
||||
|
||||
// Fade the landing buttons out while the logo zooms past the camera.
|
||||
const fadeOut = [this.playBtn, this.profileBtn, this._welcomeText, this._welcomeBg].filter(Boolean);
|
||||
if (this._avatar) fadeOut.push(this._avatar);
|
||||
this.tweens.add({
|
||||
targets: fadeOut,
|
||||
alpha: 0,
|
||||
duration: 350,
|
||||
ease: 'Power2.easeOut',
|
||||
});
|
||||
|
||||
if (!this._logo) { this.scene.start('GameMenu'); return; }
|
||||
this.tweens.killTweensOf(this._logo);
|
||||
this.tweens.add({
|
||||
targets: this._logo,
|
||||
x: GAME_WIDTH / 2,
|
||||
y: GAME_HEIGHT / 2,
|
||||
scaleX: 2.4,
|
||||
scaleY: 2.4,
|
||||
alpha: 0,
|
||||
duration: 700,
|
||||
ease: 'Cubic.easeIn',
|
||||
onComplete: () => this.scene.start('GameMenu'),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,6 +1,7 @@
|
|||
import * as Phaser from 'phaser';
|
||||
import { GAME_HEIGHT, GAME_WIDTH, COLORS } from '../config.js';
|
||||
import { Button } from '../ui/Button.js';
|
||||
import { Plaque } from '../ui/Plaque.js';
|
||||
import { playMenuMusic, stopMenuMusic, setMenuMusicVolume } from '../ui/MenuMusic.js';
|
||||
import { enqueue as enqueueSpeech, resetQueue as resetSpeechQueue } from '../ui/SpeechQueue.js';
|
||||
|
||||
|
|
@ -17,8 +18,8 @@ const CARD_TILE_GAP = 14;
|
|||
|
||||
// Opponent grid scroll area
|
||||
const OPP_SCROLL_W = 1780;
|
||||
const OPP_SCROLL_H = 440;
|
||||
const OPP_SCROLL_TOP = 155; // top edge of scroll area
|
||||
const OPP_SCROLL_H = 415;
|
||||
const OPP_SCROLL_TOP = 180; // top edge of scroll area (below the subtitle plaque)
|
||||
|
||||
export default class OpponentSelectScene extends Phaser.Scene {
|
||||
constructor() { super('OpponentSelect'); }
|
||||
|
|
@ -58,21 +59,32 @@ export default class OpponentSelectScene extends Phaser.Scene {
|
|||
this.add.image(cx, GAME_HEIGHT / 2, bgKey).setDisplaySize(GAME_WIDTH, GAME_HEIGHT).setDepth(-1);
|
||||
this.add.rectangle(cx, GAME_HEIGHT / 2, GAME_WIDTH, GAME_HEIGHT, 0x000000, 0.45).setDepth(-1);
|
||||
|
||||
const titleText = this.add.text(cx, 60, this.gameDef.name, {
|
||||
// Brass-plaque headers, same treatment as the game menu headings. The
|
||||
// subtitle plaque sits in the band between the title plaque and the
|
||||
// opponent list (OPP_SCROLL_TOP) — keep those in sync if you move either.
|
||||
const TITLE_Y = 55;
|
||||
const PLATE_GAP = 10;
|
||||
const titleText = this.add.text(cx, TITLE_Y, this.gameDef.name, {
|
||||
fontFamily: 'Righteous',
|
||||
fontSize: '52px',
|
||||
color: COLORS.textHex,
|
||||
}).setOrigin(0.5);
|
||||
const titlePill = this.add.rectangle(cx, 60, titleText.width + 48, titleText.height + 20, 0x000000, 0.72);
|
||||
this.children.moveBelow(titlePill, titleText);
|
||||
titleText.setLetterSpacing(2);
|
||||
titleText.setShadow(0, 4, 'rgba(0,0,0,0.9)', 8);
|
||||
const titlePlate = new Plaque(this, titleText.width + 64, titleText.height + 28).setPosition(cx, TITLE_Y);
|
||||
this.children.moveBelow(titlePlate, titleText);
|
||||
|
||||
const subtitleText = this.add.text(cx, 122, 'Choose your opponent', {
|
||||
const subtitleText = this.add.text(cx, 0, 'Choose your opponent', {
|
||||
fontFamily: 'Righteous',
|
||||
fontSize: '36px',
|
||||
color: COLORS.mutedHex,
|
||||
}).setOrigin(0.5);
|
||||
const subtitlePill = this.add.rectangle(cx, 122, subtitleText.width + 48, subtitleText.height + 20, 0x000000, 0.72);
|
||||
this.children.moveBelow(subtitlePill, subtitleText);
|
||||
subtitleText.setShadow(0, 3, 'rgba(0,0,0,0.8)', 5);
|
||||
const subPlateH = subtitleText.height + 28;
|
||||
const subtitleY = TITLE_Y + (titleText.height + 28) / 2 + PLATE_GAP + subPlateH / 2;
|
||||
subtitleText.setY(subtitleY);
|
||||
const subtitlePlate = new Plaque(this, subtitleText.width + 64, subPlateH, { radius: 16 }).setPosition(cx, subtitleY);
|
||||
this.children.moveBelow(subtitlePlate, subtitleText);
|
||||
|
||||
let opponents = [];
|
||||
try {
|
||||
|
|
@ -87,7 +99,7 @@ export default class OpponentSelectScene extends Phaser.Scene {
|
|||
}
|
||||
|
||||
const min = this.gameDef.minOpponents ?? 1;
|
||||
new Button(this, cx - 150, 1013, 'Back', () => this.scene.start('GameMenu'), {
|
||||
new Button(this, cx - 150, 1013, 'Back', () => this.scene.start('GameMenu', { category: this.gameDef.category }), {
|
||||
variant: 'ghost',
|
||||
width: 280,
|
||||
});
|
||||
|
|
|
|||
|
|
@ -55,8 +55,8 @@ export class Button extends Phaser.GameObjects.Container {
|
|||
if (this._active) return;
|
||||
const { bgHover: bgh, textHoverColor: thc, variant: v } = this.options;
|
||||
if (v === 'ghost') {
|
||||
this._drawBg(bgh, 0.18);
|
||||
this.text.setColor(COLORS.goldHex);
|
||||
this._drawBg(bgh, 0.9);
|
||||
this.text.setColor(thc);
|
||||
} else {
|
||||
this._drawBg(bgh, 1);
|
||||
this.text.setColor(thc);
|
||||
|
|
|
|||
|
|
@ -0,0 +1,62 @@
|
|||
import * as Phaser from 'phaser';
|
||||
import { COLORS } from '../config.js';
|
||||
|
||||
// A rounded, brass-trimmed plaque in the same design language as the
|
||||
// category tabs. Use instead of a flat black rectangle behind title text.
|
||||
export class Plaque extends Phaser.GameObjects.Graphics {
|
||||
constructor(scene, width = 300, height = 90, options = {}) {
|
||||
super(scene, false);
|
||||
const {
|
||||
fill = 0x241c10,
|
||||
fillAlpha = 0.92,
|
||||
border = COLORS.accent,
|
||||
radius = 18,
|
||||
} = options;
|
||||
this._opts = { fill, fillAlpha, border, radius };
|
||||
this._w = width;
|
||||
this._h = height;
|
||||
this.postFX.addShadow(0, 3, 0.004, 1.5, 0x000000, 8, 0.65);
|
||||
this.redraw(width, height);
|
||||
scene.add.existing(this);
|
||||
}
|
||||
|
||||
redraw(w, h) {
|
||||
this._w = w;
|
||||
this._h = h;
|
||||
const { fill, fillAlpha, border, radius } = this._opts;
|
||||
const r = Math.max(4, Math.min(radius, w / 2, h / 2));
|
||||
this.clear();
|
||||
this.fillStyle(fill, fillAlpha);
|
||||
this.fillRoundedRect(-w / 2, -h / 2, w, h, r);
|
||||
// Faint warm highlight just inside the top edge reads as a raised plate.
|
||||
this.lineStyle(2, 0xfff6dd, 0.16);
|
||||
this.lineBetween(-w / 2 + r + 4, -h / 2 + 4, w / 2 - r - 4, -h / 2 + 4);
|
||||
this.lineStyle(2, border, 1);
|
||||
this.strokeRoundedRect(-w / 2, -h / 2, w, h, r);
|
||||
}
|
||||
|
||||
// Animate the plate to a new size. Graphics in this Phaser build exposes
|
||||
// no setScaleX/setScaleY (and scaling a redrawn shape is unreliable), so
|
||||
// we tween a size proxy and redraw every frame instead.
|
||||
animateSize(w, h, duration = 240, ease = 'Quad.easeOut', onComplete) {
|
||||
if (this._sizeTween) this._sizeTween.stop();
|
||||
const proxy = { w: this._w, h: this._h };
|
||||
this._sizeTween = this.scene.tweens.add({
|
||||
targets: proxy,
|
||||
w,
|
||||
h,
|
||||
duration,
|
||||
ease,
|
||||
onUpdate: () => {
|
||||
if (!this.scene) return; // destroyed mid-animation
|
||||
this.redraw(proxy.w, proxy.h);
|
||||
},
|
||||
onComplete: () => {
|
||||
this._sizeTween = null;
|
||||
if (!this.scene) return; // destroyed mid-animation
|
||||
this.redraw(w, h);
|
||||
if (onComplete) onComplete();
|
||||
},
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,81 @@
|
|||
// Headless-chromium CDP driver for the jigsaw initial-image test page.
|
||||
// Loads the page repeatedly; each load must end PASS, and the initial image
|
||||
// index (document.__initIndex) must vary across fresh loads.
|
||||
// Usage: node tools/__jig_init_driver.mjs <url> [loads=8]
|
||||
import { spawn } from 'node:child_process';
|
||||
import { setTimeout as sleep } from 'node:timers/promises';
|
||||
|
||||
const url = process.argv[2];
|
||||
const loads = Math.max(2, parseInt(process.argv[3] || '8', 10));
|
||||
if (!url) { console.error('usage: driver <url> [loads]'); process.exit(2); }
|
||||
|
||||
const BIN = process.env.HOME + '/.cache/ms-playwright/chromium_headless_shell-1234/chrome-headless-shell-linux64/chrome-headless-shell';
|
||||
const PORT = 9333;
|
||||
const chrome = spawn(BIN, [
|
||||
'--headless', '--no-sandbox', '--disable-gpu',
|
||||
`--remote-debugging-port=${PORT}`,
|
||||
'about:blank',
|
||||
], { stdio: ['ignore', 'pipe', 'pipe'] });
|
||||
chrome.stderr.on('data', (d) => { const s = d.toString(); if (!/Fontconfig|dbus|DBus|ozone/i.test(s)) process.stderr.write(s); });
|
||||
|
||||
async function httpJson(path) {
|
||||
const r = await fetch(`http://127.0.0.1:${PORT}${path}`);
|
||||
return r.json();
|
||||
}
|
||||
|
||||
let ws, idc = 0;
|
||||
const pending = new Map();
|
||||
const send = (method, params = {}) => new Promise((resolve, reject) => {
|
||||
const id = ++idc;
|
||||
pending.set(id, { resolve, reject });
|
||||
ws.send(JSON.stringify({ id, method, params }));
|
||||
});
|
||||
|
||||
try {
|
||||
let targets = null;
|
||||
for (let i = 0; i < 60; i++) {
|
||||
try { targets = await httpJson('/json/list'); break; } catch { await sleep(250); }
|
||||
}
|
||||
if (!targets) throw new Error('chrome devtools endpoint never came up');
|
||||
const page = targets.find((t) => t.type === 'page');
|
||||
if (!page) throw new Error('no page target');
|
||||
ws = new WebSocket(page.webSocketDebuggerUrl);
|
||||
await new Promise((res, rej) => { ws.onopen = res; ws.onerror = rej; });
|
||||
ws.onmessage = (m) => {
|
||||
const msg = JSON.parse(m.data);
|
||||
if (msg.id && pending.has(msg.id)) {
|
||||
const { resolve, reject } = pending.get(msg.id);
|
||||
pending.delete(msg.id);
|
||||
if (msg.error) reject(new Error(msg.error.message)); else resolve(msg.result);
|
||||
}
|
||||
};
|
||||
|
||||
await send('Runtime.enable');
|
||||
await send('Page.enable');
|
||||
|
||||
const ev = (expression) => send('Runtime.evaluate', { expression, returnByValue: true }).then((r) => r.result.value);
|
||||
|
||||
const indexes = [];
|
||||
for (let k = 0; k < loads; k++) {
|
||||
await send('Page.navigate', { url });
|
||||
const t0 = Date.now();
|
||||
let title = '';
|
||||
while (Date.now() - t0 < 60000) {
|
||||
title = (await ev('document.title')) || '';
|
||||
if (title === 'PASS' || title.startsWith('FAIL')) break;
|
||||
await sleep(500);
|
||||
}
|
||||
if (title !== 'PASS') throw new Error(`load #${k}: ${title || 'TIMEOUT'}`);
|
||||
indexes.push(await ev('document.__initIndex'));
|
||||
}
|
||||
|
||||
const valid = indexes.every((i) => Number.isInteger(i) && i >= 0 && i < 5);
|
||||
const distinct = new Set(indexes).size;
|
||||
console.log('initial indexes across fresh loads:', indexes.join(', '));
|
||||
console.log(`all valid: ${valid}, distinct images: ${distinct}/${loads}`);
|
||||
if (!valid || distinct < 2) { console.log('FAIL'); process.exitCode = 1; }
|
||||
else console.log('ALL PASS');
|
||||
} finally {
|
||||
try { ws && ws.close(); } catch {}
|
||||
chrome.kill('SIGKILL');
|
||||
}
|
||||
|
|
@ -0,0 +1,162 @@
|
|||
// Browser smoke test for the Jigsaw game (Playwright + headless Chromium).
|
||||
//
|
||||
// Usage:
|
||||
// npx playwright install chromium # one-time
|
||||
// python3 -m http.server 8000 # serve the repo root (or pass a base URL)
|
||||
// node tools/smokeJigsaw.mjs # defaults to http://127.0.0.1:8000
|
||||
// node tools/smokeJigsaw.mjs http://localhost:9000
|
||||
//
|
||||
// What it checks:
|
||||
// - game loads, menu → Start Puzzle → playing, pieces spawn on the table
|
||||
// - forced win (placed = total; onWin()) runs the full showcase:
|
||||
// * camera sweep lands on WIN_ZOOM framing the board
|
||||
// * stats counter animates up to the total
|
||||
// * celebration emitters fire (burst + curtain) and confetti is alive
|
||||
// * gold frame + shine sweep exist at the right depths
|
||||
// - "Play Again" restarts a fresh board and tears the win layer down
|
||||
// - "Menu" returns to the menu and destroys the win layer
|
||||
// - menu → Start Puzzle works again
|
||||
// - zero JS console/page errors across the whole flow
|
||||
//
|
||||
// NOTE: headless Chromium renders this 1920×1080 WebGL scene at only a few
|
||||
// FPS (SwiftShader), so the scene clock advances slowly in real time. All
|
||||
// waits here are condition-based polling (generous timeouts), never fixed
|
||||
// sleeps. A full run takes roughly 1–3 minutes of wall time.
|
||||
|
||||
import { spawn } from 'node:child_process';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
import os from 'node:os';
|
||||
import path from 'node:path';
|
||||
import { chromium } from 'playwright';
|
||||
|
||||
const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '..');
|
||||
const BASE = process.argv[2] || 'http://127.0.0.1:8000/__jig_test.html';
|
||||
|
||||
let server = null;
|
||||
if (!process.argv[2]) {
|
||||
try {
|
||||
await fetch(new URL('..', BASE), { method: 'HEAD', signal: AbortSignal.timeout(1500) });
|
||||
} catch {
|
||||
server = spawn('python3', ['-m', 'http.server', '8000'], { cwd: ROOT, stdio: 'ignore', detached: true });
|
||||
await new Promise((r) => setTimeout(r, 1200));
|
||||
console.log('started local static server on :8000');
|
||||
}
|
||||
}
|
||||
|
||||
const errors = [];
|
||||
let failed = false;
|
||||
const ok = (m) => console.log(' ok ' + m);
|
||||
const bad = (m) => { failed = true; console.log(' FAIL ' + m); };
|
||||
|
||||
const browser = await chromium.launch({ args: ['--no-sandbox'] });
|
||||
const page = await browser.newPage({ viewport: { width: 1920, height: 1080 } });
|
||||
page.on('pageerror', (e) => errors.push('pageerror: ' + e.message));
|
||||
page.on('console', (m) => { if (m.type() === 'error') errors.push('console: ' + m.text()); });
|
||||
|
||||
const evalS = (fn, ...a) => page.evaluate(fn, ...a);
|
||||
const waitFor = async (name, cond, timeoutMs) => {
|
||||
const t0 = Date.now();
|
||||
while (Date.now() - t0 < timeoutMs) {
|
||||
if (await evalS(cond)) return true;
|
||||
await new Promise((r) => setTimeout(r, 500));
|
||||
}
|
||||
bad(`timeout waiting for: ${name}`);
|
||||
return false;
|
||||
};
|
||||
const snap = async (name) => {
|
||||
const dest = path.join(os.tmpdir(), `jigsaw_smoke_${name}.png`);
|
||||
await page.screenshot({ path: dest, fullPage: false });
|
||||
ok(`screenshot ${dest}`);
|
||||
};
|
||||
const click = (x, y) => evalS((pt) => { window.__mouseDown(pt[0], pt[1]); window.__mouseUp(pt[0], pt[1]); }, [x, y]);
|
||||
const settleTimeout = Number(process.env.JIG_SMOKE_SETTLE_MS || 180000);
|
||||
|
||||
try {
|
||||
console.log('— load —');
|
||||
await page.goto(BASE, { waitUntil: 'load' });
|
||||
await page.waitForFunction(() => document.getElementById('log').textContent.includes('harness ready'), null, { timeout: 30000 });
|
||||
ok('harness ready');
|
||||
|
||||
console.log('— start puzzle —');
|
||||
await evalS(() => window.__startPuzzle());
|
||||
if (!(await waitFor('state=playing', () => window.__scene().state === 'playing', 60000))) throw new Error('never reached playing');
|
||||
ok('state = playing');
|
||||
const pieces = await evalS(() => window.__pieces());
|
||||
ok(`pieces on table: ${pieces.length} (placed=${pieces.filter((p) => p.placed).length})`);
|
||||
if (pieces.length === 0) bad('no pieces spawned');
|
||||
await snap('1_playing');
|
||||
|
||||
console.log('— force win —');
|
||||
await evalS(() => { const s = window.__scene(); s.placed = s.total; s.onWin(); });
|
||||
ok('onWin() called (state=' + (await evalS(() => window.__scene().state)) + ')');
|
||||
|
||||
console.log('— wait for panel settle (camera at WIN_ZOOM, counter done) —');
|
||||
if (await waitFor('camera settled + counter=total', () => {
|
||||
const s = window.__scene();
|
||||
return s.state === 'won' && Math.abs(s.cameras.main.zoom - 1.24) < 0.01
|
||||
&& s.piecesBig && s.piecesBig.text === String(s.total);
|
||||
}, settleTimeout)) {
|
||||
const wi = await evalS(() => {
|
||||
const s = window.__scene();
|
||||
return { zoom: +s.cameras.main.zoom.toFixed(3), sx: Math.round(s.cameras.main.scrollX), sy: Math.round(s.cameras.main.scrollY), counter: s.piecesBig.text };
|
||||
});
|
||||
ok('settled: ' + JSON.stringify(wi));
|
||||
await snap('2_win_panel');
|
||||
}
|
||||
|
||||
console.log('— wait for celebration (emitters created + particles alive) —');
|
||||
if (await waitFor('emitters alive', () => {
|
||||
const s = window.__scene();
|
||||
return (s.winEmitters || []).length === 2 && s.winEmitters.every((e) => e.getAliveParticleCount() > 0);
|
||||
}, settleTimeout)) {
|
||||
const alive = await evalS(() => window.__scene().winEmitters.map((e) => e.getAliveParticleCount()));
|
||||
ok('particles alive: ' + JSON.stringify(alive));
|
||||
await snap('3_confetti');
|
||||
const fx = await evalS(() => {
|
||||
const s = window.__scene();
|
||||
return { frame: !!s.winFrame, shine: !!s.winShine, frameDepth: s.winFrame && s.winFrame.depth, shineDepth: s.winShine && s.winShine.depth };
|
||||
});
|
||||
ok('frame/shine: ' + JSON.stringify(fx));
|
||||
if (!fx.frame || !fx.shine) bad('winFrame or winShine missing');
|
||||
}
|
||||
|
||||
console.log('— Play Again button —');
|
||||
await click(400, 640); // inside "Play Again" (visual 90..476 × 591..653, hit rect 283..669 × 622..684)
|
||||
if (await waitFor('state=playing after Play Again', () => window.__scene().state === 'playing', 120000)) {
|
||||
const placed = await evalS(() => window.__scene().pieces.filter((p) => p.placed).length);
|
||||
const winGone = await evalS(() => !window.__scene().winLayer);
|
||||
ok(`restarted: placed=${placed}, winLayer destroyed=${winGone}`);
|
||||
if (placed !== 0) bad('pieces not reset after Play Again');
|
||||
if (!winGone) bad('winLayer not destroyed after Play Again');
|
||||
await snap('4_restarted');
|
||||
}
|
||||
|
||||
console.log('— force win again, then Menu button —');
|
||||
await evalS(() => { const s = window.__scene(); s.placed = s.total; s.onWin(); });
|
||||
if (await waitFor('second showcase emitters', () => (window.__scene().winEmitters || []).length === 2, settleTimeout)) {
|
||||
ok('second win showcase running');
|
||||
await click(400, 720); // inside "Menu"
|
||||
if (await waitFor('state=menu after Menu', () => window.__scene().state === 'menu', 120000)) {
|
||||
const menuVisible = await evalS(() => window.__scene().menu && window.__scene().menu.visible);
|
||||
const winGone = await evalS(() => !window.__scene().winLayer);
|
||||
ok(`back to menu: menu.visible=${menuVisible}, winLayer destroyed=${winGone}`);
|
||||
if (!menuVisible) bad('menu not visible');
|
||||
if (!winGone) bad('winLayer not destroyed');
|
||||
await snap('5_menu');
|
||||
}
|
||||
}
|
||||
|
||||
console.log('— Start Puzzle from menu works —');
|
||||
await evalS(() => { const s = window.__scene(); s.selectedDiff = 'easy'; s.startPuzzle(); });
|
||||
if (await waitFor('state=playing from menu', () => window.__scene().state === 'playing', 60000)) ok('menu → playing OK');
|
||||
} finally {
|
||||
await browser.close();
|
||||
if (server) { try { process.kill(-server.pid); } catch { /* already gone */ } }
|
||||
}
|
||||
|
||||
console.log('\n— JS errors (' + errors.length + ') —');
|
||||
errors.forEach((e) => console.log(' ' + e));
|
||||
if (errors.length) failed = true;
|
||||
|
||||
console.log(failed ? '\nSMOKE TEST: FAILED' : '\nSMOKE TEST: ALL PASS');
|
||||
process.exit(failed ? 1 : 0);
|
||||
|
|
@ -1,13 +1,14 @@
|
|||
#!/usr/bin/env node
|
||||
// verifyBookwork.js — engine tests for Bookwork
|
||||
// verifyBookwork.js — engine tests for Bookworm
|
||||
|
||||
import { readFileSync } from 'node:fs';
|
||||
import {
|
||||
GRID_SIZE, makeGrid, getAdjacent, isAdjacent,
|
||||
wordFromCells, computeDamage, computeSelfDamage,
|
||||
clearAndRefill, dropSpecialTile, countPoisonTiles,
|
||||
computeMaxHp, isPotionUnlocked,
|
||||
computeMaxHp, isPotionUnlocked, specialTileChances, SPECIAL_TILE_CHANCES,
|
||||
} from '../src/games/bookwork/BookworkLogic.js';
|
||||
import { refillSteered } from '../src/games/bookwork/BookworkSteering.js';
|
||||
import { getAttackDamage, getSpecialTile } from '../src/games/bookwork/BookworkAI.js';
|
||||
|
||||
let pass = 0, fail = 0;
|
||||
|
|
@ -92,6 +93,34 @@ const after = clearAndRefill(gridR, used);
|
|||
ok('grid still 5×5 after refill', after.length === GRID_SIZE && after.every((r) => r.length === GRID_SIZE));
|
||||
ok('all cells have letter+type after refill', after.flat().every((c) => c.letter && c.type));
|
||||
|
||||
// ── special tile schedule ────────────────────────────────────────────────────
|
||||
console.log('\nspecial tile schedule');
|
||||
const SCHED = {
|
||||
startLevel: 1, endLevel: 10,
|
||||
start: { gold: 0.10, diamond: 0.06 },
|
||||
end: { gold: 0.03, diamond: 0.02 },
|
||||
};
|
||||
ok('no cfg → current defaults', specialTileChances(1) .goldChance === 0.03 && specialTileChances(1).diamondChance === 0.02);
|
||||
const at = (lv) => specialTileChances(lv, SCHED);
|
||||
ok('level 1 = boosted start', at(1).goldChance === 0.10 && at(1).diamondChance === 0.06);
|
||||
ok('level 10 = current rates', at(10).goldChance === 0.03 && at(10).diamondChance === 0.02);
|
||||
ok('level 20 holds at current rates', at(20).goldChance === 0.03 && at(20).diamondChance === 0.02);
|
||||
ok('clamps below startLevel', at(0).goldChance === 0.10);
|
||||
const ramp = Array.from({ length: 10 }, (_, i) => specialTileChances(i + 1, SCHED).goldChance);
|
||||
ok('gold chance monotonically decreases L1→L10', ramp.every((v, i) => i === 0 || v <= ramp[i - 1]));
|
||||
ok('ramp stays within [end, start]', ramp.every((v) => v >= 0.03 && v <= 0.10));
|
||||
|
||||
const forcedGold = clearAndRefill(makeGrid(), used, Math.random, { goldChance: 1 });
|
||||
const newCount = 3;
|
||||
ok('goldChance:1 → every fresh tile is gold',
|
||||
forcedGold.flat().filter((c) => c.type === 'gold').length === newCount);
|
||||
const forcedDiamond = clearAndRefill(makeGrid(), used, Math.random, { goldChance: 0, diamondChance: 1 });
|
||||
ok('diamondChance:1 → every fresh tile is diamond',
|
||||
forcedDiamond.flat().filter((c) => c.type === 'diamond').length === newCount);
|
||||
const steeredGold = refillSteered(makeGrid(), used, Math.random, null, { goldChance: 1 });
|
||||
ok('refillSteered honors goldChance:1',
|
||||
steeredGold.flat().filter((c) => c.type === 'gold').length === newCount);
|
||||
|
||||
// ── dropSpecialTile ────────────────────────────────────────────────────────────
|
||||
console.log('\ndropSpecialTile');
|
||||
const gridS = makeGrid(() => 0.5);
|
||||
|
|
@ -175,6 +204,10 @@ if (bwData) {
|
|||
ok('hp increases over levels', bwData.levels[19].hp > bwData.levels[0].hp);
|
||||
ok('playerBaseHp present', bwData.playerBaseHp > 0);
|
||||
ok('milestones array present', Array.isArray(bwData.milestones));
|
||||
const st = bwData.specialTiles;
|
||||
ok('specialTiles schedule well-formed', !!st && st.startLevel < st.endLevel
|
||||
&& st.start.gold > st.end.gold > 0 && st.start.diamond > st.end.diamond > 0
|
||||
&& st.end.gold === SPECIAL_TILE_CHANCES.gold && st.end.diamond === SPECIAL_TILE_CHANCES.diamond);
|
||||
}
|
||||
|
||||
// ── Summary ───────────────────────────────────────────────────────────────────
|
||||
|
|
|
|||
|
|
@ -0,0 +1,210 @@
|
|||
#!/usr/bin/env node
|
||||
// verifyBookwormBoard.js — Bookworm board-quality harness
|
||||
//
|
||||
// Compares the plain weighted-random board (baseline) against the steering
|
||||
// layer (class steering + vowel band + word-completion boost) on:
|
||||
// • static boards — words available, dead boards, vowel share
|
||||
// • simulated sessions — play the longest word each turn, refill, repeat:
|
||||
// words available per turn, dead turns (no word to play), turn survival
|
||||
//
|
||||
// Deterministic (seeded RNG). The dictionary is the same ENABLE list
|
||||
// (3–15 letters) that /words/scrabble/validate accepts, so "available word"
|
||||
// means "word the player can actually submit".
|
||||
//
|
||||
// Run: node tools/verifyBookwormBoard.js
|
||||
|
||||
import { readFileSync } from 'node:fs';
|
||||
import {
|
||||
GRID_SIZE, makeGrid, clearAndRefill, getAdjacent,
|
||||
} from '../src/games/bookwork/BookworkLogic.js';
|
||||
import {
|
||||
makeSteeredGrid, refillSteered, parseWordList, letterWeights, pickWeighted, DEFAULT_STEER,
|
||||
} from '../src/games/bookwork/BookworkSteering.js';
|
||||
|
||||
const N_BOARDS = 300;
|
||||
const N_SESSIONS = 60;
|
||||
const MAX_TURNS = 30;
|
||||
|
||||
let pass = 0, fail = 0;
|
||||
function ok(label, cond) {
|
||||
if (cond) { console.log(` ✓ ${label}`); pass++; }
|
||||
else { console.error(` ✗ ${label}`); fail++; }
|
||||
}
|
||||
|
||||
// ── deterministic rng ─────────────────────────────────────────────────────────
|
||||
function mulberry32(seed) {
|
||||
let a = seed >>> 0;
|
||||
return function () {
|
||||
a |= 0; a = (a + 0x6D2B79F5) | 0;
|
||||
let t = Math.imul(a ^ (a >>> 15), 1 | a);
|
||||
t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
|
||||
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
|
||||
};
|
||||
}
|
||||
|
||||
// ── word finding (boggle DFS with prefix pruning; one path per word) ─────────
|
||||
function buildPrefixSet(wordSet) {
|
||||
const pre = new Set();
|
||||
for (const w of wordSet) for (let i = 1; i <= w.length; i++) pre.add(w.slice(0, i));
|
||||
return pre;
|
||||
}
|
||||
|
||||
function findWords(grid, wordSet, prefixSet) {
|
||||
const found = new Map(); // word -> [cells]
|
||||
const visited = Array.from({ length: GRID_SIZE }, () => new Array(GRID_SIZE).fill(false));
|
||||
const dfs = (r, c, word, cells) => {
|
||||
const w = word + grid[r][c].letter;
|
||||
const isWord = w.length >= 3 && wordSet.has(w);
|
||||
if (isWord && !found.has(w)) found.set(w, [{ r, c }, ...cells]);
|
||||
if (!prefixSet.has(w)) return;
|
||||
if (cells.length + 1 >= GRID_SIZE * GRID_SIZE) return;
|
||||
for (const { r: nr, c: nc } of getAdjacent(r, c)) {
|
||||
if (visited[nr][nc]) continue;
|
||||
visited[nr][nc] = true;
|
||||
dfs(nr, nc, w, [...cells, { r, c }]);
|
||||
visited[nr][nc] = false;
|
||||
}
|
||||
};
|
||||
for (let r = 0; r < GRID_SIZE; r++) for (let c = 0; c < GRID_SIZE; c++) {
|
||||
visited[r][c] = true;
|
||||
dfs(r, c, '', []);
|
||||
visited[r][c] = false;
|
||||
}
|
||||
return found;
|
||||
}
|
||||
|
||||
const VOWELS = new Set(['A', 'E', 'I', 'O', 'U']);
|
||||
const vowelShare = (grid) =>
|
||||
grid.flat().filter((c) => c.letter && VOWELS.has(c.letter)).length / (GRID_SIZE * GRID_SIZE);
|
||||
|
||||
const quantile = (arr, q) => {
|
||||
const s = [...arr].sort((a, b) => a - b);
|
||||
return s[Math.min(s.length - 1, Math.floor(q * s.length))];
|
||||
};
|
||||
const mean = (arr) => arr.reduce((a, b) => a + b, 0) / Math.max(1, arr.length);
|
||||
|
||||
// ── setup ─────────────────────────────────────────────────────────────────────
|
||||
console.log('Loading dictionary…');
|
||||
const wordSet = parseWordList(readFileSync('./data/wordlists/enable1.txt', 'utf8'));
|
||||
const prefixSet = buildPrefixSet(wordSet);
|
||||
console.log(` ${wordSet.size} words (3–15 letters), ${prefixSet.size} prefixes\n`);
|
||||
|
||||
const variants = {
|
||||
baseline: {
|
||||
make: (rng) => makeGrid(rng),
|
||||
refill: (g, cells, rng) => clearAndRefill(g, cells, rng),
|
||||
},
|
||||
steered: {
|
||||
make: (rng) => makeSteeredGrid(rng, wordSet, DEFAULT_STEER),
|
||||
refill: (g, cells, rng) => refillSteered(g, cells, rng, wordSet, DEFAULT_STEER),
|
||||
},
|
||||
};
|
||||
|
||||
// ── steering sanity ───────────────────────────────────────────────────────────
|
||||
console.log('Steering sanity');
|
||||
{
|
||||
const rng = mulberry32(1);
|
||||
const g = makeSteeredGrid(rng, wordSet, DEFAULT_STEER);
|
||||
ok('steered grid is 5×5', g.length === GRID_SIZE && g.every((r) => r.length === GRID_SIZE));
|
||||
ok('all cells filled with A-Z', g.flat().every((c) => /^[A-Z]$/.test(c.letter)));
|
||||
ok('no Q (absent from base pool)', !g.flat().some((c) => c.letter === 'Q'));
|
||||
const w = letterWeights(g, 2, 2, wordSet, DEFAULT_STEER);
|
||||
ok('letterWeights: Q weight is 0', w['Q'.charCodeAt(0) - 65] === 0);
|
||||
ok('letterWeights: total weight > 0', w.reduce((a, b) => a + b, 0) > 0);
|
||||
const letter = pickWeighted(w, mulberry32(7));
|
||||
ok('pickWeighted returns a letter in the pool', /^[A-Z]$/.test(letter) && letter !== 'Q');
|
||||
const ref = refillSteered(g, [{ r: 0, c: 0 }, { r: 1, c: 0 }, { r: 2, c: 0 }], mulberry32(3), wordSet, DEFAULT_STEER);
|
||||
ok('steered refill keeps 5×5', ref.length === GRID_SIZE && ref.flat().every((c) => /^[A-Z]$/.test(c.letter)));
|
||||
}
|
||||
|
||||
// ── static board quality ──────────────────────────────────────────────────────
|
||||
console.log(`\nStatic boards (N=${N_BOARDS} each)`);
|
||||
const staticStats = {};
|
||||
for (const [name, v] of Object.entries(variants)) {
|
||||
const wordCounts = [], shares = [];
|
||||
for (let i = 0; i < N_BOARDS; i++) {
|
||||
const g = v.make(mulberry32(1000 + i));
|
||||
wordCounts.push(findWords(g, wordSet, prefixSet).size);
|
||||
shares.push(vowelShare(g));
|
||||
}
|
||||
staticStats[name] = {
|
||||
wordCounts,
|
||||
dead: wordCounts.filter((n) => n === 0).length,
|
||||
min: Math.min(...wordCounts),
|
||||
p5: quantile(wordCounts, 0.05),
|
||||
median: quantile(wordCounts, 0.5),
|
||||
mean: mean(wordCounts),
|
||||
max: Math.max(...wordCounts),
|
||||
vowelMin: Math.min(...shares),
|
||||
vowelMax: Math.max(...shares),
|
||||
vowelMean: mean(shares),
|
||||
};
|
||||
}
|
||||
|
||||
const row = (label, f) =>
|
||||
console.log(` ${label.padEnd(28)} ${String(f('baseline')).padStart(14)} ${String(f('steered')).padStart(14)}`);
|
||||
console.log(' ' + 'metric'.padEnd(28) + 'baseline'.padStart(14) + 'steered'.padStart(14));
|
||||
row('words/board (min)', (n) => staticStats[n].min);
|
||||
row('words/board (p5)', (n) => staticStats[n].p5);
|
||||
row('words/board (median)', (n) => staticStats[n].median);
|
||||
row('words/board (mean)', (n) => staticStats[n].mean.toFixed(1));
|
||||
row('words/board (max)', (n) => staticStats[n].max);
|
||||
row('dead boards (0 words)', (n) => `${staticStats[n].dead} (${(100 * staticStats[n].dead / N_BOARDS).toFixed(1)}%)`);
|
||||
row('vowel share (min–max)', (n) => `${(100 * staticStats[n].vowelMin).toFixed(0)}–${(100 * staticStats[n].vowelMax).toFixed(0)}%`);
|
||||
row('vowel share (mean)', (n) => `${(100 * staticStats[n].vowelMean).toFixed(1)}%`);
|
||||
|
||||
// ── simulated sessions ────────────────────────────────────────────────────────
|
||||
console.log(`\nSimulated sessions (N=${N_SESSIONS}, max ${MAX_TURNS} turns, greedy longest-word play)`);
|
||||
const sessionStats = {};
|
||||
for (const [name, v] of Object.entries(variants)) {
|
||||
const totals = [], wpt = [], dead = [], initial = [], longest = [];
|
||||
for (let i = 0; i < N_SESSIONS; i++) {
|
||||
const rng = mulberry32(90000 + i);
|
||||
let grid = v.make(rng);
|
||||
let deadTurn = false, total = 0;
|
||||
for (let t = 0; t < MAX_TURNS; t++) {
|
||||
const words = findWords(grid, wordSet, prefixSet);
|
||||
if (t === 0) initial.push(words.size);
|
||||
if (words.size === 0) { deadTurn = true; break; }
|
||||
total += words.size;
|
||||
wpt.push(words.size);
|
||||
let best = null;
|
||||
for (const [w, cells] of words) if (!best || w.length > best.length) best = { w, cells };
|
||||
longest.push(best.w.length);
|
||||
grid = v.refill(grid, best.cells, rng);
|
||||
}
|
||||
totals.push(total);
|
||||
if (deadTurn) dead.push(1); else dead.push(0);
|
||||
}
|
||||
sessionStats[name] = {
|
||||
deadRate: mean(dead),
|
||||
totalMedian: quantile(totals, 0.5),
|
||||
totalMean: mean(totals),
|
||||
wptMin: Math.min(...wpt),
|
||||
wptP5: quantile(wpt, 0.05),
|
||||
wptMedian: quantile(wpt, 0.5),
|
||||
initialMedian: quantile(initial, 0.5),
|
||||
longestMax: Math.max(...longest),
|
||||
};
|
||||
}
|
||||
|
||||
row('dead sessions (stuck)', (n) => `${Math.round(sessionStats[n].deadRate * N_SESSIONS)}/${N_SESSIONS} (${(100 * sessionStats[n].deadRate).toFixed(0)}%)`);
|
||||
row('initial words (median)', (n) => sessionStats[n].initialMedian);
|
||||
row('words/turn (min)', (n) => sessionStats[n].wptMin);
|
||||
row('words/turn (p5)', (n) => sessionStats[n].wptP5);
|
||||
row('words/turn (median)', (n) => sessionStats[n].wptMedian);
|
||||
row('total words (median)', (n) => sessionStats[n].totalMedian);
|
||||
row('total words (mean)', (n) => sessionStats[n].totalMean.toFixed(0));
|
||||
row('longest word seen', (n) => sessionStats[n].longestMax);
|
||||
|
||||
// ── comparisons ───────────────────────────────────────────────────────────────
|
||||
console.log('\nComparison');
|
||||
ok('steered median words/board ≥ baseline', staticStats.steered.median >= staticStats.baseline.median);
|
||||
ok('steered dead boards ≤ baseline', staticStats.steered.dead <= staticStats.baseline.dead);
|
||||
ok('steered p5 words/board ≥ baseline', staticStats.steered.p5 >= staticStats.baseline.p5);
|
||||
ok('steered dead-session rate ≤ baseline', sessionStats.steered.deadRate <= sessionStats.baseline.deadRate);
|
||||
ok('steered median words/turn ≥ baseline', sessionStats.steered.wptMedian >= sessionStats.baseline.wptMedian);
|
||||
ok('steered median total words ≥ baseline', sessionStats.steered.totalMedian >= sessionStats.baseline.totalMedian);
|
||||
|
||||
console.log(`\n${pass + fail} checks: ${pass} passed, ${fail} failed\n`);
|
||||
process.exit(fail > 0 ? 1 : 0);
|
||||
|
|
@ -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.');
|
||||
Loading…
Reference in New Issue