Commit Graph
258 Commits
Author SHA1 Message Date
tiennm99 92a4e631bf feat(01-03): create PersonForm component
- Controlled form with useState for local state
- Calls store.addPerson on form submit
- Shows error message if addPerson fails
- Clears input on successful add
- Uses Preact hooks for form state management
2026-03-12 02:46:06 +00:00
tiennm99 616dbe0456 fix(01-01): fix syntax error in billStore.js negation operator
- Fix escaped exclamation marks (\! to !) in condition checks
- Add currency utility module (dollarsToCents, centsToDollars, formatCurrency)

All 20 tests now pass (10 billStore + 10 currency)
2026-03-12 02:42:28 +00:00
tiennm99 0cfbfcb0f6 feat(01-01): set up test infrastructure with Vitest
- Add package.json with Vitest, jsdom, Vite, and Preact dependencies
- Configure Vitest with jsdom environment for component testing
- Create test stubs for billStore (PEOPLE-01, PEOPLE-02, PEOPLE-03, PEOPLE-04)
- Create test stubs for currency utilities (dollarsToCents, centsToDollars, formatCurrency)
2026-03-12 02:40:10 +00:00
tiennm99 3ef9d8b9ca chore(01-01): configure Vitest test infrastructure
- Add vitest.config.js with jsdom environment and global test APIs
- Install vitest and jsdom as dev dependencies
- Add test scripts (test, test:run) to package.json
2026-03-12 02:39:49 +00:00
tiennm99 073b912c2f docs(01): create Phase 1 plans for bill entry and assignment 2026-03-12 02:08:47 +00:00
tiennm99 39af0f9bb6 docs(01): add validation strategy 2026-03-12 01:59:35 +00:00
tiennm99 a6fd1b707e docs(01): research phase domain - bill entry & assignment 2026-03-12 01:58:22 +00:00
tiennm99 bc8a4a3cdc docs: create roadmap (3 phases) 2026-03-11 20:16:05 +00:00
tiennm99 fd70716839 docs: define v1 requirements 2026-03-11 20:14:24 +00:00
tiennm99 0ac2ab1a7b docs: complete project research 2026-03-11 20:11:51 +00:00
tiennm99 3ff712a0d8 chore: add project config 2026-03-11 20:03:00 +00:00
tiennm99 48f57167c6 docs: initialize project 2026-03-11 16:37:11 +00:00
tiennm99 2fa6bce60e chore: add Claude Code GSD framework configuration and agents 2026-03-11 22:50:35 +07:00
tiennm99 8ee59106e0 chore: reset 2026-03-11 22:35:40 +07:00
tiennm99 9bb7893107 Archive v1.0 planning; finalize MVP docs
Archive and finalize v1.0 milestone and planning artifacts: add MILESTONES.md, milestone archives (v1.0-ROADMAP.md, v1.0-REQUIREMENTS.md), verification and phase artifacts, and update phase/roadmap/project state to mark v1.0 MVP as shipped. Tidy PROJECT and ROADMAP to reflect shipped features and next steps, remove the old REQUIREMENTS.md (moved to milestone archive), and update STATE.md to show milestone completion. Minor code change: expose GridManager.events as public readonly to allow external subscribers. Package metadata: normalize keywords formatting and add an optional dependency entry in package.json for rollup native binary support.
2026-03-11 21:54:55 +07:00
tiennm99 2f91b99d64 fix(06): connect GridManager events to Game match handler
Bug: Game was listening on its own events emitter for 'tilesSelected'
but GridManager emits on its own events emitter.
Fix: Changed listener from this.events to this.gridManager.events
2026-03-11 14:18:03 +00:00
tiennm99 47e07be234 docs(06-04): complete responsive canvas scaling plan
- Enhanced setupCanvas() with viewport-based scaling
- Scale down only, never scales up
- CSS transform for display scaling (preserves coordinates
- Added comprehensive test coverage for responsive scaling behavior
2026-03-11 14:01:16 +00:00
tiennm99 56b7fb6541 docs(06-04): complete responsive canvas scaling plan
- Enhanced setupCanvas() with viewport-based scaling
- Scale down only on scales to fit viewport on mobile devices
- CSS transform for display scaling (preserves coordinate mapping
- Added comprehensive test coverage for responsive scaling

- Verified coordinate mapping works correctly with CSS transform
2026-03-11 13:58:53 +00:00
tiennm99 caefdfd773 docs(06-01): complete Tile Match Animations plan
- MatchAnimation class with easeOutBack easing for satisfying pop effect
- scale+fade transforms in renderTile()
- CONFIG.animation.matchDuration = 250ms
- All tests passing
2026-03-11 13:54:18 +00:00
tiennm99 5ae04d2e73 docs(06-02): complete path glow effect plan
- Created 06-02-SUMMARY.md with accomplishments, deviations, and metrics
- Updated STATE.md with plan completion and decisions
- Updated ROADMAP.md progress (3/4 summaries complete)
- Marked UX-01 requirement complete
2026-03-11 13:53:56 +00:00
tiennm99 d29f88d93e docs(06-02): complete path glow effect plan
- Added shadowBlur glow effect to path visualization
- Wired animateMatch call for concurrent tile animations
- Auto-fixed missing MatchAnimation integration from plan 06-01
2026-03-11 13:52:24 +00:00
tiennm99 90462238eb feat(06-01): integrate MatchAnimation into Renderer with animateMatch method
- Add animateMatch() method to start animations for matched tiles
- Apply scale/alpha transforms in renderTile() when animation exists
- Clean up completed animations from matchAnimations map
- Add tests for animateMatch integration
2026-03-11 13:49:18 +00:00
tiennm99 97ea3c8a7c feat(06-02): wire animateMatch call to tilesMatched event
- Add animation.matchDuration=250 to CONFIG
- Add matchAnimations Map and animateMatch method to Renderer
- Apply scale+alpha transforms in renderTile for animating tiles
- Wire animateMatch call in Game.ts after drawPath

This completes the dependency from plan 06-01 (Rule 2 auto-fix for missing critical functionality)
2026-03-11 13:49:11 +00:00
tiennm99 e7d2975d29 feat(06-01): add animation.matchDuration to CONFIG
- Add animation configuration object with matchDuration: 250ms
- Per CONTEXT.md recommendation (200-300ms range)
2026-03-11 13:46:56 +00:00
tiennm99 8c5c2368d9 feat(06-02): add glow effect to path line visualization
- Add shadowBlur=15 and shadowColor='#00ff00' for green glow
- Wrap path drawing in ctx.save()/ctx.restore() for state preservation
- Add tests for glow effect properties (shadowBlur, shadowColor, save/restore)
2026-03-11 13:44:57 +00:00
tiennm99 d3f10bb273 docs(06-03): complete mobile touch optimization plan
- SUMMARY.md with RippleAnimation implementation details
- STATE.md updated with Phase 6 position and decisions
- ROADMAP.md updated with plan progress
- REQUIREMENTS.md: UX-02 marked complete
2026-03-11 13:44:31 +00:00
tiennm99 985664bd34 feat(06-03): trigger ripple effect on touch/click input
- Add renderer.addRipple(x, y) call in handleInput method
- Ripple appears at touch/click coordinates before tile selection
- Provides visual feedback for all input interactions
2026-03-11 13:41:57 +00:00
tiennm99 b5ef260e54 feat(06-03): add RippleAnimation class for touch feedback
- Add RippleAnimation class with 300ms duration and 40px max radius
- Add rippleAnimations property to Renderer
- Add addRipple(x, y) method to trigger ripple effect
- Render ripples in main render loop with auto-cleanup
- Use selection color (rgba 233, 69, 96) for visual consistency
2026-03-11 13:40:52 +00:00
tiennm99 154010ea66 feat(06-03): add touch-action CSS for mobile optimization
- Add touch-action: none to canvas to prevent zoom/scroll
- Add overflow: hidden to body to prevent page scroll
- Mobile touch gestures now properly blocked during gameplay
2026-03-11 13:34:53 +00:00
tiennm99 5c94fb4ca6 fix(06): correct dependency for plan 06-02 on 06-01 2026-03-11 11:34:11 +00:00
tiennm99 8b18e80f04 docs(06): add phase plans for Polish and UX 2026-03-11 11:18:34 +00:00
tiennm99 a34d04c871 docs(06): add research and validation strategy 2026-03-11 11:10:03 +00:00
tiennm99 25b72b2558 docs(06): research Phase 6 polish and UX domain 2026-03-11 11:08:59 +00:00
tiennm99 83483ef8c3 docs(state): record phase 6 context session 2026-03-11 10:54:40 +00:00
tiennm99 89e91bdb40 docs(06): capture phase context for Polish and UX 2026-03-11 10:54:34 +00:00
tiennm99 65cdb1a08d Add game-state planning, NoMovesDetector & overlay
Update project planning and implement game-end components: tweak .gitignore entries, bump planning state progress, and add extensive Phase 04 artifacts (plans, summary, research, validation) plus Phase 05 initial plan. Deliverables include index.html overlay for game-over UI and modifications to src/game/Game.ts and src/models/Tile.ts to support win / no-moves detection and restart hooks; also add GameStateManager / NoMovesDetector integration notes and tests scaffolding in planning docs. Purpose: prepare and record implementation details for win/lose detection, game-over overlay, input blocking, reset/restart flow, and board-generation recovery.
2026-03-11 17:45:14 +07:00
tiennm99 cff7ac2dff docs(05-01): complete Random Board Generation plan 2026-03-11 10:12:37 +00:00
tiennm99 a6e176d386 docs(05-01): complete Random Board Generation plan
- Created SUMMARY.md with execution results
- Updated ROADMAP.md with plan progress
- Updated STATE.md with position and decisions, and session info
2026-03-11 10:11:50 +00:00
tiennm99 8f28e9c0b7 feat(05-01): implement random board generation with Fisher-Yates shuffle
- Add board:generated event to GameEvents interface
 - implement generateRandomGrid() method with solvability verification
 - Enhance initializeGrid() to use NoMovesDetector for verification
 - Add tests for random board generation
 - add import for NoMovesDetector
2026-03-11 10:09:23 +00:00
tiennm99 da052132b0 feat(05-02): implement shuffleTiles() method with Fisher-Yates shuffle
- shuffleTiles() redistributes tile types while preserving positions
- Clears selection to prevent stale tile references
- Emits board:shuffling before and board:shuffled after
- Handles partially cleared boards correctly
- Added comprehensive test coverage for shuffle functionality
2026-03-11 10:05:43 +00:00
tiennm99 9b54d6d9c1 test(05-02): add shuffle events to GameEvents interface
- Add board:shuffling event with tilesRemaining payload
- Add board:shuffled event with tilesRemaining payload
- These events enable UI feedback during tile shuffle recovery
2026-03-11 10:02:14 +00:00
tiennm99 550407cc94 feat(04-04): wire up restart button click handler
- Added restart button click event listener in Game constructor
- Click handler calls restart() method to reset game
- Null check for restart button element (defensive programming)
- Tests verify click handler registration and restart() invocation
- Tests verify graceful handling of missing button element
2026-03-11 08:29:09 +00:00
tiennm99 7a33907f8c feat(04-04): implement restart() method with score preservation
- Added previousScore property to Game class
- Implemented restart() method that stores previousScore, resets grid/score/state/UI
- Added updatePreviousScoreDisplay() helper method
- Added game:restart event type to GameEvents interface
- Restart resets grid via initializeGrid(), resets score to 0, transitions state to IDLE
- Previous score preserved and displayed, hidden if 0
- All tests passing for restart functionality
2026-03-11 08:28:44 +00:00
tiennm99 ed8ca92f38 test(04-04): add previous score display tests and HTML element
- Added tests for previous-score-display element existence and styling
- Added previous-score-display div to HTML with score-container wrapper
- Element initially hidden with display: none
- Follows existing score-display pattern for consistency
2026-03-11 08:28:07 +00:00
tiennm99 7ac026356a docs(04-02): complete Win/Lose Detection plan and update state
- Created 04-02-SUMMARY.md with implementation details
- NoMovesDetector with type-optimized algorithm (94% reduction in PathFinder calls)
- Game over overlay HTML with semi-transparent styling
- GameStateManager.reset() method (already implemented in 04-01)
- Updated STATE.md with progress and decisions
- Updated ROADMAP.md with phase 4 progress
2026-03-11 08:23:27 +00:00
tiennm99 967960846b feat(04-02): add game over HTML overlay
- Added game-over-overlay div with fixed positioning and z-index 1000
- Added overlay-content div with semi-transparent background
- Added game-over-message h1 element for win/lose message
- Added restart-button button with hover effect
- Overlay hidden by default (display: none)
- Styling matches score overlay pattern
2026-03-11 08:21:27 +00:00
tiennm99 18a7b90b14 test(04-02): add failing test for NoMovesDetector
- Created comprehensive test suite with 10 test cases
- Tests cover valid/invalid move detection, type-optimization, edge cases
- Tests verify path detection with 0, 1, and 2 turns
- Tests verify cleared tiles are skipped and empty board handling
2026-03-11 08:21:03 +00:00
tiennm99 929d90dd97 docs(04-01): complete Game State Machine plan and update state
- Create SUMMARY.md with implementation details and technical decisions
- Update STATE.md to reflect plan 04-01 completion
- Update ROADMAP.md progress (1/5 plans complete in Phase 4)
- Document string enum decision and transition validation approach
2026-03-11 08:17:16 +00:00
tiennm99 5bf254f617 feat(04-01): implement GameStateManager class with transition validation
- Add transition validation with validTransitions mapping
- Implement transitionTo() method with validation and event emission
- Add canSelectTile() helper method for input blocking
- Add reset() method for restart functionality
- Update tests to cover all state machine behavior (7 test cases)
2026-03-11 08:16:08 +00:00
tiennm99 729f3f822d feat(04-01): add GameState enum and StateChangeEvent type
- Add GameState enum with 4 string values (IDLE, SELECTING, MATCHING, GAME_OVER)
- Add StateChangeEvent interface with from/to properties
- Add game:stateChange event to GameEvents interface
- Add tests for GameState enum values and types
2026-03-11 08:14:41 +00:00