- Created SUMMARY.md with execution results
- Updated ROADMAP.md with plan progress
- Updated STATE.md with position and decisions, and session info
Co-Authored-By: Claude <noreply@anthropic.com>
- 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
Co-Authored-By: Claude <noreply@anthropic.com>
- 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
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Add board:shuffling event with tilesRemaining payload
- Add board:shuffled event with tilesRemaining payload
- These events enable UI feedback during tile shuffle recovery
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- 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
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- 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
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- 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
- 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
- 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
- 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)
Add Phase 3 plan files (pathfinding, scoring, visual feedback),
update state tracking for Phase 4 context, and clean up gitignore.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Mark Phase 3 as completed in roadmap, add verification documentation,
and create Phase 4 context for Game State Management.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Added div with id=\"score-display\" in top-right corner
- Semi-transparent background (rgba(26, 26, 70, 0.9))
- Large bold font (24px) with light text color (#eaeaea)
- Initial text shows \"Score: 0\"
- Positioned above canvas with z-index: 100
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Added clearTiles method that marks tiles as cleared
- Emits tile:cleared event for each cleared tile
- Calls deselectAll() after clearing tiles
- Enables CORE-05 (connected tiles disappear) and CORE-07 (cleared tiles become passable)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Created test suite with 5 test cases for score calculation
- Tests cover base score (100), 0-turn bonus (150), 1-turn bonus (125)
- Tests verify default to base score for invalid turn counts
- Tests verify integer scores (no floating point)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Added PathNode interface for BFS state tracking (row, col, direction, turns, path)
- Added MatchResult interface for match validation results (valid, reason, path, turns)
- Created test file with type import tests
- Direction encoding: -1=none/start, 0=up, 1=right, 2=down, 3=left
- Add shell configs, IDE files, and local configs to .gitignore
- Add Phase 2 planning artifacts (CONTEXT, RESEARCH, VERIFICATION)
- Add GridManager test suite
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Create 02-03-SUMMARY.md with implementation details
- Update STATE.md with Phase 2 complete status
- Update ROADMAP.md to mark Phase 2 as complete
- Record all task commits and decisions
Phase 2 (Grid and Input) is now 100% complete with all 4 plans finished.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Add setupInputListeners() public method
- Add handleClick and handleTouch event handlers
- Add handleInput() method for coordinate translation
- Implement getBoundingClientRect() for accurate hit detection
- Account for device pixel ratio in coordinate calculations
- Map canvas coordinates to tile grid position
- Call gridManager.selectTile() for valid tiles
Implements Task 2 of plan 02-03
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Add GridManager and Renderer imports
- Add gridManager and renderer fields to Game class
- Initialize GridManager and create grid in constructor
- Initialize Renderer with canvas reference
- Delegate render() to renderer.render()
- Add tilesSelected event listener for logging
Implements Task 1 of plan 02-03
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Created Renderer class with tile rendering, selection highlighting, and fade-in animations
- Created GridManager class with tile array and selection state management (blocking dependency)
- Added tilesSelected event to GameEvents interface
- Created comprehensive test suite for Renderer with 9 test cases
**Renderer Features:**
- Renders all non-cleared tiles from GridManager at correct positions
- Centers grid horizontally and vertically within canvas
- Displays emoji characters centered within tile bounds
- Selection highlights with border (3px) and background tint (30% opacity)
- Fade-in animation over ~100ms using performance.now()
- Uses CONFIG.tile.size, gap, cornerRadius for positioning
- Respects CONFIG.colors for styling
**GridManager Features:**
- Manages 2D tile array (10x16 grid = 160 tiles)
- Selection state tracking with toggle behavior (0-2 tiles)
- selectTile() with toggle deselect and cleared tile filtering
- Emits tilesSelected event when 2 tiles selected
- getTileAt() for coordinate-based tile access
**Note:** Tests created but not runnable due to sandbox file system restrictions
preventing npm install. Implementation verified manually against plan requirements.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Create Plan 02-00 (Wave 0) with test file stubs for Nyquist compliance
- Update Plans 02-01, 02-02, 02-03 to depend on 02-00
- Fix wave numbers: 02-01 and 02-02 remain in Wave 1, 02-03 stays in Wave 2
- Update VALIDATION.md: mark nyquist_compliant: true, wave_0_complete: true
Resolves checker issues:
- Nyquist Compliance: Wave 0 test files now exist
- All TDD tasks have test stubs to run against
- Phase 1 Core Foundation complete
- Game class orchestrates loop, events, and canvas
- main.ts entry point with DOMContentLoaded initialization
- Configuration validation tests added
- Fixed browser compatibility with custom EventEmitter
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Node's 'events' module doesn't work in browsers. Replaced with custom
Map-based implementation that provides the same API but works in both
Node.js and browser environments.
All 98 tests still pass.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Update main.ts to import and instantiate Game class
- Wait for DOMContentLoaded before initializing
- Add error event listener on game.events
- Add tick event listener (commented debug logging)
- Log initialization message to console
- Add main.test.ts with entry point tests (4 tests)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Create Game class that orchestrates canvas, game loop, and events
- Game constructor initializes canvas, context, loop, and events
- Game.start() starts the loop and emits 'game:start' event
- Game.render() clears canvas with background color
- Handle device pixel ratio for sharp rendering
- Add comprehensive tests (15 tests) for Game class
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- SUMMARY.md created with full execution details
- STATE.md updated: plan 2 of 3, 11% progress
- ROADMAP.md updated: 01-02 marked complete
- All 79 tests passing, TypeScript compiles clean
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Changed EventEmitter generic constraint to `object` for interface compatibility
- Fixed GameLoop test closure variable narrowing issue by using array
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Tests for constructor with id, type, position
- Tests for emoji getter returning correct emoji
- Tests for isAdjacent() method with various positions
- Tests for readonly properties and cleared default
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Generic class wrapping Node's EventEmitter
- Type-safe on(), emit(), off() methods
- Added once() and removeAllListeners() methods
- Returns this for method chaining
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Tests for on(), emit(), off() methods
- Tests for multiple listeners and chaining
- Tests for type safety with typed payloads
- Tests for error handling and once() method
- Tests for removeAllListeners()
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Tests for start(), stop(), isRunning(), getRafId()
- Tests for update callback with deltaTime
- Tests for delta time accumulation
- Tests for loop lifecycle (start/stop multiple times)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Add SUMMARY.md with execution details
- Update STATE.md with progress and decisions
- Update ROADMAP.md with plan completion
- Mark CORE-01 as complete in REQUIREMENTS.md
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Initialize Vite project with vanilla-ts configuration
- Add TypeScript with strict mode enabled
- Configure Vitest for testing
- Create index.html with Canvas element
- Add main.ts entry point with canvas setup
- Add setup tests for project dependencies
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>