@johnmorrisdotca/houseki 0.1.1 → 0.2.1

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package/README.md CHANGED
@@ -1,7 +1,7 @@
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  <h1 align="center">Houseki <sub>宝石</sub></h1>
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- <p align="center"><strong>Four original gem and stone puzzle games for JavaScript and TypeScript.</strong><br>
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- Falling Triplets, Colour Chains, Stone Collapse and Gem Swap: each an immutable, seeded rules engine that runs anywhere, with graded challenges and lessons, saves that replay to the same board, and a keyboard, keypad and touch player in the demo. Magnetic Blocks, with bonded squares and a magnetic floor, is an experiment beside them. In English and Japanese. No dependencies.</p>
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+ <p align="center"><strong>Five original gem and stone puzzle games for JavaScript and TypeScript.</strong><br>
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+ Falling Triplets, Colour Chains, Stone Collapse and Gem Swap: each an immutable, seeded rules engine that runs anywhere, with graded challenges and lessons, saves that replay to the same board, and a keyboard, keypad and touch player in the demo. Magnetic Blocks adds bonded squares, a magnetic floor and its own campaign. Shizen and Arashi each add a separate Colour Chains campaign. In English and Japanese. No dependencies.</p>
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  <p align="center">
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  <a href="https://github.com/johnmorrisdotca/houseki/actions/workflows/ci.yml"><img alt="CI" src="https://github.com/johnmorrisdotca/houseki/actions/workflows/ci.yml/badge.svg"></a>
@@ -11,12 +11,25 @@ Falling Triplets, Colour Chains, Stone Collapse and Gem Swap: each an immutable,
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  <img alt="TypeScript" src="https://img.shields.io/badge/types-TypeScript-2f5d4a">
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  </p>
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- <p align="center"><a href="https://johnmorrisdotca.github.io/houseki/"><strong>Play a game →</strong></a> · <a href="https://johnmorrisdotca.github.io/houseki/api.html">API reference</a></p>
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+ <table align="center">
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+ <tr>
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+ <td align="center" valign="top">
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+ <picture>
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+ <source media="(prefers-color-scheme: dark)" srcset="https://raw.githubusercontent.com/johnmorrisdotca/houseki/main/docs/images/hero-desk-dark.webp">
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+ <img src="https://raw.githubusercontent.com/johnmorrisdotca/houseki/main/docs/images/hero-desk-light.webp" alt="The demo on a desk, in English: the page header with its language chooser, the API reference link, five cloth patches and the Help switch, the page chooser (Falling Triplets, Colour Chains, Gem Swap and Stone Collapse chosen, Magnetic Blocks), the settings column, and Gem Swap on green felt: an eight by eight board of red, blue, green, gold and purple gems with a permanent symbol on each, and the tool tray beside it with Bomb, Row clear and Colour clear" width="600">
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+ </picture>
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+ <br><em>The demo on a desk: Gem Swap with its tool tray.</em>
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+ </td>
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+ <td align="center" valign="top">
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+ <picture>
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+ <source media="(prefers-color-scheme: dark)" srcset="https://raw.githubusercontent.com/johnmorrisdotca/houseki/main/docs/images/hero-phone-dark.webp">
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+ <img src="https://raw.githubusercontent.com/johnmorrisdotca/houseki/main/docs/images/hero-phone-light.webp" alt="The demo on a phone, in Japanese: the Gem Swap board of gems with their symbols, and under it the tool tray, 道具箱, with the bomb, row and colour tools, the confirm and cancel buttons, and the hint and reshuffle buttons" width="190">
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+ </picture>
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+ <br><em>On a phone, in Japanese, in the device's light or dark.</em>
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+ </td>
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+ </tr>
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+ </table>
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- <p align="center">
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- <img src="docs/images/gem-swap-desktop.png" alt="Gem Swap on a full board in the demo: a grid of red, blue, green, gold, purple and teal gems with permanent symbols on them, the tool tray beside it with Bomb, Row clear and Colour clear, and the family's header above" width="620">
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- <img src="docs/images/tool-tray-phone.png" alt="The same tool tray on a phone, under the board" width="200">
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- </p>
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  Houseki is a set of match-style puzzle games made to be dropped into a page or a server. Every game is a set of plain functions on plain data: a state in, a new state out, nothing read from the page, the clock or the network. The demo's players draw those states, and a person can play them with the keyboard, a keypad or a finger.
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  ## Features
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- - **Four games**, each its own engine and its own entry point: [Falling Triplets](docs/design/01-FALLING-TRIPLETS.md), [Stone Collapse](docs/design/02-STONE-COLLAPSE.md), [Colour Chains](docs/design/03-COLOUR-CHAINS.md) and [Gem Swap](docs/design/04-GEM-SWAP.md).
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- - **Graded campaigns and lessons**: 100 Falling Triplets, 50 Colour Chains, 100 Stone Collapse and 50 Gem Swap challenges, ordered by measured difficulty, each with a recorded winning play that the tests replay, and three guided lessons for each game. The boards are original, regenerated from a script, and a challenge keeps its identity if the order changes.
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+ - **Five games**, each its own engine and its own entry point: [Falling Triplets](docs/design/01-FALLING-TRIPLETS.md), [Stone Collapse](docs/design/02-STONE-COLLAPSE.md), [Colour Chains](docs/design/03-COLOUR-CHAINS.md) [Gem Swap](docs/design/04-GEM-SWAP.md) and [Magnetic Blocks](docs/design/CAMPAIGN-EXTENSIONS.md).
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+ - **Graded campaigns and lessons**: 100 Falling Triplets, 50 Colour Chains, 100 Stone Collapse, 50 Gem Swap, 50 Magnetic Blocks, 50 Shizen and 50 Arashi challenges (450 total), ordered by measured difficulty, each with a recorded winning play that the tests replay, and three guided lessons for each game. The boards are original, regenerated from a script, and a challenge keeps its identity if the order changes.
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  - **Three modes**: Relaxed (no clock, plan each move), Arcade (a timer drops the pieces) and Daily (the same board for everyone on a date).
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  - **Seeded and replayable**: a state is made from a seed and a list of actions, so a save is that list, and it decodes to exactly the board it came from.
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  - **Configurable boards**: presets from compact to extra wide and deep, custom sizes within stated limits, up to six colours, and shaped boards (heart, star, hexagon) for the full-board games.
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  - **Stored tools** for Gem Swap (Bomb, Row clear, Colour clear) and Stone Collapse (Bomb, Pick): select a tool and a stone, look at the highlighted effect, then confirm or cancel. A run that uses a tool is marked assisted. An optional earned Black Hole shrinks as it consumes nearby gems.
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  - **Nature, optional**: Shizen magnetic stones with one bounded rebound, and Arashi weather, a rare or frequent earthquake that jumbles stones and lightning that removes exposed ones, on a seeded schedule.
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- - **Magnetic Blocks, experimental**: bonded 2×2 squares, a floor that turns magnetic on a schedule, a one-use Floor Switch and impact drops. It has no graded campaign yet.
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+ - **Magnetic Blocks**: bonded 2×2 squares, a floor that turns magnetic on a schedule, a one-use Floor Switch and impact drops. Its fifty challenges introduce Calm/Pull choices, planned floor schedules, the Floor Switch and impact drops.
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  - **Accessible**: permanent colour symbols, keyboard and keypad control, an Animation setting that is on by default and a reduced-motion choice that is respected.
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  - **Light and dark** that follow the device, in the demo's family look.
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  - **English and Japanese** words for every lesson, challenge, button and line of the demo.
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  | Stone Collapse | `stone-collapse` | select a connected group and confirm | two or more touching stones of one colour | 100 |
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  | Colour Chains | `colour-chains` | rotate a falling pair | a group of four or more | 50 |
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  | Gem Swap | `gem-swap` | swap two neighbours | a run of three or more, which can make special gems | 50 |
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- | Magnetic Blocks (experimental) | `magnetic-blocks` | rotate a falling 2×2 block | bonded groups, on a floor that pulls | none yet |
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+ | Magnetic Blocks | `magnetic-blocks` | rotate a falling 2×2 block | four connected gems, with Calm/Pull settling | 50 |
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+ | Shizen | `colour-chains` | anticipate marked stones and rebound | four connected gems after attraction | 50 |
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+ | Arashi | `colour-chains` | plan around earthquakes and lightning | four connected gems after weather | 50 |
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+
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+
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+ ### What's in it
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+
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+ Each picture is the real game, drawn by the demo's player from the package's engine and taken with `pnpm screenshots:readme`, in light and dark. The board is the same seed every time, so the pictures are the same each run.
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+
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+ <table>
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+ <tr>
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+ <td align="center" valign="top" width="50%">
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+ <picture>
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+ <source media="(prefers-color-scheme: dark)" srcset="https://raw.githubusercontent.com/johnmorrisdotca/houseki/main/docs/images/falling-triplets-desk-dark.webp">
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+ <img src="https://raw.githubusercontent.com/johnmorrisdotca/houseki/main/docs/images/falling-triplets-desk-light.webp" alt="Falling Triplets on a desk after six placed triplets: a tall pale well in a wooden frame with a heap of gems at the bottom, each with a permanent symbol, the Next column of three triplets beside it, the line Place the triplet and the buttons for the arrows, Reverse cycle, Cycle, Place and Pause under it" width="360">
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+ </picture>
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+ <br><em><strong>Falling Triplets.</strong> Cycle the colours of a falling vertical triplet and place it; three in a line, across, down or diagonal, clear.</em>
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+ </td>
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+ <td align="center" valign="top" width="50%">
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+ <picture>
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+ <source media="(prefers-color-scheme: dark)" srcset="https://raw.githubusercontent.com/johnmorrisdotca/houseki/main/docs/images/colour-chains-desk-dark.webp">
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+ <img src="https://raw.githubusercontent.com/johnmorrisdotca/houseki/main/docs/images/colour-chains-desk-light.webp" alt="Colour Chains on a desk after six placed pairs: a tall pale well with a heap of gems at the bottom and a pair of gems at the top, the Next pair beside it, and the buttons for the arrows, Rotate left, Rotate right, Place and Pause under it" width="360">
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+ </picture>
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+ <br><em><strong>Colour Chains.</strong> Rotate a falling pair; four or more of a colour connected clear, and the stones above fall and may clear again.</em>
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+ </td>
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+ </tr>
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+ <tr>
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+ <td align="center" valign="top" width="50%">
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+ <picture>
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+ <source media="(prefers-color-scheme: dark)" srcset="https://raw.githubusercontent.com/johnmorrisdotca/houseki/main/docs/images/gem-swap-desk-dark.webp">
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+ <img src="https://raw.githubusercontent.com/johnmorrisdotca/houseki/main/docs/images/gem-swap-desk-light.webp" alt="Gem Swap on a desk: an eight by eight board of gems in a wooden frame with the top-left gem selected, and the Tool tray beside it with Bomb × 1, Row clear × 1 and Colour clear × 1, the counter 0/12 ordinary clears toward the next tool, and the Confirm, Cancel, Hint and Reshuffle buttons" width="400">
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+ </picture>
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+ <br><em><strong>Gem Swap.</strong> Swap two neighbours to make a run of three or more; stored tools are previewed, then confirmed or cancelled.</em>
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+ </td>
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+ <td align="center" valign="top" width="50%">
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+ <picture>
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+ <source media="(prefers-color-scheme: dark)" srcset="https://raw.githubusercontent.com/johnmorrisdotca/houseki/main/docs/images/stone-collapse-desk-dark.webp">
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+ <img src="https://raw.githubusercontent.com/johnmorrisdotca/houseki/main/docs/images/stone-collapse-desk-light.webp" alt="Stone Collapse on a desk: a board of gems in a wooden frame, ten rows of eight, and the Tool tray beside it with Bomb × 1 and Pick × 1, the counter 0/12 ordinary clears toward the next tool, and the Confirm and Cancel buttons, with the line Choose a group or a tool" width="400">
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+ </picture>
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+ <br><em><strong>Stone Collapse.</strong> Select a connected group of two or more stones of one colour, read the preview, and confirm.</em>
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+ </td>
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+ </tr>
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+ <tr>
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+ <td align="center" valign="top" width="50%">
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+ <picture>
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+ <source media="(prefers-color-scheme: dark)" srcset="https://raw.githubusercontent.com/johnmorrisdotca/houseki/main/docs/images/magnetic-blocks-desk-dark.webp">
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+ <img src="https://raw.githubusercontent.com/johnmorrisdotca/houseki/main/docs/images/magnetic-blocks-desk-light.webp" alt="Magnetic Blocks, challenge 1, on a desk: a well with bonded two-by-two blocks of gems along the floor, a falling block at the top, the Next floor and Current floor chips showing Calm, the objective Marked gem 0/3, the Floor Switch panel with Calm, Pull and Cancel buttons, and the buttons for the arrows, Rotate left, Rotate right, Hard drop, Place and Pause" width="360">
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+ </picture>
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+ <br><em><strong>Magnetic Blocks.</strong> Bonded 2×2 squares, a floor that turns magnetic on a schedule, and a one-use Floor Switch.</em>
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+ </td>
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+ <td align="center" valign="top" width="50%">
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+ <picture>
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+ <source media="(prefers-color-scheme: dark)" srcset="https://raw.githubusercontent.com/johnmorrisdotca/houseki/main/docs/images/shizen-desk-dark.webp">
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+ <img src="https://raw.githubusercontent.com/johnmorrisdotca/houseki/main/docs/images/shizen-desk-light.webp" alt="Shizen challenge 1 on a desk: a Colour Chains well with a few gems at the bottom and a pair at the top, the objective Target gems cleared 0 / 3 with a progress bar, Pieces left: 3, and the Next pair beside it" width="360">
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+ </picture>
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+ <br><em><strong>Shizen.</strong> Colour Chains with magnetic stones and one bounded rebound: a finite queue, a goal and a count of pieces left.</em>
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+ </td>
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+ </tr>
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+ <tr>
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+ <td align="center" valign="top" width="50%">
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+ <picture>
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+ <source media="(prefers-color-scheme: dark)" srcset="https://raw.githubusercontent.com/johnmorrisdotca/houseki/main/docs/images/arashi-desk-dark.webp">
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+ <img src="https://raw.githubusercontent.com/johnmorrisdotca/houseki/main/docs/images/arashi-desk-light.webp" alt="Arashi challenge 1 on a desk: a Colour Chains well with a few gems at the bottom and a pair at the top, the objective Target gems cleared 0 / 1 with a progress bar, Pieces left: 4, and the Next pair beside it" width="360">
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+ </picture>
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+ <br><em><strong>Arashi.</strong> Colour Chains with weather: plan around earthquakes that jumble stones and lightning that removes exposed ones.</em>
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+ </td>
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+ <td align="center" valign="top" width="50%">
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+ <picture>
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+ <source media="(prefers-color-scheme: dark)" srcset="https://raw.githubusercontent.com/johnmorrisdotca/houseki/main/docs/images/tool-tray-phone-dark.webp">
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+ <img src="https://raw.githubusercontent.com/johnmorrisdotca/houseki/main/docs/images/tool-tray-phone-light.webp" alt="The Gem Swap board and its tool tray on a phone: an eight by eight board of gems with their symbols, and under it the Tool tray with the Bomb × 1, Row clear × 1 and Colour clear × 1 buttons, the counter 0/12 ordinary clears toward the next tool, the Confirm, Cancel, Hint and Reshuffle buttons and the line Choose a gem or a tool" width="240">
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+ </picture>
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+ <br><em><strong>On a phone.</strong> The tool tray sits under the board, and every button is at least 44 pixels high.</em>
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+ </td>
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+ </tr>
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+ </table>
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  ## Use it in your project
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+ ### Install
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+
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+ ```sh
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+ npm install @johnmorrisdotca/houseki
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+ # or: pnpm add @johnmorrisdotca/houseki
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+ # or: yarn add @johnmorrisdotca/houseki
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+ ```
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+
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+ It is ES modules only, with its types included, and needs Node 22 or later outside a browser. A page with no bundler imports an engine from a CDN (`@0` is the major version): see the first example under [Examples](#examples).
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+
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  Import a game directly from `@johnmorrisdotca/houseki/falling-triplets`, `@johnmorrisdotca/houseki/stone-collapse`, `@johnmorrisdotca/houseki/colour-chains`, `@johnmorrisdotca/houseki/gem-swap` or `@johnmorrisdotca/houseki/magnetic-blocks`, and the deterministic attraction, rebound and environment utilities from `@johnmorrisdotca/houseki/nature`. The main entry, `@johnmorrisdotca/houseki`, groups the same names as the namespaces `fallingTriplets`, `stoneCollapse`, `colourChains`, `gemSwap`, `nature` and `magneticBlocks`. The engines do not touch the DOM, storage or the network.
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  Every engine works the same way:
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  To run the whole demo, `pnpm install && pnpm site`, then serve `site/` with any static server. A page of the demo takes `?seed=anything` in its address to start the same board again, and `?lang=ja` for Japanese.
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+ ### Additional campaigns
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+ ```ts
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+ import { createShizenLevel, createArashiLevel } from "@johnmorrisdotca/houseki/colour-chains";
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+ import { createLevel } from "@johnmorrisdotca/houseki/magnetic-blocks";
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+
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+ const magneticStones = createShizenLevel(1);
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+ const weather = createArashiLevel(1);
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+ const bondedSquares = createLevel(1);
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+ ```
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+
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+ Each campaign has fifty fixed puzzles ordered from easy to hard. Use its manifest for stable IDs, bilingual titles, objectives, difficulty marks and verified winning plans. Select Shizen or Arashi in the Colour Chains demo, or a challenge in Magnetic Blocks. A campaign uses a finite queue with no falling clock; the goal and progress appear beside the board. Fixed rules stay visible, and the result offers replay or the next challenge. See the [campaign contract](docs/design/CAMPAIGN-EXTENSIONS.md).
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+
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+ ### In a framework
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+
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+ The engines are plain functions with no framework code, so each framework holds a state and replaces it with what `applyAction` returns. Each of these is a Gem Swap board of buttons; the engine does the rules, and `advanceTicks` lets a swap settle.
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+
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+ #### React
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+
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+ ```jsx
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+ import { useState } from "react";
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+ import { advanceTicks, applyAction, createGame, legalActions } from "@johnmorrisdotca/houseki/gem-swap";
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+
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+ export function Board() {
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+ const [game, setGame] = useState(() => createGame({ seed: "hello" }));
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+ const [chosen, setChosen] = useState(null);
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+ const press = (index) => {
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+ const swap = legalActions(game).find((a) => a.kind === "swap" && a.from === chosen && a.to === index);
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+ if (swap) setGame(advanceTicks(applyAction(game, swap).state, 200).state);
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+ setChosen(swap ? null : index);
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+ };
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+ return <div role="group" aria-label="Gem board" style={{ display: "grid", gridTemplateColumns: "repeat(8, 44px)" }}>
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+ {game.board.map((gem, index) => <button key={gem.id} aria-pressed={chosen === index} onClick={() => press(index)}>{gem.colour}</button>)}
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+ </div>;
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+ }
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+ ```
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+
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+ #### Vue
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+
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+ ```vue
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+ <script setup>
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+ import { ref, shallowRef } from "vue";
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+ import { advanceTicks, applyAction, createGame, legalActions } from "@johnmorrisdotca/houseki/gem-swap";
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+
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+ const game = shallowRef(createGame({ seed: "hello" }));
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+ const chosen = ref(null);
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+ function press(index) {
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+ const swap = legalActions(game.value).find((a) => a.kind === "swap" && a.from === chosen.value && a.to === index);
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+ if (swap) game.value = advanceTicks(applyAction(game.value, swap).state, 200).state;
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+ chosen.value = swap ? null : index;
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+ }
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+ </script>
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+
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+ <template>
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+ <div role="group" aria-label="Gem board" style="display: grid; grid-template-columns: repeat(8, 44px)">
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+ <button v-for="(gem, index) in game.board" :key="gem.id" :aria-pressed="chosen === index" @click="press(index)">{{ gem.colour }}</button>
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+ </div>
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+ </template>
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+ ```
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+
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+ #### Svelte
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+
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+ ```svelte
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+ <script>
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+ import { advanceTicks, applyAction, createGame, legalActions } from "@johnmorrisdotca/houseki/gem-swap";
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+
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+ let game = createGame({ seed: "hello" });
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+ let chosen = null;
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+ function press(index) {
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+ const swap = legalActions(game).find((a) => a.kind === "swap" && a.from === chosen && a.to === index);
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+ if (swap) game = advanceTicks(applyAction(game, swap).state, 200).state;
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+ chosen = swap ? null : index;
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+ }
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+ </script>
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+
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+ <div role="group" aria-label="Gem board" style="display: grid; grid-template-columns: repeat(8, 44px)">
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+ {#each game.board as gem, index (gem.id)}
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+ <button aria-pressed={chosen === index} on:click={() => press(index)}>{gem.colour}</button>
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+ {/each}
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+ </div>
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+ ```
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+
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+ #### Angular
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+
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+ ```ts no-check
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+ import { Component, signal } from "@angular/core";
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+ import { advanceTicks, applyAction, createGame, legalActions } from "@johnmorrisdotca/houseki/gem-swap";
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+
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+ @Component({
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+ selector: "app-board",
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+ standalone: true,
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+ template: `<div role="group" aria-label="Gem board" style="display: grid; grid-template-columns: repeat(8, 44px)">
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+ @for (gem of game().board; track gem.id; let index = $index) {
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+ <button [attr.aria-pressed]="chosen() === index" (click)="press(index)">{{ gem.colour }}</button>
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+ }
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+ </div>`,
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+ })
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+ export class BoardComponent {
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+ game = signal(createGame({ seed: "hello" }));
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+ chosen = signal<number | null>(null);
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+ press(index: number) {
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+ const swap = legalActions(this.game()).find((a) => a.kind === "swap" && a.from === this.chosen() && a.to === index);
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+ if (swap) this.game.set(advanceTicks(applyAction(this.game(), swap).state, 200).state);
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+ this.chosen.set(swap ? null : index);
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+ }
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+ }
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+ ```
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+
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+ ## Examples
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+
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+ Each example is a whole recipe: copy it and it works. The ones in TypeScript are run in CI against the built package (`pnpm test:readme`), so none of them is a guess, and the output shown is what they print.
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+
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+ ### A Gem Swap board in a page, with no bundler
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+
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+ The engine draws nothing, so a page draws the state. Save this as a file and serve it: an eight-by-eight board of buttons, press one gem and then the one beside it, and the swap is made if the rules allow it. The module comes from a CDN, and `@0` is the major version.
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+
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+ ```html
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+ <!doctype html>
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+ <meta charset="utf-8">
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+ <title>Gem Swap</title>
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+ <style>
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+ #board { display: grid; grid-template-columns: repeat(8, 44px); gap: 4px; }
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+ #board button { width: 44px; height: 44px; border-radius: 22px; border: 2px solid #333; }
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+ #board button[aria-pressed="true"] { outline: 3px solid black; }
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+ </style>
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+ <p id="score" role="status"></p>
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+ <div id="board"></div>
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+ <script type="module">
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+ import { advanceTicks, applyAction, createGame, legalActions } from "https://cdn.jsdelivr.net/npm/@johnmorrisdotca/houseki@0/dist/gem-swap.js";
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+
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+ const FILL = { red: "#c8372d", blue: "#2a5ea8", green: "#2f8a4f", gold: "#dfa11b", purple: "#7b4fa3", teal: "#1f9a9a" };
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+ let game = createGame({ seed: "hello" });
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+ let chosen = null;
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+
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+ function draw() {
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+ document.getElementById("score").textContent = `Score ${game.score}, moves ${game.moves}`;
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+ document.getElementById("board").replaceChildren(...game.board.map((gem, index) => {
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+ const button = document.createElement("button");
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+ button.style.background = FILL[gem.colour];
346
+ button.setAttribute("aria-label", gem.colour); // a colour is also a word
347
+ button.setAttribute("aria-pressed", String(chosen === index));
348
+ button.onclick = () => {
349
+ const swap = legalActions(game).find((action) => action.kind === "swap" && ((action.from === chosen && action.to === index) || (action.from === index && action.to === chosen)));
350
+ if (chosen !== null && swap) game = advanceTicks(applyAction(game, swap).state, 200).state; // time is a count of ticks
351
+ chosen = chosen === null || swap ? null : index;
352
+ draw();
353
+ };
354
+ return button;
355
+ }));
356
+ }
357
+ draw();
358
+ </script>
359
+ ```
360
+
361
+ ### A challenge won by its recorded play
362
+
363
+ Every graded challenge ships a winning play, and the tests replay all 450. A server can do the same to check that a client really won, with no screen: start the level, make the recorded moves, and read the phase.
364
+
365
+ ```ts
366
+ import { advanceTicks, applyAction, createLevel, levelManifest, statusOf } from "@johnmorrisdotca/houseki/falling-triplets";
367
+
368
+ const challenge = levelManifest[0]!;
369
+ console.log(challenge.number, challenge.title.en, "/", challenge.title.ja, `(${challenge.marks} of 5 marks)`);
370
+
371
+ let state = createLevel(1);
372
+ for (const move of challenge.witness) {
373
+ while (state.active!.x < move.x) state = applyAction(state, { kind: "right" }).state;
374
+ while (state.active!.x > move.x) state = applyAction(state, { kind: "left" }).state;
375
+ state = applyAction(state, { kind: "hard-drop" }).state;
376
+ state = advanceTicks(state, 200).state; // let it land and clear
377
+ }
378
+ console.log(statusOf(state));
379
+ ```
380
+
381
+ ```text
382
+ 1 Diagonal Thread 7 / 斜めの糸 7 (1 of 5 marks)
383
+ { phase: 'won', score: 72, maxChain: 1 }
384
+ ```
385
+
386
+ ### A bot that plays a free game
387
+
388
+ An engine lists what may be done now (`legalActions`), so a bot needs no knowledge of the rules. This one moves and cycles at random from a seeded stream and places every triplet, on the compact board, until the well is full.
389
+
390
+ ```ts
391
+ import { advanceTicks, applyAction, createGame } from "@johnmorrisdotca/houseki/falling-triplets";
392
+
393
+ function stream(seed: number) { // a small seeded generator: the same game every run
394
+ return () => {
395
+ seed = (seed + 0x6d2b79f5) | 0;
396
+ let t = Math.imul(seed ^ (seed >>> 15), 1 | seed);
397
+ t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
398
+ return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
399
+ };
400
+ }
401
+ const random = stream(5);
402
+ let game = createGame({ mode: "relaxed", seed: "bot", preset: "compact" });
403
+ let pieces = 0;
404
+ while (game.phase === "falling" && pieces < 300) {
405
+ for (let step = Math.floor(random() * 5); step > 0; step -= 1) game = applyAction(game, { kind: random() < 0.5 ? "left" : "right" }).state;
406
+ if (random() < 0.5) game = applyAction(game, { kind: "cycle-forward" }).state;
407
+ game = advanceTicks(applyAction(game, { kind: "place" }).state, 100).state;
408
+ pieces += 1;
409
+ }
410
+ console.log(pieces, "triplets;", game.phase, "with score", game.score);
411
+ ```
412
+
413
+ ```text
414
+ 11 triplets; lost with score 30
415
+ ```
416
+
417
+ ### Gem Swap: moves, hints and tools
418
+
419
+ A swap is `{ kind: "swap", from, to }` by cell number, a hint is an action of its own, and a game that has used one is marked assisted. Stored tools are actions too.
420
+
421
+ ```ts
422
+ import { advanceTicks, applyAction, createGame, hintGame, legalActions, statusOf } from "@johnmorrisdotca/houseki/gem-swap";
423
+
424
+ const game = createGame({ seed: "x" });
425
+ console.log(legalActions(game).length, "swaps; the first is", legalActions(game)[0]);
426
+ const moved = advanceTicks(applyAction(game, { kind: "swap", from: 0, to: 1 }).state, 200).state;
427
+ console.log("score", moved.score, "after", moved.moves, "move; phase", moved.phase);
428
+
429
+ const hinted = hintGame(game).state;
430
+ console.log("hint used, so the game is marked assisted:", statusOf(hinted).assisted);
431
+
432
+ const withTools = createGame({ seed: "x", tools: true });
433
+ console.log(withTools.inventory, legalActions(withTools).filter((action) => action.kind === "select-tool").length, "tools to choose");
434
+ ```
435
+
436
+ ```text
437
+ 17 swaps; the first is { kind: 'swap', from: 0, to: 1 }
438
+ score 90 after 1 move; phase ready
439
+ hint used, so the game is marked assisted: true
440
+ { bomb: 1, 'row-clear': 1, 'colour-clear': 1 } 3 tools to choose
441
+ ```
442
+
443
+ ### Stone Collapse: choose a group, look, then confirm
444
+
445
+ Stone Collapse is chosen by group: select a stone, read the score of the preview in `statusOf`, then `confirm` or `cancel`. Nothing is spent until it is confirmed.
446
+
447
+ ```ts
448
+ import { applyAction, createGame, legalActions, statusOf } from "@johnmorrisdotca/houseki/stone-collapse";
449
+
450
+ let game = createGame({ seed: "x" });
451
+ const firstGroup = legalActions(game)[0]!; // select the first stone that has a group
452
+ console.log(firstGroup);
453
+ game = applyAction(game, firstGroup).state;
454
+ console.log("preview", statusOf(game).previewScore, "points; actions now:", legalActions(game).slice(-2));
455
+ const confirmed = applyAction(game, { kind: "confirm" });
456
+ console.log(confirmed.accepted, "score", statusOf(confirmed.state).score);
457
+ ```
458
+
459
+ ```text
460
+ { kind: 'select', stoneId: 3 }
461
+ preview 10 points; actions now: [ { kind: 'confirm' }, { kind: 'cancel' } ]
462
+ true score 10
463
+ ```
464
+
465
+ ### Save a game and read it back
466
+
467
+ A game is its settings and the actions taken, so a save is that list as text, and reading it plays the actions again. A save that does not match its own record, or is not a save, is refused: `decodeGame` throws, so a server can catch it and say the save is bad.
468
+
469
+ ```ts
470
+ import { advanceTicks, applyAction, createGame, decodeGame, encodeGame } from "@johnmorrisdotca/houseki/falling-triplets";
471
+
472
+ let game = createGame({ mode: "relaxed", seed: "first-game" });
473
+ game = applyAction(game, { kind: "cycle-forward" }).state;
474
+ game = advanceTicks(applyAction(game, { kind: "place" }).state, 22).state;
475
+
476
+ const saved = encodeGame(game);
477
+ console.log(saved.length > 1000, decodeGame(saved)?.score === game.score);
478
+ for (const bad of ["not a save", saved.replace("first-game", "another")]) {
479
+ try {
480
+ decodeGame(bad);
481
+ } catch (error) {
482
+ console.log("refused:", (error as Error).message);
483
+ }
484
+ }
485
+ ```
486
+
487
+ ```text
488
+ true true
489
+ refused: Unexpected token 'o', "not a save" is not valid JSON
490
+ refused: Save checkpoint does not match its action recording
491
+ ```
492
+
493
+ ### Daily: the same board for everyone on a date
494
+
495
+ A Daily game takes the date from the host, in UTC, as its seed, and the queue of pieces comes from the date alone.
496
+
497
+ ```ts
498
+ import { createGame } from "@johnmorrisdotca/houseki/falling-triplets";
499
+
500
+ const today = createGame({ mode: "daily", seed: "2026-10-06" });
501
+ const again = createGame({ mode: "daily", seed: "2026-10-06" });
502
+ const tomorrow = createGame({ mode: "daily", seed: "2026-10-07" });
503
+ console.log(JSON.stringify(today.next) === JSON.stringify(again.next), JSON.stringify(today.next) === JSON.stringify(tomorrow.next));
504
+ ```
505
+
506
+ ```text
507
+ true false
508
+ ```
509
+
510
+ ### The three campaigns that came after
511
+
512
+ Magnetic Blocks, Shizen and Arashi each have fifty fixed puzzles ordered from easy to hard, with stable IDs, titles in both languages, an objective and a verified winning plan. A campaign has a finite queue and no falling clock.
513
+
514
+ ```ts
515
+ import { createArashiLevel, createShizenLevel, arashiLevelManifest, shizenLevelManifest } from "@johnmorrisdotca/houseki/colour-chains";
516
+ import { createLevel, levelManifest } from "@johnmorrisdotca/houseki/magnetic-blocks";
517
+
518
+ console.log(levelManifest.length, shizenLevelManifest.length, arashiLevelManifest.length);
519
+ console.log(levelManifest[0]!.title.en, "|", shizenLevelManifest[0]!.title.ja, "|", arashiLevelManifest[0]!.title.en);
520
+ console.log(createLevel(1).phase, createShizenLevel(1).settings.goal, createArashiLevel(1).settings.weather);
521
+ ```
522
+
523
+ ```text
524
+ 50 50 50
525
+ Bonded landing 25 | 磁力の後にリバウンド | Save a path for lightning
526
+ falling { kind: 'clear-targets', targetIds: [ 1, 2, 3 ] } frequent
527
+ ```
528
+
529
+ ### A page that plays a level with the keyboard
530
+
531
+ The demo's players are the worked example of drawing the states: `demo/chains.js`, `demo/blocks.js`, `demo/tools.js` and `demo/demo.js` are plain DOM, with the keyboard and keypad scheduled through `createInputScheduler`, which turns held keys into actions on a count of ticks.
532
+
533
+ ```ts no-run
534
+ import { actionsForTick, advanceTicks, applyAction, createInputScheduler, createLevel, queueInputEdge } from "@johnmorrisdotca/houseki/falling-triplets";
535
+
536
+ let game = createLevel(1);
537
+ let input = createInputScheduler();
538
+ addEventListener("keydown", (event) => {
539
+ if (event.key === "ArrowLeft") input = queueInputEdge(input, { kind: "left" });
540
+ if (event.key === "ArrowRight") input = queueInputEdge(input, { kind: "right" });
541
+ if (event.key === " ") input = queueInputEdge(input, { kind: "hard-drop" });
542
+ });
543
+ setInterval(() => { // the page owns the clock; the engine counts ticks
544
+ const [actions, next] = actionsForTick(input);
545
+ input = next;
546
+ for (const action of actions) game = applyAction(game, action).state;
547
+ game = advanceTicks(game, 1).state;
548
+ }, 50);
549
+ ```
550
+
108
551
  ## API
109
552
 
110
553
  Every export of every entry point is in the [API reference](https://johnmorrisdotca.github.io/houseki/api.html), made from the source when the demo is built, with each signature and doc comment. A test fails when a public export has no doc comment.
111
554
 
555
+ ### Entry points
556
+
557
+ | Import | What it holds |
558
+ | --- | --- |
559
+ | `@johnmorrisdotca/houseki` | Every engine, grouped by game as `fallingTriplets`, `stoneCollapse`, `colourChains`, `gemSwap`, `nature` and `magneticBlocks` |
560
+ | `@johnmorrisdotca/houseki/falling-triplets` | Falling Triplets: 100 challenges, three lessons, saves |
561
+ | `@johnmorrisdotca/houseki/colour-chains` | Colour Chains: 50 challenges, three lessons, and the Shizen and Arashi campaigns |
562
+ | `@johnmorrisdotca/houseki/stone-collapse` | Stone Collapse: 100 challenges, three lessons, hints, undo and stored tools |
563
+ | `@johnmorrisdotca/houseki/gem-swap` | Gem Swap: 50 challenges, three lessons, hints, undo, stored tools and the Black Hole |
564
+ | `@johnmorrisdotca/houseki/magnetic-blocks` | Magnetic Blocks: bonded squares, the magnetic floor and its 50 challenges |
565
+ | `@johnmorrisdotca/houseki/nature` | The deterministic attraction, rebound and environment utilities |
566
+
567
+ ### The calls to learn first
568
+
569
+ | Call | What it does |
570
+ | --- | --- |
571
+ | `createGame(options)` and `createLevel(number)` | A free game from a seed, and a graded challenge |
572
+ | `applyAction(state, action)` | `{ state, events, accepted }`: the new state, what happened, and whether the action was allowed |
573
+ | `advanceTicks(state, n)` | Time passing, as a count of ticks and never the clock |
574
+ | `legalActions(state)` | Every action that may be taken now |
575
+ | `encodeGame(state)` and `decodeGame(text)` | A save as text, and back; a save that does not check is refused with an error |
576
+ | `statusOf(state)` | The phase, score and what a screen needs to say |
577
+
112
578
  ## Theming
113
579
 
114
580
  The engines draw nothing. The demo's players take their colours from the family's stylesheet, `demo/family.css`: custom properties for the page, ink, accent and the felt the board sits on, which follow `prefers-color-scheme`, and five table cloths (green, blue, red, black and wood) chosen in the header. The boards add their own `--board`, `--frame` and `--gem-edge` in `demo/houseki.css`, and a Board material choice (ivory, slate or wood). Gems are told apart by their symbol as well as their colour, so no choice of cloth hides a colour.
@@ -125,6 +591,18 @@ The engines draw nothing. The demo's players take their colours from the family'
125
591
  | Saves | a replay of the actions taken, checked when it is decoded; a save that does not match its own record is refused |
126
592
  | Tools | capped inventory, earned by ordinary clears, and not offered in Daily or in authored challenges |
127
593
 
594
+ ## Accessibility
595
+
596
+ The engines draw nothing, so what they can do is give a player the facts it needs; what a person hears and presses is the player's. The demo's players are the worked example, and what follows is what they do and what they do not yet.
597
+
598
+ - **Colour is never alone.** Every colour has its own permanent symbol on the gem (circle, square, triangle, diamond, cross and a sixth), kept under selection and flashes, so no choice of cloth or board material hides a colour. Special gems add their marks around the symbol and do not replace it.
599
+ - **The keyboard and the keypad play every game.** Falling games: ← → move, ↑ rotate, Z and X reverse and cycle, ↓ soft drop, Space place or drop, Escape pause, and the keypad's 4, 6, 7, 9, 5 and 2 for the same. The full-board games are a `grid` with one tab stop: Tab reaches it, the arrow keys move between gems, and Enter or Space chooses one. Every on-screen button is also at least 44 pixels high.
600
+ - **A status line that is spoken.** What to do next and what happened ("Place the triplet", "Choose a gem or a tool.", the result of a challenge) is in an `aria-live="polite"` line, and the goal's progress is a labelled `progress` element with its minimum, maximum and value, so a screen reader hears meaningful thresholds and the result and not every animation frame.
601
+ - **Reduced motion is respected.** An Animation setting is on by default, a Reduce motion choice turns every movement off, and the system's `prefers-reduced-motion` stills them even when Animation is on: the final cells are drawn at once and nothing about timing or the rules changes.
602
+ - **Nothing is timed against you in Relaxed play**, and a challenge has no falling clock.
603
+ - **Light and dark** follow the device, and every word of the demo is in English and Japanese.
604
+ - **Not yet.** In the falling games the well is drawn as one image named "Gem board", so a screen reader does not read out which gem is where; the full-board games' grid does name each cell. The colour pairs have not been measured against WCAG contrast ratios, and the design pack asks for that to be done. The Japanese has not been read by a native reader (see [Languages](#languages)).
605
+
128
606
  ## Browser support
129
607
 
130
608
  The engines run wherever JavaScript does: Node 22 or later, and current Chrome, Edge, Firefox and Safari. The demo's tests run in Chromium and WebKit, at a phone's width and a desk's.
@@ -135,7 +613,7 @@ The demo is in English and Japanese: every lesson and challenge title, button, s
135
613
 
136
614
  ## Roadmap
137
615
 
138
- Physical-device feel testing, a fluent Japanese review and human difficulty review of the campaigns are next, and a graded campaign for Magnetic Blocks. [docs/COVERAGE.md](docs/COVERAGE.md) says what is verified by tests and what is not. Nothing here is promised for a date.
616
+ Physical-device feel testing, a fluent Japanese review and human difficulty review of the campaigns are next, and new techniques for later campaigns. [docs/COVERAGE.md](docs/COVERAGE.md) says what is verified by tests and what is not. Nothing here is promised for a date.
139
617
 
140
618
  ## Architecture
141
619
 
@@ -178,6 +656,9 @@ src/
178
656
  ├── gem-swap.ts
179
657
  ├── index.ts
180
658
  ├── magnetic-blocks/
659
+ │ ├── content-data.ts
660
+ │ ├── content-types.ts
661
+ │ ├── content.ts
181
662
  │ ├── engine.ts
182
663
  │ ├── persistence.ts
183
664
  │ ├── physics.ts
@@ -214,7 +695,11 @@ Houseki (宝石) is Japanese for a gem or precious stone: the pieces of these ga
214
695
 
215
696
  ## Where it comes from
216
697
 
217
- Match games are an old family and their rules are common property. These four are original: the rules are written out in the design pack in our own words, every board is generated and checked by the repository's own scripts, and the pictures are drawn in code. No art, sound or level comes from another game.
698
+ Match games are an old family and their rules are common property. These five are original: the rules are written out in the design pack in our own words, every board is generated and checked by the repository's own scripts, and the pictures are drawn in code. No art, sound or level comes from another game.
699
+
700
+ ### Used by
701
+
702
+ Using Houseki in something? Open an *Add my project* issue and we will add you.
218
703
 
219
704
  ### The family
220
705
 
@@ -254,10 +739,12 @@ Houseki is one of twenty-four packages, each made for the same site, each at
254
739
 
255
740
  ```sh
256
741
  pnpm install
257
- pnpm check # lint, types and tests: every game's rules, every campaign's recorded wins
258
- pnpm test:package # pack it as npm does, install it in an empty project, import every entry
259
- pnpm test:demo # build the demo and play it in a real browser, at a phone's width and a desk's
260
- pnpm site # build the demo and the API reference into site/
742
+ pnpm check # lint, types and tests: every game's rules, every campaign's recorded wins
743
+ pnpm test:package # pack it as npm does, install it in an empty project, import every entry
744
+ pnpm test:demo # build the demo and play it in a real browser, at a phone's width and a desk's
745
+ pnpm site # build the demo and the API reference into site/
746
+ pnpm test:readme # run every example in this README against the built package
747
+ pnpm screenshots:readme # take the README's pictures from the built demo, in light and dark
261
748
  ```
262
749
 
263
750
  ## Contributing
@@ -266,8 +753,9 @@ Ideas, bug reports and pull requests are welcome in the [issues](https://github.
266
753
 
267
754
  ## Changes
268
755
 
269
- Every release is written up in [CHANGELOG.md](./CHANGELOG.md).
756
+ Every release is written up in [CHANGELOG.md](./CHANGELOG.md). The latest release, 0.2.1, adds no code: it is this README in full, with pictures of every game, examples that are run on every change, examples for React, Vue, Svelte and Angular, and an Accessibility section.
270
757
 
271
758
  ## Licence
272
759
 
273
760
  [MIT](./LICENSE) © John Morris. The code, the boards and the words are all the package's own. Report vulnerabilities through [SECURITY.md](./SECURITY.md).
761
+