cube-state-engine 1.0.2 → 1.0.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -1,4 +1,4 @@
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- export class CubeEngine {
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+ class CubeEngine {
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  // States object for the rotation
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  STATES = {
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  UPPER: [
@@ -265,11 +265,13 @@ export class CubeEngine {
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  }
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  }
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- export const COLOR = {
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+ const COLOR = {
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  W: ["W", "W", "W", "W", "W", "W", "W", "W", "W"],
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  G: ["G", "G", "G", "G", "G", "G", "G", "G", "G"],
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  R: ["R", "R", "R", "R", "R", "R", "R", "R", "R"],
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  B: ["B", "B", "B", "B", "B", "B", "B", "B", "B"],
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  O: ["O", "O", "O", "O", "O", "O", "O", "O", "O"],
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  Y: ["Y", "Y", "Y", "Y", "Y", "Y", "Y", "Y", "Y"],
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- };
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+ };
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+
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+ export { COLOR, CubeEngine };
@@ -0,0 +1,277 @@
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+ class CubeEngine {
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+ // States object for the rotation
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+ STATES = {
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+ UPPER: [
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+ // (White)
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+ [COLOR.W[0], COLOR.W[1], COLOR.W[2]],
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+ [COLOR.W[3], COLOR.W[4], COLOR.W[5]],
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+ [COLOR.W[6], COLOR.W[7], COLOR.W[8]],
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+ ],
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+ LEFT: [
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+ // (Orange)
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+ [COLOR.O[0], COLOR.O[1], COLOR.O[2]],
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+ [COLOR.O[3], COLOR.O[4], COLOR.O[5]],
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+ [COLOR.O[6], COLOR.O[7], COLOR.O[8]],
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+ ],
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+ FRONT: [
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+ // (Green)
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+ [COLOR.G[0], COLOR.G[1], COLOR.G[2]],
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+ [COLOR.G[3], COLOR.G[4], COLOR.G[5]],
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+ [COLOR.G[6], COLOR.G[7], COLOR.G[8]],
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+ ],
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+ RIGHT: [
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+ // (Red)
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+ [COLOR.R[0], COLOR.R[1], COLOR.R[2]],
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+ [COLOR.R[3], COLOR.R[4], COLOR.R[5]],
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+ [COLOR.R[6], COLOR.R[7], COLOR.R[8]],
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+ ],
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+ BACK: [
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+ // (Blue)
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+ [COLOR.B[0], COLOR.B[1], COLOR.B[2]],
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+ [COLOR.B[3], COLOR.B[4], COLOR.B[5]],
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+ [COLOR.B[6], COLOR.B[7], COLOR.B[8]],
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+ ],
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+ DOWN: [
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+ // (Yellow)
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+ [COLOR.Y[0], COLOR.Y[1], COLOR.Y[2]],
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+ [COLOR.Y[3], COLOR.Y[4], COLOR.Y[5]],
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+ [COLOR.Y[6], COLOR.Y[7], COLOR.Y[8]],
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+ ],
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+ };
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+
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+ /**
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+ * Rotates the top (U) layer clockwise or counterclockwise.
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+ */
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+ rotateU(clockwise = true) {
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+ if (clockwise) {
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+ // Rotate the top layer (UPPER) clockwise
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+ this.STATES.UPPER = this.#switchMatrix(this.STATES.UPPER, true);
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+
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+ const tempFront = [...this.STATES.FRONT[0]];
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+ const tempRight = [...this.STATES.RIGHT[0]];
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+ const tempLeft = [...this.STATES.LEFT[0]];
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+ const tempBack = [...this.STATES.BACK[0]];
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+
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+ this.STATES.FRONT[0] = [...tempRight];
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+ this.STATES.LEFT[0] = [...tempFront];
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+ this.STATES.BACK[0] = [...tempLeft];
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+ this.STATES.RIGHT[0] = [...tempBack];
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+ } else {
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+ // Rotate the top layer (UPPER) counterclockwise
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+ this.STATES.UPPER = this.#switchMatrix(this.STATES.UPPER, false);
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+
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+ const tempFront = [...this.STATES.FRONT[0]];
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+ const tempRight = [...this.STATES.RIGHT[0]];
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+ const tempLeft = [...this.STATES.LEFT[0]];
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+ const tempBack = [...this.STATES.BACK[0]];
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+
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+ this.STATES.FRONT[0] = [...tempLeft];
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+ this.STATES.LEFT[0] = [...tempBack];
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+ this.STATES.BACK[0] = [...tempRight];
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+ this.STATES.RIGHT[0] = [...tempFront];
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+ }
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+ }
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+
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+ /**
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+ * Rotates the front (F) layer clockwise or counterclockwise.
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+ */
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+ rotateF(clockwise = true) {
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+ if (clockwise) {
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+ this.rotateX(true);
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+ this.rotateU(true);
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+ this.rotateX(false);
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+ } else {
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+ this.rotateX(true);
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+ this.rotateU(false);
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+ this.rotateX(false);
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+ }
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+ }
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+
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+ rotateR(clockwise = true) {
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+ if (clockwise) {
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+ this.rotateY(true);
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+ this.rotateX(true);
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+ this.rotateU(true);
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+ this.rotateX(false);
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+ this.rotateY(false);
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+ } else {
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+ this.rotateY(true);
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+ this.rotateX(true);
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+ this.rotateU(false);
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+ this.rotateX(false);
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+ this.rotateY(false);
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+ }
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+ }
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+
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+ rotateL(clockwise = true) {
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+ if (clockwise) {
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+ this.rotateY(false);
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+ this.rotateX(true);
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+ this.rotateU(true);
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+ this.rotateX(false);
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+ this.rotateY(true);
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+ } else {
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+ this.rotateY(false);
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+ this.rotateX(true);
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+ this.rotateU(false);
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+ this.rotateX(false);
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+ this.rotateY(true);
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+ }
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+ }
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+
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+ rotateD(clockwise = true) {
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+ if (clockwise) {
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+ this.rotateX(true);
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+ this.rotateF(true);
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+ this.rotateX(false);
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+ } else {
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+ this.rotateX(true);
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+ this.rotateF(false);
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+ this.rotateX(false);
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+ }
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+ }
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+
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+ /**
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+ * Rotates the (x) axis clockwise or counterclockwise.
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+ */
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+ rotateX(clockwise = true) {
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+ const tempFront = structuredClone(this.STATES.FRONT);
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+ const tempDown = structuredClone(this.STATES.DOWN);
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+ const tempUpper = structuredClone(this.STATES.UPPER);
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+ const tempBack = structuredClone(this.STATES.BACK);
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+ const tempLeft = structuredClone(this.STATES.LEFT);
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+ const tempRight = structuredClone(this.STATES.RIGHT);
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+
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+ if (clockwise) {
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+ // Rotate the RIGHT and LEFT layers
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+ this.STATES.LEFT = this.#switchMatrix(tempLeft, false);
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+ this.STATES.RIGHT = this.#switchMatrix(tempRight, true);
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+
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+ // Rotation X axis
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+ this.STATES.FRONT = [...tempDown];
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+ this.STATES.UPPER = [...tempFront];
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+
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+ // Special permutation
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+ this.STATES.BACK = this.#specialFlip(tempUpper);
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+ this.STATES.DOWN = this.#specialFlip(tempBack);
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+ } else {
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+ // Rotate the RIGHT and LEFT layers
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+ this.STATES.LEFT = this.#switchMatrix(tempLeft, true);
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+ this.STATES.RIGHT = this.#switchMatrix(tempRight, false);
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+
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+ // Rotation X axis
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+ this.STATES.FRONT = [...tempUpper];
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+ this.STATES.DOWN = [...tempFront];
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+
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+ // Special permutation
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+ this.STATES.BACK = this.#specialFlip(tempDown);
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+ this.STATES.UPPER = this.#specialFlip(tempBack);
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+ }
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+ }
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+
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+ /**
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+ * Rotates the (y) axis clockwise or counterclockwise.
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+ */
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+ rotateY(clockwise = true) {
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+ const tempFront = structuredClone(this.STATES.FRONT);
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+ const tempRight = structuredClone(this.STATES.RIGHT);
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+ const tempBack = structuredClone(this.STATES.BACK);
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+ const tempLeft = structuredClone(this.STATES.LEFT);
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+
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+ if (clockwise) {
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+ this.STATES.UPPER = this.#switchMatrix(this.STATES.UPPER, true);
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+ this.STATES.DOWN = this.#switchMatrix(this.STATES.DOWN, false);
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+
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+ // Rotation X axis
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+ this.STATES.FRONT = [...tempRight];
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+ this.STATES.RIGHT = [...tempBack];
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+ this.STATES.LEFT = [...tempFront];
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+ this.STATES.BACK = [...tempLeft];
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+ } else {
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+ this.STATES.UPPER = this.#switchMatrix(this.STATES.UPPER, false);
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+ this.STATES.DOWN = this.#switchMatrix(this.STATES.DOWN, true);
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+
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+ // Rotation X axis
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+ this.STATES.FRONT = [...tempLeft];
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+ this.STATES.RIGHT = [...tempFront];
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+ this.STATES.LEFT = [...tempBack];
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+ this.STATES.BACK = [...tempRight];
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+ }
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+ }
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+
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+ /**
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+ * Rotate the entire face in the direction set
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+ */
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+ #switchMatrix(matrix, clockwise = true) {
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+ const clone = structuredClone(matrix);
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+
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+ const tempMatrix = [...clone[0], ...clone[1], ...clone[2]];
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+
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+ if (clockwise) {
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+ return [
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+ [tempMatrix[6], tempMatrix[3], tempMatrix[0]],
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+ [tempMatrix[7], tempMatrix[4], tempMatrix[1]],
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+ [tempMatrix[8], tempMatrix[5], tempMatrix[2]],
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+ ];
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+ } else {
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+ return [
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+ [tempMatrix[2], tempMatrix[5], tempMatrix[8]],
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+ [tempMatrix[1], tempMatrix[4], tempMatrix[7]],
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+ [tempMatrix[0], tempMatrix[3], tempMatrix[6]],
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+ ];
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+ }
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+ }
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+
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+ #specialFlip(matrix) {
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+ return structuredClone(matrix)
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+ .reverse()
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+ .map((row) => [...row].reverse());
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+ }
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+
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+ /**
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+ * Logs the current state of the cube.
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+ */
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+ state() {
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+ console.clear();
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+ console.log({
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+ ...this.STATES,
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+ });
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+ return {
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+ ...this.STATES,
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+ };
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+ }
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+
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+ /**
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+ * Indicates if the cube is solve or not in all layers.
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+ */
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+ isSolved() {
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+ const temp = {
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+ ...this.STATES,
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+ };
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+
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+ const layersSolved = Object.keys(temp).map((layer) => {
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+ const mixedMatrix = [
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+ ...temp[layer][0],
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+ ...temp[layer][1],
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+ ...temp[layer][2],
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+ ];
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+
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+ const centerColor = mixedMatrix[4];
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+
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+ return mixedMatrix.every((currentColor) => currentColor === centerColor);
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+ });
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+
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+ return layersSolved.every((isLayerSolved) => isLayerSolved);
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+ }
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+ }
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+
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+ const COLOR = {
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+ W: ["W", "W", "W", "W", "W", "W", "W", "W", "W"],
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+ G: ["G", "G", "G", "G", "G", "G", "G", "G", "G"],
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+ R: ["R", "R", "R", "R", "R", "R", "R", "R", "R"],
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+ B: ["B", "B", "B", "B", "B", "B", "B", "B", "B"],
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+ O: ["O", "O", "O", "O", "O", "O", "O", "O", "O"],
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+ Y: ["Y", "Y", "Y", "Y", "Y", "Y", "Y", "Y", "Y"],
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+ };
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+
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+ export { COLOR, CubeEngine };
package/dist/index.js ADDED
@@ -0,0 +1,284 @@
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+ "use strict";
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+ var __defProp = Object.defineProperty;
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+ var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
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+ var __getOwnPropNames = Object.getOwnPropertyNames;
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+ var __getOwnPropSymbols = Object.getOwnPropertySymbols;
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+ var __hasOwnProp = Object.prototype.hasOwnProperty;
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+ var __propIsEnum = Object.prototype.propertyIsEnumerable;
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+ var __typeError = (msg) => {
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+ throw TypeError(msg);
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+ };
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+ var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
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+ var __spreadValues = (a, b) => {
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+ for (var prop in b || (b = {}))
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+ if (__hasOwnProp.call(b, prop))
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+ __defNormalProp(a, prop, b[prop]);
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+ if (__getOwnPropSymbols)
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+ for (var prop of __getOwnPropSymbols(b)) {
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+ if (__propIsEnum.call(b, prop))
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+ __defNormalProp(a, prop, b[prop]);
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+ }
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+ return a;
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+ };
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+ var __export = (target, all) => {
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+ for (var name in all)
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+ __defProp(target, name, { get: all[name], enumerable: true });
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+ };
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+ var __copyProps = (to, from, except, desc) => {
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+ if (from && typeof from === "object" || typeof from === "function") {
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+ for (let key of __getOwnPropNames(from))
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+ if (!__hasOwnProp.call(to, key) && key !== except)
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+ __defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
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+ }
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+ return to;
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+ };
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+ var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
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+ var __publicField = (obj, key, value) => __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
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+ var __accessCheck = (obj, member, msg) => member.has(obj) || __typeError("Cannot " + msg);
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+ var __privateAdd = (obj, member, value) => member.has(obj) ? __typeError("Cannot add the same private member more than once") : member instanceof WeakSet ? member.add(obj) : member.set(obj, value);
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+ var __privateMethod = (obj, member, method) => (__accessCheck(obj, member, "access private method"), method);
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+
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+ // src/index.js
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+ var src_exports = {};
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+ __export(src_exports, {
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+ COLOR: () => COLOR,
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+ CubeEngine: () => CubeEngine
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+ });
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+ module.exports = __toCommonJS(src_exports);
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+ var _CubeEngine_instances, switchMatrix_fn, specialFlip_fn;
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+ var CubeEngine = class {
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+ constructor() {
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+ __privateAdd(this, _CubeEngine_instances);
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+ // States object for the rotation
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+ __publicField(this, "STATES", {
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+ UPPER: [
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+ // (White)
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+ [COLOR.W[0], COLOR.W[1], COLOR.W[2]],
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+ [COLOR.W[3], COLOR.W[4], COLOR.W[5]],
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+ [COLOR.W[6], COLOR.W[7], COLOR.W[8]]
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+ ],
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+ LEFT: [
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+ // (Orange)
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+ [COLOR.O[0], COLOR.O[1], COLOR.O[2]],
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+ [COLOR.O[3], COLOR.O[4], COLOR.O[5]],
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+ [COLOR.O[6], COLOR.O[7], COLOR.O[8]]
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+ ],
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+ FRONT: [
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+ // (Green)
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+ [COLOR.G[0], COLOR.G[1], COLOR.G[2]],
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+ [COLOR.G[3], COLOR.G[4], COLOR.G[5]],
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+ [COLOR.G[6], COLOR.G[7], COLOR.G[8]]
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+ ],
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+ RIGHT: [
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+ // (Red)
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+ [COLOR.R[0], COLOR.R[1], COLOR.R[2]],
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+ [COLOR.R[3], COLOR.R[4], COLOR.R[5]],
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+ [COLOR.R[6], COLOR.R[7], COLOR.R[8]]
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+ ],
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+ BACK: [
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+ // (Blue)
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+ [COLOR.B[0], COLOR.B[1], COLOR.B[2]],
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+ [COLOR.B[3], COLOR.B[4], COLOR.B[5]],
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+ [COLOR.B[6], COLOR.B[7], COLOR.B[8]]
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+ ],
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+ DOWN: [
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+ // (Yellow)
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+ [COLOR.Y[0], COLOR.Y[1], COLOR.Y[2]],
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+ [COLOR.Y[3], COLOR.Y[4], COLOR.Y[5]],
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+ [COLOR.Y[6], COLOR.Y[7], COLOR.Y[8]]
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+ ]
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+ });
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+ }
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+ /**
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+ * Rotates the top (U) layer clockwise or counterclockwise.
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+ */
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+ rotateU(clockwise = true) {
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+ if (clockwise) {
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+ this.STATES.UPPER = __privateMethod(this, _CubeEngine_instances, switchMatrix_fn).call(this, this.STATES.UPPER, true);
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+ const tempFront = [...this.STATES.FRONT[0]];
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+ const tempRight = [...this.STATES.RIGHT[0]];
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+ const tempLeft = [...this.STATES.LEFT[0]];
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+ const tempBack = [...this.STATES.BACK[0]];
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+ this.STATES.FRONT[0] = [...tempRight];
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+ this.STATES.LEFT[0] = [...tempFront];
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+ this.STATES.BACK[0] = [...tempLeft];
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+ this.STATES.RIGHT[0] = [...tempBack];
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+ } else {
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+ this.STATES.UPPER = __privateMethod(this, _CubeEngine_instances, switchMatrix_fn).call(this, this.STATES.UPPER, false);
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+ const tempFront = [...this.STATES.FRONT[0]];
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+ const tempRight = [...this.STATES.RIGHT[0]];
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+ const tempLeft = [...this.STATES.LEFT[0]];
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+ const tempBack = [...this.STATES.BACK[0]];
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+ this.STATES.FRONT[0] = [...tempLeft];
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+ this.STATES.LEFT[0] = [...tempBack];
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+ this.STATES.BACK[0] = [...tempRight];
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+ this.STATES.RIGHT[0] = [...tempFront];
116
+ }
117
+ }
118
+ /**
119
+ * Rotates the front (F) layer clockwise or counterclockwise.
120
+ */
121
+ rotateF(clockwise = true) {
122
+ if (clockwise) {
123
+ this.rotateX(true);
124
+ this.rotateU(true);
125
+ this.rotateX(false);
126
+ } else {
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+ this.rotateX(true);
128
+ this.rotateU(false);
129
+ this.rotateX(false);
130
+ }
131
+ }
132
+ rotateR(clockwise = true) {
133
+ if (clockwise) {
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+ this.rotateY(true);
135
+ this.rotateX(true);
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+ this.rotateU(true);
137
+ this.rotateX(false);
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+ this.rotateY(false);
139
+ } else {
140
+ this.rotateY(true);
141
+ this.rotateX(true);
142
+ this.rotateU(false);
143
+ this.rotateX(false);
144
+ this.rotateY(false);
145
+ }
146
+ }
147
+ rotateL(clockwise = true) {
148
+ if (clockwise) {
149
+ this.rotateY(false);
150
+ this.rotateX(true);
151
+ this.rotateU(true);
152
+ this.rotateX(false);
153
+ this.rotateY(true);
154
+ } else {
155
+ this.rotateY(false);
156
+ this.rotateX(true);
157
+ this.rotateU(false);
158
+ this.rotateX(false);
159
+ this.rotateY(true);
160
+ }
161
+ }
162
+ rotateD(clockwise = true) {
163
+ if (clockwise) {
164
+ this.rotateX(true);
165
+ this.rotateF(true);
166
+ this.rotateX(false);
167
+ } else {
168
+ this.rotateX(true);
169
+ this.rotateF(false);
170
+ this.rotateX(false);
171
+ }
172
+ }
173
+ /**
174
+ * Rotates the (x) axis clockwise or counterclockwise.
175
+ */
176
+ rotateX(clockwise = true) {
177
+ const tempFront = structuredClone(this.STATES.FRONT);
178
+ const tempDown = structuredClone(this.STATES.DOWN);
179
+ const tempUpper = structuredClone(this.STATES.UPPER);
180
+ const tempBack = structuredClone(this.STATES.BACK);
181
+ const tempLeft = structuredClone(this.STATES.LEFT);
182
+ const tempRight = structuredClone(this.STATES.RIGHT);
183
+ if (clockwise) {
184
+ this.STATES.LEFT = __privateMethod(this, _CubeEngine_instances, switchMatrix_fn).call(this, tempLeft, false);
185
+ this.STATES.RIGHT = __privateMethod(this, _CubeEngine_instances, switchMatrix_fn).call(this, tempRight, true);
186
+ this.STATES.FRONT = [...tempDown];
187
+ this.STATES.UPPER = [...tempFront];
188
+ this.STATES.BACK = __privateMethod(this, _CubeEngine_instances, specialFlip_fn).call(this, tempUpper);
189
+ this.STATES.DOWN = __privateMethod(this, _CubeEngine_instances, specialFlip_fn).call(this, tempBack);
190
+ } else {
191
+ this.STATES.LEFT = __privateMethod(this, _CubeEngine_instances, switchMatrix_fn).call(this, tempLeft, true);
192
+ this.STATES.RIGHT = __privateMethod(this, _CubeEngine_instances, switchMatrix_fn).call(this, tempRight, false);
193
+ this.STATES.FRONT = [...tempUpper];
194
+ this.STATES.DOWN = [...tempFront];
195
+ this.STATES.BACK = __privateMethod(this, _CubeEngine_instances, specialFlip_fn).call(this, tempDown);
196
+ this.STATES.UPPER = __privateMethod(this, _CubeEngine_instances, specialFlip_fn).call(this, tempBack);
197
+ }
198
+ }
199
+ /**
200
+ * Rotates the (y) axis clockwise or counterclockwise.
201
+ */
202
+ rotateY(clockwise = true) {
203
+ const tempFront = structuredClone(this.STATES.FRONT);
204
+ const tempRight = structuredClone(this.STATES.RIGHT);
205
+ const tempBack = structuredClone(this.STATES.BACK);
206
+ const tempLeft = structuredClone(this.STATES.LEFT);
207
+ if (clockwise) {
208
+ this.STATES.UPPER = __privateMethod(this, _CubeEngine_instances, switchMatrix_fn).call(this, this.STATES.UPPER, true);
209
+ this.STATES.DOWN = __privateMethod(this, _CubeEngine_instances, switchMatrix_fn).call(this, this.STATES.DOWN, false);
210
+ this.STATES.FRONT = [...tempRight];
211
+ this.STATES.RIGHT = [...tempBack];
212
+ this.STATES.LEFT = [...tempFront];
213
+ this.STATES.BACK = [...tempLeft];
214
+ } else {
215
+ this.STATES.UPPER = __privateMethod(this, _CubeEngine_instances, switchMatrix_fn).call(this, this.STATES.UPPER, false);
216
+ this.STATES.DOWN = __privateMethod(this, _CubeEngine_instances, switchMatrix_fn).call(this, this.STATES.DOWN, true);
217
+ this.STATES.FRONT = [...tempLeft];
218
+ this.STATES.RIGHT = [...tempFront];
219
+ this.STATES.LEFT = [...tempBack];
220
+ this.STATES.BACK = [...tempRight];
221
+ }
222
+ }
223
+ /**
224
+ * Logs the current state of the cube.
225
+ */
226
+ state() {
227
+ console.clear();
228
+ console.log(__spreadValues({}, this.STATES));
229
+ return __spreadValues({}, this.STATES);
230
+ }
231
+ /**
232
+ * Indicates if the cube is solve or not in all layers.
233
+ */
234
+ isSolved() {
235
+ const temp = __spreadValues({}, this.STATES);
236
+ const layersSolved = Object.keys(temp).map((layer) => {
237
+ const mixedMatrix = [
238
+ ...temp[layer][0],
239
+ ...temp[layer][1],
240
+ ...temp[layer][2]
241
+ ];
242
+ const centerColor = mixedMatrix[4];
243
+ return mixedMatrix.every((currentColor) => currentColor === centerColor);
244
+ });
245
+ return layersSolved.every((isLayerSolved) => isLayerSolved);
246
+ }
247
+ };
248
+ _CubeEngine_instances = new WeakSet();
249
+ /**
250
+ * Rotate the entire face in the direction set
251
+ */
252
+ switchMatrix_fn = function(matrix, clockwise = true) {
253
+ const clone = structuredClone(matrix);
254
+ const tempMatrix = [...clone[0], ...clone[1], ...clone[2]];
255
+ if (clockwise) {
256
+ return [
257
+ [tempMatrix[6], tempMatrix[3], tempMatrix[0]],
258
+ [tempMatrix[7], tempMatrix[4], tempMatrix[1]],
259
+ [tempMatrix[8], tempMatrix[5], tempMatrix[2]]
260
+ ];
261
+ } else {
262
+ return [
263
+ [tempMatrix[2], tempMatrix[5], tempMatrix[8]],
264
+ [tempMatrix[1], tempMatrix[4], tempMatrix[7]],
265
+ [tempMatrix[0], tempMatrix[3], tempMatrix[6]]
266
+ ];
267
+ }
268
+ };
269
+ specialFlip_fn = function(matrix) {
270
+ return structuredClone(matrix).reverse().map((row) => [...row].reverse());
271
+ };
272
+ var COLOR = {
273
+ W: ["W", "W", "W", "W", "W", "W", "W", "W", "W"],
274
+ G: ["G", "G", "G", "G", "G", "G", "G", "G", "G"],
275
+ R: ["R", "R", "R", "R", "R", "R", "R", "R", "R"],
276
+ B: ["B", "B", "B", "B", "B", "B", "B", "B", "B"],
277
+ O: ["O", "O", "O", "O", "O", "O", "O", "O", "O"],
278
+ Y: ["Y", "Y", "Y", "Y", "Y", "Y", "Y", "Y", "Y"]
279
+ };
280
+ // Annotate the CommonJS export names for ESM import in node:
281
+ 0 && (module.exports = {
282
+ COLOR,
283
+ CubeEngine
284
+ });