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2026-02-08 01:06:19 +01:00
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import { ref } from 'vue';
import { usePuzzleStore } from '@/stores/puzzle';
import confetti from 'canvas-confetti';
export function useNonogram() {
const store = usePuzzleStore();
const isDragging = ref(false);
const dragMode = ref(null); // 'fill', 'empty', 'cross'
const startCellState = ref(null);
const startDrag = (r, c, isRightClick = false) => {
if (store.isGameWon) return;
isDragging.value = true;
const current = store.playerGrid[r][c];
if (isRightClick) {
// Right click logic
// If current is 1 (filled), do nothing usually? Or ignore?
// Standard: Toggle 0 <-> 2
if (current === 1) {
dragMode.value = null; // invalid drag start
return;
}
dragMode.value = (current === 2) ? 0 : 2;
} else {
// Left click logic
// Toggle 0 <-> 1. Ignore 2 usually or overwrite?
// Standard: If 2, usually safe to overwrite or ignore. Let's say we toggle 0->1, 1->0.
// If starting on 2, maybe clear it?
if (current === 2) {
dragMode.value = 0; // Clear cross
} else {
dragMode.value = (current === 1) ? 0 : 1;
}
}
// Apply to start cell
applyDrag(r, c);
};
const onMouseEnter = (r, c) => {
if (isDragging.value) {
applyDrag(r, c);
}
};
const stopDrag = () => {
isDragging.value = false;
dragMode.value = null;
checkWinEffect();
};
const applyDrag = (r, c) => {
if (dragMode.value === null) return;
const current = store.playerGrid[r][c];
// Validation:
// Don't overwrite filled (1) with cross (2) directly usually?
// Or don't overwrite cross (2) with filled (1)?
// Simple logic:
// If dragMode is 1 (filling): only fill 0 or 2.
// If dragMode is 0 (clearing): clear 1 or 2.
// If dragMode is 2 (crossing): only cross 0.
let shouldApply = false;
if (dragMode.value === 1) {
if (current !== 1) shouldApply = true;
} else if (dragMode.value === 2) {
if (current === 0) shouldApply = true; // Only cross empty
if (current === 2 && dragMode.value === 0) shouldApply = true; // Clear cross
} else if (dragMode.value === 0) {
// Clearing
if (current !== 0) shouldApply = true;
}
// Simplification for UX: Just force set if valid transition
// But avoid overwriting 1 with 2 if unintended.
// Let's stick to: "Paint with dragMode"
// But protect existing "Opposite" marks if desired.
// For now, simple paint is fine.
store.setCell(r, c, dragMode.value);
};
const checkWinEffect = () => {
if (store.isGameWon) {
triggerConfetti();
}
};
const triggerConfetti = () => {
const duration = 3000;
const end = Date.now() + duration;
(function frame() {
confetti({
particleCount: 5,
angle: 60,
spread: 55,
origin: { x: 0 },
colors: ['#00f2ff', '#ff0055', '#ffffff']
});
confetti({
particleCount: 5,
angle: 120,
spread: 55,
origin: { x: 1 },
colors: ['#00f2ff', '#ff0055', '#ffffff']
});
if (Date.now() < end) {
requestAnimationFrame(frame);
}
}());
};
return {
startDrag,
onMouseEnter,
stopDrag
};
}