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import {
CubeEngine,
matchesGoal,
simplifyMoves,
analyzeSolution,
} from "./dist/index.mjs";
const cube = new CubeEngine();
window.CubeEngine = cube; // handy for poking at it in the console
const $ = (sel) => document.querySelector(sel);
const player = $("twisty-player");
const netEl = $("#net");
const lampsEl = $("#lamps");
const keysEl = $("#keys");
const historyEl = $("#history");
const solvedEl = $("#is-solved");
const countEl = $("#move-count");
const simplifiedEl = $("#simplified-count");
const reduceMotion = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
/* --------------------------------------------------------------------------
Keyboard map. Printed on the page rather than hidden in a code sample.
-------------------------------------------------------------------------- */
const KEYMAP = {
j: "U", f: "U'",
s: "D", l: "D'",
i: "R", k: "R'",
d: "L", e: "L'",
h: "F", g: "F'",
p: "B", o: "B'",
m: "M", n: "M'",
t: "x", b: "x'",
";": "y", a: "y'",
v: "z", c: "z'",
};
/* --------------------------------------------------------------------------
Flat net. Built once, then only sticker colors change.
-------------------------------------------------------------------------- */
const FACES = ["UPPER", "LEFT", "FRONT", "RIGHT", "BACK", "DOWN"];
const FACE_LABELS = {
UPPER: "Upper", LEFT: "Left", FRONT: "Front",
RIGHT: "Right", BACK: "Back", DOWN: "Down",
};
const stickerEls = {};
function buildNet(size) {
netEl.textContent = "";
for (const face of FACES) {
const faceEl = document.createElement("div");
faceEl.className = "face";
faceEl.dataset.face = face;
faceEl.style.setProperty("--n", size);
faceEl.setAttribute("role", "group");
faceEl.setAttribute("aria-label", `${FACE_LABELS[face]} face`);
stickerEls[face] = [];
for (let i = 0; i < size * size; i++) {
const s = document.createElement("span");
s.className = "sticker";
s.setAttribute("aria-hidden", "true");
faceEl.appendChild(s);
stickerEls[face].push(s);
}
netEl.appendChild(faceEl);
}
$("#net-size").textContent = `${size} x ${size}`;
}
function paintNet(state) {
for (const face of FACES) {
const flat = state[face].flat();
const els = stickerEls[face];
for (let i = 0; i < flat.length; i++) {
if (els[i].dataset.c !== flat[i]) {
els[i].dataset.c = flat[i];
els[i].textContent = flat[i];
}
}
}
}
/* --------------------------------------------------------------------------
Predicate lamps.
-------------------------------------------------------------------------- */
const LAMPS = [
{ goal: "cross", name: "Cross", api: "isCrossComplete()" },
{ goal: "f2l", name: "F2L", api: "isF2LComplete()" },
{ goal: "oll", name: "OLL", api: "isLastLayerOriented()" },
{ goal: "oll+cp", name: "OLL + CP", api: "areLastLayerCornersSolved()" },
{ goal: "full", name: "Solved", api: "isCubeSolved()" },
];
function buildLamps() {
lampsEl.textContent = "";
for (const lamp of LAMPS) {
const li = document.createElement("li");
li.className = "lamp";
li.dataset.goal = lamp.goal;
li.dataset.on = "false";
li.innerHTML =
`<span class="lamp__dot"></span>` +
`<span class="lamp__name">${lamp.name}</span>` +
`<code class="lamp__api">${lamp.api}</code>`;
lampsEl.appendChild(li);
}
}
function paintLamps() {
for (const lamp of LAMPS) {
const on = matchesGoal(cube, lamp.goal);
lampsEl.querySelector(`[data-goal="${lamp.goal}"]`).dataset.on = String(on);
}
}
/* --------------------------------------------------------------------------
Keyboard legend.
-------------------------------------------------------------------------- */
function buildKeys() {
keysEl.textContent = "";
for (const [key, move] of Object.entries(KEYMAP)) {
const el = document.createElement("div");
el.className = "keycap";
el.dataset.key = key;
el.innerHTML =
`<kbd>${key === ";" ? ";" : key.toUpperCase()}</kbd><span>${move}</span>`;
keysEl.appendChild(el);
}
}
function flashKey(key) {
const el = keysEl.querySelector(`[data-key="${CSS.escape(key)}"]`);
if (!el) return;
el.dataset.hit = "true";
setTimeout(() => delete el.dataset.hit, 180);
}
/* --------------------------------------------------------------------------
The 3D view. Incremental when the player supports it, so long histories
don't replay from scratch on every turn.
-------------------------------------------------------------------------- */
function pushToPlayer(move) {
if (typeof player?.experimentalAddMove === "function") {
try {
player.experimentalAddMove(move);
return;
} catch {
/* fall through to a full resync */
}
}
resyncPlayer();
}
/**
* Rebuild the player from the full history.
* @param {boolean} jump - Skip the animation and land on the final state.
* Used for scrambles, where playing 20 moves back is noise, not feedback.
*/
function resyncPlayer(jump = false) {
if (!player) return;
player.alg = cube.getMoves();
if (!jump) return;
try {
player.timestamp = Infinity;
} catch {
/* older builds animate instead; harmless */
}
}
/* --------------------------------------------------------------------------
Render pass.
-------------------------------------------------------------------------- */
function render() {
const moves = cube.getMoves(false);
paintNet(cube.state());
paintLamps();
const solved = cube.isSolved();
solvedEl.textContent = String(solved);
solvedEl.dataset.state = String(solved);
countEl.textContent = moves.length;
simplifiedEl.textContent = simplifyMoves(moves).length;
historyEl.textContent = simplifyMoves(moves).join(" ");
historyEl.scrollTop = historyEl.scrollHeight;
}
function doMove(move) {
cube.applyMoves(move, { record: true });
pushToPlayer(move);
render();
}
/* --------------------------------------------------------------------------
Controls.
-------------------------------------------------------------------------- */
const SCRAMBLE_FACES = ["U", "D", "L", "R", "F", "B"];
const SUFFIX = ["", "'", "2"];
function randomScramble(length = 20) {
const out = [];
let last = "";
let beforeLast = "";
while (out.length < length) {
const face = SCRAMBLE_FACES[Math.floor(Math.random() * 6)];
// No repeats, and no A B A on the same axis.
if (face === last) continue;
if (face === beforeLast && isSameAxis(face, last)) continue;
out.push(face + SUFFIX[Math.floor(Math.random() * 3)]);
beforeLast = last;
last = face;
}
return out.join(" ");
}
function isSameAxis(a, b) {
const axis = { U: 0, D: 0, L: 1, R: 1, F: 2, B: 2 };
return axis[a] === axis[b];
}
$("#scramble-btn").addEventListener("click", () => {
cube.reset();
cube.applyMoves(randomScramble(), { record: true });
resyncPlayer(true);
render();
});
$("#reset-btn").addEventListener("click", () => {
cube.reset();
resyncPlayer();
render();
});
let autoTimer = null;
const autoBtn = $("#auto-btn");
function startAuto() {
if (autoTimer) return;
autoBtn.setAttribute("aria-pressed", "true");
autoTimer = setInterval(() => {
const keys = Object.keys(KEYMAP);
const key = keys[Math.floor(Math.random() * keys.length)];
flashKey(key);
doMove(KEYMAP[key]);
}, 700);
}
function stopAuto() {
if (!autoTimer) return;
clearInterval(autoTimer);
autoTimer = null;
autoBtn.setAttribute("aria-pressed", "false");
}
autoBtn.addEventListener("click", () => {
if (autoTimer) stopAuto();
else startAuto();
});
// A manual turn means the visitor took over; stop shuffling under their hands.
document.addEventListener("keydown", (e) => {
if (KEYMAP[e.key.toLowerCase()]) stopAuto();
});
document.addEventListener("keyup", (e) => {
if (e.ctrlKey || e.metaKey || e.altKey) return;
// Let buttons keep their own space/enter behaviour.
if (e.target instanceof HTMLButtonElement) return;
const move = KEYMAP[e.key.toLowerCase()];
if (!move) return;
flashKey(e.key.toLowerCase());
doMove(move);
});
/* Copy button ------------------------------------------------------------- */
const copyBtn = $("#copy-btn");
copyBtn.addEventListener("click", async () => {
try {
await navigator.clipboard.writeText($("#install-cmd").textContent.trim());
copyBtn.textContent = "Copied";
copyBtn.dataset.done = "true";
setTimeout(() => {
copyBtn.textContent = "Copy";
delete copyBtn.dataset.done;
}, 1600);
} catch {
copyBtn.textContent = "Press Ctrl+C";
setTimeout(() => (copyBtn.textContent = "Copy"), 1600);
}
});
/* --------------------------------------------------------------------------
Solve analysis. Runs a real recorded solve from the test fixtures.
-------------------------------------------------------------------------- */
const fmt = (ms) => `${(ms / 1000).toFixed(2)}s`;
// The timeline has four tones. Each method's milestones map onto them in the
// order they happen: build, build, last layer, finish.
const STAGE_TONE = {
cross: "cross",
f2l: "f2l",
oll: "oll",
pll: "pll",
firstBlock: "cross",
secondBlock: "f2l",
cmll: "oll",
lse: "pll",
};
function stagesFrom(result) {
// `stages` is already the breakdown of whichever method was detected, so the
// page never branches on CFOP vs Roux.
return result.stages.map((s) => {
const face = s.meta.color ?? s.meta.side;
return {
...s,
name: face ? `${s.label} (${face})` : s.label,
stage: STAGE_TONE[s.key] ?? "f2l",
};
});
}
function renderAnalysis(result, sourceLabel) {
const host = $("#analysis");
const stages = stagesFrom(result);
$("#analysis-method").textContent = result.method;
$("#analysis-src").textContent = sourceLabel;
if (!stages.length) {
host.innerHTML = `<p class="prose">No stage breakdown available for this solve.</p>`;
return;
}
const span = stages.reduce((a, s) => a + s.duration, 0) || 1;
const track = stages
.map(
(s) =>
`<div class="tl__seg" data-stage="${s.stage}" style="flex:${s.duration} 1 0" title="${s.name} — ${fmt(s.duration)}"></div>`
)
.join("");
const legend = stages
.map(
(s) =>
`<div class="leg" data-stage="${s.stage}">` +
`<span class="leg__swatch"></span>` +
`<span class="leg__name">${s.name}</span>` +
`<span class="leg__time">${fmt(s.duration)}</span>` +
`</div>`
)
.join("");
host.innerHTML =
`<div class="tl">` +
`<div class="tl__track">${track}</div>` +
`<div class="tl__legend">${legend}</div>` +
`</div>` +
`<p class="summary">` +
`<span>Method <b>${result.method}</b></span>` +
`<span>Total <b>${fmt(result.total)}</b></span>` +
`<span>Moves <b>${result.moves.length}</b></span>` +
`<span>TPS <b>${result.tps.toFixed(2)}</b></span>` +
`<span>Solved <b>${result.solved}</b></span>` +
`</p>`;
void span;
}
async function loadAnalysis() {
const sources = ["./test/cfop-1.json", "./test/roux-1.json"];
for (const src of sources) {
try {
const res = await fetch(src);
if (!res.ok) continue;
const data = await res.json();
const moves = data?.replay?.moves;
if (!Array.isArray(moves) || !moves.length) continue;
renderAnalysis(analyzeSolution(moves), src.replace("./", ""));
return;
} catch {
/* try the next source */
}
}
$("#analysis-method").textContent = "unavailable";
$("#analysis").innerHTML =
`<p class="prose">Serve this page over HTTP to load the recorded solve fixtures.</p>`;
}
/* --------------------------------------------------------------------------
Boot.
-------------------------------------------------------------------------- */
buildNet(cube.size);
buildLamps();
buildKeys();
render();
if (player) {
player.alg = "";
if (reduceMotion) player.tempoScale = 8;
}
// The cube turns on its own from the first paint. Visitors who asked for
// reduced motion get the still cube and can opt in with the button.
if (!reduceMotion) startAuto();
loadAnalysis();