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feat: add maze definitions and rendering logic for CFU game - #145

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feat: add maze definitions and rendering logic for CFU game#145
BIA3IA wants to merge 6 commits into
mainfrom
polipac

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@BIA3IA BIA3IA commented Aug 19, 2026

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  • Introduced maze definitions for three academic years, each with unique layouts and exam names.
  • Implemented rendering functions for game elements including walls, pellets, ghosts, and player.
  • Defined types for game state, cell types, and CFU values to enhance type safety and clarity.

- Introduced maze definitions for three academic years, each with unique layouts and exam names.
- Implemented rendering functions for game elements including walls, pellets, ghosts, and player.
- Defined types for game state, cell types, and CFU values to enhance type safety and clarity.
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BIA3IA and others added 5 commits August 20, 2026 01:06
Keyboard movement required focusing the canvas first; it now listens
on the whole page and only backs off when an editable field elsewhere
has focus. Also fixed canMove: it blocked the player (and ghosts) on
the side "T" tunnel tiles because the cell past the grid edge was read
as a wall, preventing the wrap-around already handled by wrapTunnel.
The script looked for a trailing semicolon after each maze array, but
Biome's formatting removed it, so validate:mazes silently found zero
mazes and always reported success without checking anything.
Every maze had a few one-cell-wide pockets reachable from only one
direction, forcing players to reverse instead of keep moving. Opened
a minimal wall gap at each dead end to turn it into a loop, keeping
each maze's CFU total at 60 and every cell reachable from spawn
(verified with validate:mazes).
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