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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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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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