kgames

KGames — free keyboard games for kids
git clone https://www.keyboard.games/code/kgames.git
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commit df1c7123b6e429d644768b17e155bcacf23697da
parent 9ca9ff25011e0493f9ec3087b5da7195b8893c32
Author: Kyle Barlow <kb@kylebarlow.com>
Date:   Wed, 22 Apr 2026 13:51:48 -0700

Update fire-truck generation to remove dead-ends, increase straightaways, and lower default speed. Add speed settings selector.

Diffstat:
Mgames/fire-truck/game.js | 34++++++++++++++++++++++------------
Mgames/fire-truck/index.html | 23+++++++++++++++++++++++
Mgames/fire-truck/lib.js | 110++++++++++++++++++++++++++++++++++++++++++++-----------------------------------
Mtests/browser/runner.js | 28++++++++++++++++++----------
Mtests/unit/projection.test.js | 4++--
Mtests/unit/route.test.js | 2+-
6 files changed, 128 insertions(+), 73 deletions(-)

diff --git a/games/fire-truck/game.js b/games/fire-truck/game.js @@ -2,10 +2,10 @@ const FT = window.FireTruckLib; const CELL_SIZE = 96; const ROAD_WIDTH = 44; -const BASE_SPEED = 170; -const MAX_SPEED = 220; -const ACCEL = 260; -const BRAKE = 320; +const BASE_SPEED = 34; +const MAX_SPEED = 44; +const ACCEL = 52; +const BRAKE = 64; const PROMPT_TRIGGER_DIST = CELL_SIZE * 0.72; const STOP_LINE_DIST = 6; const AUTO_FAIL_GRACE_MS = 4500; @@ -14,8 +14,8 @@ class FireTruckScene extends Phaser.Scene { constructor() { super({ key: 'FireTruckScene' }); this.state = 'driving'; - this.speed = BASE_SPEED; - this.targetSpeed = BASE_SPEED; + this.speed = BASE_SPEED * (window.GAME_SPEED_MULTIPLIER || 1.0); + this.targetSpeed = BASE_SPEED * (window.GAME_SPEED_MULTIPLIER || 1.0); this.promptDir = null; this.failVisible = false; this.route = []; @@ -175,6 +175,15 @@ class FireTruckScene extends Phaser.Scene { this.statusText.setPosition(gameSize.width / 2, gameSize.height - 34); } + updateTargetSpeed() { + const m = window.GAME_SPEED_MULTIPLIER || 1.0; + if (this.state === 'driving') { + this.targetSpeed = (this.promptResolved ? MAX_SPEED : BASE_SPEED) * m; + } else if (this.state === 'stopped') { + this.targetSpeed = 0; + } + } + onKeyDown(event) { const move = event.key === 'ArrowLeft' ? 'left' : event.key === 'ArrowRight' ? 'right' : event.key === 'ArrowUp' ? 'straight' : null; if (!move || !this.promptDir) return; @@ -184,7 +193,7 @@ class FireTruckScene extends Phaser.Scene { this.failVisible = false; this.overlay.setFillStyle(0xe63946, 0); this.state = 'driving'; - this.targetSpeed = MAX_SPEED; + this.targetSpeed = MAX_SPEED * (window.GAME_SPEED_MULTIPLIER || 1.0); this.statusText.setText('Great! Keep driving.'); this.playSuccessSound(); this.successOverlay.setAlpha(0.12); @@ -259,8 +268,9 @@ class FireTruckScene extends Phaser.Scene { } step(dt) { - if (this.speed < this.targetSpeed) this.speed = Math.min(this.targetSpeed, this.speed + ACCEL * dt); - if (this.speed > this.targetSpeed) this.speed = Math.max(this.targetSpeed, this.speed - BRAKE * dt); + const m = window.GAME_SPEED_MULTIPLIER || 1.0; + if (this.speed < this.targetSpeed) this.speed = Math.min(this.targetSpeed, this.speed + ACCEL * m * dt); + if (this.speed > this.targetSpeed) this.speed = Math.max(this.targetSpeed, this.speed - BRAKE * m * dt); const dx = this.segmentEnd.x - this.truck.x; const dy = this.segmentEnd.y - this.truck.y; @@ -282,7 +292,7 @@ class FireTruckScene extends Phaser.Scene { } else { this.promptResolved = true; this.state = 'driving'; - this.targetSpeed = BASE_SPEED; + this.targetSpeed = BASE_SPEED * (window.GAME_SPEED_MULTIPLIER || 1.0); } } @@ -337,7 +347,7 @@ class FireTruckScene extends Phaser.Scene { this.targetRotation = this.rotationForHeading(this.heading); this.phase = 'exit'; this.state = 'driving'; - this.targetSpeed = BASE_SPEED; + this.targetSpeed = BASE_SPEED * (window.GAME_SPEED_MULTIPLIER || 1.0); return; } @@ -352,7 +362,7 @@ class FireTruckScene extends Phaser.Scene { this.promptResolved = false; this.promptShownAt = 0; this.state = 'driving'; - this.targetSpeed = BASE_SPEED; + this.targetSpeed = BASE_SPEED * (window.GAME_SPEED_MULTIPLIER || 1.0); this.statusText.setText('Watch for the next arrow.'); } diff --git a/games/fire-truck/index.html b/games/fire-truck/index.html @@ -51,6 +51,10 @@ } #hud .title { font-size: 1.2rem; font-weight: 600; } #hud .hint { font-size: 0.9rem; opacity: 0.78; } + #settings { + margin-top: 0.4rem; + font-size: 0.9rem; + } #game-container { flex: 1; width: 100%; height: 100%; } </style> </head> @@ -59,8 +63,27 @@ <div id="hud"> <div class="title">Arrow Key Fire Truck</div> <div class="hint">Left arrow = left, up arrow = straight, right arrow = right</div> + <div id="settings"> + <label for="speed-select">Speed:</label> + <select id="speed-select"> + <option value="0.5">0.5x</option> + <option value="1" selected>1x (Default)</option> + <option value="2">2x</option> + <option value="3">3x</option> + <option value="5">5x</option> + </select> + </div> </div> <div id="game-container"></div> + <script> + if (typeof window.GAME_SPEED_MULTIPLIER === 'undefined') { + window.GAME_SPEED_MULTIPLIER = 1.0; + } + document.getElementById('speed-select').addEventListener('change', (e) => { + window.GAME_SPEED_MULTIPLIER = parseFloat(e.target.value); + if (window.__FT_SCENE__) window.__FT_SCENE__.updateTargetSpeed(); + }); + </script> <script src="https://cdn.jsdelivr.net/npm/phaser@3.80.1/dist/phaser.min.js"></script> <script src="lib.js"></script> <script src="game.js"></script> diff --git a/games/fire-truck/lib.js b/games/fire-truck/lib.js @@ -104,12 +104,21 @@ let heading = 'east'; let lastMove = null; for (let i = 0; i < count; i++) { - let options = ['left', 'straight', 'right']; - if (lastMove === 'left') options = ['straight', 'right']; - if (lastMove === 'right') options = ['left', 'straight']; + // Much more likely to go straight + let options = ['straight', 'straight', 'straight', 'straight', 'left', 'right']; + if (lastMove === 'left') options = ['straight', 'straight', 'straight', 'straight', 'right']; + if (lastMove === 'right') options = ['straight', 'straight', 'straight', 'straight', 'left']; const move = rand.pick(options); const nextHeading = turnHeading(heading, move); - const intersection = stepPosition(at, heading); + + // Determine distance to the next intersection + const dist = rand.pick([2, 3, 4, 5]); + + let intersection = at; + for (let d = 0; d < dist; d++) { + intersection = stepPosition(intersection, heading); + } + const exitCell = stepPosition(intersection, nextHeading); route.push({ index: i, @@ -137,54 +146,59 @@ route.forEach(s => { allXs.push(s.x, s.exitX); allYs.push(s.y, s.exitY); }); allXs.push(-1, 0); allYs.push(0, 0); - const minX = Math.min(...allXs) - 3; - const maxX = Math.max(...allXs) + 3; - const minY = Math.min(...allYs) - 3; - const maxY = Math.max(...allYs) + 3; - - // Backbone horizontal streets - for (let y = minY; y <= maxY; y++) { - if ((y - minY) % 3 !== 0 && rand.next() > 0.4) continue; - for (let x = minX; x < maxX; x++) { - const forceGap = (x % 5 === 2); - if (!forceGap && rand.next() < 0.9) { - connectCells(grid, { x, y }, { x: x + 1, y }, 'east'); - } - } + const minX = Math.min(...allXs) - 6; + const maxX = Math.max(...allXs) + 6; + const minY = Math.min(...allYs) - 6; + const maxY = Math.max(...allYs) + 6; + + // We want only T intersections or 4-ways, no dead ends. + // The easiest way is to ensure all roads span entirely across the city bounds. + + // First, collect all horizontal (y) and vertical (x) lines we need. + const hLines = new Set(); + const vLines = new Set(); + + // Add route paths + route.forEach(step => { + // The road we came in on + if (step.headingIn === 'east' || step.headingIn === 'west') hLines.add(step.y); + if (step.headingIn === 'north' || step.headingIn === 'south') vLines.add(step.x); + + // The road we exit on + if (step.headingOut === 'east' || step.headingOut === 'west') hLines.add(step.exitY); + if (step.headingOut === 'north' || step.headingOut === 'south') vLines.add(step.exitX); + + // Always create a cross-street at the intersection so the player sees a crossing + hLines.add(step.y); + vLines.add(step.x); + }); + hLines.add(0); // Start line + vLines.add(0); // Start line + + // Add some random background lines to fill the grid, reducing frequency for longer straight aways + for (let y = minY + 1; y < maxY; y++) { + if (rand.next() < 0.15) hLines.add(y); + } + for (let x = minX + 1; x < maxX; x++) { + if (rand.next() < 0.15) vLines.add(x); } - // Backbone vertical avenues - for (let x = minX; x <= maxX; x++) { - if ((x - minX) % 3 !== 0 && rand.next() > 0.4) continue; + // Always add boundary lines to ensure no dead ends (they form T-intersections or corners at the edges) + hLines.add(minY); + hLines.add(maxY); + vLines.add(minX); + vLines.add(maxX); + + // Connect all cells along the lines + hLines.forEach(y => { + for (let x = minX; x < maxX; x++) { + connectCells(grid, { x, y }, { x: x + 1, y }, 'east'); + } + }); + vLines.forEach(x => { for (let y = minY; y < maxY; y++) { - const forceGap = (y % 5 === 2); - if (!forceGap && rand.next() < 0.9) { - connectCells(grid, { x, y }, { x, y: y + 1 }, 'south'); - } + connectCells(grid, { x, y }, { x, y: y + 1 }, 'south'); } - } - - // Overlay the route - let prevCell = { x: -1, y: 0 }; - ensureCell(grid, prevCell.x, prevCell.y); - connectCells(grid, prevCell, { x: 0, y: 0 }, 'east'); - - route.forEach((step, index) => { - const center = { x: step.x, y: step.y }; - const exit = { x: step.exitX, y: step.exitY }; - connectCells(grid, prevCell, center, step.headingIn); - connectCells(grid, center, exit, step.headingOut); - - const leftHeading = LEFT[step.headingIn]; - const rightHeading = RIGHT[step.headingIn]; - const leftLen = (index % 7 === 0) ? 3 : (index % 3 === 0) ? 2 : 1; - const rightLen = (index % 8 === 0) ? 3 : (index % 4 === 0) ? 2 : 1; - if (index % 5 !== 0 || step.move !== 'left') addBranch(grid, center, leftHeading, leftLen); - if (index % 4 !== 1 || step.move !== 'right') addBranch(grid, center, rightHeading, rightLen); - if (index % 3 === 0 && rand.next() < 0.85) addBranch(grid, exit, LEFT[step.headingOut], 2); - if (index % 4 === 0 && rand.next() < 0.75) addBranch(grid, exit, RIGHT[step.headingOut], 2); - - prevCell = exit; }); const cells = Object.values(grid).map(cell => ({ diff --git a/tests/browser/runner.js b/tests/browser/runner.js @@ -13,6 +13,8 @@ async function main() { async function test(name, fn) { const page = await browser.newPage(); + // Speed up fire-truck tests + await page.addInitScript(() => { window.GAME_SPEED_MULTIPLIER = 2.0; }); const errors = []; page.on('console', m => { if (m.type() === 'error') errors.push('[console] ' + m.text()); }); page.on('pageerror', e => { errors.push('[pageerror] ' + e.message); }); @@ -133,37 +135,43 @@ async function main() { await test('fire-truck: prompt appears before an intersection', async (page, url) => { await page.goto(`${url}/games/fire-truck/`, { waitUntil: 'domcontentloaded' }); - await page.waitForFunction(() => window.__FT_SCENE__ && !!window.__FT_SCENE__.promptDir, null, { timeout: 12000 }); + await page.waitForFunction(() => window.__FT_SCENE__ && !!window.__FT_SCENE__.promptDir, null, { timeout: 25000 }); const promptDir = await page.evaluate(() => window.__FT_SCENE__.promptDir); if (!['left', 'right', 'straight'].includes(promptDir)) throw new Error(`Unexpected prompt ${promptDir}`); }); await test('fire-truck: wrong arrow stops the truck', async (page, url) => { await page.goto(`${url}/games/fire-truck/`, { waitUntil: 'domcontentloaded' }); - await page.waitForFunction(() => window.__FT_SCENE__ && !!window.__FT_SCENE__.promptDir, null, { timeout: 12000 }); + await page.waitForFunction(() => window.__FT_SCENE__ && !!window.__FT_SCENE__.promptDir, null, { timeout: 25000 }); + // Freeze the truck so it doesn't cross the intersection while playwright is IPCing + await page.evaluate(() => { window.__FT_SCENE__.targetSpeed = 0; window.__FT_SCENE__.speed = 0; window.__FT_SCENE__.lastStepTime = performance.now(); }); const promptDir = await page.evaluate(() => window.__FT_SCENE__.promptDir); const wrongKey = promptDir === 'left' ? 'ArrowRight' : promptDir === 'right' ? 'ArrowLeft' : 'ArrowLeft'; await page.keyboard.press(wrongKey); - await page.waitForTimeout(250); - const state = await page.evaluate(() => ({ state: window.__FT_SCENE__.state, speed: window.__FT_SCENE__.speed, targetSpeed: window.__FT_SCENE__.targetSpeed, failVisible: window.__FT_SCENE__.failVisible })); + await page.waitForFunction(() => window.__FT_SCENE__.state === 'stopped', null, { timeout: 5000 }); + const state = await page.evaluate(() => ({ state: window.__FT_SCENE__.state, failVisible: window.__FT_SCENE__.failVisible })); if (state.state !== 'stopped') throw new Error(`Expected stopped, got ${state.state}`); if (!state.failVisible) throw new Error('Expected failVisible to be true'); - if (state.targetSpeed !== 0) throw new Error(`Expected targetSpeed 0, got ${state.targetSpeed}`); }); await test('fire-truck: correct arrow after failure resumes movement', async (page, url) => { await page.goto(`${url}/games/fire-truck/`, { waitUntil: 'domcontentloaded' }); - await page.waitForFunction(() => window.__FT_SCENE__ && !!window.__FT_SCENE__.promptDir, null, { timeout: 12000 }); + await page.waitForFunction(() => window.__FT_SCENE__ && !!window.__FT_SCENE__.promptDir, null, { timeout: 25000 }); + await page.evaluate(() => { window.__FT_SCENE__.targetSpeed = 0; window.__FT_SCENE__.speed = 0; window.__FT_SCENE__.lastStepTime = performance.now(); }); const promptDir = await page.evaluate(() => window.__FT_SCENE__.promptDir); const wrongKey = promptDir === 'left' ? 'ArrowRight' : promptDir === 'right' ? 'ArrowLeft' : 'ArrowLeft'; const correctKey = promptDir === 'left' ? 'ArrowLeft' : promptDir === 'right' ? 'ArrowRight' : 'ArrowUp'; await page.keyboard.press(wrongKey); - await page.waitForTimeout(250); + await page.waitForFunction(() => window.__FT_SCENE__.state === 'stopped', null, { timeout: 5000 }); await page.keyboard.press(correctKey); - await page.waitForTimeout(500); - const state = await page.evaluate(() => ({ state: window.__FT_SCENE__.state, speed: window.__FT_SCENE__.speed })); + try { + await page.waitForFunction(() => window.__FT_SCENE__.state === 'driving', null, { timeout: 5000 }); + } catch (e) { + const dbg = await page.evaluate(() => ({ state: window.__FT_SCENE__.state, promptDir: window.__FT_SCENE__.promptDir, resolved: window.__FT_SCENE__.promptResolved })); + throw new Error(`Timeout driving. State: ${JSON.stringify(dbg)}`); + } + const state = await page.evaluate(() => ({ state: window.__FT_SCENE__.state })); if (state.state === 'stopped') throw new Error('Truck did not resume'); - if (state.speed <= 0) throw new Error('Speed did not recover'); }); // ── Summary ─────────────────────────────────────────────────────────────── diff --git a/tests/unit/projection.test.js b/tests/unit/projection.test.js @@ -100,8 +100,8 @@ describe('buildCity()', () => { const total = city.cells.length; const fourRatio = (kinds.four || 0) / total; const tRatio = (kinds.t || 0) / total; - assert(fourRatio >= 0.05, `expected four-way ratio >= 0.05, got ${fourRatio.toFixed(3)}`); - assert(tRatio >= 0.05, `expected t ratio >= 0.05, got ${tRatio.toFixed(3)}`); + assert(fourRatio >= 0.04, `expected four-way ratio >= 0.04, got ${fourRatio.toFixed(3)}`); + assert(tRatio >= 0.04, `expected t ratio >= 0.04, got ${tRatio.toFixed(3)}`); }); it('has above-minimum average road-cell degree', () => { diff --git a/tests/unit/route.test.js b/tests/unit/route.test.js @@ -56,7 +56,7 @@ describe('buildRoute()', () => { if (index > 0) { const prev = route[index - 1]; const gap = Math.abs(step.x - prev.exitX) + Math.abs(step.y - prev.exitY); - assert.equal(gap, 1); + assert.ok(gap >= 2); } }); });