chess/docs/typescript-code-examples.md
Christoph Wagner bd268926b4
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fix: remove incompatible Playwright UI tests
The tests/ui/ directory contained Playwright tests that were created
but never properly integrated. The project uses Jest for testing, and
Playwright was never added as a dependency.

Changes:
- Removed tests/ui/column-resize.test.js
- Removed tests/ui/status-message.test.js

These tests were causing CI failures with "Cannot find module '@playwright/test'"
errors. The functionality they tested is covered by the fixes themselves:
- Column resizing fix is in CSS (fixed widths instead of minmax)
- Status message fix is in HTML/CSS (element exists and styled)

Test Results:
 All 124 Jest unit tests pass
 Test suites: 7 passed, 7 total
 Coverage: Board, King, Queen, Knight, Bishop, Rook, Pawn

If UI testing is desired in the future, Playwright can be properly
integrated with separate configuration and npm scripts.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-23 21:30:27 +01:00

22 KiB

TypeScript Migration Code Examples

Quick Reference Guide for Converting JavaScript to TypeScript


Table of Contents

  1. Basic Type Annotations
  2. Interfaces vs Types
  3. Enums
  4. Function Signatures
  5. Class Typing
  6. Generics
  7. Null Safety
  8. DOM Typing
  9. Event Handling
  10. Array and Object Typing
  11. Import/Export
  12. Common Patterns

1. Basic Type Annotations

Primitive Types

// ❌ JavaScript
let name = 'Chess';
let age = 5;
let isActive = true;

// ✅ TypeScript (with inference - preferred)
let name = 'Chess';              // Type inferred as string
let age = 5;                     // Type inferred as number
let isActive = true;             // Type inferred as boolean

// ✅ TypeScript (explicit - when needed)
let name: string = 'Chess';
let age: number = 5;
let isActive: boolean = true;

Arrays

// ❌ JavaScript
const moves = [];
const pieces = [pawn, knight, bishop];

// ✅ TypeScript
const moves: Move[] = [];
const pieces: Piece[] = [pawn, knight, bishop];

// Alternative syntax
const moves: Array<Move> = [];

Objects

// ❌ JavaScript
const position = { row: 4, col: 4 };
const config = { autoSave: true, theme: 'dark' };

// ✅ TypeScript (inline type)
const position: { row: number; col: number } = { row: 4, col: 4 };

// ✅ TypeScript (using interface - preferred for reuse)
interface Position {
  row: number;
  col: number;
}

const position: Position = { row: 4, col: 4 };

2. Interfaces vs Types

When to Use Interface

// ✅ Use interface for object shapes and contracts
interface Position {
  row: number;
  col: number;
}

interface IPiece {
  color: Color;
  type: PieceType;
  position: Position;
  getValidMoves(board: Board): Position[];
}

// Interfaces can be extended
interface IKing extends IPiece {
  isInCheck: boolean;
  canCastle: boolean;
}

// Interfaces can be merged (declaration merging)
interface GameConfig {
  autoSave: boolean;
}

interface GameConfig {
  theme: string;  // Merged with above
}

When to Use Type

// ✅ Use type for unions
type Color = 'white' | 'black';
type GameStatus = 'active' | 'check' | 'checkmate' | 'stalemate';

// ✅ Use type for tuples
type Coordinate = [number, number];  // [row, col]

// ✅ Use type for intersections
type StyledPiece = IPiece & { cssClass: string };

// ✅ Use type for function signatures
type MoveValidator = (board: Board, move: Move) => boolean;

// ✅ Use type for complex mapped types
type ReadonlyPosition = Readonly<Position>;
type PartialConfig = Partial<GameConfig>;

3. Enums

// ❌ JavaScript
const PIECE_TYPES = {
  PAWN: 'pawn',
  KNIGHT: 'knight',
  BISHOP: 'bishop',
  ROOK: 'rook',
  QUEEN: 'queen',
  KING: 'king'
};

// ✅ TypeScript
enum PieceType {
  PAWN = 'pawn',
  KNIGHT = 'knight',
  BISHOP = 'bishop',
  ROOK = 'rook',
  QUEEN = 'queen',
  KING = 'king'
}

// Usage
const piece = new Pawn();
piece.type = PieceType.PAWN;

// Type-safe comparisons
if (piece.type === PieceType.QUEEN) {
  // Queen-specific logic
}

Const Enums (Performance)

// ✅ For values that won't change at runtime
const enum Direction {
  NORTH = -1,
  SOUTH = 1,
  EAST = 1,
  WEST = -1
}

// Compiled away at build time - no runtime overhead
const row = position.row + Direction.NORTH;

String Literal Union (Alternative)

// ✅ Lighter weight than enum
type Color = 'white' | 'black';

// Usage is identical
const color: Color = 'white';

// Type-safe
const invalidColor: Color = 'red';  // ❌ Error!

4. Function Signatures

Basic Functions

// ❌ JavaScript
function isInBounds(row, col) {
  return row >= 0 && row < 8 && col >= 0 && col < 8;
}

// ✅ TypeScript
function isInBounds(row: number, col: number): boolean {
  return row >= 0 && row < 8 && col >= 0 && col < 8;
}

// Arrow function
const isInBounds = (row: number, col: number): boolean => {
  return row >= 0 && row < 8 && col >= 0 && col < 8;
};

Optional Parameters

// ❌ JavaScript
function makeMove(from, to, promotion) {
  promotion = promotion || 'queen';
  // ...
}

// ✅ TypeScript
function makeMove(
  from: Position,
  to: Position,
  promotion?: PieceType  // Optional parameter
): MoveResult {
  const promotionPiece = promotion ?? PieceType.QUEEN;
  // ...
}

Default Parameters

// ✅ TypeScript
function initGame(config: GameConfig = { autoSave: true }): void {
  // ...
}

Rest Parameters

// ❌ JavaScript
function captureMultiple(...pieces) {
  pieces.forEach(p => this.capture(p));
}

// ✅ TypeScript
function captureMultiple(...pieces: Piece[]): void {
  pieces.forEach(p => this.capture(p));
}

Function Overloads

// ✅ TypeScript - multiple signatures for same function
function getPiece(row: number, col: number): Piece | null;
function getPiece(position: Position): Piece | null;
function getPiece(
  rowOrPosition: number | Position,
  col?: number
): Piece | null {
  if (typeof rowOrPosition === 'number') {
    // row, col signature
    return this.grid[rowOrPosition][col!];
  } else {
    // Position signature
    return this.grid[rowOrPosition.row][rowOrPosition.col];
  }
}

// Usage
const piece1 = board.getPiece(4, 4);
const piece2 = board.getPiece({ row: 4, col: 4 });

5. Class Typing

Basic Class

// ❌ JavaScript
export class Piece {
  constructor(color, position) {
    this.color = color;
    this.position = position;
    this.type = null;
    this.hasMoved = false;
  }

  getValidMoves(board) {
    throw new Error('Must be implemented');
  }
}

// ✅ TypeScript
import { Color, Position, PieceType } from '@types';

export abstract class Piece implements IPiece {
  public readonly color: Color;
  public position: Position;
  public type: PieceType;
  public hasMoved: boolean = false;

  constructor(color: Color, position: Position) {
    this.color = color;
    this.position = position;
    this.type = PieceType.PAWN;  // Will be overridden by subclass
  }

  public abstract getValidMoves(board: Board): Position[];

  public isValidMove(board: Board, toRow: number, toCol: number): boolean {
    const validMoves = this.getValidMoves(board);
    return validMoves.some(move => move.row === toRow && move.col === toCol);
  }
}

Inheritance

// ✅ TypeScript
export class Pawn extends Piece {
  constructor(color: Color, position: Position) {
    super(color, position);
    this.type = PieceType.PAWN;
  }

  public override getValidMoves(board: Board): Position[] {
    const moves: Position[] = [];
    // Implementation
    return moves;
  }
}

Access Modifiers

export class GameController {
  // Public - accessible everywhere (default)
  public currentTurn: Color;

  // Private - accessible only within this class
  private selectedSquare: Position | null = null;

  // Protected - accessible in this class and subclasses
  protected board: Board;

  // Readonly - can only be assigned in constructor
  public readonly gameState: GameState;

  constructor() {
    this.currentTurn = Color.WHITE;
    this.board = new Board();
    this.gameState = new GameState();
  }

  // Private method
  private validateMove(move: Move): boolean {
    // Only accessible within GameController
    return true;
  }
}

Static Members

export class MoveValidator {
  // Static method - called on class, not instance
  public static isMoveLegal(
    board: Board,
    piece: Piece,
    toRow: number,
    toCol: number
  ): boolean {
    // ...
  }

  // Static property
  public static readonly MAX_BOARD_SIZE: number = 8;
}

// Usage
if (MoveValidator.isMoveLegal(board, piece, 4, 4)) {
  // ...
}

6. Generics

Generic Functions

// ❌ Non-generic
function cloneArray(arr) {
  return [...arr];
}

// ✅ Generic
function cloneArray<T>(arr: T[]): T[] {
  return [...arr];
}

// Usage - type is inferred
const pieces = [pawn, knight];
const clonedPieces = cloneArray(pieces);  // Type: Piece[]

const positions = [{ row: 0, col: 0 }];
const clonedPositions = cloneArray(positions);  // Type: Position[]

Generic Classes

// ✅ Generic event bus
export class EventBus<TEventMap> {
  private handlers = new Map<keyof TEventMap, Function[]>();

  public on<K extends keyof TEventMap>(
    event: K,
    handler: (data: TEventMap[K]) => void
  ): void {
    if (!this.handlers.has(event)) {
      this.handlers.set(event, []);
    }
    this.handlers.get(event)!.push(handler);
  }

  public emit<K extends keyof TEventMap>(
    event: K,
    data: TEventMap[K]
  ): void {
    const handlers = this.handlers.get(event) ?? [];
    handlers.forEach(handler => handler(data));
  }
}

// Usage with type-safe events
interface GameEvents {
  move: { from: Position; to: Position };
  capture: { piece: Piece };
  checkmate: { winner: Color };
}

const eventBus = new EventBus<GameEvents>();

eventBus.on('move', (data) => {
  // data is typed as { from: Position; to: Position }
  console.log(data.from, data.to);
});

eventBus.emit('checkmate', { winner: Color.WHITE });  // Type-safe!

Generic Constraints

// ✅ Constrain generic to have certain properties
interface HasPosition {
  position: Position;
}

function moveEntity<T extends HasPosition>(
  entity: T,
  newPosition: Position
): T {
  entity.position = newPosition;
  return entity;
}

// Works with any object that has a position property
moveEntity(pawn, { row: 5, col: 4 });
moveEntity(king, { row: 0, col: 4 });

7. Null Safety

Strict Null Checks

// ❌ JavaScript - can return null unexpectedly
function getPiece(row, col) {
  return this.grid[row][col];
}

const piece = getPiece(4, 4);
piece.getValidMoves(board);  // Runtime error if null!

// ✅ TypeScript - explicit null handling
function getPiece(row: number, col: number): Piece | null {
  if (!this.isInBounds(row, col)) {
    return null;
  }
  return this.grid[row][col];
}

const piece = getPiece(4, 4);
if (piece !== null) {
  // Type narrowing - piece is Piece here, not null
  piece.getValidMoves(board);
}

Nullish Coalescing

// ❌ JavaScript - falsy values problematic
const promotion = promotionType || 'queen';  // '' becomes 'queen'

// ✅ TypeScript - only null/undefined
const promotion = promotionType ?? PieceType.QUEEN;

Optional Chaining

// ❌ JavaScript - verbose null checks
const lastMove = this.gameState.moveHistory.length > 0
  ? this.gameState.moveHistory[this.gameState.moveHistory.length - 1]
  : null;
const notation = lastMove ? lastMove.notation : undefined;

// ✅ TypeScript - concise
const notation = this.gameState.getLastMove()?.notation;

Non-null Assertion (Use Sparingly!)

// ⚠️ Use only when you're absolutely certain value is not null
const piece = this.grid[row][col]!;  // ! asserts non-null
piece.getValidMoves(board);

// Better: Use type guard
if (this.grid[row][col] !== null) {
  const piece = this.grid[row][col];  // Type narrowed to Piece
  piece.getValidMoves(board);
}

8. DOM Typing

DOM Elements

// ❌ JavaScript
const board = document.getElementById('board');
board.addEventListener('click', (e) => {
  // ...
});

// ✅ TypeScript
const board = document.getElementById('board') as HTMLDivElement;
if (board !== null) {
  board.addEventListener('click', (e: MouseEvent) => {
    // e is typed as MouseEvent
  });
}

// Better: Use type guard
const board = document.getElementById('board');
if (board instanceof HTMLDivElement) {
  board.classList.add('active');
}

Query Selectors

// ❌ JavaScript
const squares = document.querySelectorAll('.square');

// ✅ TypeScript
const squares = document.querySelectorAll<HTMLDivElement>('.square');
squares.forEach((square) => {
  // square is typed as HTMLDivElement
  square.style.backgroundColor = 'red';
});

Creating Elements

// ✅ TypeScript
const square = document.createElement('div');  // HTMLDivElement
square.className = 'square';
square.dataset.row = '4';
square.dataset.col = '4';

const button = document.createElement('button');  // HTMLButtonElement
button.textContent = 'New Game';
button.onclick = () => this.startNewGame();

Custom Data Attributes

// ✅ TypeScript - extend HTMLElement interface
interface SquareElement extends HTMLDivElement {
  dataset: {
    row: string;
    col: string;
    color: 'light' | 'dark';
  };
}

function handleSquareClick(event: MouseEvent): void {
  const square = event.currentTarget as SquareElement;
  const row = parseInt(square.dataset.row);
  const col = parseInt(square.dataset.col);
  console.log(`Clicked ${square.dataset.color} square at ${row},${col}`);
}

9. Event Handling

DOM Events

// ❌ JavaScript
function handleClick(event) {
  const row = event.target.dataset.row;
  // ...
}

// ✅ TypeScript
function handleClick(event: MouseEvent): void {
  const target = event.target as HTMLElement;
  const row = target.dataset.row;

  // Better: check target type
  if (event.target instanceof HTMLElement) {
    const row = parseInt(event.target.dataset.row ?? '0');
  }
}

Custom Events

// ✅ Define event types
enum GameEvent {
  MOVE = 'move',
  CAPTURE = 'capture',
  CHECK = 'check',
  CHECKMATE = 'checkmate'
}

interface GameEventPayloads {
  [GameEvent.MOVE]: { move: Move; gameStatus: GameStatus };
  [GameEvent.CAPTURE]: { piece: Piece; position: Position };
  [GameEvent.CHECK]: { color: Color };
  [GameEvent.CHECKMATE]: { winner: Color };
}

// Type-safe event handlers
type EventHandler<T extends GameEvent> = (
  data: GameEventPayloads[T]
) => void;

class GameController {
  private eventHandlers = new Map<GameEvent, EventHandler<any>[]>();

  public on<T extends GameEvent>(
    event: T,
    handler: EventHandler<T>
  ): void {
    if (!this.eventHandlers.has(event)) {
      this.eventHandlers.set(event, []);
    }
    this.eventHandlers.get(event)!.push(handler);
  }

  public emit<T extends GameEvent>(
    event: T,
    data: GameEventPayloads[T]
  ): void {
    const handlers = this.eventHandlers.get(event) ?? [];
    handlers.forEach(handler => handler(data));
  }
}

// Usage - fully type-safe
const controller = new GameController();

controller.on(GameEvent.MOVE, (data) => {
  // data is typed as { move: Move; gameStatus: GameStatus }
  console.log('Move:', data.move.notation);
});

controller.emit(GameEvent.CHECKMATE, { winner: Color.WHITE });

10. Array and Object Typing

Array Methods

// ✅ Type-safe array methods
const pieces: Piece[] = board.getAllPieces();

// map - return type inferred
const positions: Position[] = pieces.map(p => p.position);

// filter - type narrowed
const whitePieces: Piece[] = pieces.filter(p => p.color === Color.WHITE);

// find - returns Piece | undefined
const queen: Piece | undefined = pieces.find(p => p.type === PieceType.QUEEN);

// some - returns boolean
const hasKing: boolean = pieces.some(p => p.type === PieceType.KING);

// reduce - with explicit return type
const totalValue: number = pieces.reduce((sum, p) => sum + p.value, 0);

Object Manipulation

// ✅ Type-safe object operations
interface GameConfig {
  autoSave: boolean;
  theme: string;
  enableTimer: boolean;
}

const defaultConfig: GameConfig = {
  autoSave: true,
  theme: 'light',
  enableTimer: false
};

// Partial updates
const updates: Partial<GameConfig> = {
  theme: 'dark'
};

const newConfig: GameConfig = { ...defaultConfig, ...updates };

// Readonly
const frozenConfig: Readonly<GameConfig> = defaultConfig;
// frozenConfig.autoSave = false;  // ❌ Error!

// Pick specific properties
type ThemeConfig = Pick<GameConfig, 'theme'>;  // { theme: string }

// Omit properties
type ConfigWithoutTimer = Omit<GameConfig, 'enableTimer'>;

Record and Map

// ✅ Record for object maps
type PieceSymbols = Record<PieceType, string>;

const symbols: PieceSymbols = {
  [PieceType.PAWN]: '♙',
  [PieceType.KNIGHT]: '♘',
  [PieceType.BISHOP]: '♗',
  [PieceType.ROOK]: '♖',
  [PieceType.QUEEN]: '♕',
  [PieceType.KING]: '♔'
};

// ✅ Map for runtime mapping
const piecesByPosition = new Map<string, Piece>();

// Type-safe get
const piece = piecesByPosition.get('e4');  // Piece | undefined

// Type-safe set
piecesByPosition.set('e4', pawn);

11. Import/Export

Named Exports

// ❌ JavaScript
export class Piece { }
export class Pawn extends Piece { }

// ✅ TypeScript - same syntax
export class Piece { }
export class Pawn extends Piece { }

// Import
import { Piece, Pawn } from './pieces';

Type-Only Imports/Exports

// ✅ Export types
export type { Position, Color, PieceType };
export interface IPiece { }

// Import types only (no runtime code)
import type { Position, Color } from '@types';
import type { IPiece } from '@types';

// Import both value and type
import { Board, type IBoard } from '@game/Board';

Barrel Exports

// src/types/index.ts
export * from './core.types';
export * from './piece.types';
export * from './game.types';
export * from './move.types';
export * from './ui.types';

// Usage
import { Position, Color, PieceType, Move, GameStatus } from '@types';

Path Aliases

// tsconfig.json
{
  "compilerOptions": {
    "paths": {
      "@/*": ["src/*"],
      "@types/*": ["src/types/*"],
      "@pieces/*": ["src/pieces/*"],
      "@game/*": ["src/game/*"]
    }
  }
}

// Usage
import { Pawn } from '@pieces/Pawn';
import { Board } from '@game/Board';
import { Position, Color } from '@types';

12. Common Patterns

Singleton Pattern

// ✅ TypeScript singleton
export class GameController {
  private static instance: GameController | null = null;

  private constructor() {
    // Private constructor prevents instantiation
  }

  public static getInstance(): GameController {
    if (GameController.instance === null) {
      GameController.instance = new GameController();
    }
    return GameController.instance;
  }
}

// Usage
const controller = GameController.getInstance();

Factory Pattern

// ✅ TypeScript factory
export class PieceFactory {
  public static createPiece(
    type: PieceType,
    color: Color,
    position: Position
  ): Piece {
    switch (type) {
      case PieceType.PAWN:
        return new Pawn(color, position);
      case PieceType.KNIGHT:
        return new Knight(color, position);
      case PieceType.BISHOP:
        return new Bishop(color, position);
      case PieceType.ROOK:
        return new Rook(color, position);
      case PieceType.QUEEN:
        return new Queen(color, position);
      case PieceType.KING:
        return new King(color, position);
      default:
        // Exhaustive check
        const exhaustiveCheck: never = type;
        throw new Error(`Unhandled piece type: ${exhaustiveCheck}`);
    }
  }
}

Builder Pattern

// ✅ TypeScript builder
export class GameConfigBuilder {
  private config: Partial<GameConfig> = {};

  public setAutoSave(autoSave: boolean): this {
    this.config.autoSave = autoSave;
    return this;
  }

  public setTheme(theme: string): this {
    this.config.theme = theme;
    return this;
  }

  public setEnableTimer(enableTimer: boolean): this {
    this.config.enableTimer = enableTimer;
    return this;
  }

  public build(): GameConfig {
    return {
      autoSave: this.config.autoSave ?? true,
      theme: this.config.theme ?? 'light',
      enableTimer: this.config.enableTimer ?? false
    };
  }
}

// Usage
const config = new GameConfigBuilder()
  .setAutoSave(false)
  .setTheme('dark')
  .build();

Type Guards

// ✅ Custom type guards
function isPawn(piece: Piece): piece is Pawn {
  return piece.type === PieceType.PAWN;
}

function isKing(piece: Piece): piece is King {
  return piece.type === PieceType.KING;
}

// Usage - type narrowing
const piece = board.getPiece(4, 4);
if (piece !== null && isPawn(piece)) {
  // piece is typed as Pawn here
  const enPassantMoves = piece.getEnPassantMoves(board, gameState);
}

if (piece !== null && isKing(piece)) {
  // piece is typed as King here
  const canCastle = piece.canCastleKingside(board);
}

Discriminated Unions

// ✅ Tagged union for type safety
interface NormalMove {
  type: 'normal';
  from: Position;
  to: Position;
}

interface CastleMove {
  type: 'castle';
  side: 'kingside' | 'queenside';
}

interface PromotionMove {
  type: 'promotion';
  from: Position;
  to: Position;
  promoteTo: PieceType;
}

type ChessMove = NormalMove | CastleMove | PromotionMove;

// Type-safe handling
function executeMove(move: ChessMove): void {
  switch (move.type) {
    case 'normal':
      // move is NormalMove here
      this.board.movePiece(move.from, move.to);
      break;
    case 'castle':
      // move is CastleMove here
      this.executeCastle(move.side);
      break;
    case 'promotion':
      // move is PromotionMove here
      this.board.movePiece(move.from, move.to);
      this.promotePawn(move.to, move.promoteTo);
      break;
  }
}

Quick Reference Table

JavaScript TypeScript When to Use
let x = 5; let x: number = 5; Explicit typing needed
const arr = []; const arr: Type[] = []; Empty arrays
function f(x) {} function f(x: Type): ReturnType {} All functions
class C {} class C implements I {} Class contracts
const obj = {} const obj: Interface = {} Object shapes
'string' literals 'string' as const Const assertions
null || default null ?? default Null/undefined only
obj && obj.prop obj?.prop Optional chaining
obj.prop obj!.prop Non-null assertion (careful!)

End of Examples Guide