refactor: merge all game state into 1 state variable

This commit is contained in:
WanCW 2025-04-28 16:50:49 +08:00
parent 4d3786c495
commit ba260f2895
Signed by: wancw
GPG key ID: 1A22F8C8D1877952
2 changed files with 150 additions and 110 deletions

View file

@ -9,8 +9,11 @@
display: flex;
flex-direction: column;
gap: 10px;
margin-top: 1em;
}
.messages {
line-height: 1em;
}
.board-row {
display: flex;
flex-direction: row;
@ -28,6 +31,14 @@
cursor: pointer;
}
.game-set .board-cell {
cursor: not-allowed;
}
.game-set .board-cell:hover {
background-color: unset;
}
.board-cell:hover {
background-color: #f0f0f0;
}

View file

@ -1,6 +1,5 @@
import { useEffect, useState } from 'react'
import React, { useEffect, useState } from 'react'
import './App.css'
import React from 'react';
type Symbol = 'X' | 'O';
@ -12,147 +11,177 @@ type CellState = {
type RowState = CellState[];
type BoardState = RowState[];
type CellClickHandler = (row: number, col: number) => boolean;
type CellProps = {
row: number;
col: number;
state: CellState;
onClick?: CellClickHandler;
}
type CellClickHandler = (row: number, col: number) => void;
type CellProps = CellState & { rowIndex: number, columnIndex: number, onClick?: CellClickHandler };
function Cell({row, col, state: {symbol, isFading}, onClick}: CellProps) {
const onClick1 = (() => {
onClick && onClick(row, col)
});
return <div className={`board-cell ${isFading ? 'fading' : ''}`} id={`cell-${row}-${col}`}
onClick={onClick1}>{symbol}</div>;
function Cell({ rowIndex, columnIndex, symbol, isFading, onClick }: CellProps) {
return <div className={`board-cell ${isFading ? 'fading' : ''}`} onClick={() => onClick && onClick(rowIndex, columnIndex)}>{symbol}</div>;
}
type RowProps = {
index: number, state: RowState
index: number,
state: RowState
onCellClick: CellClickHandler;
};
function Row({state, index, onCellClick}: RowProps) {
function Row({ state, index, onCellClick }: RowProps) {
return (
<div className="board-row">
{state.map((cell: CellState, i) => <Cell key={`cell-${index}-${i}`} row={index} col={i} state={cell}
onClick={onCellClick}/>)}
{state.map((cellState: CellState, i) => <Cell
key={`cell-${index}-${i}`}
rowIndex={index}
columnIndex={i}
{...cellState}
onClick={onCellClick}/>)}
</div>
)
}
type BoardProps = {
state: BoardState;
hasWinner?: boolean;
onCellClick: CellClickHandler;
}
function Board({state, onCellClick}: BoardProps) {
function Board({ state, hasWinner, onCellClick }: BoardProps) {
return (
<div className="board">
<div className={`board ${hasWinner ? 'game-set' : ''}`}>
{state.map((row, i) => <Row key={`row-${i}`} index={i} state={row} onCellClick={onCellClick}/>)}
</div>
)
}
function findWinner(state: BoardState): Symbol | undefined {
// check rows
if (state[0]?.[0]?.symbol === state[0]?.[1]?.symbol && state[0]?.[1]?.symbol === state[0]?.[2]?.symbol)
return state[0]?.[0]?.symbol;
function hasWin(board: BoardState, size: number, row: number, column: number): boolean {
const targetCell = board[row]?.[column];
if (!targetCell) { return false; }
if (state[1]?.[0]?.symbol === state[1]?.[1]?.symbol && state[1]?.[1]?.symbol === state[1]?.[2]?.symbol)
return state[1]?.[0]?.symbol;
if (state[2]?.[0]?.symbol === state[2]?.[1]?.symbol && state[2]?.[1]?.symbol === state[2]?.[2]?.symbol)
return state[2]?.[0]?.symbol;
// check columns
if (state[0]?.[0]?.symbol === state[1]?.[0]?.symbol && state[1]?.[0]?.symbol === state[2]?.[0]?.symbol)
return state[0]?.[0]?.symbol;
if (state[0]?.[1]?.symbol === state[1]?.[1]?.symbol && state[1]?.[1]?.symbol === state[2]?.[1]?.symbol)
return state[0]?.[1]?.symbol;
if (state[0]?.[2]?.symbol === state[1]?.[2]?.symbol && state[1]?.[2]?.symbol === state[2]?.[2]?.symbol)
return state[0]?.[2]?.symbol;
// check diagonals
if (state[0]?.[0]?.symbol === state[1]?.[1]?.symbol && state[1]?.[1]?.symbol === state[2]?.[2]?.symbol)
return state[0]?.[0]?.symbol;
if (state[0]?.[2]?.symbol === state[1]?.[1]?.symbol && state[1]?.[1]?.symbol === state[2]?.[0]?.symbol)
return state[0]?.[2]?.symbol;
return undefined;
}
function App() {
const [nextPlayer, setNextPlayer] = useState<Symbol>('O')
const [state, updateState] = useState<CellState[][]>([
[{}, {}, {}],
[{}, {}, {}],
[{}, {}, {}],
])
const [latestCells, updateLatestCells] = useState<{ row: number, col: number }[]>([]);
const [winner, updateWinner] = useState<Symbol | undefined>(undefined);
const onClick = (rowNumber: number, colNumber: number): boolean => {
const targetCell = state[rowNumber]?.[colNumber];
if (winner || !targetCell || targetCell.symbol) {
return false;
let win = true;
for (let r = 0; r < size; r++) {
if (board[r]?.[column]?.symbol !== targetCell.symbol) {
win = false;
break;
}
}
if (win) {
return true;
}
updateState((prevState) => prevState.map((row, r) => row.map((cell, c) => {
if (r === rowNumber && c === colNumber) {
return {...cell, symbol: nextPlayer};
}
if (latestCells.length >= 5 && latestCells[0] && latestCells[0].row === r && latestCells[0].col === c) {
return {...cell, isFading: true};
}
return cell.isFading ? {symbol: undefined, isFading: false} : cell;
})));
updateLatestCells((prevState) => {
console.info('updating latestCells', {rowNumber, colNumber});
const appended = [...prevState, {row: rowNumber, col: colNumber}];
if (appended.length >= 6) {
return appended.slice(1);
}
return appended;
})
setNextPlayer(nextPlayer === 'X' ? 'O' : 'X');
win = true;
for (let c = 0; c < size; c++) {
if (board[row]?.[c]?.symbol !== targetCell.symbol) {
win = false;
break;
}
}
if (win) {
return true;
}
if (row !== column) {
return false;
};
}
useEffect(() => {
const winner = findWinner(state);
if (winner) {
updateWinner(winner);
win = true;
for (let i = 0; i < size; i++) {
if (board[i]?.[i]?.symbol !== targetCell.symbol) {
win = false;
break;
}
}, [state]);
}
return win;
}
type MoveRecord = {
row: number;
col: number;
player: Symbol;
};
type GameState = {
board: BoardState;
latestMoves:MoveRecord[];
currentPlayer: Symbol;
winner?: Symbol;
}
function useBoardState(size: number = 3): [GameState, { reset: ()=> void; playOn: (row: number, col: number) => boolean } ] {
const [state, updateState] = useState<GameState>({
board: Array(size).fill(Array(size).fill({})),
latestMoves: [],
currentPlayer: 'O',
});
return [
state,
{
reset: () => updateState({
board: Array(size).fill(Array(size).fill({})),
latestMoves: [],
currentPlayer: 'O',
}),
playOn: (row: number, col: number) => {
if (state.winner) {
return false;
}
const targetCell = state.board[row]?.[col];
if (!targetCell || targetCell.symbol) {
return false;
}
const cellToFading = state.latestMoves.length >= (2*size-1) ? state.latestMoves[0] : undefined;
const fadingRow = cellToFading?.row;
const fadingCol = cellToFading?.col;
const nextState: GameState = {
board: state.board.map((oldRow, r) => oldRow.map((oldCell, c)=> {
return {
...(oldCell.isFading ? {} : oldCell),
...(r===row && c===col ? { symbol: state.currentPlayer } : undefined),
...(r===fadingRow && c===fadingCol ? { isFading: true} : undefined),
};
})),
latestMoves: [
...state.latestMoves,
{
row,
col,
player: state.currentPlayer,
}
].slice(-2*size+1),
currentPlayer: state.currentPlayer === 'X' ? 'O' : 'X' as Symbol,
};
if (hasWin(nextState.board, size, row, col)) {
nextState.winner = state.currentPlayer;
}
updateState(nextState);
return true;
},
},
];
}
function App() {
const [state, { playOn, reset: resetGame }] = useBoardState(5);
const nextPlayer = state.currentPlayer;
const latestCells = state.latestMoves;
const winner = state.winner;
return (
<>
<Board state={state} onCellClick={onClick}/>
<Board state={state.board} hasWinner={!!winner } onCellClick={playOn}/>
<div className="messages">
{winner ? <p>Winner is {winner}</p> : <p>Next player is <em>{nextPlayer}</em></p>}
{latestCells.length === 0 && (<p>Click any cell to start</p>)}
{winner && <p onClick={() => {
updateState((prevState) => prevState.map((row, r) => row.map((cell, c) => {
return {};
})));
updateLatestCells([]);
setNextPlayer('O');
updateWinner(undefined);
}}>Click to restart</p>}
<p>
<span style={{marginRight: '1em'}}>{winner ? `Winner is ${winner}` : (<>Next player is <em>{nextPlayer}</em></>)}</span>
{latestCells.length === 0 && ("Click any cell to start")}
{winner && <button onClick={resetGame}>Click to restart</button>}
</p>
</div>
</>
)