Stylistic rework
- interfaces instead of types - remove semicolons - use functions instead of anonymous arrow functions - rename vars/types for better understanding - fix typo
This commit is contained in:
parent
77aabd5901
commit
46a899b0ec
14 changed files with 203 additions and 189 deletions
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@ -1,6 +1,6 @@
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import { CSSProperties, Dispatch, SetStateAction } from 'react';
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import { borderCN, cornerCN, fieldIndex } from '../helpers';
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import { LastLeftTileType, TargetPreviewPosType } from '../interfaces';
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import { CSSProperties, Dispatch, SetStateAction } from 'react'
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import { borderCN, cornerCN, fieldIndex } from '../helpers'
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import { Position, MouseCursor } from '../interfaces'
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type TilesType = {
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key: number,
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@ -10,27 +10,27 @@ type TilesType = {
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y: number
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}
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function BorderTiles({ props: { count, settingTarget, setTargetPreviewPos, setLastLeftTile } }: {
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function BorderTiles({ props: { count, settingTarget, setMouseCursor, setLastLeftTile } }: {
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props: {
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count: number,
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settingTarget: (isGameTile: boolean, x: number, y: number) => void,
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setTargetPreviewPos: Dispatch<SetStateAction<TargetPreviewPosType>>,
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setLastLeftTile: Dispatch<SetStateAction<LastLeftTileType>>
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setMouseCursor: Dispatch<SetStateAction<MouseCursor>>,
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setLastLeftTile: Dispatch<SetStateAction<Position>>
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}
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}) {
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let tilesProperties: TilesType[] = [];
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let tilesProperties: TilesType[] = []
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for (let y = 0; y < count + 2; y++) {
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for (let x = 0; x < count + 2; x++) {
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const key = fieldIndex(count, x, y);
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const cornerReslt = cornerCN(count, x, y);
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const borderType = cornerReslt ? cornerReslt : borderCN(count, x, y);
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const isGameTile = x > 0 && x < count + 1 && y > 0 && y < count + 1;
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const classNames = ['border-tile'];
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const key = fieldIndex(count, x, y)
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const cornerReslt = cornerCN(count, x, y)
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const borderType = cornerReslt ? cornerReslt : borderCN(count, x, y)
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const isGameTile = x > 0 && x < count + 1 && y > 0 && y < count + 1
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const classNames = ['border-tile']
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if (borderType)
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classNames.push('edge', borderType);
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classNames.push('edge', borderType)
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if (isGameTile)
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classNames.push('game-tile');
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classNames.push('game-tile')
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const classNameString = classNames.join(' ')
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tilesProperties.push({ key, classNameString, isGameTile, x: x + 1, y: y + 1 })
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}
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@ -42,11 +42,11 @@ function BorderTiles({ props: { count, settingTarget, setTargetPreviewPos, setLa
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className={classNameString}
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style={{ '--x': x, '--y': y } as CSSProperties}
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onClick={() => settingTarget(isGameTile, x, y)}
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onMouseEnter={() => setTargetPreviewPos({ x, y, shouldShow: isGameTile })}
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onMouseEnter={() => setMouseCursor({ x, y, shouldShow: isGameTile })}
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onMouseLeave={() => setLastLeftTile({ x, y })}
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></div>
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})}
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</>
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}
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export default BorderTiles;
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export default BorderTiles
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@ -1,4 +1,4 @@
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import Image from "next/image";
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import Image from "next/image"
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function FogImages() {
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return <>
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@ -8,4 +8,4 @@ function FogImages() {
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</>
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}
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export default FogImages;
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export default FogImages
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@ -1,30 +1,30 @@
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import { CSSProperties } from 'react';
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// import Bluetooth from './Bluetooth';
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import BorderTiles from './BorderTiles';
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// import FogImages from './FogImages';
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import HitElems from './HitElems';
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import Labeling from './Labeling';
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import Ships from './Ships';
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import useGameEvent from './useGameEvent';
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import { CSSProperties } from 'react'
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// import Bluetooth from './Bluetooth'
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import BorderTiles from './BorderTiles'
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// import FogImages from './FogImages'
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import HitElems from './HitElems'
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import Labeling from './Labeling'
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import Ships from './Ships'
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import useGameEvent from './useGameEvent'
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function Gamefield() {
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const count = 12;
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const count = 12
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const {
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targets,
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eventBar,
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setLastLeftTile,
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settingTarget,
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setTargetPreviewPos,
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setMouseCursor,
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hits
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} = useGameEvent(count);
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} = useGameEvent()
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return (
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<div id='gamefield'>
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{/* <Bluetooth /> */}
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<div id="game-frame" style={{ '--i': count } as CSSProperties}>
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{/* Bordes */}
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<BorderTiles props={{ count, settingTarget, setTargetPreviewPos, setLastLeftTile }} />
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<BorderTiles props={{ count, settingTarget, setMouseCursor, setLastLeftTile }} />
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{/* Collumn lettes and row numbers */}
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<Labeling count={count} />
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@ -1,8 +1,8 @@
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import { faCrosshairs } from '@fortawesome/pro-solid-svg-icons';
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import { FontAwesomeIcon } from '@fortawesome/react-fontawesome';
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import { CSSProperties } from 'react';
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import classNames from 'classnames';
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import { faRadar } from '@fortawesome/pro-thin-svg-icons';
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import { faCrosshairs } from '@fortawesome/pro-solid-svg-icons'
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import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
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import { CSSProperties } from 'react'
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import classNames from 'classnames'
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import { faRadar } from '@fortawesome/pro-thin-svg-icons'
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function GamefieldPointer({ props: {
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preview,
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@ -3,7 +3,9 @@ import { CSSProperties, useEffect, useMemo, useState } from 'react'
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function Grid() {
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const floorClient = (number: number) => Math.floor(number / 50)
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function floorClient(number: number) {
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return Math.floor(number / 50)
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}
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const [columns, setColumns] = useState(0)
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const [rows, setRows] = useState(0)
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@ -47,15 +49,21 @@ function Grid() {
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const yDiff = (y - position[1]) / 20
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const pos = (Math.sqrt(xDiff * xDiff + yDiff * yDiff)).toFixed(2)
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const doEffect = (posX: number, posY: number) => {
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function doEffect(posX: number, posY: number) {
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if (active)
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return
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setPosition([posX, posY])
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setActve(true)
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const xDiff = (x: number) => (x - posX) / 20
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const yDiff = (y: number) => (y - posY) / 20
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const pos = (x: number, y: number) => Math.sqrt(xDiff(x) * xDiff(x) + yDiff(y) * yDiff(y))
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function xDiff(x: number) {
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return (x - posX) / 20
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}
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function yDiff(y: number) {
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return (y - posY) / 20
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}
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function pos(x: number, y: number) {
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return Math.sqrt(xDiff(x) * xDiff(x) + yDiff(y) * yDiff(y))
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}
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const diagonals = [pos(0, 0), pos(params.columns, 0), pos(0, params.rows), pos(params.columns, params.rows)]
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setTimeout(() => {
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@ -3,7 +3,9 @@ import { CSSProperties, useEffect, useMemo, useState } from 'react'
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function Grid2() {
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const floorClient = (number: number) => Math.floor(number / 50)
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function floorClient(number: number) {
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return Math.floor(number / 50)
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}
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const [columns, setColumns] = useState(0)
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const [rows, setRows] = useState(0)
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@ -47,16 +49,22 @@ function Grid2() {
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const yDiff = (y - position[1]) / 20
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const pos = (Math.sqrt(xDiff * xDiff + yDiff * yDiff)).toFixed(2)
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const doEffect = (posX: number, posY: number) => {
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function doEffect(posX: number, posY: number) {
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if (action)
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return
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setPosition([posX, posY])
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setActve(e => !e)
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setAction(true)
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const xDiff = (x: number) => (x - posX) / 50
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const yDiff = (y: number) => (y - posY) / 50
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const pos = (x: number, y: number) => Math.sqrt(xDiff(x) * xDiff(x) + yDiff(y) * yDiff(y))
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function xDiff(x: number) {
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return (x - posX) / 20
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}
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function yDiff(y: number) {
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return (y - posY) / 20
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}
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function pos(x: number, y: number) {
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return Math.sqrt(xDiff(x) * xDiff(x) + yDiff(y) * yDiff(y))
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}
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const diagonals = [pos(0, 0), pos(params.columns, 0), pos(0, params.rows), pos(params.columns, params.rows)]
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setTimeout(() => {
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@ -1,9 +1,9 @@
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import { faBurst, faXmark } from '@fortawesome/pro-solid-svg-icons';
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import { FontAwesomeIcon } from '@fortawesome/react-fontawesome';
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import { CSSProperties } from 'react';
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import { HitType } from '../interfaces';
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import { faBurst, faXmark } from '@fortawesome/pro-solid-svg-icons'
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import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
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import { CSSProperties } from 'react'
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import { Hit } from '../interfaces'
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function HitElems({hits}: {hits: HitType[]}) {
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function HitElems({hits}: {hits: Hit[]}) {
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return <>
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{hits.map(({hit, x, y}, i) =>
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</>
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}
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export default HitElems;
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export default HitElems
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@ -1,12 +1,12 @@
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import classNames from 'classnames';
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import classNames from 'classnames'
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import { CSSProperties } from 'react'
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import { fieldIndex } from '../helpers';
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import { FieldType } from '../interfaces';
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import { fieldIndex } from '../helpers'
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import { Field } from '../interfaces'
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function Labeling({count}: {count: number}) {
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let elems: (FieldType & {
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let elems: (Field & {
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orientation: string
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})[] = [];
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})[] = []
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for (let x = 0; x < count; x++) {
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elems.push(
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// Up
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{field: String.fromCharCode(65+x), x: x+2, y: count+2, orientation: 'bottom'},
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// Right
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{field: (x+1).toString(), x: count+2, y: x+2, orientation: 'right'}
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);
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)
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}
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elems = elems.sort((a, b) => fieldIndex(count, a.x, a.y)-fieldIndex(count, b.x, b.y));
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elems = elems.sort((a, b) => fieldIndex(count, a.x, a.y)-fieldIndex(count, b.x, b.y))
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return <>
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{elems.map(({field, x, y, orientation}, i) =>
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<span key={i} className={classNames('label', orientation, field)} style={{'--x': x, '--y': y} as CSSProperties}>{field}</span>
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</>
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}
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export default Labeling;
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export default Labeling
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@ -1,4 +1,4 @@
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import classNames from 'classnames';
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import classNames from 'classnames'
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import { CSSProperties } from 'react'
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function Ships() {
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@ -9,7 +9,7 @@ function Ships() {
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{ size: 3, index: 3 },
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{ size: 4, index: 1 },
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{ size: 4, index: 2 }
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];
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]
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return <>
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{shipIndexes.map(({ size, index }, i) => {
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@ -23,4 +23,4 @@ function Ships() {
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</>
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}
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export default Ships;
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export default Ships
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@ -1,27 +1,27 @@
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import { io } from 'socket.io-client';
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import { io } from 'socket.io-client'
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function SocketIO() {
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const socket = io("ws://localhost:5001");
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const socket = io("ws://localhost:5001")
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socket.on('test2', (warst) => {
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console.log('Test2:', warst, socket.id)
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})
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socket.on("connect", () => {
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console.log(socket.connected); // true
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console.log(socket.connected) // true
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setTimeout(() => {
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socket.emit('test', "warst")
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socket.emit('test', "tsra")
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socket.emit('test', "1234")
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// socket.disconnect()
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}, 1000)
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});
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})
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socket.on("test", () => {
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console.log("Got test1234"); // false
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});
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console.log("Got test1234") // false
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})
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socket.on("disconnect", () => {
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console.log(socket.connected); // false
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});
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console.log(socket.connected) // false
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})
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return (
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<div>SocketIO</div>
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)
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import { useCallback, useEffect, useMemo, useReducer, useState } from 'react';
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import { hitReducer, initlialLastLeftTile, initlialTarget, initlialTargetPreview, initlialTargetPreviewPos, isHit } from '../helpers';
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import { HitType, ItemsType, LastLeftTileType, ModeType, TargetPreviewPosType, TargetType } from '../interfaces';
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import Item from './Item';
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import GamefieldPointer from './GamefieldPointer';
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import { useCallback, useEffect, useMemo, useReducer, useState } from 'react'
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import { hitReducer, initlialLastLeftTile, initlialTarget, initlialTargetPreview, initlialMouseCursor, isHit } from '../helpers'
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import { Hit, Items, Mode, MouseCursor, Target, Position } from '../interfaces'
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import Item from './Item'
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import GamefieldPointer from './GamefieldPointer'
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function useGameEvent(count: number) {
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const [lastLeftTile, setLastLeftTile] = useState<LastLeftTileType>(initlialLastLeftTile);
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const [target, setTarget] = useState<TargetType>(initlialTarget);
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const [eventReady, setEventReady] = useState(false);
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const [appearOK, setAppearOK] = useState(false);
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const [targetPreview, setTargetPreview] = useState<TargetType>(initlialTargetPreview);
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const [targetPreviewPos, setTargetPreviewPos] = useState<TargetPreviewPosType>(initlialTargetPreviewPos);
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const [hits, DispatchHits] = useReducer(hitReducer, [] as HitType[]);
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// const [mode, setMode] = useState<[number, string]>([0, ''])
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function useGameEvent() {
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const [lastLeftTile, setLastLeftTile] = useState<Position>(initlialLastLeftTile)
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const [target, setTarget] = useState<Target>(initlialTarget)
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const [eventReady, setEventReady] = useState(false)
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const [appearOK, setAppearOK] = useState(false)
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const [targetPreview, setTargetPreview] = useState<Target>(initlialTargetPreview)
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const [mouseCursor, setMouseCursor] = useState<MouseCursor>(initlialMouseCursor)
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const [hits, DispatchHits] = useReducer(hitReducer, [] as Hit[])
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const [mode, setMode] = useState(0)
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const modes = useMemo<ModeType[]>(() => [
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const modes = useMemo<Mode[]>(() => [
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{ pointerGrid: Array.from(Array(3), () => Array.from(Array(3))), type: 'radar' },
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{ pointerGrid: Array.from(Array(3), () => Array.from(Array(1))), type: 'htorpedo' },
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{ pointerGrid: Array.from(Array(1), () => Array.from(Array(3))), type: 'vhtorpedo' },
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{ pointerGrid: [[{ x: 0, y: 0 }]], type: 'missle' }
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{ pointerGrid: Array.from(Array(1), () => Array.from(Array(3))), type: 'vtorpedo' },
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{ pointerGrid: [[{ x: 0, y: 0 }]], type: 'missile' }
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], [])
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const settingTarget = useCallback((isGameTile: boolean, x: number, y: number) => {
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if (!isGameTile || isHit(hits, x, y).length)
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return;
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setTargetPreviewPos(e => ({ ...e, shouldShow: false }))
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return
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setMouseCursor(e => ({ ...e, shouldShow: false }))
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setTarget(t => {
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if (t.x === x && t.y === y && t.show) {
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DispatchHits({ type: 'fireMissle', payload: { hit: (x + y) % 2 !== 0, x, y } });
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return { preview: false, show: false, x, y };
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DispatchHits({ type: 'fireMissile', payload: { hit: (x + y) % 2 !== 0, x, y } })
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return { preview: false, show: false, x, y }
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} else {
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return { preview: false, show: true, x, y };
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return { preview: false, show: true, x, y }
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}
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})
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}, [])
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}, [hits])
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const targetList = useCallback((target: TargetType) => {
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const targetList = useCallback((target: Target) => {
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const { pointerGrid, type } = modes[mode]
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const xLength = pointerGrid.length
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const yLength = pointerGrid[0].length
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const { x: targetX, y: targetY } = target
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return pointerGrid.map((arr, i) => {
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return arr.map((_, i2) => {
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const relativeX = -Math.floor(xLength / 2) + i;
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const relativeY = -Math.floor(yLength / 2) + i2;
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const relativeX = -Math.floor(xLength / 2) + i
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const relativeY = -Math.floor(yLength / 2) + i2
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const x = targetX + (relativeX ?? 0)
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const y = targetY + (relativeY ?? 0)
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return {
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@ -65,7 +64,7 @@ function useGameEvent(count: number) {
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const isSet = useCallback((x: number, y: number) => !!targetList(target).filter(field => x === field.x && y === field.y).length && target.show, [target, targetList])
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const composeTargetTiles = useCallback((target: TargetType) => {
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const composeTargetTiles = useCallback((target: Target) => {
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const { preview, show } = target
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const result = targetList(target).map(({ x, y, type, edges }) => {
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return {
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||||
|
@ -81,53 +80,53 @@ function useGameEvent(count: number) {
|
|||
})
|
||||
// .filter(({ isborder }) => !isborder)
|
||||
return result
|
||||
}, [count, hits, isSet, targetList])
|
||||
}, [hits, isSet, targetList])
|
||||
|
||||
// if (!targetPreviewPos.shouldShow)
|
||||
// return
|
||||
|
||||
// handle visibility and position change of targetPreview
|
||||
useEffect(() => {
|
||||
const { show, x, y } = targetPreview;
|
||||
const { show, x, y } = targetPreview
|
||||
// if mouse has moved too quickly and last event was entering and leaving the same field, it must have gone outside the grid
|
||||
const hasLeft = x === lastLeftTile.x && y === lastLeftTile.y
|
||||
const isSet = x === target.x && y === target.y && target.show
|
||||
|
||||
if (show && !appearOK)
|
||||
setTargetPreview(e => ({ ...e, show: false }));
|
||||
if (!show && targetPreviewPos.shouldShow && eventReady && appearOK && !isHit(hits, x, y).length && !isSet && !hasLeft)
|
||||
setTargetPreview(e => ({ ...e, show: true }));
|
||||
}, [targetPreview, targetPreviewPos.shouldShow, hits, eventReady, appearOK, lastLeftTile, target])
|
||||
setTargetPreview(e => ({ ...e, show: false }))
|
||||
if (!show && mouseCursor.shouldShow && eventReady && appearOK && !isHit(hits, x, y).length && !isSet && !hasLeft)
|
||||
setTargetPreview(e => ({ ...e, show: true }))
|
||||
}, [targetPreview, mouseCursor.shouldShow, hits, eventReady, appearOK, lastLeftTile, target])
|
||||
|
||||
// enable targetPreview event again after 200 mil. sec.
|
||||
// enable targetPreview event again after 200 ms.
|
||||
useEffect(() => {
|
||||
setEventReady(false);
|
||||
setEventReady(false)
|
||||
if (targetPreview.show || !appearOK)
|
||||
return;
|
||||
return
|
||||
const autoTimeout = setTimeout(() => {
|
||||
setTargetPreview(e => ({ ...e, x: targetPreviewPos.x, y: targetPreviewPos.y }));
|
||||
setEventReady(true);
|
||||
setAppearOK(true);
|
||||
}, 300);
|
||||
setTargetPreview(e => ({ ...e, x: mouseCursor.x, y: mouseCursor.y }))
|
||||
setEventReady(true)
|
||||
setAppearOK(true)
|
||||
}, 300)
|
||||
|
||||
// or abort if state has changed early
|
||||
return () => {
|
||||
clearTimeout(autoTimeout);
|
||||
clearTimeout(autoTimeout)
|
||||
}
|
||||
}, [appearOK, targetPreview.show, targetPreviewPos.x, targetPreviewPos.y]);
|
||||
}, [appearOK, targetPreview.show, mouseCursor.x, mouseCursor.y])
|
||||
|
||||
// approve targetPreview new position after 200 mil. sec.
|
||||
useEffect(() => {
|
||||
// early return to start cooldown only when about to show up
|
||||
const autoTimeout = setTimeout(() => {
|
||||
setAppearOK(!targetPreview.show)
|
||||
}, targetPreview.show ? 500 : 300);
|
||||
}, targetPreview.show ? 500 : 300)
|
||||
|
||||
// or abort if movement is repeated early
|
||||
return () => {
|
||||
clearTimeout(autoTimeout);
|
||||
clearTimeout(autoTimeout)
|
||||
}
|
||||
}, [targetPreview.show]);
|
||||
}, [targetPreview.show])
|
||||
|
||||
const targets = useMemo(() => [
|
||||
...composeTargetTiles(target).map((props, i) => <GamefieldPointer key={'t' + i} props={props} />),
|
||||
|
@ -135,17 +134,23 @@ function useGameEvent(count: number) {
|
|||
], [composeTargetTiles, target, targetPreview])
|
||||
|
||||
const eventBar = useMemo(() => {
|
||||
const items: ItemsType[] = [
|
||||
const items: Items[] = [
|
||||
{ icon: 'burger-menu', text: 'Menu' },
|
||||
{ icon: 'radar', text: 'Radar scan', mode: 0, amount: 1 },
|
||||
{ icon: 'missle', text: 'Fire torpedo', mode: 1, amount: 1 },
|
||||
{ icon: 'scope', text: 'Fire missle', mode: 2 },
|
||||
{ icon: 'torpedo', text: 'Fire torpedo', mode: 1, amount: 1 },
|
||||
{ icon: 'scope', text: 'Fire missile', mode: 2 },
|
||||
{ icon: 'gear', text: 'Settings' }
|
||||
]
|
||||
return (
|
||||
<div className='event-bar'>
|
||||
{items.map((e, i) => (
|
||||
<Item key={i} props={{ ...e, callback: () => { e.mode !== undefined ? setMode(e.mode) : {}; setTarget(e => ({ ...e, show: false })) } }} />
|
||||
<Item key={i} props={{
|
||||
...e, callback: () => {
|
||||
if (e.mode !== undefined)
|
||||
setMode(e.mode)
|
||||
setTarget(e => ({ ...e, show: false }))
|
||||
}
|
||||
}} />
|
||||
))}
|
||||
</div>
|
||||
)
|
||||
|
@ -155,7 +160,7 @@ function useGameEvent(count: number) {
|
|||
eventBar,
|
||||
setLastLeftTile,
|
||||
settingTarget,
|
||||
setTargetPreviewPos,
|
||||
setMouseCursor,
|
||||
hits
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,59 +1,63 @@
|
|||
import { HitType, HitDispatchType } from "./interfaces";
|
||||
import { Hit, HitDispatch } from "./interfaces"
|
||||
|
||||
export const borderCN = (count: number, x: number, y: number) => {
|
||||
export function borderCN(count: number, x: number, y: number) {
|
||||
if (x === 0)
|
||||
return 'left';
|
||||
return 'left'
|
||||
if (y === 0)
|
||||
return 'top';
|
||||
if (x === count+1)
|
||||
return 'right';
|
||||
if (y === count+1)
|
||||
return 'bottom';
|
||||
return '';
|
||||
};
|
||||
export const cornerCN = (count: number, x: number, y: number) => {
|
||||
return 'top'
|
||||
if (x === count + 1)
|
||||
return 'right'
|
||||
if (y === count + 1)
|
||||
return 'bottom'
|
||||
return ''
|
||||
}
|
||||
export function cornerCN(count: number, x: number, y: number) {
|
||||
if (x === 0 && y === 0)
|
||||
return 'left-top-corner';
|
||||
if (x === count+1 && y === 0)
|
||||
return 'right-top-corner';
|
||||
if (x === 0 && y === count+1)
|
||||
return 'left-bottom-corner';
|
||||
if (x === count+1 && y === count+1)
|
||||
return 'right-bottom-corner';
|
||||
return '';
|
||||
};
|
||||
export const fieldIndex = (count: number, x: number, y: number) => y*(count+2)+x;
|
||||
export const hitReducer = (formObject: HitType[], action: HitDispatchType) => {
|
||||
return 'left-top-corner'
|
||||
if (x === count + 1 && y === 0)
|
||||
return 'right-top-corner'
|
||||
if (x === 0 && y === count + 1)
|
||||
return 'left-bottom-corner'
|
||||
if (x === count + 1 && y === count + 1)
|
||||
return 'right-bottom-corner'
|
||||
return ''
|
||||
}
|
||||
export function fieldIndex(count: number, x: number, y: number) {
|
||||
return y * (count + 2) + x
|
||||
}
|
||||
export function hitReducer(formObject: Hit[], action: HitDispatch) {
|
||||
switch (action.type) {
|
||||
|
||||
case 'fireMissle': {
|
||||
const result = [...formObject, action.payload];
|
||||
return result;
|
||||
}
|
||||
|
||||
default:
|
||||
return formObject;
|
||||
|
||||
case 'fireMissile': {
|
||||
const result = [...formObject, action.payload]
|
||||
return result
|
||||
}
|
||||
|
||||
default:
|
||||
return formObject
|
||||
}
|
||||
}
|
||||
export const initlialLastLeftTile = {
|
||||
x: 0,
|
||||
y: 0
|
||||
};
|
||||
}
|
||||
export const initlialTarget = {
|
||||
preview: false,
|
||||
show: false,
|
||||
x: 2,
|
||||
y: 2
|
||||
};
|
||||
}
|
||||
export const initlialTargetPreview = {
|
||||
preview: true,
|
||||
show: false,
|
||||
x: 2,
|
||||
y: 2
|
||||
};
|
||||
export const initlialTargetPreviewPos = {
|
||||
}
|
||||
export const initlialMouseCursor = {
|
||||
shouldShow: false,
|
||||
x: 0,
|
||||
y: 0
|
||||
};
|
||||
export const isHit = (hits: HitType[], x: number, y: number) => hits.filter(h => h.x === x && h.y === y);
|
||||
}
|
||||
export function isHit(hits: Hit[], x: number, y: number) {
|
||||
return hits.filter(h => h.x === x && h.y === y)
|
||||
}
|
||||
|
|
|
@ -1,61 +1,50 @@
|
|||
export type LastLeftTileType = {
|
||||
export interface Position {
|
||||
x: number,
|
||||
y: number
|
||||
}
|
||||
export type TargetType = {
|
||||
export interface Target extends Position {
|
||||
preview: boolean,
|
||||
show: boolean,
|
||||
x: number,
|
||||
y: number
|
||||
};
|
||||
export type TargetPreviewPosType = {
|
||||
shouldShow: boolean,
|
||||
x: number,
|
||||
y: number
|
||||
show: boolean
|
||||
}
|
||||
export type TargetListType = {
|
||||
x: number,
|
||||
y: number,
|
||||
export interface MouseCursor extends Position {
|
||||
shouldShow: boolean
|
||||
}
|
||||
export interface TargetList extends Position {
|
||||
type: string,
|
||||
edges: string[]
|
||||
}
|
||||
export type ModeType = {
|
||||
export interface Mode {
|
||||
pointerGrid: any[][],
|
||||
type: string
|
||||
}
|
||||
export type ItemsType = {
|
||||
export interface Items {
|
||||
icon: string,
|
||||
text: string,
|
||||
mode?: number,
|
||||
amount?: number,
|
||||
}
|
||||
export type FieldType = {
|
||||
field: string,
|
||||
x: number,
|
||||
y: number,
|
||||
};
|
||||
export type HitType = {
|
||||
hit: boolean,
|
||||
x: number,
|
||||
y: number,
|
||||
};
|
||||
export interface Field extends Position {
|
||||
field: string
|
||||
}
|
||||
export interface Hit extends Position {
|
||||
hit: boolean
|
||||
}
|
||||
|
||||
type fireMissle = {
|
||||
type: 'fireMissle',
|
||||
interface fireMissile {
|
||||
type: 'fireMissile',
|
||||
payload: {
|
||||
x: number,
|
||||
y: number,
|
||||
hit: boolean
|
||||
}
|
||||
};
|
||||
type removeMissle = {
|
||||
type:
|
||||
'removeMissle',
|
||||
}
|
||||
interface removeMissile {
|
||||
type: 'removeMissile',
|
||||
payload: {
|
||||
x: number,
|
||||
y: number,
|
||||
hit: boolean
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
export type HitDispatchType = fireMissle | removeMissle;
|
||||
export type HitDispatch = fireMissile | removeMissile
|
||||
|
|
Before Width: | Height: | Size: 5.1 KiB After Width: | Height: | Size: 5.1 KiB |
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Add a link
Reference in a new issue