import { CSSProperties, Dispatch, SetStateAction } from 'react'; import { borderCN, cornerCN, fieldIndex, isHit } from '../helpers'; import { HitDispatchType, HitType, TargetPreviewType, TargetType } from '../interfaces'; function BorderTiles({ count, actions: { setTarget, setTargetPreview, hits, DispatchHits } }: { count: number, actions: { setTarget: Dispatch>, setTargetPreview: Dispatch>, hits: HitType[], DispatchHits: Dispatch } }) { let tilesProperties: { key: number, isGameTile: boolean, classNameString: string, x: number, y: number }[] = []; for (let y = 0; y < count + 2; y++) { for (let x = 0; x < count + 2; x++) { const key = fieldIndex(count, x, y); const cornerReslt = cornerCN(count, x, y); const borderType = cornerReslt ? cornerReslt : borderCN(count, x, y); const isGameTile = x > 0 && x < count + 1 && y > 0 && y < count + 1; const classNames = ['border-tile']; if (borderType) classNames.push('edge', borderType); if (isGameTile) classNames.push('game-tile'); const classNameString = classNames.join(' ') tilesProperties.push({ key, classNameString, isGameTile, x: x + 1, y: y + 1 }) } } return <> {tilesProperties.map(({ key, classNameString, isGameTile, x, y }) => { return
{ if (!isGameTile && !isHit(hits, x, y).length) return; setTarget(t => { if (t.x === x && t.y === y) { DispatchHits({ type: 'fireMissle', payload: { hit: (x + y) % 2 !== 0, x, y } }); return { show: false, x, y }; } else { return { show: true, x, y }; } }); }} onMouseEnter={() => setTargetPreview(e => ({ ...e, newX: x, newY: y, shouldShow: isGameTile }))} >
})} } export default BorderTiles;