+const MAX_PROMPT_ITEMS = 20;
+
function undisplay(element) {
element.style.display="none";
}
window.game.set_other_player_info(info);
});
+events.addEventListener("player-exit", event => {
+ const info = JSON.parse(event.data);
+
+ window.game.remove_player(info);
+});
+
events.addEventListener("player-update", event => {
const info = JSON.parse(event.data);
events.addEventListener("game-state", event => {
const state = JSON.parse(event.data);
- for (let prompt of state.prompts) {
- window.game.add_or_update_prompt(prompt);
- }
+ window.game.reset_game_state();
+
+ window.game.set_prompts(state.prompts);
window.game.set_active_prompt(state.active_prompt);
+
+ window.game.set_players_answered(state.players_answered);
+
+ window.game.set_players_answering(state.players_answering);
+
+ window.game.set_answering_idle(state.answering_idle);
+
+ window.game.set_end_answers(state.end_answers);
+
+ window.game.set_ambiguities(state.ambiguities);
+
+ window.game.set_players_judged(state.players_judged);
+
+ window.game.set_players_judging(state.players_judging);
+
+ window.game.set_judging_idle(state.judging_idle);
+
+ window.game.set_end_judging(state.end_judging);
+
+ window.game.set_scores(state.scores);
+
+ window.game.set_new_game_votes(state.new_game_votes);
+
+ window.game.state_ready();
});
events.addEventListener("prompt", event => {
window.game.set_active_prompt(prompt);
});
-events.addEventListener("answered", event => {
- const players_answered = JSON.parse(event.data);
+events.addEventListener("player-answered", event => {
+ const player = JSON.parse(event.data);
+
+ window.game.set_player_answered(player);
+});
+
+events.addEventListener("player-answering", event => {
+ const player = JSON.parse(event.data);
+
+ window.game.set_player_answering(player);
+});
+
+events.addEventListener("answering-idle", event => {
+ const value = JSON.parse(event.data);
+
+ window.game.set_answering_idle(value);
+});
+
+events.addEventListener("vote-end-answers", event => {
+ const player = JSON.parse(event.data);
+
+ window.game.set_player_vote_end_answers(player);
+});
+
+events.addEventListener("unvote-end-answers", event => {
+ const player = JSON.parse(event.data);
+
+ window.game.set_player_unvote_end_answers(player);
+});
+
+events.addEventListener("ambiguities", event => {
+ const ambiguities = JSON.parse(event.data);
+
+ window.game.set_ambiguities(ambiguities);
+});
+
+events.addEventListener("player-judged", event => {
+ const player = JSON.parse(event.data);
+
+ window.game.set_player_judged(player);
+});
+
+events.addEventListener("player-judging", event => {
+ const player = JSON.parse(event.data);
+
+ window.game.set_player_judging(player);
+});
+
+events.addEventListener("judging-idle", event => {
+ const value = JSON.parse(event.data);
- window.game.set_players_answered(players_answered);
+ window.game.set_judging_idle(value);
+});
+
+events.addEventListener("vote-end-judging", event => {
+ const player = JSON.parse(event.data);
+
+ window.game.set_player_vote_end_judging(player);
+});
+
+events.addEventListener("unvote-end-judging", event => {
+ const player = JSON.parse(event.data);
+
+ window.game.set_player_unvote_end_judging(player);
+});
+
+events.addEventListener("scores", event => {
+ const scores = JSON.parse(event.data);
+
+ window.game.set_scores(scores);
+});
+
+events.addEventListener("vote-new-game", event => {
+ const player = JSON.parse(event.data);
+
+ window.game.set_player_vote_new_game(player);
+});
+
+events.addEventListener("unvote-new-game", event => {
+ const player = JSON.parse(event.data);
+
+ window.game.set_player_unvote_new_game(player);
});
/*********************************************************
if (! props.player.id)
return null;
+ const all_players = [props.player, ...props.other_players];
+
+ const sorted_players = all_players.sort((a,b) => {
+ return b.score - a.score;
+ });
+
+ const names_and_scores = sorted_players.map(player => {
+ if (player.score)
+ return `${player.name} (${player.score})`;
+ else
+ return player.name;
+ }).join(', ');
+
return (
<div className="player-info">
<span className="players-header">Players: </span>
- {props.player.name}
- {props.other_players.map(other => (
- <span key={other.id}>
- {", "}
- {other.name}
- </span>
- ))}
+ <span>{names_and_scores}</span>
</div>
);
});
const category_input = this.category.current;
const category = category_input.value;
- if (/[0-9]/.test(category))
- category_input.setCustomValidity("");
+ const match = category.match(/[0-9]+/);
+ if (match) {
+ const num_items = parseInt(match[0], 10);
+ if (num_items <= MAX_PROMPT_ITEMS)
+ category_input.setCustomValidity("");
+ }
}
- handle_submit(event) {
+ async handle_submit(event) {
const form = event.currentTarget;
const category_input = this.category.current;
const category = category_input.value;
return;
}
- fetch_post_json("prompts", {
- items: parseInt(match[0], 10),
+ const num_items = parseInt(match[0], 10);
+
+ if (num_items > MAX_PROMPT_ITEMS) {
+ category_input.setCustomValidity(`Maximum number of items is ${MAX_PROMPT_ITEMS}`);
+ form.reportValidity();
+ return;
+ }
+
+ const response = await fetch_post_json("prompts", {
+ items: num_items,
prompt: category
});
+ if (response.status === 200) {
+ const result = await response.json();
+ if (! result.valid) {
+ add_message("danger", result.message);
+ return;
+ }
+ } else {
+ add_message("danger", "An error occurred submitting your category");
+ }
+
form.reset();
}
}
}
+const PromptOption = React.memo(props => {
+
+ const prompt = props.prompt;
+ const [show_prompt, set_show_prompt] = React.useState(true);
+
+ if (! show_prompt)
+ return false;
+
+ if (prompt.votes_against.find(v => v === props.player.name))
+ return false;
+
+ return (
+ <button
+ className="vote-button"
+ key={prompt.id}
+ onClick={() => fetch_post_json(`vote/${prompt.id}`) }
+ >
+ <span
+ className="hide-button"
+ onClick={(event) => {
+ event.stopPropagation();
+ fetch_post_json(`vote_against/${prompt.id}`);
+ set_show_prompt(false);
+ }}
+ >
+ ×
+ </span>
+ {prompt.prompt}
+ <div className="vote-choices">
+ {prompt.votes.map(v => {
+ return (
+ <div
+ key={v}
+ className="vote-choice"
+ >
+ {v}
+ </div>
+ );
+ })}
+ </div>
+ </button>
+ );
+});
+
const PromptOptions = React.memo(props => {
if (props.prompts.length === 0)
Select any categories below that you'd like to play.
You can choose as many as you'd like.
</p>
- {props.prompts.map(p => {
- return (
- <button
- className="vote-button"
- key={p.id}
- onClick={() => fetch_post_json(`vote/${p.id}`) }
- >
- {p.prompt}
- <div className="vote-choices">
- {p.votes.map(v => {
- return (
- <div
- key={v}
- className="vote-choice"
- >
- {v}
- </div>
- );
- })}
- </div>
- </button>
- );
- })}
+ {props.prompts.map(p => <PromptOption prompt={p} player={props.player} />)}
</div>
);
});
const LetsPlay = React.memo(props => {
- function handle_click(prompt_id) {
- fetch_post_json
- }
-
const quorum = Math.round((props.num_players + 1) / 2);
const max_votes = props.prompts.reduce(
(max_so_far, v) => Math.max(max_so_far, v.votes.length), 0);
);
});
-class ActivePrompt extends React.PureComponent {
+class Ambiguities extends React.PureComponent {
constructor(props) {
super(props);
- const items = props.prompt.items;
+
+ const word_sets = props.words.map(word => {
+ const set = new Set();
+ set.add(word);
+ return set;
+ });
this.state = {
- submitted: false
+ word_sets: word_sets,
+ selected: null
};
+ this.submitted = false;
+ this.judging_sent_recently = false;
+ }
+
+ async handle_submit() {
+
+ /* Don't submit a second time. */
+ if (this.submitted)
+ return;
+
+ const response = await fetch_post_json(
+ `judged/${this.props.prompt.id}`,{
+ word_groups: this.state.word_sets.map(set => Array.from(set))
+ }
+ );
+
+ if (response.status === 200) {
+ const result = await response.json();
+ if (! result.valid) {
+ add_message("danger", result.message);
+ return;
+ }
+ } else {
+ add_message("danger", "An error occurred submitting the results of your judging");
+ return;
+ }
+
+ this.submitted = true;
+ }
+
+ handle_click(word) {
+
+ /* Let the server know we are doing some judging, (but rate limit
+ * this so we don't send a "judging" notification more frquently
+ * than necessary.
+ */
+ if (! this.judging_sent_recently) {
+ fetch_post_json(`judging/${this.props.prompt.id}`);
+ this.judging_sent_recently = true;
+ setTimeout(() => { this.judging_sent_recently = false; }, 1000);
+ }
+
+ if (this.state.selected == word) {
+ /* Second click on same word removes the word from the group. */
+ const idx = this.state.word_sets.findIndex(s => s.has(word));
+ const set = this.state.word_sets[idx];
+ if (set.size === 1) {
+ /* When the word is already alone, there's nothing to do but
+ * to un-select it. */
+ this.setState({
+ selected: null
+ });
+ return;
+ }
+
+ const new_set = new Set([...set].filter(w => w !== word));
+ this.setState({
+ selected: null,
+ word_sets: [...this.state.word_sets.slice(0, idx),
+ new_set,
+ new Set().add(word),
+ ...this.state.word_sets.slice(idx+1)]
+ });
+ } else if (this.state.selected) {
+ /* Click of a second word groups the two together. */
+ const idx1 = this.state.word_sets.findIndex(s => s.has(this.state.selected));
+ const idx2 = this.state.word_sets.findIndex(s => s.has(word));
+ const set1 = this.state.word_sets[idx1];
+ const set2 = this.state.word_sets[idx2];
+ const new_set = new Set([...set2, ...set1]);
+ if (idx1 < idx2) {
+ this.setState({
+ selected: null,
+ word_sets: [...this.state.word_sets.slice(0, idx1),
+ ...this.state.word_sets.slice(idx1 + 1, idx2),
+ new_set,
+ ...this.state.word_sets.slice(idx2 + 1)]
+ });
+ } else {
+ this.setState({
+ selected: null,
+ word_sets: [...this.state.word_sets.slice(0, idx2),
+ new_set,
+ ...this.state.word_sets.slice(idx2 + 1, idx1),
+ ...this.state.word_sets.slice(idx1 + 1)]
+ });
+ }
+ } else {
+ /* First click of a word selects it. */
+ this.setState({
+ selected: word
+ });
+ }
+ }
+
+ render() {
+ let move_on_button = null;
+
+ if (this.props.idle) {
+ move_on_button = (
+ <button
+ className="vote-button"
+ onClick={() => fetch_post_json(`end-judging/${this.props.prompt.id}`) }
+ >
+ Move On
+ <div className="vote-choices">
+ {[...this.props.votes].map(v => {
+ return (
+ <div
+ key={v}
+ className="vote-choice"
+ >
+ {v}
+ </div>
+ );
+ })}
+ </div>
+ </button>
+ );
+ }
+
+ let still_waiting = null;
+ const judging_players = Object.keys(this.props.players_judging);
+ if (judging_players.length) {
+ still_waiting = (
+ <div>
+ <p>
+ Still waiting for the following player
+ {judging_players.length > 1 ? 's' : '' }
+ :
+ </p>
+ <ul>
+ {judging_players.map(player => {
+ return (
+ <li
+ key={player}
+ >
+ {player}{' '}
+ <span className=
+ {this.props.players_judging[player].active ?
+ "typing active"
+ :
+ "typing idle"}>
+ <span>{'.'}</span><span>{'.'}</span><span>{'.'}</span>
+ </span>
+ </li>
+ );
+ })}
+ </ul>
+ </div>
+ );
+ }
+
+ if (this.props.players_judged.has(this.props.player.name)) {
+ return (
+ <div className="please-wait">
+ <h2>Submission received</h2>
+ <p>
+ The following players have completed judging:{' '}
+ {[...this.props.players_judged].join(', ')}
+ </p>
+ {still_waiting}
+ {move_on_button}
+
+ </div>
+ );
+ }
+
+ const btn_class = "ambiguity-button";
+ const btn_selected_class = btn_class + " selected";
+
+ return (
+ <div className="ambiguities">
+ <h2>Judging Answers</h2>
+ <p>
+ Click on each pair of answers that should be scored as equivalent,
+ (and click any word twice to split it out from a group). Remember,
+ what goes around comes around, so it's best to be generous when
+ judging.
+ </p>
+ <h2>{this.props.prompt.prompt}</h2>
+ {this.state.word_sets.map(set => {
+ return (
+ <div
+ className="ambiguity-group"
+ key={Array.from(set)[0]}
+ >
+ {Array.from(set).map(word => {
+ return (
+ <button
+ className={this.state.selected === word ?
+ btn_selected_class : btn_class }
+ key={word}
+ onClick={() => this.handle_click(word)}
+ >
+ {word}
+ </button>
+ );
+ })}
+ </div>
+ );
+ })}
+ <p>
+ Click here when done judging:<br/>
+ <button
+ onClick={() => this.handle_submit()}
+ >
+ Send
+ </button>
+ </p>
+ </div>
+ );
+ }
+}
+
+class ActivePrompt extends React.PureComponent {
+
+ constructor(props) {
+ super(props);
+ const items = props.prompt.items;
+
+ this.submitted = false;
+
this.answers = [...Array(items)].map(() => React.createRef());
+ this.answering_sent_recently = false;
+
this.handle_submit = this.handle_submit.bind(this);
+ this.handle_change = this.handle_change.bind(this);
+ }
+
+ handle_change(event) {
+ /* We don't care (or even look) at what the player is typing at
+ * this point. We simply want to be informed that the player _is_
+ * typing so that we can tell the server (which will tell other
+ * players) that there is activity here.
+ */
+
+ /* Rate limit so that we don't send an "answering" notification
+ * more frequently than necessary.
+ */
+ if (! this.answering_sent_recently) {
+ fetch_post_json(`answering/${this.props.prompt.id}`);
+ this.answering_sent_recently = true;
+ setTimeout(() => { this.answering_sent_recently = false; }, 1000);
+ }
}
async handle_submit(event) {
/* Prevent the default page-changing form-submission behavior. */
event.preventDefault();
+ /* And don't submit a second time. */
+ if (this.submitted)
+ return;
+
const response = await fetch_post_json(`answer/${this.props.prompt.id}`, {
answers: this.answers.map(r => r.current.value)
});
- if (response.status == 200) {
+ if (response.status === 200) {
const result = await response.json();
if (! result.valid) {
add_message("danger", result.message);
/* Everything worked. Server is happy with our answers. */
form.reset();
- this.setState({
- submitted: true
- });
+ this.submitted = true;
}
render() {
- if (this.state.submitted)
+ let move_on_button = null;
+ if (this.props.idle) {
+ move_on_button =(
+ <button
+ className="vote-button"
+ onClick={() => fetch_post_json(`end-answers/${this.props.prompt.id}`) }
+ >
+ Move On
+ <div className="vote-choices">
+ {[...this.props.votes].map(v => {
+ return (
+ <div
+ key={v}
+ className="vote-choice"
+ >
+ {v}
+ </div>
+ );
+ })}
+ </div>
+ </button>
+ );
+ }
+
+ let still_waiting = null;
+ const answering_players = Object.keys(this.props.players_answering);;
+ if (answering_players.length) {
+ still_waiting = (
+ <div>
+ <p>
+ Still waiting for the following player
+ {answering_players.length > 1 ? 's' : ''}
+ :
+ </p>
+ <ul>
+ {answering_players.map(player => {
+ return (
+ <li
+ key={player}
+ >
+ {player}{' '}
+ <span className=
+ {this.props.players_answering[player].active ?
+ "typing active"
+ :
+ "typing idle"}>
+ <span>{'.'}</span><span>{'.'}</span><span>{'.'}</span>
+ </span>
+ </li>
+ );
+ })}
+ </ul>
+ </div>
+ );
+ }
+
+ if (this.props.players_answered.has(this.props.player.name)) {
return (
<div className="please-wait">
- <h2>{this.props.players_answered}/
- {this.props.players_total} players have responded</h2>
+ <h2>Submission received</h2>
<p>
- Please wait for the rest of the players to submit their answers.
+ The following players have submitted their answers:{' '}
+ {[...this.props.players_answered].join(', ')}
</p>
+ {still_waiting}
+ {move_on_button}
+
</div>
);
+ }
return (
<div className="active-prompt">
<p>
Remember, you're trying to match your answers with
what the other players submit.
- Give {this.props.prompt.items} answers for the following prompt:
+ Give {this.props.prompt.items} answer
+ {this.props.prompt.items > 1 ? 's' : ''} for the following prompt:
</p>
<h2>{this.props.prompt.prompt}</h2>
<form onSubmit={this.handle_submit}>
- {Array(this.props.prompt.items).fill(null).map((whocares,i) => {
+ {[...Array(this.props.prompt.items)].map((whocares,i) => {
return (
<div
key={i}
name={`answer_${i}`}
required
autoComplete="off"
+ onChange={this.handle_change}
ref={this.answers[i]}
/>
</div>
other_players: [],
prompts: [],
active_prompt: null,
- players_answered: 0
+ players_answered: new Set(),
+ players_answering: {},
+ answering_idle: false,
+ end_answers_votes: new Set(),
+ ambiguities: null,
+ players_judged: new Set(),
+ players_judging: {},
+ judging_idle: false,
+ end_judging_votes: new Set(),
+ scores: null,
+ new_game_votes: new Set(),
+ ready: false
};
}
});
}
+ remove_player(info) {
+ this.setState({
+ other_players: this.state.other_players.filter(o => o.id !== info.id)
+ });
+ }
+
+ reset_game_state() {
+ this.setState({
+ prompts: [],
+ active_prompt: null,
+ players_answered: new Set(),
+ players_answering: {},
+ answering_idle: false,
+ end_answers_votes: new Set(),
+ ambiguities: null,
+ players_judged: new Set(),
+ players_judging: {},
+ judging_idle: false,
+ end_judging_votes: new Set(),
+ scores: null,
+ new_game_votes: new Set(),
+ ready: false
+ });
+ }
+
+ set_prompts(prompts) {
+ this.setState({
+ prompts: prompts
+ });
+ }
+
add_or_update_prompt(prompt) {
const prompts_copy = [...this.state.prompts];
const idx = prompts_copy.findIndex(p => p.id === prompt.id);
});
}
- set_players_answered(players_answered) {
+ set_players_answered(players) {
+ this.setState({
+ players_answered: new Set(players)
+ });
+ }
+
+ set_player_answered(player) {
+ const new_players_answering = {...this.state.players_answering};
+ delete new_players_answering[player];
+
this.setState({
- players_answered: players_answered
+ players_answered: new Set([...this.state.players_answered, player]),
+ players_answering: new_players_answering
+ });
+ }
+
+ set_players_answering(players) {
+ const players_answering = {};
+ for (let player of players) {
+ players_answering[player] = {active: false};
+ }
+ this.setState({
+ players_answering: players_answering
+ });
+ }
+
+ set_player_answering(player) {
+ /* Set the player as actively answering now. */
+ this.setState({
+ players_answering: {
+ ...this.state.players_answering,
+ [player]: {active: true}
+ }
+ });
+ /* And arrange to have them marked idle very shortly.
+ *
+ * Note: This timeout is intentionally very, very short. We only
+ * need it long enough that the browser has latched onto the state
+ * change to "active" above. We actually use a CSS transition
+ * delay to control the user-perceptible length of time after
+ * which an active player appears inactive.
+ */
+ setTimeout(() => {
+ this.setState({
+ players_answering: {
+ ...this.state.players_answering,
+ [player]: {active: false}
+ }
+ });
+ }, 100);
+ }
+
+ set_answering_idle(value) {
+ this.setState({
+ answering_idle: value
+ });
+ }
+
+ set_end_answers(players) {
+ this.setState({
+ end_answers_votes: new Set(players)
+ });
+ }
+
+ set_player_vote_end_answers(player) {
+ this.setState({
+ end_answers_votes: new Set([...this.state.end_answers_votes, player])
+ });
+ }
+
+ set_player_unvote_end_answers(player) {
+ this.setState({
+ end_answers_votes: new Set([...this.state.end_answers_votes].filter(p => p !== player))
+ });
+ }
+
+ set_ambiguities(ambiguities) {
+ this.setState({
+ ambiguities: ambiguities
+ });
+ }
+
+ set_players_judged(players) {
+ this.setState({
+ players_judged: new Set(players)
+ });
+ }
+
+ set_player_judged(player) {
+ const new_players_judging = {...this.state.players_judging};
+ delete new_players_judging[player];
+
+ this.setState({
+ players_judged: new Set([...this.state.players_judged, player]),
+ players_judging: new_players_judging
+ });
+ }
+
+ set_players_judging(players) {
+ const players_judging = {};
+ for (let player of players) {
+ players_judging[player] = {active: false};
+ }
+ this.setState({
+ players_judging: players_judging
+ });
+ }
+
+ set_player_judging(player) {
+ /* Set the player as actively judging now. */
+ this.setState({
+ players_judging: {
+ ...this.state.players_judging,
+ [player]: {active: true}
+ }
+ });
+ /* And arrange to have them marked idle very shortly.
+ *
+ * Note: This timeout is intentionally very, very short. We only
+ * need it long enough that the browser has latched onto the state
+ * change to "active" above. We actually use a CSS transition
+ * delay to control the user-perceptible length of time after
+ * which an active player appears inactive.
+ */
+ setTimeout(() => {
+ this.setState({
+ players_judging: {
+ ...this.state.players_judging,
+ [player]: {active: false}
+ }
+ });
+ }, 100);
+
+ }
+
+ set_judging_idle(value) {
+ this.setState({
+ judging_idle: value
+ });
+ }
+
+ set_end_judging(players) {
+ this.setState({
+ end_judging_votes: new Set(players)
+ });
+ }
+
+ set_player_vote_end_judging(player) {
+ this.setState({
+ end_judging_votes: new Set([...this.state.end_judging_votes, player])
+ });
+ }
+
+ set_player_unvote_end_judging(player) {
+ this.setState({
+ end_judging_votes: new Set([...this.state.end_judging_votes].filter(p => p !== player))
+ });
+ }
+
+ set_scores(scores) {
+ this.setState({
+ scores: scores
+ });
+ }
+
+ set_new_game_votes(players) {
+ this.setState({
+ new_game_votes: new Set(players)
+ });
+ }
+
+ set_player_vote_new_game(player) {
+ this.setState({
+ new_game_votes: new Set([...this.state.new_game_votes, player])
+ });
+ }
+
+ set_player_unvote_new_game(player) {
+ this.setState({
+ new_game_votes: new Set([...this.state.new_game_votes].filter(p => p !== player))
+ });
+ }
+
+ state_ready() {
+ this.setState({
+ ready: true
});
}
const state = this.state;
const players_total = 1 + state.other_players.length;
+ if (state.scores) {
+ return (
+ <div className="scores">
+ <h2>{state.active_prompt.prompt}</h2>
+ <h2>Scores</h2>
+ <ul>
+ {state.scores.scores.map(score => {
+ return (
+ <li key={score.player}>
+ {score.players.join("/")}: {score.score}
+ </li>
+ );
+ })}
+ </ul>
+ <h2>Words submitted</h2>
+ <ul>
+ {state.scores.words.map(word => {
+ return (
+ <li key={word.word}>
+ {word.word} ({word.players.length}): {word.players.join(', ')}
+ </li>
+ );
+ })}
+ </ul>
+ <button
+ className="vote-button"
+ onClick={() => fetch_post_json(`new-game/${state.active_prompt.id}`) }
+ >
+ New Game
+ <div className="vote-choices">
+ {[...state.new_game_votes].map(v => {
+ return (
+ <div
+ key={v}
+ className="vote-choice"
+ >
+ {v}
+ </div>
+ );
+ })}
+ </div>
+ </button>
+ </div>
+ );
+ }
+
+ if (state.ambiguities){
+ return <Ambiguities
+ prompt={state.active_prompt}
+ words={state.ambiguities}
+ player={state.player_info}
+ players_judged={state.players_judged}
+ players_judging={state.players_judging}
+ idle={state.judging_idle}
+ votes={state.end_judging_votes}
+ />;
+ }
+
if (state.active_prompt) {
return <ActivePrompt
prompt={state.active_prompt}
+ player={state.player_info}
players_answered={state.players_answered}
- players_total={players_total}
+ players_answering={state.players_answering}
+ idle={state.answering_idle}
+ votes={state.end_answers_votes}
/>;
}
+ if (! state.ready)
+ return null;
+
return [
<GameInfo
key="game-info"
<PromptOptions
key="prompts"
prompts={state.prompts}
+ player={state.player_info}
/>,
<LetsPlay
key="lets-play"