From: Carl Worth Date: Tue, 7 Jul 2020 02:08:32 +0000 (-0700) Subject: Scribe: Prep game state for detection of glyphs X-Git-Url: https://git.cworth.org/git?p=lmno.games;a=commitdiff_plain;h=bed0bfe82a872b741a51f95740fa2d3deb5e377a;ds=inline Scribe: Prep game state for detection of glyphs There's not any detection of glyphs here yet, there's simply a new slot in each of the squares: Where we used to just have a textual ymbol for each occupied square, we now have an object: { symbol: '+' or 'o', glyph: true or false } And the glyph Boolean is used to add a class to the HTML square element as well. --- diff --git a/scribe/scribe.jsx b/scribe/scribe.jsx index ae05690..b736f78 100644 --- a/scribe/scribe.jsx +++ b/scribe/scribe.jsx @@ -329,12 +329,19 @@ function Glyph(props) { function Square(props) { let className = "square"; - if (props.value) { + if (props.value.symbol) { className += " occupied"; } else if (props.active) { className += " open"; } + if (props.value.glyph) { + if (props.value.symbol === '+') + className += " glyph-plus"; + else + className += " glyph-o"; + } + if (props.last_move) { className += " last-move"; } @@ -344,7 +351,7 @@ function Square(props) { return (
- {props.value} + {props.value.symbol}
); } @@ -356,7 +363,7 @@ function MiniGrid(props) { /* Even if the grid is active, the square is only active if * unoccupied. */ - const square_active = (props.active && (value === null)); + const square_active = (props.active && (value.symbol === null)); return ( { - if (element) + if (element.symbol) occupied++; }); @@ -421,7 +428,7 @@ class Board extends React.Component { const target = this.props.last_two_moves[0][1]; let occupied = 0; this.props.squares[target].forEach(element => { - if (element) + if (element.symbol) occupied++; }); /* If the target mini-grid isn't full then this grid is @@ -495,7 +502,10 @@ class Game extends React.Component { game_info: {}, player_info: {}, other_players: [], - squares: [...Array(9)].map(() => Array(9).fill(null)), + squares: [...Array(9)].map(() => Array(9).fill({ + symbol: null, + glyph: false + })), moves: [], next_to_play: "+", }; @@ -532,19 +542,56 @@ class Game extends React.Component { }); } + find_connected(mini_grid_index, position) { + /* TODO: Implement actual finding of connected squares here. */ + let connected = Array(9).fill(false); + + return connected; + } + + detect_glyph(connected) { + /* TODO: Implement actual glyph detection here. */ + return false; + } + receive_move(move) { + const mini_grid_index = move[0]; + const position = move[1]; + + /* Don't allow any moves after the board is full */ if (this.state.moves.length === 81) { return; } + + /* Set the team's symbol into the board state. */ const symbol = team_symbol(this.state.next_to_play); const new_squares = this.state.squares.map(arr => arr.slice()); - new_squares[move[0]][move[1]] = symbol; + new_squares[mini_grid_index][position] = { + symbol: symbol, + glyph: false + }; + + /* With the symbol added to the squares, we need to see if this + * newly-placed move forms a glyph or not. */ + const connected = this.find_connected(mini_grid_index, position); + const is_glyph = this.detect_glyph(connected); + + for (let i = 0; i < 9; i++) { + if (connected[i]) + new_squares[mini_grid_index][i].glyph = is_glyph; + } + + /* And append the move to the list of moves. */ const new_moves = [...this.state.moves, move]; + + /* Finally, compute the next player to move. */ let next_to_play; if (this.state.next_to_play === "+") next_to_play = "o"; else next_to_play = "+"; + + /* And shove all those state modifications toward React. */ this.setState({ squares: new_squares, moves: new_moves,