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App.js
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234 lines (193 loc) · 6.75 KB
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import React, { Component } from 'react';
import BoardView from './components/BoardView';
import Player from './components/Player';
import LETTERS from './components/Letters';
import './App.css';
Array.prototype.shuffle = function arrayShuffle() {
for (let i = this.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[this[i], this[j]] = [this[j], this[i]];
}
return this;
}
const makeArrayOfAllLetters = () => {
let availableLetters = []
Object.keys(LETTERS).forEach((letter) => {
for (let i = 0; i < LETTERS[letter]['tiles']; i += 1) {
availableLetters.push(letter);
}
});
return availableLetters.shuffle();
}
class App extends Component {
constructor() {
super();
const allTiles = makeArrayOfAllLetters();
allTiles.shuffle();
const p1Tiles = this.drawTiles(allTiles, 7);
const p2Tiles = this.drawTiles(allTiles, 7);
this.state = {
allTiles: allTiles,
player1: {
player: new Player(),
currentTiles: p1Tiles,
name: "Player One"
},
player2: {
player: new Player(),
currentTiles: p2Tiles,
name: "Player Two"
},
player1Current: true,
currentInPlayTile: null,
inPlayTileIndex: null,
turnTiles: [] // object of letter, row, column of board placement
}
}
drawTiles = (allTiles, num) => {
const maxTiles = 7;
if (num > maxTiles) {
throw new Error('Too many tiles requested');
}
if (num > allTiles.length) {
throw new Error('Not enough tiles');
}
let tiles = [];
for (let i = 0; i < num; i += 1) {
tiles.push(allTiles.pop());
}
return tiles;
}
getCurrentPlayer = () => {
return this.state.player1Current ? "player1" : "player2";
}
// staging tile for placing on the board
// will unstage the tile if the same tile is clicked
onPlayerTileClick = (event) => {
if (event.target.id === this.state.inPlayTileIndex) {
event.target.classList.remove("selected-letter");
this.setState({
currentInPlayTile: null,
inPlayTileIndex: null
});
} else {
event.target.classList.add("selected-letter");
this.setState({
currentInPlayTile: event.target.innerText,
inPlayTileIndex: event.target.id
});
}
}
removeLetterFromCurrTiles = () => {
const currentTileIndex = this.state.inPlayTileIndex;
const currentTiles = [...document.getElementById("player-tiles").childNodes];
let elementToReplace = currentTiles.find((tile) => {
return tile.id === currentTileIndex;
});
// deleting the element altogether
// can't delete the element because the next player's tiles will be affected since element does not rerender
// elementToReplace[0].outerHTML = "";
elementToReplace.classList.remove("selected-letter");
elementToReplace.classList.add("placed-letter");
// elementToReplace[0].innerHTML = " ";
}
// places the tile on the board
cellClickHandler = (event) => {
if (this.state.currentInPlayTile && event.target.innerHTML == " ") {
let currentRow = event.currentTarget.id;
let currentColumn = event.target.id;
let row = [...document.getElementById(currentRow).childNodes];
let cell = row.find((c) => {
return c.id === currentColumn;
});
// replace the text inside the selected cell on board
cell.innerHTML = this.state.currentInPlayTile;
// add tile to turnTiles
let updatedTurnTiles = this.state.turnTiles;
let turnTile = {
row: currentRow,
column: currentColumn,
letter: this.state.currentInPlayTile
};
updatedTurnTiles.push(turnTile);
this.setState({
turnTiles: updatedTurnTiles,
currentInPlayTile: null,
inPlayTileIndex: null,
})
// replace the text of the just played-player's tile to a blank removes the tile from the player's displayed tiles but not from players currentTiles in state
this.removeLetterFromCurrTiles();
} else if (this.checkIfLetterInCurrPlayersCurrTurn(event)) {
// let currPlayer = this.getCurrentPlayer();
// let updatedCurrPlayerTiles = this.state[currPlayer].currentTiles;
let currentLetter = event.target.innerText;
// add tile back to player's current tiles
let hiddenTiles = Array.from(document.getElementsByClassName("placed-letter"));
let targetTile = hiddenTiles.find((tile) => {
return tile.innerText === event.target.innerText;
});
targetTile.classList.remove("placed-letter");
// creating a turnTiles array without the letter
let updatedTurnTiles = this.state.turnTiles;
updatedTurnTiles.splice( updatedTurnTiles.indexOf(currentLetter), 1 );
// remove tiles from state turnTiles
this.setState({
turnTiles: updatedTurnTiles,
});
// make board cell blank
event.target.innerHTML = " ";
}
}
checkIfLetterInCurrPlayersCurrTurn = (event) => {
let matchedTurnPlay = this.state.turnTiles.filter((play) => {
return play.row === event.currentTarget.id &&
play.column === event.target.id &&
play.letter === event.target.innerText;
})
return matchedTurnPlay.length !== 0;
}
// need to update this function to remove all played tiles once turn is finished
removePlayedTilesFromPlayer = () => {
let currentPlayer = this.getCurrentPlayer();
let updatedTiles = this.state[currentPlayer].currentTiles.splice(this.state.inPlayTileIndex, 1, ' ');
this.setState({
currentPlayer: {
player: this.state[currentPlayer].player,
currentTiles: updatedTiles,
name: this.state[currentPlayer].name
}
});
}
finishTurnClick = (event) => {
event.preventDefault;
// need to add played word to currentPlayer.plays
// need to remove all played tiles from player's current tiles
console.log(this.state[this.getCurrentPlayer()].player.totalScore());
this.setState({
player1Current: !this.state.player1Current,
turnTiles: []
});
}
render() {
let currentPlayer = this.state.player1
if (!this.state.player1Current) {
currentPlayer = this.state.player2;
}
return (
<div className="App">
<h1>Let's Play Scrabble!</h1>
<BoardView boardCellClick={this.cellClickHandler} />
<div className="player-info">
{ currentPlayer.name }
<p>Tiles:</p>
<div id="player-tiles"> {currentPlayer.currentTiles.map((tile, index) => {
return <span className='cell' key={index} id={index} onClick={this.onPlayerTileClick}>{tile}</span>
})}
</div>
<button onClick={this.finishTurnClick}>Finish Turn</button>
</div>
</div>
);
}
}
export default App;