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chg: usr: created the first working solution since 7 yrs #4

This commit is contained in:
2026-04-09 15:08:00 +02:00
parent 4cdca43ecc
commit 23547f4237
6 changed files with 1206 additions and 1179 deletions

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@@ -3,454 +3,464 @@ import Grid from './grid/grid';
import GridControl from './grid/grid-control';
class MineSeeker extends React.Component {
constructor(props) {
super(props);
constructor(props) {
super(props);
let gameAssoc = props.gameId !== '' ? props.gameId : this.makeGameAssoc(50);
let channel = "mineseeker/channel/" + gameAssoc;
let gameAssoc = '' !== props.gameId ? props.gameId : this.makeGameAssoc(50);
let channel = 'mineseeker/channel/' + gameAssoc;
this.state = {
env: props.env,
ssl: props.ssl,
gameInherited: props.gameId !== '',
gameAssoc: gameAssoc,
channel: channel,
session: null,
createGrid: false,
stepCache: [],
connectionLost: false,
end: false
}
this.state = {
env: props.env,
ssl: props.ssl,
gameInherited: '' !== props.gameId,
gameAssoc: gameAssoc,
channel: channel,
session: null,
createGrid: false,
stepCache: [],
connectionLost: false,
end: false,
};
}
makeGameAssoc(len) {
let text = '';
let possible = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789';
for (let i = 0; i < len; i++) {
text += possible.charAt(Math.floor(Math.random() * possible.length));
}
return text;
}
makeGameAssoc(len) {
let text = "";
let possible = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789";
for (let i = 0; i < len; i++) {
text += possible.charAt(Math.floor(Math.random() * possible.length));
}
return text;
}
currectGridSize() {
let $field = $('#mine-wrapper .grid');
$field.height($field.width());
currectGridSize() {
let $field = $('#mine-wrapper .grid');
$field.height($field.width());
$field = $('#mine-wrapper .grid .field-wrapper');
$field.height($field.width());
$field = $('#mine-wrapper .grid .field-wrapper');
$field.height($field.width());
$('#mine-wrapper .grid .field-wrapper .field')
.height($field.width())
.css('line-height', ($field.width() - 2) + 'px');
}
$('#mine-wrapper .grid .field-wrapper .field')
.height($field.width())
.css('line-height', ($field.width() - 2) + 'px');
}
/**
* STEP
*
* @param coords
* @returns {{red: *, blue: *}}
*/
makePointsCalcAndStep(coords) {
let users = this.refs.gridControl.refs.userControl,
activePlayer = users.state.activePlayer ? 'blue' : 'red',
inactivePlayer = users.state.activePlayer ? 'red' : 'blue',
redPoints = 'red' === activePlayer
? users.refs[activePlayer].state.mines
: users.refs[inactivePlayer].state.mines,
bluePoints = 'blue' === activePlayer
? users.refs[activePlayer].state.mines
: users.refs[inactivePlayer].state.mines;
/**
* STEP
*
* @param coords
* @returns {{red: *, blue: *}}
*/
makePointsCalcAndStep(coords) {
let users = this.refs.gridControl.refs.userControl,
activePlayer = users.state.activePlayer ? 'blue' : 'red',
inactivePlayer = users.state.activePlayer ? 'red' : 'blue',
redPoints = activePlayer === 'red'
? users.refs[activePlayer].state.mines
: users.refs[inactivePlayer].state.mines,
bluePoints = activePlayer === 'blue'
? users.refs[activePlayer].state.mines
: users.refs[inactivePlayer].state.mines;
this.refs.gridControl.stepEvent(coords);
this.refs.gridControl.stepEvent(coords);
let mineCache = this.refs.gridControl.state.foundUserMineCache;
redPoints += 'red' === activePlayer ? mineCache : 0;
bluePoints += 'blue' === activePlayer ? mineCache : 0;
let mineCache = this.refs.gridControl.state.foundUserMineCache;
redPoints += activePlayer === 'red' ? mineCache : 0;
bluePoints += activePlayer === 'blue' ? mineCache : 0;
return { red: redPoints, blue: bluePoints };
}
return {red: redPoints, blue: bluePoints};
}
/**
* START
*
* @param payload
*/
makeGameStart(payload) {
/** every time the blue starts */
this.refs.gridControl.refs.userControl.setState({ activePlayer: 1 });
/**
* START
*
* @param payload
*/
makeGameStart(payload) {
/** every time the blue starts */
this.refs.gridControl.refs.userControl.setState({activePlayer: 1});
/** Set up player names w/ server data */
this.refs.gridControl.refs.userControl.refs.red.setState({
name: '' !== payload.users.red ? payload.users.red : payload.users.redAnon,
});
/** Set up player names w/ server data */
this.refs.gridControl.refs.userControl.refs.red.setState({
name: payload.users.red !== '' ? payload.users.red : payload.users.redAnon,
this.refs.gridControl.refs.userControl.refs.blue.setState({
name: '' !== payload.users.blue ? payload.users.blue : payload.users.blueAnon,
desc: 'blue' === this.refs.gridControl.state.webPlayer
? this.refs.gridControl.state.desc.you
: this.refs.gridControl.state.desc.buddy,
active: true,
});
this.refs.gridControl.setState({ overlay: false });
}
/**
* THE END
*
* @param bluePoints
* @param redPoints
* @param resign
*/
makeGameEndIfItEnds(bluePoints, redPoints, resign = false) {
let redWins = 25 < redPoints,
blueWins = 25 < bluePoints;
if (redWins || blueWins || resign) {
this.refs.gridControl.state.sound.won.play();
if (false === resign) {
this.refs.gridControl.setState({
overlay: true,
overlayTitle: (redWins ? 'Red' : 'Blue') + ' wins the game!',
overlaySubTitle: 'Play again!',
});
}
this.refs.gridControl.refs.userControl.refs.blue.setState({
name: payload.users.blue !== '' ? payload.users.blue : payload.users.blueAnon,
desc: this.refs.gridControl.state.webPlayer === 'blue'
? this.refs.gridControl.state.desc.you
: this.refs.gridControl.state.desc.buddy,
active: true,
});
this.refs.gridControl.showLeftMines();
this.refs.gridControl.setState({overlay: false});
this.refs.gridControl.refs.userControl.setState({ activePlayer: false });
this.refs.gridControl.refs.userControl.refs.red.setState({ desc: '' });
this.refs.gridControl.refs.userControl.refs.blue.setState({ desc: '' });
}
}
resignProcess(color) {
this.refs.gridControl.setState({
overlay: true,
overlayTitle: color === this.refs.gridControl.state.webPlayer
? 'You have been give up'
: 'Your opponent has been resigned',
overlaySubTitle: color === this.refs.gridControl.state.webPlayer
? 'You LOSE!'
: 'You WIN!',
});
this.setState({ end: true });
this.makeGameEndIfItEnds(0, 0, true);
}
clickResign() {
/** PUBLISH */
this.state.session.publish(this.state.channel, {
'resign': this.refs.gridControl.refs.userControl.state.activePlayer ? 'blue' : 'red',
});
this.resignProcess(this.refs.gridControl.state.webPlayer);
}
clickResignCancel() {
this.refs.gridControl.setState({
overlay: false,
});
}
/** RESIGN */
resign() {
let users = this.refs.gridControl.refs.userControl,
activePlayer = users.state.activePlayer ? 'blue' : 'red';
if (this.refs.gridControl.state.webPlayer === activePlayer) {
this.refs.gridControl.setState({
overlay: true,
overlayTitle: 'Are u sure u want to resign?!',
overlaySubTitle: (
<div className="resign">
<a onClick={this.clickResign.bind(this)}>Yes</a>
<a onClick={this.clickResignCancel.bind(this)}>No!</a>
</div>
),
});
}
}
/**
* @see https://developers.facebook.com/docs/reference/javascript/FB.getLoginStatus
* @see https://developers.facebook.com/docs/sharing/reference/send-dialog
* @see https://developers.facebook.com/docs/plugins/share-button/
*/
clickFBShare() {
let display = 'popup';
FB.getLoginStatus(function(response) {
display = 'connected' === response.status
? 'dialog'
: 'popup';
});
FB.ui({
method: 'send',
display: display,
link: window.location.href + '/' + this.state.gameAssoc,
});
}
wInit(session, gridServer, gridClient) {
this.setState({ session: session });
/** save session to GridControl */
/** render grid fields - @see #12 */
this.refs.gridControl.setState({
grid: this.state.gameInherited ? gridServer : gridClient,
channel: this.state.channel,
desc: {
buddy: (
<div>
Your buddy is <br />
making a <br />
move.
</div>
),
you: (
<div>
It is your turn! <br />
Make a move.
</div>
),
},
overlay: true,
overlayTitle: 'We are waiting for your opponent...',
overlaySubTitle: this.state.gameAssoc
? (
<div>
<h3>Share this unique link w/ your opponent</h3>
<div className="clippy">
<input
id="foo"
defaultValue={window.location.href + '/' + this.state.gameAssoc}
/>
</div>
{'dev' !== this.state.env
&& <a onClick={this.clickFBShare.bind(this)}>Share in Facebook message</a>
}
{'dev' === this.state.env
&& <a href={'/play/' + this.state.gameAssoc} target="_blank">Play w/ me!</a>
}
</div>
) : '',
renderGridFields: this.state.gameAssoc,
});
}
wSubscribe(payload, rpcUsers = null) {
'dev' === this.state.env && console.info(
('undefined' !== typeof payload.user ? payload.user : 'user') + ' has been subscribed to the channel!',
);
let firstUser = !rpcUsers;
null === this.refs.gridControl.state.webPlayer && this.refs.gridControl.setState({
webPlayer: payload.user === payload.users.blue
|| (
firstUser && '' !== payload.users.blueAnon
|| !firstUser && ('' === rpcUsers.blueAnon && '' === rpcUsers.blue)
)
? 'blue' : 'red',
});
/** rwd */
(900 > $(document).width()) && this.currectGridSize();
/** every user has been came */
if (
2 === payload.userCnt
&& (
!this.state.connectionLost
|| this.state.connectionLost && false === this.refs.gridControl.refs.userControl.state.activePlayer && !this.state.end
)
) {
this.makeGameStart(payload);
}
}
wUnsubscribe(payload) {
'dev' === this.state.env && console.info(payload.msg);
this.refs.gridControl.setState({
overlay: true,
overlayTitle: 'The connection has been lost w/ your friend...',
overlaySubTitle: 'Please, restart the game!',
});
}
wTopic(payload) {
/** Auto-Step if this player is not the current user */
if (this.refs.gridControl.state.webPlayer !== payload.data.player) {
if (null === payload.data.resign) {
'dev' === this.state.env && console.warn(payload.user + ' has been stepped to coords: ' + payload.data.coords[0] + ', ' + payload.data.coords[1]);
'dev' === this.state.env && console.warn('Opponent stepped: Auto-Step process');
this.refs.gridControl.refs.userControl.setState({ bombSelected: payload.data.bomb });
/** STEP */
let points = this.makePointsCalcAndStep(payload.data.coords);
/** THE END */
this.makeGameEndIfItEnds(points.blue, points.red);
} else {
/** RESIGN */
/** THE END */
this.resignProcess(payload.data.resign);
}
}
}
/** Connect - Subscribe */
subscribe(rpcUsers = null) {
this.state.session.subscribe(
this.state.channel,
(uri, payload) => {
let isTopicEvent = 'undefined' !== typeof payload.data,
isNotUnsubscribe = 'undefined' === typeof payload.msg;
/** CONNECTION */
if (isTopicEvent) {
this.wTopic(payload);
} else {
if (isNotUnsubscribe) {
this.wSubscribe(payload, rpcUsers);
} else {
this.wUnsubscribe(payload);
}
}
/** RECONNECTION */
if (2 === payload.userCnt && this.state.connectionLost) {
'dev' === this.state.env && console.info('Reconnection process');
/** PUBLISH */
let cache = this.state.stepCache;
cache.forEach(item => this.state.session.publish(this.state.channel, item));
this.setState({ connectionLost: false, stepCache: [] });
}
});
}
connectWithWebsocket() {
/** Create Websocket w/ Bahnhof.js */
let websocket = WS.connect(
('true' === this.state.ssl ? 'wss' : 'ws') + '://' + window.location.hostname + '/ws/',
);
/**
* THE END
*
* @param bluePoints
* @param redPoints
* @param resign
* Connect
* Session is an Autobahn JS WAMP session.
*/
makeGameEndIfItEnds(bluePoints, redPoints, resign = false) {
let redWins = redPoints > 25,
blueWins = bluePoints > 25;
websocket.on('socket/connect', session => {
'dev' === this.state.env && console.info('Successfully connected to the Server!');
if (redWins || blueWins || resign) {
this.refs.gridControl.state.sound.won.play();
if (!this.state.connectionLost) {
let gridClient = this.state.gameInherited || new Grid().state.grid;
if (false === resign) {
/**
* Connect - RPC
* Send grid information to the server
*/
session
.call(
this.state.gameInherited ? 'mineseeker-rpc/connectGame' : 'mineseeker-rpc/startGame',
this.state.gameInherited ? this.state.gameAssoc : [window.btoa(JSON.stringify(gridClient)), this.state.gameAssoc],
)
.then(
data => {
'dev' === this.state.env && console.info('RPC has been called');
let serverData = true !== data[0]
? JSON.parse(window.atob(data))
: data;
/** Check the grid if the user is inherited @see #30 */
if ((this.state.gameInherited && 'undefined' !== typeof serverData.grid) || !this.state.gameInherited) {
this.wInit(session, serverData.grid, gridClient);
this.subscribe(this.state.gameInherited && serverData.users);
} else {
this.refs.gridControl.setState({
overlay: true,
overlayTitle: (redWins ? 'Red' : 'Blue') + " wins the game!",
overlaySubTitle: "Play again!"
overlay: true,
overlayTitle: 'This channel does not exists!',
overlaySubTitle: <a href="/play" target="_self">Restart game!</a>,
});
}
this.refs.gridControl.showLeftMines();
this.refs.gridControl.refs.userControl.setState({activePlayer: false});
this.refs.gridControl.refs.userControl.refs.red.setState({desc: ""});
this.refs.gridControl.refs.userControl.refs.blue.setState({desc: ""});
}
}
resignProcess(color) {
this.refs.gridControl.setState({
overlay: true,
overlayTitle: color === this.refs.gridControl.state.webPlayer
? "You have been give up"
: "Your opponent has been resigned",
overlaySubTitle: color === this.refs.gridControl.state.webPlayer
? "You LOSE!"
: "You WIN!"
});
this.setState({end: true});
this.makeGameEndIfItEnds(0, 0, true);
}
clickResign() {
/** PUBLISH */
this.state.session.publish(this.state.channel, {
'resign': this.refs.gridControl.refs.userControl.state.activePlayer ? 'blue' : 'red'
});
this.resignProcess(this.refs.gridControl.state.webPlayer);
}
clickResignCancel() {
this.refs.gridControl.setState({
overlay: false
});
}
/** RESIGN */
resign() {
let users = this.refs.gridControl.refs.userControl,
activePlayer = users.state.activePlayer ? 'blue' : 'red';
if (this.refs.gridControl.state.webPlayer === activePlayer) {
this.refs.gridControl.setState({
overlay: true,
overlayTitle: "Are u sure u want to resign?!",
overlaySubTitle: <div className="resign">
<a onClick={this.clickResign.bind(this)}>Yes</a>
<a onClick={this.clickResignCancel.bind(this)}>No!</a>
</div>
});
}
}
/**
* @see https://developers.facebook.com/docs/reference/javascript/FB.getLoginStatus
* @see https://developers.facebook.com/docs/sharing/reference/send-dialog
* @see https://developers.facebook.com/docs/plugins/share-button/
*/
clickFBShare() {
let display = 'popup';
FB.getLoginStatus(function (response) {
display = response.status === 'connected'
? 'dialog'
: 'popup';
});
FB.ui({
method: 'send',
display: display,
link: window.location.href + '/' + this.state.gameAssoc,
});
}
wInit(session, gridServer, gridClient) {
this.setState({session: session});
/** save session to GridControl */
/** render grid fields - @see #12 */
this.refs.gridControl.setState({
grid: this.state.gameInherited ? gridServer : gridClient,
channel: this.state.channel,
desc: {
buddy: <div>
Your buddy is <br/>
making a <br/>
move.
</div>,
you: <div>
It is your turn! <br/>
Make a move.
</div>
console.error('This channel does not exists!');
}
},
overlay: true,
overlayTitle: "We are waiting for your opponent...",
overlaySubTitle: this.state.gameAssoc
?
<div>
<h3>Share this unique link w/ your opponent</h3>
<div className="clippy">
<input id="foo"
defaultValue={window.location.href + '/' + this.state.gameAssoc}/>
</div>
{this.state.env !== 'dev' &&
<a onClick={this.clickFBShare.bind(this)}>Share in Facebook message</a>
}
{this.state.env === 'dev' &&
<a href={"/play/" + this.state.gameAssoc} target="_blank">Play w/ me!</a>
}
</div>
: '',
renderGridFields: this.state.gameAssoc
});
}
wSubscribe(payload, rpcUsers = null) {
this.state.env === 'dev' && console.info(
(typeof payload.user !== 'undefined' ? payload.user : 'user') + " has been subscribed to the channel!"
);
let firstUser = !rpcUsers;
this.refs.gridControl.state.webPlayer === null && this.refs.gridControl.setState({
webPlayer: payload.user === payload.users.blue ||
(
firstUser && payload.users.blueAnon !== '' ||
!firstUser && (rpcUsers.blueAnon === '' && rpcUsers.blue === '')
)
? 'blue' : 'red'
});
/** rwd */
(900 > $(document).width()) && this.currectGridSize();
/** every user has been came */
if (
payload.userCnt === 2 &&
(
!this.state.connectionLost ||
this.state.connectionLost && false === this.refs.gridControl.refs.userControl.state.activePlayer && !this.state.end
)
) {
this.makeGameStart(payload);
}
}
wUnsubscribe(payload) {
this.state.env === 'dev' && console.info(payload.msg);
this.refs.gridControl.setState({
overlay: true,
overlayTitle: "The connection has been lost w/ your friend...",
overlaySubTitle: "Please, restart the game!"
});
}
wTopic(payload) {
/** Auto-Step if this player is not the current user */
if (this.refs.gridControl.state.webPlayer !== payload.data.player) {
if (null === payload.data.resign) {
this.state.env === 'dev' && console.warn(payload.user + " has been stepped to coords: " + payload.data.coords[0] + ', ' + payload.data.coords[1]);
this.state.env === 'dev' && console.warn('Opponent stepped: Auto-Step process');
this.refs.gridControl.refs.userControl.setState({bombSelected: payload.data.bomb});
/** STEP */
let points = this.makePointsCalcAndStep(payload.data.coords);
/** THE END */
this.makeGameEndIfItEnds(points.blue, points.red);
} else {
/** RESIGN */
/** THE END */
this.resignProcess(payload.data.resign);
}
}
}
/** Connect - Subscribe */
subscribe(rpcUsers = null) {
this.state.session.subscribe(
this.state.channel,
(uri, payload, log) => {
let isTopicEvent = typeof payload.data !== 'undefined',
isNotUnsubscribe = typeof payload.msg === 'undefined';
/** CONNECTION */
if (isTopicEvent) {
this.wTopic(payload);
} else {
if (isNotUnsubscribe) {
this.wSubscribe(payload, rpcUsers);
} else {
this.wUnsubscribe(payload);
}
}
/** RECONNECTION */
if (payload.userCnt === 2 && this.state.connectionLost) {
this.state.env === 'dev' && console.info('Reconnection process');
/** PUBLISH */
let cache = this.state.stepCache;
cache.forEach((item) => this.state.session.publish(this.state.channel, item));
this.setState({connectionLost: false, stepCache: []});
}
});
}
connectWithWebsocket() {
/** Create Websocket w/ Bahnhof.js */
let websocket = WS.connect(
(this.state.ssl === 'true' ? "wss" : "ws") + "://" + window.location.hostname + "/ws/"
);
/**
* Connect
* Session is an Autobahn JS WAMP session.
*/
websocket.on("socket/connect", (session) => {
this.state.env === 'dev' && console.info("Successfully connected to the Server!");
if (!this.state.connectionLost) {
let gridClient = this.state.gameInherited || new Grid().state.grid;
/**
* Connect - RPC
* Send grid information to the server
*/
session
.call(
this.state.gameInherited ? "mineseeker-rpc/connectGame" : "mineseeker-rpc/startGame",
this.state.gameInherited ? this.state.gameAssoc : [window.btoa(JSON.stringify(gridClient)), this.state.gameAssoc]
)
.then(
(data) => {
this.state.env === 'dev' && console.info('RPC has been called');
let serverData = data[0] !== true
? JSON.parse(window.atob(data))
: data;
/** Check the grid if the user is inherited @see #30 */
if ((this.state.gameInherited && typeof serverData.grid !== 'undefined') || !this.state.gameInherited) {
this.wInit(session, serverData.grid, gridClient);
this.subscribe(this.state.gameInherited && serverData.users);
} else {
this.refs.gridControl.setState({
overlay: true,
overlayTitle: "This channel does not exists!",
overlaySubTitle: <a href={"/play"} target="_self">Restart game!</a>
});
console.error("This channel does not exists!");
}
},
(error, desc) => this.state.env === 'dev' && console.error(["RPC Error", error, desc])
);
} else {
this.setState({session: session});
this.subscribe();
}
});
/**
* DisConnect
* Error provides us with some insight into the disconnection: error.reason and error.code
*/
websocket.on("socket/disconnect", (error) => {
this.state.env === 'dev' && console.error("Disconnected for " + error.reason + " with code " + error.code);
error.code === 6 && this.setState({connectionLost: true});
error.code === 3 && setTimeout(this.componentDidMount.bind(this), 500);
});
}
/** After rendering */
componentDidMount() {
this.connectWithWebsocket();
}
(error, desc) => 'dev' === this.state.env && console.error(['RPC Error', error, desc]),
);
} else {
this.setState({ session: session });
this.subscribe();
}
});
/**
* Cache the steps unless reconnection
*
* @param dataPack
* DisConnect
* Error provides us with some insight into the disconnection: error.reason and error.code
*/
cachePublish(dataPack) {
let cache = this.state.stepCache;
cache.push(dataPack);
this.setState({stepCache: cache});
websocket.on('socket/disconnect', error => {
'dev' === this.state.env && console.error('Disconnected for ' + error.reason + ' with code ' + error.code);
6 === error.code && this.setState({ connectionLost: true });
3 === error.code && setTimeout(this.componentDidMount.bind(this), 500);
});
}
/** After rendering */
componentDidMount() {
this.connectWithWebsocket();
}
/**
* Cache the steps unless reconnection
*
* @param dataPack
*/
cachePublish(dataPack) {
let cache = this.state.stepCache;
cache.push(dataPack);
this.setState({ stepCache: cache });
}
onClick(coords) {
let activePlayer = this.refs.gridControl.refs.userControl.state.activePlayer ? 'blue' : 'red';
/** if the clicked field is NEVER CLICKED */
if (this.refs.gridControl.checkFieldHasBeenNeverClicked(coords[0], coords[1])) {
/** Player step and it is the current player */
if (activePlayer === this.refs.gridControl.state.webPlayer) {
/** STEP */
let points = this.makePointsCalcAndStep(coords);
/** THE END */
this.makeGameEndIfItEnds(points.blue, points.red);
let dataPack = {
'coords': coords,
'player': activePlayer,
'bomb': this.refs.gridControl.refs.userControl.state.bombSelected,
'redPoints': points.red,
'bluePoints': points.blue,
'resign': null,
'redExplodedBomb': 'red' === activePlayer && this.refs.gridControl.refs.userControl.state.bombSelected,
'blueExplodedBomb': 'blue' === activePlayer && this.refs.gridControl.refs.userControl.state.bombSelected,
};
/** PUBLISH */
!this.state.connectionLost
? this.state.session.publish(this.state.channel, dataPack)
: this.cachePublish(dataPack);
}
}
}
onClick(coords) {
let activePlayer = this.refs.gridControl.refs.userControl.state.activePlayer ? 'blue' : 'red';
/** if the clicked field is NEVER CLICKED */
if (this.refs.gridControl.checkFieldHasBeenNeverClicked(coords[0], coords[1])) {
/** Player step and it is the current player */
if (activePlayer === this.refs.gridControl.state.webPlayer) {
/** STEP */
let points = this.makePointsCalcAndStep(coords);
/** THE END */
this.makeGameEndIfItEnds(points.blue, points.red);
let dataPack = {
'coords': coords,
'player': activePlayer,
'bomb': this.refs.gridControl.refs.userControl.state.bombSelected,
'redPoints': points.red,
'bluePoints': points.blue,
'resign': null,
'redExplodedBomb': activePlayer === 'red' && this.refs.gridControl.refs.userControl.state.bombSelected,
'blueExplodedBomb': activePlayer === 'blue' && this.refs.gridControl.refs.userControl.state.bombSelected
};
/** PUBLISH */
!this.state.connectionLost
? this.state.session.publish(this.state.channel, dataPack)
: this.cachePublish(dataPack);
}
}
}
render() {
return (
<GridControl ref="gridControl"
env={this.props.env === 'dev'}
resign={this.resign.bind(this)}
onClick={this.onClick.bind(this)}/>
);
}
render() {
return (
<GridControl
ref="gridControl"
env={'dev' === this.props.env}
resign={this.resign.bind(this)}
onClick={this.onClick.bind(this)}
/>
);
}
}
export default MineSeeker;

View File

@@ -1,445 +1,447 @@
import React from 'react';
import GridField from './grid-field';
import UserControl from '../user/user-control';
import {Howl, Howler} from 'howler';
import { Howl } from 'howler';
class GridControl extends React.Component {
constructor(props) {
super(props);
constructor(props) {
super(props);
let click = new Howl({src: ['/sound/click.mp3']}),
bomb = new Howl({src: ['/sound/bomb.mp3']}),
mine = new Howl({src: ['/sound/mine.mp3']}),
warning = new Howl({src: ['/sound/warning.mp3']}),
won = new Howl({src: ['/sound/won.mp3']});
let click = new Howl({ src: ['/sound/click.mp3'] }),
bomb = new Howl({ src: ['/sound/bomb.mp3'] }),
mine = new Howl({ src: ['/sound/mine.mp3'] }),
warning = new Howl({ src: ['/sound/warning.mp3'] }),
won = new Howl({ src: ['/sound/won.mp3'] });
this.state = {
env: props.env,
webPlayer: null,
grid: null,
desc: null,
renderGridFields: false,
gridFields: [],
updatedFieldCache: [],
bombFieldCache: [],
foundUserMineCache: 0,
playBomb: false,
overlay: false,
overlayTitle: "",
overlaySubTitle: "",
sound: {
click: click,
bomb: bomb,
mine: mine,
warning: warning,
won: won
},
lastClicked: {
red: null,
blue: null
}
};
this.state = {
env: props.env,
webPlayer: null,
grid: null,
desc: null,
renderGridFields: false,
gridFields: [],
updatedFieldCache: [],
bombFieldCache: [],
foundUserMineCache: 0,
playBomb: false,
overlay: false,
overlayTitle: '',
overlaySubTitle: '',
sound: {
click: click,
bomb: bomb,
mine: mine,
warning: warning,
won: won,
},
lastClicked: {
red: null,
blue: null,
},
};
}
refString(row, col) {
return 'gridField_' + row + '_' + col;
}
checkMine(row, col) {
return 'undefined' !== typeof this.state.grid[row] && 'undefined' !== typeof this.state.grid[row][col] && 'm' !== this.state.grid[row][col];
}
checkFieldHasBeenNeverClicked(row, col) {
return 0 > this.state.updatedFieldCache.indexOf(this.refString(row, col)) && !this.refs[this.refString(row, col)].state.active;
}
getBombRadius(row, col) {
let isBombTargetCenter = 1 < row && row < this.state.grid.length - 2 && 1 < col && col < this.state.grid[row].length - 2;
/** if the (5x5) target not fits the grid */
if (!isBombTargetCenter) {
col = 2 > col ? 2 : col;
row = 2 > row ? 2 : row;
row = row > this.state.grid.length - 3 ? this.state.grid.length - 3 : row;
col = col > this.state.grid[0].length - 3 ? this.state.grid[0].length - 3 : col;
}
refString(row, col) {
return 'gridField_' + row + '_' + col;
}
return [
[row, col], [row - 2, col - 2], [row - 2, col], [row - 2, col + 2], [row, col - 2], [row, col + 2],
[row + 2, col - 2], [row + 2, col], [row + 2, col + 2], [row - 2, col + 1], [row - 2, col - 1],
[row - 1, col - 2], [row - 1, col - 1], [row - 1, col], [row - 1, col + 1], [row - 1, col + 2],
[row, col - 1], [row, col + 1], [row + 1, col - 2], [row + 1, col - 1], [row + 1, col],
[row + 1, col + 1], [row + 1, col + 2], [row + 2, col - 1], [row + 2, col + 1],
];
}
checkMine(row, col) {
return typeof this.state.grid[row] !== 'undefined' && typeof this.state.grid[row][col] !== 'undefined' && this.state.grid[row][col] !== 'm';
}
getBombFieldRadius() {
return [
[null, null], [0, 0], [1, 0], [2, 0], [0, 1], [2, 1], [0, 2], [1, 2], [2, 2],
[null, null], [null, null], [null, null], [null, null], [null, null], [null, null], [null, null],
[null, null], [null, null], [null, null], [null, null], [null, null], [null, null], [null, null],
[null, null], [null, null],
];
}
checkFieldHasBeenNeverClicked(row, col) {
return this.state.updatedFieldCache.indexOf(this.refString(row, col)) < 0 && !this.refs[this.refString(row, col)].state.active;
}
getNeighbourRadius(row, col) {
return [
[row - 1, col], [row - 1, col - 1], [row - 1, col + 1], [row, col - 1], [row, col + 1], [row + 1, col],
[row + 1, col + 1], [row + 1, col - 1],
];
}
getBombRadius(row, col) {
let isBombTargetCenter = row > 1 && row < this.state.grid.length - 2 && col > 1 && col < this.state.grid[row].length - 2;
checkNeighbourItem(row, col) {
if (this.checkMine(row, col)) {
var currentField = this.refs[this.refString(row, col)];
/** if the (5x5) target not fits the grid */
if (!isBombTargetCenter) {
col = col < 2 ? 2 : col;
row = row < 2 ? 2 : row;
row = row > this.state.grid.length - 3 ? this.state.grid.length - 3 : row;
col = col > this.state.grid[0].length - 3 ? this.state.grid[0].length - 3 : col;
}
/**
* It must be cached because the GridField.state not updated until
* all showAppropriateFields() method runned out!!
*/
if (this.checkFieldHasBeenNeverClicked(row, col)) {
this.state.updatedFieldCache.push(this.refString(row, col));
return [
[row, col], [row - 2, col - 2], [row - 2, col], [row - 2, col + 2], [row, col - 2], [row, col + 2],
[row + 2, col - 2], [row + 2, col], [row + 2, col + 2], [row - 2, col + 1], [row - 2, col - 1],
[row - 1, col - 2], [row - 1, col - 1], [row - 1, col], [row - 1, col + 1], [row - 1, col + 2],
[row, col - 1], [row, col + 1], [row + 1, col - 2], [row + 1, col - 1], [row + 1, col],
[row + 1, col + 1], [row + 1, col + 2], [row + 2, col - 1], [row + 2, col + 1]
];
}
getBombFieldRadius() {
return [
[null, null], [0, 0], [1, 0], [2, 0], [0, 1], [2, 1], [0, 2], [1, 2], [2, 2],
[null, null], [null, null], [null, null], [null, null], [null, null], [null, null], [null, null],
[null, null], [null, null], [null, null], [null, null], [null, null], [null, null], [null, null],
[null, null], [null, null]
];
}
getNeighbourRadius(row, col) {
return [
[row - 1, col], [row - 1, col - 1], [row - 1, col + 1], [row, col - 1], [row, col + 1], [row + 1, col],
[row + 1, col + 1], [row + 1, col - 1]
];
}
checkNeighbourItem(row, col) {
if (this.checkMine(row, col)) {
var currentField = this.refs[this.refString(row, col)];
/**
* It must be cached because the GridField.state not updated until
* all showAppropriateFields() method runned out!!
*/
if (this.checkFieldHasBeenNeverClicked(row, col)) {
this.state.updatedFieldCache.push(this.refString(row, col));
currentField.setState({
currentImage: this.state.grid[row][col],
currentObj: this.state.grid[row][col],
active: true
});
if (this.state.grid[row][col] === 0) {
return {
row: row,
col: col
};
}
}
}
return false;
}
checkNeighbours(row, col) {
let anotherFields = [],
neighbours = this.getNeighbourRadius(row, col);
for (let i = 0, j = neighbours.length; i < j; i++) {
anotherFields.push(this.checkNeighbourItem(neighbours[i][0], neighbours[i][1]));
}
return anotherFields;
}
bombClear() {
if (this.state.bombFieldCache.length) {
for (var i = 0, j = this.state.bombFieldCache.length; i < j; i++) {
var cacheItem = this.state.bombFieldCache[i];
this.refs[this.refString(cacheItem[0], cacheItem[1])]
.setState({bombTargetArea: null});
}
this.state.bombFieldCache = [];
}
}
bombCreate(row, col) {
var bombFieldSymbols = this.getBombFieldRadius(),
bombFields = this.getBombRadius(row, col);
for (var i = 0, j = bombFields.length; i < j; i++) {
this.state.bombFieldCache.push(bombFields[i]);
this.refs[this.refString(bombFields[i][0], bombFields[i][1])]
.setState({bombTargetArea: bombFieldSymbols[i]});
}
}
showLeftMines() {
for (let i = 0, j = this.state.grid.length; i < j; i++) {
for (let k = 0, l = this.state.grid[i].length; k < l; k++) {
let currentField = this.refs[this.refString(i, k)];
if (this.state.grid[i][k] === 'm' && this.checkFieldHasBeenNeverClicked(i, k)) {
currentField.setState({
currentImage: currentField.state.icons.root + currentField.state.icons.left
});
}
}
}
}
/** set __ACTIVE__ player in the UserControl !!!! */
changePlayer(idx, max, currentObject) {
var userControl = this.refs.userControl,
activePlayer = userControl.state.activePlayer ? 'blue' : 'red',
inactivePlayer = userControl.state.activePlayer ? 'red' : 'blue';
if (
userControl.state.bombSelected && idx === (max - 1) ||
!idx && !userControl.state.bombSelected && currentObject !== 'm'
) {
userControl.setState({
activePlayer: userControl.state.activePlayer ? 0 : 1
});
/** the desc is inversely because the user.active is not changed yet !!! */
userControl.refs[activePlayer].setState({
active: false,
desc: ""
});
userControl.refs[inactivePlayer].setState({
active: true,
desc: activePlayer === this.state.webPlayer
? this.state.desc.buddy
: this.state.desc.you
});
}
}
/**
* Show all fields that needed after click
*
* @param currentField
* @param row
* @param col
*/
showAppropriateFields(currentField, row, col) {
currentField.setState({
currentObj: this.state.grid[row][col],
active: true
currentImage: this.state.grid[row][col],
currentObj: this.state.grid[row][col],
active: true,
});
if (this.checkFieldHasBeenNeverClicked(row, col)) {
this.state.updatedFieldCache.push(this.refString(row, col));
}
if (this.state.grid[row][col] === 0) {
var neighbours = this.checkNeighbours(row, col);
neighbours
.filter((i) => {
return i !== false;
})
.forEach((element, index, array) => {
var currentField = this.refs[this.refString(element.row, element.col)];
this.showAppropriateFields(currentField, element.row, element.col);
});
if (0 === this.state.grid[row][col]) {
return {
row: row,
col: col,
};
}
}
}
/**
* Player control method
*
* @param currentObject {int|string} Current object from Grid class
* @param row {int}
* @param col {int}
* @param justOnFirstIteration {int} When bomb is being used check the whole explosion area
*/
handleGridField(currentObject, row, col, justOnFirstIteration = 0) {
var userControl = this.refs.userControl,
gridFieldControl = this.refs[this.refString(row, col)],
activePlayer = userControl.state.activePlayer ? 'blue' : 'red',
inactivePlayer = userControl.state.activePlayer ? 'red' : 'blue';
return false;
}
/** if the clicked field is NEVER CLICKED */
if (this.checkFieldHasBeenNeverClicked(row, col)) {
/** update LAST CLICKED grid field */
if (!justOnFirstIteration) {
if (this.state.lastClicked[activePlayer] !== null) {
this.refs[this.refString(this.state.lastClicked[activePlayer][0], this.state.lastClicked[activePlayer][1])].setState({
lastClickedRed: false,
lastClickedBlue: false
});
}
}
checkNeighbours(row, col) {
let anotherFields = [],
neighbours = this.getNeighbourRadius(row, col);
this.state.lastClicked[activePlayer] = [row, col];
for (let i = 0, j = neighbours.length; i < j; i++) {
anotherFields.push(this.checkNeighbourItem(neighbours[i][0], neighbours[i][1]));
}
/** if you found mine */
if (currentObject === 'm') {
this.state.foundUserMineCache++;
return anotherFields;
}
if (!justOnFirstIteration) {
/** set last clicked field w/ color */
this.state.lastClicked[activePlayer] = [row, col];
bombClear() {
if (this.state.bombFieldCache.length) {
for (var i = 0, j = this.state.bombFieldCache.length; i < j; i++) {
var cacheItem = this.state.bombFieldCache[i];
this.refs[this.refString(cacheItem[0], cacheItem[1])]
.setState({ bombTargetArea: null });
}
this.state.bombFieldCache = [];
}
}
this.state.sound[
(userControl.refs[activePlayer].state.mines + this.state.foundUserMineCache) > 20
? 'warning'
: 'mine'
].play();
}
bombCreate(row, col) {
var bombFieldSymbols = this.getBombFieldRadius(),
bombFields = this.getBombRadius(row, col);
/** set current image in field */
gridFieldControl.setState({
currentImage: gridFieldControl.state.icons.root + gridFieldControl.state.icons.flag[activePlayer]
});
} else {
this.state.sound.click.play();
for (var i = 0, j = bombFields.length; i < j; i++) {
this.state.bombFieldCache.push(bombFields[i]);
/** set current image in field - WHEN it is a number */
if (!isNaN(currentObject)) {
gridFieldControl.setState({
currentImage: currentObject
});
}
}
this.refs[this.refString(bombFields[i][0], bombFields[i][1])]
.setState({ bombTargetArea: bombFieldSymbols[i] });
}
}
/**
* set bombs status - we must add one mine (currentObject === 'm' ? 1 : 0) to current mine
* when it found NOW because the status is not refreshed unless the handleGridField() ends
*/
userControl.refs[activePlayer].setState({
enabledBomb: userControl.refs[activePlayer].state.mines + (currentObject === 'm' ? 1 : 0) <= userControl.refs[inactivePlayer].state.mines
});
showLeftMines() {
for (let i = 0, j = this.state.grid.length; i < j; i++) {
for (let k = 0, l = this.state.grid[i].length; k < l; k++) {
let currentField = this.refs[this.refString(i, k)];
userControl.refs[inactivePlayer].setState({
enabledBomb: userControl.refs[activePlayer].state.mines + (currentObject === 'm' ? 1 : 0) >= userControl.refs[inactivePlayer].state.mines
});
/** set-up last clicked */
if (!justOnFirstIteration) {
gridFieldControl.setState({
lastClickedRed: activePlayer === 'red',
lastClickedBlue: activePlayer === 'blue'
});
}
if ('m' === this.state.grid[i][k] && this.checkFieldHasBeenNeverClicked(i, k)) {
currentField.setState({
currentImage: currentField.state.icons.root + currentField.state.icons.left,
});
}
}
}
}
/** set __ACTIVE__ player in the UserControl !!!! */
changePlayer(idx, max, currentObject) {
var userControl = this.refs.userControl,
activePlayer = userControl.state.activePlayer ? 'blue' : 'red',
inactivePlayer = userControl.state.activePlayer ? 'red' : 'blue';
if (
userControl.state.bombSelected && idx === (max - 1)
|| !idx && !userControl.state.bombSelected && 'm' !== currentObject
) {
userControl.setState({
activePlayer: userControl.state.activePlayer ? 0 : 1,
});
/** the desc is inversely because the user.active is not changed yet !!! */
userControl.refs[activePlayer].setState({
active: false,
desc: '',
});
userControl.refs[inactivePlayer].setState({
active: true,
desc: activePlayer === this.state.webPlayer
? this.state.desc.buddy
: this.state.desc.you,
});
}
}
/**
* Show all fields that needed after click
*
* @param currentField
* @param row
* @param col
*/
showAppropriateFields(currentField, row, col) {
currentField.setState({
currentObj: this.state.grid[row][col],
active: true,
});
if (this.checkFieldHasBeenNeverClicked(row, col)) {
this.state.updatedFieldCache.push(this.refString(row, col));
}
/**
* Show elems w/ conditions
*
* @param row
* @param col
* @param idx
* @param max
*/
show(row, col, idx = 0, max = 0) {
this.handleGridField(this.state.grid[row][col], row, col, idx);
this.showAppropriateFields(this.refs[this.refString(row, col)], row, col);
this.changePlayer(idx, max, this.state.grid[row][col]);
if (0 === this.state.grid[row][col]) {
let neighbours = this.checkNeighbours(row, col);
neighbours
.filter(i => false !== i)
.forEach(element => {
let currentField = this.refs[this.refString(element.row, element.col)];
this.showAppropriateFields(currentField, element.row, element.col);
});
}
}
/**
* STEP one
*
* @param coords
*/
stepEvent(coords) {
/** if the clicked field is NEVER CLICKED */
if (this.checkFieldHasBeenNeverClicked(coords[0], coords[1])) {
var activePlayer = this.refs.userControl.state.activePlayer ? 'blue' : 'red';
/**
* Player control method
*
* @param currentObject {int|string} Current object from Grid class
* @param row {int}
* @param col {int}
* @param justOnFirstIteration {int} When bomb is being used check the whole explosion area
*/
handleGridField(currentObject, row, col, justOnFirstIteration = 0) {
var userControl = this.refs.userControl,
gridFieldControl = this.refs[this.refString(row, col)],
activePlayer = userControl.state.activePlayer ? 'blue' : 'red',
inactivePlayer = userControl.state.activePlayer ? 'red' : 'blue';
this.state.foundUserMineCache = 0;
this.state.playBomb = true;
/** Show elements */
if (this.refs.userControl.state.bombSelected) {
this.state.sound.bomb.play();
var bombRadius = this.getBombRadius(coords[0], coords[1]);
for (var i = 0, j = bombRadius.length; i < j; i++) {
this.show(bombRadius[i][0], bombRadius[i][1], i, j);
}
/** remove BOMB from activePlayer */
this.refs.userControl.refs[activePlayer].setState({
haveBomb: false
});
} else {
this.show(coords[0], coords[1]);
}
/** Mine score handling */
if (this.state.foundUserMineCache) {
this.refs.userControl.setState({
mines: this.refs.userControl.state.mines - this.state.foundUserMineCache,
foundMines: true
}, () => {
/** because of CSS animation in .found-mine */
setTimeout(() => this.refs.userControl.setState({foundMines: false}), 500);
/** add the found mines to the active Player */
this.refs.userControl.refs[activePlayer].setState({
mines: this.refs.userControl.refs[activePlayer].state.mines + this.state.foundUserMineCache
});
});
}
/** Reset BOMB status */
if (this.refs.userControl.state.bombSelected) {
/** reset bomb selected status */
this.refs.userControl.setState({bombSelected: false});
/** clear cache, reset symbols */
this.bombClear();
}
/** if the clicked field is NEVER CLICKED */
if (this.checkFieldHasBeenNeverClicked(row, col)) {
/** update LAST CLICKED grid field */
if (!justOnFirstIteration) {
if (null !== this.state.lastClicked[activePlayer]) {
this.refs[this.refString(this.state.lastClicked[activePlayer][0], this.state.lastClicked[activePlayer][1])].setState({
lastClickedRed: false,
lastClickedBlue: false,
});
}
}
}
/**
* On Hover when you want to drop BOMB
* Target grid field
* @param coords
*/
onHoverGridField(coords) {
if (this.refs.userControl.state.bombSelected) {
var activePlayer = this.refs.userControl.state.activePlayer ? 'blue' : 'red';
this.state.lastClicked[activePlayer] = [row, col];
if (activePlayer === this.state.webPlayer) {
/** clear cache, reset symbols */
this.bombClear();
/** if you found mine */
if ('m' === currentObject) {
this.state.foundUserMineCache++;
/** new cache && field activate */
this.bombCreate(coords[0], coords[1]);
} else {
this.refs.userControl.setState({bombSelected: false});
}
if (!justOnFirstIteration) {
/** set last clicked field w/ color */
this.state.lastClicked[activePlayer] = [row, col];
this.state.sound[
20 < (userControl.refs[activePlayer].state.mines + this.state.foundUserMineCache)
? 'warning'
: 'mine'
].play();
}
}
renderGridFields() {
for (let i = 0, j = this.state.grid.length; i < j; i++) {
for (let k = 0, l = this.state.grid[i].length; k < l; k++) {
this.state.gridFields.push(
<GridField row={i}
col={k}
ref={this.refString(i, k)}
key={this.refString(i, k)}
handleHoverOn={this.onHoverGridField.bind(this, [i, k])}
onClick={this.props.onClick.bind(null, [i, k])}/>
);
}
/** set current image in field */
gridFieldControl.setState({
currentImage: gridFieldControl.state.icons.root + gridFieldControl.state.icons.flag[activePlayer],
});
} else {
this.state.sound.click.play();
/** set current image in field - WHEN it is a number */
if (!isNaN(currentObject)) {
gridFieldControl.setState({
currentImage: currentObject,
});
}
}
/**
* set bombs status - we must add one mine (currentObject === 'm' ? 1 : 0) to current mine
* when it found NOW because the status is not refreshed unless the handleGridField() ends
*/
userControl.refs[activePlayer].setState({
enabledBomb: userControl.refs[activePlayer].state.mines + ('m' === currentObject ? 1 : 0) <= userControl.refs[inactivePlayer].state.mines,
});
userControl.refs[inactivePlayer].setState({
enabledBomb: userControl.refs[activePlayer].state.mines + ('m' === currentObject ? 1 : 0) >= userControl.refs[inactivePlayer].state.mines,
});
/** set-up last clicked */
if (!justOnFirstIteration) {
gridFieldControl.setState({
lastClickedRed: 'red' === activePlayer,
lastClickedBlue: 'blue' === activePlayer,
});
}
}
}
render() {
/** Render the grid fields just one time in one party #12 */
this.state.renderGridFields && this.renderGridFields();
this.state.renderGridFields = false;
/**
* Show elems w/ conditions
*
* @param row
* @param col
* @param idx
* @param max
*/
show(row, col, idx = 0, max = 0) {
this.handleGridField(this.state.grid[row][col], row, col, idx);
this.showAppropriateFields(this.refs[this.refString(row, col)], row, col);
this.changePlayer(idx, max, this.state.grid[row][col]);
}
return (
<div className="game-wrapper">
<div className={`game-overlay ${this.state.overlay ? '' : ' hide'}`}>
<div className="game-overlay-window">
<h1>{this.state.overlayTitle}</h1>
<h2>{this.state.overlaySubTitle}</h2>
</div>
</div>
<UserControl ref="userControl"
resign={this.props.resign}
webPlayer={this.state.webPlayer}
bombClear={this.bombClear.bind(this)}/>
<div className="grid-container">
<div className="grid">
<>
{this.state.gridFields}
</>
</div>
</div>
</div>
/**
* STEP one
*
* @param coords
*/
stepEvent(coords) {
/** if the clicked field is NEVER CLICKED */
if (this.checkFieldHasBeenNeverClicked(coords[0], coords[1])) {
var activePlayer = this.refs.userControl.state.activePlayer ? 'blue' : 'red';
this.state.foundUserMineCache = 0;
this.state.playBomb = true;
/** Show elements */
if (this.refs.userControl.state.bombSelected) {
this.state.sound.bomb.play();
var bombRadius = this.getBombRadius(coords[0], coords[1]);
for (var i = 0, j = bombRadius.length; i < j; i++) {
this.show(bombRadius[i][0], bombRadius[i][1], i, j);
}
/** remove BOMB from activePlayer */
this.refs.userControl.refs[activePlayer].setState({
haveBomb: false,
});
} else {
this.show(coords[0], coords[1]);
}
/** Mine score handling */
if (this.state.foundUserMineCache) {
this.refs.userControl.setState({
mines: this.refs.userControl.state.mines - this.state.foundUserMineCache,
foundMines: true,
}, () => {
/** because of CSS animation in .found-mine */
setTimeout(() => this.refs.userControl.setState({ foundMines: false }), 500);
/** add the found mines to the active Player */
this.refs.userControl.refs[activePlayer].setState({
mines: this.refs.userControl.refs[activePlayer].state.mines + this.state.foundUserMineCache,
});
});
}
/** Reset BOMB status */
if (this.refs.userControl.state.bombSelected) {
/** reset bomb selected status */
this.refs.userControl.setState({ bombSelected: false });
/** clear cache, reset symbols */
this.bombClear();
}
}
}
/**
* On Hover when you want to drop BOMB
* Target grid field
* @param coords
*/
onHoverGridField(coords) {
if (this.refs.userControl.state.bombSelected) {
var activePlayer = this.refs.userControl.state.activePlayer ? 'blue' : 'red';
if (activePlayer === this.state.webPlayer) {
/** clear cache, reset symbols */
this.bombClear();
/** new cache && field activate */
this.bombCreate(coords[0], coords[1]);
} else {
this.refs.userControl.setState({ bombSelected: false });
}
}
}
renderGridFields() {
for (let i = 0, j = this.state.grid.length; i < j; i++) {
for (let k = 0, l = this.state.grid[i].length; k < l; k++) {
this.state.gridFields.push(
<GridField
row={i}
col={k}
ref={this.refString(i, k)}
key={this.refString(i, k)}
handleHoverOn={this.onHoverGridField.bind(this, [i, k])}
onClick={this.props.onClick.bind(null, [i, k])}
/>,
);
}
}
}
render() {
/** Render the grid fields just one time in one party #12 */
this.state.renderGridFields && this.renderGridFields();
this.state.renderGridFields = false;
return (
<div className="game-wrapper">
<div className={`game-overlay ${this.state.overlay ? '' : ' hide'}`}>
<div className="game-overlay-window">
<h1>{this.state.overlayTitle}</h1>
<h2>{this.state.overlaySubTitle}</h2>
</div>
</div>
<UserControl
ref="userControl"
resign={this.props.resign}
webPlayer={this.state.webPlayer}
bombClear={this.bombClear.bind(this)}
/>
<div className="grid-container">
<div className="grid">
<>
{this.state.gridFields}
</>
</div>
</div>
</div>
);
}
}
export default GridControl;

View File

@@ -1,145 +1,156 @@
import React from 'react';
class GridField extends React.Component {
constructor(props) {
super(props);
constructor(props) {
super(props);
this.state = {
currentObj: 'w',
currentImage: null,
active: false,
lastClickedRed: false,
lastClickedBlue: false,
bombTargetArea: null,
icons: {
root: '/images/',
water: {
1: 'bg-wave-1-outbg.png',
2: 'bg-wave-1-outbg.png',
3: 'bg-wave-2-outbg.png'
},
flag: {
red: 'bg-flag-red-outbg.png',
blue: 'bg-flag-blue-outbg.png'
},
target: {
lastBlue: 'bg-last-blue-outbg.png',
lastRed: 'bg-last-red-outbg.png',
crosshair: 'bg-target-outbg.png',
crosshairBomb: 'bg-target-bomb-outbg.png'
},
left: 'bg-left-mine-outbg.png'
}
};
this.state = {
currentObj: 'w',
currentImage: null,
active: false,
lastClickedRed: false,
lastClickedBlue: false,
bombTargetArea: null,
icons: {
root: '/images/',
water: {
1: 'bg-wave-1-outbg.png',
2: 'bg-wave-1-outbg.png',
3: 'bg-wave-2-outbg.png',
},
flag: {
red: 'bg-flag-red-outbg.png',
blue: 'bg-flag-blue-outbg.png',
},
target: {
lastBlue: 'bg-last-blue-outbg.png',
lastRed: 'bg-last-red-outbg.png',
crosshair: 'bg-target-outbg.png',
crosshairBomb: 'bg-target-bomb-outbg.png',
},
left: 'bg-left-mine-outbg.png',
},
};
}
componentWillMount() {
var wave = Math.floor(Math.random() * 3) + 1;
this.setState({
currentImage: this.state.icons.root + this.state.icons.water[wave],
});
}
classNameWhenActive() {
return 'field'
+ (true === this.state.active ? ' active' : '')
+ (true === this.state.active && 'm' === this.state.currentObj ? ' mine' : '')
+ ' color-' + this.state.currentObj;
}
currentImage() {
return isNaN(this.state.currentImage)
? (
<div className="flag-mine">
<img src={this.state.currentImage} alt="current image" />
<div className="flag-mine-base" />
</div>
) : this.state.currentImage ? <div className="flag-number">{this.state.currentImage}</div> : '';
}
lastClickedClass() {
return 'field-'
+ (this.state.lastClickedRed ? 'red' : '')
+ (this.state.lastClickedBlue ? 'blue' : '') + '-last last-clicked';
}
lastClickedSrc() {
return this.state.lastClickedRed
? '/images/bg-last-red-outbg.png'
: '/images/bg-last-blue-outbg.png';
}
currentLastClicked() {
return this.state.lastClickedRed || this.state.lastClickedBlue
? (
<img
className={this.lastClickedClass()}
src={this.lastClickedSrc()}
alt="blue last"
/>
) : '';
}
createBombTarget() {
if (null !== this.state.bombTargetArea) {
let vert, hor = '';
switch (this.state.bombTargetArea[0]) {
case 0:
vert = 'left';
break;
case 1:
vert = 'center';
break;
case 2:
vert = 'right';
break;
default:
vert = null;
break;
}
switch (this.state.bombTargetArea[1]) {
case 0:
hor = 'top';
break;
case 1:
hor = 'middle';
break;
case 2:
hor = 'bottom';
break;
default:
vert = null;
break;
}
var src = null === vert
? '/images/bg-bomb-empty-outbg.png'
: '/images/bg-bomb-' + hor + '-' + vert + '-outbg.png';
return (
<img
className="field-bomb-target"
src={src}
alt="bomb target"
/>
);
}
}
componentWillMount() {
var wave = Math.floor(Math.random() * 3) + 1;
this.setState({
currentImage: this.state.icons.root + this.state.icons.water[wave]
});
}
classNameWhenActive() {
return 'field'
+ (this.state.active === true ? ' active' : '')
+ (this.state.active === true && this.state.currentObj === 'm' ? ' mine' : '')
+ ' color-' + this.state.currentObj;
}
currentImage() {
return isNaN(this.state.currentImage)
?
<div className="flag-mine">
<img src={this.state.currentImage}/>
<div className="flag-mine-base"></div>
</div>
: this.state.currentImage ? <div className="flag-number">{this.state.currentImage}</div> : '';
}
lastClickedClass() {
return 'field-'
+ (this.state.lastClickedRed ? 'red' : '')
+ (this.state.lastClickedBlue ? 'blue' : '') + '-last last-clicked';
}
lastClickedSrc() {
return this.state.lastClickedRed
? "/images/bg-last-red-outbg.png"
: "/images/bg-last-blue-outbg.png";
}
currentLastClicked() {
return this.state.lastClickedRed || this.state.lastClickedBlue
? <img className={this.lastClickedClass()}
src={this.lastClickedSrc()}
alt="blue last"/>
: '';
}
createBombTarget() {
if (this.state.bombTargetArea !== null) {
var vert = '', hor = '';
switch (this.state.bombTargetArea[0]) {
case 0:
vert = 'left';
break;
case 1:
vert = 'center';
break;
case 2:
vert = 'right';
break;
default:
vert = null;
break;
}
switch (this.state.bombTargetArea[1]) {
case 0:
hor = 'top';
break;
case 1:
hor = 'middle';
break;
case 2:
hor = 'bottom';
break;
default:
vert = null;
break;
}
var src = vert === null
? '/images/bg-bomb-empty-outbg.png'
: '/images/bg-bomb-' + hor + '-' + vert + '-outbg.png';
return <img className="field-bomb-target"
src={src}
alt="bomb target"/>
}
}
render() {
return (
<div className="field-wrapper"
onClick={this.props.onClick}
onMouseEnter={this.props.handleHoverOn}>
<img className="field-target"
src="/images/bg-target-outbg.png"
alt="target"/>
{this.createBombTarget()}
{this.currentLastClicked()}
<div className={this.classNameWhenActive()}>
<div className="field-corner">
{this.currentImage()}
</div>
</div>
</div>
);
}
render() {
return (
<div
className="field-wrapper"
onClick={this.props.onClick}
onMouseEnter={this.props.handleHoverOn}
>
<img
className="field-target"
src="/images/bg-target-outbg.png"
alt="target"
/>
{this.createBombTarget()}
{this.currentLastClicked()}
<div className={this.classNameWhenActive()}>
<div className="field-corner">
{this.currentImage()}
</div>
</div>
</div>
);
}
}
export default GridField;

View File

@@ -1,101 +1,101 @@
import React from 'react';
class Grid extends React.Component {
constructor() {
super();
constructor() {
super();
this.state = {
row: 16,
col: 16,
mines: 51,
set: []
};
this.state = {
row: 16,
col: 16,
mines: 51,
set: [],
};
this.state.grid = this.numberingGrid(
this.createGrid(
this.shuffleSet(
this.createSet(
this.state.set
)
)
)
);
this.state.grid = this.numberingGrid(
this.createGrid(
this.shuffleSet(
this.createSet(
this.state.set,
),
),
),
);
}
createSet(obj) {
for (let i = 0, j = this.state.row * this.state.col; i < j; i++) {
obj.push(
0 < this.state.mines
? 'm'
: 'w',
);
this.state.mines--;
}
createSet(obj) {
for (var i = 0, j = this.state.row * this.state.col; i < j; i++) {
obj.push(
this.state.mines > 0
? "m"
: "w"
);
this.state.mines--;
return obj;
}
shuffleSet(obj) {
return obj.sort(function() {
return Math.round(Math.random()) - .5;
});
}
createGrid(obj) {
let grid = [[]],
row = 0,
col = 0;
for (let i = 0, j = obj.length; i < j; i++) {
grid[row][col] = obj[i];
if (15 === col && 15 !== row) {
row++;
col = 0;
grid.push([]);
} else {
col++;
}
}
return grid;
}
checkMine(field, i, j) {
return 'undefined' !== typeof field[i] && 'undefined' !== typeof field[i][j] && 'm' === field[i][j];
}
isThereMine(obj, row, col) {
if (this.checkMine(obj, row, col)) {
return 1;
}
return 0;
}
numberingGrid(obj) {
let nbr = 0;
for (let i = 0; i < this.state.row; i++) {
for (let j = 0; j < this.state.col; j++) {
if ('w' === obj[i][j]) {
nbr = 0;
nbr += this.isThereMine(obj, i - 1, j);
nbr += this.isThereMine(obj, i - 1, j - 1);
nbr += this.isThereMine(obj, i - 1, j + 1);
nbr += this.isThereMine(obj, i, j - 1);
nbr += this.isThereMine(obj, i, j + 1);
nbr += this.isThereMine(obj, i + 1, j);
nbr += this.isThereMine(obj, i + 1, j + 1);
nbr += this.isThereMine(obj, i + 1, j - 1);
obj[i][j] = nbr;
}
return obj;
}
}
shuffleSet(obj) {
return obj.sort(function () {
return Math.round(Math.random()) - .5;
});
}
createGrid(obj) {
var grid = [[]],
row = 0,
col = 0;
for (var i = 0, j = obj.length; i < j; i++) {
grid[row][col] = obj[i];
if (col === 15 && row !== 15) {
row++;
col = 0;
grid.push([]);
} else {
col++;
}
}
return grid;
}
checkMine(field, i, j) {
return typeof field[i] !== 'undefined' && typeof field[i][j] !== 'undefined' && field[i][j] === 'm';
}
isThereMine(obj, row, col) {
if (this.checkMine(obj, row, col)) {
return 1;
}
return 0;
}
numberingGrid(obj) {
var nbr = 0;
for (var i = 0; i < this.state.row; i++) {
for (var j = 0; j < this.state.col; j++) {
if (obj[i][j] === 'w') {
nbr = 0;
nbr += this.isThereMine(obj, i - 1, j);
nbr += this.isThereMine(obj, i - 1, j - 1);
nbr += this.isThereMine(obj, i - 1, j + 1);
nbr += this.isThereMine(obj, i, j - 1);
nbr += this.isThereMine(obj, i, j + 1);
nbr += this.isThereMine(obj, i + 1, j);
nbr += this.isThereMine(obj, i + 1, j + 1);
nbr += this.isThereMine(obj, i + 1, j - 1);
obj[i][j] = nbr;
}
}
}
return obj;
}
return obj;
}
}
export default Grid;

View File

@@ -2,77 +2,81 @@ import React from 'react';
import User from './user';
class UserControl extends React.Component {
constructor() {
super();
constructor() {
super();
/**
* activePlayer - red: 0, blue: 1
* @type {{activePlayer: boolean, mines: number, bombSelected: boolean, foundMines: boolean}}
*/
this.state = {
activePlayer: false,
mines: 51,
bombSelected: false,
foundMines: false
};
/**
* activePlayer - red: 0, blue: 1
* @type {{activePlayer: boolean, mines: number, bombSelected: boolean, foundMines: boolean}}
*/
this.state = {
activePlayer: false,
mines: 51,
bombSelected: false,
foundMines: false,
};
}
youCanSelectBomb(activePlayer, clickedPlayer) {
return this.refs[activePlayer].state.haveBomb
&& this.refs[activePlayer].state.enabledBomb
&& this.state.activePlayer === clickedPlayer;
}
onClickBombSelector(clickedPlayer) {
let activePlayer = this.state.activePlayer ? 'blue' : 'red';
if (this.youCanSelectBomb(activePlayer, clickedPlayer)) {
this.state.bombSelected = !this.state.bombSelected;
if (!this.state.bombSelected) {
this.props.bombClear();
}
}
}
youCanSelectBomb(activePlayer, clickedPlayer) {
return this.refs[activePlayer].state.haveBomb &&
this.refs[activePlayer].state.enabledBomb &&
this.state.activePlayer === clickedPlayer;
}
getResignClass(webPlayer) {
let activePlayer = 1 === this.state.activePlayer ? 'blue' : 'red';
return 'resign' + (webPlayer !== activePlayer ? ' disabled' : '');
}
onClickBombSelector(clickedPlayer) {
let activePlayer = this.state.activePlayer ? 'blue' : 'red';
activeMines() {
return 'active-mines' + (this.state.foundMines ? ' found-mine' : '');
}
if (this.youCanSelectBomb(activePlayer, clickedPlayer)) {
this.state.bombSelected = !this.state.bombSelected;
if (!this.state.bombSelected) {
this.props.bombClear();
}
}
}
getResignClass(webPlayer) {
let activePlayer = this.state.activePlayer === 1 ? 'blue' : 'red';
return "resign" + (webPlayer !== activePlayer ? ' disabled' : '');
}
activeMines() {
return "active-mines" + (this.state.foundMines ? ' found-mine' : '');
}
render() {
return (
<div className="users">
<User ref="blue"
color="blue"
webPlayer={this.props.webPlayer}
active={this.state.activePlayer === 1}
onClickBombSelector={this.onClickBombSelector.bind(this, 1)}/>
<div className="active-mines-container">
<i className="fa fa-star"></i>
<div className={this.activeMines()}>
<div className="active-mines-nbr">{this.state.mines}</div>
<div className="active-mines-shine"></div>
</div>
<i className="fa fa-star"></i>
</div>
<div className="clear"></div>
<User ref="red"
color="red"
webPlayer={this.props.webPlayer}
active={this.state.activePlayer === 0}
onClickBombSelector={this.onClickBombSelector.bind(this, 0)}/>
<button className={this.getResignClass(this.props.webPlayer)} onClick={this.props.resign}>
<div className="resign-shine"></div>
Resign
</button>
</div>
);
}
render() {
return (
<div className="users">
<User
ref="blue"
color="blue"
webPlayer={this.props.webPlayer}
active={1 === this.state.activePlayer}
onClickBombSelector={this.onClickBombSelector.bind(this, 1)}
/>
<div className="active-mines-container">
<i className="fa fa-star" />
<div className={this.activeMines()}>
<div className="active-mines-nbr">{this.state.mines}</div>
<div className="active-mines-shine" />
</div>
<i className="fa fa-star" />
</div>
<div className="clear" />
<User
ref="red"
color="red"
webPlayer={this.props.webPlayer}
active={0 === this.state.activePlayer}
onClickBombSelector={this.onClickBombSelector.bind(this, 0)}
/>
<button className={this.getResignClass(this.props.webPlayer)} onClick={this.props.resign}>
<div className="resign-shine" />
Resign
</button>
</div>
);
}
}
export default UserControl;

View File

@@ -1,90 +1,90 @@
import React from 'react';
class User extends React.Component {
constructor(props) {
super(props);
constructor(props) {
super(props);
this.state = {
name: "...",
desc: "",
active: props.active,
color: props.color === 'blue' ? 1 : 0,
mines: 0,
srcRoot: '/images/',
haveBomb: true,
enabledBomb: true
};
this.state = {
name: '...',
desc: '',
active: props.active,
color: 'blue' === props.color ? 1 : 0,
mines: 0,
srcRoot: '/images/',
haveBomb: true,
enabledBomb: true,
};
}
setColor(color) {
return 'user-container user-' + color;
}
getSrc(color) {
return this.state.srcRoot + 'bg-flag-' + color + '-outbg.png';
}
getBombBuzzClass(webPlayer) {
let activePlayer = 1 === this.state.color ? 'blue' : 'red';
return 'bomb-container'
+ (
this.state.active && (activePlayer === webPlayer) && this.state.haveBomb && this.state.enabledBomb
? ' buzz'
: ''
);
}
getBomb() {
let src = this.state.srcRoot;
if (this.state.haveBomb) {
src += this.state.enabledBomb && this.state.active
? 'bg-bomb-outbg.png'
: 'bg-bomb-disabled-outbg.png';
} else {
src += 'bg-bomb-exploded-outbg.png';
}
setColor(color) {
return 'user-container user-' + color;
}
return src;
}
getSrc(color) {
return this.state.srcRoot + 'bg-flag-' + color + '-outbg.png';
}
getFigure(color) {
return this.state.srcRoot + 'bg-figure-' + color + '-outbg.png';
}
getBombBuzzClass(webPlayer) {
let activePlayer = this.state.color === 1 ? 'blue' : 'red';
getCursor(state, color) {
return state
? <img src={this.state.srcRoot + 'bg-cursor-' + color + '-outbg.png'} alt="cursor" className="user-cursor" />
: '';
}
return "bomb-container" +
(
this.state.active && (activePlayer === webPlayer) && this.state.haveBomb && this.state.enabledBomb
? ' buzz'
: ''
);
}
getBomb() {
let src = this.state.srcRoot;
if (this.state.haveBomb) {
src += this.state.enabledBomb && this.state.active
? 'bg-bomb-outbg.png'
: 'bg-bomb-disabled-outbg.png';
} else {
src += 'bg-bomb-exploded-outbg.png';
}
return src;
}
getFigure(color) {
return this.state.srcRoot + 'bg-figure-' + color + '-outbg.png';
}
getCursor(state, color) {
return state
? <img src={this.state.srcRoot + 'bg-cursor-' + color + '-outbg.png'} alt="cursor" className="user-cursor"/>
: '';
}
render() {
return (
<div className={this.setColor(this.props.color)}>
<div className="user-header">
<div className="user-color">{this.props.color}</div>
{this.getCursor(this.props.active, this.props.color)}
<img src={this.getFigure(this.props.color)} alt="figure"/>
</div>
<div className="user-name"> {this.state.name} </div>
<div className="user-caret"><i className="fa fa-caret-down"></i></div>
<div className="user-desc"> {this.state.desc} </div>
<div className="user-control">
<img src={this.getSrc(this.props.color)} alt="flag"/>
<div className="user-control-mines">
{this.state.mines}
</div>
<div className={this.getBombBuzzClass(this.props.webPlayer)} onClick={this.props.onClickBombSelector}>
<div className="bomb">
<img src={this.getBomb()} alt="bomb"/>
</div>
</div>
<div className="clear"></div>
</div>
render() {
return (
<div className={this.setColor(this.props.color)}>
<div className="user-header">
<div className="user-color">{this.props.color}</div>
{this.getCursor(this.props.active, this.props.color)}
<img src={this.getFigure(this.props.color)} alt="figure" />
</div>
<div className="user-name"> {this.state.name} </div>
<div className="user-caret"><i className="fa fa-caret-down" /></div>
<div className="user-desc"> {this.state.desc} </div>
<div className="user-control">
<img src={this.getSrc(this.props.color)} alt="flag" />
<div className="user-control-mines">
{this.state.mines}
</div>
<div className={this.getBombBuzzClass(this.props.webPlayer)} onClick={this.props.onClickBombSelector}>
<div className="bomb">
<img src={this.getBomb()} alt="bomb" />
</div>
);
}
</div>
<div className="clear" />
</div>
</div>
);
}
}
export default User;