new: usr: add mineseeker game to the symfony 4 project #3
This commit is contained in:
449
assets/js/mine-seeker/grid/grid-control.js
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449
assets/js/mine-seeker/grid/grid-control.js
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@@ -0,0 +1,449 @@
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import React from 'react';
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import GridField from './grid-field';
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import UserControl from '../user/user-control';
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import {Howl, Howler} from 'howler';
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class GridControl extends React.Component {
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constructor(props) {
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super(props);
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let click = new Howl({src: ['/sound/click.mp3']}),
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bomb = new Howl({src: ['/sound/bomb.mp3']}),
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mine = new Howl({src: ['/sound/mine.mp3']}),
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warning = new Howl({src: ['/sound/warning.mp3']}),
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won = new Howl({src: ['/sound/won.mp3']});
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this.state = {
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env: props.env,
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webPlayer: null,
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grid: null,
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desc: null,
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renderGridFields: false,
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gridFields: [],
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updatedFieldCache: [],
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bombFieldCache: [],
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foundUserMineCache: 0,
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playBomb: false,
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overlay: false,
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overlayTitle: "",
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overlaySubTitle: "",
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sound: {
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click: click,
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bomb: bomb,
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mine: mine,
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warning: warning,
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won: won
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},
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lastClicked: {
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red: null,
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blue: null
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}
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};
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}
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refString(row, col) {
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return 'gridField_' + row + '_' + col;
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}
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checkMine(row, col) {
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return typeof this.state.grid[row] !== 'undefined' && typeof this.state.grid[row][col] !== 'undefined' && this.state.grid[row][col] !== 'm';
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}
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checkFieldHasBeenNeverClicked(row, col) {
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return this.state.updatedFieldCache.indexOf(this.refString(row, col)) < 0 && !this.refs[this.refString(row, col)].state.active;
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}
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getBombRadius(row, col) {
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let isBombTargetCenter = row > 1 && row < this.state.grid.length - 2 && col > 1 && col < this.state.grid[row].length - 2;
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/** if the (5x5) target not fits the grid */
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if (!isBombTargetCenter) {
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col = col < 2 ? 2 : col;
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row = row < 2 ? 2 : row;
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row = row > this.state.grid.length - 3 ? this.state.grid.length - 3 : row;
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col = col > this.state.grid[0].length - 3 ? this.state.grid[0].length - 3 : col;
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}
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return [
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[row, col], [row - 2, col - 2], [row - 2, col], [row - 2, col + 2], [row, col - 2], [row, col + 2],
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[row + 2, col - 2], [row + 2, col], [row + 2, col + 2], [row - 2, col + 1], [row - 2, col - 1],
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[row - 1, col - 2], [row - 1, col - 1], [row - 1, col], [row - 1, col + 1], [row - 1, col + 2],
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[row, col - 1], [row, col + 1], [row + 1, col - 2], [row + 1, col - 1], [row + 1, col],
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[row + 1, col + 1], [row + 1, col + 2], [row + 2, col - 1], [row + 2, col + 1]
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];
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}
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getBombFieldRadius() {
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return [
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[null, null], [0, 0], [1, 0], [2, 0], [0, 1], [2, 1], [0, 2], [1, 2], [2, 2],
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[null, null], [null, null], [null, null], [null, null], [null, null], [null, null], [null, null],
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[null, null], [null, null], [null, null], [null, null], [null, null], [null, null], [null, null],
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[null, null], [null, null]
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];
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}
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getNeighbourRadius(row, col) {
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return [
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[row - 1, col], [row - 1, col - 1], [row - 1, col + 1], [row, col - 1], [row, col + 1], [row + 1, col],
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[row + 1, col + 1], [row + 1, col - 1]
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];
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}
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checkNeighbourItem(row, col) {
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if (this.checkMine(row, col)) {
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var currentField = this.refs[this.refString(row, col)];
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/**
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* It must be cached because the GridField.state not updated until
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* all showAppropriateFields() method runned out!!
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*/
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if (this.checkFieldHasBeenNeverClicked(row, col)) {
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this.state.updatedFieldCache.push(this.refString(row, col));
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currentField.setState({
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currentImage: this.state.grid[row][col],
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currentObj: this.state.grid[row][col],
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active: true
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});
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if (this.state.grid[row][col] === 0) {
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return {
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row: row,
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col: col
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};
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}
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}
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}
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return false;
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}
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checkNeighbours(row, col) {
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let anotherFields = [],
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neighbours = this.getNeighbourRadius(row, col);
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for (let i = 0, j = neighbours.length; i < j; i++) {
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anotherFields.push(this.checkNeighbourItem(neighbours[i][0], neighbours[i][1]));
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}
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return anotherFields;
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}
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bombClear() {
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if (this.state.bombFieldCache.length) {
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for (var i = 0, j = this.state.bombFieldCache.length; i < j; i++) {
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var cacheItem = this.state.bombFieldCache[i];
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this.refs[this.refString(cacheItem[0], cacheItem[1])]
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.setState({bombTargetArea: null});
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}
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this.state.bombFieldCache = [];
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}
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}
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bombCreate(row, col) {
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var bombFieldSymbols = this.getBombFieldRadius(),
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bombFields = this.getBombRadius(row, col);
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for (var i = 0, j = bombFields.length; i < j; i++) {
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this.state.bombFieldCache.push(bombFields[i]);
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this.refs[this.refString(bombFields[i][0], bombFields[i][1])]
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.setState({bombTargetArea: bombFieldSymbols[i]});
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}
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}
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showLeftMines() {
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for (let i = 0, j = this.state.grid.length; i < j; i++) {
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for (let k = 0, l = this.state.grid[i].length; k < l; k++) {
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let currentField = this.refs[this.refString(i, k)];
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if (this.state.grid[i][k] === 'm' && this.checkFieldHasBeenNeverClicked(i, k)) {
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currentField.setState({
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currentImage: currentField.state.icons.root + currentField.state.icons.left
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});
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}
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}
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}
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}
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/** set __ACTIVE__ player in the UserControl !!!! */
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changePlayer(idx, max, currentObject) {
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var userControl = this.refs.userControl,
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activePlayer = userControl.state.activePlayer ? 'blue' : 'red',
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inactivePlayer = userControl.state.activePlayer ? 'red' : 'blue';
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if (
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userControl.state.bombSelected && idx === (max - 1) ||
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!idx && !userControl.state.bombSelected && currentObject !== 'm'
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) {
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userControl.setState({
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activePlayer: userControl.state.activePlayer ? 0 : 1
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});
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/** the desc is inversely because the user.active is not changed yet !!! */
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userControl.refs[activePlayer].setState({
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active: false,
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desc: ""
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});
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userControl.refs[inactivePlayer].setState({
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active: true,
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desc: activePlayer === this.state.webPlayer
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? this.state.desc.buddy
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: this.state.desc.you
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});
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}
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}
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/**
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* Show all fields that needed after click
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*
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* @param currentField
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* @param row
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* @param col
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*/
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showAppropriateFields(currentField, row, col) {
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currentField.setState({
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currentObj: this.state.grid[row][col],
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active: true
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});
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if (this.checkFieldHasBeenNeverClicked(row, col)) {
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this.state.updatedFieldCache.push(this.refString(row, col));
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}
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if (this.state.grid[row][col] === 0) {
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var neighbours = this.checkNeighbours(row, col);
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neighbours
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.filter((i) => {
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return i !== false;
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})
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.forEach((element, index, array) => {
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var currentField = this.refs[this.refString(element.row, element.col)];
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this.showAppropriateFields(currentField, element.row, element.col);
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});
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}
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}
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/**
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* Player control method
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*
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* @param currentObject {int|string} Current object from Grid class
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* @param row {int}
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* @param col {int}
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* @param justOnFirstIteration {int} When bomb is being used check the whole explosion area
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*/
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handleGridField(currentObject, row, col, justOnFirstIteration = 0) {
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var userControl = this.refs.userControl,
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gridFieldControl = this.refs[this.refString(row, col)],
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activePlayer = userControl.state.activePlayer ? 'blue' : 'red',
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inactivePlayer = userControl.state.activePlayer ? 'red' : 'blue';
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/** if the clicked field is NEVER CLICKED */
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if (this.checkFieldHasBeenNeverClicked(row, col)) {
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/** update LAST CLICKED grid field */
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if (!justOnFirstIteration) {
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if (this.state.lastClicked[activePlayer] !== null) {
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this.refs[this.refString(this.state.lastClicked[activePlayer][0], this.state.lastClicked[activePlayer][1])].setState({
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lastClickedRed: false,
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lastClickedBlue: false
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});
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}
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}
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this.state.lastClicked[activePlayer] = [row, col];
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/** if you found mine */
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if (currentObject === 'm') {
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this.state.foundUserMineCache++;
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if (!justOnFirstIteration) {
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/** set last clicked field w/ color */
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this.state.lastClicked[activePlayer] = [row, col];
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this.state.sound[
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(userControl.refs[activePlayer].state.mines + this.state.foundUserMineCache) > 20
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? 'warning'
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: 'mine'
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].play();
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}
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/** set current image in field */
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gridFieldControl.setState({
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currentImage: gridFieldControl.state.icons.root + gridFieldControl.state.icons.flag[activePlayer]
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});
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} else {
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this.state.sound.click.play();
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/** set current image in field - WHEN it is a number */
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if (!isNaN(currentObject)) {
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gridFieldControl.setState({
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currentImage: currentObject
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});
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}
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}
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/**
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* set bombs status - we must add one mine (currentObject === 'm' ? 1 : 0) to current mine
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* when it found NOW because the status is not refreshed unless the handleGridField() ends
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*/
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userControl.refs[activePlayer].setState({
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enabledBomb: userControl.refs[activePlayer].state.mines + (currentObject === 'm' ? 1 : 0) <= userControl.refs[inactivePlayer].state.mines
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});
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userControl.refs[inactivePlayer].setState({
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enabledBomb: userControl.refs[activePlayer].state.mines + (currentObject === 'm' ? 1 : 0) >= userControl.refs[inactivePlayer].state.mines
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});
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/** set-up last clicked */
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if (!justOnFirstIteration) {
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gridFieldControl.setState({
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lastClickedRed: activePlayer === 'red',
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lastClickedBlue: activePlayer === 'blue'
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});
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}
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}
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}
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/**
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* Show elems w/ conditions
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*
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* @param row
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* @param col
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* @param idx
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* @param max
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*/
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show(row, col, idx = 0, max = 0) {
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this.handleGridField(this.state.grid[row][col], row, col, idx);
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this.showAppropriateFields(this.refs[this.refString(row, col)], row, col);
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this.changePlayer(idx, max, this.state.grid[row][col]);
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}
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/**
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* STEP one
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*
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* @param coords
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*/
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stepEvent(coords) {
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/** if the clicked field is NEVER CLICKED */
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if (this.checkFieldHasBeenNeverClicked(coords[0], coords[1])) {
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var activePlayer = this.refs.userControl.state.activePlayer ? 'blue' : 'red';
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this.state.foundUserMineCache = 0;
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this.state.playBomb = true;
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/** Show elements */
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if (this.refs.userControl.state.bombSelected) {
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this.state.sound.bomb.play();
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var bombRadius = this.getBombRadius(coords[0], coords[1]);
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for (var i = 0, j = bombRadius.length; i < j; i++) {
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this.show(bombRadius[i][0], bombRadius[i][1], i, j);
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}
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/** remove BOMB from activePlayer */
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this.refs.userControl.refs[activePlayer].setState({
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haveBomb: false
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});
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} else {
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this.show(coords[0], coords[1]);
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}
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/** Mine score handling */
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if (this.state.foundUserMineCache) {
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this.refs.userControl.setState({
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mines: this.refs.userControl.state.mines - this.state.foundUserMineCache,
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foundMines: true
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}, () => {
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/** because of CSS animation in .found-mine */
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setTimeout(() => this.refs.userControl.setState({foundMines: false}), 500);
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/** add the found mines to the active Player */
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this.refs.userControl.refs[activePlayer].setState({
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mines: this.refs.userControl.refs[activePlayer].state.mines + this.state.foundUserMineCache
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});
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});
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}
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/** Reset BOMB status */
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if (this.refs.userControl.state.bombSelected) {
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/** reset bomb selected status */
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this.refs.userControl.setState({bombSelected: false});
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/** clear cache, reset symbols */
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this.bombClear();
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}
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}
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}
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/**
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* On Hover when you want to drop BOMB
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* Target grid field
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* @param coords
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*/
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onHoverGridField(coords) {
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if (this.refs.userControl.state.bombSelected) {
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var activePlayer = this.refs.userControl.state.activePlayer ? 'blue' : 'red';
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if (activePlayer === this.state.webPlayer) {
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/** clear cache, reset symbols */
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this.bombClear();
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/** new cache && field activate */
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this.bombCreate(coords[0], coords[1]);
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} else {
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this.refs.userControl.setState({bombSelected: false});
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}
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}
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}
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overlayClass() {
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return 'game-overlay' + (this.state.overlay ? '' : ' hide');
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}
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renderGridFields() {
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for (let i = 0, j = this.state.grid.length; i < j; i++) {
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for (let k = 0, l = this.state.grid[i].length; k < l; k++) {
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this.state.gridFields.push(
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<GridField row={i}
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col={k}
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ref={this.refString(i, k)}
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key={window.btoa((Math.random() * 0.5).toString())}
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handleHoverOn={this.onHoverGridField.bind(this, [i, k])}
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onClick={this.props.onClick.bind(null, [i, k])}/>
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);
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}
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}
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}
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render() {
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/** Render the grid fields just one time in one party #12 */
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this.state.renderGridFields && this.renderGridFields();
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this.state.renderGridFields = false;
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return (
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<div className="game-wrapper">
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<div className={this.overlayClass()}>
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<div className="game-overlay-window">
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<h1>{this.state.overlayTitle}</h1>
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<h2>{this.state.overlaySubTitle}</h2>
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</div>
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</div>
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<UserControl ref="userControl"
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resign={this.props.resign}
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webPlayer={this.state.webPlayer}
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bombClear={this.bombClear.bind(this)}/>
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<div className="grid-container">
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<div className="grid">
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<>
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{this.state.gridFields}
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</>
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</div>
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</div>
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</div>
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);
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}
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}
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export default GridControl;
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Reference in New Issue
Block a user