Render game using SJDON
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1 changed files with 42 additions and 44 deletions
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@ -1,5 +1,6 @@
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import { Constants } from "./Constants.js";
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import { elt } from "./elt.js";
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import { render } from "./SJDON.js";
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import { State } from "./State.js";
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/**
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@ -145,55 +146,52 @@ export class Game
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let board = this.#board;
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board.innerHTML = "";
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for (let y = 0; y < Game.#height; y++)
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{
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for (let x = 0; x < Game.#width; x++)
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{
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/** @type {Node[]} */
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let children = [];
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let playerId = this.board[y][x];
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if (playerId !== "")
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{
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children.push(
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elt(
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"div",
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render(
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[
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"div",
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...this.board.flatMap(
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(row, y) =>
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{
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return row.map(
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(cell, x) =>
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{
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class: `piece ${Constants.PLAYER_NAMES[playerId]}`
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}));
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}
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return /** @type {NodeDescriptor} */ ([
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"div",
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{
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className: "field",
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onclick: () =>
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{
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if (this.addChip(x, y))
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{
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this.state.turnCount++;
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this.draw();
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}
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}
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},
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...(
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cell !== "" ?
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[
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/** @type {NodeDescriptor} */ (["div", { className: `piece ${Constants.PLAYER_NAMES[cell]}` }])
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] :
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[])
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]);
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});
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}),
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["div", { style: "clear: both;" }]
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],
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board);
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let field = elt(
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"div",
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{
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class: "field"
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},
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...children);
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this.#log.innerHTML = "";
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field.onclick = () =>
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{
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if (this.addChip(x, y))
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{
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this.state.turnCount++;
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this.draw();
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}
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};
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board.appendChild(field);
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}
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}
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board.appendChild(
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elt(
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render(
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[
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"div",
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{
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style: "clear: both;"
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}));
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this.#log.className = "";
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this.#log.classList.add(this.state.currentPlayer);
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this.#log.innerHTML = "";
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this.#log.textContent = `It's player "${Constants.PLAYER_NAMES[this.state.currentPlayer]}"s turn`;
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className: this.state.currentPlayer
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},
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`It's player "${Constants.PLAYER_NAMES[this.state.currentPlayer]}"s turn`
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],
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this.#log);
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}
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/**
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