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app.js
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const { useState, useEffect } = React;
const WORD = words[Math.floor(Math.random() * words.length)];
function getWordMap() {
const wordMap = {};
Array.from(WORD).forEach((char) => {
if (!wordMap[char]) {
wordMap[char] = 1;
} else {
wordMap[char]++;
}
});
return wordMap;
}
function App() {
return (
<div className="app-container">
<Header />
<Game />
</div>
);
}
function Header() {
return <div className="header">Needle</div>;
}
function Game() {
const [gameOver, setGameOver] = useState(false);
const [currAttempt, setCurrAttempt] = useState(0);
const [currKey, setCurrKey] = useState("");
const [letters, setLetters] = useState(["", "", "", "", "", ""]);
const [evaluations, setEvaluations] = useState([[], [], [], [], [], []]);
const [message, setMessage] = useState("");
useEffect(() => {
const onKeydown = (e) => {
// Do not trigger with modifiers other than shift
if (e.metaKey || e.ctrlKey || e.altKey) {
return;
}
const keyLower = e.key.toLowerCase();
if (allowedKeys.includes(keyLower)) {
setCurrKey(keyLower);
}
};
document.addEventListener("keydown", onKeydown);
return () => {
document.removeEventListener("keydown", onKeydown);
};
}, []);
useEffect(() => {
if (!currKey || gameOver) {
return;
}
// reset message shown to user
setMessage("");
if (currKey === "enter") {
if (letters[currAttempt].length < 5) {
setMessage("Not enough letters");
return;
}
if (!wordList.concat(words).includes(letters[currAttempt])) {
setMessage("Not in word list");
return;
}
// evaluate word
// get wordmap
let wordMap = getWordMap();
let guess = Array.from(letters[currAttempt]);
// find all correct indexes first
let correctIndexes = [];
guess.forEach((char, i) => {
if (char === WORD[i]) {
correctIndexes.push(i);
wordMap[char]--;
}
});
// store evaluation state
let newEvaluations = [...evaluations];
newEvaluations[currAttempt] = guess.map((char, i) => {
if (correctIndexes.includes(i)) {
return "correct";
}
if (wordMap[char] && wordMap[char] > 0) {
wordMap[char]--;
return "present";
}
return "absent";
});
setEvaluations(newEvaluations);
// compare entered word to correct word
if (letters[currAttempt] === WORD) {
setMessage("Correct!");
setGameOver(true);
return;
}
// check if currAttempts are at max then reveal word and end game
if (currAttempt === 5) {
setMessage(WORD);
setGameOver(true);
return;
}
// increment currAttempt
setCurrAttempt(currAttempt + 1);
}
if (currKey === "backspace") {
const newLetters = [...letters];
newLetters[currAttempt] = letters[currAttempt].slice(
0,
letters[currAttempt].length - 1
);
setLetters(newLetters);
}
if (alphabet.includes(currKey) && letters[currAttempt].length < 5) {
const newLetters = [...letters];
newLetters[currAttempt] += currKey;
setLetters(newLetters);
}
// Reset currKey so you can enter the same consecutive letter i.e. "a", "a"
setCurrKey(undefined);
}, [currKey]);
let gameRows = [];
for (let i = 0; i < 6; i++) {
const rowLetters = letters[i];
const rowEvaluations = evaluations[i];
gameRows.push(
<GameRow key={i} letters={rowLetters} evaluations={rowEvaluations} />
);
}
return (
<div className="game-container">
<div className="gameboard">{gameRows}</div>
{message ? <div className="message">{message}</div> : null}
</div>
);
}
function GameRow(props) {
let gameTiles = [];
for (let i = 0; i < 5; i++) {
const letters = props.letters || "";
gameTiles.push(
<GameTile key={i} letter={letters[i]} evaluation={props.evaluations[i]} />
);
}
return <div className="game-row">{gameTiles}</div>;
}
function GameTile(props) {
let dataState = "empty";
if (props.letter) dataState = "tbd";
if (props.evaluation) dataState = props.evaluation;
return (
<div className="tile" data-state={dataState}>
{props.letter}
</div>
);
}