Mercurial
annotate react_games/src/CardMatchiing/main.tsx @ 71:75de5903355c
Giagantic changes that update Dowa library to be more align with stb style array and hashmap. Updated Seobeo to be caching on server side instead of file level caching. Deleted bunch of things I don't really use.
| author | June Park <parkjune1995@gmail.com> |
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| date | Sun, 28 Dec 2025 20:34:22 -0800 |
| parents | fb9bcd3145cb |
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| rev | line source |
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1 /** |
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2 * |
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3 * You’re tasked with building a simple memory card-matching game in React. |
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4 |
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5 Each card has a hidden value, and the player flips two cards at a time to try to find a match. |
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6 |
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7 If the cards match, they stay face-up. If not, they flip back after a short delay. |
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8 |
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9 The game ends when all pairs are matched. |
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10 |
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11 // Basic components |
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12 // Board |
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13 // Cards (values 1 to 10) |
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14 // There will be 20 cards, 4 x 5. |
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15 // |
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16 // GameState: playable or not |
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17 // logic check if the value sames |
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18 // |
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19 // listOfCurrentlyTurnOpend: len(2) number[] |
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20 */ |
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21 import React, { |
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22 createContext, |
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23 useContext, |
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24 useEffect, |
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25 useReducer, |
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26 } from "react"; |
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27 |
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28 /* ──────────────────── Types ──────────────────── */ |
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29 interface CardValue { |
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30 value: number; |
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31 isFacing: boolean; |
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32 isSolved: boolean; |
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33 } |
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34 |
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35 interface CardProp { |
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36 row: number; |
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37 col: number; |
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38 card: CardValue; |
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39 } |
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40 |
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41 interface RowProp { |
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42 rowPos: number; |
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43 row: CardValue[]; |
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44 } |
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45 |
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46 type Action = |
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47 | { type: "move"; row: number; col: number } |
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48 | { type: "flipBack" } |
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49 | { type: "reset" }; |
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50 |
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51 interface Position { |
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52 row: number; |
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53 col: number; |
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54 } |
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55 |
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56 interface GameState { |
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57 board: CardValue[][]; |
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58 open: Position[]; // cards currently face-up but not yet decided (max 2) |
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59 busy: boolean; // UI locked while we wait to flip cards back |
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60 } |
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61 |
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62 /* ──────────────────── Helpers ──────────────────── */ |
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63 const shuffle = <T,>(arr: T[]): T[] => |
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64 [...arr].sort(() => Math.random() - 0.5); |
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65 |
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66 const makeBoard = (): CardValue[][] => { |
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67 // two of each from 1-10, then shuffle and slice into 4×5 |
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68 const values = shuffle( |
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69 Array.from({ length: 10 }, (_, i) => i + 1).flatMap((v) => [v, v]) |
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70 ); |
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71 |
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72 return Array.from({ length: 4 }, (_, r) => |
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73 Array.from({ length: 5 }, (_, c) => ({ |
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74 value: values[r * 5 + c], |
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75 isFacing: false, |
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76 isSolved: false, |
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77 })) |
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78 ); |
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79 }; |
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80 |
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81 /* ──────────────────── Context ──────────────────── */ |
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82 const BoardContext = createContext<React.Dispatch<Action> | null>(null); |
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83 const useBoardDispatch = () => { |
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84 const ctx = useContext(BoardContext); |
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85 if (!ctx) throw new Error("BoardContext missing"); |
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86 return ctx; |
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87 }; |
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88 |
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89 /* ──────────────────── Reducer ──────────────────── */ |
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90 const initial = (): GameState => ({ board: makeBoard(), open: [], busy: false }); |
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91 |
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92 function reducer(state: GameState, action: Action): GameState { |
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93 switch (action.type) { |
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94 case "reset": |
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95 return initial(); |
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96 |
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97 case "flipBack": { |
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98 // hide the two open cards |
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99 const [a, b] = state.open; |
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100 const nextBoard = state.board.map((row, r) => |
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101 row.map((card, c) => |
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102 (r === a.row && c === a.col) || (r === b.row && c === b.col) |
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103 ? { ...card, isFacing: false } |
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104 : card |
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105 ) |
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106 ); |
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107 return { board: nextBoard, open: [], busy: false }; |
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108 } |
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109 |
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110 case "move": { |
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111 if (state.busy) return state; // ignore clicks while waiting |
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112 |
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113 const { row, col } = action; |
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114 const target = state.board[row][col]; |
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115 if (target.isFacing || target.isSolved) return state; |
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116 |
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117 // flip this one up |
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118 const nextBoard = state.board.map((r, ri) => |
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119 r.map((c, ci) => |
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120 ri === row && ci === col ? { ...c, isFacing: true } : c |
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121 ) |
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122 ); |
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123 const open = [...state.open, { row, col }]; |
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124 |
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125 if (open.length < 2) return { ...state, board: nextBoard, open }; |
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126 |
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127 // now we have two cards – decide match / mismatch |
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128 const [a, b] = open; |
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129 const first = nextBoard[a.row][a.col]; |
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130 const second = nextBoard[b.row][b.col]; |
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131 |
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132 if (first.value === second.value) { |
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133 // match → mark solved, leave face-up |
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134 const solvedBoard = nextBoard.map((r, ri) => |
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135 r.map((c, ci) => |
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136 (ri === a.row && ci === a.col) || (ri === b.row && ci === b.col) |
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137 ? { ...c, isSolved: true } |
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138 : c |
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139 ) |
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140 ); |
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141 return { board: solvedBoard, open: [], busy: false }; |
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142 } |
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143 |
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144 // mismatch → leave them up temporarily, then flip back via effect |
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145 return { board: nextBoard, open, busy: true }; |
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146 } |
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147 |
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148 default: |
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149 return state; |
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150 } |
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151 } |
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152 |
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153 /* ──────────────────── UI Components ──────────────────── */ |
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154 const Card = ({ row, col, card }: CardProp) => { |
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155 const dispatch = useBoardDispatch(); |
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156 const style: React.CSSProperties = { |
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157 width: 60, |
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158 height: 80, |
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159 margin: 4, |
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160 fontSize: 24, |
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161 display: "flex", |
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162 alignItems: "center", |
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163 justifyContent: "center", |
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164 background: card.isSolved |
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165 ? "#8bc34a" |
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166 : card.isFacing |
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167 ? "#fff" |
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168 : "#90caf9", |
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169 cursor: card.isSolved ? "default" : "pointer", |
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170 borderRadius: 6, |
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171 userSelect: "none", |
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172 }; |
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173 return ( |
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174 <div style={style} onClick={() => dispatch({ type: "move", row, col })}> |
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175 {card.isFacing || card.isSolved ? card.value : "🂠"} |
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176 </div> |
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177 ); |
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178 }; |
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179 |
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180 const Row = ({ row, rowPos }: RowProp) => ( |
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181 <div style={{ display: "flex" }}> |
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182 {row.map((card, idx) => ( |
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183 <Card key={idx} row={rowPos} col={idx} card={card} /> |
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184 ))} |
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185 </div> |
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186 ); |
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187 |
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188 /* ──────────────────── Root component ──────────────────── */ |
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189 export const MemoryGame = () => { |
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190 const [state, dispatch] = useReducer(reducer, undefined, initial); |
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191 |
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192 /* Handle “flipBack” after 1 s for a mismatch */ |
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193 useEffect(() => { |
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194 if (state.busy) { |
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195 const t = setTimeout(() => dispatch({ type: "flipBack" }), 1000); |
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196 return () => clearTimeout(t); |
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197 } |
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198 }, [state.busy]); |
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199 |
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200 /* Quick win detection */ |
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201 const solved = state.board.every((r) => r.every((c) => c.isSolved)); |
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202 |
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203 return ( |
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204 <> |
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205 <h3 style={{ textAlign: "center" }}> |
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206 {solved ? "🎉 You won!" : "Memory Game"} |
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207 </h3> |
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208 <BoardContext.Provider value={dispatch}> |
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209 {state.board.map((row, idx) => ( |
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210 <Row key={idx} rowPos={idx} row={row} /> |
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211 ))} |
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212 </BoardContext.Provider> |
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213 |
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214 <div style={{ textAlign: "center", marginTop: 12 }}> |
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215 <button onClick={() => dispatch({ type: "reset" })}>Reset</button> |
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216 </div> |
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217 </> |
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218 ); |
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219 }; |
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220 |