Mercurial
annotate react_games/src/CardMatchiing/main.tsx @ 211:a6d8d32a0261
[MrJuneJune] Simple animations for darkmode.
| author | MrJuneJune <me@mrjunejune.com> |
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| date | Sun, 15 Feb 2026 21:38:23 -0800 |
| parents | fb9bcd3145cb |
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| rev | line source |
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[ReactGames] Few games I made using react just to practice few things.
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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 |