view react_games/public/games/main-EQTPDHY4.js @ 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>
date Sun, 28 Dec 2025 20:34:22 -0800
parents fb9bcd3145cb
children
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import {
  __toESM,
  require_jsx_runtime,
  require_react
} from "./chunk-AX5M7HF6.js";

// src/LightsOut/main.tsx
var import_react = __toESM(require_react());
var import_jsx_runtime = __toESM(require_jsx_runtime());
var MAX_COL = 5;
var MAX_ROW = 5;
var DIRECTION = [
  [0, 0],
  [0, 1],
  [1, 0],
  [0, -1],
  [-1, 0]
];
var constructGameState = () => {
  const board = Array.from(
    { length: MAX_ROW },
    () => Array.from(
      { length: MAX_COL },
      () => ({ value: false })
    )
  );
  for (let i = 0; i < 30; i++) {
    const r = Math.floor(Math.random() * MAX_ROW);
    const c = Math.floor(Math.random() * MAX_COL);
    for (const [dr, dc] of DIRECTION) {
      if (board[r + dr]?.[c + dc]) {
        board[r + dr][c + dc].value = !board[r + dr]?.[c + dc].value;
      }
    }
  }
  return {
    board,
    status: 0 /* PLAYABLE */,
    moves: 0
  };
};
var styles = {
  board: {
    display: "grid",
    gridTemplateColumns: `repeat(${MAX_COL}, 1fr)`,
    width: MAX_COL * 30
  },
  cell: (isLightOn) => ({
    width: "100%",
    aspectRatio: "1 / 1",
    border: `1px solid #222`,
    backgroundColor: isLightOn ? "white" : "black",
    transition: "background-color 120ms ease",
    cursor: "pointer"
  })
};
var CellComponent = (0, import_react.memo)(({ cellValue, rowPos, colPos, dispatch }) => {
  const onClickHandler = (0, import_react.useCallback)(() => {
    dispatch({ type: "place", newRowPos: rowPos, newColPos: colPos });
  }, [rowPos, colPos, dispatch]);
  return /* @__PURE__ */ (0, import_jsx_runtime.jsx)("div", { onClick: onClickHandler, style: styles.cell(cellValue.value) });
});
var gameStateReducer = (state, action) => {
  if (state.status === 1 /* WON */) return state;
  switch (action.type) {
    case "place":
      const allDirection = [];
      for (const [dr, dc] of DIRECTION) {
        allDirection.push([action.newRowPos + dr, action.newColPos + dc]);
      }
      const newBoard = state.board.map(
        (row, rowIdx) => row.map((col, colIdx) => allDirection.some(
          ([nr, nc]) => rowIdx === nr && colIdx === nc
        ) ? { ...col, value: !col.value } : col)
      );
      const newStatus = newBoard.flat().filter((cell) => cell.value).length === MAX_COL * MAX_ROW ? 1 /* WON */ : 0 /* PLAYABLE */;
      return {
        ...state,
        status: newStatus,
        board: newBoard,
        moves: state.moves + 1
      };
    case "reset":
      return constructGameState();
  }
};
var LightsOut = () => {
  const [gameState, dispatch] = (0, import_react.useReducer)(gameStateReducer, null, constructGameState);
  return /* @__PURE__ */ (0, import_jsx_runtime.jsxs)(import_jsx_runtime.Fragment, { children: [
    /* @__PURE__ */ (0, import_jsx_runtime.jsxs)("h1", { children: [
      " Game Status ",
      gameState.status
    ] }),
    /* @__PURE__ */ (0, import_jsx_runtime.jsxs)("h2", { children: [
      " Number of moves so far ",
      gameState.moves
    ] }),
    /* @__PURE__ */ (0, import_jsx_runtime.jsx)("div", { style: styles.board, children: gameState.board.map(
      (row, rowIdx) => row.map(
        (cellValue, colIdx) => /* @__PURE__ */ (0, import_jsx_runtime.jsx)(
          CellComponent,
          {
            cellValue,
            rowPos: rowIdx,
            colPos: colIdx,
            dispatch
          },
          `${rowIdx}-${colIdx}`
        )
      )
    ) })
  ] });
};
export {
  LightsOut
};
//# sourceMappingURL=main-EQTPDHY4.js.map