Mercurial
view react_games/src/Robot/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> |
|---|---|
| date | Sun, 28 Dec 2025 20:34:22 -0800 |
| parents | fb9bcd3145cb |
| children |
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/** * Scenario * Design a miniature browser game in which a single “robot” sprite navigates a * rectangular grid to reach a goal while avoiding obstacles. Everything—from bootstrapping the project * to shipping a playable, restartable game—must be accomplished within one hour. * * * Grid 10 x 10 * Robot top left corner * Obstical is going to be 10 * * one of the grid is going to be the goal * * Movement logic keyboard or WASD okay */ import React, { CSSProperties, memo, useEffect, useReducer } from "react"; enum CellValue { PLAYER, GOAL, OBSTICAL, EMPTY } interface Cell { value: CellValue; } interface RowProp { rowValue: Cell[]; } interface CellComponentProp { cell: Cell; } enum GameStatus { PLAYABLE, WON, } interface RobotState { x: number; y: number, } interface GameState { board: Cell[][]; status: GameStatus; robotState: RobotState; } enum GameActionType { MOVE, RESET, } type GameAction = {type: GameActionType.MOVE, command: string } | { type: GameActionType.RESET } const MAX_WIDTH: number = 10; const MAX_COLUMN: number = 10; const BOARD: Cell[][] = Array.from( { length: MAX_WIDTH }, () => Array(MAX_COLUMN).fill({value: CellValue.EMPTY}) ); BOARD[0][0] = { value: CellValue.PLAYER } BOARD[0][5] = { value: CellValue.OBSTICAL } BOARD[6][5] = { value: CellValue.GOAL } const getCellValue = (cell: Cell) => { switch(cell.value) { case CellValue.EMPTY: return ( <></> ) case CellValue.PLAYER: return ( <>🤖</> ) case CellValue.OBSTICAL: return ( <>🧱</> ) case CellValue.GOAL: return ( <>🪙</> ) } } const CellComponent = memo(({cell}: CellComponentProp) => { const cellStyle: CSSProperties = { padding: "10px", width: "50px", height: "50px", border: "1px solid #ccc", } return ( <div style={cellStyle}> {getCellValue(cell)} </div> ) }) const Row = memo(({rowValue}: RowProp) => { const rowStyle: CSSProperties = { display: "flex", } return ( <div style={rowStyle}> {rowValue.map((cell, idx) => {return <CellComponent key={idx} cell={cell} />})} </div> ) }) function boardReducer(state: GameState, action: GameAction): GameState { if (action.type === GameActionType.RESET) return INITIAL_GAME_STATE; const { x, y } = state.robotState; let newX = x; let newY = y; switch (action.command) { case "W": newX = Math.max(0, x - 1); break; case "A": newY = Math.max(0, y - 1); break; case "S": newX = Math.min(MAX_WIDTH - 1, x + 1); break; case "D": newY = Math.min(MAX_COLUMN - 1, y + 1); break; default: return state; } const newBoard = state.board.map(row => row.slice()); newBoard[x][y] = { value: CellValue.EMPTY }; // old spot newBoard[newX][newY] = { value: CellValue.PLAYER }; // new spot return { board: newBoard, status: GameStatus.PLAYABLE, robotState: { x: newX, y: newY }, }; } const INITIAL_GAME_STATE: GameState = { board: BOARD, status: GameStatus.PLAYABLE, robotState: { x: 0, y: 0 }, } const Current = () => { const [state, dispatch] = useReducer(boardReducer, INITIAL_GAME_STATE); useEffect(() => { const handleKeyDown = (event: KeyboardEvent) => { dispatch({type: GameActionType.MOVE, command: event.key.toUpperCase()}) }; document.addEventListener("keydown", handleKeyDown); }, []) return ( <> {state.board.map((row, idx) => { return <Row key={idx} rowValue={row} />})} </> ); } export { Current }