mirror of
https://github.com/Kugelschieber/breach.git
synced 2026-01-18 03:50:24 +00:00
Manage game state through object injection everywhere, fixed filling buffer and stopping clock in Game.
This commit is contained in:
24
src/App.vue
24
src/App.vue
@@ -8,13 +8,12 @@
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</template>
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<script lang="ts">
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import {defineComponent, provide, ref, readonly} from "vue";
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import {defineComponent, provide, ref} from "vue";
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import Level from "./components/Level.vue";
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import Timer from "./components/Timer.vue";
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import Buffer from "./components/Buffer.vue";
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import Matrix from "./components/Matrix.vue";
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import { Game } from "./game/Game";
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import {useTimer} from "./components/timer";
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export default defineComponent({
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components: {
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@@ -24,8 +23,7 @@
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Matrix
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},
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setup() {
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const {updateCountdown} = useTimer();
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const game = new Game({
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const game = ref(new Game({
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matrix: [
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"AA", "BB", "CC",
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"DD", "AA", "BB",
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@@ -36,23 +34,9 @@
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],
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maxBufferLength: 3,
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timeoutMilliseconds: 60_000,
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});
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}));
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provide("game", game);
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const level = ref(1);
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const remainingMilliseconds = ref(game.remainingMilliseconds);
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const timeoutMilliseconds = ref(game.timeoutMilliseconds);
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const maxBufferLength = ref(game.maxBufferLength);
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const buffer = ref(game.buffer);
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const sequences = ref(game.sequences);
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const size = ref(game.size);
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const matrix = ref(game.matrix);
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provide("remainingMilliseconds", readonly(remainingMilliseconds));
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provide("timeoutMilliseconds", readonly(timeoutMilliseconds));
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provide("maxBufferLength", readonly(maxBufferLength));
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provide("buffer", readonly(buffer));
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provide("sequences", readonly(sequences));
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provide("size", readonly(size));
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provide("matrix", readonly(matrix));
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updateCountdown(game, remainingMilliseconds);
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return {
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level
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@@ -3,7 +3,7 @@
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<h2>Buffer</h2>
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<div class="buffer-slots">
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<div class="buffer-slots-slot buffer-slots-border" v-for="(slot, i) in maxBufferLength" :key="i">
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<span v-if="buffer.length > i">{{buffer[i]}}</span>
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<span v-if="buffer.length > i">{{buffer[i].value}}</span>
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</div>
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</div>
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<Sequences />
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@@ -11,7 +11,8 @@
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</template>
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<script lang="ts">
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import {defineComponent, inject} from "vue";
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import { Game } from "@/game/Game";
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import {defineComponent, inject, Ref, computed} from "vue";
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import Sequences from "./Sequences.vue";
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export default defineComponent({
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@@ -19,8 +20,9 @@
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Sequences
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},
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setup() {
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const maxBufferLength = inject("maxBufferLength");
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const buffer = inject("buffer");
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const game = inject("game") as Ref<Game>;
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const maxBufferLength = computed(() => game.value.maxBufferLength);
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const buffer = computed(() => game.value.buffer);
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return {
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maxBufferLength,
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@@ -2,24 +2,35 @@
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<div class="matrix">
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<h2>Code-Matrix</h2>
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<div class="matrix-row" v-for="i in size" :key="i">
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<div class="matrix-column" v-for="j in size" :key="j">
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{{matrix[(i - 1)*size + (j - 1)]}}
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<div class="matrix-column" v-for="j in size" :key="j" v-on:click="select(i, j)">
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{{matrix[(j - 1)*size + (i - 1)]}}
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</div>
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</div>
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</div>
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</template>
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<script lang="ts">
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import {defineComponent, inject} from "vue";
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import { Game } from "@/game/Game";
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import {defineComponent, inject, computed, Ref} from "vue";
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export default defineComponent({
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setup() {
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const size = inject("size");
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const matrix = inject("matrix");
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const game = inject("game") as Ref<Game>;
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const size = computed(() => game.value.size);
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const matrix = computed(() => game.value.matrix);
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function select(row: number, column: number) {
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try {
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game.value.pick(row-1, column-1);
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} catch (e) {
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console.log("nö!");
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}
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}
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return {
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size,
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matrix
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matrix,
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select
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}
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}
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});
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@@ -10,11 +10,13 @@
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</template>
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<script lang="ts">
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import {defineComponent, inject} from "vue";
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import { Game } from "@/game/Game";
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import {computed, defineComponent, inject, Ref} from "vue";
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export default defineComponent({
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setup() {
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const sequences = inject("sequences");
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const game = inject("game") as Ref<Game>;
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const sequences = computed(() => game.value.sequences);
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return {
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sequences
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@@ -6,15 +6,31 @@
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</template>
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<script lang="ts">
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import {defineComponent, computed, inject, Ref} from "vue";
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import { Game } from "@/game/Game";
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import {defineComponent, computed, inject, Ref, ref} from "vue";
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export default defineComponent({
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setup() {
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const remainingMilliseconds = inject("remainingMilliseconds") as Ref<number>;
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const timeoutMilliseconds = inject("timeoutMilliseconds") as Ref<number>;
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const game = inject("game") as Ref<Game>;
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const remainingMilliseconds = ref(game.value.remainingMilliseconds);
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const timeoutMilliseconds = computed(() => game.value.timeoutMilliseconds);
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const progress = computed(() => remainingMilliseconds.value/timeoutMilliseconds.value*100);
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const countdown = computed(() => (remainingMilliseconds.value/1000).toFixed(2));
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const updateTime = () => {
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remainingMilliseconds.value = game.value.remainingMilliseconds;
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if (remainingMilliseconds.value > 0) {
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requestAnimationFrame(() => {
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updateTime();
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});
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}
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}
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requestAnimationFrame(() => {
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updateTime();
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});
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return {
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countdown,
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progress
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@@ -1,28 +0,0 @@
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import { Game } from '@/game/Game';
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import { Ref } from 'vue';
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interface Timer {
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updateCountdown(game: Game, remainingMilliseconds: Ref<number>): void
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}
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export function useTimer(): Timer {
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function updateCountdown(game: Game, remainingMilliseconds: Ref<number>) {
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const updateTime = () => {
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remainingMilliseconds.value = game.remainingMilliseconds;
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if (remainingMilliseconds.value > 0) {
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requestAnimationFrame(() => {
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updateTime();
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});
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}
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}
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requestAnimationFrame(() => {
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updateTime();
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});
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}
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return {
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updateCountdown
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}
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}
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@@ -53,6 +53,7 @@ describe("GameState", () => {
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expect(() => game.pick(0, 2)).toThrow();
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game.pick(2, 0);
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expect(game.state).toEqual({ selectionMode: SelectionMode.ColumnPick, row: 2 });
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expect(game.buffer.length).toEqual(2);
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});
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test("cannot pick cell twice", () => {
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@@ -64,6 +65,7 @@ describe("GameState", () => {
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});
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game.pick(0, 0);
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expect(() => game.pick(0, 0)).toThrow();
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expect(game.buffer.length).toEqual(1);
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});
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test("picking outside of range fails", () => {
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@@ -95,6 +97,7 @@ describe("GameState", () => {
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value: "00"
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}]);
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expect(game.getSequences()).toEqual([{ sequence: simpleSequence, numberOfFulfilled: 1 }])
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expect(game.buffer.length).toEqual(1);
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});
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test("picking fulfills second sequence occurence", () => {
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@@ -120,6 +123,7 @@ describe("GameState", () => {
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expect(game.getSequences()).toEqual([{ sequence: sequence, numberOfFulfilled: 2 }])
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game.pick(0, 2);
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expect(game.getSequences()).toEqual([{ sequence: sequence, numberOfFulfilled: 3 }])
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expect(game.buffer.length).toEqual(5);
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});
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});
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@@ -156,11 +156,9 @@ export class Game {
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if (this.getSequences().every(isSequenceFulfilled)) {
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this.stopClock()
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this.state = EndState.Won
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} else {
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} else if (this.buffer.length >= this.config.maxBufferLength) {
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this.stopClock()
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if (this.buffer.length >= this.config.maxBufferLength) {
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this.state = EndState.Lost
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}
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this.state = EndState.Lost
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}
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}
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@@ -174,15 +172,10 @@ export class Game {
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Lost: () => {throw new IllegalMoveError()},
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InProgress: (selectionMode) => {
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const cell = this.getCell(row, column)
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if (cell.isUsed) {
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throw new IllegalMoveError()
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}
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this.buffer.push({
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value: cell.value,
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positionInMatrixRow: row,
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positionInMatrixColumn: column,
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})
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if (cell.isUsed) {
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throw new IllegalMoveError();
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}
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matchSelectionState({
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Free: () => {
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@@ -212,6 +205,12 @@ export class Game {
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}
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},
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})(selectionMode)
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this.buffer.push({
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value: cell.value,
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positionInMatrixRow: row,
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positionInMatrixColumn: column,
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})
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}
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})(this.state)
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@@ -107,6 +107,11 @@ main {
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height: 32px;
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margin: 0 5px 5px 0;
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cursor: pointer;
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&:hover {
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background: $yellow;
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color: $background;
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}
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}
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}
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