Merge pull request #6 from sorrelbri/game_record
add menu component to game page that displays game record
This commit is contained in:
commit
d7c53e7c7f
5 changed files with 236 additions and 2 deletions
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@ -1,9 +1,12 @@
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import React from "react";
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import "./Kifu.scss";
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const Kifu = () => {
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const Kifu = ({ clickKifu }) => {
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return (
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<div className="Kifu">
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<p className="Kifu__show-menu" onClick={clickKifu}>
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Show Menu?
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</p>
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<div className="Kifu__board"></div>
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</div>
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);
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@ -1,9 +1,27 @@
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@import '../../../../public/stylesheets/partials/mixins';
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div.Kifu {
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order: 0;
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height: 10vh;
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width: 8vh;
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background-color: #FFF;
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transform: rotate(-20deg);
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p.Kifu__show-menu {
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display: none;
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margin: 3vh auto;
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position: absolute;
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transform: rotate(20deg);
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width: fit-content;
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}
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&:hover {
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p.Kifu__show-menu {
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@include gameViewLabel;
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cursor: pointer;
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display: inline-block;
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}
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}
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div.Kifu__board {
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border: 0.25vh solid #444;
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width: 5vh;
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177
packages/play-node-go/src/components/GameUI/Menu/Menu.js
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177
packages/play-node-go/src/components/GameUI/Menu/Menu.js
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import React, { useEffect, useRef } from "react";
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import "./Menu.scss";
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const Menu = ({ showMenu, clickClose, ...props }) => {
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const { active, meta } = props.state; // active.game.boardSize, meta.gameRecord
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const boardSize = active.game.boardSize;
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const handleBackgroundClick = (e) => {
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if (e.target.className === "Game__Menu-container") clickClose();
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};
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const canvasRef = useRef();
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const overflowRef = useRef();
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const drawGameRecord = () => {
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return (
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<>
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<canvas ref={canvasRef} />
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<canvas ref={overflowRef} />
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</>
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);
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};
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useEffect(() => {
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const canvas = canvasRef.current;
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const ctx = canvas.getContext("2d");
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const scale = Math.min(window.innerWidth * 0.75, 500);
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canvas.height = scale;
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canvas.width = scale;
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const space = scale / boardSize;
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const offset = space / 2;
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for (let i = 0; i < boardSize; i++) {
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const start = i * space + offset;
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const end = scale - offset;
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ctx.beginPath();
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ctx.moveTo(start, offset);
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ctx.lineTo(start, end);
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ctx.closePath();
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ctx.stroke();
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ctx.beginPath();
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ctx.moveTo(offset, start);
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ctx.lineTo(end, start);
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ctx.closePath();
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ctx.stroke();
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}
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if (!meta?.gameRecord) return;
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ctx.textAlign = "center";
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ctx.textBaseline = "middle";
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const { overflow } = meta.gameRecord.reduce(
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(dict, { player, pos }, index) => {
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const past = dict[`${pos.x}-${pos.y}`];
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if (past) {
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// overflow: [ { move:#, player:'color', subsequentMoves: [ { move: #, player: 'color' } ] } ]
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if (dict.overflow) {
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const indexOfPrior = dict.overflow.findIndex(
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({ move }) => move === past
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);
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if (indexOfPrior !== -1) {
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// if multiple past moves at this point exist
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dict.overflow[indexOfPrior].subsequentMoves.push({
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move: index + 1,
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player,
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});
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return dict;
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}
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// if a second move at this point has not yet been encountered
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// prior move will be black if no active handicap and move is odd or if active handicap and move is even
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const playerPrior =
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(active.handicap && !(past % 2)) || past % 2 ? "black" : "white";
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return {
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...dict,
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overflow: [
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...dict.overflow,
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{
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move: past,
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player: playerPrior,
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subsequentMoves: [{ move: index + 1, player }],
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},
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],
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};
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}
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// if no move has yet been encountered at a previously made move
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return {
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...dict,
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overflow: [
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{ move: past, subsequentMoves: [{ move: index + 1, player }] },
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],
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};
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}
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ctx.beginPath();
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ctx.arc(
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(pos.y - 1) * space + offset,
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(pos.x - 1) * space + offset,
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offset * 0.95,
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0,
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Math.PI * 2,
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true
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);
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ctx.stroke();
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ctx.fillStyle = player === "white" ? "#fff" : "#000";
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ctx.fill();
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ctx.fillStyle = player === "white" ? "#000" : "#fff";
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ctx.fillText(
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index + 1,
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(pos.y - 1) * space + offset,
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(pos.x - 1) * space + offset
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);
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return { ...dict, [`${pos.x}-${pos.y}`]: index + 1 };
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},
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{}
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);
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if (!overflow?.length) return;
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// Draw Overflow Moves (moves made at prior points)
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const canvas2 = overflowRef.current;
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const ctx2 = canvas2.getContext("2d");
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canvas2.width = scale;
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canvas2.height = space * overflow.length;
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ctx2.textAlign = "center";
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ctx2.textBaseline = "middle";
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overflow.forEach(({ move, subsequentMoves, player }, index) => {
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subsequentMoves.forEach(({ player, move }, subIndex) => {
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ctx2.beginPath();
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ctx2.arc(
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subIndex * space + offset,
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index * space + offset,
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offset * 0.95,
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0,
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Math.PI * 2,
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true
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);
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ctx2.stroke();
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ctx2.fillStyle = player === "white" ? "#fff" : "#000";
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ctx2.fill();
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ctx2.fillStyle = player === "white" ? "#000" : "#fff";
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ctx2.fillText(move, subIndex * space + offset, index * space + offset);
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});
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ctx2.fillStyle = "#000";
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ctx2.fillText(
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"at",
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subsequentMoves.length * space + offset,
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index * space + offset
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);
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ctx2.fillStyle = player === "white" ? "#fff" : "#000";
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ctx2.beginPath();
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ctx2.arc(
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(subsequentMoves.length + 1) * space + offset,
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index * space + offset,
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offset * 0.95,
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0,
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Math.PI * 2,
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true
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);
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ctx2.fill();
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ctx2.stroke();
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ctx2.fillStyle = player === "white" ? "#000" : "#fff";
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ctx2.fillText(
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move,
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(subsequentMoves.length + 1) * space + offset,
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index * space + offset
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);
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});
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}, [showMenu, meta, active.handicap, boardSize]);
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return (
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<div
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className={`Game__Menu-container${showMenu ? "" : "--hidden"}`}
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onClick={(e) => handleBackgroundClick(e)}
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>
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<div className="Game__Menu-container__Menu">
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<button onClick={clickClose}>X</button>
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<div className="Game__Menu__game-record-container">
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{drawGameRecord()}
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</div>
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</div>
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</div>
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);
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};
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export default Menu;
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29
packages/play-node-go/src/components/GameUI/Menu/Menu.scss
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29
packages/play-node-go/src/components/GameUI/Menu/Menu.scss
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div.Game__Menu-container {
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&--hidden {
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display: none;
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}
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background: rgba(0,0,0,0.5);
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display: flex;
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flex-flow: column nowrap;
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justify-content: center;
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align-items: center;
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height: 100vh;
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position: absolute;
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width: 100vw;
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z-index: 2;
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.Game__Menu-container__Menu {
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background: #eef;
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max-height: 90vh;
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max-width: 80vw;
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padding: 2vh;
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overflow: scroll;
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}
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div.Game__Menu__game-record-container {
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display: flex;
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flex-flow: column nowrap;
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align-items: center;
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}
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}
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@ -6,12 +6,14 @@ import Logo from "../../components/Display/Logo/Logo";
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import Board from "../../components/GameUI/Board/Board";
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import PlayerArea from "../../components/GameUI/PlayerArea/PlayerArea";
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import Kifu from "../../components/GameUI/Kifu/Kifu";
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import Menu from "../../components/GameUI/Menu/Menu";
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const Game = (props) => {
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const { state, dispatch } = props;
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const gameId = parseInt(useParams().id) || 0;
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const [playerBlackMeta, setPlayerBlackMeta] = useState({});
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const [playerWhiteMeta, setPlayerWhiteMeta] = useState({});
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const [showMenu, setShowMenu] = useState(false);
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const playerState = state?.meta?.playerState;
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const game = state.active?.game;
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return (
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<div className="Game" data-testid="Game">
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<Menu
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showMenu={showMenu}
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clickClose={() => setShowMenu(false)}
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{...props}
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/>
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<div className="Game__meta-container">
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<span className="Game__socket-flag">{state.socket ? "✓" : " ⃠"}</span>
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<Logo />
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? playerWhiteMeta
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: playerBlackMeta
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}
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Kifu={<Kifu />}
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Kifu={<Kifu clickKifu={() => setShowMenu(true)} />}
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turn={state?.meta?.turn}
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/>
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</div>
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