/* * Tic Tac Toe - Minimalistic Tic Tac Toe * Copyright (C) 2021 Vidhu Kant Sharma * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ import React, { useState, useEffect } from 'react'; import { io } from 'socket.io-client'; import Box from './Box'; import './style.css'; const socket = io("http://localhost:5000"); const MultiplayerGrid = (props) => { // 0 is O, 1 is X, 2 is blank const [board, setBoard] = useState([2,2,2,2,2,2,2,2,2]); const turn = props.turn; const isHost = props.isHost; const joinCode = props.joinCode; const setMessage = props.setMessage; const setShowMessage = props.setShowMessage; // host/join room useEffect(() => { if (isHost) { socket.emit("host"); socket.on("broadcast code", (code) => { setMessage(`Game Code: ${code}`); setShowMessage(true); }); socket.on("player joined", () => { setMessage("Opponent Joined") setShowMessage(true) setTimeout(() => setShowMessage(false), 3000) }) } else { socket.emit("join", joinCode); // error if room doesn't exist socket.on("join failed", () => { setMessage("Error: room not found") setShowMessage(true) setTimeout(() => window.location.reload(), 3000) }); } }, [isHost, setMessage, setShowMessage, joinCode]); const getBoard = (index) => { // if it's not your turn you can't play if ((turn === 0) === isHost) return; const newBoard = board.slice(0, index).concat(turn).concat(board.slice(index+1, 9)); socket.emit("update-remote-data", { board: newBoard, turn: turn, scoreX: props.scoreX, scoreO: props.scoreO }); } const endGame = (data) => { setMessage( `${data.winner === "Data" ? "" : "WINNER: "}${data.winner}` ); setShowMessage(true); props.setScoreX(data.scoreX); props.setScoreO(data.scoreO); // socket.emit messes everything up // and this does the job very well setBoard([2,2,2,2,2,2,2,2,2]); props.setTurn(data.winner === "Draw" ? turn : (data.winner === "X" ? 1 : 0)); } useEffect(() => { socket.on("update-client-data", (data) => { setBoard(data.board); props.setTurn(data.turn); props.setScoreX(data.score.scoreX); props.setScoreO(data.score.scoreO); }); socket.on("update-winner", (data) => endGame(data)); }); return (
{board.map((i, index) => )}
); } export default MultiplayerGrid;