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| 1 | +import { useState } from 'react'; |
| 2 | + |
| 3 | +interface IPokemon { |
| 4 | + name: string; |
| 5 | + hp: number; |
| 6 | + maxHp: number; |
| 7 | + attack: number; |
| 8 | +} |
| 9 | + |
| 10 | +interface IBattleState { |
| 11 | + playerPokemon: IPokemon; |
| 12 | + enemyPokemon: IPokemon; |
| 13 | + turn: 'player' | 'enemy'; |
| 14 | + battleLog: string[]; |
| 15 | + winner: string | null; |
| 16 | +} |
| 17 | + |
| 18 | +/* |
| 19 | + * Observations |
| 20 | + * 💅 Battle logic is tightly coupled with specific battle display |
| 21 | + * The UI is hardcoded within the battle simulator |
| 22 | +
|
| 23 | + * Tasks |
| 24 | + * 1A 💻 - Refactor to use FACC pattern by adding children prop: |
| 25 | + * children: (battleState: IBattleState, actions: IBattleActions) => React.ReactNode; |
| 26 | + * |
| 27 | + * 1B 💻 - Create IBattleActions interface with: |
| 28 | + * attack: () => void; |
| 29 | + * resetBattle: () => void; |
| 30 | + * |
| 31 | + * 1C 💻 - Replace the JSX return with children function call |
| 32 | + * 1D 💻 - In Exercise component, use FACC to render battle display |
| 33 | +*/ |
| 34 | + |
| 35 | +export const PokemonBattleSimulator = () => { |
| 36 | + const [battleState, setBattleState] = useState<IBattleState>({ |
| 37 | + playerPokemon: { |
| 38 | + name: 'Charizard', |
| 39 | + hp: 100, |
| 40 | + maxHp: 100, |
| 41 | + attack: 25 |
| 42 | + }, |
| 43 | + enemyPokemon: { |
| 44 | + name: 'Blastoise', |
| 45 | + hp: 100, |
| 46 | + maxHp: 100, |
| 47 | + attack: 20 |
| 48 | + }, |
| 49 | + turn: 'player', |
| 50 | + battleLog: [], |
| 51 | + winner: null |
| 52 | + }); |
| 53 | + |
| 54 | + const attack = () => { |
| 55 | + if (battleState.winner) return; |
| 56 | + |
| 57 | + setBattleState((prev) => { |
| 58 | + const newState = { ...prev }; |
| 59 | + |
| 60 | + if (prev.turn === 'player') { |
| 61 | + const damage = prev.playerPokemon.attack; |
| 62 | + newState.enemyPokemon.hp = Math.max( |
| 63 | + 0, |
| 64 | + prev.enemyPokemon.hp - damage |
| 65 | + ); |
| 66 | + newState.battleLog = [ |
| 67 | + ...prev.battleLog, |
| 68 | + `${prev.playerPokemon.name} attacks for ${damage} damage!` |
| 69 | + ]; |
| 70 | + |
| 71 | + if (newState.enemyPokemon.hp === 0) { |
| 72 | + newState.winner = prev.playerPokemon.name; |
| 73 | + } else { |
| 74 | + newState.turn = 'enemy'; |
| 75 | + } |
| 76 | + } else { |
| 77 | + const damage = prev.enemyPokemon.attack; |
| 78 | + newState.playerPokemon.hp = Math.max( |
| 79 | + 0, |
| 80 | + prev.playerPokemon.hp - damage |
| 81 | + ); |
| 82 | + newState.battleLog = [ |
| 83 | + ...prev.battleLog, |
| 84 | + `${prev.enemyPokemon.name} attacks for ${damage} damage!` |
| 85 | + ]; |
| 86 | + |
| 87 | + if (newState.playerPokemon.hp === 0) { |
| 88 | + newState.winner = prev.enemyPokemon.name; |
| 89 | + } else { |
| 90 | + newState.turn = 'player'; |
| 91 | + } |
| 92 | + } |
| 93 | + |
| 94 | + return newState; |
| 95 | + }); |
| 96 | + }; |
| 97 | + |
| 98 | + const resetBattle = () => { |
| 99 | + setBattleState({ |
| 100 | + playerPokemon: { |
| 101 | + name: 'Charizard', |
| 102 | + hp: 100, |
| 103 | + maxHp: 100, |
| 104 | + attack: 25 |
| 105 | + }, |
| 106 | + enemyPokemon: { |
| 107 | + name: 'Blastoise', |
| 108 | + hp: 100, |
| 109 | + maxHp: 100, |
| 110 | + attack: 20 |
| 111 | + }, |
| 112 | + turn: 'player', |
| 113 | + battleLog: [], |
| 114 | + winner: null |
| 115 | + }); |
| 116 | + }; |
| 117 | + |
| 118 | + return ( |
| 119 | + <div className="bg-blue-50 p-6 rounded-lg max-w-2xl"> |
| 120 | + <h2 className="text-2xl font-bold mb-4">Pokemon Battle</h2> |
| 121 | + |
| 122 | + <div className="grid grid-cols-2 gap-4 mb-4"> |
| 123 | + <div className="bg-green-100 p-4 rounded"> |
| 124 | + <h3 className="font-bold"> |
| 125 | + {battleState.playerPokemon.name} |
| 126 | + </h3> |
| 127 | + <div className="w-full bg-gray-200 rounded-full h-2"> |
| 128 | + <div |
| 129 | + className="bg-green-500 h-2 rounded-full" |
| 130 | + style={{ |
| 131 | + width: `${(battleState.playerPokemon.hp / battleState.playerPokemon.maxHp) * 100}%` |
| 132 | + }} |
| 133 | + /> |
| 134 | + </div> |
| 135 | + <p> |
| 136 | + {battleState.playerPokemon.hp}/ |
| 137 | + {battleState.playerPokemon.maxHp} HP |
| 138 | + </p> |
| 139 | + </div> |
| 140 | + |
| 141 | + <div className="bg-red-100 p-4 rounded"> |
| 142 | + <h3 className="font-bold"> |
| 143 | + {battleState.enemyPokemon.name} |
| 144 | + </h3> |
| 145 | + <div className="w-full bg-gray-200 rounded-full h-2"> |
| 146 | + <div |
| 147 | + className="bg-red-500 h-2 rounded-full" |
| 148 | + style={{ |
| 149 | + width: `${(battleState.enemyPokemon.hp / battleState.enemyPokemon.maxHp) * 100}%` |
| 150 | + }} |
| 151 | + /> |
| 152 | + </div> |
| 153 | + <p> |
| 154 | + {battleState.enemyPokemon.hp}/ |
| 155 | + {battleState.enemyPokemon.maxHp} HP |
| 156 | + </p> |
| 157 | + </div> |
| 158 | + </div> |
| 159 | + |
| 160 | + <div className="mb-4"> |
| 161 | + <button |
| 162 | + onClick={attack} |
| 163 | + disabled={!!battleState.winner} |
| 164 | + className="bg-blue-500 text-white px-4 py-2 rounded mr-2 disabled:opacity-50" |
| 165 | + > |
| 166 | + Attack |
| 167 | + </button> |
| 168 | + <button |
| 169 | + onClick={resetBattle} |
| 170 | + className="bg-gray-500 text-white px-4 py-2 rounded" |
| 171 | + > |
| 172 | + Reset |
| 173 | + </button> |
| 174 | + </div> |
| 175 | + |
| 176 | + {battleState.winner && ( |
| 177 | + <div className="bg-yellow-100 p-4 rounded mb-4"> |
| 178 | + <h3 className="font-bold">{battleState.winner} wins!</h3> |
| 179 | + </div> |
| 180 | + )} |
| 181 | + |
| 182 | + <div className="bg-white p-4 rounded max-h-32 overflow-y-auto"> |
| 183 | + {battleState.battleLog.map((log, index) => ( |
| 184 | + <p key={index} className="text-sm"> |
| 185 | + {log} |
| 186 | + </p> |
| 187 | + ))} |
| 188 | + </div> |
| 189 | + </div> |
| 190 | + ); |
| 191 | +}; |
| 192 | + |
| 193 | +export const Exercise = () => { |
| 194 | + return <PokemonBattleSimulator />; |
| 195 | +}; |
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