boardgame.io
Version:
library for turn-based games
156 lines (136 loc) • 4.75 kB
JavaScript
'use strict';
Object.defineProperty(exports, '__esModule', { value: true });
function _interopDefault (ex) { return (ex && (typeof ex === 'object') && 'default' in ex) ? ex['default'] : ex; }
require('./Debug-0ac3084e.js');
require('redux');
var turnOrder = require('./turn-order-d6c2e620.js');
require('immer');
require('./reducer-76d3a4df.js');
require('flatted');
require('./ai-1fb7bf89.js');
require('./initialize-18a8be06.js');
var client = require('./client-35f9483f.js');
var React = _interopDefault(require('react'));
var PropTypes = _interopDefault(require('prop-types'));
/**
* Client
*
* boardgame.io React Native client.
*
* @param {...object} game - The return value of `Game`.
* @param {...object} numPlayers - The number of players.
* @param {...object} board - The React component for the game.
* @param {...object} loading - (optional) The React component for the loading state.
* @param {...object} multiplayer - Set to a falsy value or a transportFactory, e.g., SocketIO()
* @param {...object} enhancer - Optional enhancer to send to the Redux store
*
* Returns:
* A React Native component that wraps board and provides an
* API through props for it to interact with the framework
* and dispatch actions such as MAKE_MOVE.
*/
function Client(opts) {
var _class, _temp;
var game = opts.game,
numPlayers = opts.numPlayers,
board = opts.board,
multiplayer = opts.multiplayer,
enhancer = opts.enhancer;
/*
* WrappedBoard
*
* The main React component that wraps the passed in
* board component and adds the API to its props.
*/
return _temp = _class =
/*#__PURE__*/
function (_React$Component) {
turnOrder._inherits(WrappedBoard, _React$Component);
function WrappedBoard(props) {
var _this;
turnOrder._classCallCheck(this, WrappedBoard);
_this = turnOrder._possibleConstructorReturn(this, turnOrder._getPrototypeOf(WrappedBoard).call(this, props));
_this.client = client.Client({
game: game,
numPlayers: numPlayers,
multiplayer: multiplayer,
gameID: props.gameID,
playerID: props.playerID,
credentials: props.credentials,
debug: false,
enhancer: enhancer
});
return _this;
}
turnOrder._createClass(WrappedBoard, [{
key: "componentDidMount",
value: function componentDidMount() {
var _this2 = this;
this.unsubscribe = this.client.subscribe(function () {
return _this2.forceUpdate();
});
this.client.start();
}
}, {
key: "componentWillUnmount",
value: function componentWillUnmount() {
this.client.stop();
this.unsubscribe();
}
}, {
key: "componentDidUpdate",
value: function componentDidUpdate(prevProps) {
if (prevProps.gameID != this.props.gameID) {
this.client.updateGameID(this.props.gameID);
}
if (prevProps.playerID != this.props.playerID) {
this.client.updatePlayerID(this.props.playerID);
}
if (prevProps.credentials != this.props.credentials) {
this.client.updateCredentials(this.props.credentials);
}
}
}, {
key: "render",
value: function render() {
var _board = null;
var state = this.client.getState();
var _this$props = this.props,
gameID = _this$props.gameID,
playerID = _this$props.playerID,
rest = turnOrder._objectWithoutProperties(_this$props, ["gameID", "playerID"]);
if (board) {
_board = React.createElement(board, turnOrder._objectSpread2({}, state, {}, rest, {
gameID: gameID,
playerID: playerID,
isMultiplayer: !!multiplayer,
moves: this.client.moves,
events: this.client.events,
step: this.client.step,
reset: this.client.reset,
undo: this.client.undo,
redo: this.client.redo,
gameMetadata: this.client.gameMetadata
}));
}
return _board;
}
}]);
return WrappedBoard;
}(React.Component), turnOrder._defineProperty(_class, "propTypes", {
// The ID of a game to connect to.
// Only relevant in multiplayer.
gameID: PropTypes.string,
// The ID of the player associated with this client.
// Only relevant in multiplayer.
playerID: PropTypes.string,
// This client's authentication credentials.
// Only relevant in multiplayer.
credentials: PropTypes.string
}), turnOrder._defineProperty(_class, "defaultProps", {
gameID: 'default',
playerID: null,
credentials: null
}), _temp;
}
exports.Client = Client;