boardgame.io
Version:
library for turn-based games
174 lines (152 loc) • 5.29 kB
JavaScript
import 'nanoid/non-secure';
import { _ as _inherits, a as _createSuper, b as _createClass, c as _defineProperty, d as _classCallCheck, e as _objectWithoutProperties, f as _objectSpread2 } from './Debug-8242c26e.js';
import 'redux';
import './turn-order-8cc4909b.js';
import 'immer';
import './plugin-random-087f861e.js';
import 'lodash.isplainobject';
import './reducer-24ea3e4c.js';
import 'rfc6902';
import './initialize-7316768f.js';
import './transport-ce07b771.js';
import { C as Client$1 } from './client-f7f02b82.js';
import 'flatted';
import 'setimmediate';
import './ai-7998b00f.js';
import React from 'react';
import PropTypes from 'prop-types';
var _excluded = ["matchID", "playerID"];
/**
* Client
*
* boardgame.io React Native client.
*
* @param {...object} game - The return value of `Game`.
* @param {...object} numPlayers - The number of players.
* @param {...object} board - The React component for the game.
* @param {...object} loading - (optional) The React component for the loading state.
* @param {...object} multiplayer - Set to a falsy value or a transportFactory, e.g., SocketIO()
* @param {...object} enhancer - Optional enhancer to send to the Redux store
*
* Returns:
* A React Native component that wraps board and provides an
* API through props for it to interact with the framework
* and dispatch actions such as MAKE_MOVE.
*/
function Client(opts) {
var _class, _temp;
var game = opts.game,
numPlayers = opts.numPlayers,
board = opts.board,
multiplayer = opts.multiplayer,
enhancer = opts.enhancer;
var loading = opts.loading; // Component that is displayed before the client has synced
// with the game master.
if (loading === undefined) {
var Loading = function Loading() {
return /*#__PURE__*/React.createElement(React.Fragment, null);
};
loading = Loading;
}
/*
* WrappedBoard
*
* The main React component that wraps the passed in
* board component and adds the API to its props.
*/
return _temp = _class = /*#__PURE__*/function (_React$Component) {
_inherits(WrappedBoard, _React$Component);
var _super = _createSuper(WrappedBoard);
function WrappedBoard(props) {
var _this;
_classCallCheck(this, WrappedBoard);
_this = _super.call(this, props);
_this.client = Client$1({
game: game,
numPlayers: numPlayers,
multiplayer: multiplayer,
matchID: props.matchID,
playerID: props.playerID,
credentials: props.credentials,
debug: false,
enhancer: enhancer
});
return _this;
}
_createClass(WrappedBoard, [{
key: "componentDidMount",
value: function componentDidMount() {
var _this2 = this;
this.unsubscribe = this.client.subscribe(function () {
return _this2.forceUpdate();
});
this.client.start();
}
}, {
key: "componentWillUnmount",
value: function componentWillUnmount() {
this.client.stop();
this.unsubscribe();
}
}, {
key: "componentDidUpdate",
value: function componentDidUpdate(prevProps) {
if (prevProps.matchID != this.props.matchID) {
this.client.updateMatchID(this.props.matchID);
}
if (prevProps.playerID != this.props.playerID) {
this.client.updatePlayerID(this.props.playerID);
}
if (prevProps.credentials != this.props.credentials) {
this.client.updateCredentials(this.props.credentials);
}
}
}, {
key: "render",
value: function render() {
var _board = null;
var state = this.client.getState();
if (state === null) {
return /*#__PURE__*/React.createElement(loading);
}
var _this$props = this.props,
matchID = _this$props.matchID,
playerID = _this$props.playerID,
rest = _objectWithoutProperties(_this$props, _excluded);
if (board) {
_board = /*#__PURE__*/React.createElement(board, _objectSpread2(_objectSpread2(_objectSpread2({}, state), rest), {}, {
matchID: matchID,
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,
matchData: this.client.matchData,
sendChatMessage: this.client.sendChatMessage,
chatMessages: this.client.chatMessages
}));
}
return _board;
}
}]);
return WrappedBoard;
}(React.Component), _defineProperty(_class, "propTypes", {
// The ID of a game to connect to.
// Only relevant in multiplayer.
matchID: 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
}), _defineProperty(_class, "defaultProps", {
matchID: 'default',
playerID: null,
credentials: null
}), _temp;
}
export { Client };