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App.js
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import React from "react"
import Die from "./Die"
import { nanoid } from "nanoid"
import Confetti from "react-confetti"
export default function App() {
const [dice, setDice] = React.useState(allNewDice())
const [tenzies, setTenzies] = React.useState(false)
const [rollCount, setRollCount] = React.useState(0)
const [start, setStart] = React.useState(false)
const [time, setTime] = React.useState(0)
const [timeKeep, setTimeKeep] = React.useState(
() => JSON.parse(localStorage.getItem("timeKeep")) || []
)
const [countMemory, setCountMemory] = React.useState(
() => JSON.parse(localStorage.getItem("countArr")) || []
)
// This function verifies that all are the same and all dice are held,
// if true set tenzies to true and updates localStorage
React.useEffect(() => {
const allHeld = dice.every((die) => die.isHeld)
const firstValue = dice[0].value
const allSameValue = dice.every((die) => die.value === firstValue)
if (allHeld && allSameValue) {
setTenzies(true)
setTimeKeep((prevTimeKeep) => [time, ...prevTimeKeep])
setCountMemory((prevCountMemory) => [rollCount, ...prevCountMemory])
localStorage.setItem("countArr", JSON.stringify(countMemory))
localStorage.setItem("timeKeep", JSON.stringify(timeKeep))
}
}, [dice, tenzies])
// This function verifies if the timer should start and stop
React.useEffect(() => {
let interval
if (start === true && tenzies === false) {
const startTime = Date.now()
interval = setInterval(() => {
setTime(((Date.now() - startTime) / 1000).toFixed(2))
}, 100)
} else {
clearInterval(interval)
setTime(0)
}
return () => {
clearInterval(interval)
}
}, [start, tenzies])
// This function starts the timer
function startTimer() {
tenzies && time ? setStart(false) : setStart(true)
}
function generateNewDie() {
return {
value: Math.ceil(Math.random() * 6),
isHeld: false,
id: nanoid(),
}
}
function allNewDice() {
const newDice = []
for (let i = 0; i < 10; i++) {
newDice.push(generateNewDie())
}
return newDice
}
function rollDice() {
if (!tenzies) {
setRollCount((prevCount) => prevCount + 1)
setDice((oldDice) =>
oldDice.map((die) => {
return die.isHeld ? die : generateNewDie()
})
)
} else {
setTenzies(false)
setDice(allNewDice())
setRollCount(0)
}
}
function holdDice(id) {
setDice((oldDice) =>
oldDice.map((die) => {
return die.id === id ? { ...die, isHeld: !die.isHeld } : die
})
)
}
const diceElements = dice.map((die) => (
<Die
key={die.id}
value={die.value}
isHeld={die.isHeld}
holdDice={() => holdDice(die.id)}
startTimer={startTimer}
time={time}
/>
))
return (
<main>
{tenzies && <Confetti />}
<div className="game-stats">
<p className="roll-count">
{countMemory.length ? `Best Rolls ${Math.min(...countMemory)}` : "Best Rolls"}
</p>
<p className="time-track">
{timeKeep.length ? `Best Time ${Math.min(...timeKeep)}` : "Best Time"}
</p>
</div>
<h1 className="title">10zies</h1>
<p className="instructions">
Roll until all dice are the same. Click each die
<br />
to freeze it at its current value between rolls.
</p>
<div className="dice-container">{diceElements}</div>
<div className="game-stats-current">
<p className="roll-count">{`Rolls ${rollCount}`}</p>
<p className="time-track">{time ? `Timer ${Math.floor(time % 60)}` : `Timer 0`}</p>
</div>
<button className="roll-dice" onClick={rollDice}>
{tenzies ? "New Game" : "Roll"}
</button>
</main>
)
}