Tic-Tac-Toe with React Hooks












0












$begingroup$


I have found similar posts which has some optimizations on Winning-checking logic: React Tic Tac Toe



My primary focus for this post is about hook setters being asynchronous. So to check if anyone wins, I used useEffect to listen to the board.



  useEffect(
() => {
if (winning()) {
setMessage(`Player ${turn % 2 ? 1 : 2} wins!`);
setGameState("stopped");
} else {
setTurn(turn + 1);
}
},
[board]
);


When the move is made, the turn number won't increase when the game is finished.



However this makes the initial "turn number" 0 (so the effect adds to it to get 1).



Should I make the board update synchronous before calling the setters? (like using a tempBoard = {...board, (new move)} and check there instead?



Full code (Click handler is step)



import React, { useState, useEffect } from "react";
import ReactDOM from "react-dom";

import "./styles.css";

function App() {
const [turn, setTurn] = useState(0);
const [message, setMessage] = useState("");
const [gameState, setGameState] = useState("playing");
const [board, setBoard] = useState({});

const winning = _ => {
return (
(board[0] &&
board[1] &&
board[2] &&
board[0] === board[1] &&
board[1] === board[2]) ||
(board[3] &&
board[4] &&
board[5] &&
board[3] === board[4] &&
board[4] === board[5]) ||
(board[6] &&
board[7] &&
board[8] &&
board[6] === board[7] &&
board[7] === board[8]) ||
(board[0] &&
board[3] &&
board[6] &&
board[0] === board[3] &&
board[3] === board[6]) ||
(board[1] &&
board[4] &&
board[7] &&
board[1] === board[4] &&
board[4] === board[7]) ||
(board[2] &&
board[5] &&
board[8] &&
board[2] === board[5] &&
board[5] === board[8]) ||
(board[0] &&
board[4] &&
board[8] &&
board[0] === board[4] &&
board[4] === board[8]) ||
(board[2] &&
board[4] &&
board[6] &&
board[2] === board[4] &&
board[4] === board[6])
);
};

useEffect(
() => {
if (winning()) {
setMessage(`Player ${turn % 2 ? 1 : 2} wins!`);
setGameState("stopped");
} else {
setTurn(turn + 1);
}
},
[board]
);

const step = (n, turn) => {
if (gameState === "playing" && !board[n]) {
setBoard({ ...board, [n]: turn % 2 ? "x" : "o" });
}
};

return (
<div className="App">
Turn {turn}
<div className="container">
{[0, 1, 2, 3, 4, 5, 6, 7, 8].map(n => (
<div key={"b" + n} className={"b" + n}>
<button onClick={_ => step(n, turn)}>{board[n] || " "}</button>
</div>
))}
</div>
{message}
</div>
);
}

const rootElement = document.getElementById("root");
ReactDOM.render(<App />, rootElement);



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    0












    $begingroup$


    I have found similar posts which has some optimizations on Winning-checking logic: React Tic Tac Toe



    My primary focus for this post is about hook setters being asynchronous. So to check if anyone wins, I used useEffect to listen to the board.



      useEffect(
    () => {
    if (winning()) {
    setMessage(`Player ${turn % 2 ? 1 : 2} wins!`);
    setGameState("stopped");
    } else {
    setTurn(turn + 1);
    }
    },
    [board]
    );


    When the move is made, the turn number won't increase when the game is finished.



    However this makes the initial "turn number" 0 (so the effect adds to it to get 1).



    Should I make the board update synchronous before calling the setters? (like using a tempBoard = {...board, (new move)} and check there instead?



    Full code (Click handler is step)



    import React, { useState, useEffect } from "react";
    import ReactDOM from "react-dom";

    import "./styles.css";

    function App() {
    const [turn, setTurn] = useState(0);
    const [message, setMessage] = useState("");
    const [gameState, setGameState] = useState("playing");
    const [board, setBoard] = useState({});

    const winning = _ => {
    return (
    (board[0] &&
    board[1] &&
    board[2] &&
    board[0] === board[1] &&
    board[1] === board[2]) ||
    (board[3] &&
    board[4] &&
    board[5] &&
    board[3] === board[4] &&
    board[4] === board[5]) ||
    (board[6] &&
    board[7] &&
    board[8] &&
    board[6] === board[7] &&
    board[7] === board[8]) ||
    (board[0] &&
    board[3] &&
    board[6] &&
    board[0] === board[3] &&
    board[3] === board[6]) ||
    (board[1] &&
    board[4] &&
    board[7] &&
    board[1] === board[4] &&
    board[4] === board[7]) ||
    (board[2] &&
    board[5] &&
    board[8] &&
    board[2] === board[5] &&
    board[5] === board[8]) ||
    (board[0] &&
    board[4] &&
    board[8] &&
    board[0] === board[4] &&
    board[4] === board[8]) ||
    (board[2] &&
    board[4] &&
    board[6] &&
    board[2] === board[4] &&
    board[4] === board[6])
    );
    };

    useEffect(
    () => {
    if (winning()) {
    setMessage(`Player ${turn % 2 ? 1 : 2} wins!`);
    setGameState("stopped");
    } else {
    setTurn(turn + 1);
    }
    },
    [board]
    );

    const step = (n, turn) => {
    if (gameState === "playing" && !board[n]) {
    setBoard({ ...board, [n]: turn % 2 ? "x" : "o" });
    }
    };

    return (
    <div className="App">
    Turn {turn}
    <div className="container">
    {[0, 1, 2, 3, 4, 5, 6, 7, 8].map(n => (
    <div key={"b" + n} className={"b" + n}>
    <button onClick={_ => step(n, turn)}>{board[n] || " "}</button>
    </div>
    ))}
    </div>
    {message}
    </div>
    );
    }

    const rootElement = document.getElementById("root");
    ReactDOM.render(<App />, rootElement);



    CodeSandbox










    share|improve this question







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    Sunny Pun is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
    Check out our Code of Conduct.







    $endgroup$















      0












      0








      0





      $begingroup$


      I have found similar posts which has some optimizations on Winning-checking logic: React Tic Tac Toe



      My primary focus for this post is about hook setters being asynchronous. So to check if anyone wins, I used useEffect to listen to the board.



        useEffect(
      () => {
      if (winning()) {
      setMessage(`Player ${turn % 2 ? 1 : 2} wins!`);
      setGameState("stopped");
      } else {
      setTurn(turn + 1);
      }
      },
      [board]
      );


      When the move is made, the turn number won't increase when the game is finished.



      However this makes the initial "turn number" 0 (so the effect adds to it to get 1).



      Should I make the board update synchronous before calling the setters? (like using a tempBoard = {...board, (new move)} and check there instead?



      Full code (Click handler is step)



      import React, { useState, useEffect } from "react";
      import ReactDOM from "react-dom";

      import "./styles.css";

      function App() {
      const [turn, setTurn] = useState(0);
      const [message, setMessage] = useState("");
      const [gameState, setGameState] = useState("playing");
      const [board, setBoard] = useState({});

      const winning = _ => {
      return (
      (board[0] &&
      board[1] &&
      board[2] &&
      board[0] === board[1] &&
      board[1] === board[2]) ||
      (board[3] &&
      board[4] &&
      board[5] &&
      board[3] === board[4] &&
      board[4] === board[5]) ||
      (board[6] &&
      board[7] &&
      board[8] &&
      board[6] === board[7] &&
      board[7] === board[8]) ||
      (board[0] &&
      board[3] &&
      board[6] &&
      board[0] === board[3] &&
      board[3] === board[6]) ||
      (board[1] &&
      board[4] &&
      board[7] &&
      board[1] === board[4] &&
      board[4] === board[7]) ||
      (board[2] &&
      board[5] &&
      board[8] &&
      board[2] === board[5] &&
      board[5] === board[8]) ||
      (board[0] &&
      board[4] &&
      board[8] &&
      board[0] === board[4] &&
      board[4] === board[8]) ||
      (board[2] &&
      board[4] &&
      board[6] &&
      board[2] === board[4] &&
      board[4] === board[6])
      );
      };

      useEffect(
      () => {
      if (winning()) {
      setMessage(`Player ${turn % 2 ? 1 : 2} wins!`);
      setGameState("stopped");
      } else {
      setTurn(turn + 1);
      }
      },
      [board]
      );

      const step = (n, turn) => {
      if (gameState === "playing" && !board[n]) {
      setBoard({ ...board, [n]: turn % 2 ? "x" : "o" });
      }
      };

      return (
      <div className="App">
      Turn {turn}
      <div className="container">
      {[0, 1, 2, 3, 4, 5, 6, 7, 8].map(n => (
      <div key={"b" + n} className={"b" + n}>
      <button onClick={_ => step(n, turn)}>{board[n] || " "}</button>
      </div>
      ))}
      </div>
      {message}
      </div>
      );
      }

      const rootElement = document.getElementById("root");
      ReactDOM.render(<App />, rootElement);



      CodeSandbox










      share|improve this question







      New contributor




      Sunny Pun is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.







      $endgroup$




      I have found similar posts which has some optimizations on Winning-checking logic: React Tic Tac Toe



      My primary focus for this post is about hook setters being asynchronous. So to check if anyone wins, I used useEffect to listen to the board.



        useEffect(
      () => {
      if (winning()) {
      setMessage(`Player ${turn % 2 ? 1 : 2} wins!`);
      setGameState("stopped");
      } else {
      setTurn(turn + 1);
      }
      },
      [board]
      );


      When the move is made, the turn number won't increase when the game is finished.



      However this makes the initial "turn number" 0 (so the effect adds to it to get 1).



      Should I make the board update synchronous before calling the setters? (like using a tempBoard = {...board, (new move)} and check there instead?



      Full code (Click handler is step)



      import React, { useState, useEffect } from "react";
      import ReactDOM from "react-dom";

      import "./styles.css";

      function App() {
      const [turn, setTurn] = useState(0);
      const [message, setMessage] = useState("");
      const [gameState, setGameState] = useState("playing");
      const [board, setBoard] = useState({});

      const winning = _ => {
      return (
      (board[0] &&
      board[1] &&
      board[2] &&
      board[0] === board[1] &&
      board[1] === board[2]) ||
      (board[3] &&
      board[4] &&
      board[5] &&
      board[3] === board[4] &&
      board[4] === board[5]) ||
      (board[6] &&
      board[7] &&
      board[8] &&
      board[6] === board[7] &&
      board[7] === board[8]) ||
      (board[0] &&
      board[3] &&
      board[6] &&
      board[0] === board[3] &&
      board[3] === board[6]) ||
      (board[1] &&
      board[4] &&
      board[7] &&
      board[1] === board[4] &&
      board[4] === board[7]) ||
      (board[2] &&
      board[5] &&
      board[8] &&
      board[2] === board[5] &&
      board[5] === board[8]) ||
      (board[0] &&
      board[4] &&
      board[8] &&
      board[0] === board[4] &&
      board[4] === board[8]) ||
      (board[2] &&
      board[4] &&
      board[6] &&
      board[2] === board[4] &&
      board[4] === board[6])
      );
      };

      useEffect(
      () => {
      if (winning()) {
      setMessage(`Player ${turn % 2 ? 1 : 2} wins!`);
      setGameState("stopped");
      } else {
      setTurn(turn + 1);
      }
      },
      [board]
      );

      const step = (n, turn) => {
      if (gameState === "playing" && !board[n]) {
      setBoard({ ...board, [n]: turn % 2 ? "x" : "o" });
      }
      };

      return (
      <div className="App">
      Turn {turn}
      <div className="container">
      {[0, 1, 2, 3, 4, 5, 6, 7, 8].map(n => (
      <div key={"b" + n} className={"b" + n}>
      <button onClick={_ => step(n, turn)}>{board[n] || " "}</button>
      </div>
      ))}
      </div>
      {message}
      </div>
      );
      }

      const rootElement = document.getElementById("root");
      ReactDOM.render(<App />, rootElement);



      CodeSandbox







      tic-tac-toe react.js






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      Sunny Pun is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.









      share|improve this question




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      asked 10 mins ago









      Sunny PunSunny Pun

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      New contributor





      Sunny Pun is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.






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