井字棋游戏,两位玩家,分别是‘O’ 和 ‘X’ 分别落子,先完成三点一线的获胜,也就是无论横、竖、斜连成一条直线
引入必要js以及css
<html lang="en">
<head>
<meta charset="UTF-8">
<title>井字棋游戏第一步title>
<script src="react.js">script>
<script src="react-dom.js">script>
<script src="browser.min.js">script>
<style>
body {
font: 14px "Century Gothic", Futura, sans-serif;
margin: 20px;
}
ol, ul {
padding-left: 30px;
}
.board-row:after {
clear: both;
content: "";
display: table;
}
.status {
margin-bottom: 10px;
}
.square {
background: #fff;
border: 1px solid #999;
float: left;
font-size: 24px;
font-weight: bold;
line-height: 34px;
height: 34px;
margin-right: -1px;
margin-top: -1px;
padding: 0;
text-align: center;
width: 34px;
}
.square:focus {
outline: none;
}
.kbd-navigation .square:focus {
background: #ddd;
}
.game {
display: flex;
flex-direction: row;
}
.game-info {
margin-left: 20px;
}
style>
head>
<body>
<div id="root">div>
body>
<script type="text/babel">
script>
html>
接下来的所有代码都在script中进行
class Square extends React.Component{ //棋子组件
constructor(){
super()
}
render(){
return(
)
}
}
class Board extends React.Component{ //棋盘组件
renderSquare(i){
return(
)
}
render() {
return (
<div>
<div className="board-row">
{this.renderSquare(0)}
{this.renderSquare(1)}
{this.renderSquare(2)}
div>
<div className="board-row">
{this.renderSquare(3)}
{this.renderSquare(4)}
{this.renderSquare(5)}
div>
<div className="board-row">
{this.renderSquare(6)}
{this.renderSquare(7)}
{this.renderSquare(8)}
div>
div>
);
}
}
class Game extends React.Component{ //游戏组件
render(){
return(
<div className="game">
<div className="game-board">
div>
<div className="game-info">
<div>Next Player:div> {/*显示下一步玩家*/}
{/*显示历史记录*/}
div>
div>
)
}
}
ReactDOM.render(
,
document.getElementById('root')
)
注:在render()内的JSX语法 注释要写成
{/*注释内容*/}
第一步只将所有内容展示出来,并未加入任何事件
class Square extends React.Component{ //棋子组件
constructor(){
super();
this.state = {
value:null
}
}
render(){
return(
)
}
}
修改Square组件,默认棋子是空值,点击添加‘X’,由于这个值是交互式的,所以把value放在state内
将Square的state提到父组件Board里,以props传入Square,使其父子组件同步
function Square(props) {//棋子组件
return(
)
}
class Board extends React.Component{ //棋盘组件
constructor(){
super();
this.state = {
squares :Array(9).fill(null)
};
}
handleClick(i){
const squares = this.state.squares.slice();//将原数组复制一份,为了之后做悔棋
squares[i] = 'X';
this.setState({squares: squares});
}
renderSquare(i){
return(
this.state.squares[i]} onClick={() =>this.handleClick(i)}/> /*将value和事件以props形式传入子组件*/
)
}
render() {
return (
<div>
<div className="board-row">
{this.renderSquare(0)}
{this.renderSquare(1)}
{this.renderSquare(2)}
div>
<div className="board-row">
{this.renderSquare(3)}
{this.renderSquare(4)}
{this.renderSquare(5)}
div>
<div className="board-row">
{this.renderSquare(6)}
{this.renderSquare(7)}
{this.renderSquare(8)}
div>
div>
);
}
}
当您要聚合来自多个子节点的数据 或 使两个子组件之间相互通信时,提升 state(状态) ,使其存储在父组件中。父组件可以通过 props(属性) 把 state(状态) 传递回子组件,以使子组件始终与父组件同步。
如果组件中只包含一个render方法,可以将其改写为函数式组件,传入props即可
参考链接
在第三步中只有一名玩家‘X’,先在添加一名‘O’,在state添加 xIsNext属性,用来判断下一位玩家是不是‘X’,在script添加获胜判断函数,并在handleClick中调用
class Board extends React.Component{ //棋盘组件
constructor(){
super();
this.state = {
squares :Array(9).fill(null),
xIsNext: true,
};
}
handleClick(i){
const squares = this.state.squares.slice();//将原数组复制一份,为了之后做悔棋
squares[i] = this.state.xIsNext?'X':'O';
this.setState({
squares: squares,
xIsNext: !this.state.xIsNext,
});
}
renderSquare(i){
return(
this.state.squares[i]} onClick={() =>this.handleClick(i)}/> /*将value和事件以props形式传入子组件*/
)
}
render() {
const status = 'Next player:' + (this.state.xIsNext?'X':'O');
return (
<div>
<div className="status">{status}div>
<div className="board-row">
{this.renderSquare(0)}
{this.renderSquare(1)}
{this.renderSquare(2)}
div>
<div className="board-row">
{this.renderSquare(3)}
{this.renderSquare(4)}
{this.renderSquare(5)}
div>
<div className="board-row">
{this.renderSquare(6)}
{this.renderSquare(7)}
{this.renderSquare(8)}
div>
div>
);
}
}
class Board extends React.Component{ //棋盘组件
constructor(){
super();
this.state = {
squares :Array(9).fill(null),
xIsNext: true,
};
}
handleClick(i){
const squares = this.state.squares.slice();//将原数组复制一份,为了之后做悔棋
if (calculateWinner(squares) || squares[i]) {
return;
}
squares[i] = this.state.xIsNext?'X':'O';
this.setState({
squares: squares,
xIsNext: !this.state.xIsNext,
});
}
renderSquare(i){
return(
this.state.squares[i]} onClick={() =>this.handleClick(i)}/> /*将value和事件以props形式传入子组件*/
)
}
render() {
const winner = calculateWinner(this.state.squares);
let status;
if (winner) {
status = 'Winner: ' + winner;
} else {
status = 'Next player: ' + (this.state.xIsNext ? 'X' : 'O');
}
return (
<div>
<div className="status">{status}div>
<div className="board-row">
{this.renderSquare(0)}
{this.renderSquare(1)}
{this.renderSquare(2)}
div>
<div className="board-row">
{this.renderSquare(3)}
{this.renderSquare(4)}
{this.renderSquare(5)}
div>
<div className="board-row">
{this.renderSquare(6)}
{this.renderSquare(7)}
{this.renderSquare(8)}
div>
div>
);
}
}
function calculateWinner(squares) {
const lines = [
[0, 1, 2],
[3, 4, 5],
[6, 7, 8],
[0, 3, 6],
[1, 4, 7],
[2, 5, 8],
[0, 4, 8],
[2, 4, 6]
];
for (let i = 0; i < lines.length; i++) {
const [a, b, c] = lines[i];
if (squares[a] && squares[a] === squares[b] && squares[a] === squares[c]) {
return squares[a];
}
}
return null;
}
参考链接
将Board中的state提升到Game,并将Board中的this.state改为this.props
class Board extends React.Component{ //棋盘组件
renderSquare(i){
return(
this.props.squares[i]} onClick={() =>this.props.onClick(i)}/> /*将value和事件以props形式传入子组件*/
)
}
render() {
return (
<div>
<div className="board-row">
{this.renderSquare(0)}
{this.renderSquare(1)}
{this.renderSquare(2)}
div>
<div className="board-row">
{this.renderSquare(3)}
{this.renderSquare(4)}
{this.renderSquare(5)}
div>
<div className="board-row">
{this.renderSquare(6)}
{this.renderSquare(7)}
{this.renderSquare(8)}
div>
div>
);
}
}
将state以及事件放进Game组件
class Game extends React.Component {
constructor(props) {
super(props);
this.state = {
history: [
{
squares: Array(9).fill(null)
}
],
stepNumber: 0,
xIsNext: true
};
}
handleClick(i) {
const history = this.state.history.slice(0, this.state.stepNumber + 1);
const current = history[history.length - 1];
const squares = current.squares.slice();
if (calculateWinner(squares) || squares[i]) {
return;
}
squares[i] = this.state.xIsNext ? "X" : "O";
this.setState({
history: history.concat([
{
squares: squares
}
]),
stepNumber: history.length,
xIsNext: !this.state.xIsNext
});
}
jumpTo(step) {
this.setState({
stepNumber: step,
xIsNext: (step % 2) === 0,
});
if(step == 0){
this.setState({
history: [
{
squares: Array(9).fill(null)
}
]
});
}
}
render() {
const history = this.state.history;
const current = history[this.state.stepNumber];
const winner = calculateWinner(current.squares);
const moves = this.state.history.map((step, move) => {
const desc = move ?
'Go to move #' + move :
'restart';
return (
);
});
let status;
if (winner) {
status = "Winner: " + winner;
} else {
status = "Next player: " + (this.state.xIsNext ? "X" : "O");
}
return (
<div className="game">
<div className="game-board">
this.handleClick(i)}
/>
div>
<div className="game-info">
<div>{status}div>
{moves}
div>
div>
);
}
}