Use 'progress' to construct the processing flow of typewriterMode

pull/159/head
ran 1 year ago
parent aa00e359c4
commit 088711b5d1

@ -103,7 +103,6 @@ function InputModeButton({setNavOpen, isDropdown}) {
/** toggle input mode if allowed */
function toggleInputMode(ev: React.MouseEvent) {
if (!lockInputMode){
localStorage.setItem("lean4game:typewriterMode", JSON.stringify(!typewriterMode))
setTypewriterMode(!typewriterMode)
setNavOpen(false)
}

@ -22,7 +22,7 @@ import { ConnectionContext, connection, useLeanClient } from '../connection'
import { useAppDispatch, useAppSelector } from '../hooks'
import { useGetGameInfoQuery, useLoadInventoryOverviewQuery, useLoadLevelQuery } from '../state/api'
import { changedSelection, codeEdited, selectCode, selectSelections, selectCompleted, helpEdited,
selectHelp, selectDifficulty, selectInventory } from '../state/progress'
selectHelp, selectDifficulty, selectInventory, selectTypewriterMode, changeTypewriterMode } from '../state/progress'
import { store } from '../state/store'
import { Button } from './button'
import Markdown from './markdown'
@ -204,12 +204,17 @@ function PlayableLevel({impressum, setImpressum}) {
const {worldId, levelId} = useContext(WorldLevelIdContext)
const {mobile} = React.useContext(MobileContext)
const dispatch = useAppDispatch()
const difficulty = useSelector(selectDifficulty(gameId))
const initialCode = useAppSelector(selectCode(gameId, worldId, levelId))
const initialSelections = useAppSelector(selectSelections(gameId, worldId, levelId))
const inventory: Array<String> = useSelector(selectInventory(gameId))
const gameInfo = useGetGameInfoQuery({game: gameId})
const typewriterMode = useSelector(selectTypewriterMode(gameId))
const setTypewriterMode = (newTypewriterMode: boolean) => dispatch(changeTypewriterMode({game: gameId, typewriterMode: newTypewriterMode}))
const gameInfo = useGetGameInfoQuery({game: gameId})
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
// The state variables for the `ProofContext`
@ -221,15 +226,11 @@ function PlayableLevel({impressum, setImpressum}) {
const [showHelp, setShowHelp] = useState<Set<number>>(new Set())
// Only for mobile layout
const [pageNumber, setPageNumber] = useState(0)
const [typewriterMode, setTypewriterMode] = useState(()=>{
const savedMode = localStorage.getItem('lean4game:typewriterMode');
return savedMode !== null ? JSON.parse(savedMode) : true;
})
// set to true to prevent switching between typewriter and editor
const [lockInputMode, setLockInputMode] = useState(false)
const [typewriterInput, setTypewriterInput] = useState("")
const lastLevel = levelId >= gameInfo.data?.worldSize[worldId]
const dispatch = useAppDispatch()
// impressum pop-up
function toggleImpressum() {setImpressum(!impressum)}

@ -26,7 +26,8 @@ export interface GameProgressState {
inventory: string[],
difficulty: number,
openedIntro: boolean,
data: WorldProgressState
data: WorldProgressState,
typewriterMode: boolean
}
/**
@ -53,7 +54,7 @@ const initalLevelProgressState: LevelProgressState = {code: "", completed: false
/** Add an empty skeleton with progress for the current game */
function addGameProgress (state: ProgressState, action: PayloadAction<{game: string}>) {
if (!state.games[action.payload.game]) {
state.games[action.payload.game] = {inventory: [], openedIntro: true, data: {}, difficulty: DEFAULT_DIFFICULTY}
state.games[action.payload.game] = {inventory: [], openedIntro: true, data: {}, difficulty: DEFAULT_DIFFICULTY, typewriterMode: true}
}
if (!state.games[action.payload.game].data) {
state.games[action.payload.game].data = {}
@ -99,7 +100,7 @@ export const progressSlice = createSlice({
},
/** delete all progress for this game */
deleteProgress(state: ProgressState, action: PayloadAction<{game: string}>) {
state.games[action.payload.game] = {inventory: [], data: {}, openedIntro: true, difficulty: DEFAULT_DIFFICULTY}
state.games[action.payload.game] = {inventory: [], data: {}, openedIntro: true, difficulty: DEFAULT_DIFFICULTY, typewriterMode: true}
},
/** delete progress for this level */
deleteLevelProgress(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
@ -126,6 +127,10 @@ export const progressSlice = createSlice({
addGameProgress(state, action)
state.games[action.payload.game].openedIntro = action.payload.openedIntro
},
changeTypewriterMode(state: ProgressState, action: PayloadAction<{game: string, typewriterMode: boolean}>) {
addGameProgress(state, action)
state.games[action.payload.game].typewriterMode = action.payload.typewriterMode
}
}
})
@ -196,7 +201,15 @@ export function selectOpenedIntro(game: string) {
}
}
/** return whether the intro has been read */
export function selectTypewriterMode(game: string) {
return (state) => {
return state.progress.games[game] ? state.progress.games[game].typewriterMode : true
}
}
/** Export actions to modify the progress */
export const { changedSelection, codeEdited, levelCompleted, deleteProgress,
deleteLevelProgress, loadProgress, helpEdited, changedInventory, changedOpenedIntro,
changedDifficulty } = progressSlice.actions
changedDifficulty, changeTypewriterMode} = progressSlice.actions

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