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Refactor Perception module: clean up state management and input handling
1 parent 3a68966 commit c856845

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11 files changed

+598
-618
lines changed

11 files changed

+598
-618
lines changed

package.json

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -5,6 +5,7 @@
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"scripts": {
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"build": "webpack --mode=production",
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"start": "webpack serve --mode development",
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"prepare": "wget -qO- https://sh.rustup.rs | sh -s -- --default-toolchain nightly --profile minimal -y && . $HOME/.cargo/env && npm run build",
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"test": "cargo test && wasm-pack test --headless"
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},
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"type": "module",

src/games/mod.rs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1 +1 @@
1-
pub mod perception;
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pub mod perception;

src/games/perception/input.rs

Lines changed: 53 additions & 53 deletions
Original file line numberDiff line numberDiff line change
@@ -1,53 +1,53 @@
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use super::Perception;
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use std::{cell::RefCell, rc::Rc};
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use wasm_bindgen::prelude::*;
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use web_sys::Element;
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impl Perception {
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pub(super) fn setup_click_handler(game_state: Rc<RefCell<Self>>) -> Result<(), JsValue> {
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let click_handler = {
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let game_state = game_state.clone();
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Closure::wrap(Box::new(move |event: web_sys::MouseEvent| {
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if let Ok(mut game) = game_state.try_borrow_mut() {
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if let Some(target) = event.target() {
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if let Some(element) = target.dyn_ref::<Element>() {
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if let Ok(Some(maze_el)) = element.closest("#maze") {
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// Find clicked cell index
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let children = maze_el.children();
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let cell_index = (0..children.length())
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.find(|&i| {
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children
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.item(i)
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.map(|cell| cell.is_same_node(Some(element)))
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.unwrap_or(false)
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})
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.unwrap_or(0)
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as usize;
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let size = game.size;
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let x = cell_index % size;
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let y = cell_index / size;
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let result = game.try_move(x, y);
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if result != 0 {
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game.render().unwrap();
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}
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}
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}
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}
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}
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}) as Box<dyn FnMut(_)>)
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};
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// Attach single click handler to maze container
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if let Some(maze_el) = game_state.borrow().document.get_element_by_id("maze") {
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maze_el.add_event_listener_with_callback(
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"click",
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click_handler.as_ref().unchecked_ref(),
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)?;
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click_handler.forget();
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}
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Ok(())
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}
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}
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use super::Perception;
2+
use std::{cell::RefCell, rc::Rc};
3+
use wasm_bindgen::prelude::*;
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use web_sys::Element;
5+
6+
impl Perception {
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pub(super) fn setup_click_handler(game_state: Rc<RefCell<Self>>) -> Result<(), JsValue> {
8+
let click_handler = {
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let game_state = game_state.clone();
10+
Closure::wrap(Box::new(move |event: web_sys::MouseEvent| {
11+
if let Ok(mut game) = game_state.try_borrow_mut() {
12+
if let Some(target) = event.target() {
13+
if let Some(element) = target.dyn_ref::<Element>() {
14+
if let Ok(Some(maze_el)) = element.closest("#maze") {
15+
// Find clicked cell index
16+
let children = maze_el.children();
17+
let cell_index = (0..children.length())
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.find(|&i| {
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children
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.item(i)
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.map(|cell| cell.is_same_node(Some(element)))
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.unwrap_or(false)
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})
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.unwrap_or(0)
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as usize;
26+
27+
let size = game.size;
28+
let x = cell_index % size;
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let y = cell_index / size;
30+
31+
let result = game.try_move(x, y);
32+
if result != 0 {
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game.render().unwrap();
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}
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}
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}
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}
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}
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}) as Box<dyn FnMut(_)>)
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};
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// Attach single click handler to maze container
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if let Some(maze_el) = game_state.borrow().document.get_element_by_id("maze") {
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maze_el.add_event_listener_with_callback(
45+
"click",
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click_handler.as_ref().unchecked_ref(),
47+
)?;
48+
click_handler.forget();
49+
}
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Ok(())
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}
53+
}

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