正如我在反應主頁here中遵循教程一樣。我想修改x-o遊戲代碼以在遊戲中前進和後退。我包含下面的代碼。即使狀態發生變化,反應也不會使組件發生變化
歷史被記錄在歷史列表中,pos是列表上當前選擇的索引。你可以看到我有三個按鈕:復位,向上,向下。當您按Reset時,我重置狀態。當你按下時,我增加pos。當你按下時,我減少pos。我也顯示pos來檢查。
問題是pos正在更新,但組件沒有重新渲染。爲便於使用我包括heroku here
我在這裏失蹤了什麼?
import React, { Component } from 'react';
import './App.css';
function Square(props){
return (
<div className="square" onClick={() => props.onClick()}>
{props.value}
</div>
);
}
function calculateWinner(squares){
const winners = [
[0, 1, 2],
[3, 4, 5],
[6, 7, 8],
[0, 4, 8],
[2, 4, 6],
[0, 3, 6],
[1, 4, 7],
[2, 5, 8]
];
for(let i = 0; i < winners.length; i++){
const [a, b, c] = winners[i];
if(squares[a] && squares[b] === squares[a] && squares[c] === squares[a]){
return squares[a];
}
}
return null;
}
class Board extends Component{
constructor() {
super();
this.state = {
history: [Array(9).fill(null)],
pos : 0,
xIsNext: true
}
}
handleClick(i){
const current = this.state.history[this.state.pos];
if (current[i] || calculateWinner(current)) {
} else {
const history = this.state.history.slice();
const squares = history[this.state.pos].slice();
squares[i] = this.state.xIsNext ? "X" : "O";
history[this.state.pos + 1] = squares;
this.setState({
history: history,
pos: this.state.pos + 1,
xIsNext: !this.state.xIsNext
});
}
}
clickReset(){
this.setState(
{
history: [Array(9).fill(null)],
pos : 0,
xIsNext: true
}
);
}
clickUp(){
let pos = this.state.pos;
if(pos < this.state.history.length) {
pos += 1;
this.setState(
{
pos: pos,
xIsNext: !this.state.xIsNext
}
);
}
}
clickDown(){
let pos = this.state.pos;
if(pos > 0) {
pos -= 1;
this.setState(
{
pos: pos,
xIsNext: !this.state.xIsNext
}
);
}
}
renderSquare(i){
let current = this.state.history[this.state.pos];
return (
<Square value={current[i]} onClick={() => this.handleClick(i)}/>
)
}
render() {
let status ;
const pos = this.state.pos;
const current = this.state.history[pos];
const winnerCal = calculateWinner(current);
if (winnerCal){
status = "Winner : " + winnerCal;
} else {
status = "Next Play : " + (this.state.xIsNext ? "X" : "O");
}
return (
<div className="col">
<div className="row justify-content-center">
<div className="board-row">
{this.renderSquare(0)}
{this.renderSquare(1)}
{this.renderSquare(2)}
</div>
<div className="w-100"></div>
<div className="board-row">
{this.renderSquare(3)}
{this.renderSquare(4)}
{this.renderSquare(5)}
</div>
<div className="w-100"></div>
<div className="board-row">
{this.renderSquare(6)}
{this.renderSquare(7)}
{this.renderSquare(8)}
</div>
</div>
<div className="row justify-content-center">
{status} pos: {pos}
</div>
<div className="row-fluid">
<button type="button" className="col-md-4 btn btn-warning" onClick={() => this.clickReset()}>Reset</button>
<button type="button" className="col-md-4 btn btn-danger" onClick={() => this.clickUp()}>up</button>
<button type="button" className="col-md-4 btn btn-info" onClick={() => this.clickDown()}>down</button>
</div>
</div>
)
}
}
class App extends Component {
renderHeader(){
return (
<div className="row justify-content-center">
<div className="col"></div>
<div className="col">
<h3 className="row justify-content-center"> Lets build a xo game </h3>
</div>
<div className="col"></div>
</div>
)
}
renderBoard(){
return (
<div className="row">
<div className="col"></div>
<Board className="col"/>
<div className="col"></div>
</div>
)
}
render() {
return (
<div className="container">
{this.renderHeader()}
{this.renderBoard()}
</div>
);
}
}
export default App;
編輯:
在handleClick()改變
const squares = history[this.state.pos]
..
history[history.length] = squares;
到
const squares = history[this.state.pos].slice();
..
history[this.state.pos + 1] = squares;
我在渲染函數中放置了一個斷點,每次單擊按鈕時都會調用它。 – paqash
確定將問題更改爲更準確的問題 – StarLord