card tier handling for game board rendering
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@@ -11,30 +11,41 @@ export default function GameBoard() {
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const [content, setContent] = useState(null);
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const [content, setContent] = useState(null);
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let currentCards = {
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tierOneCards: null,
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tierTwoCards: null,
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tierThreeCards: null,
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};
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useEffect(() => {
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useEffect(() => {
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// param limit sets limit on number of cards rendered
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// param limit sets limit on number of cards rendered
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// param tier filters by card tier
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// param tier filters by card tier
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const buildGameBoardRow = (limit) => {
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const buildGameBoardRow = (limit, tier) => {
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let newBoard = [];
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let newBoard = [];
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let iter = 0;
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let iter = 0;
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for (let cardConfig of CardDeck) {
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for (let cardConfig of CardDeck) {
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if (cardConfig.tier !== tier) continue;
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while (iter < limit) {
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while (iter < limit) {
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iter++;
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iter++;
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// if (cardConfig.tier !== tier) continue;
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// if (cardConfig.tier !== tier) continue;
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newBoard.push(<Card state={cardConfig} />);
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newBoard.push(<Card state={cardConfig} />);
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}
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}
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}
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}
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setContent(newBoard);
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setTrigger(false);
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switch (tier) {
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case 1:
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setTierOne(newBoard);
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setTrigger(false);
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break;
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case 2:
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setTierTwo(newBoard);
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setTrigger(false);
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break;
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case 3:
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setTierThree(newBoard);
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setTrigger(false);
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break;
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default:
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setTrigger(false);
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break;
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}
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}
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}
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if (trigger) buildGameBoardRow(6);
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if (trigger) buildGameBoardRow(6,1);
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}, [trigger]);
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}, [trigger]);
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return (
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return (
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@@ -42,7 +53,7 @@ export default function GameBoard() {
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<h1 className="gameboard-title">SPLINTER</h1>
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<h1 className="gameboard-title">SPLINTER</h1>
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<div className="gameboard-row">
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<div className="gameboard-row">
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{content || 'Loading'}
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{tierOne || 'Loading'}
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</div>
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</div>
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<h2>Deck length: {CardDeck.length}</h2>
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<h2>Deck length: {CardDeck.length}</h2>
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