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| import { fail } from '@sveltejs/kit'; | |
| import { Game } from './game'; | |
| import type { PageServerLoad, Actions } from './$types'; | |
| export const load = (({ cookies }) => { | |
| const game = new Game(cookies.get('sverdle')); | |
| return { | |
| /** | |
| * The player's guessed words so far | |
| */ | |
| guesses: game.guesses, | |
| /** | |
| * An array of strings like '__x_c' corresponding to the guesses, where 'x' means | |
| * an exact match, and 'c' means a close match (right letter, wrong place) | |
| */ | |
| answers: game.answers, | |
| /** | |
| * The correct answer, revealed if the game is over | |
| */ | |
| answer: game.answers.length >= 6 ? game.answer : null | |
| }; | |
| }) satisfies PageServerLoad; | |
| export const actions = { | |
| /** | |
| * Modify game state in reaction to a keypress. If client-side JavaScript | |
| * is available, this will happen in the browser instead of here | |
| */ | |
| update: async ({ request, cookies }) => { | |
| const game = new Game(cookies.get('sverdle')); | |
| const data = await request.formData(); | |
| const key = data.get('key'); | |
| const i = game.answers.length; | |
| if (key === 'backspace') { | |
| game.guesses[i] = game.guesses[i].slice(0, -1); | |
| } else { | |
| game.guesses[i] += key; | |
| } | |
| cookies.set('sverdle', game.toString()); | |
| }, | |
| /** | |
| * Modify game state in reaction to a guessed word. This logic always runs on | |
| * the server, so that people can't cheat by peeking at the JavaScript | |
| */ | |
| enter: async ({ request, cookies }) => { | |
| const game = new Game(cookies.get('sverdle')); | |
| const data = await request.formData(); | |
| const guess = data.getAll('guess') as string[]; | |
| if (!game.enter(guess)) { | |
| return fail(400, { badGuess: true }); | |
| } | |
| cookies.set('sverdle', game.toString()); | |
| }, | |
| restart: async ({ cookies }) => { | |
| cookies.delete('sverdle'); | |
| } | |
| } satisfies Actions; | |