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fix(doc): update tutorial guide and fix doc build (#2835)
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* fix(doc): update tutorial guide

* fix(doc): update tutorial guide
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dbritto-dev authored Nov 5, 2024
1 parent bf4bcf2 commit 795528e
Showing 1 changed file with 22 additions and 22 deletions.
44 changes: 22 additions & 22 deletions docs/guides/tutorial-tic-tac-toe.md
Original file line number Diff line number Diff line change
Expand Up @@ -387,7 +387,7 @@ The `handleClick` function should take the index of the square to update and cre
`squares` array (`nextSquares`). Then, `handleClick` updates the `nextSquares` array by adding `X`
to the square at the specified index (`i`) if is not already filled.

```tsx{7-12,29}
```tsx {7-12,29}
export default function Board() {
const [squares, setSquares] = useGameStore((state) => [
state.squares,
Expand Down Expand Up @@ -436,7 +436,7 @@ board.
You'll set the first move to be `'X'` by default. Let's keep track of this by adding another piece
of state to the `useGameStore` hook:

```tsx{2,12-18}
```tsx {2,12-18}
const useGameStore = create(
combine({ squares: Array(9).fill(null), xIsNext: true }, (set) => {
return {
Expand All @@ -446,26 +446,26 @@ const useGameStore = create(
typeof nextSquares === 'function'
? nextSquares(state.squares)
: nextSquares,
}));
}))
},
setXIsNext: (nextXIsNext) => {
set((state) => ({
xIsNext:
typeof nextXIsNext === 'function'
? nextXIsNext(state.xIsNext)
: nextXIsNext,
}));
}))
},
};
})
);
}
}),
)
```

Each time a player moves, `xIsNext` (a boolean) will be flipped to determine which player goes next
and the game's state will be saved. You'll update the Board's `handleClick` function to flip the
value of `xIsNext`:

```tsx{2-5,10,15}
```tsx {2-5,10,15}
export default function Board() {
const [xIsNext, setXIsNext] = useGameStore((state) => [
state.xIsNext,
Expand Down Expand Up @@ -557,7 +557,7 @@ function to check if a player has won. You can perform this check at the same ti
user has clicked a square that already has a `'X'` or and `'O'`. We'd like to return early in
both cases:

```ts{2}
```ts {2}
function handleClick(i) {
if (squares[i] || winner) return
const nextSquares = squares.slice()
Expand All @@ -572,7 +572,7 @@ To let the players know when the game is over, you can display text such as `'Wi
display the winner or draw if the game is over and if the game is ongoing you'll display which
player's turn is next:

```tsx{10-11,13,25}
```tsx {10-11,13,25}
export default function Board() {
const [xIsNext, setXIsNext] = useGameStore((state) => [
state.xIsNext,
Expand Down Expand Up @@ -795,7 +795,7 @@ component data and instruct the `Board` component to render previous turns from
First, add a `Game` component with `export default` and remove it from `Board` component. Here is
what the code should look like:

```tsx{1,48-65}
```tsx {1,48-65}
function Board() {
const [xIsNext, setXIsNext] = useGameStore((state) => [
state.xIsNext,
Expand Down Expand Up @@ -865,7 +865,7 @@ export default function Game() {

Add some state to the `useGameStore` hook to track the history of moves:

```ts{2,4-11}
```ts {2,4-11}
const useGameStore = create(
combine({ history: [Array(9).fill(null)], xIsNext: true }, (set) => {
return {
Expand Down Expand Up @@ -897,7 +897,7 @@ To render the squares for the current move, you'll need to read the most recent
the `history` state. You don't need an extra state for this because you already have enough
information to calculate it during rendering:

```tsx{2-3}
```tsx {2-3}
export default function Game() {
const { history, setHistory, xIsNext, setXIsNext } = useGameStore()
const currentSquares = history[history.length - 1]
Expand Down Expand Up @@ -925,7 +925,7 @@ Next, create a `handlePlay` function inside the `Game` component that will be ca
component to update the game. Pass `xIsNext`, `currentSquares` and `handlePlay` as props to the
`Board` component:

```tsx{5-7,18}
```tsx {5-7,18}
export default function Game() {
const { history, setHistory, xIsNext, setXIsNext } = useGameStore()
const currentSquares = history[history.length - 1]
Expand Down Expand Up @@ -957,7 +957,7 @@ Let's make the `Board` component fully controlled by the props it receives. To d
the `Board` component to accept three props: `xIsNext`, `squares`, and a new `onPlay` function that
the `Board` component can call with the updated squares array when a player makes a move.

```tsx{1}
```tsx {1}
function Board({ xIsNext, squares, onPlay }) {
const winner = calculateWinner(squares)
const turns = calculateTurns(squares)
Expand Down Expand Up @@ -1010,7 +1010,7 @@ squares array as a new `history` entry. You also need to toggle `xIsNext`, just
component used
to do.

```ts{2-3}
```ts {2-3}
function handlePlay(nextSquares) {
setHistory(history.concat([nextSquares]))
setXIsNext(!xIsNext)
Expand Down Expand Up @@ -1180,7 +1180,7 @@ You'll use `map` to transform your `history` of moves into React elements repres
screen, and display a list of buttons to **jump** to past moves. Let's `map` over the `history` in
the `Game` component:

```tsx{26-41}
```tsx {26-41}
export default function Game() {
const { history, setHistory, xIsNext, setXIsNext } = useGameStore()
const currentSquares = history[history.length - 1]
Expand Down Expand Up @@ -1232,7 +1232,7 @@ Before you can implement the `jumpTo` function, you need the `Game` component to
step the user is currently viewing. To do this, define a new state variable called `currentMove`,
which will start at `0`:

```ts{3,14-21}
```ts {3,14-21}
const useGameStore = create(
combine(
{ history: [Array(9).fill(null)], currentMove: 0, xIsNext: true },
Expand Down Expand Up @@ -1271,7 +1271,7 @@ const useGameStore = create(
Next, update the `jumpTo` function inside `Game` component to update that `currentMove`. You’ll
also set `xIsNext` to `true` if the number that you’re changing `currentMove` to is even.

```ts{2-3}
```ts {2-3}
function jumpTo(nextMove) {
setCurrentMove(nextMove)
setXIsNext(currentMove % 2 === 0)
Expand All @@ -1287,7 +1287,7 @@ when you click on a square.
`history.slice(0, currentMove + 1)` to keep only that portion of the old history.
- Each time a move is made, you need to update `currentMove` to point to the latest history entry.

```ts{2-4}
```ts {2-4}
function handlePlay(nextSquares) {
const nextHistory = history.slice(0, currentMove + 1).concat([nextSquares])
setHistory(nextHistory)
Expand All @@ -1299,7 +1299,7 @@ function handlePlay(nextSquares) {
Finally, you will modify the `Game` component to render the currently selected move, instead of
always rendering the final move:

```tsx{2-10}
```tsx {2-10}
export default function Game() {
const {
history,
Expand Down Expand Up @@ -1367,7 +1367,7 @@ There's no need to store `xIsNext` separately in the state. It’s better to avo
because it can reduce bugs and make your code easier to understand. Instead, you can calculate
`xIsNext` based on `currentMove`:

```tsx{2,10,14}
```tsx {2,10,14}
export default function Game() {
const { history, setHistory, currentMove, setCurrentMove } = useGameStore()
const xIsNext = currentMove % 2 === 0
Expand Down

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