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module#2 (Mahmud) #38

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added poison and if snake eats a poison game will restart

@Mahmud-007 Mahmud-007 changed the title add poison feature add poison feature (Mahmud) Apr 16, 2022
@Mahmud-007 Mahmud-007 changed the title add poison feature (Mahmud) module#2 (Mahmud) Apr 16, 2022
newFood = getRandomCell();
}
setFoods((currentFoods) => [...currentFoods, newFood]);
}, [isFood, isSnake]);
}, [isAllowedCell]);

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@MahdiMurshed MahdiMurshed Apr 17, 2022

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basically addFood and addPoison does the same job .So we can make a reusable function like

const addObject= useCallback((type) => {
    let newObj= getRandomCell();
    while (isAllowedCell(newObj)) {
      newObj= getRandomCell();
    }
     if(type===CellType.Food){
     setFoods((currentFoods) => [...currentFoods, newObj]);
     }else{
     setPoisons(currentPoison=>[...currentPoison,newObj]);
  }
      
  }, [isAllowedCell]);

when calling

  useInterval(()=>addObject(CellType.Food), 3000);
  useInterval(()=>addObject(CellType.Poison), 3000);

)
);
}, []);

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we can create a reusable removeObject(type) function like addObject

[foods]
);
const isPoison = useCallback(
({ x, y }) => poisons.find((poison) => poison.x === x && poison.y === y),

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food and poison are basically the same but different types. We can check food or poison with the same function.

useInterval(removePoisons, 100);
useInterval(runSingleStep, 200);
useInterval(()=>addObject(setFoods), 3000);
useInterval(()=>removeObject(setFoods), 100);

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we can identify food or poison as an object, the only difference will be the type(the type of an object will be food or poison) and it will be less hassle to handle.

// );
// }, []);

const removeObject = useCallback((setState)=>{

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we don't need to send the setStates as they're already available in this function. It would be better to use cellType to decide which setState you want to call.

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But this call the same addFood or addPoison function inside that. I wanted to generalize the adding and removing process for food and poison both.

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yes, and we can easily do it by checking the type of the object.

removeObject(type){
if(type===CellType.Food)//do something for food
else if (type===CellType.Poison)//do something for poison
}

it is much simpler.
Also, you may consider food or poison as an object. The only thing that differs between them is the type. All the functionalities differ according to the type(for example, adding or removing is the same process for different arrays). We can easily use the type to differentiate.

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@owishiboo in your code you almost did the same thing . You passed array as an argument for checking types in findings function .

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3 participants