Refactor, "Give up" button
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parent
49221d965a
commit
f2524f6dae
10
src/App.css
10
src/App.css
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@ -134,15 +134,19 @@ a:active {
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color: #cc77ff;
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}
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.App-option {
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.Game-options {
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display: flex;
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align-items: center;
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justify-content: center;
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margin-bottom: 1rem;
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}
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.App-option input {
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margin-left: 0.5rem;
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.Game-options > * + * {
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margin-inline-start: 0.5rem;
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}
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.Game-options button {
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min-width: 4rem;
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}
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.App-footer {
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41
src/App.tsx
41
src/App.tsx
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@ -5,54 +5,17 @@ import Game from "./Game";
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import { names } from "./names";
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import { useState } from "react";
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const targets = common
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.slice(0, 20000) // adjust for max target freakiness
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.filter((word) => dictionarySet.has(word) && !names.has(word));
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function randomTarget(wordLength: number) {
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const eligible = targets.filter((word) => word.length === wordLength);
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return pick(eligible);
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}
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function App() {
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const [wordLength, setWordLength] = useState(5);
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const [target, setTarget] = useState(randomTarget(wordLength));
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if (target.length !== wordLength) {
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throw new Error("length mismatch");
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}
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return (
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<>
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<h1>hello wordl</h1>
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<footer className="App-footer">
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by <a href="https://twitter.com/chordbug">@chordbug</a>, inspired by{" "}
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<a href="https://www.powerlanguage.co.uk/wordle/">wordle</a>. report
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issues <a href="https://github.com/lynn/hello-wordl">here</a>
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issues <a href="https://github.com/lynn/hello-wordl/issues">here</a>
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</footer>
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<div className="App-option">
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<label htmlFor="wordLength">Letters:</label>
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<input
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type="range"
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min="4"
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max="11"
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id="wordLength"
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value={wordLength}
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onChange={(e) => {
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const length = Number(e.target.value);
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setTarget(randomTarget(length));
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setWordLength(length);
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}}
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></input>
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</div>
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<div className="App">
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<Game
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key={target}
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wordLength={wordLength}
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target={target}
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maxGuesses={6}
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restart={() => {
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setTarget(randomTarget(wordLength));
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}}
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/>
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<Game maxGuesses={6} />
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</div>
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</>
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);
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71
src/Game.tsx
71
src/Game.tsx
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@ -3,6 +3,9 @@ import { Row, RowState } from "./Row";
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import dictionary from "./dictionary.json";
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import { Clue, clue } from "./clue";
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import { Keyboard } from "./Keyboard";
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import common from "./common.json";
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import { dictionarySet, pick } from "./util";
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import { names } from "./names";
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enum GameState {
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Playing,
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@ -11,34 +14,50 @@ enum GameState {
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}
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interface GameProps {
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target: string;
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wordLength: number;
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maxGuesses: number;
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restart: () => void;
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}
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const targets = common
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.slice(0, 20000) // adjust for max target freakiness
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.filter((word) => dictionarySet.has(word) && !names.has(word));
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function randomTarget(wordLength: number) {
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const eligible = targets.filter((word) => word.length === wordLength);
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return pick(eligible);
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}
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function Game(props: GameProps) {
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const [gameState, setGameState] = useState(GameState.Playing);
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const [guesses, setGuesses] = useState<string[]>([]);
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const [currentGuess, setCurrentGuess] = useState<string>("");
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const [hint, setHint] = useState<string>(`${props.wordLength} letters`);
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const [wordLength, setWordLength] = useState(5);
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const [hint, setHint] = useState<string>(`Make your first guess!`);
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const [target, setTarget] = useState(randomTarget(wordLength));
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const reset = () => {
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setTarget(randomTarget(wordLength));
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setGuesses([]);
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setCurrentGuess("");
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setHint("");
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setGameState(GameState.Playing);
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};
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const onKey = (key: string) => {
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if (gameState !== GameState.Playing) {
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if (key === "Enter") {
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props.restart();
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reset();
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}
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return;
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}
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if (guesses.length === props.maxGuesses) return;
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if (/^[a-z]$/.test(key)) {
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setCurrentGuess((guess) => (guess + key).slice(0, props.wordLength));
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setCurrentGuess((guess) => (guess + key).slice(0, wordLength));
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setHint("");
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} else if (key === "Backspace") {
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setCurrentGuess((guess) => guess.slice(0, -1));
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setHint("");
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} else if (key === "Enter") {
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if (currentGuess.length !== props.wordLength) {
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if (currentGuess.length !== wordLength) {
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setHint("Too short");
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return;
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}
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@ -48,12 +67,12 @@ function Game(props: GameProps) {
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}
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setGuesses((guesses) => guesses.concat([currentGuess]));
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setCurrentGuess((guess) => "");
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if (currentGuess === props.target) {
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if (currentGuess === target) {
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setHint("You won! (Enter to play again)");
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setGameState(GameState.Won);
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} else if (guesses.length + 1 === props.maxGuesses) {
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setHint(
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`You lost! The answer was ${props.target.toUpperCase()}. (Enter to play again)`
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`You lost! The answer was ${target.toUpperCase()}. (Enter to play again)`
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);
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setGameState(GameState.Lost);
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} else {
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@ -79,7 +98,7 @@ function Game(props: GameProps) {
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.fill(undefined)
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.map((_, i) => {
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const guess = [...guesses, currentGuess][i] ?? "";
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const cluedLetters = clue(guess, props.target);
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const cluedLetters = clue(guess, target);
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const lockedIn = i < guesses.length;
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if (lockedIn) {
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for (const { clue, letter } of cluedLetters) {
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@ -93,7 +112,7 @@ function Game(props: GameProps) {
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return (
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<Row
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key={i}
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wordLength={props.wordLength}
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wordLength={wordLength}
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rowState={lockedIn ? RowState.LockedIn : RowState.Pending}
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cluedLetters={cluedLetters}
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/>
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@ -102,6 +121,36 @@ function Game(props: GameProps) {
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return (
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<div className="Game">
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<div className="Game-options">
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<label htmlFor="wordLength">Letters:</label>
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<input
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type="range"
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min="4"
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max="11"
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id="wordLength"
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disabled={guesses.length > 0 || currentGuess !== ""}
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value={wordLength}
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onChange={(e) => {
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const length = Number(e.target.value);
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setTarget(randomTarget(length));
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setWordLength(length);
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setHint(`${length} letters`);
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}}
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></input>
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<button
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style={{ flex: "0" }}
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disabled={gameState !== GameState.Playing || guesses.length === 0}
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onClick={() => {
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setHint(
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`The answer was ${target.toUpperCase()}. (Enter to play again)`
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);
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setGameState(GameState.Lost);
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(document.activeElement as HTMLElement)?.blur();
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}}
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>
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Give up
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</button>
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</div>
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{rowDivs}
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<p>{hint || `\u00a0`}</p>
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<Keyboard letterInfo={letterInfo} onKey={onKey} />
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