It isn’t any fun, but it works and now we have something that we can use as a base for various gameplay experiments. We then dispatch this value as a part of the update dispatch as we discussed earlier. reduce() to iterate through all the autoclickers’ amounts and return a single value. We are using Object.keys() once again, and then another array method called. It’s the totalCount function which tallies up all of the clicks that the autoclickers produce each turn. It looks like we only have one bit of code left. Now that we are done with the components, let’s come back to our App component and see if there’s anything we still have to go over. Maybe you can try rewriting the app in that way and then sharing the benefits and drawbacks of that solution. Import and just address the contents of the autoclickers key. Let’s store all this data in an object like this: Each autoclicker will, therefore, have a cost associated with it as well as the amount. Once we get to a high enough number of clicks, we will be able to spend them to buy autoclickers. This data should include a counter that increments when we click a button. Our first order of business is to design a state variable, which will hold all of our data for us. To begin we’ll use create-react-app to create a blank React application. The rest of the article will be an explanation of technical decisions that took us from a plan to the finished product. For those curious to see the end result before diving in, here is a working example of the game we are going to build. We will inevitably find ourselves adding new features as we go, but it’s still good to have a list of the features that are absolutely required.
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