func (g *Game) updateTilesLeft(m message.Message) {
	g.dom.SetValue(".game>.info .tiles-left", strconv.Itoa(m.Game.TilesLeft))
	if m.Game.TilesLeft == 0 {
		g.dom.SetButtonDisabled(".game .actions>.snag", true)
		g.dom.SetButtonDisabled(".game .actions>.swap", true)
		// enable the finish button if the game is not being started or is already finished
		switch m.Game.Status {
		case game.NotStarted, game.Finished:
			// NOOP
		default:
			g.dom.SetButtonDisabled(".game .actions>.finish", false)
		}
	}
}
// updateTilesLeft updates the TilesLeft label.  Other labels are updated if there are no tiles left.
updateTilesLeft updates the TilesLeft label.  Other labels are updated if there are no tiles left.
// updateTilesLeft updates the TilesLeft label . Other labels are updated if there are no tiles left .
func (g *Game) updateTilesLeft(m message.Message) {
	g.dom.SetValue(".game>.info .tiles-left", strconv.Itoa(m.Game.TilesLeft))
	if m.Game.TilesLeft == 0 {
		g.dom.SetButtonDisabled(".game .actions>.snag", true)
		g.dom.SetButtonDisabled(".game .actions>.swap", true)
		switch m.Game.Status {
		case game.NotStarted, game.Finished:
		default:
			g.dom.SetButtonDisabled(".game .actions>.finish", false)
		}
	}
}
func ( g * Game ) updateTilesLeft ( m message . Message ) { g . dom . SetValue ( " " , strconv . Itoa ( m . Game . TilesLeft ) ) if m . Game . TilesLeft == 0 { g . dom . SetButtonDisabled ( " " , true ) g . dom . SetButtonDisabled ( " " , true ) switch m . Game . Status { case game . NotStarted , game . Finished : default : g . dom . SetButtonDisabled ( " " , false ) } } }
updateTilesLeft updates the TilesLeft label.
updateTilesLeft updates the TilesLeft label .
// enable the finish button if the game is not being started or is already finished // NOOP