add simple move logic, preview and move rendering
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39eb90be67
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56a0f22e8d
2 changed files with 97 additions and 58 deletions
35
css/main.css
35
css/main.css
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@ -85,6 +85,9 @@ td {
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background: conic-gradient(#000 0%, rgba(0,0,0,0) 1%, rgba(0,0,0,0) 24%, #000 25%, rgba(0,0,0,0) 26%, rgba(0,0,0,0) 49%, #000 50%, rgba(0,0,0,0) 51%, rgba(0,0,0,0) 74%, #000 75%, rgba(0,0,0,0) 76%, rgba(0,0,0,0) 99%, #000 100%);
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background: conic-gradient(#000 0%, rgba(0,0,0,0) 1%, rgba(0,0,0,0) 24%, #000 25%, rgba(0,0,0,0) 26%, rgba(0,0,0,0) 49%, #000 50%, rgba(0,0,0,0) 51%, rgba(0,0,0,0) 74%, #000 75%, rgba(0,0,0,0) 76%, rgba(0,0,0,0) 99%, #000 100%);
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border-radius: 50% solid black;
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border-radius: 50% solid black;
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color: black;
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color: black;
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margin: auto;
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padding: 0;
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vertical-align: middle;
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}
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}
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td[id^="1,"] {
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td[id^="1,"] {
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@ -122,34 +125,40 @@ td .stone {
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height: 85%;
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height: 85%;
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border-radius: 50%;
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border-radius: 50%;
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margin: auto;
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margin: auto;
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vertical-align: middle;
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display: flex;
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flex-direction: column;
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justify-content: center;
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}
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}
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td .stone .dot {
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td .stone .dot {
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width: 35%;
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width: 35%;
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height: 35%;
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height: 35%;
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border-radius: 50%;
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border-radius: 50%;
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margin: auto;
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margin: auto;
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vertical-align: middle;
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}
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}
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td .stone .ko {
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td .stone[data-stone="ko"] {
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background-color: transparent;
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border: 1vmin solid red;
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}
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}
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td .stone .white {
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td .stone[data-stone="white"] {
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background-color: white;
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}
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}
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td .stone .black {
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td .stone[data-stone="black"] {
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background-color: black;
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background-color: black;
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}
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}
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td .stone .transparent {
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td .stone[data-stone="none"] {
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background-color: transparent;
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}
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}
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td .dot .white {
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td .dot[data-dot="white"] {
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background-color: white;
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}
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}
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td .dot .black {
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td .dot[data-dot="black"] {
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background-color: black;
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}
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}
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td .dot .transparent {
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td .dot[data-dot="none"] {
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background-color: transparent;
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}
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}
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td .dot .dame {
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td .dot .dame {
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120
js/main.js
120
js/main.js
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@ -1,23 +1,24 @@
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/*----- constants -----*/
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/*----- constants -----*/
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// game state object {gameMeta object, playerMeta object, turn, pass, gameRecord, bCaptures, wCaptures}
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// game state object {gameMeta object, playerMeta object, turn, pass, gameRecord, bCaptures, wCaptures}
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const STONES_CLASS = {
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const STONES_DATA = {
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'-1': 'white',
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'-1': 'white',
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'0': 'transparent',
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'0': 'none',
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'1': 'black',
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'1': 'black',
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'k': 'ko'
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'k': 'ko'
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}
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}
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const DOTS_CLASS = {
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const DOTS_DATA = {
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'-1': 'white',
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'-1': 'white',
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'0': 'transparent',
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'0': 'none',
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'1': 'black',
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'1': 'black',
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'd': 'dame',
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'd': 'dame',
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'l': 'legal',
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's': 'seki'
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's': 'seki'
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}
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}
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const gameState = {
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const gameState = {
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winner: null,
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winner: null,
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turn: null, // turn logic depends on handicap stones
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turn: 1, // turn logic depends on handicap stones
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pass: null,
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pass: null,
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komi: null, // komi depends on handicap stones
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komi: null, // komi depends on handicap stones
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handicap: null,
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handicap: null,
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@ -58,37 +59,38 @@ const handiPlace = [ 0,
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// define initial game state
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// define initial game state
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class Point {
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class Point {
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constructor(x, y) {
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constructor(x, y) {
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this.pos = [ x, y ]
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this.pos = [ x, y ]
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this.stone = 0; // this is where move placement will go 0, 1, -1 'k'
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this.stone = 0; // this is where move placement will go 0, 1, -1 'k'
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this.overlay = 0; // this is where 'chk', 'l'
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this.overlay = 0; // this is where 'chk', 'l'
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this.neighbors = {
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this.neighbors = {
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top: {},
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top: {},
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btm: {},
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btm: {},
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lft: {},
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lft: {},
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rgt: {}
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rgt: {}
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},
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},
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// neighbor exists it's point is stored as { rPos, cPos}
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// neighbor exists it's point is stored as { rPos, cPos}
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this.neighbors.top = x > 1 ? [ x - 1, y ] : null;
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this.neighbors.top = x > 1 ? [ x - 1, y ] : null;
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this.neighbors.btm = x < gameState.boardSize ? [ x + 1, y ] : null;
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this.neighbors.btm = x < gameState.boardSize ? [ x + 1, y ] : null;
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this.neighbors.rgt = y > 1 ? [ x, y - 1 ] : null;
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this.neighbors.rgt = y > 1 ? [ x, y - 1 ] : null;
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this.neighbors.lft = y < gameState.boardSize ? [ x, y + 1 ] : null;
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this.neighbors.lft = y < gameState.boardSize ? [ x, y + 1 ] : null;
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// checkLegal: function() {
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// checkLegal: function() {
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// this.cellValue = (for neighbor in this.neighbors) {
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// this.cellValue = (for neighbor in this.neighbors) {
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// boardState.find( val => {
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// boardState.find( val => {
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// if ( val.pos === neighbor.pos && val.stone = 0) { /*cell empty*/ }
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// if ( val.pos === neighbor.pos && val.stone = 0) { /*cell empty*/ }
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// });
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// });
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// }
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// }
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// }
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// }
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}
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}
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};
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};
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// boardState [point objects-contain overlay] lastState (created from boardState)
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// boardState [point objects-contain overlay] lastState (created from boardState)
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let boardState = [ new Point(1,1), new Point(1,2), new Point(1,3),
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let boardState = [ new Point(1,1), new Point(1,2), new Point(1,3),
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new Point(2,1), new Point(2,2), new Point(2,3),
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new Point(2,1), new Point(2,2), new Point(2,3),
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new Point(3,1), new Point(3,2), new Point(3,3),
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new Point(3,1), new Point(3,2), new Point(3,3),
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];
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];
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// modeling 1,1 point for
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// modeling 1,1 point for
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// define boardState and overlay as 2d 9x9 arrays
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// define boardState and overlay as 2d 9x9 arrays
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@ -116,26 +118,28 @@ const handiPlace = [ 0,
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// click on kifu to display game menu
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// click on kifu to display game menu
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/*----- functions -----*/
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/*----- functions -----*/
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// init();
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init();
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let findPointFromIdx = (arr) => boardState.find( point => point.pos[0] === arr[0] && point.pos[1] === arr[1] );
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function checkLegal(evt) {
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function checkLegal(evt) {
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let hover = [ parseInt(evt.target.parentNode.id[0]), parseInt(evt.target.parentNode.id[2]) ];
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let hover = [ parseInt(evt.target.parentNode.id[0]), parseInt(evt.target.parentNode.id[2]) ];
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console.log(hover);
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let point = findPointFromIdx(hover);
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//first step in logic: is stone occupied
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point.overlay = point.stone !== 0 ? 0 : 'l';
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render(point);
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}
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}
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function placeStone(evt) {
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function placeStone(evt) {
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console.log('click!');
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console.log('click!');
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let placement = [ parseInt(evt.target.parentNode.id[0]), parseInt(evt.target.parentNode.id[2]) ];
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let placement = [ parseInt(evt.target.parentNode.id[0]), parseInt(evt.target.parentNode.id[2]) ];
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// checks for placement and pushes to cell
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let point = findPointFromIdx(placement);
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//checks that this placement was marked as legal
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//checks that this placement was marked as legal
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// checks for placement and pushes to cell
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point.stone = point.overlay === 'l' ? gameState.turn : point.stone;
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boardState.find( point => {
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gameState.turn*= -1;
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// gets board point and ensures legal
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render();
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point.stone = point.pos[0] === placement[0] && point.pos[1] === placement[1]
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&& point.overlay === 'l'
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? turn : point.stone;
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});
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}
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}
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function init() {
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function init() {
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@ -154,8 +158,34 @@ function init() {
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// gameState.boardState // create board from user input
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// gameState.boardState // create board from user input
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//need init player meta
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//need init player meta
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render();
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};
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};
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function render(hoverPoint) {
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// console.log('render');
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renderBoard();
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renderPreview(hoverPoint);
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}
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function renderBoard() {
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boardState.forEach(val => {
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let stone = document.getElementById(`${val.pos[0]},${val.pos[1]}`).childNodes[1];
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// console.log(stone);
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stone.setAttribute("data-stone", STONES_DATA[val.stone]);
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// console.log(val.stone);
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// console.log(stone);
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})
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}
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function renderPreview(hoverPoint) {
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boardState.forEach(val => {
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let dot = document.getElementById(`${val.pos[0]},${val.pos[1]}`).childNodes[1].childNodes[0];
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console.log();
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dot.setAttribute("data-dot", val.overlay === 'l' && val.pos[0] === hoverPoint.pos[0] && val.pos[1] === hoverPoint.pos[1] ? DOTS_DATA[gameState.turn] : DOTS_DATA[0]);
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})
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}
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// functions
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// functions
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// initialize game
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// initialize game
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