add simple move logic, preview and move rendering
This commit is contained in:
parent
39eb90be67
commit
56a0f22e8d
2 changed files with 97 additions and 58 deletions
35
css/main.css
35
css/main.css
|
@ -85,6 +85,9 @@ td {
|
|||
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%);
|
||||
border-radius: 50% solid black;
|
||||
color: black;
|
||||
margin: auto;
|
||||
padding: 0;
|
||||
vertical-align: middle;
|
||||
}
|
||||
|
||||
td[id^="1,"] {
|
||||
|
@ -122,34 +125,40 @@ td .stone {
|
|||
height: 85%;
|
||||
border-radius: 50%;
|
||||
margin: auto;
|
||||
vertical-align: middle;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
justify-content: center;
|
||||
}
|
||||
td .stone .dot {
|
||||
width: 35%;
|
||||
height: 35%;
|
||||
border-radius: 50%;
|
||||
margin: auto;
|
||||
vertical-align: middle;
|
||||
}
|
||||
|
||||
td .stone .ko {
|
||||
|
||||
td .stone[data-stone="ko"] {
|
||||
background-color: transparent;
|
||||
border: 1vmin solid red;
|
||||
}
|
||||
td .stone .white {
|
||||
|
||||
td .stone[data-stone="white"] {
|
||||
background-color: white;
|
||||
}
|
||||
td .stone .black {
|
||||
td .stone[data-stone="black"] {
|
||||
background-color: black;
|
||||
}
|
||||
td .stone .transparent {
|
||||
|
||||
td .stone[data-stone="none"] {
|
||||
background-color: transparent;
|
||||
}
|
||||
td .dot .white {
|
||||
|
||||
td .dot[data-dot="white"] {
|
||||
background-color: white;
|
||||
}
|
||||
td .dot .black {
|
||||
|
||||
td .dot[data-dot="black"] {
|
||||
background-color: black;
|
||||
}
|
||||
td .dot .transparent {
|
||||
|
||||
td .dot[data-dot="none"] {
|
||||
background-color: transparent;
|
||||
}
|
||||
td .dot .dame {
|
||||
|
||||
|
|
68
js/main.js
68
js/main.js
|
@ -1,23 +1,24 @@
|
|||
/*----- constants -----*/
|
||||
// game state object {gameMeta object, playerMeta object, turn, pass, gameRecord, bCaptures, wCaptures}
|
||||
const STONES_CLASS = {
|
||||
const STONES_DATA = {
|
||||
'-1': 'white',
|
||||
'0': 'transparent',
|
||||
'0': 'none',
|
||||
'1': 'black',
|
||||
'k': 'ko'
|
||||
}
|
||||
|
||||
const DOTS_CLASS = {
|
||||
const DOTS_DATA = {
|
||||
'-1': 'white',
|
||||
'0': 'transparent',
|
||||
'0': 'none',
|
||||
'1': 'black',
|
||||
'd': 'dame',
|
||||
'l': 'legal',
|
||||
's': 'seki'
|
||||
}
|
||||
|
||||
const gameState = {
|
||||
winner: null,
|
||||
turn: null, // turn logic depends on handicap stones
|
||||
turn: 1, // turn logic depends on handicap stones
|
||||
pass: null,
|
||||
komi: null, // komi depends on handicap stones
|
||||
handicap: null,
|
||||
|
@ -58,7 +59,7 @@ const handiPlace = [ 0,
|
|||
|
||||
// define initial game state
|
||||
|
||||
class Point {
|
||||
class Point {
|
||||
constructor(x, y) {
|
||||
this.pos = [ x, y ]
|
||||
this.stone = 0; // this is where move placement will go 0, 1, -1 'k'
|
||||
|
@ -85,10 +86,11 @@ const handiPlace = [ 0,
|
|||
};
|
||||
|
||||
// boardState [point objects-contain overlay] lastState (created from boardState)
|
||||
let boardState = [ new Point(1,1), new Point(1,2), new Point(1,3),
|
||||
let boardState = [ new Point(1,1), new Point(1,2), new Point(1,3),
|
||||
new Point(2,1), new Point(2,2), new Point(2,3),
|
||||
new Point(3,1), new Point(3,2), new Point(3,3),
|
||||
];
|
||||
];
|
||||
|
||||
|
||||
// modeling 1,1 point for
|
||||
// define boardState and overlay as 2d 9x9 arrays
|
||||
|
@ -116,26 +118,28 @@ const handiPlace = [ 0,
|
|||
// click on kifu to display game menu
|
||||
|
||||
/*----- functions -----*/
|
||||
// init();
|
||||
init();
|
||||
|
||||
let findPointFromIdx = (arr) => boardState.find( point => point.pos[0] === arr[0] && point.pos[1] === arr[1] );
|
||||
|
||||
function checkLegal(evt) {
|
||||
let hover = [ parseInt(evt.target.parentNode.id[0]), parseInt(evt.target.parentNode.id[2]) ];
|
||||
console.log(hover);
|
||||
|
||||
let point = findPointFromIdx(hover);
|
||||
//first step in logic: is stone occupied
|
||||
point.overlay = point.stone !== 0 ? 0 : 'l';
|
||||
render(point);
|
||||
}
|
||||
|
||||
function placeStone(evt) {
|
||||
|
||||
console.log('click!');
|
||||
|
||||
let placement = [ parseInt(evt.target.parentNode.id[0]), parseInt(evt.target.parentNode.id[2]) ];
|
||||
//checks that this placement was marked as legal
|
||||
// checks for placement and pushes to cell
|
||||
boardState.find( point => {
|
||||
// gets board point and ensures legal
|
||||
point.stone = point.pos[0] === placement[0] && point.pos[1] === placement[1]
|
||||
&& point.overlay === 'l'
|
||||
? turn : point.stone;
|
||||
});
|
||||
let point = findPointFromIdx(placement);
|
||||
//checks that this placement was marked as legal
|
||||
point.stone = point.overlay === 'l' ? gameState.turn : point.stone;
|
||||
gameState.turn*= -1;
|
||||
render();
|
||||
}
|
||||
|
||||
function init() {
|
||||
|
@ -154,8 +158,34 @@ function init() {
|
|||
// gameState.boardState // create board from user input
|
||||
|
||||
//need init player meta
|
||||
|
||||
render();
|
||||
};
|
||||
|
||||
function render(hoverPoint) {
|
||||
// console.log('render');
|
||||
renderBoard();
|
||||
renderPreview(hoverPoint);
|
||||
}
|
||||
|
||||
function renderBoard() {
|
||||
boardState.forEach(val => {
|
||||
let stone = document.getElementById(`${val.pos[0]},${val.pos[1]}`).childNodes[1];
|
||||
// console.log(stone);
|
||||
stone.setAttribute("data-stone", STONES_DATA[val.stone]);
|
||||
// console.log(val.stone);
|
||||
// console.log(stone);
|
||||
})
|
||||
}
|
||||
|
||||
function renderPreview(hoverPoint) {
|
||||
boardState.forEach(val => {
|
||||
let dot = document.getElementById(`${val.pos[0]},${val.pos[1]}`).childNodes[1].childNodes[0];
|
||||
console.log();
|
||||
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]);
|
||||
|
||||
})
|
||||
}
|
||||
|
||||
// functions
|
||||
// initialize game
|
||||
|
|
Loading…
Reference in a new issue