create check capture method for legal move check

This commit is contained in:
Sorrel Bri 2019-08-03 15:01:50 -07:00
parent 9dc9b4686f
commit 76ef4038ec

View file

@ -55,7 +55,9 @@ const handiPlace = [ 0,
[ [ 3, 3 ], [ 7, 7 ], [ 3, 7 ], [ 7, 3 ] ] ];
/*----- app's state (variables) -----*/
let boardState;
// define initial game state
class Point {
@ -79,7 +81,6 @@ class Point {
let neighborsArr = [];
for ( let neighbor in this.neighbors ) {
let nbr = this.neighbors[neighbor];
console.log(nbr !== null)
// neighbor exists it's point is stored as { rPos, cPos}
if ( nbr !== null ) {
neighborsArr.push(boardState.find( val => val.pos[0] === nbr[0] && val.pos[1] === nbr[1] ))
@ -93,60 +94,51 @@ class Point {
return !!neighborsArr.find(val => val.stone === 0);
// return true if neighboring point is empty;
}
captureNeighbor = () => {
checkCapture = () => {
let neighborsArr = this.checkNeighbors();
// neighborsArr.find(val => val.point === turn * -1 );
// console.log(neighborsArr.find(val => val.point === turn * -1 ))
let oppStones = neighborsArr.filter(val => {
if (val.stone === gameState.turn * -1) return val;
});
console.log(oppStones);
for ( let oppStone in oppStones ) {
console.log(oppStones[oppStone])
console.log(oppStones[oppStone].emptyNeighbor()) // will need to call something like .liveGroup() instead
return oppStones[oppStone].emptyNeighbor(); //return
}
}
// captureNeighbor = ()
// livingNeighbor()
// return true if move would form/join a living friendly group ad
// checkGroup = () => {
//
// }
}
let boardCreator = new Array(gameState.boardSize).fill(gameState.boardSize);
// boardState [point objects-contain overlay] lastState (created from boardState)
// boardState [point objects-contain overlay] lastState (created from boardState)
let boardState = [ new Point(1,1), new Point(1,2), new Point(1,3), new Point(1,4), new Point(1,5), new Point(1,6), new Point(1,7), new Point(1,8), new Point(1,9),
new Point(2,1), new Point(2,2), new Point(2,3), new Point(2,4), new Point(2,5), new Point(2,6), new Point(2,7), new Point(2,8), new Point(2,9),
new Point(3,1), new Point(3,2), new Point(3,3), new Point(3,4), new Point(3,5), new Point(3,6), new Point(3,7), new Point(3,8), new Point(3,9),
new Point(4,1), new Point(4,2), new Point(4,3), new Point(4,4), new Point(4,5), new Point(4,6), new Point(4,7), new Point(4,8), new Point(4,9),
new Point(5,1), new Point(5,2), new Point(5,3), new Point(5,4), new Point(5,5), new Point(5,6), new Point(5,7), new Point(5,8), new Point(5,9),
new Point(6,1), new Point(6,2), new Point(6,3), new Point(6,4), new Point(6,5), new Point(6,6), new Point(6,7), new Point(6,8), new Point(6,9),
new Point(7,1), new Point(7,2), new Point(7,3), new Point(7,4), new Point(7,5), new Point(7,6), new Point(7,7), new Point(7,8), new Point(7,9),
new Point(8,1), new Point(8,2), new Point(8,3), new Point(8,4), new Point(8,5), new Point(8,6), new Point(8,7), new Point(8,8), new Point(8,9),
new Point(9,1), new Point(9,2), new Point(9,3), new Point(9,4), new Point(9,5), new Point(9,6), new Point(9,7), new Point(9,8), new Point(9,9)
];
// boardState accepts values of 0, 1, -1
// overlay accepts values of 0, 1, -1, 'k', 'd', 'chk', 'hold', 'l', 'x'
// 'k' represents komi, in-game integers represent move previews,
// 'chk', 'hold', 'x' and 'l' represent points checked during checkLegalMove run
// game-end integer represent points of territory, 'd' represents dame,
boardState[0].checkNeighbors();
boardState[1].checkNeighbors();
boardState[2].checkNeighbors();
// modeling 1,1 point for
// define boardState and overlay as 2d 9x9 arrays
// boardState accepts values of 0, 1, -1
// overlay accepts values of 0, 1, -1, 'k', 'd', 'chk', 'hold', 'l', 'x'
// 'k' represents komi, in-game integers represent move previews,
// 'chk', 'hold', 'x' and 'l' represent points checked during checkLegalMove run
// game-end integer represent points of territory, 'd' represents dame,
/*----- cached element references -----*/
// store #menu for displaying game info
// store
/*----- event listeners -----*/
// input listeners for player names, ranks, rank certainty (editable during game)
//input lister for handicap + komi (only editable pre-game)
// ::hover-over on board to preview move (with legal move logic)
document.getElementById('board').addEventListener('mousemove', checkLegal);
// click on board to play move
document.getElementById('board').addEventListener('click', placeStone);
// ::hover-over on either bowl for pass, one-level undo options (CSS implementation)
// click on menu items
// click on kifu to display game menu
/*----- functions -----*/
/*----- cached element references -----*/
// store #menu for displaying game info
// store
/*----- event listeners -----*/
// input listeners for player names, ranks, rank certainty (editable during game)
//input lister for handicap + komi (only editable pre-game)
// ::hover-over on board to preview move (with legal move logic)
document.getElementById('board').addEventListener('mousemove', checkLegal);
// click on board to play move
document.getElementById('board').addEventListener('click', placeStone);
// ::hover-over on either bowl for pass, one-level undo options (CSS implementation)
// click on menu items
// click on kifu to display game menu
/*----- functions -----*/
init();
let findPointFromIdx = (arr) => boardState.find( point => point.pos[0] === arr[0] && point.pos[1] === arr[1] );
@ -163,22 +155,27 @@ function checkLegal(evt) {
// if point is not empty check if neighboring point is empty
if (!point.emptyNeighbor()) {
//if neighboring point is not empty check if friendly group is alive
point.checkCapture();
// if (point.checkCapture) return point.overlay = 'l';
//if neighboring point is not empty check if enemy group is captured
// if (point.checkGroup) return point.overlay = 'l'
return;
} else {
point.overlay = 'l';
}
// if neighboring point is
render(point);
}
function placeStone(evt) {
console.log('click!');
let placement = [ parseInt(evt.target.closest('td').id[0]), parseInt(evt.target.closest('td').id[2]) ];
// checks for placement and pushes to cell
let point = findPointFromIdx(placement);
@ -203,9 +200,19 @@ function init() {
// gameState.playerMeta.w // get from player input
gameState.gameRecord = []; // clear game record from previous game
// gameState.boardState // create board from user input
//need init player meta
boardState = [ new Point(1,1), new Point(1,2), new Point(1,3), new Point(1,4), new Point(1,5), new Point(1,6), new Point(1,7), new Point(1,8), new Point(1,9),
new Point(2,1), new Point(2,2), new Point(2,3), new Point(2,4), new Point(2,5), new Point(2,6), new Point(2,7), new Point(2,8), new Point(2,9),
new Point(3,1), new Point(3,2), new Point(3,3), new Point(3,4), new Point(3,5), new Point(3,6), new Point(3,7), new Point(3,8), new Point(3,9),
new Point(4,1), new Point(4,2), new Point(4,3), new Point(4,4), new Point(4,5), new Point(4,6), new Point(4,7), new Point(4,8), new Point(4,9),
new Point(5,1), new Point(5,2), new Point(5,3), new Point(5,4), new Point(5,5), new Point(5,6), new Point(5,7), new Point(5,8), new Point(5,9),
new Point(6,1), new Point(6,2), new Point(6,3), new Point(6,4), new Point(6,5), new Point(6,6), new Point(6,7), new Point(6,8), new Point(6,9),
new Point(7,1), new Point(7,2), new Point(7,3), new Point(7,4), new Point(7,5), new Point(7,6), new Point(7,7), new Point(7,8), new Point(7,9),
new Point(8,1), new Point(8,2), new Point(8,3), new Point(8,4), new Point(8,5), new Point(8,6), new Point(8,7), new Point(8,8), new Point(8,9),
new Point(9,1), new Point(9,2), new Point(9,3), new Point(9,4), new Point(9,5), new Point(9,6), new Point(9,7), new Point(9,8), new Point(9,9)
];
render();
};