create check capture method for legal move check
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1 changed files with 62 additions and 55 deletions
117
js/main.js
117
js/main.js
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@ -55,7 +55,9 @@ const handiPlace = [ 0,
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[ [ 3, 3 ], [ 7, 7 ], [ 3, 7 ], [ 7, 3 ] ] ];
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/*----- app's state (variables) -----*/
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let boardState;
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// define initial game state
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class Point {
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@ -79,7 +81,6 @@ class Point {
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let neighborsArr = [];
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for ( let neighbor in this.neighbors ) {
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let nbr = this.neighbors[neighbor];
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console.log(nbr !== null)
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// neighbor exists it's point is stored as { rPos, cPos}
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if ( nbr !== null ) {
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neighborsArr.push(boardState.find( val => val.pos[0] === nbr[0] && val.pos[1] === nbr[1] ))
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@ -93,60 +94,51 @@ class Point {
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return !!neighborsArr.find(val => val.stone === 0);
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// return true if neighboring point is empty;
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}
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captureNeighbor = () => {
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checkCapture = () => {
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let neighborsArr = this.checkNeighbors();
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// neighborsArr.find(val => val.point === turn * -1 );
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// console.log(neighborsArr.find(val => val.point === turn * -1 ))
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let oppStones = neighborsArr.filter(val => {
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if (val.stone === gameState.turn * -1) return val;
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});
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console.log(oppStones);
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for ( let oppStone in oppStones ) {
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console.log(oppStones[oppStone])
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console.log(oppStones[oppStone].emptyNeighbor()) // will need to call something like .liveGroup() instead
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return oppStones[oppStone].emptyNeighbor(); //return
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}
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}
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// captureNeighbor = ()
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// livingNeighbor()
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// return true if move would form/join a living friendly group ad
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// checkGroup = () => {
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//
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// }
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}
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let boardCreator = new Array(gameState.boardSize).fill(gameState.boardSize);
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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), new Point(1,4), new Point(1,5), new Point(1,6), new Point(1,7), new Point(1,8), new Point(1,9),
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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),
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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),
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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),
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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),
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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),
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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),
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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),
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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)
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];
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// boardState accepts values of 0, 1, -1
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// overlay accepts values of 0, 1, -1, 'k', 'd', 'chk', 'hold', 'l', 'x'
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// 'k' represents komi, in-game integers represent move previews,
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// 'chk', 'hold', 'x' and 'l' represent points checked during checkLegalMove run
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// game-end integer represent points of territory, 'd' represents dame,
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boardState[0].checkNeighbors();
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boardState[1].checkNeighbors();
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boardState[2].checkNeighbors();
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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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// boardState accepts values of 0, 1, -1
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// overlay accepts values of 0, 1, -1, 'k', 'd', 'chk', 'hold', 'l', 'x'
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// 'k' represents komi, in-game integers represent move previews,
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// 'chk', 'hold', 'x' and 'l' represent points checked during checkLegalMove run
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// game-end integer represent points of territory, 'd' represents dame,
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/*----- cached element references -----*/
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// store #menu for displaying game info
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// store
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/*----- event listeners -----*/
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// input listeners for player names, ranks, rank certainty (editable during game)
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//input lister for handicap + komi (only editable pre-game)
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// ::hover-over on board to preview move (with legal move logic)
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document.getElementById('board').addEventListener('mousemove', checkLegal);
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// click on board to play move
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document.getElementById('board').addEventListener('click', placeStone);
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// ::hover-over on either bowl for pass, one-level undo options (CSS implementation)
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// click on menu items
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// click on kifu to display game menu
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/*----- functions -----*/
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/*----- cached element references -----*/
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// store #menu for displaying game info
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// store
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/*----- event listeners -----*/
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// input listeners for player names, ranks, rank certainty (editable during game)
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//input lister for handicap + komi (only editable pre-game)
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// ::hover-over on board to preview move (with legal move logic)
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document.getElementById('board').addEventListener('mousemove', checkLegal);
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// click on board to play move
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document.getElementById('board').addEventListener('click', placeStone);
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// ::hover-over on either bowl for pass, one-level undo options (CSS implementation)
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// click on menu items
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// click on kifu to display game menu
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/*----- functions -----*/
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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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@ -163,22 +155,27 @@ function checkLegal(evt) {
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// if point is not empty check if neighboring point is empty
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if (!point.emptyNeighbor()) {
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//if neighboring point is not empty check if friendly group is alive
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point.checkCapture();
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// if (point.checkCapture) return point.overlay = 'l';
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//if neighboring point is not empty check if enemy group is captured
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// if (point.checkGroup) return point.overlay = 'l'
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return;
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} else {
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point.overlay = 'l';
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}
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// if neighboring point is
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render(point);
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}
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function placeStone(evt) {
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console.log('click!');
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let placement = [ parseInt(evt.target.closest('td').id[0]), parseInt(evt.target.closest('td').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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@ -203,9 +200,19 @@ function init() {
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// gameState.playerMeta.w // get from player input
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gameState.gameRecord = []; // clear game record from previous game
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// gameState.boardState // create board from user input
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//need init player meta
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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),
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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),
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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),
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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),
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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),
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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),
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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),
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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),
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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)
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];
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render();
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};
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