create check capture method for legal move check
This commit is contained in:
parent
9dc9b4686f
commit
76ef4038ec
1 changed files with 62 additions and 55 deletions
57
js/main.js
57
js/main.js
|
@ -55,6 +55,8 @@ const handiPlace = [ 0,
|
|||
[ [ 3, 3 ], [ 7, 7 ], [ 3, 7 ], [ 7, 3 ] ] ];
|
||||
|
||||
/*----- app's state (variables) -----*/
|
||||
let boardState;
|
||||
|
||||
|
||||
// define initial game state
|
||||
|
||||
|
@ -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] ))
|
||||
|
@ -93,36 +94,27 @@ 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)
|
||||
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[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,
|
||||
|
@ -163,9 +155,14 @@ 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';
|
||||
}
|
||||
|
@ -206,6 +203,16 @@ function init() {
|
|||
|
||||
//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();
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue