add player input
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70e0e18815
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793d2bbb06
3 changed files with 75 additions and 86 deletions
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@ -13,8 +13,8 @@ a working game of go for a 9x9 board that
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- [x] logs game record
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- [x] allows players to pass or resign
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- [x] ends game upon 2 consecutive passes
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- [ ] calculates estimated score at game end
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- [ ] compares board groups to most common dead shapes
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- [x] calculates estimated score at game end
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- [x] suggests dead groups
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- [x] allows users to override dead group estimates
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- [ ] allows users to submit finalized score to game record
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- [ ] displays game record as string
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@ -27,7 +27,7 @@ stretch goals
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- [ ] add stone placement sounds
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superstretch goals
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- [x] allows users to select board size (9x9, 13x13, 19x19)
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- [ ] allows users to select board size (9x9, 13x13, 19x19)
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- [ ] allows users to load .sgf main lines
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- [ ] allow for responsivity in the form of
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- - [ ] 9x9 games simply stretch with screen size
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@ -44,10 +44,10 @@
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<div data-player-meta="white">
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<h4 class="menu-heading">White</h4>
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<span class="menu-heading">Name:</span><input type="text" name="white-name">
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<div class="menu-heading">
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<div class="line">
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<span class="menu-heading">Rank:</span><span id="white-rank">9k</span><input type="button" id="white-rank-up" value="▲"><input type="button" id="white-rank-down" value="▼">
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</div>
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<div class="menu-heading">
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<div class="menu-line">
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<input type="checkbox" name="white-rank-certain"><label for="white-rank-certain">Rank Certainty</label>
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</div>
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</div>
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@ -59,8 +59,8 @@
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To override Browser Go's suggestion, use the sliders above. Be sure to check the 'rank certainty' box if you're club-rated.<br><br>
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When the game begins, click on a legal point on the board to make a move. The active player's bowl will be highlighted. To pass, click on your bowl.
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This will only be possible on your turn. To resign click on your capture tray. After the game ends, groups and territory will display Browser Go's estimate for final state.
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Simply click on a group to change a group between live and dead, or a point between territory and dame.
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I've got great things planned for the future, though! Lookout for new releases on <a href="https://github.com/sorrelbri/browser-go">the GitHub page!</a></p>
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Simply click on a group to change a group between live and dead, or a point between territory and dame.<br><br>
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For now, your game can't be saved. I've got great things planned for the future, though! Lookout for new releases and suggest new features on <a href="https://github.com/sorrelbri/browser-go">the GitHub page!</a></p>
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<p id="game-record"></p>
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</div>
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<div id="game-update-space">
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143
js/main.js
143
js/main.js
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@ -234,6 +234,10 @@ const whiteNameInputEl = document.querySelector('input[name="white-name"]')
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const blackNameDisplayEl = document.querySelector('h4#black-player-name');
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const whiteNameDisplayEl = document.querySelector('h4#white-player-name');
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const gameHudEl = document.querySelector('#game-hud p');
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const dateEl = document.getElementById('date');
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const boardSizeEl = document.getElementById('board-size-radio');
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const komiDisplayEl = document.getElementById('komi');
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const handiDisplayEl = document.getElementById('handicap');
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// store modal #menu for displaying game info
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// store
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@ -254,6 +258,8 @@ document.getElementById('player-meta').addEventListener('click', clickUpdatePlay
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document.getElementById('player-meta').addEventListener('change', clickUpdatePlayerMeta);
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document.querySelector('input[name="komi-suggest"]').addEventListener('click', clickKomiSuggestion);
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gameHudEl.addEventListener('click', clickGameHud);
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boardSizeEl.addEventListener('click', clickBoardSize);
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document.querySelector('input[name="game-start"]').addEventListener('click', clickSubmitStart);
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/*----- functions -----*/
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@ -262,11 +268,15 @@ 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 changeUpdateKomi() {
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document.getElementById('komi').textContent = komiSliderEl.value;
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komiDisplayEl.textContent = komiSliderEl.value;
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gameState.komi = komiSliderEl.value;
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renderMenu();
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}
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function changeUpdateHandicap() {
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document.getElementById('handicap').textContent = handiSliderEl.value;
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handiDisplayEl.textContent = handiSliderEl.value !== 1 ? handiSliderEl.value : 0;
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gameState.handicap = handiSliderEl.value !== 1 ? handiSliderEl.value : 0;
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renderMenu();
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}
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function clickUpdatePlayerMeta(evt) {
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@ -288,14 +298,20 @@ function clickUpdatePlayerMeta(evt) {
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}
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if (evt.target.name = 'black-rank-certain') gameState.playerMeta.b.rankCertain = !gameState.playerMeta.b.rankCertain;
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if (evt.target.name = 'white-rank-certain') gameState.playerMeta.w.rankCertain = !gameState.playerMeta.w.rankCertain;
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blackRankEl.textContent = RANKS[gameState.playerMeta.b.rank];
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whiteRankEl.textContent = RANKS[gameState.playerMeta.w.rank];
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renderMenu();
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}
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function clickKomiSuggestion() {
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let sugg = KOMI_REC[Math.abs(gameState.playerMeta.w.rank - gameState.playerMeta.b.rank)];
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let handi = HANDI_REC[Math.abs(gameState.playerMeta.w.rank - gameState.playerMeta.b.rank)];
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function clickBoardSize() {
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gameState.boardSize = boardSizeEl.value;
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renderMenu();
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}
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function clickKomiSuggestion(evt) {
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debugger;
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evt.stopPropagation();
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let sugg = KOMI_REC[gameState.boardSize][Math.abs(gameState.playerMeta.w.rank - gameState.playerMeta.b.rank)];
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let handi = HANDI_REC[gameState.boardSize][Math.abs(gameState.playerMeta.w.rank - gameState.playerMeta.b.rank)];
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gameState.komi = sugg;
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gameState.handicap = handi;
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renderMenu();
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@ -312,8 +328,28 @@ function clickSubmitStart() {
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initGame();
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}
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function renderKomi() {
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komiSliderEl.value = gameState.komi;
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komiDisplayEl.textContent = gameState.komi;
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if (gameState.gameRecord.length) komiSliderEl.setAttribute('disabled', true);
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}
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function renderHandiSlider() {
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handiSliderEl.value = gameState.handicap;
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handiDisplayEl.textContent = gameState.handicap;
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if (gameState.gameRecord.length) handiSliderEl.setAttribute('disabled', true);
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}
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function renderBoardSizeRadio() {
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boardSizeEl.value = gameState.boardSize;
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if (gameState.gameRecord.length) boardSizeEl.setAttribute('disabled', true);
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}
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function renderMenu() {
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komiSliderEl.value = sugg;
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dateEl.textContent = gameState.gameMeta.date;
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renderKomi()
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renderHandiSlider();
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renderBoardSizeRadio();
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blackNameDisplayEl.textContent = gameState.playerMeta.b.name;
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whiteNameDisplayEl.textContent = gameState.playerMeta.w.name;
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blackRankEl.textContent = RANKS[gameState.playerMeta.b.rank];
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@ -332,7 +368,7 @@ function playerPass() {
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gameState.pass++;
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if (gameState.pass === 2) return endGame();
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gameState.turn*= -1;
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render();
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renderGame();
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}
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function clickMenu() {
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@ -344,12 +380,12 @@ function clickMenu() {
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function startMenu() {
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modalEl.style.visibility = 'visible';
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renderMenu;
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renderMenu();
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}
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function clickCloseMenu(evt) {
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evt.stopPropagation();
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if (evt.target.className === "modal") modalEl.style.visibility = 'hidden';
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if (evt.target.className === "modal" && gameState.gameRecord.length) modalEl.style.visibility = 'hidden';
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}
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function clickResign(evt) {
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@ -421,7 +457,7 @@ function editTerritory(evt) {
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let placement = [ parseInt(evt.target.closest('td').id[0]), parseInt(evt.target.closest('td').id[2]) ];
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let point = findPointFromIdx(placement);
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point.cycleTerritory();
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render();
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renderGame();
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}
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function checkKo(point, cap) {
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@ -445,7 +481,7 @@ function clickBoard(evt) {
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clearCaptures();
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gameState.gameRecord.push(`${STONES_DATA[gameState.turn]}: ${point.pos}`)
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gameState.turn*= -1;
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render();
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renderGame();
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}
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function clearKo() {
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@ -487,28 +523,26 @@ function getDate() {
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function init() {
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gameState.gameMeta.date = getDate();
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gameState.komi = 5.5; // get komi from player input
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startMenu();
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gameState.winner = null;
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gameState.pass = null;
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// gameState.handicap = ; // get handicap from player input
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gameState.turn = gameState.handicap ? -1 : 1;
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gameState.boardSize = 9;
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gameState.playerState.bCaptures = 0;
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gameState.playerState.wCaptures = 0;
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// get any future meta from player input
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// gameState.playerMeta.b // get from player input
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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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initBoard();
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// testing board state for moves at [32]
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gameState.turn = 1;
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render();
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gameState.gameRecord = [];
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boardState = [];
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startMenu();
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};
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function render() {
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function initGame() {
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gameState.winner = null;
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gameState.pass = null;
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gameState.turn = gameState.handicap ? -1 : 1;
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initBoard();
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renderGame();
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}
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function renderGame() {
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if (gameState.winner || gameState.pass > 1) {
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renderTerritory();
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renderMessage();
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@ -527,7 +561,7 @@ function renderMessage() {
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else if (gameState.winner && gameState.pass > 1) {
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gameHudEl.style.visibility = 'visible';
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gameHudEl.style.cursor = 'default';
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gameHudEl.textContent = `${gameState.playerMeta[gameState.winner === 1 ? 'b' : 'w'].name} won by ${Math.abs(gameState.playerState.wScore - gameState.playerState.bScore)}`;
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gameHudEl.textContent = `${gameState.playerMeta[gameState.winner === 1 ? 'b' : 'w'].name || STONES_DATA[gameState.winner]} won by ${Math.abs(gameState.playerState.wScore - gameState.playerState.bScore)}`;
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} else if (gameState.pass > 1) {
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gameHudEl.style.visibility = 'visible';
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gameHudEl.textContent = 'click to finalize game'
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@ -599,7 +633,7 @@ function calculateWinner() {
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+ blackTerritory;
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gameState.winner = gameState.playerState.wScore > gameState.playerState.bScore ? -1 : 1;
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gameState.gameRecord.push(`${STONES_DATA[gameState.winner]}: +${Math.abs(gameState.playerState.wScore - gameState.playerState.bScore)}`)
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render();
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renderGame();
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}
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function endGameSetTerritory() {
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@ -636,7 +670,7 @@ function emptyPointSetTerritory(emptyPoints) {
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return acc + wNbr;
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}, 0);
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pt.groupMembers.forEach(grp => {
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if (Math.abs(b - w) < 4) grp.territory = 'd'
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if (Math.abs(b - w) < 4 && b && w) grp.territory = 'd'
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else grp.territory = b > w ? 1 : -1;
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})
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});
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@ -644,54 +678,9 @@ function emptyPointSetTerritory(emptyPoints) {
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function endGame() {
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if (!gameState.winner) endGameSetTerritory()
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// join all remaining groups
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// check remaining groups life
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// search empty spaces on board for deadShapes
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// compare spaces to rotations of deadShapes[...]
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// 'd' if empty spaces
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// return dead group suggestion
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// users can flip status of any dead group overlay( 1, -1 )
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// confirm state
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// calculate score = points in overlay for each player + captures
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// render final board state with dead groups removed
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// log game record
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// stringify according to .sgf format
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// log as text
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render();
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renderGame();
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}
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// game-end
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// render territory counts
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// checkLegalMove
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// clear overlay
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// if move is not '0', move is illegal (opposing player or 'k' for ko)
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// iterate through neighboring points in clockwise order
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// if anyone is '0' move is legal - call render preview
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// if neighboring point is opposing player
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// cycle through opposing player group marking points as overlay: 'chk' when checked and
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// overlay: 'hold' if they are neighboring points of opposing player color
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// if any neighboring point is '0' terminate cycle and move to next neighboring point of original move
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// if there are unchecked points of 'hold' return
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// if no boardState: 0 points, move is legal overlay: 'l'
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// set all 'chk' to 'x' to represent stones that will be captured upon move
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// if neighboring point is player's
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// cycle through player group marking points as overlay: 'chk' || 'hold'
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// if any neighboring point is '0' ternminate cycle and mark point as 'l'
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// set move
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// if checkLegalMove has returned '0' i2llegal move message?
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// if move state is 'l'
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// push boardState to lastState
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// push 'l' move to boardState
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// resolve captures
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// for all 'x' in overlay
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// count number and add to playerCaptures
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// set boardState to '0'
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// pass--
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// push move to game record
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// game record: [ 0: handicapStones Obj, 1: 1stMove([moveState[],moveState[][])]
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// pass() pass++ and player turn to other player
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// gameEnd when pass = 2
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