create empty neighbor method for legal move check
This commit is contained in:
parent
56a0f22e8d
commit
9dc9b4686f
4 changed files with 101 additions and 36 deletions
|
@ -1,4 +1,4 @@
|
|||
# Go
|
||||
# Browser Go
|
||||
#### Minimum Deliverable Product
|
||||
|
||||
a working game of go for a 9x9 board that
|
||||
|
|
44
css/main.css
44
css/main.css
|
@ -1,6 +1,11 @@
|
|||
* {
|
||||
box-sizing: border-box;
|
||||
margin: 0;
|
||||
vertical-align: middle;
|
||||
}
|
||||
|
||||
body {
|
||||
display: block;
|
||||
}
|
||||
|
||||
.full-screen {
|
||||
|
@ -17,16 +22,22 @@
|
|||
|
||||
content {
|
||||
background-color: #61a6c2;
|
||||
display: grid;
|
||||
/* display: grid;
|
||||
grid-template-columns: 100vmin;
|
||||
grid-template-rows: 1fr 100vmin 1fr;
|
||||
grid-template-areas:
|
||||
"white-pos"
|
||||
"board-space"
|
||||
"black-pos"
|
||||
"black-pos"; */
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
/* justify-content: flex-end; */
|
||||
justify-content: space-between !important;
|
||||
justify-items: stretch !important;
|
||||
}
|
||||
|
||||
.player-pos {
|
||||
/* flex-grow: 2; */
|
||||
display: flex;
|
||||
align-content: center;
|
||||
align-items: center;
|
||||
|
@ -34,11 +45,12 @@ content {
|
|||
}
|
||||
|
||||
.player-pos#white-pos {
|
||||
grid-area: white-pos;
|
||||
/* grid-area: white-pos; */
|
||||
|
||||
}
|
||||
|
||||
.player-pos#black-pos {
|
||||
grid-area: black-pos;
|
||||
/* grid-area: black-pos; */
|
||||
flex-direction: row-reverse;
|
||||
}
|
||||
|
||||
|
@ -48,20 +60,26 @@ content {
|
|||
|
||||
.bowl {
|
||||
order: -1;
|
||||
margin: 20px;
|
||||
margin: 1vh;
|
||||
height: 8vh;
|
||||
width: 8vh;
|
||||
border: solid black;
|
||||
/* border: solid black; */
|
||||
border-radius: 50%;
|
||||
background-color: rgb(116, 48, 17);
|
||||
}
|
||||
|
||||
.caps {
|
||||
order: 1;
|
||||
margin: 1vh;
|
||||
height: 6vh;
|
||||
width: 6vh;
|
||||
border-radius: 50%;
|
||||
background-color: rgb(116, 48, 17);
|
||||
}
|
||||
|
||||
#board-space {
|
||||
margin: 0 auto;
|
||||
grid-area: board-space;
|
||||
/* grid-area: board-space; */
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
background-color: #EAB24E;
|
||||
|
@ -90,11 +108,11 @@ td {
|
|||
vertical-align: middle;
|
||||
}
|
||||
|
||||
td[id^="1,"] {
|
||||
td[id^="1"] {
|
||||
background: conic-gradient( 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%);
|
||||
}
|
||||
|
||||
#row-9 td {
|
||||
td[id^="9"] {
|
||||
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) 74%, #000 75%, rgba(0,0,0,0) 76%, rgba(0,0,0,0) 99%, #000 100%);
|
||||
}
|
||||
|
||||
|
@ -107,17 +125,17 @@ td[id$="9"] {
|
|||
}
|
||||
|
||||
td[id="1,1"] {
|
||||
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%);
|
||||
background: conic-gradient( 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%);
|
||||
}
|
||||
|
||||
td[id="1,9"] {
|
||||
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%);
|
||||
background: conic-gradient( 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% );
|
||||
}
|
||||
td[id="9,1"] {
|
||||
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%);
|
||||
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) 99%, #000 100%);
|
||||
}
|
||||
td[id="9,9"] {
|
||||
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%);
|
||||
background: conic-gradient(#000 0%, rgba(0,0,0,0) 1%, rgba(0,0,0,0) 74%, #000 75%, rgba(0,0,0,0) 76%, rgba(0,0,0,0) 99%, #000 100%);
|
||||
}
|
||||
|
||||
td .stone {
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<meta http-equiv="X-UA-Compatible" content="ie=edge">
|
||||
|
||||
<link rel="stylesheet" href="https://stackpath.bootstrapcdn.com/bootstrap/4.3.1/css/bootstrap.min.css" type="stylesheet">
|
||||
<!-- <link rel="stylesheet" href="https://stackpath.bootstrapcdn.com/bootstrap/4.3.1/css/bootstrap.min.css" type="stylesheet"> -->
|
||||
<link rel="stylesheet" href="css/reset.css" type="text/css">
|
||||
<link rel="stylesheet" href="css/main.css" type="text/css" />
|
||||
<!-- <script defer src="https://stackpath.bootstrapcdn.com/bootstrap/4.3.1/js/bootstrap.min.js"></script> -->
|
||||
|
@ -20,7 +20,7 @@
|
|||
<content>
|
||||
<div id="white-pos" class="player-pos">
|
||||
<div id="white-bowl" class="bowl">White Bowl</div>
|
||||
<div id="white-caps" class="caps">White Captures</div>
|
||||
<div id="white-caps" class="caps">White Caps</div>
|
||||
</div>
|
||||
<div id="board-space">
|
||||
<table id="board">
|
||||
|
|
81
js/main.js
81
js/main.js
|
@ -12,7 +12,6 @@ const DOTS_DATA = {
|
|||
'0': 'none',
|
||||
'1': 'black',
|
||||
'd': 'dame',
|
||||
'l': 'legal',
|
||||
's': 'seki'
|
||||
}
|
||||
|
||||
|
@ -69,28 +68,58 @@ class Point {
|
|||
btm: {},
|
||||
lft: {},
|
||||
rgt: {}
|
||||
},
|
||||
// neighbor exists it's point is stored as { rPos, cPos}
|
||||
}
|
||||
this.neighbors.top = x > 1 ? [ x - 1, y ] : null;
|
||||
this.neighbors.btm = x < gameState.boardSize ? [ x + 1, y ] : null;
|
||||
this.neighbors.rgt = y > 1 ? [ x, y - 1 ] : null;
|
||||
this.neighbors.lft = y < gameState.boardSize ? [ x, y + 1 ] : null;
|
||||
// checkLegal: function() {
|
||||
// this.cellValue = (for neighbor in this.neighbors) {
|
||||
// boardState.find( val => {
|
||||
// if ( val.pos === neighbor.pos && val.stone = 0) { /*cell empty*/ }
|
||||
// });
|
||||
// }
|
||||
// }
|
||||
}
|
||||
// first
|
||||
checkNeighbors = () => {
|
||||
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] ))
|
||||
}
|
||||
};
|
||||
// returns array of existing neighbors to calling function
|
||||
return neighborsArr;
|
||||
}
|
||||
emptyNeighbor = () => {
|
||||
let neighborsArr = this.checkNeighbors();
|
||||
return !!neighborsArr.find(val => val.stone === 0);
|
||||
// return true if neighboring point is empty;
|
||||
}
|
||||
captureNeighbor = () => {
|
||||
let neighborsArr = this.checkNeighbors();
|
||||
// neighborsArr.find(val => val.point === turn * -1 );
|
||||
// console.log(neighborsArr.find(val => val.point === turn * -1 ))
|
||||
}
|
||||
// captureNeighbor = ()
|
||||
// livingNeighbor()
|
||||
}
|
||||
|
||||
|
||||
|
||||
// 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(2,1), new Point(2,2), new Point(2,3),
|
||||
new Point(3,1), new Point(3,2), new Point(3,3),
|
||||
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
|
||||
|
@ -123,19 +152,37 @@ 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]) ];
|
||||
let hover = [ parseInt(evt.target.closest('td').id[0]), parseInt(evt.target.closest('td').id[2]) ];
|
||||
let point = findPointFromIdx(hover);
|
||||
//first step in logic: is stone occupied
|
||||
point.overlay = point.stone !== 0 ? 0 : 'l';
|
||||
|
||||
// working old way assigns legal
|
||||
// point.overlay = point.stone !== 0 ? 0 : 'l';
|
||||
|
||||
// first step in logic: is point occupied, or in ko
|
||||
if (point.stone) return;
|
||||
// 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
|
||||
|
||||
//if neighboring point is not empty check if enemy group is captured
|
||||
|
||||
} else {
|
||||
point.overlay = 'l';
|
||||
}
|
||||
// if neighboring point is
|
||||
|
||||
|
||||
|
||||
render(point);
|
||||
}
|
||||
|
||||
function placeStone(evt) {
|
||||
console.log('click!');
|
||||
|
||||
let placement = [ parseInt(evt.target.parentNode.id[0]), parseInt(evt.target.parentNode.id[2]) ];
|
||||
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);
|
||||
// console.log(placement);
|
||||
//checks that this placement was marked as legal
|
||||
point.stone = point.overlay === 'l' ? gameState.turn : point.stone;
|
||||
gameState.turn*= -1;
|
||||
|
|
Loading…
Reference in a new issue