fix overlay property bugs
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parent
4ab3edbe78
commit
c5aa20029a
1 changed files with 29 additions and 21 deletions
50
js/main.js
50
js/main.js
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@ -64,7 +64,8 @@ class Point {
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constructor(x, y) {
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this.pos = [ x, y ]
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this.stone = 0; // this is where move placement will go 0, 1, -1 'k'
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this.overlay = 0; // this is where 'chk', 'l'
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this.legal;
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this.chk = false; // this is where 'chk', 'l'
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this.neighbors = {
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top: {},
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btm: {},
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@ -81,6 +82,7 @@ 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);
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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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@ -91,26 +93,22 @@ class Point {
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}
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emptyNeighbor = () => {
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let neighborsArr = this.checkNeighbors();
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console.log(neighborsArr);
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return !!neighborsArr.find(val => val.stone === 0 && val.overlay !== 'chk' );
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return !!neighborsArr.find(val => val.stone === 0 && !val.chk ); //checked
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// return true if neighboring point is empty;
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}
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checkCapture = () => {
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console.log(this.findGroup(gameState.turn * -1))
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console.log(!this.findGroup(gameState.turn * -1).some(val => val.emptyNeighbor()))
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return !this.findGroup(gameState.turn * -1).some(val => val.emptyNeighbor());
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console.log(this)
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return !this.findStone(gameState.turn * -1).some(val => val.emptyNeighbor());
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}
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// returns
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checkGroup = () => {
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console.log(this.findGroup(gameState.turn))
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console.log(this.findGroup(gameState.turn).some(val => val.emptyNeighbor()))
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return this.findGroup(gameState.turn).some(val => val.emptyNeighbor());
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return this.findStone(gameState.turn).some(val => val.emptyNeighbor());
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// returns first neighbor of turn color that has an empty neighbor
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}
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findGroup = (stone) => {
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findStone = (stone) => {
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return this.checkNeighbors().filter(val => {
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if ( val.stone === stone ) return val;
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if ( val.stone === (stone) ) return val;
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});
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//returns an array of neighbors for the value of stone
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}
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@ -152,27 +150,40 @@ function hoverPreview(evt) {
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let hover = [ parseInt(evt.target.closest('td').id[0]), parseInt(evt.target.closest('td').id[2]) ];
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let point = findPointFromIdx(hover);
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if (checkLegal(point)) {
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point.overlay = 'l';
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point.legal = true; // legal
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render(point);
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}
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}
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function checkLegal(point) {
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clearOverlay();
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// first step in logic: is point occupied, or in ko
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point.overlay = 'chk';
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point.chk = true; //check
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if (point.stone) return false;
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console.log('getting here')
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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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console.log('getting here')
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//if neighboring point is not empty check if enemy group is captured
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if (point.checkCapture()) return true;
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if ( point.findStone(gameState.turn * -1).length && point.checkCapture()) return true;
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console.log('getting here')
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//if neighboring point is not empty check if friendly group is alive
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if (!point.checkGroup()) return false;
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return true;
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if ( point.findStone(gameState.turn).length && point.checkGroup()) return true;
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console.log('getting here')
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return false;
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}
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console.log('getting here')
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render(point);
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return true;
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}
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function clearOverlay() { //legal and check
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for (let point in boardState) {
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boardState[point].chk = false;
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boardState[point].legal = false;
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}
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}
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function placeStone(evt) {
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// checks for placement and pushes to cell
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let placement = [ parseInt(evt.target.closest('td').id[0]), parseInt(evt.target.closest('td').id[2]) ];
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@ -181,9 +192,6 @@ function placeStone(evt) {
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if ( !checkLegal(point) ) return;
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point.stone = gameState.turn;
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gameState.turn*= -1;
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for (let point in boardState) {
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point.overlay = '';
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}
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render();
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}
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function init() {
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@ -231,7 +239,7 @@ function renderBoard() {
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function renderPreview(hoverPoint) {
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boardState.forEach(val => {
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let dot = document.getElementById(`${val.pos[0]},${val.pos[1]}`).childNodes[1].childNodes[0];
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dot.setAttribute("data-dot", val.overlay === 'l' && val.pos[0] === hoverPoint.pos[0] && val.pos[1] === hoverPoint.pos[1] ? DOTS_DATA[gameState.turn] : DOTS_DATA[0]);
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dot.setAttribute("data-dot", val.legal === true && val.pos[0] === hoverPoint.pos[0] && val.pos[1] === hoverPoint.pos[1] ? DOTS_DATA[gameState.turn] : DOTS_DATA[0]);
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})
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}
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