browser-go-proto/js/main.js
2019-08-02 14:14:23 -07:00

155 lines
5.4 KiB
JavaScript

/*----- constants -----*/
// game state object {gameMeta object, playerMeta object, turn, pass, gameRecord, bCaptures, wCaptures}
const gameState = {
winner: null,
turn: null, // turn logic depends on handicap stones
pass: null,
komi: null, // komi depends on handicap stones
handicap: null,
playerState: {
bCaptures: null,
wCaptures: null
},
gameMeta: { // declared at game start and not editable after
date: null// contains metadata
},
playerMeta: { // editable during game
b: {
name: null,
rank: null,
rankCertain: false
},
w: {
name: null,
rank: null,
rankCertain: false
},
},
gameRecord : []
}
// boardState [point objects-contain overlay] lastState (created from boardState)
// groups?
// deadShapes{}
// index represents handicap placement, eg handiPlace[1] = { (3, 3), (7, 7) }
const handiPlace = [ 0,
[ { rPos: 3, cPos: 3 }, { rPos: 7, cPos: 7 } ],
[ { rPos: 3, cPos: 3 }, { rPos: 7, cPos: 7 }, { rPos: 3, cPos: 7 } ],
[ { rPos: 3, cPos: 3 }, { rPos: 7, cPos: 7 }, { rPos: 3, cPos: 7 }, { rPos: 7, cPos: 3 } ]];
/*----- app's state (variables) -----*/
// define initial game state
let boardState;
// Class Point {
// rPos: 1,
// cPos: 1,
// neighbors: {
// top: null,
// btm: null,
// lft: null,
// rgt: null
// }
// checkLegal: function() {
// }
// }
// 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,
// 'chk', 'hold', 'x' and 'l' represent points checked during checkLegalMove run
// game-end integer represent points of territory, 'd' represents dame,
/*----- cached element references -----*/
// store #menu for displaying game info
// store
/*----- event listeners -----*/
// input listeners for player names, ranks, rank certainty (editable during game)
//input lister for handicap + komi (only editable pre-game)
// ::hover-over on board to preview move (with legal move logic)
// click on board to play move
// ::hover-over on either bowl for pass, one-level undo options (CSS implementation)
// click on menu items
// click on kifu to display game menu
/*----- functions -----*/
init();
function init() {
gameState.winner = null;
// gameState.turn = ? : ; // get turn from consequences of player input
gameState.pass = null;
// gameState.komi = ; // get komi from player input
// gameState.handicap = ; // get handicap from player input
gameState.playerState.bCaptures = 0;
gameState.playerState.wCaptures = 0;
// gameState.gameMeta.date = // get from browser window
// get any future meta from player input
// gameState.playerMeta.b // get from player input
// gameState.playerMeta.w // get from player input
gameState.gameRecord = []; // clear game record from previous game
// gameState.boardState // create board from user input
};
// functions
// initialize game
// set handicap stones
// render
// render board
//render moves
//render preview
// render captures
// render player turn marker
// game-end
// render dead group suggestion
// render territory counts
// checkLegalMove
// clear overlay
// if move is not '0', move is illegal (opposing player or 'k' for ko)
// iterate through neighboring points in clockwise order
// if anyone is '0' move is legal - call render preview
// if neighboring point is opposing player
// cycle through opposing player group marking points as overlay: 'chk' when checked and
// overlay: 'hold' if they are neighboring points of opposing player color
// if any neighboring point is '0' terminate cycle and move to next neighboring point of original move
// if there are unchecked points of 'hold' return
// if no boardState: 0 points, move is legal overlay: 'l'
// set all 'chk' to 'x' to represent stones that will be captured upon move
// if neighboring point is player's
// cycle through player group marking points as overlay: 'chk' || 'hold'
// if any neighboring point is '0' ternminate cycle and mark point as 'l'
// set move
// if checkLegalMove has returned '0' i2llegal move message?
// if move state is 'l'
// push boardState to lastState
// push 'l' move to boardState
// resolve captures
// for all 'x' in overlay
// count number and add to playerCaptures
// set boardState to '0'
// pass--
// push move to game record
// game record: [ 0: handicapStones Obj, 1: 1stMove([moveState[],moveState[][])]
// pass() pass++ and player turn to other player
// gameEnd when pass = 2
// search empty spaces on board for deadShapes
// compare spaces to rotations of deadShapes[...]
// 'd' if empty spaces
// return dead group suggestion
// users can flip status of any dead group overlay( 1, -1 )
// confirm state
// calculate score = points in overlay for each player + captures
// render final board state with dead groups removed
// log game record
// stringify according to .sgf format
// log as text