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script.js
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script.js
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window.onload = function () {
//The initial setup
var gameBoard = [
[0, 1, 0, 1, 0, 1, 0, 1],
[1, 0, 1, 0, 1, 0, 1, 0],
[0, 1, 0, 1, 0, 1, 0, 1],
[0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0],
[2, 0, 2, 0, 2, 0, 2, 0],
[0, 2, 0, 2, 0, 2, 0, 2],
[2, 0, 2, 0, 2, 0, 2, 0]
];
//arrays to store the instances
var pieces = [];
var tiles = [];
//distance formula
var dist = function (x1, y1, x2, y2) {
return Math.sqrt(Math.pow((x1 - x2), 2) + Math.pow((y1 - y2), 2));
}
//Piece object - there are 24 instances of them in a checkers game
function Piece(element, position) {
// when jump exist, regular move is not allowed
// since there is no jump at round 1, all pieces are allowed to move initially
this.allowedtomove = true;
//linked DOM element
this.element = element;
//positions on gameBoard array in format row, column
this.position = position;
//which player's piece i it
this.player = '';
//figure out player by piece id
if (this.element.attr("id") < 12)
this.player = 1;
else
this.player = 2;
//makes object a king
this.king = false;
this.makeKing = function () {
this.element.css("backgroundImage", "url('img/king" + this.player + ".png')");
this.king = true;
}
//moves the piece
this.move = function (tile) {
this.element.removeClass('selected');
if (!Board.isValidPlacetoMove(tile.position[0], tile.position[1])) return false;
//make sure piece doesn't go backwards if it's not a king
if (this.player == 1 && this.king == false) {
if (tile.position[0] < this.position[0]) return false;
} else if (this.player == 2 && this.king == false) {
if (tile.position[0] > this.position[0]) return false;
}
//remove the mark from Board.board and put it in the new spot
Board.board[this.position[0]][this.position[1]] = 0;
Board.board[tile.position[0]][tile.position[1]] = this.player;
this.position = [tile.position[0], tile.position[1]];
//change the css using board's dictionary
this.element.css('top', Board.dictionary[this.position[0]]);
this.element.css('left', Board.dictionary[this.position[1]]);
//if piece reaches the end of the row on opposite side crown it a king (can move all directions)
if (!this.king && (this.position[0] == 0 || this.position[0] == 7))
this.makeKing();
return true;
};
//tests if piece can jump anywhere
this.canJumpAny = function () {
return (this.canOpponentJump([this.position[0] + 2, this.position[1] + 2]) ||
this.canOpponentJump([this.position[0] + 2, this.position[1] - 2]) ||
this.canOpponentJump([this.position[0] - 2, this.position[1] + 2]) ||
this.canOpponentJump([this.position[0] - 2, this.position[1] - 2]))
};
//tests if an opponent jump can be made to a specific place
this.canOpponentJump = function (newPosition) {
//find what the displacement is
var dx = newPosition[1] - this.position[1];
var dy = newPosition[0] - this.position[0];
//make sure object doesn't go backwards if not a king
if (this.player == 1 && this.king == false) {
if (newPosition[0] < this.position[0]) return false;
} else if (this.player == 2 && this.king == false) {
if (newPosition[0] > this.position[0]) return false;
}
//must be in bounds
if (newPosition[0] > 7 || newPosition[1] > 7 || newPosition[0] < 0 || newPosition[1] < 0) return false;
//middle tile where the piece to be conquered sits
var tileToCheckx = this.position[1] + dx / 2;
var tileToChecky = this.position[0] + dy / 2;
if (tileToCheckx > 7 || tileToChecky > 7 || tileToCheckx < 0 || tileToChecky < 0) return false;
//if there is a piece there and there is no piece in the space after that
if (!Board.isValidPlacetoMove(tileToChecky, tileToCheckx) && Board.isValidPlacetoMove(newPosition[0], newPosition[1])) {
//find which object instance is sitting there
for (let pieceIndex in pieces) {
if (pieces[pieceIndex].position[0] == tileToChecky && pieces[pieceIndex].position[1] == tileToCheckx) {
if (this.player != pieces[pieceIndex].player) {
//return the piece sitting there
return pieces[pieceIndex];
}
}
}
}
return false;
};
this.opponentJump = function (tile) {
var pieceToRemove = this.canOpponentJump(tile.position);
//if there is a piece to be removed, remove it
if (pieceToRemove) {
pieceToRemove.remove();
return true;
}
return false;
};
this.remove = function () {
//remove it and delete it from the gameboard
this.element.css("display", "none");
if (this.player == 1) {
$('#player2').append("<div class='capturedPiece'></div>");
Board.score.player2 += 1;
}
if (this.player == 2) {
$('#player1').append("<div class='capturedPiece'></div>");
Board.score.player1 += 1;
}
Board.board[this.position[0]][this.position[1]] = 0;
//reset position so it doesn't get picked up by the for loop in the canOpponentJump method
this.position = [];
var playerWon = Board.checkifAnybodyWon();
if (playerWon) {
$('#winner').html("Player " + playerWon + " has won!");
}
}
}
function Tile(element, position) {
//linked DOM element
this.element = element;
//position in gameboard
this.position = position;
//if tile is in range from the piece
this.inRange = function (piece) {
for (let k of pieces)
if (k.position[0] == this.position[0] && k.position[1] == this.position[1]) return 'wrong';
if (!piece.king && piece.player == 1 && this.position[0] < piece.position[0]) return 'wrong';
if (!piece.king && piece.player == 2 && this.position[0] > piece.position[0]) return 'wrong';
if (dist(this.position[0], this.position[1], piece.position[0], piece.position[1]) == Math.sqrt(2)) {
//regular move
return 'regular';
} else if (dist(this.position[0], this.position[1], piece.position[0], piece.position[1]) == 2 * Math.sqrt(2)) {
//jump move
return 'jump';
}
};
}
//Board object - controls logistics of game
var Board = {
board: gameBoard,
score: {
player1: 0,
player2: 0
},
playerTurn: 1,
jumpexist: false,
continuousjump: false,
tilesElement: $('div.tiles'),
//dictionary to convert position in Board.board to the viewport units
dictionary: ["0vmin", "10vmin", "20vmin", "30vmin", "40vmin", "50vmin", "60vmin", "70vmin", "80vmin", "90vmin"],
//initialize the 8x8 board
initalize: function () {
var countPieces = 0;
var countTiles = 0;
for (let row in this.board) { //row is the index
for (let column in this.board[row]) { //column is the index
//whole set of if statements control where the tiles and pieces should be placed on the board
if (row % 2 == 1) {
if (column % 2 == 0) {
countTiles = this.tileRender(row, column, countTiles)
}
} else {
if (column % 2 == 1) {
countTiles = this.tileRender(row, column, countTiles)
}
}
if (this.board[row][column] == 1) {
countPieces = this.playerPiecesRender(1, row, column, countPieces)
} else if (this.board[row][column] == 2) {
countPieces = this.playerPiecesRender(2, row, column, countPieces)
}
}
}
},
tileRender: function (row, column, countTiles) {
this.tilesElement.append("<div class='tile' id='tile" + countTiles + "' style='top:" + this.dictionary[row] + ";left:" + this.dictionary[column] + ";'></div>");
tiles[countTiles] = new Tile($("#tile" + countTiles), [parseInt(row), parseInt(column)]);
return countTiles + 1
},
playerPiecesRender: function (playerNumber, row, column, countPieces) {
$(`.player${playerNumber}pieces`).append("<div class='piece' id='" + countPieces + "' style='top:" + this.dictionary[row] + ";left:" + this.dictionary[column] + ";'></div>");
pieces[countPieces] = new Piece($("#" + countPieces), [parseInt(row), parseInt(column)]);
return countPieces + 1;
},
//check if the location has an object
isValidPlacetoMove: function (row, column) {
// console.log(row); console.log(column); console.log(this.board);
if (row < 0 || row > 7 || column < 0 || column > 7) return false;
if (this.board[row][column] == 0) {
return true;
}
return false;
},
//change the active player - also changes div.turn's CSS
changePlayerTurn: function () {
if (this.playerTurn == 1) {
this.playerTurn = 2;
$('.turn').css("background", "linear-gradient(to right, transparent 50%, #BEEE62 50%)");
} else {
this.playerTurn = 1;
$('.turn').css("background", "linear-gradient(to right, #BEEE62 50%, transparent 50%)");
}
this.check_if_jump_exist()
return;
},
checkifAnybodyWon: function () {
if (this.score.player1 == 12) {
return 1;
} else if (this.score.player2 == 12) {
return 2;
}
return false;
},
//reset the game
clear: function () {
location.reload();
},
check_if_jump_exist: function () {
this.jumpexist = false
this.continuousjump = false;
for (let k of pieces) {
k.allowedtomove = false;
// if jump exist, only set those "jump" pieces "allowed to move"
if (k.position.length != 0 && k.player == this.playerTurn && k.canJumpAny()) {
this.jumpexist = true
k.allowedtomove = true;
}
}
// if jump doesn't exist, all pieces are allowed to move
if (!this.jumpexist) {
for (let k of pieces) k.allowedtomove = true;
}
},
// Possibly helpful for communication with back-end.
str_board: function () {
ret = ""
for (let i in this.board) {
for (let j in this.board[i]) {
var found = false
for (let k of pieces) {
if (k.position[0] == i && k.position[1] == j) {
if (k.king) ret += (this.board[i][j] + 2)
else ret += this.board[i][j]
found = true
break
}
}
if (!found) ret += '0'
}
}
return ret
}
}
//initialize the board
Board.initalize();
/***
Events
***/
//select the piece on click if it is the player's turn
$('.piece').on("click", function () {
var selected;
var isPlayersTurn = ($(this).parent().attr("class").split(' ')[0] == "player" + Board.playerTurn + "pieces");
if (isPlayersTurn) {
if (!Board.continuousjump && pieces[$(this).attr("id")].allowedtomove) {
if ($(this).hasClass('selected')) selected = true;
$('.piece').each(function (index) {
$('.piece').eq(index).removeClass('selected')
});
if (!selected) {
$(this).addClass('selected');
}
} else {
let exist = "jump exist for other pieces, that piece is not allowed to move"
let continuous = "continuous jump exist, you have to jump the same piece"
let message = !Board.continuousjump ? exist : continuous
console.log(message)
}
}
});
//reset game when clear button is pressed
$('#cleargame').on("click", function () {
Board.clear();
});
//move piece when tile is clicked
$('.tile').on("click", function () {
//make sure a piece is selected
if ($('.selected').length != 0) {
//find the tile object being clicked
var tileID = $(this).attr("id").replace(/tile/, '');
var tile = tiles[tileID];
//find the piece being selected
var piece = pieces[$('.selected').attr("id")];
//check if the tile is in range from the object
var inRange = tile.inRange(piece);
if (inRange != 'wrong') {
//if the move needed is jump, then move it but also check if another move can be made (double and triple jumps)
if (inRange == 'jump') {
if (piece.opponentJump(tile)) {
piece.move(tile);
if (piece.canJumpAny()) {
// Board.changePlayerTurn(); //change back to original since another turn can be made
piece.element.addClass('selected');
// exist continuous jump, you are not allowed to de-select this piece or select other pieces
Board.continuousjump = true;
} else {
Board.changePlayerTurn()
}
}
//if it's regular then move it if no jumping is available
} else if (inRange == 'regular' && !Board.jumpexist) {
if (!piece.canJumpAny()) {
piece.move(tile);
Board.changePlayerTurn()
} else {
alert("You must jump when possible!");
}
}
}
}
});
}