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board.js
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305 lines (299 loc) · 9.85 KB
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/* Initial Section
* Board Creation + Background Initialization
* Defined here: createBoard(canvasElement),
* grid(x, y, size),
* drawBoard(context, xconstraint, yconstrait, size)
* relMouseCoordinates(event)
* drawInnerSegment(context, xconstraint, yconstraint, size)
* drawVictory(referenceToMove, CellsWon)
*/
var globalElement=""
function createBoard(canElem){
HTMLCanvasElement.prototype.relMouseCoords = relMouseCoords;
globalElement=canElem
var context = canElem.getContext("2d");
SIZE = 500
context.canvas.width = SIZE + 10;
context.canvas.height = SIZE + 10 ;
drawBoard(context, 10, 10, SIZE);
context.stroke();
play(500);
}
grid = function(x, y, size){
this.setValue = function(i,j,obj){
this.array[i][j].value = obj;
}
this.won = false;
this.start = {x: x, y: y};
this.size = size;
this.step = size/3;
this.array = [];
for(var i = 0; i < 3; i++){
this.array[i] = [];
for(var j = 0; j < 3; j++){
var xref = x + this.step * i;
var yref = y + this.step * j;
this.array[i][j] = {x: xref, y: yref, taken:0, value:""};
}
}
}
function drawBoard(context, xcon, ycon, size){
//Determine inc
var inc = size/3;
maingrid = new grid(xcon, ycon, size);
drawInnerSegment(context, xcon, ycon, size);
//Individual Segments
for(var x = 0; x < 3; x++){
for(var y = 0; y < 3; y++){
//console.log("parameters", x*inc + xcon + 10, y*inc + ycon + 10, inc-20);
var xref = x*inc + xcon + 10
var yref = y * inc + ycon + 10;
var t = new grid(xref, yref, inc-20);
maingrid.setValue(x,y,t);
drawInnerSegment(context,xref ,yref, inc-20)
}
}
context.stroke();
}
/* source: https://stackoverflow.com/questions/55677/how-do-i-get-the-coordinates-of-a-mouse-click-on-a-canvas-element*/
function relMouseCoords(event){
var totalOffsetX = 0;
var totalOffsetY = 0;
var canvasX = 0;
var canvasY = 0;
var currentElement = this;
do{
totalOffsetX += currentElement.offsetLeft /* - currentElement.scrollLeft*/;
totalOffsetY += currentElement.offsetTop /*- currentElement.scrollTop*/ ;
}
while(currentElement = currentElement.offsetParent)
canvasX = event.pageX - totalOffsetX;
canvasY = event.pageY - totalOffsetY;
return {x:canvasX, y:canvasY}
}
function drawInnerSegment(context, xcon, ycon, size){
var inc = size/3;
for(var x = 1; x <=2 ; x++){
context.moveTo(xcon + inc*x, ycon);
context.lineTo(xcon + inc*x, ycon + size);
context.moveTo(xcon, ycon+inc*x);
context.lineTo(xcon+size, ycon+inc*x);
}
}
function victory(context, relstep, relstart, ret){
console.log(ret)
context.beginPath()
context.lineWidth = 10;
context.strokeStyle = g.state? "#FF0000" : "#0000FF"
context.moveTo(relstart.x + relstep*ret[0].x + relstep/2, relstart.y + relstep*ret[0].y + relstep/2)
context.lineTo(relstart.x + relstep*ret[2].x + relstep/2, relstart.y + relstep*ret[2].y + relstep/2)
context.stroke();
}
function drawVictory(ref, ret){
console.log(ret)
var context = globalElement.getContext('2d')
var relstep = maingrid.array[ref.major.x][ref.major.y].value.step
var relstart = maingrid.array[ref.major.x][ref.major.y].value.start
victory(context, relstep, relstart, ret)
}
function drawBigVictory(ref, ret){
var context = globalElement.getContext('2d')
var relstep = maingrid.step
var relstart = maingrid.start
victory(context, relstep, relstart, ret)
}
/* Move Validation Segment
* Everything here deals with verifying the moves of the game and making moves
* Methods: isolate(xycoordinates),
* recursiveMoveCheck(ref),
* validateMove(ref),
*/
var isolate = function(obj){
//Determine Overall Segment
//X position
//step = size/3
var s = SIZE/3
var xref = Math.floor(obj.x/s);
var yref = Math.floor(obj.y/s);
var xz = maingrid.array[xref][yref].x;
var yz = maingrid.array[xref][yref].y;
var zero = {x: xz, y: yz};
//Locally determine values
var xd = Math.abs(obj.x - zero.x);
var yd = Math.abs(obj.y - zero.y);
s /= 3;
var xxref = Math.floor(xd/s);
var yyref = Math.floor(yd/s);
var x = maingrid.array[xref][yref].value.array[xxref][yyref].x;
var y = maingrid.array[xref][yref].value.array[xxref][yyref].y;
//Create Ref Objects
var minor = {x: xxref, y: yyref}
var major = {x: xref, y: yref}
return {x: x, y: y, major: major, minor: minor};
}
var recursiveMoveCheck = function(ref){
var openCount = [];
var c = 0;
for(var i = 0; i < 3; i++){
for(var j = 0; j < 3; j++){
if(maingrid.array[ref.major.x][ref.major.y].value.array[i][j].taken == 0){
openCount[c++] = {x: i, y: j}
if(c > 3 ) break;
}
}
}
//Don't worry if there are more than 3 moves... cuz like... mem overflow...
if(c > 3) return true;
else{
ref.major.x = ref.minor.x
ref.major.y = ref.minor.y
for(var i = 0; i < 3; i++){
//Build new Ref
ref.minor.x = openCount[i].x;
ref.minor.y = openCount[i].y;
if(recursiveMoveCheck(ref) == false) return false
}
return true;
}
}
//Replace faulty Recursive move check
var moveCheck = function(ref){
//Get next cell
var xref = ref.minor.x;
var yref = ref.minor.y;
for(var i = 0; i < 3; i++){
for(var j = 0; j < 3; j++){
if(maingrid.array[ref.major.x][ref.major.y].value.taken == 0) return true
}
}
return false;
}
var validateMove = function(ref){
//Check if this specific position has been taken yet
if(maingrid.array[ref.major.x][ref.major.y].value.array[ref.minor.x][ref.minor.y].taken != 0){
console.log("NotUsedFailed: ",maingrid.array[ref.major.x][ref.major.y].value.array[ref.minor.x][ref.minor.y].taken );
return false
}
else if((ref.major.x != g.nx || ref.major.y != g.ny) && g.started){
return false;
}
// else if(!recursiveMoveCheck(ref)){
// console.log('recursion failed')
// return false;
// }
// else if(!moveCheck(ref)){
// console.log("Move Failed")
// return false;
// }
else{
var v = ""
//player 1 = true
if(g.state == true) v = 1;
//player 2 = false
else v = 2;
}
console.log("Setting Major", ref.major.x, ref.major.y, "minor", ref.minor.x, ref.minor.y, "to", v)
maingrid.array[ref.major.x][ref.major.y].value.array[ref.minor.x][ref.minor.y].taken = v
return true;
}
var checkGrid = function(obj){
//Check for vertical first
//If game.state at this point is true, it is player one. Else, it is player 2
var listen = g.state? 1: 2
var check3_v = []
var check3_h = []
var check3_dl = []
var check3_dr = []
//There should be a more elegant way, but since IDK it yet, this will be commented out.
//Will use the ugly method instead.
for(var i = 0; i < 3; i++){
console.log("i: ", i)
check3_v = [];
check3_h = [];
if(obj.array[i][i].taken==listen){
check3_dl.push({x:i,y:i});
console.log("diag-left check", i, i, check3_dl);
}
if(obj.array[2-i][i].taken == listen){
check3_dr.push({x:2-i,y:i});
console.log("diag-right check", 2-i, i, check3_dr);
}
for(var j = 0; j < 3; j++){
console.log("Going through", i, j, obj.array[i][j].taken, "alt:", obj.array[j][i].taken)
if(obj.array[j][i].taken==listen){
check3_h.push({x:j,y:i});
console.log("horizontal check", j, i, check3_h);
}
if(obj.array[i][j].taken==listen){
check3_v.push({x:i,y:j});
console.log("veritical check", i, j, check3_v);
}
}
if(check3_v.length == 3){
console.log("vert won")
return check3_v
}else if(check3_h.length == 3){
console.log("hor won")
return check3_h
} else if(check3_dl.length == 3){
console.log("diag left won")
return check3_dl
} else if(check3_dr.length == 3){
console.log("diag right won")
return check3_dr
}
}
return {x: -1, y: -1}
}
var evaluate = function(ref){
//Check this minor grid
var ret = checkGrid(maingrid.array[ref.major.x][ref.major.y].value)
if(ret.x == -1) return
else if(maingrid.array[ref.major.x][ref.major.y].value.won == true) return
else{
maingrid.array[ref.major.x][ref.major.y].value.won = true
maingrid.array[ref.major.x][ref.major.y].taken = g.state ? 1 : 2
drawVictory(ref, ret)
var big = checkGrid(maingrid)
if(big.x == -1) return
else drawVictory(ref, big)
}
}
var mark = function(e){
var canvas = document.getElementById("board");
var c = isolate(canvas.relMouseCoords(e));
var w = validateMove(c)
if(w == false){
return;
}
evaluate(c);
g.started = true;
g.nx = c.minor.x;
g.ny = c.minor.y;
console.log(g.nx, g.ny)
var x = c.x;
var y = c.y;
var cont = canvas.getContext("2d");
if(g.state){
cont.fillStyle = "#FF0000"
}
else{
cont.fillStyle = "#0000FF"
}
g.state = w ? !g.state : g.state;
console.log(x, y);
cont.fillRect(x + 5, y + 5, SIZE/3/3 - 20 , SIZE/3/3 - 20);
cont.stroke();
console.log(e);
}
game = function(){
this.state = true; //true = player 1, false= player2
this.started = false;
this.nx = 0;
this.ny = 0;
}
function play(size){
g = new game();
cvs = document.getElementById("board");
cvs.addEventListener('click', mark);
}