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game.js
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/*
This file is part of Metro Dark Chess
Copyright (C)2012-2013 Chien-Yu Chen <[email protected]>
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
"use strict";
document.addEventListener("DOMContentLoaded", startGame, false);
// get the file path of phonegap .
function getPhoneGapPath()
{
var path = window.location.pathname;
path = path.substr( path, path.length - 10 );
return 'file://' + path;
};
// 點擊棋盤上的(posX, posY)位置
function click( posX, posY )
{
var index = getIndex( posX, posY );
if ( isGamePage( getNowPage() ) )
{
clickGamePage( index ); // 在遊戲頁面時點擊的操作
storeState( getNowPage() );
}
else if ( getNowPage() == START_PAGE )
{
// 紀錄進入遊戲的次數
if ( index == LOW_GAME_PAGE )
{
gLowGameCount++;
setItem( "gLowGameCount", gLowGameCount );
}
if ( index == TWO_PLAYER_PAGE )
{
initGame(); // 初始化此局遊戲
showPage( index );
}
else if ( index == TWO_AI_PAGE )
{
initGame(); // 初始化此局遊戲
showPage( index );
startDemo(); // 開始AI對戰展示
}
else if ( index == LOW_GAME_PAGE )
{
nowGamePage = LOW_GAME_PAGE; // 紀錄點擊的遊戲模式
showPage( GAME_START_DIALOG_PAGE );
}
else
{
gJumpProportion = 0; // for rule page & about page .
showPage( index );
}
}
else if ( getNowPage() == GAME_LEVEL_PAGE )
{
gMedGameCount++;
setItem( "gMedGameCount", gMedGameCount );
setGameLevel( index );
nowGamePage = MED_GAME_PAGE; // 紀錄點擊的遊戲模式
showPage( GAME_START_DIALOG_PAGE );
}
else if ( getNowPage() == OPTION_PAGE )
{
if ( index == OPTION_COLOR )
{
showPage( OPTION_COLOR_PAGE ); // 進入選擇顏色頁面
}
else if ( index == OPTION_OTHER )
{
showPage( OPTION_OTHER_PAGE ); // 進入其他設定頁面
}
}
else if ( getNowPage() == GAME_OVER_DIALOG_PAGE )
{
if ( index == DIALOG_AGAIN )
{
initGame(); // 初始化此局遊戲
showPage( nowGamePage );
if ( gameOrder == DIALOG_AI_FIRST )
{
var ai = ( nowGamePage == LOW_GAME_PAGE ) ? LOW_AI : MED_AI;
aiTurn( ai, BLACK ); // BLACK是隨便傳的,反正都是翻棋,不影響。
}
}
else if ( index == DIALOG_GO_BACK )
{
showPage( START_PAGE );
}
}
else if ( getNowPage() == GAME_START_DIALOG_PAGE )
{
initGame();
showPage( nowGamePage );
if ( index == DIALOG_HUMAN_FIRST )
{
gameOrder = DIALOG_HUMAN_FIRST;
printDebug( "Human first" );
}
else if ( index == DIALOG_AI_FIRST )
{
gameOrder = DIALOG_AI_FIRST;
var ai = ( nowGamePage == LOW_GAME_PAGE ) ? LOW_AI : MED_AI;
aiTurn( ai, BLACK ); // BLACK是隨便傳的,反正都是翻棋,不影響。
printDebug( "AI first" );
}
}
else if ( getNowPage() == GAME_OVER_PAGE )
{
stopAnimation(); // 停止動畫
document.body.style.margin = gBackupMargin; // 將之前的位移位置復原回來
showPage( GAME_OVER_DIALOG_PAGE ); //
}
else if ( getNowPage() == OPTION_COLOR_PAGE )
{
if ( index == GO_BACK )
{
showPage( START_PAGE ); // 回到設定頁面
}
else
{
setNowColorOption( index ); // 紀錄是從哪個顏色選項進入的
showPage( COLOR_PAGE ); // 進入選擇顏色頁面
}
}
else if ( getNowPage() == OPTION_OTHER_PAGE )
{
if ( index == GO_BACK )
{
showPage( START_PAGE ); // 回到設定頁面
}
else
{
changeOptionOther( index ); // 改變其他設定
resetThemeColor(); // 重設目前佈景的顏色
redrawAll();
}
}
else if ( getNowPage() == COLOR_PAGE )
{
setColor( getNowColorOption(), colors[index] ); // 設置選定的顏色
showPage( OPTION_COLOR_PAGE ); // 回到設定頁面
}
else if ( getNowPage() == RULE_PAGE ||
getNowPage() == ABOUT_PAGE ||
getNowPage() == LOG_PAGE )
{
jumpMove( getNowPage(), index );
}
}
// 兩主模式:1.觸摸滑動 和 2.點擊平移(不支援touch event的瀏覽器使用)
function jumpMove( page, index )
{
var backIndex = 0; // 回上一頁的index
var indexLength = 0; // 共有幾個頁面
var offset = gJumpProportion / 20; // 共平移了幾次
if ( page == ABOUT_PAGE )
{
backIndex = ABOUT_GO_BACK;
indexLength = ABOUT_NAMES.length;
}
else if ( page == RULE_PAGE )
{
backIndex = GO_BACK_RULE;
indexLength = RULE_NAMES.length;
}
else if ( page == LOG_PAGE )
{
backIndex = LOG_GO_BACK;
indexLength = LOG_NAMES.length;
}
// 支援touch event的環境皆支援滑動操作
if ( !TOUCH_EVENT_ENABLE && ( gDeviceName == CHROME || gDeviceName == SIM_DEVICE ) )
{
var relativeIndex = index + offset;
if ( offset < -1 ) // 已經滾到最後面
{
document.body.style.margin = "0% 0% 0% 0%";
showPage( START_PAGE );
}
else
{
//alert( offset );
gJumpProportion -= 20;
if ( getOrientation() == PORTRAIT ) // 直立
{
document.body.style.margin = gJumpProportion + "% 0% 0% 0%"; // 往上移
}
else
{
document.body.style.margin = "0% 0% 0% " + gJumpProportion + "%"; // 往左移
}
}
}
else
{
if ( index == backIndex ) // 已經滾到最後面
{
//alert( "XX" );
showPage( START_PAGE );
}
}
}
// 滑鼠左鍵按下的事件
function mousedown( pageX, pageY )
{
if ( gbWaitingAI )
{
printDebug( "waiting AI ..." );
return;
}
if ( c.offsetLeft < pageX &&
c.offsetLeft + width + chessEatenSize > pageX &&
c.offsetTop < pageY &&
c.offsetTop + height + chessEatenSize > pageY )
{
var posX = 0;
var posY = 0;
// 取得x位置
var phyX = pageX - c.offsetLeft;
while ( posX < widthCount && posXToPhyX( posX ) < phyX )
{
posX ++;
}
posX --;
// 取得y位置
var phyY = pageY;
while ( posY < heightCount && posYToPhyY( posY ) < phyY )
{
posY ++;
}
posY --;
//printDebug( "游標: " + pageX + " , " + pageY + " 位置: " + posX + " , " + posY + " 棋子: " + chesses[getIndex( posX, posY )] );
click( posX, posY );
if ( ( gDeviceName == CHROME || gDeviceName == SIM_DEVICE ) && isGamePage( getNowPage() ) )
{
if ( getOrientation() == LANDSCAPE ) // 水平
{
if ( width - pageX < chessEatenSize && pageY < chessEatenSize )
{
showPage( START_PAGE );
}
}
else // 直立
{
if ( height - pageY < chessEatenSize && pageX < chessEatenSize )
{
showPage( START_PAGE );
}
}
}
}
}
// 滑鼠左鍵按下的事件
document.onmousedown = function( event )
{
try
{
if ( !TOUCH_EVENT_ENABLE )
{
var x = event.pageX + document.documentElement.scrollLeft;
var y = event.pageY + document.documentElement.scrollTop;
mousedown( x, y );
}
}
catch ( err )
{
printError( "發生錯誤: " + err.stack );
}
}
// 滑鼠左鍵按下的事件 for ios
document.ontouchstart = function( event )
{
try
{
//if ( ON_DEVICE && gDeviceName == IOS || gDeviceName == CHROME )
{
TOUCH_EVENT_ENABLE = true;
var touch = event.touches[0];
var x = touch.clientX + document.body.scrollLeft;
var y = touch.clientY + document.body.scrollTop;
gTouchStartX = x;
mousedown( x, y );
}
}
catch ( err )
{
printError( "發生錯誤: " + err.stack );
}
}
// 播放下棋音效
function playClickSound()
{
if ( enableAudio == YES_LOGO )
{
if ( ON_DEVICE && gDeviceName == WINDOWS_PHONE )
{
playBeep(); // 若有開啟音效, 則播放逼聲
}
else if ( ON_DEVICE && gDeviceName == ANDROID )
{
playAudio( getPhoneGapPath() + "click.wav" );
}
else
{
playClickAudio();
}
}
}
// 執行AI回合
function aiTurn( ai, camp )
{
printDebug( getCampName( camp ) );
clearDebug(); // clear debug message .
var chessData = getNowChessData(); // 當前棋盤與棋子資料
// 唯有非雙人對戰模式才會啟動AI
if ( getNowPage() != TWO_PLAYER_PAGE )
{
if ( gFirstTurn || !gameIsOver() )
{
var moves;
//startProcess();
if ( ai == LOW_AI )
{
moves = moveByAI( chessData.chesses, chessData.chessStates, camp );
}
else
{
moves = moveByAdvanceAI( chessData.chesses, chessData.chessStates, camp );
}
//stopProcess();
var sourceIndex = moves[0];
var destIndex = moves[1];
if ( getNowPage() == TWO_AI_PAGE )
{
playClickSound();
}
if ( sourceIndex < 0 )
{
//printDebug( "無法行走! " );
}
else if ( openChess( chessData, destIndex ) ||
eat( chessData, destIndex, sourceIndex, camp ) ||
move( chessData, destIndex, sourceIndex, camp ) )
{
var pos = getPos( sourceIndex );
var aiX = pos[0];
var aiY = pos[1];
//printDebug( "AI走得位置:" + aiX + " , " + aiY );
}
var gOldHighlightIndex = gAIHighlightIndex;
gAIHighlightIndex = destIndex; // set the highlight of AI's move .
// 遊戲剛開始,決定黑方紅方
if ( gFirstTurn )
{
setNowCamp( chessData.chesses[destIndex] );
printDebug( "先手是" + getCampName( getNowPlayer() ) );
gPlayerCamp = getAnotherCamp( getNowPlayer() ); // 玩家陣營
gFirstTurn = false;
}
if ( gOldHighlightIndex != NOT_FOUND )
{
drawSingle( gOldHighlightIndex );
}
// 重新繪製移動方塊
drawSingle( sourceIndex );
drawSingle( destIndex );
switchPlayer();
checkGameOver();
}
else
{
setGameLog( getNowPage() );
var winner = getCampName( gGameWinner );
printGame( winner + "獲勝! 遊戲結束!! " );
gBackupMargin = document.body.style.margin; // 將之前的位移位置紀錄起來
showPage( GAME_OVER_PAGE );
}
}
else if ( getNowPage() == TWO_PLAYER_PAGE )
{
if ( enableAngleSwitch == ANGLE_SWITCH_LOGO ) // 雙人遊戲時自動切換視角
{
switchAngle(); // 轉180度
redrawAll();
}
}
//redrawAll();
}
function checkGameOver()
{
if ( gameIsOver() )
{
setGameLog( getNowPage() );
var winner = getCampName( gGameWinner );
printGame( winner + "獲勝! 遊戲結束!! " );
gBackupMargin = document.body.style.margin; // 將之前的位移位置紀錄起來
showPage( GAME_OVER_PAGE );
}
}
//
function restoreState()
{
if ( RESET )
{
window.localStorage.clear();
}
var page = getItem( "gTempStoredPage" );
if ( page != null )
{
setNowPage( page );
if ( isGamePage( getNowPage() ) )
{
initGame();
/*
var chessesStr = getItem( "gTempChesses" );
var chessStatesStr = getItem( "gTempChessStates" );
var eatenBlackQueue = getItem( "gTempEatenBlackQueue" );
var eatenRedQueue = getItem( "gTempEatenRedQueue" );
var tempChessStates = chessStatesStr.split( "," );
var tempEatenBlackQueue = eatenBlackQueue.split( "," );
var tempEatenRedQueue = eatenRedQueue.split( "," );
*/
/*
gChesses = chessesStr.split( "," );
//
for ( var i = 0; i < INDEX_LENGTH; i ++ )
{
gChessStates[i] = parseInt( tempChessStates[i] );
if ( i < INDEX / 2 )
{
gEatenBlockQueue[i] = parseInt( tempEatenBlackQueue[i] );
gEatenRedQueue[i] = parseInt( tempEatenRedQueue[i] );
}
}
*/
}
}
else
{
setNowPage( START_PAGE );
}
}
// 存入
function storeState( page )
{
setItem( "gTempStoredPage", page );
if ( isGamePage( page ) )
{
var chessesStr = "";
var chessStatesStr = "";
var eatenBlackQueueStr = "";
var eatenRedQueueStr = "";
for ( var i = 0; i < INDEX_LENGTH; i ++ )
{
chessesStr += gChesses[i];
chessStatesStr += gChessStates[i];
if ( i < INDEX_LENGTH - 1 )
{
chessesStr += ",";
chessStatesStr += ",";
}
if ( i < INDEX_LENGTH / 2 )
{
eatenBlackQueueStr += gEatenBlockQueue[i];
eatenRedQueueStr += gEatenRedQueue[i];
if ( i < ( ( INDEX_LENGTH / 2 ) - 1 ) )
{
eatenBlackQueueStr += ",";
eatenRedQueueStr += ",";
}
}
}
/*
setItem( "gTempChesses", chessesStr );
setItem( "gTempChessStates", chessStatesStr );
setItem( "gTempEatenBlackQueue", eatenBlackQueueStr );
setItem( "gTempEatenRedQueue", eatenRedQueueStr );
*/
}
}
// 在遊戲頁面時點擊的操作
function clickGamePage( index )
{
var chessData = new ChessData( gChesses, gChessStates, gEatenBlockQueue, gEatenRedQueue, gEatenPriorityQueue ); // 當前棋盤與棋子資料
if ( getNowPage() == TWO_AI_PAGE )
{
switchDemoState(); // 改變演示狀態: 執行 or 暫停
return;
}
var ai = ( getNowPage() == LOW_GAME_PAGE ) ? LOW_AI : MED_AI;
// 遊戲剛開始,決定黑方紅方
if ( gFirstTurn )
{
// 玩家優先
if ( gameOrder == DIALOG_HUMAN_FIRST )
{
setNowCamp( chessData.chesses[index] );
gPlayerCamp = getNowPlayer(); // 玩家陣營
gFirstTurn = false;
}
else // AI優先
{
}
}
var indexSelected = index;
var camp = getNowPlayer();
var bWait = false;
// 有選定棋子的時候,可以做吃棋或移棋的動作
if ( existHighlight() )
{
if ( move( chessData, index, getHighlightIndex(), camp ) ||
eat( chessData, index, getHighlightIndex(), camp ) )
{
playClickSound();
switchPlayer();
setgOldHighlightIndex( getHighlightIndex() );
setHighlightIndex( index );
aiTurnWait( ai, getNowPlayer(), index ); // 已經包含重新畫index的動作
bWait = true;
}
}
// 點擊的是一個翻開的棋子,加上選定邊框
if ( chessData.chessStates[index] == OPEN )
{
setHighlightIndex( index );
drawSingle( getgOldHighlightIndex() );
setgOldHighlightIndex( index );
if ( !bWait )
{
drawSingle( index );
}
}
// 點擊的是一個可以翻開的棋子,於是翻開
else if ( openChess( chessData, index ) )
{
playClickSound();
switchPlayer();
aiTurnWait( ai, getNowPlayer(), index ); // 已經包含重新畫index的動作
}
// 點擊的是沒有棋子的地方,若在除錯模式要印出目前棋子配製狀況
else if ( !ON_DEVICE )
{
printDemoChessData();
}
//drawAllEatenChess();
checkGameOver();
}
function switchDemoState()
{
if ( gDemoState == DEMO_ACTIVE_STATE )
{
stopDemo(); // 暫停
gDemoState = DEMO_PAUSE_STATE;
printDemoChessData(); // debug 用
}
else
{
startDemo(); // 開始
gDemoState = DEMO_ACTIVE_STATE;
}
}
// 停止AI對戰演示
function stopDemo()
{
for ( var i = 0; i < DEMO_STEP_MAX_COUNT; i ++ )
{
clearTimeout( gAItimers[i] );
}
}
// call drawSingle() by setTimeout() .
function drawSingleAnimation( index )
{
return function()
{
drawSingle( index );
}
}
// call aiTurn() by setTimeout() .
function aiAnimationWithColor( ai, camp, color )
{
return function()
{
gAIroundColor = color;
aiTurn( ai, camp );
drawAllEatenChess();
}
}
function aiAnimation( ai, camp, index )
{
return function()
{
aiTurn( ai, camp );
//initHighlightIndex();
drawSingle( index ); // 把等待字樣清掉
drawAllEatenChess();
gbWaitingAI = false;
}
}
function aiTurnWait( ai, camp, index )
{
gbWaitingAI = true;
drawWaiting( index, 1 ); // 畫上等待字樣
var iWaitTime = ai == LOW_AI ? 0 : 200;
setTimeout( aiAnimation( ai, camp, index ), iWaitTime );
}
// 開始AI對戰展示
function startDemo()
{
var speed = 1000;
var times = DEMO_STEP_MAX_COUNT;
var ai = LOW_AI;
var color = getLighterColor( frontChessColor );
if ( gFirstTurn )
{
aiTurn( ai, getNowPlayer() );
}
for ( var i = 0; i < times; i ++ )
{
//setNowPlayer( getNextPlayer() );
gAItimers[i] = setTimeout( aiAnimationWithColor( ai, getNowPlayer(), color ), speed * ( i ) );
setNowPlayer( getNextPlayer() );
//ai = ( ai == LOW_AI ) ? MED_AI : LOW_AI;
color = ( color == getLighterColor( frontChessColor ) ) ? getDarkerColor( frontChessColor ) : getLighterColor( frontChessColor );
}
}
// stop drawing process .
function stopProcess()
{
for ( var i = 0; i < PROCESS_MAX_COUNT; i ++ )
{
clearTimeout( gProcessTimer[i] );
}
}
// draw process in animation .
function startProcess()
{
var camp = getNowPlayer();
var speed = 10;
for ( var i = 1; i < PROCESS_MAX_COUNT; i ++ )
{
gProcessTimer[i] = setTimeout( drawProcessAnimation( camp, speed * i ) );
}
}
// 取得滑動後真正點擊的位置
function getIndexAfterScroll( index )
{
var pos = getPos( index );
var posX = pos[0];
var posY = pos[1];
var phyX = posXToPhyX( posX );
var phyY = posYToPhyY( posY );
//retrurn getIndex( phyX + document.documentElement.scrollLeft, phyY + document.documentElement.scrollTop );
}
// 取得滑動的距離
function getScrollLength()
{
if ( document.documentElement.scrollLeft > document.documentElement.scrollTop )
{
return document.documentElement.scrollLeft;
}
else
{
return document.documentElement.scrollTop;
}
}
// 初始化動作,啓動程式時呼叫
function init()
{
log( "init" );
if ( ON_DEVICE )
{
document.addEventListener( "deviceready", onDeviceReady, false );
document.addEventListener( "resume", onResume, false );
}
}
// 改寫預設按上一頁的行為
function onBackKeyDown()
{
if ( isStartPageNow() )
{
// Windows Phone沒有提供結束API,因此不宜用此方式實現
if ( gDeviceName != WINDOWS_PHONE )
{
navigator.app.exitApp();
}
}
else
{
showPage( START_PAGE );
}
}
var gLocaleName; // 取得的區域名稱
function onDeviceReady()
{
log( "onDeviceReady" );
//initAllItem();
if ( gDeviceName == WINDOWS_PHONE )
{
window.addEventListener( "orientationchange", orientationChange, false );
}
else if ( gDeviceName != ANDROID )
{
document.addEventListener( "orientationchange", orientationChange, false );
}
if ( gDeviceName != WINDOWS_PHONE )
{
document.addEventListener("backbutton", onBackKeyDown, false);
}
if ( gDeviceName == ANDROID ||
gDeviceName == BLACK_BERRY )
{
navigator.globalization.getLocaleName(
function (locale) {gLocaleName = locale.value;},
function () {alert('Error getting locale\n');}
);
setDefaultLanguage( gLocaleName ); // 以區域名稱來設置語言
}
showPage( START_PAGE );
}
// 初始化此局遊戲
function initGame()
{
gFirstTurn = true; // 新的一局要重新決定黑紅方
initialChess(); // 棋子初始化
shuffle( gChesses ); // 隨機擺放棋子位置
cleanArray( gEatenBlockQueue, INIT_EATEN_VALUE ); // 將被吃黑棋清空
cleanArray( gEatenRedQueue, INIT_EATEN_VALUE ); // 將被吃紅棋清空
cleanArray( gEatenPriorityQueue, INIT_EATEN_VALUE ); // 被吃棋子的優先權
if ( DEBUG_MODE || !ON_DEVICE )
{
setTestChessData();
}
}
// 開始頁面
function showPage( page )
{
try
{
// android在改變方向的時後會摧毀目前頁面,因此需要保存當前資訊
if ( ON_DEVICE && gDeviceName == ANDROID )
{
// 剛進入遊戲
if ( gInitGameState )
{
restoreState();
page = getNowPage();
gInitGameState = false;
}
else
{
storeState( page );
}
}
// android在改變方向的時後會摧毀目前頁面,因此需要保存當前資訊
if ( ON_DEVICE && gDeviceName == ANDROID )
{
}
setBackgroundColor();
setNowPage( page );
var w;
var h;
if ( true )//ON_DEVICE )
{
var deviceHeight = document.body.offsetHeight;
var deviceWidth = document.body.offsetWidth;
if ( deviceHeight > deviceWidth ) // 直立
{
if ( gDeviceName == WINDOWS_PHONE )
{
deviceHeight *= 1.05; // 棋盤高度增大5%
document.body.style.margin = "5% 0% 0% 0%"; // 棋盤往下移
}
else if ( gDeviceName == IOS )
{
document.body.style.margin = "0% 0% 0% -10%"; // 棋盤左移
if ( gInitHeight != null && gInitWidth != null )
{
deviceHeight = gInitHeight;
deviceWidth = gInitWidth;
}
}
else if ( gDeviceName == CHROME || gDeviceName == SIM_DEVICE )
{
var tempHeight = ( deviceWidth / 2.7 ) * 4;
deviceHeight = tempHeight < deviceHeight ? tempHeight : deviceHeight;
}