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script.js
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const $ = (selector) => document.getElementById(selector);
// GLOBAL VARIABLES ***************
let scoreOneDisplay = $("p1-score");
let scoreTwoDisplay = $("p2-score");
let nickOneDisplay = $("p1-name");
let nickTwoDisplay = $("p2-name");
let statusOneDisplay = $("player-one-status");
let statusTwoDisplay = $("player-two-status");
let checkbox = $("pc-checkbox");
let seedArray = []; // Array of current board state
let size = 6; // Number of cavities
let initial = 4; // Initial number of seeds in each cavity
let pcGame = checkbox.checked; // AI Game?
let classifications = []; // List of Top Scores
let nickOne = "Jogador 1";
let nickTwo = "Jogador 2";
let computerName = "Computer";
let playerTwoTurn = false;
let logged = false;
let gameOver = false;
// Click listeners
var radios = document.getElementsByClassName("size-radio");
for (var i = 0; i < radios.length; i++) {
radios[i].addEventListener('change', function() {
size = parseInt(this.value);
console.log(size);
});
}
$("seednum").addEventListener('change', ()=> {
initial = parseInt($("seednum").value);
console.log(initial);
})
$("button-tutorial").addEventListener('click', showTutorial);
$("close-tutorial").addEventListener('click', showTutorial);
$("close-classification").addEventListener('click', closeClassification);
$("start").addEventListener('click', () => {
startGame(nickOne, size, initial);
if(pcGame) {
setBoard(nickOne, nickOne, nickTwo, seedArray);
}
});
$("pc-start").addEventListener('click', () => {
startGame(computerName, size, initial);
setBoard(computerName, nickOne, computerName, seedArray);
});
$("pc-checkbox").addEventListener('change', ()=> {
pcGame = checkbox.checked;
display();
});
$("quit").addEventListener('click', quitGame);
// GENERAL ANIMATIONS ************
function sleep(ms) {
return new Promise(resolve => setTimeout(resolve, ms));
}
function fade(element) {
var op = 1;
var timer = setInterval(function () {
if (op <= 0.1) {
clearInterval(timer);
element.style.display = 'none';
}
element.style.opacity = op;
element.style.filter = 'alpha(opacity=' + op * 100 + ")";
op -= op * 0.1;
}, 10);
}
function unfade(element) {
var op = 0.1;
element.style.display = 'block';
var timer = setInterval(function () {
if (op >= 1) {
clearInterval(timer);
}
element.style.opacity = op;
element.style.filter = 'alpha(opacity=' + op * 100 + ")";
op += op * 0.1;
}, 10);
}
// GAME UPDATES *****************
function updateGame() {
updateBoard();
updateStatus();
updateScore();
}
function updateScore() {
scoreOneDisplay.innerHTML = 'Seeds: ' + seedArray[size];
scoreTwoDisplay.innerHTML = 'Seeds: ' + seedArray[2 * size + 1];
}
function updateBoard() {
for (let i = 0; i < (size+1)*2; i++) {
let seeds = seedArray[i];
if (i === size) {
let p1Cav = $('right-container');
if (p1Cav.childElementCount != seeds) {
p1Cav.textContent = '';
generateSeeds(p1Cav, seeds);
}
} else if (i === 2 * size + 1) {
let p2Cav = $('left-container');
if (p2Cav.childElementCount != seeds) {
p2Cav.textContent = '';
generateSeeds(p2Cav, seeds);
}
} else if (i < size) {
let p1Hole = $('lower-hole-' + i);
if (p1Hole.childElementCount != seeds) {
p1Hole.textContent = '';
generateSeeds(p1Hole, seeds);
}
} else {
let p2Hole = $('upper-hole-' + (i - (size + 1)));
if (p2Hole.childElementCount != seeds) {
p2Hole.textContent = '';
generateSeeds(p2Hole, seeds);
}
}
}
}
async function updateStatus() {
let upperRow = document.getElementById('upper-row');
let lowerRow = document.getElementById('lower-row');
for(let i = 0; i < size; i++) {
$('upper-hole-'+i).classList.remove("hole-current");
$('lower-hole-'+i).classList.remove("hole-current");
}
if (!playerTwoTurn) {
if(canPlay(0)) {
statusOneDisplay.innerHTML = 'Status: Playing';
statusTwoDisplay.innerHTML = 'Status: Waiting';
for(let i = 0; i < size; i++) {
let hole = $('lower-hole-'+i);
hole.classList.add('hole-current');
}
}
} else {
if(canPlay(1)) {
statusOneDisplay.innerHTML = 'Status: Waiting';
statusTwoDisplay.innerHTML = 'Status: Playing';
for(let i = 0; i < size; i++) {
$('upper-hole-'+i).classList.add('hole-current');
}
if(pcGame)
{
await sleep(1000);
makeMovePC();
}
}
}
}
function updateClassifications(points) {
classifications.push(points);
classifications.sort();
classifications.reverse();
classifications = classifications.slice(0,10);
}
// UI DISPLAY ******************
function display() {
let options = document.getElementsByClassName("pc-options");
if (pcGame) {
for (i = 0; i < options.length; i++) {
options[i].classList.remove("hidden");
}
} else {
for (i = 0; i < options.length; i++) {
options[i].classList.add("hidden");
}
}
}
async function toggleBoard(toggleMode) {
let homescreen = $("div-homescreen");
let gameboard = $("div-gameboard");
if (toggleMode) {
fade(homescreen);
await sleep(300);
homescreen.classList.toggle("hidden");
gameboard.classList.toggle("hidden");
unfade(gameboard);
} else {
fade(gameboard);
await sleep(300);
gameboard.classList.toggle("hidden");
nickOneDisplay.innerHTML = nickOne;
homescreen.classList.toggle("hidden");
unfade(homescreen);
}
}
async function showTutorial() {
let tutorial = $("tutorial-window");
if (tutorial.style.opacity == 0) {
unfade(tutorial);
await sleep(300);
tutorial.classList.toggle("hidden");
tutorial.style.opacity = 1;
} else {
fade(tutorial);
await sleep(300);
tutorial.classList.toggle("hidden");
tutorial.style.opacity = 0;
}
}
async function displayClassification(data) {
// console.log(classifications);
let topBoard = $("classification-board");
let list = $("classification-list");
let ranking = data["ranking"];
for (i = 0; i < 10; i++) {
let item = document.createElement('li');
let cur = ranking[i];
item.innerHTML = "<p><b>" + cur["nick"] + " </b>: " + cur["victories"] + " victories in " + cur["games"] + " games.</p>";
list.appendChild(item);
}
unfade(topBoard);
await sleep(300);
topBoard.classList.toggle("hidden");
topBoard.style.opacity = 1;
}
async function closeClassification() {
let topBoard = $("classification-board");
let list = $("classification-list");
fade(topBoard);
await sleep(300);
topBoard.classList.toggle("hidden");
topBoard.style.opacity = 0;
topBoard.classList.add("hidden");
list.innerHTML = '';
}
function canPlay(player) {
let sum = 0;
if(player===0) {
for(let i = 0; i < size; i++) {
sum += seedArray[i];
}
}else {
for(let i = size+1; i < 2*size+1; i++) {
sum += seedArray[i];
}
}
if(sum!==0) {
return true;
}
endGame();
return false;
}
function endGame(winner) {
if(winner==null) {
quitGame();
return;
}
gameOver = true;
countSeeds();
if(winner===nickOne) {
statusOneDisplay.innerHTML = 'won!';
statusTwoDisplay.innerHTML = 'lost!';
} else if(winner===nickTwo) {
statusOneDisplay.innerHTML = 'lost!';
statusTwoDisplay.innerHTML = 'won!';
}
$('quit').value = 'Return to Main Screen';
}
function countSeeds() {
for(let i = 0; i < size; i++) {
seedArray[size] += seedArray[i];
seedArray[i] = 0;
}
for(let i = size+1; i < 2*size+1; i++) {
seedArray[2*size+1] += seedArray[i];
seedArray[i] = 0;
}
updateBoard();
}
function generateSeeds(id, seedNum) {
for (let i = 0; i < seedNum; i++) {
let leftm = (Math.floor(Math.random() * 70) + 5) + '%';
let topm = (Math.floor(Math.random() * 30) + 5) + '%';
let rotation = (Math.floor(Math.random() * 90));
let seed = document.createElement('div');
seed.classList.add('seed');
seed.style.width = 5 + '%';
seed.style.left = leftm;
seed.style.top = topm;
seed.style.transform = "rotate(" + rotation + "deg)";
id.appendChild(seed);
}
}
function makeMovePC()
{
let choice = 0;
let tmp = 0;
while(tmp === 0) {
choice = Math.floor(Math.random() * size);
tmp = seedArray[(size+1)+choice];
console.log("choice: " + choice + ", tmp = " + tmp);
}
makeMove(1, choice);
}
function makeMove(player, id) {
if (playerTwoTurn != player || gameOver) {
return;
}
let pos = player * (size + 1) + id;
let seeds = seedArray[pos];
seedArray[pos] = 0;
while (seeds--) {
pos++;
if (pos > 2 * size + 1) {
pos = 0;
}
if ((pos === size && player === 1) || (pos === (2 * size + 1) && player === 0)) { // skip adversary's container
seeds++;
continue;
}
seedArray[pos]++;
}
let inversePos = -(pos-2*size);
if ((player === 0 && pos != size) || (player === 1 && pos != 2*size+1)) { // Change current player if last pos is not their container
playerTwoTurn = !playerTwoTurn;
}
if(pos != size && pos != 2*size+1 && seedArray[pos]===1 && ((player === 0 && pos < size) || (player === 1 && pos > size))) {
let transferingSeeds = seedArray[pos] + seedArray[inversePos];
seedArray[pos] = 0;
seedArray[inversePos] = 0;
if(player) {
seedArray[2*size+1] += transferingSeeds;
} else {
seedArray[size] += transferingSeeds;
}
}
updateGame();
}
// *****************************
function startGame(playerOneName, newsize, newinitial) {
if(!logged) {
alert("Please Log In!");
return;
}
gameOver = false;
var toggleMode = true;
toggleBoard(toggleMode);
size = newsize;
initial = newinitial;
$('quit').value = 'Quit';
nickOne = playerOneName;
nickTwo = "Waiting for oponent...";
let upperRow = $("upper-row");
let lowerRow = $("lower-row");
for (let i = size - 1; i >= 0; i--) {
let newHole = document.createElement('div');
newHole.id = 'upper-hole-' + i;
newHole.classList.add('hole');
upperRow.appendChild(newHole);
}
if(pcGame) {
for (let i = 0; i < size; i++) {
let newHole = document.createElement('div');
newHole.id = 'lower-hole-' + i;
newHole.classList.add('hole');
lowerRow.appendChild(newHole);
newHole.addEventListener('click', () => {
makeMove(0, i)
})
}
}
if (nickOne != "") {
nickOneDisplay.innerHTML = nickOne;
}
if (nickTwo != "") {
nickTwoDisplay.innerHTML = nickTwo;
}
seedArray = new Array(2 * size + 2);
for (let i = 0; i < 2 * size + 2; i++) {
if (i === size || i === (2 * size + 1)) {
seedArray[i] = 0;
} else {
seedArray[i] = initial;
}
}
}
function setBoard(playerTurn, playerOneName, playerTwoName, seedDisp) {
nickTwo = playerTwoName;
if (nickTwo != "") {
nickTwoDisplay.innerHTML = nickTwo;
}
playerTwoTurn = (playerTurn == playerTwoName) ? true : false;
seedArray = seedDisp;
updateGame();
}
function quitGame() {
var toggleMode = false;
toggleBoard(toggleMode);
let upperRow = $("upper-row");
let child = upperRow.lastElementChild;
while (child) {
upperRow.removeChild(child);
child = upperRow.lastElementChild;
}
let lowerRow = $("lower-row");
child = lowerRow.lastElementChild;
while (child) {
lowerRow.removeChild(child);
child = lowerRow.lastElementChild;
}
}