diff options
-rw-r--r-- | draughts/game.js | 19 | ||||
-rw-r--r-- | draughts/public/javascripts/board.js | 162 |
2 files changed, 181 insertions, 0 deletions
diff --git a/draughts/game.js b/draughts/game.js new file mode 100644 index 0000000..40b0c1d --- /dev/null +++ b/draughts/game.js @@ -0,0 +1,19 @@ +const websocket = requre("ws"); + +const game = function(gameID){ + this.playerRed; + this.playerBlue; + this.id = gameID; + this.gameState = "0 JOINT"; +} + +game.prototype.transitionStates = { + "0 JOINT": 0, + "1 JOINT": 1, + "2 JOINT": 2, + "Red": 3, //Red won + "Blue": 4, //Blue won + "ABORTED": 5 + }; + +
\ No newline at end of file diff --git a/draughts/public/javascripts/board.js b/draughts/public/javascripts/board.js new file mode 100644 index 0000000..13b15a0 --- /dev/null +++ b/draughts/public/javascripts/board.js @@ -0,0 +1,162 @@ +var board = new Array(10).fill(null).map(()=>new Array(10).fill(null)); + + +var start = function(){ + // set up blue pieces + let blueCount = 1; + for (var i = 0; i < 4; i++){ + if (i % 2 == 0){ + for (var j = 0; j < board[i].length; j += 2){ + board[i][j] = new Piece(blueCount, i, j, blue); + blueCount++; + } + } else { + for (var j = 1; j < board[i].length; j += 2) { + board[i][j] = new Piece(blueCount, i, j, blue); + blueCount++; + } + } + } + + // set up red pieces + let redCount = 1; + for (var i = 6; i < 10; i++){ + if (i % 2 == 0){ + for (var j = 0; j < board[i].length; j += 2){ + board[i][j] = new Piece(redCount, i, j, red); + redCount++; + } + } else { + for (var j = 1; j < board[i].length; j += 2) { + board[i][j] = new Piece(redCount, i, j, red); + redCount++; + } + } + } + + return board; +} + +function Piece(id, column, row, color){ + this.id = id; + this.position = {column, row}; + this.color = color; + this.king = false; + this.selected = false; +} + +Piece.prototype.getColor = function(){ + return this.color; +} + +Piece.prototype.getPosition = function(){ + return this.position; +} + +Piece.prototype.isKing = function(){ + return this.king; +} + +Piece.prototype.setKing = function(){ + this.king = true; +} + +Piece.prototype.movePiece = function(direction){ + let x = direction[0]; + let y = direction[1]; + if (x + 1 <= 9 && x - 1 >= 0 && y + 1 <= 9 && y - 1 >= 0){ + this.position = direction; + } +} + +// check if all adjacent tiles are on the board +function directions(x, y){ + return forwardDirections(x, y).concat(backwardDirections(x, y)); +} + +function forwardDirections(x, y){ + let directions = []; + if (x + 1 <= 9){ + if (y + 1 <= 9) directions.push(x + 1, y + 1) + if (y - 1 >= 0) directions.push(x + 1, y - 1) + } + return directions; +} + +function backwardDirections(x, y){ + let directions = []; + if (x - 1 >= 0){ + if (y + 1 <= 9) directions.push(x - 1, y + 1); + if (y - 1 >= 0) directions.push(x - 1, y - 1); + } + + return directions; +} + +Piece.prototype.getPossibleMoves = function(){ + let possibleMoves = []; + let directions = directions(this.positions[0], this.positions[1]); + for (let i = 0; i < directions.length; i++){ + let direction = directions[i]; + let hit = checkHit(direction, piece); + let shift = checkShift(direction, piece); + if (hit != null){ + possibleMoves.push(hit); + } + if (shift != null){ + possibleMoves.pish(shift); + } + } + + + return possibleMoves; +} + +function checkShift(direction, piece){ + const delta_y = piece.getPosition[1] - direction[1]; + + // check if it is a forward move + if (delta_y > 0){ + // check if square is empty + if (board[direction[0], direction[1]] == null){ + return new Move(piece, direction, null); + } + + } else { + if (piece.isKing){ + if (board[direction[0], direction[1]] == null){ + return new Move(piece, direction, null); + } + } + } +} + +function checkHit(direction, piece){ + let hits = []; + let opponent = board[direction[0], direction[1]]; + + // check whether the square in this direction is empty and if its an enemy piece + if (opponent != null && opponent.getColor != piece.getColor){ + // Check whether there is a square to move to + let delta_x = direction[0] - piece.getPosition[0]; + let delta_y = direction[1] - piece.getPosition[1]; + + if (board[direction[0]+ delta_x][direction[0] + delta_y] == null){ + hits.push(opponent); + + return new Move(piece, direction[0]+ delta_x, direction[0] + delta_y, hits) + // TODO implement functionality for multiple hits + } + } +} + + +function Move(piece, newPosition, hits){ + this.piece = piece; + this.newPosition = newPosition + this.hits = hits; +} + +Move.prototype.getNoHits = function(){ + return hits.length; +}
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