draught/www/index.js

218 lines
5.9 KiB
JavaScript

import { Game, Board, BrdIdx, Painter, Team, init_wasm, Moveable, SquareState, Square } from "draught";
// import { memory } from "draught/draught_bg.wasm";
///////////////////
// CONSTS
///////////////////
const CANVAS_WIDTH = 480;
const CANVAS_HEIGHT = 480;
const BOARD_WIDTH = 8;
const BOARD_HEIGHT = 8;
const PIECE_ROWS = 3;
const STATUS_TIMEOUT = 3000;
const GameState = {
HUMAN_TURN: {
THINKING: "human_turn.thinking",
FROM_SELECTED: "human_turn.from_selected"
},
AI_TURN: "ai_turn"
}
//////////////////
// GAME STUFF
//////////////////
init_wasm();
// let board = new Board(BOARD_WIDTH, BOARD_HEIGHT, Team.Black);
const statusText = document.getElementById("status-p");
const statusAlert = document.getElementById("status-d");
const teamText = document.getElementById("team-p");
// const startBtn = document.getElementById("startBtn");
// startBtn.onclick = start_game;
let statusTimeout = null;
let setStatus = setStatusAlert;
let current_state = GameState.HUMAN_TURN.THINKING;
let painter = new Painter(CANVAS_WIDTH, CANVAS_HEIGHT, "game-canvas");
// painter.draw(board);
let clicks = [];
let game = new Game(BOARD_WIDTH, BOARD_HEIGHT, PIECE_ROWS, Team.Black);
game.set_painter(painter);
game.draw();
updateTeamText();
/////////////////
// CANVAS
/////////////////
const canvas = document.getElementById("game-canvas");
canvas.addEventListener("click", (event) => {
var mousepos = getMousePos(canvas, event);
// console.log(mousepos);
var cell = new BrdIdx(
Math.floor((mousepos.y / CANVAS_HEIGHT) * BOARD_HEIGHT),
Math.floor((mousepos.x / CANVAS_WIDTH) * BOARD_WIDTH),
);
// console.log(cell);
process_canvas_click(cell);
})
////////////////
// FUNCS
////////////////
function start_game() {
game = new Game(BOARD_WIDTH, BOARD_HEIGHT, PIECE_ROWS, Team.Black);
game.set_painter(painter);
game.draw();
updateTeamText();
current_state = GameState.HUMAN_TURN.THINKING;
}
function process_canvas_click(cell_coord) {
switch(current_state) {
case GameState.HUMAN_TURN.THINKING:
if (game.current_cell_state(cell_coord).state != SquareState.Occupied ) {
return;
}
if (game.current_cell_state(cell_coord).occupant.team != game.current_turn() ) {
return;
}
console.log("Your turn, first piece picked");
clicks.push(cell_coord);
current_state = GameState.HUMAN_TURN.FROM_SELECTED;
break;
case GameState.HUMAN_TURN.FROM_SELECTED:
if (game.current_cell_state(cell_coord).state != SquareState.Empty ) {
return;
}
console.log("Your turn, first piece already picked, picking second");
clicks.push(cell_coord);
if (clicks.length != 2) {
setStatus(`Error: wrong number of clicks to process ${clicks.length}`);
console.error(`Error: wrong number of clicks to process ${clicks.length}`);
return;
}
if (clicks[0].eq(clicks[1])) {
setStatus("Move Cancelled");
} else {
let status = game.make_move(clicks[0], clicks[1]);
switch(status) {
case Moveable.Allowed:
break;
case Moveable.IllegalTrajectory:
setStatus("You can't move like that!");
break;
case Moveable.JumpingSameTeam:
setStatus("You can't jump your own piece!");
break;
case Moveable.NoJumpablePiece:
setStatus("There's nothing to jump!");
break;
case Moveable.OccupiedDest:
setStatus("There's a piece there!");
break;
case Moveable.OutOfBounds:
setStatus("That square's not on the board! (how have you managed that?)");
break;
case Moveable.UnoccupiedSrc:
setStatus("There's no piece to move!");
break;
case Moveable.Unplayable:
setStatus("That's not a playable square!");
break;
case Moveable.WrongTeamSrc:
setStatus("That's not your piece!");
break;
}
}
game.draw();
clicks = [];
current_state = GameState.HUMAN_TURN.THINKING;
break;
case GameState.AI_TURN:
console.log("It's the AI's turn!");
break;
}
updateTeamText();
}
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
function setStatusText(txt, hide = true) {
if(statusTimeout != null) {
clearInterval(statusTimeout);
}
statusText.innerText = txt;
if(hide) {
statusTimeout = setTimeout(() => {
statusText.innerText = "";
}, STATUS_TIMEOUT);
}
}
function setStatusAlert(txt, alertType = "danger", hide = true) {
if(statusTimeout != null) {
clearInterval(statusTimeout);
}
statusAlert.className = `alert alert-${alertType}`;
statusAlert.innerText = txt;
statusAlert.hidden = false;
if(hide) {
statusTimeout = setTimeout(() => {
statusAlert.hidden = true;
}, STATUS_TIMEOUT);
}
}
function updateTeamText(){
let team = game.current_turn();
switch(team) {
case Team.White:
teamText.innerText = "⚪ White ⚪";
break;
case Team.Black:
teamText.innerText = "🔴 Black 🔴";
break;
}
}