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chessClock.html
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<!DOCTYPE html>
<html>
<head>
<meta charset='utf-8'>
<title>Chess Clock 9000</title>
<script>
var SPACEBAR = 32;
var ESCAPE = 27;
var ARROWS = function(key) {
return (key >= 37 && key <= 40) || (key >= 63232 && key <= 63235);
};
var initial_time = 10 * 60*5;
var game = null;
function createGame() {
game = new Game(initial_time, 'info', 'player1clock', 'player2clock');
game.resetClocks();
}
function formatTime(tenths) {
var minutes = String(Math.floor(tenths/600));
var seconds = String(Math.floor(tenths/10) % 60);
if (seconds.length == 1) { seconds = '0' + seconds;}
var decimal = String(tenths % 10);
// if we have no minutes, include tenths of a second
return (minutes != '0') ?
(minutes + ':' + seconds) :
(seconds + '.' + decimal);
}
function Player(clock_id, initial_time, game) {
this.clock = document.getElementById(clock_id);
this.initial_time = initial_time;
this.time = this.initial_time;
this.game = game;
this.opponent = null;
}
Player.prototype.play = function() {
var opponent = this.opponent;
var game = this.game;
if (!game.game_over) {
clearTimeout(game.timer_loop);
game.timer_loop = setInterval(function(){
opponent.time -= 1;
if (opponent.time == 0) {
clearTimeout(game.timer_loop);
game.game_over = true;
game.info.innerHTML = 'GAME OVER';
game.info.className = '';
}
game.displayTimers();
}, 100);
opponent.clock.className = 'now_playing';
this.clock.className = '';
game.info.className = 'hidden';
}
}
function Game(initial_time, info_id, p1_clock_id, p2_clock_id) {
this.info = document.getElementById(info_id);
this.player1 = new Player(p1_clock_id, initial_time, this);
this.player2 = new Player(p2_clock_id, initial_time, this);
this.player1.opponent = this.player2;
this.player2.opponent = this.player1;
this.timer_loop = null;
this.game_over = false;
}
// Dispatcher when we press a key
Game.prototype.keypress = function(e) {
var key = e.charCode || e.keyCode || 0;
var keychar = String.fromCharCode(key);
// left half of keyboard
if ('qwertasdfgzxcvb'.indexOf(keychar) != -1) {
this.player1.play(); }
// right half of keyboard
else if (("yuiop[]\hjkl;'nm,./".indexOf(keychar) != -1)
|| ARROWS(key)) {
this.player2.play(); }
else if (key == SPACEBAR) {
this.pause(); }
else if (key == ESCAPE) {
this.resetClocks(); }
else if ('=+'.indexOf(keychar) != -1) {
this.player1.initial_time += 300;
this.player2.initial_time += 300;
this.resetClocks(); }
else if ('-_'.indexOf(keychar) != -1) {
if (this.player1.initial_time >= 600) {
this.player1.initial_time -= 300;
}
if (this.player2.initial_time >= 600) {
this.player2.initial_time -= 300;
}
this.resetClocks();
}
}
Game.prototype.pause = function() {
if (!this.game_over) {
var info = this.info;
info.innerHTML = 'PAUSED';
info.className = '';
clearTimeout(this.timer_loop);
this.timer_loop = setInterval(function(){
if (info.className == '') {
info.className = 'hidden';
}
else {
info.className = '';
}
}, 500);
}
}
// Show the timers
Game.prototype.displayTimers = function() {
this.player1.clock.innerHTML = formatTime(this.player1.time);
this.player2.clock.innerHTML = formatTime(this.player2.time);
}
// Reset the clocks
Game.prototype.resetClocks = function() {
clearTimeout(this.timer_loop);
this.player1.clock.className = '';
this.player2.clock.className = '';
this.info.className = 'hidden';
this.player1.time = this.player1.initial_time;
this.player2.time = this.player2.initial_time;
this.game_over = false;
this.displayTimers();
}
</script>
<style>
body {
background-color: #FFFFAA;
font-family: 'Trebuchet MS', sans-serif;
margin: 50px 50px;
font-size: 1000%;
}
#player1clock {
color: #000088;
float: left;
}
#player2clock {
color: #005500;
float: right;
}
.now_playing {
border-bottom: .2em solid #aa0000;
}
#info {
font-size: 80%;
color: #AA0000;
text-align: center;
width: 100%;
}
.hidden {
visibility: hidden;
}
</style>
</head>
<body style='' onkeypress='game.keypress(event)' onload='createGame()'>
<div id='info' class='hidden'>-</div>
<div id='player1clock'>0</div>
<div id='player2clock'>0</div>
</body>
</html>