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index.js
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const tiles = 8, size = 600, dim = size/tiles;
let board, canvas, context;
let turn = 0;
let turnCount = 0;
let isShiftDown = false;
let clickqueue = [];
let weirdSpeed = 10;
let weirdSpeedFactor = .95;
let weirdStart = Math.floor(10*Math.random()) + 4;
let weirdIncrement = 2;
initial();
/**** SETUP FUNCTIONS ****/
function initial(){
canvas = document.querySelector("canvas");
context = canvas.getContext("2d");
loadImages((player0, player1)=>{
board = new Board(tiles, player0, player1);
drawBoardAndPieces();
canvas.addEventListener('click',clickRouter);
window.addEventListener('keydown',keypressRouter);
window.addEventListener('keyup',keypressRouter);
});
}
function loadImages(callback){
let player0 = new Image();
let player1 = new Image();
player0.addEventListener("load", ()=>{
player1.addEventListener("load", ()=>{
callback(player0, player1);
});
player1.src = "./images/purple.svg";
});
player0.src = "./images/orange.png";
}
function Board(tiles,player0,player1){
_.times(tiles,i=>{
this[i] = {}
_.times(tiles,j=>{
this[i][j] = new Tile(i,j);
if(i <= 2 && i % 2 !== j % 2){
_.assign(this[i][j], { isOccupied: true, side: 0 });
} else if (i >= 5 && i % 2 !== j % 2){
_.assign(this[i][j], { isOccupied: true, side: 1 });
}
});
});
this.move = {
status: false,
x: null,
y: null
}
this.players = {};
this.players[0] = new Player("orange", player0);
this.players[1] = new Player("purple", player1);
}
function Tile(i, j){
this.y = i;
this.x = j;
this.isOccupied = false;
this.isCrowned = false;
this.side = null;
this.color = (j % 2 === i % 2) ? "gray" : "black";
}
function Player(color, avatar){
this.avatar = avatar;
this.name = color;
this.color = color === "orange" ? [237,108,48] : [161,87,232];
this.crownColor = color === "orange" ? [255,0,63] : [63,0,255];
this.jailCount = 0;
}
function drawBoardAndPieces(){
_.times(tiles,i=>{
_.times(tiles,j=>{
drawBoardTile(i, j);
if(board[i][j].isOccupied){
drawPlayer(i, j, board[i][j].side);
}
});
});
}
function drawBoardTile(y, x){
context.fillStyle = board[y][x].color;
context.fillRect(x*dim, y*dim, dim, dim);
}
function unoccupyBoardTile(y, x){
board[y][x].isOccupied = false;
board[y][x].isCrowned = false;
board[y][x].side = null;
}
function occupyBoardTile(y, x, side, crown=false){
board[y][x].isOccupied = true;
board[y][x].isCrowned = crown;
board[y][x].side = side;
}
function drawPlayer(y, x, side, ypos = y*dim, xpos = x*dim, ydim = dim, xdim = dim){
const player = board.players[side].avatar;
context.drawImage(player, xpos, ypos, xdim, ydim);
//recolor crowned players using crown colors
if(board[y][x].isCrowned){
let imageData = context.getImageData(xpos, ypos, xdim, ydim);
let color = board.players[side].color;
let crownColor = board.players[side].crownColor;
for(var p = 0; p < imageData.data.length; p += 4){
if(imageData.data[p] === color[0] && imageData.data[p+1] === color[1] && imageData.data[p+2] === color[2]){
imageData.data[p] = crownColor[0];
imageData.data[p+1] = crownColor[1];
imageData.data[p+2] = crownColor[2];
}
}
context.putImageData(imageData, xpos, ypos);
}
}
function resetMoveStatus(){
board.move.status = false;
board.move.x = null;
board.move.y = null;
}
function adjustJailCount(side,increment=true){
board.players[side].jailCount += increment ? 1 : -1;
$('#side-'+side+" > h3").text(board.players[side].jailCount);
}
/**** PLAY FUNCTIONS ****/
function clickRouter(event){
let x = event.clientX, y = event.clientY;
const Y = Math.floor(y / dim);
const X = Math.floor(x / dim);
if(isShiftDown){
clickqueue.push([Y,X]);
} else {
singleMove(Y,X);
}
}
function keypressRouter(event){
if (event.type === "keydown" && event.key === "Shift"){
isShiftDown = true;
} else if(event.type === "keyup" && event.key === "Shift"){
isShiftDown = false;
if(clickqueue.length === 1) {
singleMove(clickqueue[0][0],clickqueue[0][1]);
} else if(clickqueue.length > 1){
multiMove(clickqueue);
}
clickqueue = [];
}
}
function multiMove(yxArray){
//pending move exists
if(board.move.status){
checkMultiMove(yxArray);
//no pending move exists
} else {
let Y = yxArray[0][0];
let X = yxArray[0][1];
if(board[Y][X].side === turn && board[Y][X].isOccupied){
readyToMove(Y, X);
}
}
}
function singleMove(Y, X){
//pending move exists
if(board.move.status){
checkMove(Y,X);
//no pending move exists
} else {
if(board[Y][X].side === turn && board[Y][X].isOccupied){
readyToMove(Y, X);
}
}
}
function readyToMove(Y, X){
const resize = .95;
drawBoardTile(Y,X);
drawPlayer(Y, X, board[Y][X].side);
//draw yellow halo for selected player
imageData = context.getImageData(X*dim, Y*dim, dim, dim);
for(var p = 0; p < imageData.data.length; p += 4){
if(imageData.data[p] !== 0 && imageData.data[p] !== 128){
imageData.data[p] = 255;
imageData.data[p+1] = 255;
imageData.data[p+2] = 0;
}
}
context.putImageData(imageData, X*dim, Y*dim);
//redraw actual player
drawPlayer(Y, X, board[Y][X].side, Y*dim+(.5*(1-resize)*dim), X*dim+(.5*(1-resize)*dim), resize*dim, resize*dim);
//pending move status
board.move.status = true;
board.move.x = X;
board.move.y = Y;
}
function notReadyToMove(){
const y = board.move.y,
x = board.move.x;
drawBoardTile(y, x);
drawPlayer(y, x, board[y][x].side);
resetMoveStatus();
}
function checkMultiMove(yxArray){
const isCrowned = board[board.move.y][board.move.x].isCrowned;
let toY, toX, lastY, lastX, betweenY, betweenX, deltaY, deltaX;
yxArray = [[board.move.y, board.move.x]].concat(yxArray);
for(var i = 1; i < yxArray.length; i++){
toY = yxArray[i][0];
toX = yxArray[i][1];
lastY = yxArray[i-1][0];
lastX = yxArray[i-1][1];
deltaY = toY - lastY;
deltaX = toX - lastX;
betweenY = (toY + lastY)/2;
betweenX = (toX + lastX)/2;
if(board[toY][toX].isOccupied){
notReadyToMove();
return;
} else if (Math.abs(deltaX) !== 2 ||
!((turn === 0 && deltaY === 2) ||
(turn === 1 && deltaY === -2) ||
(isCrowned && Math.abs(deltaY) === 2)) ||
!(board[betweenY][betweenX].isOccupied) ||
board[betweenY][betweenX].side === turn){
notReadyToMove();
return;
}
}
//replicates the logic of moveAndTake
for(var i = 1; i < yxArray.length; i++){
toY = yxArray[i][0];
toX = yxArray[i][1];
lastY = yxArray[i-1][0];
lastX = yxArray[i-1][1];
betweenY = (toY + lastY)/2;
betweenX = (toX + lastX)/2;
adjustJailCount(board[betweenY][betweenX].side);
drawBoardTile(betweenY, betweenX);
unoccupyBoardTile(betweenY, betweenX);
if(i === yxArray.length - 1){
move(toY,toX);
}
}
}
function checkMove(toY, toX){
const isCrowned = board[board.move.y][board.move.x].isCrowned;
const betweenY = (toY + board.move.y)/2;
const betweenX = (toX + board.move.x)/2;
const deltaY = toY - board.move.y;
const deltaX = toX - board.move.x;
//cannot move to occupied tile
if(board[toY][toX].isOccupied){
notReadyToMove();
return;
}
//valid take
//must move down/up (player 0/1) two spaces
//can move left or right two spaces
//must have opponent in between
if (Math.abs(deltaX) === 2 &&
((turn === 0 && deltaY === 2) ||
(turn === 1 && deltaY === -2) ||
(isCrowned && Math.abs(deltaY) === 2)) &&
board[betweenY][betweenX].isOccupied &&
board[betweenY][betweenX].side !== turn) {
moveAndTake(toY, toX, betweenY, betweenX);
//check if it's a valid move
//must move down/up (player 0/1) one space
//can move left or right one space
} else if (Math.abs(deltaX) === 1 &&
((turn === 0 && deltaY === 1) ||
(turn === 1 && deltaY === -1) ||
(isCrowned && Math.abs(deltaY) === 1))) {
move(toY, toX);
} else {
notReadyToMove();
}
}
function moveAndTake(toY, toX, removeY, removeX){
//taken loses piece
adjustJailCount(board[removeY][removeX].side);
drawBoardTile(removeY, removeX);
unoccupyBoardTile(removeY, removeX);
move(toY,toX);
}
function move(toY,toX){
//check if player isCrowned BEFORE unoccupying tile
let crown = ((turn === 0 && toY === (tiles - 1)) ||
(turn === 1 && toY === 0) ||
(board[board.move.y][board.move.x].isCrowned));
//origin tile loses player
drawBoardTile(board.move.y, board.move.x);
unoccupyBoardTile(board.move.y, board.move.x);
//destination tile gets player
occupyBoardTile(toY, toX, turn, crown);
drawPlayer(toY, toX, turn);
//clear pending move status
resetMoveStatus();
//check if game is won
if(board.players[0].jailCount === 12){
winEvent(1);
} else if (board.players[1].jailCount === 12){
winEvent(0);
//otherwise proceed to the next turn
} else {
turn = (turn + 1) % 2;
turnCount += 1;
$('#turn').text("Turn: "+board.players[turn].name);
console.log((weirdStart - turnCount) + "...");
if(turnCount === weirdStart){
weirdStuff();
}
}
}
function winEvent(side){
$('#turn').text("WINNER: "+board.players[side].name);
canvas.removeEventListener('click',clickRouter);
canvas.removeEventListener('keydown',keypressRouter);
canvas.removeEventListener('keyup',keypressRouter);
}
/**** SUPERNATURAL HAPPENINGS ****/
function weirdStuff(){
let activity = Math.random();
//only jailbreak if there's anyone in jail
if(activity > .5 && board.players[0].jailCount + board.players[1].jailCount > 0){
weirdStart += Math.floor(10*Math.random()) + weirdIncrement;
weirdSpeed *= weirdSpeedFactor;
initJailbreak();
//only kidnap if the game isn't about to end
} else if (board.players[0].jailCount < 11 && board.players[1].jailCount < 11) {
weirdStart += Math.floor(10*Math.random()) + weirdIncrement;
weirdSpeed *= weirdSpeedFactor;
initKidnap();
//else redo
} else {
weirdStuff();
}
}
function initKidnap(){
let X = Math.floor(tiles*Math.random()),
Y = Math.floor(tiles*Math.random());
if(board[Y][X].isOccupied){
let side = board[Y][X].side;
let coords = [
Y*dim, X*dim, //start
.5*(size - dim), 0, //end
Y, X //tile
];
function animateDone(){
adjustJailCount(side);
}
kidnapJailbreak(coords, side, animateDone, true);
} else {
initKidnap();
}
}
function initJailbreak(){
let X = Math.floor(tiles*Math.random()),
Y = Math.floor((tiles - 2)*Math.random()) + 1, // can't place in first or last row
side = Math.floor(2 * Math.random());
if((X % 2 !== Y % 2) && !board[Y][X].isOccupied && board.players[side].jailCount > 0){
let coords = [
.5*(size - dim), 0, //start
Y*dim, X*dim, //end
Y, X //tile
]
function animateDone(){
occupyBoardTile(Y, X, side);
drawBoardAndPieces();
}
kidnapJailbreak(coords, side, animateDone, false);
} else {
initJailbreak();
}
}
function kidnapJailbreak(coords, side, animateDone, kidnap=true){
console.log(kidnap ? "KIDNAPPING!" : "JAILBREAK!");
const coeff = kidnap ? -1 : 1;
let [ startY, startX, endY, endX, tileY, tileX ] = coords;
let stepX = weirdSpeed*(tileX+1),
stepY = stepX*(startY - endY)/(startX - endX),
player = board.players[side].avatar;
if(kidnap){
unoccupyBoardTile(tileY, tileX);
} else {
adjustJailCount(side,false);
}
window.requestAnimationFrame(animate);
function animate(){
startY += coeff*stepY;
startX += coeff*stepX;
drawBoardAndPieces();
drawPlayer(tileY, tileX, side, startY, startX);
tentacle(startY, startX - 718, (kidnap ? (side + 1) % 2 : side));
if((kidnap && startX + dim > endX) || (!kidnap && startX <= endX)){
window.requestAnimationFrame(animate);
} else {
animateDone();
}
}
}
function tentacle(y, x, side){
context.beginPath();
context.moveTo(x, y);
for(var i = 0; i < 145; i++){
context.lineTo(x + 5*i, y + 20 + 10*Math.sin(i*Math.PI/12));
}
for(var i = 145; i > 0; i--){
context.lineTo(x + 5*i, y + 180 - i - 10*Math.cos(i*Math.PI/12));
}
context.closePath();
context.fillStyle = "rgb("+board.players[side].color.join(",")+")";
context.fill();
}