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script.js
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const gameBoard = (function () {
const rows = 3;
const columns = 3;
function createBoard(type) {
const arr = (type == 'console') ? [] : Array.from(document.querySelectorAll('.cell'));
// create rows * columns board
for (i = 0; i < rows; i++) {
if (type == 'console') {
arr.push([]);
for (j = 0; j < columns; j++) {
arr[i].push('');
}
} else if (type == 'dom') {
// create nested arrays to match rows * columns board
arr.splice(i, 3, arr.slice(i, i + 3))
}
}
return arr;
}
const console = createBoard('console');
const dom = createBoard('dom');
const getSize = () => {
return {rows, columns};
}
const getEmptyCells = () => {
// checks if any row of the board has empty cells
return console.filter( row => row.includes('')).length;
}
return {
console,
dom,
getEmptyCells,
getSize
};
})();
const gameController = (function() {
// create players
function createPlayer(pseudoName, mark, score = 0) {
const scoreElement = document.querySelector(`.score.${pseudoName}`);
function updateScore() {
this.score += 1;
scoreElement.textContent = this.score; // closure
}
return {pseudoName, mark, score, updateScore};
}
// board info
const board = gameBoard.console;
const domBoard = gameBoard.dom;
const boardSize = gameBoard.getSize().columns;
const directions = ['row', 'column', 'diagonal-r', 'diagonal-l'];
// DOM
const gameContainer = document.querySelector('.game-container');
const rectangle = document.querySelector('.game-status .rectangle');
const playerName = document.querySelector('span.player-name');
const markImg = document.querySelector('img.mark');
const menu = document.querySelector('.game-menu');
const inputs = document.querySelectorAll('input[type="text"]');
const playBtn = document.querySelector('button.play');
const endGame = document.querySelector('.end-game');
const strike = document.querySelector('.strike');
const newGameBtn = document.querySelector('.reset');
const newRoundBtn = document.querySelector('.next');
/* player names are updated after starting the game,
but we need the objects for the event trigger
*/
const player1 = createPlayer('player1', 'x');
const player2 = createPlayer('player2', 'o');
// set first player
let currPlayer = player1;
let roundOver;
// add event listeners
manageEvent('addEventListener');
function playRound(row, cell, dom) {
if (gameBoard.getEmptyCells() == 0) {
return;
}
// make the move
board[row][cell] = currPlayer.mark;
// draw the marks in console and DOM
for (arr of board) {
console.log(arr.join(' | '));
}
// guard to don't break app when playing from console
if (dom) {
const img = document.createElement('img');
img.setAttribute('src', `./assets/${currPlayer.mark.toLowerCase()}-icon.svg`);
event.target.appendChild(img);
}
checkWinner(row, cell);
changeTurn();
}
function manageEvent(type) {
// domboard
domBoard.forEach( row => {
row.forEach( cell => {
cell[type]('click', boardHandler);
})});
// input boxes
inputs.forEach( input => {
input[type]('input', inputHandler);
});
playBtn[type]('click', playHandler);
// game over
[newGameBtn, newRoundBtn].forEach( selector => selector[type]('click', gameOverHandler));
function boardHandler(e) {
// find where the click was done
for (i = 0; i < domBoard.length; i++) {
if (domBoard[i].includes(e.srcElement)) {
row = i;
cell = domBoard[i].indexOf(e.srcElement);
break;
}
}
// check console board to see if cell is empty
// @TO DO: use DOM? like e.srcElement.children.length
if (board[row][cell] == '' && !roundOver) {
playRound(row, cell, true);
}
}
function inputHandler(e) {
if (inputs[0].value != '' && inputs[1].value != '') {
playBtn.classList.remove('hidden');
} else {
playBtn.classList.add('hidden');
}
}
function playHandler(e) {
[menu, gameContainer].forEach( item => item.classList.toggle('hidden'));
/*
objects gets created before the event trigger occurs,
so we need to update the names now, because initial
names are plain 'player1' and 'player2'
*/
player1.name = inputs[0].value;
player2.name = inputs[1].value;
// set initial UI for `game-status` @HTML
playerName.textContent = player1.name;
rectangle.classList.add(player1.pseudoName);
}
function gameOverHandler(e) {
if (e.target.className == 'next') {
resetBoard();
} else {
// simply reload the page
window.location.reload();
}
}
}
function checkWinner(row, cell) {
let combos, markCount, className;
console.log(`current mark: ${currPlayer.mark}`)
for (direction of directions) {
// reset for the new iteration
combos = '';
markCount = 0;
for (i = 0; i < boardSize; i++) {
switch (true) {
case (direction == 'row'):
combos += board[row][i];
className = `${direction}-${row + 1}`;
break;
case (direction == 'column'):
combos += board[i][cell];
className = `${direction}-${cell + 1}`;
break;
case (direction.includes('diagonal')):
// boardSize - 1 because index starts from 0
combos += (direction == 'diagonal-r') ? board[i][i] : board[i][boardSize - 1 - i];
className = direction;
break;
}
}
// check how many marks are in the current direction
markCount = combos.split('').filter( mark => mark == currPlayer.mark).length;
console.log(`combos: ${combos} - direction: ${direction} - markCount: ${markCount}`);
if (markCount == boardSize) {
currPlayer.updateScore();
roundOver = true;
// we need to add 'player1/2' class to choose the color
strike.classList.add(currPlayer.pseudoName, className);
strike.classList.remove('hidden');
endGame.classList.remove('hidden');
manageEvent('removeEventListener');
return;
}
}
}
function changeTurn() {
/*
we need to remove the class of currPlayer first,
and then add the class corresponding to the next
player.
@TODO: find another solution because this is
duplicated code.
*/
rectangle.classList.remove(currPlayer.pseudoName);
currPlayer = (currPlayer == player1) ? player2 : player1;
rectangle.classList.add(currPlayer.pseudoName);
// name node
playerName.textContent = currPlayer.name;
// mark node
markImg.setAttribute('src', `./assets/${currPlayer.mark}-status-icon.svg`);
}
function resetBoard() {
roundOver = false;
// reset strike's classes
strike.classList.value = 'strike hidden';
// hide/show
endGame.classList.add('hidden');
board.forEach( row => {
for(i = 0; i < gameBoard.getSize().rows; i++) {
row[i] = '';
}
});
domBoard.forEach( row => {
row.forEach(cell => {
if (cell.childNodes.length != 0) {
cell.removeChild(cell.childNodes[0]);
}
});
})
}
return {playRound};
})();