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@@ -1,517 +0,0 @@
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-<!DOCTYPE html>
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-<html>
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-
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-<head>
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- <meta charset="UTF-8">
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- <title>Connect 4</title>
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- <link rel="stylesheet" href="styles.css">
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- <link href="favicon.ico" rel="icon" type="image/x-icon" />
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-</head>
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-
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-<body>
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-
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-<div class='text'>
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- <h1 id="h1">Connect 4</h1>
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- <br>
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-</div>
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-
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-<button onclick="start_game();" class='button' id='button'>Start Game</button>
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-
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-<script>
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- function start_game() {
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- "use strict";
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-
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- let button = document.getElementById("button");
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- let h1 = document.getElementById("h1");
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- h1.remove();
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- button.remove();
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-
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- // game parameters
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- const DELAY_COMP = 0.5; // seconds for the computer to take its turn
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- const GRID_CIRCLE = 0.7; // circle size as a fraction of cell size
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- const GRID_COLS = 7; // number of game columns
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- const GRID_ROWS = 6; // number of game rows
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- const MARGIN = 0.02; // margin as a fraction of the shortest screen dimension
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-
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- // colour variables
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- const COLOR_BACKGROUND = "mintcream";
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- const COLOR_COMP = "yellow";
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- const COLOR_COMP_DRK = "olive";
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- const COLOR_FRAME = "dodgerblue";
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- const COLOR_FRAME_BUTT = "royalblue";
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- const COLOR_PLAY = "red";
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- const COLOR_PLAY_DRK = "darkred";
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- const COLOR_TIE = "darkgrey";
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- const COLOR_TIE_DRK = "black";
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- const COLOR_WIN = "black";
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-
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- // text variables
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- const TEXT_COMP = "Computer";
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- const TEXT_PLAY = "YOU";
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- const TEXT_TIE = "DRAW";
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- const TEXT_WIN = "WON!";
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-
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- // cell class
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- class Cell {
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- constructor(left, top, w, h, row, col) {
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- this.bot = top + h;
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- this.left = left;
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- this.right = left + w;
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- this.top = top;
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- this.w = w;
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- this.h = h;
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- this.row = row;
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- this.col = col;
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- this.cx = left + w / 2;
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- this.cy = top + h / 2;
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- this.r = w * GRID_CIRCLE / 2;
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- this.highlight = null;
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- this.owner = null;
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- this.winner = false;
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- }
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-
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- contains(x, y) {
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- return x > this.left && x < this.right && y > this.top && y < this.bot;
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- }
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-
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- // draw the circle or hole
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- draw(/** @type {CanvasRenderingContext2D} */ ctx) {
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-
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- // owner colour
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- let color = this.owner == null ? COLOR_BACKGROUND : this.owner ? COLOR_PLAY : COLOR_COMP;
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-
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- // draw the circle
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- ctx.fillStyle = color;
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- ctx.beginPath();
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- ctx.arc(this.cx, this.cy, this.r, 0, Math.PI * 2);
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- ctx.fill();
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-
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- // draw highlighting
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- if (this.winner || this.highlight != null) {
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-
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- // colour
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- color = this.winner ? COLOR_WIN : this.highlight ? COLOR_PLAY : COLOR_COMP;
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-
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- // draw a circle around the perimeter
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- ctx.lineWidth = this.r / 4;
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- ctx.strokeStyle = color;
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- ctx.beginPath();
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- ctx.arc(this.cx, this.cy, this.r, 0, Math.PI * 2);
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- ctx.stroke();
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- }
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- }
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- }
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-
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- // set up the canvas and context
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- var canv = document.createElement("canvas");
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- document.body.appendChild(canv);
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- var ctx = canv.getContext("2d");
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-
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- // game variables
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- var gameOver, gameTied, grid = [], playersTurn, timeComp;
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-
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- // dimensions
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- var height, width, margin;
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- setDimensions();
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-
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- // event listeners
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- canv.addEventListener("click", click);
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- canv.addEventListener("mousemove", highlightGrid);
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- window.addEventListener("resize", setDimensions);
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-
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- // game loop
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- var timeDelta, timeLast;
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- requestAnimationFrame(loop);
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-
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- function loop(timeNow) {
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- // initialise timeLast
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- if (!timeLast) {
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- timeLast = timeNow;
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- }
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-
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- // calculate the time difference
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- timeDelta = (timeNow - timeLast) / 1000; // seconds
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- timeLast = timeNow;
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-
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- // update
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- goComputer(timeDelta);
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-
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- // draw
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- drawBackground();
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- drawGrid();
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- drawText();
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-
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- // call the next frame
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- requestAnimationFrame(loop);
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- }
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-
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- function checkWin(row, col) {
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-
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- // get all the cells from each direction
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- let diagL = [], diagR = [], horiz = [], vert = [];
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- for (let i = 0; i < GRID_ROWS; i++) {
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- for (let j = 0; j < GRID_COLS; j++) {
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-
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- // horizontal cells
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- if (i == row) {
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- horiz.push(grid[i][j]);
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- }
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-
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- // vertical cells
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- if (j == col) {
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- vert.push(grid[i][j]);
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- }
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-
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- // top left to bottom right
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- if (i - j == row - col) {
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- diagL.push(grid[i][j]);
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- }
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-
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- // top right to bottom left
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- if (i + j == row + col) {
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- diagR.push(grid[i][j]);
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- }
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- }
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- }
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-
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- // if any have four in a row, return a win!
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- return connect4(diagL) || connect4(diagR) || connect4(horiz) || connect4(vert);
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- }
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-
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- function connect4(cells = []) {
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- let count = 0, lastOwner = null;
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- let winningCells = [];
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- for (let i = 0; i < cells.length; i++) {
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-
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- // no owner, reset the count
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- if (cells[i].owner == null) {
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- count = 0;
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- winningCells = [];
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- }
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-
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- // same owner, add to the count
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- else if (cells[i].owner == lastOwner) {
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- count++;
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- winningCells.push(cells[i]);
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- }
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-
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- // new owner, new count
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- else {
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- count = 1;
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- winningCells = [];
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- winningCells.push(cells[i]);
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- }
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-
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- // set the lastOwner
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- lastOwner = cells[i].owner;
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-
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- // four in a row is a win
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- if (count == 4) {
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- for (let cell of winningCells) {
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- cell.winner = true;
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- }
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- return true;
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- }
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- }
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- return false;
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- }
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-
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- function click(ev) {
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-
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- if (gameOver) {
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- newGame();
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- return;
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- }
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-
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- if (!playersTurn) {
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- return;
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- }
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-
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- selectCell();
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- }
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-
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- function createGrid() {
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- grid = [];
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-
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- // set up cell size and margins
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- let cell, marginX, marginY;
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-
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- // portrait
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- if ((width - margin * 2) * GRID_ROWS / GRID_COLS < height - margin * 2) {
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- cell = (width - margin * 2) / GRID_COLS;
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- marginX = margin;
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- marginY = (height - cell * GRID_ROWS) / 2;
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- }
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-
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- // landscape
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- else {
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- cell = (height - margin * 2) / GRID_ROWS;
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- marginX = (width - cell * GRID_COLS) / 2;
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- marginY = margin;
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- }
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-
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- // populate the grid
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- for (let i = 0; i < GRID_ROWS; i++) {
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- grid[i] = [];
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- for (let j = 0; j < GRID_COLS; j++) {
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- let left = marginX + j * cell;
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- let top = marginY + i * cell;
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- grid[i][j] = new Cell(left, top, cell, cell, i, j);
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- }
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- }
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- }
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-
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- function drawBackground() {
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- ctx.fillStyle = COLOR_BACKGROUND;
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- ctx.fillRect(0, 0, width, height);
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- }
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-
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- function drawGrid() {
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-
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- // frame and butt
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- let cell = grid[0][0];
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- let fh = cell.h * GRID_ROWS;
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- let fw = cell.w * GRID_COLS;
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- ctx.fillStyle = COLOR_FRAME;
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- ctx.fillRect(cell.left, cell.top, fw, fh);
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- ctx.fillStyle = COLOR_FRAME_BUTT;
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- ctx.fillRect(cell.left - margin / 2, cell.top + fh - margin / 2, fw + margin, margin);
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-
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- // cells
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- for (let row of grid) {
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- for (let cell of row) {
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- cell.draw(ctx);
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- }
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- }
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- }
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-
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- function drawText() {
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- if (!gameOver) {
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- return;
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- }
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-
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- // set up text parameters
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- let size = grid[0][0].h;
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- ctx.fillStyle = gameTied ? COLOR_TIE : playersTurn ? COLOR_PLAY : COLOR_COMP;
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- ctx.font = size + "px dejavu sans mono";
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- ctx.lineJoin = "round";
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- ctx.lineWidth = size / 10;
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- ctx.strokeStyle = gameTied ? COLOR_TIE_DRK : playersTurn ? COLOR_PLAY_DRK : COLOR_COMP_DRK;
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- ctx.textAlign = "center";
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- ctx.textBaseline = "middle";
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-
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- // draw the text
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- let offset = size * 0.55;
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- let text = gameTied ? TEXT_TIE : playersTurn ? TEXT_PLAY : TEXT_COMP;
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- if (gameTied) {
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- ctx.strokeText(text, width / 2, height / 2);
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- ctx.fillText(text, width / 2, height / 2);
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- } else {
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- ctx.strokeText(text, width / 2, height / 2 - offset);
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- ctx.fillText(text, width / 2, height / 2 - offset);
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- ctx.strokeText(TEXT_WIN, width / 2, height / 2 + offset);
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- ctx.fillText(TEXT_WIN, width / 2, height / 2 + offset);
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- }
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- }
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-
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- function goComputer(delta) {
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- if (playersTurn || gameOver) {
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- return;
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- }
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-
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- // count down till the computer makes its selection
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- if (timeComp > 0) {
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- timeComp -= delta;
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- if (timeComp <= 0) {
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- selectCell();
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- }
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- return;
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- }
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-
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- // set up the options array
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- let options = [];
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- options[0] = []; // computer wins
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- options[1] = []; // block the player from winning
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- options[2] = []; // no significance
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- options[3] = []; // give away a win
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-
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- // loop through each column
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- let cell;
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- for (let i = 0; i < GRID_COLS; i++) {
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- cell = highlightCell(grid[0][i].cx, grid[0][i].cy);
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-
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- // column full, go to the next column
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- if (cell == null) {
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- continue;
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- }
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-
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- // first priority, computer wins
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- cell.owner = playersTurn;
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- if (checkWin(cell.row, cell.col)) {
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- options[0].push(i);
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- } else {
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-
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- // second priority, block the player
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- cell.owner = !playersTurn;
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- if (checkWin(cell.row, cell.col)) {
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- options[1].push(i);
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- } else {
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- cell.owner = playersTurn;
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-
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- // check the cell above
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- if (cell.row > 0) {
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- grid[cell.row - 1][cell.col].owner = !playersTurn;
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-
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- // last priority, let player win
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- if (checkWin(cell.row - 1, cell.col)) {
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- options[3].push(i);
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- }
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-
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- // third priority, no significance
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- else {
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- options[2].push(i);
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- }
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-
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- // deselect cell above
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- grid[cell.row - 1][cell.col].owner = null;
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- }
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-
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- // no row above, third priority, no significance
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- else {
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- options[2].push(i);
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- }
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- }
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- }
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-
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- // cancel highlight and selection
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- cell.highlight = null;
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- cell.owner = null;
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- }
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-
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- // clear the winning cells
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- for (let row of grid) {
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- for (let cell of row) {
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- cell.winner = false;
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- }
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- }
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-
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- // randomly select a column in priority order
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- let col;
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- if (options[0].length > 0) {
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- col = options[0][Math.floor(Math.random() * options[0].length)];
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- } else if (options[1].length > 0) {
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- col = options[1][Math.floor(Math.random() * options[1].length)];
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- } else if (options[2].length > 0) {
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- col = options[2][Math.floor(Math.random() * options[2].length)];
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- } else if (options[3].length > 0) {
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- col = options[3][Math.floor(Math.random() * options[3].length)];
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- }
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-
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- // highlight the selected cell
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- highlightCell(grid[0][col].cx, grid[0][col].cy);
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-
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- // set the delay
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- timeComp = DELAY_COMP;
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- }
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-
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- function highlightCell(x, y) {
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- let col = null;
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- for (let row of grid) {
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- for (let cell of row) {
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-
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- // clear existing highlighting
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- cell.highlight = null;
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-
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- // get the column
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- if (cell.contains(x, y)) {
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- col = cell.col;
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- }
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- }
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- }
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-
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- if (col == null) {
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- return;
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- }
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-
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- // highlight the first unoccupied cell
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- for (let i = GRID_ROWS - 1; i >= 0; i--) {
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- if (grid[i][col].owner == null) {
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- grid[i][col].highlight = playersTurn;
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- return grid[i][col];
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- }
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- }
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- return null;
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- }
|
|
|
-
|
|
|
- function highlightGrid(/** @type {MouseEvent} */ ev) {
|
|
|
- if (!playersTurn || gameOver) {
|
|
|
- return;
|
|
|
- }
|
|
|
- highlightCell(ev.clientX, ev.clientY);
|
|
|
- }
|
|
|
-
|
|
|
- function newGame() {
|
|
|
- playersTurn = Math.random() < 0.5;
|
|
|
- gameOver = false;
|
|
|
- gameTied = false;
|
|
|
- createGrid();
|
|
|
- }
|
|
|
-
|
|
|
- function selectCell() {
|
|
|
- let highlighting = false;
|
|
|
- OUTER: for (let row of grid) {
|
|
|
- for (let cell of row) {
|
|
|
- if (cell.highlight != null) {
|
|
|
- highlighting = true;
|
|
|
- cell.highlight = null;
|
|
|
- cell.owner = playersTurn;
|
|
|
- if (checkWin(cell.row, cell.col)) {
|
|
|
- gameOver = true;
|
|
|
- }
|
|
|
- break OUTER;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // don't allow selection if no highlighting
|
|
|
- if (!highlighting) {
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- // check for a tied game
|
|
|
- if (!gameOver) {
|
|
|
- gameTied = true;
|
|
|
- OUTER: for (let row of grid) {
|
|
|
- for (let cell of row) {
|
|
|
- if (cell.owner == null) {
|
|
|
- gameTied = false;
|
|
|
- break OUTER;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // set game over
|
|
|
- if (gameTied) {
|
|
|
- gameOver = true;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // switch the player if no game over
|
|
|
- if (!gameOver) {
|
|
|
- playersTurn = !playersTurn;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- function setDimensions() {
|
|
|
- height = window.innerHeight;
|
|
|
- width = window.innerWidth;
|
|
|
- canv.height = height;
|
|
|
- canv.width = width;
|
|
|
- margin = MARGIN * Math.min(height, width);
|
|
|
- newGame();
|
|
|
- }
|
|
|
- }
|
|
|
-</script>
|
|
|
-</body>
|
|
|
-
|
|
|
-</html>
|