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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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+ <h3 id='h3'>If you have issues, e-mail ryan.satur@protonmail.com for technical support.</h3>
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+</div>
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+
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+<br>
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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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+ let h3 = document.getElementById('h3');
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+ h3.remove()
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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) {
|
|
|
+ grid[i][col].highlight = playersTurn;
|
|
|
+ return grid[i][col];
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return null;
|
|
|
+ }
|
|
|
+
|
|
|
+ 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>
|