Initial Tictactics proof of concept

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2026-05-05 10:52:28 -04:00
commit 2833d9610a
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game.js Normal file
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const size = 5;
const target = 4;
const empty = "";
const directions = [
[-1, -1],
[-1, 0],
[-1, 1],
[0, -1],
[0, 1],
[1, -1],
[1, 0],
[1, 1],
];
const boardElement = document.querySelector("#board");
const messageElement = document.querySelector("#message");
const turnBadge = document.querySelector("#turnBadge");
const resetButton = document.querySelector("#resetButton");
const xCapturesElement = document.querySelector("#xCaptures");
const oCapturesElement = document.querySelector("#oCaptures");
const moveList = document.querySelector("#moveList");
let board;
let currentPlayer;
let captures;
let gameOver;
let moveNumber;
let winningCells;
function createBoard() {
return Array.from({ length: size }, () => Array(size).fill(empty));
}
function setupGame() {
board = createBoard();
currentPlayer = "X";
captures = { X: 0, O: 0 };
gameOver = false;
moveNumber = 0;
winningCells = [];
moveList.innerHTML = "";
render();
setMessage("Trap enemy marks between your marks. First to four wins.");
}
function render() {
boardElement.innerHTML = "";
boardElement.style.setProperty("--size", size);
for (let row = 0; row < size; row += 1) {
for (let col = 0; col < size; col += 1) {
const cell = document.createElement("button");
cell.className = "cell";
cell.type = "button";
cell.role = "gridcell";
cell.dataset.row = row;
cell.dataset.col = col;
cell.setAttribute("aria-label", cellLabel(row, col));
cell.disabled = gameOver || board[row][col] !== empty;
if (winningCells.some(([winRow, winCol]) => winRow === row && winCol === col)) {
cell.classList.add("winning");
}
if (board[row][col]) {
const mark = document.createElement("span");
mark.className = `mark mark-${board[row][col].toLowerCase()}`;
mark.textContent = board[row][col];
cell.append(mark);
}
cell.addEventListener("click", () => playMove(row, col));
boardElement.append(cell);
}
}
turnBadge.textContent = gameOver ? "Game over" : `${currentPlayer} to play`;
turnBadge.className = `turn-badge player-${currentPlayer.toLowerCase()}`;
xCapturesElement.textContent = captures.X;
oCapturesElement.textContent = captures.O;
}
function cellLabel(row, col) {
const mark = board[row][col];
const position = `row ${row + 1}, column ${col + 1}`;
return mark ? `${mark} at ${position}` : `Empty cell at ${position}`;
}
function playMove(row, col) {
if (gameOver || board[row][col] !== empty) {
return;
}
moveNumber += 1;
board[row][col] = currentPlayer;
const captured = captureFrom(row, col, currentPlayer);
captures[currentPlayer] += captured.length;
const win = findWin(currentPlayer);
addMove(row, col, captured.length);
if (win.length > 0) {
winningCells = win;
gameOver = true;
setMessage(`${currentPlayer} wins with four in a row.`);
render();
return;
}
if (isDraw()) {
gameOver = true;
setMessage("Draw. The board is full.");
render();
return;
}
currentPlayer = opponentOf(currentPlayer);
setMessage(captured.length > 0
? `${opponentOf(currentPlayer)} captured ${captured.length}. ${currentPlayer} to play.`
: `${currentPlayer} to play.`
);
render();
flashCapturedCells(captured);
}
function captureFrom(row, col, player) {
const opponent = opponentOf(player);
const captured = [];
for (const [rowStep, colStep] of directions) {
const candidates = [];
let nextRow = row + rowStep;
let nextCol = col + colStep;
while (isInside(nextRow, nextCol) && board[nextRow][nextCol] === opponent) {
candidates.push([nextRow, nextCol]);
nextRow += rowStep;
nextCol += colStep;
}
if (candidates.length > 0 && isInside(nextRow, nextCol) && board[nextRow][nextCol] === player) {
captured.push(...candidates);
}
}
for (const [captureRow, captureCol] of captured) {
board[captureRow][captureCol] = empty;
}
return captured;
}
function findWin(player) {
const axes = [
[0, 1],
[1, 0],
[1, 1],
[1, -1],
];
for (let row = 0; row < size; row += 1) {
for (let col = 0; col < size; col += 1) {
if (board[row][col] !== player) {
continue;
}
for (const [rowStep, colStep] of axes) {
const cells = [[row, col]];
for (let index = 1; index < target; index += 1) {
const nextRow = row + rowStep * index;
const nextCol = col + colStep * index;
if (!isInside(nextRow, nextCol) || board[nextRow][nextCol] !== player) {
break;
}
cells.push([nextRow, nextCol]);
}
if (cells.length === target) {
return cells;
}
}
}
}
return [];
}
function isDraw() {
return board.every((row) => row.every((cell) => cell !== empty));
}
function opponentOf(player) {
return player === "X" ? "O" : "X";
}
function isInside(row, col) {
return row >= 0 && row < size && col >= 0 && col < size;
}
function addMove(row, col, captureCount) {
const item = document.createElement("li");
const captureText = captureCount === 0 ? "" : `, captured ${captureCount}`;
item.textContent = `${moveNumber}. ${currentPlayer} to ${row + 1},${col + 1}${captureText}`;
moveList.prepend(item);
}
function setMessage(text) {
messageElement.textContent = text;
}
function flashCapturedCells(captured) {
for (const [row, col] of captured) {
const cell = boardElement.querySelector(`[data-row="${row}"][data-col="${col}"]`);
if (!cell) {
continue;
}
cell.classList.add("captured");
window.setTimeout(() => cell.classList.remove("captured"), 380);
}
}
resetButton.addEventListener("click", setupGame);
setupGame();