Files
tictactics/game.js

546 lines
13 KiB
JavaScript

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 practiceButton = document.querySelector("#practiceButton");
const onlineButton = document.querySelector("#onlineButton");
const xCapturesElement = document.querySelector("#xCaptures");
const oCapturesElement = document.querySelector("#oCaptures");
const moveList = document.querySelector("#moveList");
const networkStatus = document.querySelector("#networkStatus");
let board;
let currentPlayer;
let captures;
let gameOver;
let moveNumber;
let winningCells;
let socket;
let localPlayer = "";
let roomId = "";
let gameMode = "practice";
let multiplayerState = "local";
let botTimer = 0;
let lobbyTimer = 0;
let waitingPlayers = 0;
function createBoard() {
return Array.from({ length: size }, () => Array(size).fill(empty));
}
function setupGame() {
clearBotTimer();
board = createBoard();
currentPlayer = "X";
captures = { X: 0, O: 0 };
gameOver = false;
moveNumber = 0;
winningCells = [];
moveList.innerHTML = "";
render();
}
function connectToServer() {
gameMode = "online";
stopLobbyPolling();
closeSocket();
localPlayer = "";
roomId = "";
const protocol = window.location.protocol === "https:" ? "wss:" : "ws:";
socket = new WebSocket(`${protocol}//${window.location.host}/ws`);
setMultiplayerState("connecting", "Connecting to matchmaker...");
updateModeButtons();
socket.addEventListener("open", () => {
setMultiplayerState("waiting", "Connected. Waiting for another player...");
});
socket.addEventListener("message", (event) => {
const payload = JSON.parse(event.data);
handleServerMessage(payload);
});
socket.addEventListener("close", (event) => {
if (event.currentTarget !== socket) {
return;
}
if (gameMode !== "online") {
return;
}
localPlayer = "";
roomId = "";
setMultiplayerState("error", "Connection closed. Refresh to reconnect.");
render();
});
socket.addEventListener("error", (event) => {
if (event.currentTarget !== socket) {
return;
}
setMultiplayerState("error", "Could not reach the multiplayer server.");
render();
});
}
function startPracticeMode() {
gameMode = "practice";
closeSocket();
localPlayer = "X";
roomId = "";
multiplayerState = "local";
setupGame();
setPracticeStatus("BOT practice. You are X. Random O replies after each move.");
startLobbyPolling();
updateModeButtons();
}
function closeSocket() {
if (socket && socket.readyState <= WebSocket.OPEN) {
socket.close();
}
socket = null;
}
function startLobbyPolling() {
stopLobbyPolling();
checkLobby();
lobbyTimer = window.setInterval(checkLobby, 3000);
}
function stopLobbyPolling() {
if (lobbyTimer) {
window.clearInterval(lobbyTimer);
lobbyTimer = 0;
}
}
async function checkLobby() {
if (gameMode !== "practice") {
return;
}
try {
const response = await fetch("/lobby", { cache: "no-store" });
if (!response.ok) {
return;
}
const status = await response.json();
waitingPlayers = Number(status.waitingPlayers || 0);
if (!gameOver && currentPlayer === localPlayer) {
setPracticeStatus("BOT practice. You are X. Random O replies after each move.");
}
} catch {
waitingPlayers = 0;
}
}
function handleServerMessage(payload) {
if (payload.type === "waiting") {
localPlayer = "";
roomId = "";
multiplayerState = "waiting";
setupGame();
setMultiplayerState("waiting", "Waiting for another player...");
return;
}
if (payload.type === "paired") {
localPlayer = payload.player;
roomId = payload.roomId;
multiplayerState = "paired";
setupGame();
setMultiplayerState("paired", `You are ${localPlayer}. ${currentPlayer} plays first.`);
return;
}
if (payload.type === "move") {
applyMove(payload.row, payload.col, payload.player, "remote");
return;
}
if (payload.type === "reset") {
multiplayerState = "paired";
setupGame();
setMultiplayerState("paired", `Game reset. You are ${localPlayer}. ${currentPlayer} plays first.`);
return;
}
if (payload.type === "opponent-left") {
localPlayer = "";
roomId = "";
gameOver = true;
setMultiplayerState("error", payload.message || "Opponent disconnected. Waiting for a new player...");
render();
return;
}
if (payload.type === "error") {
setMultiplayerState("error", payload.message || "Multiplayer error.");
render();
}
}
function render() {
boardElement.innerHTML = "";
for (let row = 0; row < size; row += 1) {
for (let col = 0; col < size; col += 1) {
const cell = document.createElement("button");
cell.className = "cell";
cell.type = "button";
cell.role = "gridcell";
cell.dataset.row = row;
cell.dataset.col = col;
cell.setAttribute("aria-label", cellLabel(row, col));
cell.disabled = !canPlayCell(row, col);
if (winningCells.some(([winRow, winCol]) => winRow === row && winCol === col)) {
cell.classList.add("winning");
}
if (board[row][col]) {
const mark = document.createElement("span");
mark.className = `mark mark-${board[row][col].toLowerCase()}`;
mark.textContent = board[row][col];
cell.append(mark);
}
cell.addEventListener("click", () => playLocalMove(row, col));
boardElement.append(cell);
}
}
turnBadge.textContent = turnLabel();
turnBadge.className = `turn-badge player-${currentPlayer.toLowerCase()}`;
xCapturesElement.textContent = captures.X;
oCapturesElement.textContent = captures.O;
resetButton.disabled = gameMode === "online" && multiplayerState !== "paired";
}
function turnLabel() {
if (gameOver) {
return "Game over";
}
if (multiplayerState === "connecting") {
return "Connecting";
}
if (multiplayerState === "waiting") {
return "Waiting";
}
if (multiplayerState === "error") {
return "Offline";
}
if (multiplayerState === "local" && currentPlayer !== localPlayer) {
return "Bot turn";
}
if (currentPlayer === localPlayer) {
return `Your turn (${localPlayer})`;
}
return `${currentPlayer} to play`;
}
function canPlayCell(row, col) {
return (multiplayerState === "paired" || multiplayerState === "local") &&
!gameOver &&
localPlayer === currentPlayer &&
board[row][col] === empty;
}
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 ${position}`;
}
function playLocalMove(row, col) {
if (!canPlayCell(row, col)) {
return;
}
const applied = applyMove(row, col, localPlayer, "local");
if (!applied) {
return;
}
if (gameMode === "online") {
sendToServer({ type: "move", roomId, row, col, player: localPlayer });
return;
}
if (!gameOver) {
setPracticeStatus("Bot thinking...");
botTimer = window.setTimeout(playBotMove, 360);
}
}
function applyMove(row, col, player, source) {
if (gameOver || player !== currentPlayer || board[row][col] !== empty) {
return false;
}
moveNumber += 1;
board[row][col] = player;
const captured = captureFrom(row, col, player);
captures[player] += captured.length;
const win = findWin(player);
addMove(row, col, player, captured.length);
if (win.length > 0) {
winningCells = win;
gameOver = true;
setActiveStatus(`${player} wins with four in a row.`);
render();
return true;
}
if (isDraw()) {
gameOver = true;
setActiveStatus("Draw. The board is full.");
render();
return true;
}
currentPlayer = opponentOf(player);
const captureMessage = captured.length > 0 ? `${player} captured ${captured.length}. ` : "";
const turnMessage = currentPlayer === localPlayer ? "Your turn." : waitingMessage();
setActiveStatus(`${captureMessage}${turnMessage}`);
render();
flashCapturedCells(captured);
if (source === "remote" && currentPlayer === localPlayer) {
window.navigator.vibrate?.(40);
}
return true;
}
function activeState() {
return gameMode === "practice" ? "local" : "paired";
}
function setActiveStatus(text) {
if (gameMode === "practice") {
setPracticeStatus(text);
return;
}
setMultiplayerState(activeState(), text);
}
function waitingMessage() {
return gameMode === "practice" ? "Bot turn." : `Waiting for ${currentPlayer}.`;
}
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, player, captureCount) {
const item = document.createElement("li");
const captureText = captureCount === 0 ? "" : `, captured ${captureCount}`;
item.textContent = `${moveNumber}. ${player} to ${row + 1},${col + 1}${captureText}`;
moveList.prepend(item);
}
function setMultiplayerState(state, text) {
multiplayerState = state;
networkStatus.textContent = text;
networkStatus.className = `network-status ${state}`;
messageElement.textContent = text;
}
function setPracticeStatus(text) {
const suffix = waitingPlayers > 0 ? " NET: player waiting." : " NET: no one waiting.";
setMultiplayerState("local", `${text}${suffix}`);
}
function playBotMove() {
if (gameMode !== "practice" || gameOver || currentPlayer !== "O") {
return;
}
const moves = legalMoves();
if (moves.length === 0) {
return;
}
const move = moves[Math.floor(Math.random() * moves.length)];
applyMove(move.row, move.col, "O", "bot");
}
function legalMoves() {
const moves = [];
for (let row = 0; row < size; row += 1) {
for (let col = 0; col < size; col += 1) {
if (board[row][col] === empty) {
moves.push({ row, col });
}
}
}
return moves;
}
function clearBotTimer() {
if (botTimer) {
window.clearTimeout(botTimer);
botTimer = 0;
}
}
function updateModeButtons() {
practiceButton.classList.toggle("active", gameMode === "practice");
onlineButton.classList.toggle("active", gameMode === "online");
}
function sendToServer(payload) {
if (!socket || socket.readyState !== WebSocket.OPEN) {
setMultiplayerState("error", "Connection lost. Refresh to reconnect.");
render();
return;
}
socket.send(JSON.stringify(payload));
}
function flashCapturedCells(captured) {
for (const [row, col] of captured) {
const cell = boardElement.querySelector(`[data-row="${row}"][data-col="${col}"]`);
if (!cell) {
continue;
}
cell.classList.add("captured");
window.setTimeout(() => cell.classList.remove("captured"), 380);
}
}
resetButton.addEventListener("click", () => {
if (gameMode === "online" && multiplayerState !== "paired") {
return;
}
setupGame();
if (gameMode === "practice") {
setPracticeStatus("BOT practice. You are X. Random O replies after each move.");
return;
}
setMultiplayerState("paired", `Game reset. You are ${localPlayer}. ${currentPlayer} plays first.`);
sendToServer({ type: "reset", roomId });
});
practiceButton.addEventListener("click", startPracticeMode);
onlineButton.addEventListener("click", () => {
gameMode = "online";
stopLobbyPolling();
localPlayer = "";
roomId = "";
multiplayerState = "connecting";
setupGame();
connectToServer();
});
startPracticeMode();