diff options
author | Mark Powers <markppowers0@gmail.com> | 2020-04-07 14:17:24 -0500 |
---|---|---|
committer | Mark Powers <markppowers0@gmail.com> | 2020-04-07 14:17:24 -0500 |
commit | 1bffb064e2414ced5b1924a4f9fbd822a09c718e (patch) | |
tree | f0e4a0a8d9a6f4f58619329bf408fe9bf7d1dd4c /src/math/static |
Initial commit
Diffstat (limited to 'src/math/static')
-rw-r--r-- | src/math/static/black-hole.js | 181 | ||||
-rw-r--r-- | src/math/static/card31.js | 8 | ||||
-rw-r--r-- | src/math/static/help.js | 21 | ||||
-rw-r--r-- | src/math/static/kings-corner.js | 357 | ||||
-rw-r--r-- | src/math/static/main.js | 149 | ||||
-rw-r--r-- | src/math/static/nim.js | 102 | ||||
-rw-r--r-- | src/math/static/solitaire.js | 8 |
7 files changed, 826 insertions, 0 deletions
diff --git a/src/math/static/black-hole.js b/src/math/static/black-hole.js new file mode 100644 index 0000000..f6b7f8e --- /dev/null +++ b/src/math/static/black-hole.js @@ -0,0 +1,181 @@ +var black_hole = { + status: "", + state: -1, + rowOf: { + 0: 0, + 1: 0, + 2: 0, + 3: 0, + 4: 0, + 5: 0, + 6: 1, + 7: 1, + 8: 1, + 9: 1, + 10: 1, + 11: 2, + 12: 2, + 13: 2, + 14: 2, + 15: 3, + 16: 3, + 17: 3, + 18: 4, + 19: 4, + 20: 5, + }, + colOf: { + 0: 0, + 1: 1, + 2: 2, + 3: 3, + 4: 4, + 5: 5, + 6: 0, + 7: 1, + 8: 2, + 9: 3, + 10: 4, + 11: 0, + 12: 1, + 13: 2, + 14: 3, + 15: 0, + 16: 1, + 17: 2, + 18: 0, + 19: 1, + 20: 0, + }, + canPlay: function (index) { + return this.board[index] == undefined + }, + setup: function () { + this.board = []; + for(var i =0; i < 21; i++){ + this.board.push(undefined); + } + this.turn = 1 + }, + + play: function () { + + }, + other_play: function () { + var madePlay = false + while (!madePlay) { + // guess random + var index = Math.floor(Math.random() * 21) + if(this.canPlay(index)){ + black_hole.board[index] = { + "color": "blue", + "value": Math.ceil(black_hole.turn / 2) + } + black_hole.turn++ + madePlay = true + } + } + + }, +}; +black_hole.updateCallback = function () { + if(black_hole.turn == 21 && black_hole.state < 2) { + black_hole.state = 2 + } + + if (black_hole.state == -1){ // setup + black_hole.setup(); + black_hole.state = 0 + } else if (black_hole.state == 0) { // player turn + // nothing, wait for click + } else if (black_hole.state == 1) { // other turn + black_hole.other_play(); + black_hole.state = 0 + } else if (black_hole.state == 2) { // calculate end + score = {"blue": 0, "red": 0} + black_hole.board.forEach((spot, i) => { + if(spot == undefined){ + var row = black_hole.rowOf[i]; + var col = black_hole.colOf[i]; + black_hole.board.forEach((other_spot, j) => { + var row2 = black_hole.rowOf[j]; + var col2 = black_hole.colOf[j]; + if(other_spot != undefined && + ( + (row == row2-1 && 0 <= (col - col2) && (col - col2) <= 1) || + (row == row2 && Math.abs(col - col2) <= 1) || + (row == row2+1 && 0 <= (col2 - col) && (col2 - col) <= 1) + ) + ){ + score[other_spot.color] += other_spot.value + } + }) + } + }) + black_hole.score = score + if(score.red < score.blue){ + black_hole.winner = "red" + } else { + black_hole.winner = "blue" + } + black_hole.state = -1; + switchState(menu); + } +} +black_hole.drawCallback = function () { + if(black_hole.state < 0){ + return; + } + ctx.fillStyle = "#99b3ff"; + ctx.fillRect(0, 0, width, height); + + + ctx.lineWidth = 2; + black_hole.board.forEach((spot, i) => { + var row = black_hole.rowOf[i]; + var col = black_hole.colOf[i]; + if(spot == undefined){ + ctx.fillStyle = "black"; + ctx.strokeStyle = "black" + } else { + ctx.fillStyle = spot["color"]; + ctx.strokeStyle = spot["color"] + ctx.fillText(spot["value"], 100 + row * 100 + col * 50, 100 + col*88) + } + ctx.beginPath(); + ctx.arc(100 + row * 100 + col * 50, 100 + col*88, 50, 0, 2 * Math.PI); + ctx.stroke(); + }) + + if(black_hole.winner){ + font(32); + ctx.fillStyle = "black"; + ctx.fillText(black_hole.winner + " wins!", 550, 330) + ctx.fillText("red: " + black_hole.score.red, 550, 370) + ctx.fillText("blue: " + black_hole.score.blue, 550, 410) + } +} +black_hole.mouseDownCallback = function (e) { + if(black_hole.state == 3){ + return; + } + + black_hole.board.forEach((spot, i) => { + var row = black_hole.rowOf[i]; + var col = black_hole.colOf[i]; + var x = 100 + row * 100 + col * 50; + var y = 100 + col*88; + if(spot == undefined && Math.sqrt(Math.pow(x - e.x, 2) + Math.pow(y - e.y, 2)) < 50){ + console.log(i); + black_hole.board[i] = { + "color": "red", + "value": Math.ceil(black_hole.turn / 2) + } + black_hole.turn++; + black_hole.state = 1 + } + }) +} +black_hole.mouseUpCallback = function (e) { + +}
\ No newline at end of file diff --git a/src/math/static/card31.js b/src/math/static/card31.js new file mode 100644 index 0000000..c2b6172 --- /dev/null +++ b/src/math/static/card31.js @@ -0,0 +1,8 @@ +var solitaire = {}; +solitaire.updateCallback = function(){ + +} +solitaire.drawCallback = function(){ + ctx.fillStyle = "green"; + ctx.fillRect(0, 0, width, height); +}
\ No newline at end of file diff --git a/src/math/static/help.js b/src/math/static/help.js new file mode 100644 index 0000000..2dfab9f --- /dev/null +++ b/src/math/static/help.js @@ -0,0 +1,21 @@ +var help = { + +}; +help.updateCallback = function(){ + // nothing +} +help.drawCallback = function(){ + ctx.fillStyle = "#99b3ff"; + ctx.fillRect(0, 0, width, height); + + font(26) + ctx.fillStyle = "black" + ctx.fillText("Click on a game to play.", 10, 200) + ctx.fillText("After finishing your game, click to return.", 10, 230) +} +help.mouseDownCallback = function (e) { + switchState(menu); +} +help.mouseUpCallback = function(e){ + +}
\ No newline at end of file diff --git a/src/math/static/kings-corner.js b/src/math/static/kings-corner.js new file mode 100644 index 0000000..c182b56 --- /dev/null +++ b/src/math/static/kings-corner.js @@ -0,0 +1,357 @@ +var kings_corner = { + suit_color: { + "C": "black", + "S": "black", + "H": "red", + "D": "red" + }, + value_to_num: { + "A": 0, + "2": 1, + "3": 2, + "4": 3, + "5": 4, + "6": 5, + "7": 6, + "8": 7, + "9": 8, + "10": 9, + "J": 10, + "Q": 11, + "K": 12 + }, + selected: [], + selected_positions: [], + status: "", + state: -1, + shuffle: function (a) { + var j, x, i; + for (i = a.length - 1; i > 0; i--) { + j = Math.floor(Math.random() * (i + 1)); + x = a[i]; + a[i] = a[j]; + a[j] = x; + } + return a; + }, + canBePlayedOn: function (bottom, top, board_position) { + if (top == undefined) { + return false; + } + if (bottom == undefined) { + return top.value == "K" || board_position < 4; + } + if (this.suit_color[bottom.suit] != this.suit_color[top.suit]) { + return this.value_to_num[bottom.value] - this.value_to_num[top.value] == 1; + } else { + return false; + } + }, + findBoardPosition(cards) { + var board_position; + for (var index = 0; index < this.board.length; index++) { + if (this.board[index] == cards) { + board_position = index; + } + } + return board_position + }, + canPlayBoardHand: function (cards, hand) { + var bottom = cards[cards.length - 1]; + var board_position = this.findBoardPosition(cards); + return this.canBePlayedOn(bottom, hand, board_position) + }, + canPlay: function () { + if (this.selected_positions[0] == "board" + && this.selected_positions[1] == "hand") { + return this.canPlayBoardHand(this.selected[0], this.selected[1]) + } else if (this.selected_positions[1] == "board" + && this.selected_positions[0] == "hand") { + return this.canPlayBoardHand(this.selected[1], this.selected[0]) + } else if (this.selected_positions[0] == "board" + && this.selected_positions[1] == "board") { + + var cards1 = this.selected[1]; + var cards2 = this.selected[0]; + var top = cards1[0] + var bottom = cards2[cards2.length - 1] + var board_position = this.findBoardPosition(cards2); + if (this.canBePlayedOn(bottom, top, board_position)) { + return true; + } + top = cards2[0] + bottom = cards1[cards1.length - 1] + board_position = this.findBoardPosition(cards1); + if (this.canBePlayedOn(bottom, top, board_position)) { + return true; + } + } + return false; + }, + setup: function () { + this.deck = []; + Object.keys(this.value_to_num).forEach((value) => { + Object.keys(this.suit_color).forEach((suit) => { + kings_corner.deck.push({ suit: suit, value: value }); + }) + }) + this.shuffle(this.deck); + this.board = [[this.deck.pop()], [this.deck.pop()], + [this.deck.pop()], [this.deck.pop()], + [], [], [], []] + this.hand = [] + this.other_hand = [] + for (var i = 0; i < 7; i++) { + this.hand.push(this.deck.pop()); + this.other_hand.push(this.deck.pop()); + } + this.hand.push(this.deck.pop()); + }, + removeCard: function (arr, c) { + return arr.filter((card) => { + return !(card.value == c.value && card.suit == c.suit); + }) + }, + play: function () { + if (this.selected.length != 2) { + this.state = 1 + } else if (this.canPlay()) { + if (this.selected_positions[0] == "board" && this.selected_positions[1] == "hand") { + var cards = this.selected[0]; + var top = this.selected[1]; + cards.push(top); + this.hand = this.removeCard(this.hand, top) + } else if (this.selected_positions[1] == "board" && this.selected_positions[0] == "hand") { + var cards = this.selected[1]; + var top = this.selected[0]; + cards.push(top); + this.hand = this.removeCard(this.hand, top) + } else if (this.selected_positions[0] == "board" && this.selected_positions[1] == "board") { + var cards1 = this.selected[1]; + var cards2 = this.selected[0]; + var top = cards1[0] + var bottom = cards2[cards2.length - 1] + var board_position = this.findBoardPosition(cards2); + if (this.canBePlayedOn(bottom, top, board_position)) { + while (this.selected[1].length > 0) { + this.selected[0].push(this.selected[1].shift()); + } + return; + } + top = cards2[0] + bottom = cards1[cards1.length - 1] + board_position = this.findBoardPosition(cards1); + if (this.canBePlayedOn(bottom, top, board_position)) { + while (this.selected[0].length > 0) { + this.selected[1].push(this.selected[0].shift()); + } + return; + } + } + } else { + console.log("no play") + } + }, + other_play: function () { + var madePlay = true + var playedCards = []; + while (madePlay && this.other_hand.length > 0) { + madePlay = false; + for (var i = 0; i < this.other_hand.length; i++) { + let card = this.other_hand[i] + for (var index = 0; index < this.board.length; index++) { + var top = card; + var cards = this.board[index]; + var bottom = cards[cards.length - 1]; + if (this.canBePlayedOn(bottom, top, index)) { + cards.push(card); + this.other_hand = this.removeCard(this.other_hand, card) + playedCards.push(card); + console.log(madePlay) + madePlay = true + break; + } + + } + if (madePlay) { + break; + } + } + for (var index1 = 0; index1 < this.board.length; index1++) { + for (var index2 = 0; index2 < this.board.length; index2++) { + var cards1 = this.board[index1]; + var cards2 = this.board[index2]; + var top = cards1[0] + var bottom = cards2[cards2.length - 1] + var board_position = this.findBoardPosition(cards2); + if (index1 >= 4) { + continue + // dont move a king to the left + } + if (this.canBePlayedOn(bottom, top, board_position)) { + while (cards1.length > 0) { + cards2.push(cards1.shift()); + } + break; + } + } + } + } + + if (playedCards.length == 0) { + this.status = "They played nothing" + } else { + this.status = "They played " + for (var index = 0; index < playedCards.length - 1; index++) { + this.status += `${playedCards[index].value} of ${playedCards[index].suit}, ` + } + this.status += `${playedCards[playedCards.length - 1].value} of ${playedCards[playedCards.length - 1].suit}` + } + }, +}; +kings_corner.updateCallback = function () { + if (kings_corner.state == -1){ // setup + kings_corner.setup(); + kings_corner.state = 0 + } else if (kings_corner.state == 0) { // player turn + if (kings_corner.hand.length == 0) { + kings_corner.status = "You win!" + kings_corner.state = 2 + return; + } + } else if (kings_corner.state == 1) { // other turn + kings_corner.other_hand.push(kings_corner.deck.pop()); + kings_corner.other_play(); + if (kings_corner.other_hand.length == 0) { + kings_corner.status = "You lose!" + kings_corner.state = 3 + return; + } + kings_corner.state = 0 + kings_corner.hand.push(kings_corner.deck.pop()); + } else if (kings_corner.state == 2 || kings_corner.state == 3) { + // nothing + } +} +kings_corner.drawCallback = function () { + if(kings_corner.state < 0){ + return; + } + ctx.fillStyle = "#99b3ff"; + ctx.fillRect(0, 0, width, height); + + font(26) + ctx.fillStyle = "lime"; + ctx.fillRect(5, 5, 90, 40); + ctx.fillStyle = "black" + if (kings_corner.selected.length != 2) { + ctx.fillText("Pass", 10, 30); + } else { + ctx.fillText("Play", 10, 30); + } + + ctx.fillStyle = "black" + ctx.fillText("You", 10, 240) + kings_corner.hand.forEach((card, i) => { + if (kings_corner.selected.includes(card)) { + ctx.fillStyle = "#CCC" + } else { + ctx.fillStyle = "white"; + } + ctx.fillRect(i * 75 + 100, 210, 70, 120); + ctx.fillStyle = kings_corner.suit_color[card.suit] + ctx.fillText(card.suit, i * 75 + 105, 250) + ctx.fillText(card.value, i * 75 + 105, 230) + }) + + ctx.fillStyle = "black" + ctx.fillText("Other", 10, 360) + kings_corner.other_hand.forEach((card, i) => { + ctx.fillStyle = "blue" + ctx.fillRect(i * 75 + 100, 340, 70, 120); + }) + + ctx.fillStyle = "black" + ctx.fillText(kings_corner.status, 100, 500) + + ctx.fillStyle = "black" + ctx.fillText("Board", 10, 120) + kings_corner.board.forEach((cards, i) => { + if (kings_corner.selected.includes(cards)) { + ctx.fillStyle = "#CCC" + } else { + ctx.fillStyle = "white"; + } + ctx.fillRect(i * 75 + 100, 80, 70, 120); + ctx.fillStyle = "black" + // var card = kings_corner.board[i]; + var top = cards[cards.length - 1]; + var bottom = cards[0]; + if (top != undefined) { + ctx.fillStyle = kings_corner.suit_color[top.suit] + ctx.fillText(top.suit, i * 75 + 105, 160) + ctx.fillText(top.value, i * 75 + 105, 180) + + if (top != bottom) { + ctx.fillStyle = kings_corner.suit_color[bottom.suit] + ctx.fillText(bottom.suit, i * 75 + 105, 120) + ctx.fillText(bottom.value, i * 75 + 105, 100) + } + } + }) + if(kings_corner.state >= 2){ + kings_corner.state = -1; + switchState(menu); + } +} +kings_corner.mouseDownCallback = function (e) { + if(kings_corner.state != 0){ + return; + } + + if (5 < e.x && e.x < 95 && 5 < e.y && e.y < 95) { + kings_corner.play(); + return + } + + var new_selected = false + kings_corner.hand.forEach((card, i) => { + if (i * 75 + 100 < e.x && e.x < i * 75 + 170 && + 210 < e.y && e.y < 330) { + + kings_corner.selected.unshift(card); + if (kings_corner.selected.length > 2) { + kings_corner.selected.pop(); + } + kings_corner.selected_positions.unshift("hand"); + if (kings_corner.selected_positions.length > 2) { + kings_corner.selected_positions.pop(); + } + new_selected = true + } + }) + + kings_corner.board.forEach((cards, i) => { + if (i * 75 + 100 < e.x && e.x < i * 75 + 170 && + 80 < e.y && e.y < 200) { + + kings_corner.selected.unshift(cards); + if (kings_corner.selected.length > 2) { + kings_corner.selected.pop(); + } + kings_corner.selected_positions.unshift("board"); + if (kings_corner.selected_positions.length > 2) { + kings_corner.selected_positions.pop(); + } + new_selected = true + } + }) + + if (!new_selected) { + kings_corner.selected = [] + kings_corner.selected_positions = [] + } +} +kings_corner.mouseUpCallback = function (e) { + +}
\ No newline at end of file diff --git a/src/math/static/main.js b/src/math/static/main.js new file mode 100644 index 0000000..d66f48c --- /dev/null +++ b/src/math/static/main.js @@ -0,0 +1,149 @@ +// The callbacks to be called each frame on update, +// and on draw +var updateCallback, drawCallback, mouseDownCallback, mouseUpCallback; +// The interval object +var gameInterval; +let width = 800; +let height = 600; +let fps = 30; + +window.onload = function () { + canvas = document.getElementById("canvas"); + ctx = canvas.getContext("2d"); + canvas.width = width; + canvas.height = height; + document.addEventListener("keydown", keyPush); + document.addEventListener("mousedown", mouseDown); + document.addEventListener("mouseup", mouseUp); + init(); +} + +function switchState(game) { + updateCallback = game.updateCallback; + drawCallback = game.drawCallback; + mouseDownCallback = game.mouseDownCallback; + mouseUpCallback = game.mouseUpCallback; +} + +function game() { + updateCallback(); + drawCallback(); +} + +function init() { + switchState(menu); + gameInterval = setInterval(game, 1000 / fps); + + let buttonX = (width / 5) * 1 // 2/5 the width + let buttonWidth = (width / 5) * 3 + let buttonHeight = 40 + menu.buttons.forEach((gameData, i) => { + gameData.x = buttonX; + gameData.y = (buttonHeight + 10) * i + 200; + gameData.width = buttonWidth; + gameData.height = buttonHeight; + }) + menu.buttons.push({ + x: 680, + y: 530, + width: 100, + height: buttonHeight, + name: "Help", + game: help, + }) +} + +var menu = { + "buttons": [ + { + "name": "Nim", + "game": nim, + }, + // { + // "name": "Solitaire", + // "game": solitaire, + // }, + { + "name": "Kings Corner", + "game": kings_corner, + }, + { + "name": "Black Hole", + "game": black_hole, + }, + ] +}; +menu.updateCallback = function () { + +} +menu.drawCallback = function () { + font(48); + ctx.fillStyle = "#99b3ff"; + ctx.fillRect(0, 0, width, height); + + menu.buttons.forEach((gameData, i) => { + button(gameData.x, gameData.y, gameData.width, gameData.height, gameData.name, gameData.isClicked); + }) +} + +menu.mouseDownCallback = function (e) { + let newGame = buttonAt(e.x, e.y, menu.buttons); + if(newGame){ + newGame.isClicked = true; + } +} + +menu.mouseUpCallback = function (e) { + let newGame = buttonAt(e.x, e.y, menu.buttons); + if(newGame && newGame.isClicked){ + switchState(newGame.game) + } + menu.buttons.forEach((gameData, i) => { + gameData.isClicked = false; + }) +} + +function buttonAt(x, y, buttons) { + return buttons.find((gameData, i) => { + if (gameData.x < x && x < gameData.x + gameData.width + && gameData.y < y && y < gameData.y + gameData.height) { + return true; + } + }) +} + +function font(size) { + ctx.font = size + "px Courier"; +} + +function keyPush(e) { + +} + +function mouseDown(e) { + mouseDownCallback(e); +} + +function mouseUp(e) { + mouseUpCallback(e); +} + +function button(x, y, w, h, text, isClicked){ + if(isClicked){ + ctx.fillStyle = "grey" + } else { + ctx.fillStyle = "darkgrey" + } + ctx.fillRect(x, y, w, h); + ctx.strokeStyle = "black" + ctx.beginPath(); + ctx.moveTo(x, y); + ctx.lineTo(x+w, y); + ctx.lineTo(x+w, y+h); + ctx.lineTo(x, y+h); + ctx.lineTo(x, y); + ctx.stroke(); + font(36); + ctx.fillStyle = "black" + ctx.fillText(text, x+5, y+h-8) +} diff --git a/src/math/static/nim.js b/src/math/static/nim.js new file mode 100644 index 0000000..b8d1665 --- /dev/null +++ b/src/math/static/nim.js @@ -0,0 +1,102 @@ +var nim = { + pieces: 10, + buttons: [ + { + "name": "1", + "x": 50, + "y": 50, + "width": 50, + "height": 50, + "value": 1 + }, + { + "name": "2", + "x": 50, + "y": 125, + "width": 50, + "height": 50, + "value": 2 + } + ], + status: "It is your turn", + gameOver: false, +}; +var nimSetup = false; +nim.updateCallback = function(){ + // Check for who wins/reset/etc +} +nim.drawCallback = function(){ + ctx.fillStyle = "#99b3ff"; + ctx.fillRect(0, 0, width, height); + nim.buttons.forEach((b, i) => { + button(b.x, b.y, 50, 50, b.name, b.isClicked); + }) + + ctx.fillStyle = "green" + for(var i = 0; i < nim.pieces; i++){ + ctx.beginPath(); + ctx.arc(175 + i * 50, 300 + (i%2)*50, 25, 0, 2 * Math.PI); + ctx.fill(); + } + ctx.fillStyle = "grey" + for(var i = nim.pieces; i < 10; i++){ + ctx.beginPath(); + ctx.arc(175 + i * 50, 300 + (i%2)*50, 25, 0, 2 * Math.PI); + ctx.fill(); + } + + font(26) + ctx.fillStyle = "black" + ctx.fillText(nim.status, 175, 75) +} +nim.mouseDownCallback = function (e) { + if(nim.gameOver){ + nim.pieces = 10; + nim.gameOver = false; + nim.status = "It is your turn"; + switchState(menu); + return; + } + let choice = buttonAt(e.x, e.y, nim.buttons); + if(choice){ + choice.isClicked = true; + } +} +nim.mouseUpCallback = function (e) { + let choice = buttonAt(e.x, e.y, nim.buttons); + if(choice && choice.isClicked){ + nim.turn(choice.value); + } + nim.buttons.forEach((gameData, i) => { + gameData.isClicked = false; + }) +} +nim.subtract = function(value){ + nim.pieces -= value; + if(nim.pieces < 0){ + nim.pieces = 0; + } +} +nim.turn = function(value){ + nim.subtract(value); + if(nim.pieces == 0){ + nim.gameOver = true; + nim.status = "You win!" + return; + } + if(nim.pieces % 3 == 0){ + nim.subtract(1); + nim.status = "The other player took 1" + } else if(nim.pieces % 3 == 1){ + nim.subtract(1); + nim.status = "The other player took 1" + } else if(nim.pieces % 3 == 2){ + nim.subtract(2); + nim.status = "The other player took 2" + } + if(nim.pieces == 0){ + this.gameOver = true; + nim.status = "You lose!" + return; + } +}
\ No newline at end of file diff --git a/src/math/static/solitaire.js b/src/math/static/solitaire.js new file mode 100644 index 0000000..c2b6172 --- /dev/null +++ b/src/math/static/solitaire.js @@ -0,0 +1,8 @@ +var solitaire = {}; +solitaire.updateCallback = function(){ + +} +solitaire.drawCallback = function(){ + ctx.fillStyle = "green"; + ctx.fillRect(0, 0, width, height); +}
\ No newline at end of file |