mirror of
https://github.com/MaciejkaG/statki.git
synced 2024-11-30 03:42:55 +01:00
0c4448404c
- Fixed a bug causing players to be able to shoot one field multiple times and lose turn - Enhanced ship placing animation
122 lines
4.4 KiB
JavaScript
122 lines
4.4 KiB
JavaScript
class Battleships {
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constructor(boardSize) {
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if (boardSize>0) {
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this.boardSize = boardSize;
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} else {
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throw new Error("Incorrect boardSize for the 'Battleships' class");
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}
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}
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generateDOMBoard(size) {
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let board = "";
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for (var i = 0; i < size; i++) {
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let row = "<div class=\"row\">";
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for (var n = 0; n < size; n++) {
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row += `<div class="field" data-pos-x="${n}" data-pos-y="${i}"><div class="shipField"><svg xmlns='http://www.w3.org/2000/svg' version='1.1' preserveAspectRatio='none' viewBox='0 0 100 100'><path d='M100 0 L0 100 ' stroke='#ffffff' stroke-width='10'/><path d='M0 0 L100 100 ' stroke='#ffffff' stroke-width='10'/></svg></div></div>`;
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}
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row += "</div>";
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board += row;
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}
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return board;
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}
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getField(x, y) {
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if (0 <= x && x < this.boardSize && 0 <= y && y < this.boardSize) {
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x++;
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y++;
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return $(`#board .row:nth-child(${y}) .field:nth-child(${x})`);
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} else {
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throw new RangeError("getField position out of range.");
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}
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}
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getFieldSecondary(x, y) {
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if (0 <= x && x < this.boardSize && 0 <= y && y < this.boardSize) {
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x++;
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y++;
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return $(`#secondaryBoard .row:nth-child(${y}) .field:nth-child(${x})`);
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} else {
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throw new RangeError("getField position out of range.");
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}
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}
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getRow(row) {
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row++;
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if (row<=this.boardSize) {
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return $(`.board .row:nth-child(${row}) .field`);
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} else {
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throw new RangeError("getRow position out of range.");
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}
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}
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getColumn(column) {
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column++;
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if (column<=this.boardSize) {
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return $(`.board .row .field:nth-child(${column})`);
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} else {
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throw new RangeError("getColumn position out of range.");
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}
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}
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setField(x, y, state) {
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if (state==="hit") {
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this.getField(x, y).children().children("svg").html("<path d='M100 0 L0 100 ' stroke='#ffffff' stroke-width='10'/><path d='M0 0 L100 100 ' stroke='#ffffff' stroke-width='10'/>");
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this.getField(x, y).addClass("hit");
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} else if (state==="miss") {
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this.getField(x, y).children(".shipField").css("background-color", "var(--ship-miss)");
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this.getField(x, y).addClass("active hit");
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this.getField(x, y).children().children("svg").html("<circle fill='#ffffff' cx='50' cy='50' r='20' />");
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} else if (state === "sunken") {
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this.getField(x, y).addClass("sunken");
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}
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}
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setFieldEnemy(x, y, state) {
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if (state === "hit") {
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this.getFieldSecondary(x, y).children().children("svg").html("<path d='M100 0 L0 100 ' stroke='#ffffff' stroke-width='10'/><path d='M0 0 L100 100 ' stroke='#ffffff' stroke-width='10'/>");
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this.getFieldSecondary(x, y).addClass("active hit");
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} else if (state === "miss") {
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this.getFieldSecondary(x, y).children(".shipField").css("background-color", "var(--ship-miss)");
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this.getFieldSecondary(x, y).addClass("active hit");
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this.getFieldSecondary(x, y).children().children("svg").html("<circle fill='#ffffff' cx='50' cy='50' r='20' />");
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} else if (state === "sunken") {
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this.getFieldSecondary(x, y).addClass("sunken");
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}
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}
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placeShip(data) {
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let fields = [];
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switch (data.rot) {
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case 0:
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for (let i = 0; i <= data.type; i++) {
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fields.push([data.posX + i, data.posY]);
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}
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break;
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case 1:
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for (let i = 0; i <= data.type; i++) {
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fields.push([data.posX, data.posY + i]);
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}
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break;
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case 2:
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for (let i = 0; i <= data.type; i++) {
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fields.push([data.posX - i, data.posY]);
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}
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break;
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case 3:
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for (let i = 0; i <= data.type; i++) {
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fields.push([data.posX, data.posY - i]);
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}
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break;
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}
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for (let i = 0; i < fields.length; i++) {
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const field = fields[i];
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setTimeout(() => {
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this.getField(field[0], field[1]).addClass("active");
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}, i * 150);
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}
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return fields;
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}
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} |