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script.js
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function Player(defaultToken) {
let token = defaultToken;
// Counters for player's progress on rows, columns, and diagonals
let rowCounters = [0, 0, 0];
let colCounters = [0, 0, 0];
let diagCounters = [0, 0]; // diagCounters[0] = top-left to bottom-right, diagCounters[1] = top-right to bottom-left
let winCount = 0;
const assignToken = (choice) => token = choice;
const getToken = () => token;
const updateCounters = (move) => {
const row = Number(move[0]);
const col = Number(move[1]);
rowCounters[row]++;
colCounters[col]++;
//Check for diagonal line and update counters if needed
if (row === col) {
diagCounters[0]++;
}
if (row + col === 2) {
diagCounters[1]++;
}
}
const resetCounters = () => {
rowCounters = [0, 0, 0];
colCounters = [0, 0, 0];
diagCounters = [0, 0]
}
const winCheck = () => rowCounters.includes(3) || colCounters.includes(3) || diagCounters.includes(3);
const increaseWinCount = () => {winCount++};
const getWinCount = () => winCount;
const resetWinCount = () => {winCount = 0};
return {
assignToken,
getToken,
updateCounters,
winCheck,
increaseWinCount,
getWinCount,
resetCounters,
resetWinCount
}
}
function Cell() {
let cellValue = null;
const getValue = () => cellValue;
//Value is either X or O representing either player's symbol, or null for empty cell
const setValue = (value) => {
if(value === "X" || value === "O"){
cellValue = value;
}
}
const resetValue = () => {cellValue = null};
return {
getValue,
setValue,
resetValue
}
}
function Gameboard() {
const rows = 3;
const cols = 3;
const board = [];
//Track moves made on the board
let moveCounter = 0;
const newBoard = function() {
for (let i = 0; i < rows; i++){
board.push([])
for(let j = 0; j < cols; j++){
board[i].push(Cell())
}
}
}
const printBoard = function() {
let rowValues = []
console.group("Tic Tac Toe Board");
for (let row of board) {
for (let cell of row) {
rowValues.push(cell.getValue())
}
console.log(rowValues.join("|"));
rowValues = []
}
console.groupEnd();
console.log("\n"); //Seperate boards on multiple calls
}
const updateBoard = (move, playerToken) => {
const row = move[0];
const col = move[1];
board[row][col].setValue(playerToken);
}
const validateMove = (move) => {
const row = move[0];
const col = move[1];
return board[row][col].getValue() === null;
}
const updateMoveCounter = () => {moveCounter++}
const getMoveCounter = () => moveCounter;
const resetMoveCounter = () => {moveCounter = 0}
const resetBoard = function () {
for (let row of board) {
for (let cell of row) {
cell.resetValue()
}
}
}
//Default board when object intiialised
newBoard();
return {
printBoard,
updateBoard,
validateMove,
updateMoveCounter,
getMoveCounter,
resetMoveCounter,
newBoard,
resetBoard
}
}
//
const EventController = function(players, board) {
//Cache DOM
const p1TokenSVG = document.getElementById("p1-token-svg");
const p2TokenSVG = document.getElementById("p2-token-svg");
const playerBtns = document.querySelectorAll(".player-btn");
const turnTracker = document.getElementById("turn-tracker");
const grid = document.getElementById("grid")
const cells = document.querySelectorAll(".cell");
const scores = document.querySelectorAll(".score");
const gameOverScreen = document.getElementById("gameover-screen");
const gameOverToken = document.getElementById("gameover-token-div");
const gameOverMessage = document.getElementById("gameover-message");
const softResetBtn = document.getElementById("soft-reset-btn");
const hardResetBtn = document.getElementById("hard-reset-btn")
//Images for X and O to use in DOM
const svgX = `
<svg fill="#a0b2a2" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24"><path d="M9,7L11,12L9,17H11L12,14.5L13,17H15L13,12L15,7H13L12,9.5L11,7H9Z" /></svg>
`;
const svgO = `
<svg fill="#f5f5f5" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24"><path d="M11,7A2,2 0 0,0 9,9V15A2,2 0 0,0 11,17H13A2,2 0 0,0 15,15V9A2,2 0 0,0 13,7H11M11,9H13V15H11V9Z" /></svg>
`;
//Track active player
let activePlayerIndex = 0;
let activePlayerToken = players[activePlayerIndex].getToken(); //Assigns whatever token p1 has been passed as the default
//Logic controlling functions
const toggleActivePlayer = function() {
activePlayerIndex = (activePlayerIndex + 1) % 2;
activePlayerToken = players[activePlayerIndex].getToken()
}
const assignTokens = function() {
if (activePlayerToken === "X") {
players[0].assignToken("O");
players[1].assignToken("X");
}
else {
players[0].assignToken("X");
players[1].assignToken("O");
}
//active player is always player 1 at this stage
activePlayerToken = players[0].getToken()
}
const unbindBtnEvents = function() {
for (btn of playerBtns) {
btn.removeEventListener("click", assignTokens);
btn.removeEventListener("click", renderPlayerTokens);
}
}
//Returns array of corresponding cell in grid
const getUserMove = function(evt) {
return evt.currentTarget.id.split("-");
}
const shakeElement = function(element) {
element.classList.remove("shake");
element.offsetWidth;
element.classList.add("shake")
}
const handleCellClick = function(evt) {
const move = getUserMove(evt);
if (board.validateMove(move)) {
board.updateBoard(move, activePlayerToken);
board.updateMoveCounter();
renderCellValue(evt);
players[activePlayerIndex].updateCounters(move);
toggleActivePlayer();
renderCurrentPlayer();
}
else {
shakeElement(grid)
}
}
const handleWinner = function() {
if (board.getMoveCounter() >= 5) {
//fires after active player is toggled so need previous player
const previous = 1 - activePlayerIndex;
//If there is a winner
if (players[previous].winCheck()) {
players[previous].increaseWinCount();
renderScore(previous);
renderRoundEnd();
renderWinner(players[previous]);
}
//If there is a draw
if (board.getMoveCounter() === 9) {
renderRoundEnd();
renderDraw();
}
}
}
const newRound = function() {
board.resetBoard();
board.resetMoveCounter()
for (player of players) {
player.resetCounters();
}
}
const handleHardReset = function() {
//Reset win counters
for (player of players) {
player.resetWinCount();
}
//Render scores as 0
for (let i = 0; i < 2; i++) {
renderScore(i)
}
//Rebind token selection events
for (btn of playerBtns) {
btn.addEventListener("click", assignTokens);
btn.addEventListener("click", renderPlayerTokens);
}
//Reset player index and token
activePlayerIndex = 0;
activePlayerToken = "X"
//render current player
renderCurrentPlayer();
//Reset turn tracker message
turnTracker.textContent = "Start game or select token";
}
//Rendering functions
const renderPlayerTokens = function() {
if (activePlayerToken === "X") {
p1TokenSVG.innerHTML = svgX;
p2TokenSVG.innerHTML = svgO;
}
else {
p1TokenSVG.innerHTML = svgO;
p2TokenSVG.innerHTML = svgX;
}
}
const renderCurrentPlayer = function() {
turnTracker.textContent = `${activePlayerToken} make your move!`;
playerBtns[activePlayerIndex].classList.add("player-active");
playerBtns[1 - activePlayerIndex].classList.remove("player-active");
}
const renderCellValue = function(evt) {
if (activePlayerToken === "X") {
tokenSVG = svgX;
}
else {
tokenSVG = svgO;
}
evt.currentTarget.innerHTML = tokenSVG;
}
const renderRoundEnd = function() {
grid.hidden = true;
gameOverScreen.style.display = "flex";
turnTracker.textContent = "Round finished";
}
const renderWinner = function(player) {
const token = player.getToken();
gameOverToken.innerHTML = token === "X" ? svgX : svgO;
gameOverToken.style.display = "block"
gameOverMessage.textContent = "Win"
}
const renderDraw = function() {
gameOverToken.style.display = "none"
gameOverMessage.textContent = "Draw"
}
const renderScore = (winnerIndex) => {scores[winnerIndex].textContent = players[winnerIndex].getWinCount()}
const renderNewGrid = function () {
grid.hidden = false;
gameOverScreen.style.display = "none";
//Remove SVGs from grid
for (cell of cells) {
cell.innerHTML = '';
}
}
//bind events
for (btn of playerBtns) {
btn.addEventListener("click", assignTokens);
btn.addEventListener("click", renderPlayerTokens);
}
for (cell of cells) {
cell.addEventListener("click", unbindBtnEvents); //Once game starts don't need token select on player btns
cell.addEventListener("click", handleCellClick);
cell.addEventListener("click", handleWinner);
}
softResetBtn.addEventListener("click", renderNewGrid);
softResetBtn.addEventListener("click", newRound);
hardResetBtn.addEventListener("click", renderNewGrid)
hardResetBtn.addEventListener("click", newRound)
hardResetBtn.addEventListener("click", handleHardReset)
//Run default functions
renderPlayerTokens();
}
const Game = function() {
//Initialise players
const player1 = Player("X");
const player2 = Player("O");
const players = [player1, player2];
//Initialise gameboard
const board = Gameboard();
//Intialise events in DOM
const events = EventController(players, board);
}
let game = Game();