console_puzzle/static/js/script.js

184 lines
5.7 KiB
JavaScript

document.addEventListener('DOMContentLoaded', () => {
// Constants for adjusting game
const MAX_SNAP_DISTANCE = 90;
// Track game state
let tokensRemaining = 5;
let inStreak = false;
// Generate the board
for (let i=0; i < 5; i++) {
for (let j = 0; j < 5; j++) {
const cell = document.createElement('div');
cell.dataset.row = i;
cell.dataset.col = j;
cell.id = `cell-${i}-${j}`
cell.dataset.piece = ""
cell.classList.add('cell')
// if ((i + j) % 2 == 0) {
// cell.classList.add('dark')
// }
// else {
// cell.classList.add('light')
// }
const board = document.getElementById('board')
board.appendChild(cell)
}
}
// Generate Target Tokens
target_token_list = ['0-0', '1-2', '2-4', '3-1', '4-3']
for (let index = 0; index < target_token_list.length; index++) {
const element = target_token_list[index];
const token = document.createElement('div');
token.classList.add('token');
token.dataset.captured = 'false';
const target_cell = document.getElementById(`cell-${element}`);
target_cell.appendChild(token);
}
// Generate player token
const player_token = document.createElement('div')
const target_cell = document.getElementById('cell-4-0')
player_token.id="player-token"
player_token.classList.add('token')
target_cell.appendChild(player_token)
player_token.zIndex = 1000;
// Add logic for moving player token
let isDragging = false;
let offsetX, offsetY;
// check for the player grabbing the player icon
player_token.addEventListener('pointerdown', (e) => {
e.preventDefault();
const rect = player_token.getBoundingClientRect();
player_token.style.width = `${rect.width}px`;
player_token.style.height = `${rect.height}px`;
offsetX = e.pageX - rect.left;
offsetY = e.pageY - rect.top;
isDragging = true;
player_token.setPointerCapture(e.pointerId);
});
// Impliment the dragging
player_token.addEventListener('pointermove', (e) => {
if (!isDragging) return;
player_token.style.position = 'absolute';
player_token.style.left = `${e.pageX - offsetX}px`;
player_token.style.top = `${e.pageY - offsetY}px`;
});
function resetToken(startingCell) {
if (startingCell == null) {
startingCell = document.getElementById('cell-4-0');
}
// Reset position inside cell
player_token.style.position = 'relative'; // back to relative so it sits inside the cell
player_token.style.left = '';
player_token.style.top = '';
player_token.style.zIndex = '';
startingCell.appendChild(player_token);
}
function getClosestCellByDistance(x, y) {
let closestCell = null;
let minDistance = Infinity;
const cells = document.querySelectorAll('.cell');
cells.forEach(cell => {
const rect = cell.getBoundingClientRect();
const cellCenterX = rect.left + rect.width / 2;
const cellCenterY = rect.top + rect.height / 2;
const dx = x - cellCenterX;
const dy = y - cellCenterY;
const distance = Math.sqrt(dx*dx + dy*dy);
if (distance < minDistance) {
minDistance = distance;
closestCell = cell;
}
});
return { cell: closestCell, distance: minDistance };
}
function checkMoveValid(startingCell, endingCell) {
const startRow = startingCell.dataset.row
const startCol = startingCell.dataset.col
const endRow = endingCell.dataset.row
const endCol = endingCell.dataset.col
const rowDiff = Math.abs(startRow - endRow)
const colDiff = Math.abs(startCol - endCol)
return ( (rowDiff == 1 && colDiff == 2) || (rowDiff == 2 && colDiff == 1) );
}
function resetBoard() {
inStreak = false;
tokensRemaining = 5;
board.querySelectorAll('.token').forEach(token => {
token.style.display = '';
token.dataset.captured = 'false'
});
resetToken(null)
}
function captureCell(cell) {
const existingToken = cell.querySelector('.token')
if (existingToken && existingToken.dataset.captured == 'false') {
existingToken.dataset.captured = 'true';
existingToken.style.display = 'none';
tokensRemaining--;
inStreak = true;
} else {
if (inStreak) {
return false
}
}
return true
}
// stop dragging once they let go
player_token.addEventListener('pointerup', (e) => {
isDragging = false;
// Find nearest cell
const {cell: closestCell, distance} = getClosestCellByDistance(e.pageX, e.pageY);
if (distance > MAX_SNAP_DISTANCE) {
resetToken(player_token.parentElement);
return;
}
if (!checkMoveValid(player_token.parentElement, closestCell)) {
resetBoard()
return;
}
if (!captureCell(closestCell)) {
resetBoard();
return
};
// Reset token style and append to cell
player_token.style.position = 'relative';
player_token.style.left = '';
player_token.style.top = '';
player_token.style.zIndex = '';
closestCell.appendChild(player_token);
if (tokensRemaining == 0) {
alert("You win!")
}
});
})