Adding first version of app battleship
parent
29ab659f99
commit
c73a77ce6c
21
apps.json
21
apps.json
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@ -2992,5 +2992,26 @@
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{"name":"gbmusic.json"},
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{"name":"gbmusic.load.json"}
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]
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},
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{
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"id": "battleship",
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"name":"Battleship",
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"icon":"battleship-icon.png",
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"version": "0.01",
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"readme": "README.md",
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"description": "The classic game of battleship",
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"tags": "game",
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"allow_emulator": true,
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"storage": [
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{
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"name": "battleship.app.js",
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"url": "battleship.js"
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},
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{
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"name": "battleship.img",
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"url": "battleship-icon.js",
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"evaluate": true
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}
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]
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}
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]
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@ -0,0 +1 @@
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0.01: New App!
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@ -0,0 +1,18 @@
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# Battleship
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The classic game of battleship.
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## Usage
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In the beginning, each player is required to place
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all ships in his fleet on the field.
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Navigation of the cursor is performed using BTN1 and
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BTN3 as well as left and right on the touch screen.
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To place a ship use BTN2 to initialize a placement
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and BTN2 again to complete it.
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In the next phase the players take alternating turns
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in trying to hit an opposing ship.
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After a player succeeds in sinking the entire opposing
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fleet the game ends.
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@ -0,0 +1 @@
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After Width: | Height: | Size: 4.8 KiB |
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@ -0,0 +1,321 @@
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const FIELD_WIDTH = [11, 11, 15]; // for each phase
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const FIELD_HEIGHT = FIELD_WIDTH;
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const FIELD_LINE_WIDTH = 2;
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const FIELD_MARGIN = 2;
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const FIELD_COUNT_X = 10;
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const FIELD_COUNT_Y = FIELD_COUNT_X;
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const MARGIN_LEFT = 16;
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const MARGIN_TOP = 42;
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const HEADING_COLOR = ['#FF7070', '#7070FF']; // for each player
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const FIELD_LINE_COLOR = '#FFFFFF';
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const FIELD_BG_COLOR_REGULAR = '#808080';
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const FIELD_BG_COLOR_SELECTED = '#FFFFFF';
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const SHIP_COLOR_PLACED = '#507090';
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const SHIP_COLOR_AVAIL = '#204070';
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const STATE_HIT_COLOR = ['#B00000', '#0000B0']; // for each player
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const STATE_MISS_COLOR = '#404040';
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const SHIP_CAPS = [
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1, // Carrier (type 0, size 5)
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2, // Battleship (type 1, size 4)
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3, // Destroyer (type 2, size 3)
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4 // Patrol Boat (type 3, size 2)
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];
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const FULL_HITS = SHIP_CAPS.reduce((a, c, i) => a + c*(5 -i), 0);
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const INDICATOR_LAYOUT = [
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[0, 1, 1, 3],
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[2, 2, 2, 3, 3, 3]
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];
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const INDICATORS = INDICATOR_LAYOUT.reduce((a, c, i) => {
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let y = FIELD_COUNT_Y + 1 + i;
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let x1 = 0;
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c.forEach(type => {
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let size = 5 - type;
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let x2 = x1 + size - 1;
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a.push({ "type": type, "position": [x1, y, x2, y] });
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x1 += size;
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});
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return a;
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}, []).sort((l, r) => (l.type - r.type)*FIELD_COUNT_X*FIELD_COUNT_Y
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+ (l.position[0] + l.position[1]*FIELD_COUNT_X
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- (r.position[0] + r.position[1]*FIELD_COUNT_X)));
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let phase = 0;
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let player = 0;
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let selected = [-10, -10];
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let to_add = null;
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let to_rem = null;
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let placements = [[],[]];
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let field_states = [new Array(100).fill(0), new Array(FIELD_COUNT_X*FIELD_COUNT_Y).fill(0)];
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let current = [[0, 0],[0, 0]];
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let behaviours = []; // depending on phase
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function getLeftOffset(x) {
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return MARGIN_LEFT + x*(FIELD_WIDTH[phase] + FIELD_MARGIN + 1);
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}
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function getTopOffset(y) {
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return MARGIN_TOP + y*(FIELD_HEIGHT[phase] + FIELD_MARGIN + 1);
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}
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function getFieldState(x, y) {
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return field_states[player][x + FIELD_COUNT_X*y];
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}
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function setFieldState(x, y, value) {
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field_states[player][x + FIELD_COUNT_X*y] = value;
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}
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function updateFieldStates() {
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placements.forEach((ps, i) => {
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ps.forEach(p => {
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let pos = p.position;
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for (let x = pos[0]; x <= pos[2]; x++)
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for (let y = pos[1]; y <= pos[3]; y++) {
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field_states[i][x + FIELD_COUNT_X*y] = 1;
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}
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});
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});
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}
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function getHitCount() {
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return field_states[player].reduce(
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(v, state) => state == 3 ? v + 1 : v,
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0);
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}
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function drawField(x, y, selected) {
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let x1 = getLeftOffset(x);
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let y1 = getTopOffset(y);
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let x2 = x1 + FIELD_WIDTH[phase];
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let y2 = y1 + FIELD_HEIGHT[phase];
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let field_state = getFieldState(x, y);
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g.setColor(selected ? FIELD_BG_COLOR_SELECTED : FIELD_BG_COLOR_REGULAR);
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g.fillRect(x1, y1, x2, y2);
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g.setColor(FIELD_LINE_COLOR);
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g.drawRect(x1, y1, x2, y2);
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switch (field_state) {
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case 2:
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g.setColor(STATE_MISS_COLOR);
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g.fillCircle(x1 + FIELD_WIDTH[phase]/2 + 1, y1 + FIELD_HEIGHT[phase]/2 + 1, FIELD_WIDTH[phase]/2 - 3);
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break;
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case 3:
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g.setColor(STATE_HIT_COLOR[player]);
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g.fillCircle(x1 + FIELD_WIDTH[phase]/2 + 1, y1 + FIELD_HEIGHT[phase]/2 + 1, FIELD_WIDTH[phase]/2 - 1);
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break;
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default:
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break;
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}
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}
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function drawFields(x1, y1, x2, y2) {
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let l = getLeftOffset(x1);
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let t = getTopOffset(y1);
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let r = getLeftOffset(x2) + FIELD_WIDTH[phase] + FIELD_MARGIN;
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let b = getTopOffset(y2) + FIELD_HEIGHT[phase] + FIELD_MARGIN;
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g.clearRect(l, t, r, b);
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for (let x = x1; x <= x2; x++)
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for (let y = y1; y <= y2; y++) {
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drawField(x, y, x == current[player][0] && y == current[player][1]);
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}
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}
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function drawShip(x1, y1, x2, y2, color) {
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g.setColor(color);
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let diam = Math.min(FIELD_HEIGHT[phase], FIELD_WIDTH[phase]) - 3;
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let rad = diam/2;
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let cx1 = getLeftOffset(x1) + FIELD_WIDTH[phase]/2 + 1;
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let cy1 = getTopOffset(y1) + FIELD_HEIGHT[phase]/2 + 1;
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let cx2 = getLeftOffset(x2) + FIELD_WIDTH[phase]/2 + 1;
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let cy2 = getTopOffset(y2) + FIELD_HEIGHT[phase]/2 + 1;
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if (x1 == x2) {
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g.fillRect(cx1 - rad, cy1, cx1 + rad, cy2);
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} else {
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g.fillRect(cx1, cy1 - rad, cx2, cy1 + rad);
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}
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g.fillCircle(cx1, cy1, rad);
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g.fillCircle(cx2, cy2, rad);
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}
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function hasCollision(pos) {
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return placements[player].some(
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p => pos[0] <= p.position[2]
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&& pos[2] >= p.position[0]
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&& pos[1] <= p.position[3]
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&& pos[3] >= p.position[1]);
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}
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function isAvailable(type) {
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let count = placements[player].reduce(
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(v, p) => p.type == type ? v + 1 : v,
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0);
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return count < SHIP_CAPS[type];
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}
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function determineChanges() {
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to_rem = to_add;
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to_add = null;
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if (selected[0] == current[player][0] && selected[1] == current[player][1]) return;
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if (selected[0] == current[player][0]) {
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let size = Math.abs(selected[1] - current[player][1]) + 1;
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if (size < 2 || size > 5 ) return;
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let y1 = Math.min(selected[1], current[player][1]);
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let y2 = Math.max(selected[1], current[player][1]);
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let pos = [current[player][0], y1, current[player][0], y2];
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let type = 5 - size;
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if (!hasCollision(pos) && isAvailable(type)) {
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to_add = { "type": type, "position": pos };
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}
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}
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if (selected[1] == current[player][1]) {
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let size = Math.abs(selected[0] - current[player][0]) + 1;
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if (size < 2 || size > 5 ) return;
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let x1 = Math.min(selected[0], current[player][0]);
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let x2 = Math.max(selected[0], current[player][0]);
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let pos = [x1, current[player][1], x2, current[player][1]];
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let type = 5 - size;
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if (!hasCollision(pos) && isAvailable(type)) {
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to_add = { "type": type, "position": pos };
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}
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}
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}
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function addPlacement(descriptor) {
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placements[player].push(descriptor);
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placements[player].sort((l, r) => l.type - r.type);
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}
|
||||
|
||||
function drawShipPlacements() {
|
||||
if (to_rem) {
|
||||
drawFields.apply(null, to_rem.position);
|
||||
}
|
||||
placements[player].forEach(
|
||||
p => drawShip.apply(null, p.position.concat([SHIP_COLOR_PLACED])));
|
||||
if (to_add) {
|
||||
drawShip.apply(null, to_add.position.concat([SHIP_COLOR_PLACED]));
|
||||
}
|
||||
}
|
||||
|
||||
function drawShipIndicator() {
|
||||
let p = to_add
|
||||
? placements[player].concat(to_add).sort((l, r) => l.type - r.type)
|
||||
: placements[player];
|
||||
let pi = 0;
|
||||
INDICATORS.forEach(indicator => {
|
||||
let color = SHIP_COLOR_AVAIL;
|
||||
if (pi < p.length && p[pi].type == indicator.type) {
|
||||
pi += 1;
|
||||
color = SHIP_COLOR_PLACED;
|
||||
}
|
||||
drawShip.apply(null, indicator.position.concat(color));
|
||||
});
|
||||
}
|
||||
|
||||
function drawHeading(text) {
|
||||
g.clearRect(0, 20, 100, 32);
|
||||
g.setColor(HEADING_COLOR[player]);
|
||||
g.setFont('4x6', 2.8);
|
||||
g.drawString(text, MARGIN_LEFT, 20);
|
||||
}
|
||||
|
||||
function reset() {
|
||||
g.clear();
|
||||
drawHeading('Player ' + (player + 1));
|
||||
drawFields(0, 0, 9, 9);
|
||||
}
|
||||
|
||||
function showResults() {
|
||||
let text1 = 'Player ' + (player + 1) + ' won!';
|
||||
let text2 = 'Congratulations!';
|
||||
g.clear();
|
||||
g.clearRect(0, 20, 100, 32);
|
||||
g.setColor(HEADING_COLOR[player]);
|
||||
g.setFont('Vector', 20);
|
||||
g.drawString(text1, MARGIN_LEFT, 80);
|
||||
g.drawString(text2, MARGIN_LEFT, 120);
|
||||
}
|
||||
|
||||
function moveSelection(dx, dy) {
|
||||
let x = current[player][0];
|
||||
let y = current[player][1];
|
||||
drawField(x, y, false);
|
||||
current[player][0] = x = (x + dx + FIELD_COUNT_X)%FIELD_COUNT_X;
|
||||
current[player][1] = y = (y + dy + FIELD_COUNT_Y)%FIELD_COUNT_Y;
|
||||
drawField(x, y, true);
|
||||
}
|
||||
|
||||
behaviours.push({
|
||||
"move": (dx, dy) => {
|
||||
moveSelection(dx, dy);
|
||||
determineChanges();
|
||||
drawShipPlacements();
|
||||
drawShipIndicator();
|
||||
},
|
||||
"action": _ => {
|
||||
if (to_add) {
|
||||
addPlacement(to_add);
|
||||
to_add = null;
|
||||
selected = [-10, -10];
|
||||
if (placements[player].length == 10) {
|
||||
behaviours[phase].transition();
|
||||
}
|
||||
} else {
|
||||
selected = [current[player][0], current[player][1]];
|
||||
}
|
||||
},
|
||||
"transition": _ => {
|
||||
current[0] = [0, 0];
|
||||
player = 1;
|
||||
phase = 1;
|
||||
reset();
|
||||
drawShipIndicator();
|
||||
}
|
||||
});
|
||||
|
||||
behaviours.push({
|
||||
"move": behaviours[0].move,
|
||||
"action": behaviours[0].action,
|
||||
"transition": _ => {
|
||||
current[1] = [0, 0];
|
||||
player = 0;
|
||||
phase = 2;
|
||||
updateFieldStates();
|
||||
reset();
|
||||
}
|
||||
});
|
||||
|
||||
behaviours.push({
|
||||
"move": (dx, dy) => moveSelection(dx, dy),
|
||||
"action": _ => {
|
||||
let x = current[player][0];
|
||||
let y = current[player][1];
|
||||
let field_state = getFieldState(x, y);
|
||||
if (field_state > 1) return;
|
||||
setFieldState(x, y, field_state + 2);
|
||||
drawField(x, y, true);
|
||||
Bangle.buzz(200 + field_state*800, 0.5 + field_state*0.5);
|
||||
if (getHitCount() < FULL_HITS) {
|
||||
player = (player + 1)%2;
|
||||
setTimeout(reset, 1000);
|
||||
} else {
|
||||
setTimeout(behaviours[phase].transition, 1000);
|
||||
}
|
||||
},
|
||||
"transition": _ => {
|
||||
phase = 3;
|
||||
showResults();
|
||||
}
|
||||
});
|
||||
|
||||
behaviours.push({
|
||||
"move": _ => {},
|
||||
"action": _ => {}
|
||||
});
|
||||
|
||||
reset();
|
||||
drawShipIndicator();
|
||||
|
||||
setWatch(_ => behaviours[phase].move(0, -1), BTN1, {repeat: true, debounce: 100});
|
||||
setWatch(_ => behaviours[phase].move(0, 1), BTN3, {repeat: true, debounce: 100});
|
||||
setWatch(_ => behaviours[phase].move(-1, 0), BTN4, {repeat: true, debounce: 100});
|
||||
setWatch(_ => behaviours[phase].move(1, 0), BTN5, {repeat: true, debounce: 100});
|
||||
setWatch(_ => behaviours[phase].action(), BTN2, {repeat: true, debounce: 100});
|
||||
Loading…
Reference in New Issue