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battleship.js
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battleship.js
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const model = {
boardSize: 7,
numShips: 3,
shipLength: 3,
shipsSunk: 0,
ships: [
{ locations: [0, 0, 0], hits: ["", "", ""] },
{ locations: [0, 0, 0], hits: ["", "", ""] },
{ locations: [0, 0, 0], hits: ["", "", ""] }
],
fire: function(guess) {
for (let i = 0; i < this.numShips; i++) {
const ship = this.ships[i];
let index = ship.locations.indexOf(guess);
// Sprawdzenie, czy okręt nie został już trafiony, wyświetlanie komunikatu i zakończenie działania.
if (ship.hits[index] === "hit") {
view.displayMessage("Ups, już wcześnej trafiłeś to pole!");
return true;
} else if (index >= 0) {
ship.hits[index] = "hit";
view.displayHit(guess);
view.displayMessage("TRAFIONY!");
if (this.isSunk(ship)) {
view.displayMessage("Zatopiłeś mój okręt!");
this.shipsSunk++;
}
return true;
}
}
view.displayMiss(guess);
view.displayMessage("Spudłowałeś.");
return false;
},
isSunk: function(ship) {
for (let i = 0; i < this.shipLength; i++) {
if (ship.hits[i] !== "hit") {
return false;
}
}
return true;
},
// Generowanie położenia okrętów
generateShipLocations: function() {
let locations;
for (let i = 0; i < this.numShips; i++) {
do {
locations = this.generateShip();
} while (this.collision(locations));
this.ships[i].locations = locations;
}
console.log("Tablica okrętów: ");
console.log(this.ships);
},
generateShip: function() {
let direction = Math.floor(Math.random() * 2);
let row, col;
if (direction === 1) { // W poziomie.
row = Math.floor(Math.random() * this.boardSize);
col = Math.floor(Math.random() * (this.boardSize - this.shipLength));
} else { // W pionie.
row = Math.floor(Math.random() * (this.boardSize - this.shipLength));
col = Math.floor(Math.random() * this.boardSize);
}
let newShipLocations = [];
for (let i = 0; i < this.shipLength; i++) {
if (direction === 1) {
newShipLocations.push(row + "" + (col + i));
} else {
newShipLocations.push((row + i) + "" + col);
}
}
return newShipLocations;
},
collision: function(locations) {
for (let i = 0; i < this.numShips; i++) {
let ship = this.ships[i];
for (let j = 0; j < locations.length; j++) {
if (ship.locations.indexOf(locations[j]) >= 0) {
return true;
}
}
}
return false;
}
};
const view = {
displayMessage: function(msg) {
const messageArea = document.getElementById("messageArea");
messageArea.innerHTML = msg;
},
displayHit: function(location) {
const cell = document.getElementById(location);
cell.setAttribute("class", "hit");
},
displayMiss: function(location) {
const cell = document.getElementById(location);
cell.setAttribute("class", "miss");
}
};
const controller = {
guesses: 0,
processGuess: function(guess) {
let location = parseGuess(guess);
if (location) {
this.guesses++;
let hit = model.fire(location);
if (hit && model.shipsSunk === model.numShips) {
view.displayMessage("Zatopiłeś wszystkie moje okręty, w " +
this.guesses + " próbach.");
}
}
}
}
// Funkcja przetwarzająca współrzędne wpisane przez użytkownika.
function parseGuess(guess) {
const alphabet = ["A", "B", "C", "D", "E", "F", "G"];
if (guess === null || guess.length !== 2) {
alert("Ups, proszę wpisać literę i cyfrę.");
} else {
let firstChar = guess.charAt(0);
let row = alphabet.indexOf(firstChar);
let column = guess.charAt(1);
if (isNaN(row) || isNaN(column)) {
alert("Ups, to nie są współrzędne!");
} else if (row < 0 || row >= model.boardSize ||
column < 0 || column >= model.boardSize) {
alert("Ups, pole poza planszą!");
} else {
return row + column;
}
}
return null;
}
// Funkcje obsługi zdarzeń.
function handleFireButton() {
const guessInput = document.getElementById("guessInput");
let guess = guessInput.value.toUpperCase();
controller.processGuess(guess);
guessInput.value = "";
}
function handleKeyPress(e) {
const fireButton = document.getElementById("fireButton");
if (e.keyCode === 13) {
fireButton.click();
return false;
}
}
// Funkcja init - wywoływana po zakończeniu wczytywania strony.
window.onload = init;
function init() {
// Procedura obsługi przycisku Ognia!
const fireButton = document.getElementById("fireButton");
fireButton.onclick = handleFireButton;
// Obsługa naciśnięcia klawisza "Enter".
const guessInput = document.getElementById("guessInput");
guessInput.onkeypress = handleKeyPress;
// Umieszczenie okrętów na planszy.
model.generateShipLocations();
}