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cell/examples/chess/main.js

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/* main.js runs the demo with your prototype-based grid */
var json = use('json')
var draw2d = use('draw2d')
var blob = use('blob')
/*──── import our pieces + systems ───────────────────────────────────*/
var Grid = use('examples/chess/grid'); // your new ctor
var MovementSystem = use('examples/chess/movement').MovementSystem;
var startingPos = use('examples/chess/pieces').startingPosition;
var rules = use('examples/chess/rules');
/*──── build board ───────────────────────────────────────────────────*/
var grid = new Grid(8, 8);
grid.width = 8; // (the ctor didn't store them)
grid.height = 8;
var mover = new MovementSystem(grid, rules);
startingPos(grid);
/*──── networking and game state ─────────────────────────────────────*/
var gameState = 'waiting'; // 'waiting', 'searching', 'server_waiting', 'connected'
var isServer = false;
var opponent = null;
var myColor = null; // 'white' or 'black'
var isMyTurn = false;
function updateTitle() {
var title = "Misty Chess - ";
switch(gameState) {
case 'waiting':
title += "Press S to start server or J to join";
break;
case 'searching':
title += "Searching for server...";
break;
case 'server_waiting':
title += "Waiting for player to join...";
break;
case 'connected':
if (myColor) {
title += (mover.turn === myColor ? "Your turn (" + myColor + ")" : "Opponent's turn (" + mover.turn + ")");
} else {
title += mover.turn + " turn";
}
break;
}
log.console(title)
}
// Initialize title
updateTitle();
/*──── mouse → click-to-move ─────────────────────────────────────────*/
var selectPos = null;
var hoverPos = null;
var holdingPiece = false;
var opponentMousePos = null;
var opponentHoldingPiece = false;
var opponentSelectPos = null;
function handleMouseButtonDown(e) {
if (e.which !== 0) return;
// Don't allow piece selection unless we have an opponent
if (gameState !== 'connected' || !opponent) return;
var mx = e.mouse.x;
var my = e.mouse.y;
var c = [Math.floor(mx / 60), Math.floor(my / 60)];
if (!grid.inBounds(c)) return;
var cell = grid.at(c);
if (cell.length && cell[0].colour === mover.turn) {
selectPos = c;
holdingPiece = true;
// Send pickup notification to opponent
if (opponent) {
send(opponent, {
type: 'piece_pickup',
pos: c
});
}
} else {
selectPos = null;
}
}
function handleMouseButtonUp(e) {
if (e.which !== 0 || !holdingPiece || !selectPos) return;
// Don't allow moves unless we have an opponent and it's our turn
if (gameState !== 'connected' || !opponent || !isMyTurn) {
holdingPiece = false;
return;
}
var mx = e.mouse.x;
var my = e.mouse.y;
var c = [Math.floor(mx / 60), Math.floor(my / 60)];
if (!grid.inBounds(c)) {
holdingPiece = false;
return;
}
if (mover.tryMove(grid.at(selectPos)[0], c)) {
log.console("Made move from", selectPos, "to", c);
// Send move to opponent
log.console("Sending move to opponent:", opponent);
send(opponent, {
type: 'move',
from: selectPos,
to: c
});
isMyTurn = false; // It's now opponent's turn
log.console("Move sent, now opponent's turn");
selectPos = null;
updateTitle();
}
holdingPiece = false;
// Send piece drop notification to opponent
if (opponent) {
send(opponent, {
type: 'piece_drop'
});
}
}
function handleMouseMotion(e) {
var mx = e.pos.x;
var my = e.pos.y;
var c = [Math.floor(mx / 60), Math.floor(my / 60)];
if (!grid.inBounds(c)) {
hoverPos = null;
return;
}
hoverPos = c;
// Send mouse position to opponent in real-time
if (opponent && gameState === 'connected') {
send(opponent, {
type: 'mouse_move',
pos: c,
holding: holdingPiece,
selectPos: selectPos
});
}
}
function handleKeyDown(e) {
// S key - start server
if (e.scancode === 22 && gameState === 'waiting') { // S key
startServer();
}
// J key - join server
else if (e.scancode === 13 && gameState === 'waiting') { // J key
joinServer();
}
}
/*──── drawing helpers ───────────────────────────────────────────────*/
/* ── constants ─────────────────────────────────────────────────── */
var S = 60; // square size in px
var light = [0.93,0.93,0.93,1];
var dark = [0.25,0.25,0.25,1];
var allowedColor = [1.0, 0.84, 0.0, 1.0]; // Gold for allowed moves
var myMouseColor = [0.0, 1.0, 0.0, 1.0]; // Green for my mouse
var opponentMouseColor = [1.0, 0.0, 0.0, 1.0]; // Red for opponent mouse
/* ── draw one 8×8 chess board ──────────────────────────────────── */
function drawBoard() {
for (var y = 0; y < 8; ++y)
for (var x = 0; x < 8; ++x) {
var isMyHover = hoverPos && hoverPos[0] === x && hoverPos[1] === y;
var isOpponentHover = opponentMousePos && opponentMousePos[0] === x && opponentMousePos[1] === y;
var isValidMove = selectPos && holdingPiece && isValidMoveForTurn(selectPos, [x, y]);
var color = ((x+y)&1) ? dark : light;
if (isValidMove) {
color = allowedColor; // Gold for allowed moves
} else if (isMyHover && !isOpponentHover) {
color = myMouseColor; // Green for my mouse
} else if (isOpponentHover) {
color = opponentMouseColor; // Red for opponent mouse
}
draw2d.rectangle(
{ x: x*S, y: y*S, width: S, height: S },
{ thickness: 0 },
{ color: color }
);
}
}
function isValidMoveForTurn(from, to) {
if (!grid.inBounds(to)) return false;
var piece = grid.at(from)[0];
if (!piece) return false;
// Check if the destination has a piece of the same color
var destCell = grid.at(to);
if (destCell.length && destCell[0].colour === piece.colour) {
return false;
}
return rules.canMove(piece, from, to, grid);
}
/* ── draw every live piece ─────────────────────────────────────── */
function drawPieces() {
grid.each(function (piece) {
if (piece.captured) return;
// Skip drawing the piece being held (by me or opponent)
if (holdingPiece && selectPos &&
piece.coord[0] === selectPos[0] &&
piece.coord[1] === selectPos[1]) {
return;
}
// Skip drawing the piece being held by opponent
if (opponentHoldingPiece && opponentSelectPos &&
piece.coord[0] === opponentSelectPos[0] &&
piece.coord[1] === opponentSelectPos[1]) {
return;
}
var r = { x: piece.coord[0]*S, y: piece.coord[1]*S,
width:S, height:S };
draw2d.image(piece.sprite, r);
});
// Draw the held piece at the mouse position if we're holding one
if (holdingPiece && selectPos && hoverPos) {
var piece = grid.at(selectPos)[0];
if (piece) {
var r = { x: hoverPos[0]*S, y: hoverPos[1]*S,
width:S, height:S };
draw2d.image(piece.sprite, r);
}
}
// Draw opponent's held piece if they're dragging one
if (opponentHoldingPiece && opponentSelectPos && opponentMousePos) {
var opponentPiece = grid.at(opponentSelectPos)[0];
if (opponentPiece) {
var r = { x: opponentMousePos[0]*S, y: opponentMousePos[1]*S,
width:S, height:S };
// Draw with slight transparency to show it's the opponent's piece
draw2d.image(opponentPiece.sprite, r);
}
}
}
function update(dt)
{
return {}
}
function draw()
{
draw2d.clear()
drawBoard()
drawPieces()
draw2d.text("HELL", {x: 100, y: 100}, 'fonts/c64.ttf', 16, [1,1,1,1])
return draw2d.get_commands()
}
function startServer() {
gameState = 'server_waiting';
isServer = true;
myColor = 'white';
isMyTurn = true;
updateTitle();
$_.portal(e => {
log.console("Portal received contact message");
// Reply with this actor to establish connection
log.console (json.encode($_))
send(e, $_);
log.console("Portal replied with server actor");
}, 5678);
}
function joinServer() {
gameState = 'searching';
updateTitle();
function contact_fn(actor, reason) {
log.console("CONTACTED!", actor ? "SUCCESS" : "FAILED", reason);
if (actor) {
opponent = actor;
log.console("Connection established with server, sending join request");
// Send a greet message with our actor object
send(opponent, {
type: 'greet',
client_actor: $_
});
} else {
log.console(`Failed to connect: ${json.encode(reason)}`);
gameState = 'waiting';
updateTitle();
}
}
$_.contact(contact_fn, {
address: "192.168.0.149",
port: 5678
});
}
$_.receiver(e => {
if (e.kind == 'update')
send(e, update(e.dt))
else if (e.kind == 'draw')
send(e, draw())
else if (e.type === 'game_start' || e.type === 'move' || e.type === 'greet')
log.console("Receiver got message:", e.type, e);
if (e.type === 'greet') {
log.console("Server received greet from client");
// Store the client's actor object for ongoing communication
opponent = e.client_actor;
log.console("Stored client actor:", json.encode(opponent));
gameState = 'connected';
updateTitle();
// Send game_start to the client
log.console("Sending game_start to client");
send(opponent, {
type: 'game_start',
your_color: 'black'
});
log.console("game_start message sent to client");
}
else if (e.type === 'game_start') {
log.console("Game starting, I am:", e.your_color);
myColor = e.your_color;
isMyTurn = (myColor === 'white');
gameState = 'connected';
updateTitle();
} else if (e.type === 'move') {
log.console("Received move from opponent:", e.from, "to", e.to);
// Apply opponent's move
var fromCell = grid.at(e.from);
if (fromCell.length) {
var piece = fromCell[0];
if (mover.tryMove(piece, e.to)) {
isMyTurn = true; // It's now our turn
updateTitle();
log.console("Applied opponent move, now my turn");
} else {
log.console("Failed to apply opponent move");
}
} else {
log.console("No piece found at from position");
}
} else if (e.type === 'mouse_move') {
// Update opponent's mouse position
opponentMousePos = e.pos;
opponentHoldingPiece = e.holding;
opponentSelectPos = e.selectPos;
} else if (e.type === 'piece_pickup') {
// Opponent picked up a piece
opponentSelectPos = e.pos;
opponentHoldingPiece = true;
} else if (e.type === 'piece_drop') {
// Opponent dropped their piece
opponentHoldingPiece = false;
opponentSelectPos = null;
} else if (e.type === 'mouse_button_down') {
handleMouseButtonDown(e)
} else if (e.type === 'mouse_button_up') {
handleMouseButtonUp(e)
} else if (e.type === 'mouse_motion') {
handleMouseMotion(e)
} else if (e.type === 'key_down') {
handleKeyDown(e)
}
})
var parseq = use('parseq', $_.delay)
for (var i in parseq) log.console(i)