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// https://github.com/guidobouman/typescript/blob/master/samples/warship/warship.ts
/// <reference path="jquery.d.ts" />
/// <reference path='jqueryui.d.ts' />
class Cell {
shipIndex: number;
hasHit: boolean;
element: HTMLElement;
constructor(public row: number, public column: number) {
this.element = $("<div class='cell notBombed'></div>")[0];
}
// Parse a cell location of the format "row,column"
static parseCellLocation(pos: string) {
var indices: string[] = pos.split(",");
return { 'row': parseInt(indices[0]), 'column': parseInt(indices[1]) };
}
// Return the cell location of the format "row,column"
cellLocation() {
return "" + this.row + "," + this.column;
}
}
class Ship {
column = 0;
row = 0;
isVertical = true;
hits = 0;
element: HTMLElement;
constructor(public size: number) {
this.element = $("<div class='ship'></div>")[0];
}
updatePosition(row: number, column: number, vertical: boolean) {
this.row = row;
this.column = column;
this.isVertical = vertical;
this.updateLayout();
}
updateLayout() {
var width = "9.9%";
var height = "" + (this.size * 9.9) + "%";
this.element.style.left = "" + (this.column * 10) + "%";
this.element.style.top = "" + (this.row * 10) + "%";
this.element.style.width = this.isVertical ? width : height;
this.element.style.height = this.isVertical ? height : width;
}
flipShip() {
this.isVertical = !this.isVertical;
if (this.isVertical) {
if (this.row + this.size > 10) {
this.row = 10 - this.size;
}
} else {
if (this.column + this.size > 10) {
this.column = 10 - this.size;
}
}
this.updateLayout();
}
getCellsCovered() {
var cells: string[] = [];
var row = this.row;
var col = this.column;
for (var i = 0; i < this.size; i++) {
cells.push(row.toString() + "," + col.toString());
if (this.isVertical) {
row++;
} else {
col++;
}
}
return cells;
}
isSunk() {
return this.hits === this.size;
}
}
class Board {
ships: Ship[];
cells: Cell[][]; // Indexed by [rows][columns]
playerTurn = false; // Set to true when player can move
onEvent: Function; // Callback function when an action on the board occurs
shipSizes = [5, 4, 3, 3, 2];
private positioningEnabled: boolean; // Set to true when the player can position the ships
constructor(public element: HTMLElement, playerBoard: boolean = true) {
this.positioningEnabled = playerBoard;
this.cells = [];
this.ships = [];
var cell: Cell = null;
// Create the cells for the board
for (var row = 0; row < 10; row++) {
this.cells[row] = [];
for (var column = 0; column < 10; column++) {
cell = new Cell(row, column);
this.cells[row][column] = cell;
element.appendChild(cell.element);
$(cell.element).data("cellLocation", cell.cellLocation());
if (playerBoard) {
$(cell.element).droppable({
disabled: false,
drop: (event, ui) => {
var shipElement = <HTMLElement>ui.draggable[0];
var shipIndex: number = $(shipElement).data("shipIndex");
var ship = this.ships[shipIndex];
var shipX = Math.round(shipElement.offsetLeft / cell.element.offsetWidth);
var shipY = Math.round(shipElement.offsetTop / cell.element.offsetHeight);
ship.updatePosition(shipY, shipX, ship.isVertical);
}
});
}
}
}
var referenceCell = $(cell.element);
for (var i = 0; i < this.shipSizes.length; i++) {
var ship = new Ship(this.shipSizes[i]);
this.ships[i] = ship;
ship.updatePosition(i, 0, false);
if (playerBoard) { // Show the ships for positioning.
this.element.appendChild(ship.element);
ship.updateLayout();
$(ship.element).data("shipIndex", i).draggable({
disabled: false,
containment: 'parent',
// Reduce size slightly to avoid overlap issues blocking the last cell
grid: [referenceCell.width() * 0.99 + 2, referenceCell.height() * 0.99 + 2],
cursor: 'crosshair'
}).click((evt: JQueryEventObject) => {
if (this.positioningEnabled) {
var shipIndex: number = $(evt.target).data("shipIndex");
this.ships[shipIndex].flipShip();
}
});
}
}
$(window).resize((evt) => {
$(this.element).children(".ship").draggable("option", "grid", [referenceCell.width() * 0.99 + 2, referenceCell.height() * 0.99 + 2]);
});
if (!playerBoard) {
// Computer board, this is where the player clicks to bomb
$(element).click((evt: JQueryEventObject) => this.onCellClick(evt));
}
}
set dragAndDropEnabled(val: boolean) {
var cells = $(this.element).children(".cell");
var ships = $(this.element).children(".ship");
this.positioningEnabled = val;
ships.draggable("option", "disabled", !val);
cells.droppable("option", "disabled", !val);
}
static getRandomPosition() {
return {
"row": Math.floor(Math.random() * 10),
"column": Math.floor(Math.random() * 10),
"vertical": (Math.floor(Math.random() * 2) === 1)
}
}
onCellClick(evt: JQueryEventObject) {
var x = <HTMLElement>evt.target;
if ($(x).hasClass("cell") === false) {
return;
}
if (!this.playerTurn) {
this.onEvent.call(this, 'click');
}
if (this.playerTurn) { // May be updated by prior onEvent call, so check again
this.bombCell(x);
}
}
bombCell(cellElem: HTMLElement) {
var cellPos = Cell.parseCellLocation($(cellElem).data("cellLocation"));
var cell = this.cells[cellPos.row][cellPos.column];
if (cell.hasHit) {
return; // Already been clicked on
}
cell.hasHit = true;
if (cell.shipIndex >= 0) { // Has a ship
$(cellElem).removeClass("notBombed");
$(cellElem).addClass("cellHit");
var ship = this.ships[cell.shipIndex];
ship.hits++;
if (ship.isSunk()) {
if (this.allShipsSunk()) {
this.onEvent.call(this, 'allSunk');
} else {
this.onEvent.call(this, 'shipSunk');
}
} else {
this.onEvent.call(this, 'hit');
}
} else {
$(cellElem).removeClass("notBombed");
$(cellElem).addClass("cellMiss");
this.onEvent.call(this, 'playerMissed');
}
}
randomize() {
var shipCount = this.ships.length;
do {
for (var shipIndex = 0; shipIndex < shipCount; shipIndex++) {
var pos = Board.getRandomPosition();
this.ships[shipIndex].updatePosition(pos.row, pos.column, pos.vertical);
}
} while (!this.boardIsValid());
}
boardIsValid() {
// Check if any ships overlap my checking their cells for duplicates.
// Do this by putting into a flat array, sorting, and seeing if any adjacent cells are equal
var allCells: string[] = [];
for (var i = 0; i < this.ships.length; i++) {
allCells = allCells.concat(this.ships[i].getCellsCovered());
}
allCells.sort();
var dups = allCells.some(function (val, idx, arr) { return val === arr[idx + 1]; });
// See if any ship cells are off the board
var outOfRange = allCells.some(function (val: string) {
var pos = Cell.parseCellLocation(val);
return !(pos.column >= 0 && pos.column <= 9 && pos.row >= 0 && pos.row <= 9);
});
if (dups || outOfRange) {
return false;
} else {
this.updateCellData();
return true;
}
}
chooseMove() {
do {
var pos = Board.getRandomPosition();
var cell = this.cells[pos.row][pos.column];
} while (cell.hasHit);
this.bombCell(cell.element);
}
private updateCellData() {
for (var i = 0; i < 100; i++) {
var x = this.cells[Math.floor(i / 10)][i % 10];
x.hasHit = false;
x.shipIndex = -1;
}
for (var index = 0; index < this.ships.length; index++) {
var ship = this.ships[index]
ship.hits = 0;
var cells = ship.getCellsCovered();
for (var cell = 0; cell < cells.length; cell++) {
var cellPos = Cell.parseCellLocation(cells[cell]);
var targetCell = this.cells[cellPos.row][cellPos.column];
targetCell.shipIndex = index;
}
}
$(this.element).children(".cell").removeClass("cellHit cellMiss").addClass("notBombed");
}
private allShipsSunk() {
return this.ships.every(function (val) { return val.isSunk(); });
}
}
class Game {
static gameState = { begin: 0, computerTurn: 1, playerTurn: 2, finished: 3 };
static msgs = {
gameStart: "Drag your ships to the desired location on your board (on the right), then bomb a square on the left board to start the game!",
invalidPositions: "All ships must be in valid positions before the game can begin.",
wait: "Wait your turn!",
gameOn: "Game on!",
hit: "Good hit!",
shipSunk: "You sunk a ship!",
lostShip: "You lost a ship :-(",
lostGame: "You lost this time. Click anywhere on the left board to play again.",
allSunk: "Congratulations! You won! Click anywhere on the left board to play again."
};
state = Game.gameState.begin;
playerBoard: Board;
computerBoard: Board;
constructor() {
this.updateStatus(Game.msgs.gameStart);
this.playerBoard = new Board($("#playerBoard")[0]);
this.computerBoard = new Board($("#computerBoard")[0], false);
this.computerBoard.randomize();
this.playerBoard.randomize();
this.playerBoard.dragAndDropEnabled = true;
this.computerBoard.onEvent = (evt: string) => {
switch (evt) {
case 'click': // The user has click outside a turn. Action depends on current state
switch (this.state) {
case Game.gameState.begin:
this.startGame();
break;
case Game.gameState.computerTurn: // Not their turn yet. Ask to wait.
this.updateStatus(Game.msgs.wait);
break;
case Game.gameState.finished: // Start a new game
this.computerBoard.randomize();
this.playerBoard.randomize();
this.playerBoard.dragAndDropEnabled = true;
this.updateStatus(Game.msgs.gameStart);
this.state = Game.gameState.begin;
break;
}
break;
case 'playerMissed':
this.computersTurn();
break;
case 'hit':
this.updateStatus(Game.msgs.hit);
this.computersTurn();
break;
case 'shipSunk':
this.updateStatus(Game.msgs.shipSunk);
this.computersTurn();
break;
case 'allSunk':
this.state = Game.gameState.finished;
this.computerBoard.playerTurn = false;
this.updateStatus(Game.msgs.allSunk);
break;
}
};
this.playerBoard.onEvent = (evt: string) => {
switch (evt) {
case 'playerMissed':
case 'hit':
this.computerBoard.playerTurn = true;
break;
case 'shipSunk':
this.updateStatus(Game.msgs.lostShip);
this.computerBoard.playerTurn = true;
break;
case 'allSunk':
this.updateStatus(Game.msgs.lostGame);
this.computerBoard.playerTurn = false;
this.state = Game.gameState.finished;
break;
}
};
}
private computersTurn() {
this.computerBoard.playerTurn = false;
this.state = Game.gameState.computerTurn;
setTimeout(() => {
this.playerBoard.chooseMove();
}, 250);
}
private startGame() {
if (this.playerBoard.boardIsValid()) {
this.state = Game.gameState.playerTurn;
this.playerBoard.dragAndDropEnabled = false;
this.computerBoard.playerTurn = true;
this.updateStatus(Game.msgs.gameOn);
}
else {
this.updateStatus(Game.msgs.invalidPositions);
}
}
private updateStatus(msg: string) {
$("#status").slideUp('fast', function () { // Slide out the old text
$(this).text(msg).slideDown('fast'); // Then slide in the new text
});
}
}
$(new Function("var game = new Game();"));
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