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GGS/games/tic-tac-toe-js/js/TicTacToe.js
2011-01-30 06:36:58 +01:00

156 lines
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3.7 KiB
JavaScript

/*
This code is public domain, it's just a example how a game
on our Generic Game Server could look like.
API:
GGS.world // webstorage interface
GGS.localStorage // webstorage interface
http://dev.w3.org/html5/webstorage/
GGS.users is a array with User objects:
User {
id // integer attribute
sendCommand: function(command, args)
}
There are optional and mandatory methods a Game should implement:
Game main() // m - should return a instance of the game, is called at startup
userCommand(user, command, args) // m - is called when a client sends a message
userAllowed(user) // o - should return a bolean, is called when a new is added
userAdded(user) // o - is called when a client was added
*/
function TicTacToe() {};
TicTacToe.prototype.userAllowed = function(user) {
if(GGS.users.length <= 2) return true
else return false;
}
TicTacToe.prototype.userAdded = function(user) {
GGS.localStorage.setItem("p" + GGS.users.length + "_id", user.id);
if (GGS.users.length == 2) {
GGS.world.setItem("game_board", JSON.stringify(this.newGameBoard(3)));
GGS.localStorage.setItem("next_player", 1);
this.getUser(GGS.localStorage.getItem("p1_id")).sendCommand("yourturn");
}
}
TicTacToe.prototype.getUser = function(user_id) {
for (var i=0; i < GGS.users.length; i++) {
if(GGS.users[i].id == user_id) {
return GGS.users[i];
}
}
}
TicTacToe.prototype.newGameBoard = function(rows) {
// Initiate game with empty rows and columns
var gameBoard = [];
for (var i=0; i < rows; i++) {
gameBoard[i] = [];
for (var j=0; j < rows; j++) {
gameBoard[i][j] = 0;
}
}
return gameBoard;
}
TicTacToe.prototype.userCommand = function(user, command, args) {
var nextPlayer = GGS.localStorage.getItem("next_player");
var p1_id = GGS.localStorage.getItem("p1_id");
var p2_id = GGS.localStorage.getItem("p2_id");
var valid = false;
if(nextPlayer == 1 && user.id == p1_id) {
valid = true;
} else if (nextPlayer == 2 && user.id == p2_id) {
valid = true;
}
if (valid) {
if (command == "set") {
var p = nextPlayer;
var props = JSON.parse(args);
var gameBoard = JSON.parse(GGS.world.getItem("game_board"));
if (gameBoard[props.x][props.y] == 0) {
gameBoard[props.x][props.y] = p;
GGS.world.setItem("game_board", JSON.stringify(gameBoard));
if (this.checkIfWon(p, gameBoard)) {
if (p == 1) {
this.getUser(p1_id).sendCommand("winner", "You win!");
this.getUser(p2_id).sendCommand("loser", "You lose!");
} else {
this.getUser(p1_id).sendCommand("loser", "You lose!");
this.getUser(p2_id).sendCommand("winner", "You win!");
}
}
if (nextPlayer == 1) {
GGS.localStorage.setItem("next_player", 2);
this.getUser(p1_id).sendCommand("yourturn");
} else {
GGS.localStorage.setItem("next_player", 1);
this.getUser(p2_id).sendCommand("yourturn");
}
} else {
user.sendCommand("warning", "Already set, chose something else.");
}
} else throw "TTTS: Unknown command " + command;
} else {
user.sendCommand("warning", "Not your turn!");
}
}
TicTacToe.prototype.checkIfWon = function(player, gameBoard) {
var rows = gameBoard.length;
for (i = 0; i < rows; ++i) {
for (j = 0; j < rows; ++j)
if (gameBoard[i][j] != player)
break;
if (j == rows)
return true;
for (j = 0; j < rows; ++j)
if (gameBoard[j][i] != player)
break;
if (j == rows)
return true;
}
// Now check diagnols
for (i = 0; i < rows; ++i)
if (gameBoard[i][i] != player)
break;
if (i == rows)
return true;
for (i = 0; i < rows; ++i)
if (gameBoard[i][rows - i - 1] != player)
break;
if (i == rows)
return true;
return false;
}
function main() {
return new TicTacToe();
}