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game.js
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var Observable = function() {
var _self = this;
_self.data;
_self.subs = [];
_self.methods = {
publish: function (newData) {
if (typeof newData !== 'undefined') {
_self.data = newData;
for (let i = 0, ilen = _self.subs.length; i < ilen; ++i) {
_self.subs[i](_self.data);
}
} else {
return _self.data;
}
},
subscribe: function (callback) {
if (_self.subs.indexOf(callback) === -1) {
_self.subs.push(callback);
}
}
};
return _self.methods;
};
var gameView = {
playerAmount: document.getElementById("playerAmount"),
startButton: document.querySelector("#begin button"),
playerInput: document.querySelectorAll("#begin input[type=text]"),
diceContainer: document.getElementById("dice"),
dice: document.querySelectorAll("#dice div"),
pawns: document.querySelectorAll("div[id^='pawn-']"),
tiles: document.querySelectorAll("#board a"),
players: document.querySelectorAll("#players div"),
playerNames: document.querySelectorAll("#players span"),
playerButtons: document.querySelectorAll("#players div button"),
overlay: document.getElementById("overlay"),
beginOverlay: document.getElementById("begin"),
endOverlay: document.getElementById("end"),
endTitel: document.querySelector("#end h3"),
endMessage: document.querySelector("#end p"),
endButton: document.querySelector("#end button"),
infoOverlay: document.getElementById("whiteoverlay"),
infoTitle: document.querySelector("#whiteoverlay h3"),
info: document.querySelector("#whiteoverlay p"),
game: document.getElementById("game")
};
var gameModel = {
dice: [],
pawns: [],
tiles: [],
players: [],
geese: [],
startTile: new Observable(),
endTile: new Observable(),
tempPos: new Observable(),
subPos: new Observable(),
goingUp: new Observable(),
activePlayer: new Observable(),
currentThrow: new Observable(),
pawnMoveOver: new Observable(),
skipTurn: new Observable(),
stayInPlace31: new Observable(),
stayInPlace52: new Observable(),
pawnMoveSpeed: new Observable(),
ruesCheckspeed: new Observable(),
showInfoTime: new Observable()
};
var gameController = {
rollDice: function () {
var activePlayerId = gameModel.activePlayer.publish();
var totalThrow = 0;
var lastDie = gameView.dice[gameModel.dice.length-1];
for (let i = 0, ilen = gameModel.dice.length; i < ilen; ++i) {
var randomNumber = Math.floor((Math.random() * 6) + 1);
gameModel.dice[i].publish(randomNumber);
if(i===0){
gameView.dice[i].setAttribute("aria-label","Je dobbelde "+randomNumber);
}else{
gameView.dice[i].setAttribute("aria-label","en "+randomNumber);
}
totalThrow += randomNumber;
}
lastDie.setAttribute("aria-label",lastDie.getAttribute("aria-label")+". "+totalThrow+" verder");
// disable after button press
gameView.playerButtons[activePlayerId].setAttribute('disabled', '');
var currentPlace = gameModel.pawns[activePlayerId].publish();
gameModel.pawns[activePlayerId].publish(currentPlace + totalThrow);
// save temp data
gameModel.tempPos.publish(currentPlace);
gameModel.activePlayer.publish(activePlayerId);
gameModel.currentThrow.publish(totalThrow);
gameView.diceContainer.classList.remove("hidden");
},
movePawn: function (place) {
var startCounter = gameModel.subPos.publish();
var playerId = gameModel.activePlayer.publish();
var maxCounter = gameModel.endTile.publish();
var minCounter = gameModel.startTile.publish();
var otherPlayerAlready = false;
// controleert of de 'place' al bezet is
for (let i = 0, ilen = gameModel.pawns.length; i < ilen; ++i) {
if (playerId != i && gameModel.pawns[i].publish() === place) {
otherPlayerAlready = true;
}
}
for (let i = 0, ilen = gameView.tiles.length; i < ilen; ++i) {
if (gameView.tiles[i].classList.contains("glow")) {
gameView.tiles[i].classList.remove("glow");
}
}
var move = setInterval(function () {
if (place > startCounter) { // telt op
if (startCounter != maxCounter) {
gameView.pawns[playerId].className = "place-" + ++startCounter;
gameModel.goingUp.publish(true);
} else {
clearInterval(move);
gameModel.subPos.publish(maxCounter);
gameModel.pawns[playerId].publish(maxCounter - (place - maxCounter));
gameController.displayInfo("Te ver", "Je moet " + parseInt(place - maxCounter) + " plaatsen terug!");
}
} else if (place < startCounter) {// telt af
if (startCounter > minCounter) {
gameView.pawns[playerId].className = "place-" + --startCounter;
gameModel.goingUp.publish(false);
} else {
clearInterval(move);
gameView.pawns[playerId].className = "place-" + minCounter;
}
} else if (place === startCounter) {// staat op 'place'
if (otherPlayerAlready && place !== minCounter && place !== 31 && place !== 52) {
clearInterval(move);
if (otherPlayerAlready) {
gameView.pawns[playerId].classList.add("temp");
}
gameModel.subPos.publish(gameModel.pawns[playerId].publish());
gameModel.pawns[playerId].publish(gameModel.tempPos.publish());
gameController.displayInfo("Andere speler", "Je gaat terug naar je vorige positie!");
} else {
clearInterval(move);
gameModel.subPos.publish(place);
gameModel.pawnMoveOver.publish(true);
}
}
}, gameModel.pawnMoveSpeed.publish());
},
startRules: function (data) {
var currentPawn = gameModel.pawns[gameModel.activePlayer.publish()];
var secondDiceValue = gameModel.dice[1].publish();
switch (gameModel.dice[0].publish()) {
case 3:
if (secondDiceValue === 6) {
currentPawn.publish(26);
gameController.displayInfo("3 & 6", "Je gaat verder naar vakje 26!");
} else {
setTimeout(function () {
if (gameModel.tempPos.publish() < data) {
currentPawn.publish(data + gameModel.currentThrow.publish());
} else {
currentPawn.publish(data - gameModel.currentThrow.publish());
}
}, gameModel.ruesCheckspeed.publish());
}
break;
case 4:
if (secondDiceValue === 5) {
currentPawn.publish(53);
gameController.displayInfo("4 & 5", "Je gaat verder naar vakje 53!");
} else {
setTimeout(function () {
if (gameModel.tempPos.publish() < data) {
currentPawn.publish(data + gameModel.currentThrow.publish());
} else {
currentPawn.publish(data - gameModel.currentThrow.publish());
}
}, gameModel.ruesCheckspeed.publish());
}
break;
case 5:
if (secondDiceValue === 4) {
currentPawn.publish(53);
gameController.displayInfo("5 & 4", "Je gaat verder naar vakje 53!");
} else {
setTimeout(function () {
if (gameModel.tempPos.publish() < data) {
currentPawn.publish(data + gameModel.currentThrow.publish());
} else {
currentPawn.publish(data - gameModel.currentThrow.publish());
}
}, gameModel.ruesCheckspeed.publish());
}
break;
case 6:
if (secondDiceValue === 3) {
currentPawn.publish(26);
gameController.displayInfo("6 & 3", "Je gaat verder naar vakje 26!");
} else {
setTimeout(function () {
if (gameModel.tempPos.publish() < data) {
currentPawn.publish(data + gameModel.currentThrow.publish());
} else {
currentPawn.publish(data - gameModel.currentThrow.publish());
}
}, gameModel.ruesCheckspeed.publish());
}
break;
default:
setTimeout(function () {
if (gameModel.tempPos.publish() < data) {
currentPawn.publish(data + gameModel.currentThrow.publish());
} else {
currentPawn.publish(data - gameModel.currentThrow.publish());
}
}, gameModel.ruesCheckspeed.publish());
break;
}
},
rules: function (data) {
var testRules = true;
var playerId = gameModel.activePlayer.publish();
// check de ganzen
for (let i = 0, ilen = gameModel.geese.length; i < ilen; ++i) {
if (gameModel.geese[i] === data) {
setTimeout(function () {
if (gameModel.goingUp.publish()) {
gameModel.pawns[playerId].publish(data + gameModel.currentThrow.publish());
gameController.displayInfo("Gans", "Je gaat " + gameModel.currentThrow.publish() + " vakjes verder!");
} else {
gameModel.pawns[playerId].publish(data - gameModel.currentThrow.publish());
gameController.displayInfo("Gans", "Je gaat " + gameModel.currentThrow.publish() + " vakjes terug!");
}
}, gameModel.ruesCheckspeed.publish());
testRules = false;
break;
}
}
if (testRules) { // pas de regels toe
switch (data) {
case 6:
gameModel.pawns[playerId].publish(12);
gameController.displayInfo("Brug", "Je gaat verder naar vakje 12!");
break;
case 19:
gameController.skipTurn();
gameController.displayInfo("Herbeg", "Je moet een beurt overslaan!");
break;
case 31:
gameController.stickyPlace(31);
gameController.displayInfo("Put", "Je moet wachten tot een andere speler je bevrijdt!");
break;
case 42:
gameModel.pawns[playerId].publish(39);
gameController.displayInfo("Doolhof", "Je moet terug naar vakje 39!");
break;
case 52:
gameController.stickyPlace(52);
gameController.displayInfo("Gevangenis", "Je moet wachten tot een andere speler je bevrijdt!");
break;
case 58:
gameModel.pawns[playerId].publish(0);
gameController.displayInfo("Dood", "Je moet terug naar het begin x_x");
break;
case gameModel.endTile.publish():
gameController.end("win");
break;
default:
gameController.nextPlayer();
gameView.infoOverlay.classList.add("hidden");
break;
}
}
},
skipTurn: function () { // Een beurt overslaan
gameModel.skipTurn.publish(gameModel.activePlayer.publish());
gameController.nextPlayer();
},
stickyPlace: function (place) { // Wie hier komt moet er blijven tot een andere speler er komt. Degene die er het eerst was speelt dan verder.
if (gameModel.players.length >= 2 && (typeof gameModel.stayInPlace31.publish() === "undefined" || typeof gameModel.stayInPlace52.publish() === "undefined")) {
if (place === 31) {
gameModel.stayInPlace31.publish(gameModel.activePlayer.publish());
} else if (place === 52) {
gameModel.stayInPlace52.publish(gameModel.activePlayer.publish());
}
}
else if (gameModel.players.length === 2 && typeof gameModel.stayInPlace31.publish() !== "undefined" && typeof gameModel.stayInPlace52.publish() !== "undefined") {
gameController.end("gelijk");
}
else if (gameModel.players.length === 1) {
gameController.end("verloren");
} else {
if (place === 31) {
gameModel.stayInPlace31.publish(gameModel.activePlayer.publish());
} else if (place === 52) {
gameModel.stayInPlace52.publish(gameModel.activePlayer.publish());
}
}
gameController.nextPlayer();
},
nextPlayer: function () {
gameModel.pawnMoveOver.publish(false);
var nextPlayerId = 0;
if ((gameModel.activePlayer.publish() + 1) < gameModel.players.length) {
nextPlayerId = gameModel.activePlayer.publish() + 1;
}
if (gameModel.skipTurn.publish() !== nextPlayerId && gameModel.stayInPlace31.publish() !== nextPlayerId && gameModel.stayInPlace52.publish() !== nextPlayerId) {
gameModel.activePlayer.publish(nextPlayerId);
gameModel.subPos.publish(gameModel.pawns[nextPlayerId].publish());
gameView.playerButtons[nextPlayerId].removeAttribute('disabled');
gameView.playerButtons[nextPlayerId].focus();
}
else {
while (gameModel.skipTurn.publish() === nextPlayerId || gameModel.stayInPlace31.publish() === nextPlayerId || gameModel.stayInPlace52.publish() === nextPlayerId) {
if (gameModel.skipTurn.publish() === nextPlayerId) {
gameModel.skipTurn.publish(false);
}
if ((nextPlayerId + 1) < gameModel.players.length) {
nextPlayerId += 1;
}
else {
nextPlayerId = 0;
}
}
gameModel.activePlayer.publish(nextPlayerId);
gameModel.subPos.publish(gameModel.pawns[nextPlayerId].publish());
gameView.playerButtons[nextPlayerId].removeAttribute('disabled');
gameView.playerButtons[nextPlayerId].focus();
}
gameView.diceContainer.classList.add("hidden");
},
end: function (status) {
if (status === "win") {
gameView.endTitel.innerHTML = "Gewonnen!";
gameView.endMessage.innerHTML = gameView.playerNames[gameModel.activePlayer.publish()].innerHTML;
}
if (status === "gelijk") {
gameView.endTitel.innerHTML = "Gelijk gespeeld!";
gameView.endMessage.innerHTML = "probeer nog eens.";
}
if (status === "verloren") {
gameView.endTitel.innerHTML = "Verloren!";
gameView.endMessage.innerHTML = gameView.playerNames[gameModel.activePlayer.publish()].innerHTML;
}
gameView.overlay.removeAttribute("class");
gameView.endOverlay.removeAttribute("class");
gameView.endButton.addEventListener("click", function () {
location.reload();
});
},
displayInfo: function (infoTitle, info) {
gameView.infoOverlay.classList.add("hidden");
gameView.infoTitle.innerHTML = infoTitle;
gameView.info.innerHTML = info;
gameView.infoOverlay.classList.remove("hidden");
setTimeout(function () {
gameView.infoOverlay.classList.add("hidden");
}, gameModel.showInfoTime.publish())
}
};
var gameSetup = {
singleObservables: function () {
gameModel.activePlayer.publish(0);
gameModel.tempPos.publish(0);
gameModel.subPos.publish(0);
gameModel.startTile.publish(0);
gameModel.endTile.publish(gameView.tiles.length - 1);
// speed settings
gameModel.pawnMoveSpeed.publish(250);
gameModel.ruesCheckspeed.publish(gameModel.pawnMoveSpeed.publish() * 2);
gameModel.showInfoTime.publish(5000);
//after every moved pawn
gameModel.pawnMoveOver.publish(false);
gameModel.pawnMoveOver.subscribe(function (data) {
if (data) {
var checkPlace = gameModel.pawns[gameModel.activePlayer.publish()].publish();
for (let i = 0, ilen = gameModel.geese.length; i < ilen; ++i) {
if (checkPlace === gameModel.geese[i]) {
gameView.tiles[gameModel.geese[i]].classList.add("glow");
}
}
if (checkPlace === 6 || checkPlace === 19 || checkPlace === 31 || checkPlace === 42 || checkPlace === 52 || checkPlace === 58 || checkPlace === 63) {
gameView.tiles[checkPlace].classList.add("glow");
}
if (checkPlace !== 9) {
setTimeout(function () {
gameController.rules(checkPlace);
}, gameModel.ruesCheckspeed.publish());
} else {
setTimeout(function () {
gameController.startRules(checkPlace);
}, gameModel.ruesCheckspeed.publish());
}
}
});
//tooltips
for (let i = 0, ilen = gameModel.geese.length; i < ilen; ++i) {
gameView.tiles[gameModel.geese[i]].setAttribute("data-title", "gedobbeld aantal verder");
}
gameView.tiles[6].setAttribute("data-title", "verder naar vakje 12");
gameView.tiles[19].setAttribute("data-title", "een beurt overslaan");
gameView.tiles[31].setAttribute("data-title", "wachten tot je bevrijd wordt");
gameView.tiles[42].setAttribute("data-title", "terug naar vakje 39");
gameView.tiles[52].setAttribute("data-title", "wachten tot je bevrijd wordt");
gameView.tiles[58].setAttribute("data-title", "terug naar het begin x_x");
gameView.tiles[gameModel.endTile.publish()].setAttribute("data-title", "gewonnen!");
},
players: function (players, names) {
// loopt het aantal meespelende spelers
for (let i = 0; i < players; ++i) {
// player = het DOM element met id player-1,2,3,4,...
var player = gameView.players[i];
// haalt de classe hidden weg
player.removeAttribute("class");
//zet de naam in de array bij de Models
gameModel.players.push(names[i]);
// zet de names in de view
gameView.playerNames[i].innerHTML = names[i];
// button functionaliteit
var playerButton = gameView.playerButtons[i];
playerButton.addEventListener("click", function () {
gameController.rollDice();
});
// maakt eerste button klikbaar
if (i === 0) {
playerButton.removeAttribute("disabled");
playerButton.focus();
}
}
},
dice: function (dice) {
for (let i = 0; i < dice; ++i) {
// Observable
var dieObservable = new Observable();
dieObservable.subscribe(function (data) {
gameView.dice[i].className = "rolled-" + data;
});
gameModel.dice.push(dieObservable);
}
},
pawns: function (players) {
for (let i = 0; i < players; ++i) {
var pawn = gameView.pawns[i];
if (pawn.classList.contains("hidden")) {
pawn.classList.remove("hidden");
}
// Observable
var pawnObservable = new Observable();
pawnObservable.publish(0);
pawnObservable.subscribe(function (data) {
gameController.movePawn(data);
});
gameModel.pawns.push(pawnObservable);
}
},
goose: function () {
for (let goosespace = 9,end=gameView.tiles.length-1; goosespace <= end; goosespace += 9) {
if (goosespace != end) {
var goosespaceOne = goosespace - 4;
var goosespaceTwo = goosespace;
gameView.tiles[goosespaceOne].classList.add("goose");
gameView.tiles[goosespaceTwo].classList.add("goose");
gameModel.geese.push(goosespaceOne);
gameModel.geese.push(goosespaceTwo);
} else {
var goosespaceThree = goosespace - 4;
gameView.tiles[goosespaceThree].classList.add("goose");
gameModel.geese.push(goosespaceThree);
}
}
}
};
// eerst aangeroepen functie
var init = function() {
gameSetup.goose();
gameSetup.dice(2);
gameSetup.singleObservables();
gameView.playerAmount.addEventListener("change", function () {
// inputs hidden zetten als iets veranderd aan select
for (let i = 0, ilen = gameView.playerInput.length; i < ilen; ++i) {
gameView.playerInput[i].setAttribute("class", "hidden");
}
var playerAmount = gameView.playerAmount.value;
for (let i = 0; i < playerAmount; ++i) {
gameView.playerInput[i].removeAttribute("class");
}
});
gameView.startButton.addEventListener("click", function () {
var playerAmount = gameView.playerAmount.value;
var playerNames = [];
for (let i = 0; i < playerAmount; ++i) {
if (gameView.playerInput[i].value !== "") {
playerNames.push(gameView.playerInput[i].value);
gameView.playerButtons[i].setAttribute("aria-label",gameView.playerInput[i].value + " Dobbel");
} else {
playerNames.push("Speler " + (i + 1));
gameView.playerButtons[i].setAttribute("aria-label","Speler " + (i + 1) + " Dobbel");
}
}
gameSetup.players(playerAmount, playerNames);
gameSetup.pawns(playerAmount);
gameView.overlay.setAttribute("class", "hidden");
gameView.beginOverlay.setAttribute("class", "hidden");
});
}();