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<html lang="en">
<head>
<!-- Required meta tags -->
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1, shrink-to-fit=no">
<!-- Bootstrap CSS -->
<link rel="stylesheet" href="https://stackpath.bootstrapcdn.com/bootstrap/4.3.1/css/bootstrap.min.css" integrity="sha384-ggOyR0iXCbMQv3Xipma34MD+dH/1fQ784/j6cY/iJTQUOhcWr7x9JvoRxT2MZw1T" crossorigin="anonymous">
<title>Checkers</title>
</head>
<body>
<div id="app" class="container">
</div>
<!-- Optional JavaScript -->
<!-- jQuery first, then Popper.js, then Bootstrap JS -->
<script src="https://code.jquery.com/jquery-3.3.1.slim.min.js" integrity="sha384-q8i/X+965DzO0rT7abK41JStQIAqVgRVzpbzo5smXKp4YfRvH+8abtTE1Pi6jizo" crossorigin="anonymous"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/popper.js/1.14.7/umd/popper.min.js" integrity="sha384-UO2eT0CpHqdSJQ6hJty5KVphtPhzWj9WO1clHTMGa3JDZwrnQq4sF86dIHNDz0W1" crossorigin="anonymous"></script>
<script src="https://stackpath.bootstrapcdn.com/bootstrap/4.3.1/js/bootstrap.min.js" integrity="sha384-JjSmVgyd0p3pXB1rRibZUAYoIIy6OrQ6VrjIEaFf/nJGzIxFDsf4x0xIM+B07jRM" crossorigin="anonymous"></script>g
<!-- D3 -->
<script src = "https://d3js.org/d3.v4.min.js"></script>
</body>
</html>
#app{
min-height: 100vh;
position: relative;
}
#app:before{
content: '';
width: 100%;
height: 100vh;
min-height: 600px;
position: absolute;
background-image: url('https://cdn.pixabay.com/photo/2017/02/19/12/58/checker-board-2079658_960_720.jpg');
background-repeat: no-repeat;
background-size: cover;
filter: grayscale(100%);
z-index: -1;
top: 0;
left: 0;
}
#start_menu{
min-height: 100vh;
}
#start_btn{
width: 150px;
height: 60px;
margin-top: 70px;
}
.start_menu_bg{
background-color: rgba(230, 230, 230,0.95);
background-image: url('https://tiletanks.tk/resources/clean-bg3.jpg');
border: 4px inset lightblue;
}
.logo{
margin-top: 20px;
max-width: 415px;
width: 100%;
}
.two-player-text{
max-width: 180px;
width: 100%;
margin-bottom: 40px;
}
g[data-active=true]{
cursor: grab;
}
.rect{
}
.rect.red{
fill: #999966;
}
.rect.black{
fill: #001a00;
}
.highlight_sq{
fill: rgba(53, 79, 99, 0.9) !important;
}
.board{
margin: 0 auto;
}
.ui{
min-height: 100vh;
}
#left_menu, #right_menu{
color: white;
height: 100vh;
min-height: 600px;
padding-top: 15px;
border: 1px solid gray;
background: linear-gradient(#0a0a0a 65%, #8DA7FE)
}
#left_menu{
text-align: center;
}
#right_menu{
text-align: center;
overflow-y: scroll;
}
.player1Text{
display: inline-block;
color: #ff3333;
}
.player2Text{
display: inline-block;
color: cyan;
}
.gameStatus, .historyText{
font-size: 16px;
text-align: center;
}
.piecesLeftHeader, .piecesLeft{
font-size: 16px;
}
.piecesLeft span{
border-radius: 20px;
background-color: #4a4949;
padding: 0px 12px;
margin-bottom: 10px;
border: 1px solid darkslateblue;
}
.historyBtn{
margin-top: 5px;
margin-bottom: 5px;
}
hr{
background-color: white;
}
/** Small devices (landscape phones, 576px and up) **/
@media (min-width: 576px) {
}
/** Medium devices (tablets, 768px and up) **/
@media (min-width: 768px) {
}
/** Large devices (desktops, 992px and up) **/
@media (min-width: 992px) {
.gameStatus, .historyText{
font-size: 25px;
}
.piecesLeftHeader, .piecesLeft{
font-size: 19px;
}
}
/** Extra large devices (large desktops, 1200px and up) **/
@media (min-width: 1200px) {
}
class App extends React.Component {
constructor(props){
super(props);
this.state = {
gameStarted: false,
whosTurn: 'player1',
checkGameOver: false,
gameOver: false,
gameOverReason: '',
winner: '',
player1: {
color: 'red',
pieces: 12
},
player2: {
color: 'black',
pieces: 12
},
board: {
squares: [
//template for square objects (dummy value)
{id: 1, col: 1, row: 1, width: 75, height: 75, sqColor: "red", x: 0, y: 0, piece: {id: 1, color: 'red', type: 'pawn'}, isEmpty: 'false'}
]
},
history: [],
}
this.startGame = this.startGame.bind(this);
this.updateGame = this.updateGame.bind(this);
this.gameOver = this.gameOver.bind(this);
this.checkPieces = this.checkPieces.bind(this);
this.canPlayerMove = this.canPlayerMove.bind(this);
this.canMoveTo = this.canMoveTo.bind(this);
this.backtrack = this.backtrack.bind(this);
this.endGame = this.endGame.bind(this);
}
startGame(e){
this.setState({
gameStarted: true
});
}
updateGame(board, whosTurn, checkGameOver, player1Pieces, player2Pieces, history){
this.setState({
whosTurn: whosTurn,
board: Object.assign({}, board),
checkGameOver: checkGameOver,
player1: {
color: 'red',
pieces: player1Pieces
},
player2: {
color: 'black',
pieces: player2Pieces
},
history: history.slice(0)
});
}
/** Updates the state to the chosen history that was clicked. **/
backtrack(e){
this.setState(Object.assign({}, this.state.history[e.target.value]));
}
gameOver(reason, winner){
this.setState({
gameOver: true,
winner: winner,
gameOverReason: reason
})
}
/** End game for debugging **/
endGame(){
this.setState({
player2 : {
pieces : 0
},
})
}
// Checks if player has any pieces left, if not, gave over!
checkPieces(){
let winner;
if (this.state.player1.pieces == 0){
winner = 'Player 2 (Blue)';
this.gameOver("player 1 has no more pieces left", winner);
}
else if (this.state.player2.pieces == 0){
winner = 'Player 1 (Red)';
this.gameOver("player 2 has no more pieces left", winner);
}
}
// Checks if player can move, if not, game over!
canPlayerMove(){
let isGameOver = true;
let winner = this.state.whosTurn == "player1" ? 'Player 2 (blue)' : 'Player 2 (red)';
for (let i = 0; (i < this.state.board.squares.length); i++){
if (this.canMoveTo(this.state.board.squares[i], true).length != 0){
isGameOver = false;
}
}
if(isGameOver){
this.gameOver('No more moves are left', winner);
}
}
// returns array of square id objects that the piece can move to
canMoveTo(currentSquareState, initialCheck){
let boardState = Object.assign({}, this.state.board);
let currentSquareObj = Object.assign({}, currentSquareState);
let canMoveToSquares = [];
let opponentColor = this.state.whosTurn == 'player1' ? 'black' : 'red';
let activePlayerColor = this.state.whosTurn == 'player1' ? 'red' : 'black';
let stopLoop;
let direction;
let pawnMovement = {
red: {
upLeft: [-1, -1],
upRight: [-1, 1],
},
black: {
downLeft: [1, -1],
downRight: [1, 1],
}
};
let kingMovement = {
upLeft: [[-1, -1], [-2, -2], [-3, -3], [-4, -4], [-5, -5], [-6, -6], [-7, -7]],
upRight: [[-1, 1], [-2, 2], [-3, 3], [-4, 4], [-5, 5], [-6, 6], [-7, 7]],
downLeft: [[1, -1], [2, -2], [3, -3], [4, -4], [5, -5], [6, -6], [7, -7]],
downRight: [[1, 1], [2, 2], [3, 3], [4, 4], [5, 5], [6, 6], [7, 7]],
};
//currentSquareState.piece.type = 'king';
if (currentSquareState.piece.color == activePlayerColor){
if (currentSquareState.piece.type == 'pawn'){
for (let props in pawnMovement[currentSquareObj.piece.color]){
d3.selectAll('.rect').each(function(d, i){
// if row and column # matches
if (this.getAttribute('data-row') == (currentSquareObj.row + pawnMovement[currentSquareObj.piece.color][props][0]) && this.getAttribute('data-col') == (currentSquareObj.col + pawnMovement[currentSquareObj.piece.color][props][1])){
// if square is empty, add square to canMoveToSquares
if (this.getAttribute('data-isEmpty') == 'true'){
canMoveToSquares.push({sqId: this.getAttribute('data-id'), jumpedPiece: 'none'});
if (initialCheck){
}
else{
this.classList.add('highlight_sq');
//this.style.fill = 'lightblue';
//this.style.opacity = 0.7;
}
}
// if square isn't empty, check if piece can be jumped
else{
direction = props;
checkForJumps(this, 'pawn', direction, []);
}
}
});
}
}
else if (currentSquareState.piece.type == 'king'){
for (let props in kingMovement){
stopLoop = 'no';
for (let i = 0; i < kingMovement[props].length; i++){
if (stopLoop == 'no'){
d3.selectAll('.rect').each(function(){
// if row and column # matches
if (this.getAttribute('data-row') == (currentSquareObj.row + kingMovement[props][i][0]) && this.getAttribute('data-col') == (currentSquareObj.col + kingMovement[props][i][1])){
// if square is empty
if (this.getAttribute('data-isEmpty') == 'true'){
canMoveToSquares.push({sqId: this.getAttribute('data-id'), jumpedPiece: 'none'});
if(initialCheck){
}
else{
this.classList.add('highlight_sq');
//this.style.fill = 'lightblue';
//this.style.opacity = 0.7;
}
}
// if square isn't empty, check if piece can be jumped
else{
direction = props;
checkForJumps(this, 'king', direction, []);
stopLoop = 'yes';
}
}
})
}
}
}
}
}
function checkForJumps(squareToJump, type, direction, _jumpedPieces){
let moves;
let addSubCol;
let upOrDown;
let nextSqToJump;
let nextJumpDirection;
let jumpedPieces = _jumpedPieces.slice(0);
switch(direction){
case 'upLeft':
moves = [[-1, 1], [1, -1], [-1, -1]];
addSubCol = -1;
upOrDown = -1;
break;
case 'upRight':
moves = [[1, 1], [-1, 1], [-1, -1]];
addSubCol = 1;
upOrDown = -1;
break;
case 'downLeft':
moves = [[1, -1], [1, 1], [-1, -1]];
addSubCol = -1;
upOrDown = 1;
break;
case 'downRight':
moves = [[-1, 1], [1, -1], [1, 1]];
addSubCol = 1;
upOrDown = 1;
break;
}
if (type == 'pawn'){
if(squareToJump.getAttribute('data-pieceColor') == opponentColor){
d3.selectAll('.rect[data-row="' + (parseInt(squareToJump.getAttribute('data-row')) + upOrDown) + '"][data-col="' + (parseInt(squareToJump.getAttribute('data-col')) + addSubCol) + '"]')
.each(function(){
// if square is empty
if (this.getAttribute('data-isEmpty') == 'true'){
jumpedPieces.push(squareToJump.getAttribute('data-pieceId'));
canMoveToSquares.push({sqId: this.getAttribute('data-id'), jumpedPieceIds: jumpedPieces});
if(initialCheck){
}
else{
this.classList.add('highlight_sq');
//this.style.fill = 'lightblue';
//this.style.opacity = 0.7;
}
for (let i = 0; i < moves.length; i++){
nextSqToJump = document.querySelector(`.rect[data-row='${(parseInt(this.getAttribute('data-row')) + moves[i][0])}'][data-col='${(parseInt(this.getAttribute('data-col')) + moves[i][1])}']`);
if (nextSqToJump){
switch(JSON.stringify(moves[i])){
case '[1,1]':
nextJumpDirection = 'downRight';
break;
case '[-1,-1]':
nextJumpDirection = 'upLeft';
break;
case '[1,-1]':
nextJumpDirection = 'downLeft';
break;
case '[-1,1]':
nextJumpDirection = 'upRight';
break;
}
checkForJumps(nextSqToJump, 'pawn', nextJumpDirection, jumpedPieces);
}
}
}
});
}
}
else if (type == 'king'){
if(squareToJump.getAttribute('data-pieceColor') == opponentColor){
d3.selectAll('.rect[data-row="' + (parseInt(squareToJump.getAttribute('data-row')) + upOrDown) + '"][data-col="' + (parseInt(squareToJump.getAttribute('data-col')) + addSubCol) + '"]')
.each(function(){
// if square is empty
if (this.getAttribute('data-isEmpty') == 'true'){
jumpedPieces.push(squareToJump.getAttribute('data-pieceId'));
canMoveToSquares.push({sqId: this.getAttribute('data-id'), jumpedPieceIds: jumpedPieces});
if(initialCheck){
}
else{
this.classList.add('highlight_sq');
//this.style.fill = 'lightblue';
//this.style.opacity = 0.7;
}
for (let i = 0; i < moves.length; i++){
nextSqToJump = document.querySelector(`.rect[data-row='${(parseInt(this.getAttribute('data-row')) + moves[i][0])}'][data-col='${(parseInt(this.getAttribute('data-col')) + moves[i][1])}']`);
if (nextSqToJump){
switch(JSON.stringify(moves[i])){
case '[1,1]':
nextJumpDirection = 'downRight';
break;
case '[-1,-1]':
nextJumpDirection = 'upLeft';
break;
case '[1,-1]':
nextJumpDirection = 'downLeft';
break;
case '[-1,1]':
nextJumpDirection = 'upRight';
break;
}
checkForJumps(nextSqToJump, 'king', nextJumpDirection, jumpedPieces);
}
}
}
});
}
}
}
if(initialCheck){
}
else{
console.log('canMoveToSquares');
console.log(canMoveToSquares);
}
return canMoveToSquares;
}
componentDidUpdate(){
if (this.state.checkGameOver == true && this.state.gameOver == false){
this.canPlayerMove();
this.checkPieces();
}
}
componentDidMount() {}
render(){
console.log('this.state');
console.log(this.state);
return(
<>
{this.state.gameStarted
? <UserInterface gameState={this.state} updateGame={this.updateGame} canMoveTo={this.canMoveTo} backtrack={this.backtrack} endGame={this.endGame}/>
: <StartMenu startGame={this.startGame} />}
</>
)
}
}
class StartMenu extends React.Component{
constructor(props){
super(props);
}
render(){
const btnStyle = {
border: '2px solid cornflowerblue',
fontWeight: 'bold',
letterSpacing: '2px'
}
return(
<div id="start_menu" className="row">
<div className="col">
<div className="row text-center justify-content-center h-100">
<div className="col-8 start_menu_bg">
<h1 className="display-4 text-dark font-weight-bolder"><img className="logo" src="https://lassitek.com/images/react_js_checkers/checkers_logo.png" alt="logo"/></h1>
<h3><img className="two-player-text" src="https://lassitek.com/images/react_js_checkers/twoPlayer.png" alt="2 player"/></h3>
<br />
<button className="btn btn-info" id="start_btn" style={btnStyle} onClick={this.props.startGame}>Start Game</button>
</div>
</div>
</div>
</div>
)
}
}
class UserInterface extends React.Component{
constructor(props){
super(props);
}
render(){
let gameStatus;
if (this.props.gameState.gameOver == false){
gameStatus = <span>It is <span className={this.props.gameState.whosTurn == 'player1' ? 'player1Text' : 'player2Text'}>{this.props.gameState.whosTurn == 'player1' ? 'Player 1\'s' : 'Player 2\'s'}</span> turn.</span>;
}
else{
gameStatus = <span>Game Is Over. <span className={this.props.gameState.winner == 'Player 1 (Red)' ? 'player1Text' : 'player2Text'}>{this.props.gameState.winner}</span> is the winner!</span>;
}
return(
<div className="row ui h-100">
<div id="left_menu" className="col-2 bg-dark align-self-start">
<h2 className="gameStatus">{gameStatus}</h2>
<hr />
<div className="piecesLeft">
<h2 className="piecesLeftHeader"></h2>
<span className="player1Text">Player 1 pieces: <br />{this.props.gameState.player1.pieces}</span>
<br />
<span className="player2Text">Player 2 pieces: <br />{this.props.gameState.player2.pieces}</span>
</div>
</div>
<div className="col-8 text-center align-self-center">
<Board width="600" height="600" gameState={this.props.gameState} updateGame={this.props.updateGame} canMoveTo={this.props.canMoveTo}/>
</div>
<div id="right_menu" className="col-2 bg-dark align-self-start">
<h2 className="historyText">History</h2>
{this.props.gameState.history.map((history, i)=>{
return <button className='historyBtn btn-info' onClick={this.props.backtrack} value={i}>{i == 0 ? `Restart Game` : `Go To Move ${i}`}</button>;
})}
</div>
</div>
)
}
}
class Board extends React.Component{
constructor(props){
super(props);
}
componentWillMount() {
const squaresAmount = 64;
const sqWidth = 75;
const sqHeight = 75;
let sqX = 0;
let sqY = 0;
let sqColor = '';
let sqPieceColor;
let sqPieceId = -1;
let isEmpty;
let boardState = {squares: []};
let row = 1;
let col = 1;
let colorCounter = 0;
for (let i = 1; i <= squaresAmount; i++){
colorCounter % 2 == 0 ? (sqColor = 'red') : (sqColor = 'black');
if(sqColor == 'black' && i <= 24){
sqPieceColor = 'black';
isEmpty = 'false';
sqPieceId++;
}
else if(sqColor == 'black' && i > 40){
sqPieceColor = 'red';
isEmpty = 'false';
sqPieceId++;
}
else{
sqPieceColor = 'none';
isEmpty = 'true';
}
boardState.squares.push({id: i, row: row, col: col, x: sqX, y: sqY, width: sqWidth, height: sqHeight, sqColor: sqColor, piece: isEmpty == 'true' ? {} : {id: sqPieceId, color: sqPieceColor, type: 'pawn'}, isEmpty: isEmpty});
sqX += sqWidth;
if (i % 8 == 0){
sqX = 0;
sqY += sqHeight;
col = 1;
row++;
}
else{
colorCounter += 1;
col++;
}
}
this.props.updateGame(Object.assign({}, boardState), 'player1', this.props.gameState.checkGameOver, this.props.gameState.player1.pieces, this.props.gameState.player2.pieces, this.props.gameState.history.slice(0));
}
componentDidMount() {
}
render(){
let boardStyle = {
maxWidth: '600px',
maxHeight: '600px'
}
return(
<div id="board">
<svg className="board" viewBox={`0 0 ${this.props.width} ${this.props.height}`} preserveAspectRatio="none meet" style={boardStyle}>
{this.props.gameState.board.squares.map((sq, i) => {
return <Square id={sq.id} colorClass={sq.sqColor} x={sq.x} y={sq.y} width={sq.width} height={sq.height} sqPiece={sq.piece} isEmpty={sq.isEmpty} gameState={this.props.gameState} updateGame={this.props.updateGame} canMoveTo={this.props.canMoveTo}/>
})}
</svg>
</div>
)
}
}
class Square extends React.Component{
componentDidUpdate() {
// increase z-index of all checker pieces and text
d3.selectAll('.checkerPiece').raise();
}
render(){
const sqCenterX = this.props.x + (this.props.width / 2);
const sqCenterY = this.props.y + (this.props.height / 2);
let sqContent = '';
if (this.props.sqPiece.color == "black")
sqContent = <CheckerPiece id={this.props.sqPiece.id} sqId={this.props.id} sqCenterX={sqCenterX} sqCenterY={sqCenterY} fillColor='steelblue' stroke='cadetblue' gameState={this.props.gameState} color={this.props.sqPiece.color} type={this.props.sqPiece.type} updateGame={this.props.updateGame} canMoveTo={this.props.canMoveTo}/>;
else if (this.props.sqPiece.color == "red")
sqContent = <CheckerPiece id={this.props.sqPiece.id} sqId={this.props.id} sqCenterX={sqCenterX} sqCenterY={sqCenterY} fillColor='#ff3333' stroke='brown' gameState={this.props.gameState} color={this.props.sqPiece.color} type={this.props.sqPiece.type} updateGame={this.props.updateGame} canMoveTo={this.props.canMoveTo}/>;
return(
<>
<rect data-id={this.props.id} className={'rect ' + this.props.colorClass} width={this.props.width} height={this.props.height} x={this.props.x} y={this.props.y} centerX={sqCenterX} centerY={sqCenterY} data-piece={this.props.sqPiece} data-pieceId={this.props.sqPiece.id} data-color={this.props.colorClass} data-pieceColor={this.props.sqPiece.color} data-row={this.props.gameState.board.squares[this.props.id -1].row} data-col={this.props.gameState.board.squares[this.props.id -1].col} data-isEmpty={this.props.isEmpty} />
{sqContent}
</>
)
}
}
class CheckerPiece extends React.Component{
constructor(props){
super(props);
this.dragended = this.dragended.bind(this);
this.dragstarted = this.dragstarted.bind(this);
}
playerTurnEnd(board, whosTurn, checkGameOver, redPieces, blackPieces, history) {
this.props.updateGame(board, whosTurn, checkGameOver, redPieces, blackPieces, history);
}
dragstarted(piece) {
piece.style.cursor = 'grabbing';
piece.setAttribute('data-prev-CenterX', piece.firstChild.getAttribute('cx'));
piece.setAttribute('data-prev-CenterY', piece.firstChild.getAttribute('cy'));
// if text 'K' exist
if(piece.children[1]){
piece.setAttribute('data-prev-TextX', piece.children[1].getAttribute('x'));
piece.setAttribute('data-prev-TextY', piece.children[1].getAttribute('y'));
}
let currentSquareState = Object.assign({}, this.props.gameState.board.squares[piece.getAttribute('data-sqId') - 1]);
this.props.canMoveTo(currentSquareState);
}
drag() {
d3.select(this.firstChild).attr("cx", parseInt(this.firstChild.getAttribute('cx')) + parseInt(d3.event.dx)).attr("cy", parseInt(this.firstChild.getAttribute('cy')) + parseInt(d3.event.dy));
// if text 'K' exist
if(this.children[1]){
d3.select(this.children[1]).attr('x', parseInt(this.children[1].getAttribute('x')) + parseInt(d3.event.dx)).attr("y", parseInt(this.children[1].getAttribute('y')) + parseInt(d3.event.dy));
}
}
dragended(piece) {
let gameState = Object.assign({}, this.props.gameState);
let currentPiece = d3.select(piece);
let currentPieceCircle = d3.select(piece.firstChild);
let currentPieceText = piece.children[1] ? d3.select(piece.children[1]) : 'none';
let pieceCenterX = currentPieceCircle.attr('cx');
let pieceCenterY = currentPieceCircle.attr('cy');
let overallDistance = 999999999999;
let chosenSq;
let updatedBoard = Object.assign({}, {squares: []});
let whosTurn = this.props.gameState.whosTurn;
let currentSquareState = Object.assign({}, this.props.gameState.board.squares[piece.getAttribute('data-sqId') - 1]);
let redPieces = this.props.gameState.player1.pieces;
let blackPieces = this.props.gameState.player2.pieces;
let redPiecesJumped = 0;
let blackPiecesJumped = 0;
let stopLoop = false;
let history = gameState.history.slice(0);
piece.style.cursor = 'grab';
d3.selectAll('.rect').each(function(){
let distanceX = this.getAttribute('centerX') - pieceCenterX;
let distanceY = this.getAttribute('centerY') - pieceCenterY;
distanceX = Math.abs(distanceX);
distanceY = Math.abs(distanceY);
let distance = distanceX + distanceY;
if (distance < overallDistance){
overallDistance = distance;
chosenSq = this;
}
});
// if there are no squares to move to
if(this.props.canMoveTo(currentSquareState).length == 0){
currentPieceCircle.attr('cx', currentPiece.attr('data-prev-CenterX')).attr('cy', currentPiece.attr('data-prev-CenterY'));
// if text 'King' exist
if(currentPieceText != 'none'){
currentPieceText.attr('x', currentPiece.attr('data-prev-TextX')).attr('y', currentPiece.attr('data-prev-TextY'));
}
}
// loops through squares available to move to
this.props.canMoveTo(currentSquareState).forEach((obj, i)=>{
// if you dropped a piece on an available square, then start updating the state of the board.
if (chosenSq.getAttribute('data-id') == obj.sqId && stopLoop == false){
stopLoop = true;
updatedBoard.squares = this.props.gameState.board.squares.map((s)=>{
let sq = Object.assign({}, s);
let sqPiece = Object.assign({}, sq.piece);
// set items for the new square
if(sq.id == chosenSq.getAttribute('data-id')){
sqPiece.id = currentPiece.attr('data-id');
sqPiece.color = currentPiece.attr('data-color');
sq.isEmpty = 'false';
// KING ME
if ((sqPiece.color == 'red' && chosenSq.getAttribute('data-row') == '1') || (sqPiece.color == 'black' && chosenSq.getAttribute('data-row') == '8')){
sqPiece.type = 'king';
}
else{
sqPiece.type = currentPiece.attr('data-type');
}
}
// set items for the previous square
if(sq.id == currentPiece.attr('data-sqId')){
sqPiece = {};
sq.isEmpty = 'true';
}
// set items for the jumped square/piece
if(obj.jumpedPieceIds){
for (let j = 0; j <= i; j++){
if(sqPiece.id == parseInt(obj.jumpedPieceIds[j])){
sqPiece = {};
sq.isEmpty = 'true';
currentPiece.attr('data-color') == 'red' ? blackPiecesJumped++ : redPiecesJumped++;
}
}
}
sq.piece = sqPiece;
return sq;
})
whosTurn = whosTurn == 'player1' ? 'player2' : 'player1';
history.push(gameState);
this.playerTurnEnd(updatedBoard, whosTurn, true, redPieces - redPiecesJumped, blackPieces - blackPiecesJumped, history);
}
else{
currentPieceCircle.attr('cx', currentPiece.attr('data-prev-CenterX')).attr('cy', currentPiece.attr('data-prev-CenterY'));
// if text 'King' exist
if(currentPieceText != 'none'){
currentPieceText.attr('x', currentPiece.attr('data-prev-TextX')).attr('y', currentPiece.attr('data-prev-TextY'));
}
}
});
d3.selectAll('.rect').each(function(){
//this.style.opacity = 1;
this.classList.remove('highlight_sq');
});
}
componentDidMount(){
// remove drag listeners
d3.selectAll('.checkerPiece[data-active=false]')
.call(d3.drag()
.on('start', null)
.on('drag', null)
.on('end', null)
);
// add drag listeners to active pieces only
d3.selectAll('.checkerPiece[data-active=true]')
.call(d3.drag()
.on('start', (d, i, nodes)=>this.dragstarted(nodes[i]))
.on('drag', this.drag)
.on('end', (d, i, nodes)=>this.dragended(nodes[i]))
);
}
render(){
let active;
if (this.props.gameState.whosTurn == 'player1'){
this.props.color == 'red' ? active = true : active = false;
}
else {
this.props.color == 'black' ? active = true : active = false;
}
return(
<g data-id={this.props.id} className='checkerPiece' data-type={this.props.type} data-color={this.props.color} data-sqId={this.props.sqId} data-active={active}>
<circle cx={this.props.sqCenterX} cy={this.props.sqCenterY} r='20' stroke={this.props.stroke} stroke-width='3' fill={this.props.fillColor} />
{this.props.type == 'king' ? <text data-piece-id={this.props.id} x={this.props.sqCenterX - 5} y={this.props.sqCenterY + 5} fill="white">K</text> : ''}
</g>
)
}
}
//debugging click
window.addEventListener('click', (e)=>{
console.log(`x: ${e.clientX} , y: ${e.clientY}`);
});
ReactDOM.render(
<App />,
document.getElementById('app'));
Also see: Tab Triggers