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sideFunctions.js
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/*
*Updates the mouse position, so that it is in the borders of the chessboard.
*The Panel coordinates are the mousePosition relative to the Chessboard.
*/
function updateMouse() {
if (mouseX >= 800) {
mouse.x = 799;
} else if (mouseX < 0) {
mouse.x = 0;
} else {
mouse.x = mouseX;
}
if (mouseY >= 800) {
mouse.y = 799;
} else if (mouseY < 0) {
mouse.y = 0;
} else {
mouse.y = mouseY;
}
mouse.PanelX = floor(mouse.x / 100);
mouse.PanelY = floor(mouse.y / 100);
}
/*
*is drawing the Figure at the defined position
*@param x{int} - x index in chessboard
*@param y{int} - y index in chessboard
*@param pieceId{string} - color and type
*/
function drawPiece(x, y, pieceId) {
let dx, dy;
switch (pieceId[0]) {
case "p":
dx = 500;
break;
case "b":
dx = 400;
break;
case "h":
dx = 300;
break;
case "r":
dx = 200;
break;
case "k":
dx = 100;
break;
case "q":
dx = 0;
break;
}
if (pieceId[1] === "w") {
dy = 100;
} else {
dy = 0;
}
image(figurePictures, x * 100, y * 100, 100, 100, dx, dy, 100, 100);
}
/*
*draws the black and white grid in the background
*/
function drawBackground() {
for (let i = 0; i < 8; i += 2) {
for (let j = 0; j < 8; j++) {
if (j % 2 === 0) {
fill("#a4a4a4");// white square color
} else {
fill("#363636"); //black square color
}
rect(j * 100, i * 100, 100, 100);
if (j % 2 === 0) {
fill("#363636");
} else {
fill("#a4a4a4");
}
rect(j * 100, (i + 1) * 100, 100, 100);
}
}
}
/*
*draws the letters and numbers on the side
*/
function drawSides() {
fill("#a4a4a4");
rect(800, 0, 25, 825);
rect(0, 800, 825, 30);
fill("black");
for (let i = 0; i < 9; i++) {
textSize(32);
text(String(9 - i), 804, i * 100 - 35); // number 9 - 1 on the right
text(String.fromCharCode(65 + i), i * 100 + 42, 826); // 65 = A ; 65+1 = B ...
}
}
/*
*switches Color shortcut (w->b; b->w)
* @param color{string} - color as one letter
*/
function changeColor(color) {
if (color === "w") {
return "b";
}
return "w";
}
/*
returns the associated value for a figure
*/
function getFigureValue(figure) {
let value = 0;
switch (figure[0]) {
case "p":
value = FIGUREVALUES.p;
break;
case "b":
value = FIGUREVALUES.b;
break;
case "h":
value = FIGUREVALUES.h;
break;
case "r":
value = FIGUREVALUES.r;
break;
case "q":
value = FIGUREVALUES.q;
break;
case "k":
value = FIGUREVALUES.k;
break;
}
return value;
}
/*
is setting a Figure from oldPos to newPos in a given board
*/
function setMove(oldPos, newPos, board) {
let copiedBoard = deepCopy(board);
let type = copiedBoard[oldPos.y][oldPos.x];
copiedBoard[oldPos.y][oldPos.x] = 0;
copiedBoard[newPos.y][newPos.x] = type;
return copiedBoard;
}
/*
*opens a menu for the player to promote the pawn
*@param x{int} - xpos on chessboard
*@param y{int} - ypos on chessboard
*@param color{string} - color of player
*/
function pawnChangeMenu(x, y, color = "w") {
updateMouse();
fill(45, 76, 79, 50);
rect(0, 335, width, 125)
let pieces = ["q", "r", "b", "h"]
if (mouse.PanelX > 1 && mouse.PanelX < 6 && mouse.y > 335 && mouse.y < 450) {
fill("yellow");
rect(mouse.PanelX * 100, 335, 100, 125)
if (mouseIsPressed && mouseButton === LEFT) {
chessBoard[y][x] = pieces[mouse.PanelX - 2] + color
}
}
for (let i = 0; i < pieces.length; i++) {
drawPiece(2 + i, 3.5, pieces[i] + color)
}
}
/*
*copies a given multidimensional array to avoid a call by reference
*@param arr{array} multidimensional array to copy
* @return {array} - copied array
*/
function deepCopy(arr) { // need this to copy array without reference by:https://medium.com/@ziyoshams/deep-copying-javascript-arrays-4d5fc45a6e3e
let copy = [];
arr.forEach(elem => {
if (Array.isArray(elem)) {
copy.push(deepCopy(elem));
} else {
copy.push(elem);
}
});
return copy;
}
/*
*returns moves and boards which are for a given color possible
*@param board - 2 dimensional array
*@param color - color as string
*@param isRecursion - bool to prevent recursion loop
*@return {array} - array with possible boards and moves
*/
function getBoardsMoves(board, color, isRecursion = false) {
let allmoves = getAllMoves(board, color, isRecursion);
let flatAllMoves = []
let boards = [];
//generate a board where a move was set
for (let i = 0; i < allmoves.length; i++) {
for (let j = 0; j < allmoves[i].length; j++) {
flatAllMoves.push(allmoves[i][j])
boards.push(setMove(allmoves[i][j].OldPos, {
x: allmoves[i][j].x,
y: allmoves[i][j].y
}, board));
}
}
return [boards, flatAllMoves]
}
/*
*returns a 2 dimensional array of all moves from a given color in a given chess board
* @param board - 2 dimensional array
* @param color - color as char
* @param isRecursion - bool to prevent recursion
* @return {array} - moves that are allowed
*/
function getAllMoves(board, color, isRecursion) {
let allmoves = []
//get all moves
for (let i = 0; i < board.length; i++) {
for (let j = 0; j < board[i].length; j++) {
if (board[i][j][1] === color) {
allmoves.push(getPossibleMoves(j, i, board, isRecursion));
}
}
}
return allmoves;
}
/*
*returns an array with all possible moves for one figure
*@param x - x pos of chessboard
*@param y - y pos of chessboard
*@param board - a chess board to work with
*@param isRecursion - bool to prevent recursion
*@return {array} - all possible moves
*/
function getPossibleMoves(x, y, board, isRecursion = false) {
let posX = x;
let posY = y;
let type, color;
[type, color] = board[y][x]; // get type and color of figure
let allowedMoves = [];
/*
returns all moves for a Pawn figure
*/
function Pawn() {
let moves = [];
// moves for black pawn
if (color === "b" && posY + 1 < 8) {
if (board[posY + 1][posX + 1] !== 0) {
moves.push({x: posX + 1, y: posY + 1, OldPos: {x: posX, y: posY}});
}
if (board[posY + 1][posX - 1] !== 0) {
moves.push({x: posX - 1, y: posY + 1, OldPos: {x: posX, y: posY}});
}
if (board[posY + 1][posX] === 0) {
moves.push({x: posX, y: posY + 1, OldPos: {x: posX, y: posY}});
if (posY === 1 && board[posY + 2][posX] === 0) {
moves.push({x: posX, y: posY + 2, OldPos: {x: posX, y: posY}});
}
}
}
//moves for white figure
else if (color === "w" && posY - 1 >= 0) {
if (board[posY - 1][posX + 1] !== 0) {
moves.push({x: posX + 1, y: posY - 1, OldPos: {x: posX, y: posY}});
}
if (board[posY - 1][posX - 1] !== 0) {
moves.push({x: posX - 1, y: posY - 1, OldPos: {x: posX, y: posY}});
}
if (board[posY - 1][posX] === 0) {
moves.push({x: posX, y: posY - 1, OldPos: {x: posX, y: posY}});
if (posY === 6 && board[posY - 2][posX] === 0) {
moves.push({x: posX, y: posY - 2, OldPos: {x: posX, y: posY}});
}
}
}
return moves;
}
/*
returns all moves for the King
*/
function King() {
let moves = [];
moves.push(
{x: posX - 1, y: posY, OldPos: {x: posX, y: posY}},
{x: posX + 1, y: posY, OldPos: {x: posX, y: posY}},
{x: posX, y: posY + 1, OldPos: {x: posX, y: posY}},
{x: posX - 1, y: posY + 1, OldPos: {x: posX, y: posY}},
{x: posX + 1, y: posY + 1, OldPos: {x: posX, y: posY}},
{x: posX, y: posY - 1, OldPos: {x: posX, y: posY}},
{x: posX - 1, y: posY - 1, OldPos: {x: posX, y: posY}},
{x: posX + 1, y: posY - 1, OldPos: {x: posX, y: posY}}
);
return moves;
}
/*
returns all moves for the Bishop
*/
function Bishop() {
let moves = [];
// each for loop represents 1 of the 4 diagonal directions
for (let i = posY + 1; i <= 7; i++) {
if (board[i][posX + (posY - i)] === 0) {
moves.push({x: posX + (posY - i), y: i, OldPos: {x: posX, y: posY}});
} else {
moves.push({x: posX + (posY - i), y: i, OldPos: {x: posX, y: posY}});
break;
}
}
for (let i = posY + 1; i <= 7; i++) {
if (board[i][posX + (i - posY)] === 0) {
moves.push({x: posX + (i - posY), y: i, OldPos: {x: posX, y: posY}});
} else {
moves.push({x: posX + (i - posY), y: i, OldPos: {x: posX, y: posY}});
break;
}
}
for (let i = posY - 1; i >= 0; i--) {
if (board[i][posX + (posY - i)] === 0) {
moves.push({x: posX + (posY - i), y: i, OldPos: {x: posX, y: posY}});
} else {
moves.push({x: posX + (posY - i), y: i, OldPos: {x: posX, y: posY}});
break;
}
}
for (let i = posY - 1; i >= 0; i--) {
if (board[i][posX + (i - posY)] === 0) {
moves.push({x: posX + (i - posY), y: i, OldPos: {x: posX, y: posY}});
} else {
moves.push({x: posX + (i - posY), y: i, OldPos: {x: posX, y: posY}});
break;
}
}
return moves;
}
/*
returns all moves for the horse
*/
function Horse() {
let moves = [];
moves.push(
{x: posX + 1, y: posY - 2, OldPos: {x: posX, y: posY}},
{x: posX + 1, y: posY + 2, OldPos: {x: posX, y: posY}},
{x: posX - 1, y: posY - 2, OldPos: {x: posX, y: posY}},
{x: posX - 1, y: posY + 2, OldPos: {x: posX, y: posY}},
{x: posX + 2, y: posY - 1, OldPos: {x: posX, y: posY}},
{x: posX - 2, y: posY - 1, OldPos: {x: posX, y: posY}},
{x: posX + 2, y: posY + 1, OldPos: {x: posX, y: posY}},
{x: posX - 2, y: posY + 1, OldPos: {x: posX, y: posY}}
);
return moves;
}
/*
returns all moves for the rook figure
*/
function Rook() {
let moves = []
/*
each for loop represents 1 of the 4 directions
*/
for (let i = posX - 1; i >= 0; i--) {
if (board[posY][i] === 0) {
moves.push({x: i, y: posY, OldPos: {x: posX, y: posY}});
} else {
moves.push({x: i, y: posY, OldPos: {x: posX, y: posY}});
break;
}
}
for (let i = posX + 1; i <= 7; i++) {
if (board[posY][i] === 0) {
moves.push({x: i, y: posY, OldPos: {x: posX, y: posY}});
} else {
moves.push({x: i, y: posY, OldPos: {x: posX, y: posY}});
break;
}
}
for (let i = posY - 1; i >= 0; i--) {
if (board[i][posX] === 0) {
moves.push({x: posX, y: i, OldPos: {x: posX, y: posY}});
} else {
moves.push({x: posX, y: i, OldPos: {x: posX, y: posY}});
break;
}
}
for (let i = posY + 1; i <= 7; i++) {
if (board[i][posX] === 0) {
moves.push({x: posX, y: i, OldPos: {x: posX, y: posY}});
} else {
moves.push({x: posX, y: i, OldPos: {x: posX, y: posY}});
break;
}
}
return moves
}
/*
add returned array to allowedMoves array for further calculations
*/
switch (type) {
case "k":
allowedMoves = allowedMoves.concat(King());
break;
case "h":
allowedMoves = allowedMoves.concat(Horse());
break;
case "p":
allowedMoves = allowedMoves.concat(Pawn());
break;
case "r":
allowedMoves = allowedMoves.concat(Rook());
break;
case "b":
allowedMoves = allowedMoves.concat(Bishop());
break;
case "q":
allowedMoves = allowedMoves.concat(Rook(), Bishop());
break;
}
/*
deletes all , which are out of the board
*/
for (let i = 0; i < allowedMoves.length; i++) {
if (allowedMoves[i].x > 7 || allowedMoves[i].x < 0 || allowedMoves[i].y > 7 || allowedMoves[i].y < 0) {
allowedMoves.splice(i, 1);
i--;
}
}
/*
delete all moves, which would hit a same colored figure
*/
for (let i = 0; i < allowedMoves.length; i++) {
if (board[allowedMoves[i].y][allowedMoves[i].x][1] === color) {
allowedMoves.splice(i, 1);
i--;
}
if (allowedMoves.length <= 0) {
break;
}
}
/*
if check:
removes all moves, that is not preventing a check
isRecursion variable is for recursions
*/
if (!isRecursion) {
let movesToCheck = checkCheck(board, color);
if (movesToCheck.length !== 0) {
allowedMoves = preventCheck(board, color, movesToCheck, allowedMoves);
}
/*
checks if move is going to set the king in check
*/
if (type === "k") {
for (let i = 0; i < allowedMoves.length; i++) {
let newpos = {x: allowedMoves[i].x, y: allowedMoves[i].y}
let boardToTest = setMove(allowedMoves[i].OldPos, newpos, board)
if (checkCheck(boardToTest, color).length !== 0) {
allowedMoves.splice(i, 1);
i--;
}
}
}
}
return allowedMoves;
}