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Battleship (#16)
* project: testing * feat: updated testing configs * feat: ship class and test * feat: more testing * feat: gameboard logic/tests complete * feat: add player methods * feat: add main app * sync: pushing latest code to repo * feat: add some basic styling and stuff * feat: added UI logic * feat: basic game is finished * feat: add adjacent rules * feat: basic game complete
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23 changed files with 10431 additions and 9218 deletions
43
battleship/src/app.js
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43
battleship/src/app.js
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export default class Game {
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constructor(players) {
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this.player1 = players.player1;
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this.player2 = players.player2;
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// this.main();
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}
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main() {
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// TODO take turns picking points to shoot a ship
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let count = 0;
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// Main Game Loop
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while (count < 100) {
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this.handleUserMove();
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this.handleCPUMove();
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// console.log(
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// this.player1.gameboard.scoreboard,
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// this.player1.gameboard.sunkShipCount,
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// this.player2.gameboard.scoreboard,
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// );
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if (this.player1.gameboard.sunkShipCount === 5) return;
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count += 1;
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}
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}
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handleUserMove(move = null) {
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// let move = window.prompt('Enter your move in array fashion');
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if (move) {
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this.player2.gameboard.receiveAttack(JSON.parse(move));
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}
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this.player2.gameboard.shipStatus();
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}
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handleCPUMove() {
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let move = this.player2.computerMoves(
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this.player1.gameboard.scoreboard,
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);
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this.player1.gameboard.receiveAttack(move);
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this.player1.gameboard.shipStatus();
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}
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}
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177
battleship/src/components/gameboard.js
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177
battleship/src/components/gameboard.js
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import { Ship } from './ship';
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class Gameboard {
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constructor() {
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// some code
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this.ships = [];
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this.sunkShipCount = 0;
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// load settings
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this.settings();
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// Create Ships
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this.createShips();
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// Tracks the opponents attempts on the players gameboard
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this.scoreboard = {
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hits: new Set(),
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misses: new Set(),
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};
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}
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settings() {
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this.shipCount = 5;
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this.shipSize = [2, 3, 3, 4, 5];
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}
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createShips() {
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for (let i = 0; i < this.shipSize.length; i++) {
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let ship = new Ship(this.shipSize[i]);
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while (true) {
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let cords = this.generateCoordinates(this.shipSize[i]);
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ship.coordinates = cords;
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if (
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!this.checkForDuplicateCoordinates(ship) &&
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!this.checkForAdjacentCoordinates(ship)
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) {
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break;
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}
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}
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this.ships.push(ship);
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}
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}
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generateCoordinates(size) {
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const coordinates = [];
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const direction =
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Math.floor(Math.random() * 2) === 1 ? 'vertical' : 'horizontal';
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// if direction == vertial.. x should be the same.. else y will be the same
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let x = Math.floor(Math.random() * 10) + 1;
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let y = Math.floor(Math.random() * 10) + 1;
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let startingPoint = Math.floor(Math.random() * 9) + 1;
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if (startingPoint > 10 - size) startingPoint -= size;
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for (let i = 1; i < size + 1; i++) {
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if (direction === 'vertical') {
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y = i + startingPoint;
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coordinates.push([x, y]);
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} else {
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x = i + startingPoint;
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coordinates.push([x, y]);
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}
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}
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return coordinates;
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}
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checkForDuplicateCoordinates(ship) {
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// needs to save coordinates to a list
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let duplicates = false;
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if (this.ships.length > 0) {
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this.ships.forEach((s) => {
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for (let i = 0; i < ship.coordinates.length; i++) {
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let check = s.coordinates.find(
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(s) =>
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JSON.stringify(s) ===
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JSON.stringify(ship.coordinates[i]),
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);
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if (check) {
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duplicates = true;
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}
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}
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});
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}
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return duplicates;
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}
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checkForAdjacentCoordinates(ship) {
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// needs to save coordinates to a list
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let adjacent = false;
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let test = [];
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const adj = [
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[-1, 1],
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[-1, 0],
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[-1, -1],
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[0, -1],
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[1, -1],
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[1, 0],
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[1, 1],
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[0, 1],
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];
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for (let y = 1; y < 11; y++) {
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let rowData = [];
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for (let x = 1; x < 11; x++) {
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let adjPositions = [];
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for (const [adjX, adjY] of adj) {
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const tempX = x + adjX;
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const tempY = y + adjY;
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if (tempX >= 1 && tempX < 11 && tempY >= 1 && tempY < 11) {
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adjPositions.push([tempX, tempY]);
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}
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}
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rowData.push(adjPositions);
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}
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test.push(rowData);
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}
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if (this.ships.length > 0) {
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this.ships.forEach((s) => {
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for (let i = 0; i < ship.coordinates.length; i++) {
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let x = ship.coordinates[i][1];
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let y = ship.coordinates[i][0];
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let adjacentCords = test[x - 1][y - 1];
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for (let t = 0; t < adjacentCords.length; t++) {
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let check = s.coordinates.find(
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(s) =>
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JSON.stringify(s) ===
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JSON.stringify(adjacentCords[t]),
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);
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if (check) {
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adjacent = true;
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}
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}
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}
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});
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}
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return adjacent;
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}
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receiveAttack(coordinate) {
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let shipIndex;
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for (let i = 0; i < this.ships.length; i++) {
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let attacked = this.ships[i].coordinates.find(
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(c) => JSON.stringify(coordinate) === JSON.stringify(c),
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);
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if (attacked) {
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shipIndex = i;
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this.ships[shipIndex].hit();
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this.scoreboard.hits.add(JSON.stringify(coordinate));
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return;
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}
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}
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if (!shipIndex) this.scoreboard.misses.add(JSON.stringify(coordinate));
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}
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shipStatus() {
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for (let i = 0; i < this.ships.length; i++) {
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if (this.ships[i].isSunk()) {
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this.sunkShipCount += 1;
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this.ships.splice(i, 1);
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}
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}
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}
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}
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export { Gameboard };
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24
battleship/src/components/player.js
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24
battleship/src/components/player.js
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import { Gameboard } from './gameboard';
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class Player {
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constructor(name) {
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this.gameboard = new Gameboard();
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this.playerName = name;
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}
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computerMoves(scoreboard) {
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function coordinates() {
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let x = Math.floor(Math.random() * 10) + 1;
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let y = Math.floor(Math.random() * 10) + 1;
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return [x, y];
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}
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while (true) {
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let potentialMove = coordinates();
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if (!scoreboard.misses.has(JSON.stringify(potentialMove))) {
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return potentialMove;
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}
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}
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}
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}
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export { Player };
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16
battleship/src/components/ship.js
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16
battleship/src/components/ship.js
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class Ship {
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constructor(length) {
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this.length = length;
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this.hits = 0;
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}
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hit() {
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this.hits += 1;
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}
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isSunk() {
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return this.hits === this.length;
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}
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}
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export { Ship };
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9
battleship/src/index.js
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9
battleship/src/index.js
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import { Player } from './components/player';
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import Game from './app';
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import Website from './website';
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import './style.css';
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const player1 = new Player('Player1');
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const player2 = new Player('CPU');
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const game = new Game({ player1: player1, player2: player2 });
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new Website(game);
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31
battleship/src/style.css
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31
battleship/src/style.css
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#header {
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display: flex;
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justify-content: center;
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}
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.container {
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display: flex;
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justify-content: center;
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align-content: center;
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gap: 100px;
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}
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.grid {
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display: flex;
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width: 500px;
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height: 500px;
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flex-wrap: wrap;
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}
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.player2 div {
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cursor: pointer;
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}
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.player2 div > div:hover {
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background-color: gray;
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}
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.cell {
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width: 48px;
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height: 48px;
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}
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138
battleship/src/website.js
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138
battleship/src/website.js
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export default class Website {
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constructor(game) {
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this.game = game;
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this.container = document.createElement('div');
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this.container.classList.add('container');
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this.header = document.createElement('header');
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this.header.id = 'header';
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this.footer = document.createElement('footer');
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this.footer.id = 'footer';
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this.createHeader();
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this.updateScreen();
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document.body.append(this.header, this.container, this.footer);
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}
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createHeader() {
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let title = document.createElement('h1');
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title.textContent = 'Battleship';
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this.header.appendChild(title);
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}
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drawGrid(player = null) {
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const div = document.createElement('div');
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div.style.border = '1px solid black';
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div.classList.add('grid');
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let misses = player.gameboard.scoreboard.misses;
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let hits = player.gameboard.scoreboard.hits;
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let shipCoordinates = player.gameboard.ships.map(
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(ship) => ship.coordinates,
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);
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let allShipCoordinates = shipCoordinates.concat(...shipCoordinates);
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for (let i = 1; i < 11; i++) {
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for (let j = 1; j < 11; j++) {
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const cell = document.createElement('div');
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cell.classList.add('cell');
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cell.dataset.cell = `[${j}, ${i}]`;
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cell.style.border = '1px solid black';
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div.appendChild(cell);
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if (player.playerName === 'Player1') {
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allShipCoordinates.forEach((ship) => {
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if (JSON.stringify([j, i]) === JSON.stringify(ship)) {
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cell.style.backgroundColor = 'blue';
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}
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});
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}
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if (hits.has(JSON.stringify([j, i]))) {
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cell.style.backgroundColor = 'red';
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} else if (misses.has(JSON.stringify([j, i]))) {
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cell.style.backgroundColor = 'black';
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}
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}
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}
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return div;
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}
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updateScreen() {
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// Clear screen before update
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this.container.innerHTML = '';
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const playerOneDiv = document.createElement('div');
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playerOneDiv.classList.add('player1');
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const h2 = document.createElement('h2');
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h2.classList.add('player-title');
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h2.textContent = 'Player 1';
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playerOneDiv.append(h2, this.drawGrid(this.game.player1));
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const playerTwoDiv = document.createElement('div');
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playerTwoDiv.classList.add('player2');
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playerTwoDiv.addEventListener('click', (event) =>
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this.handleAttackClick(event),
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);
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const h2Cpu = document.createElement('h2');
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h2Cpu.classList.add('player-title');
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h2Cpu.textContent = 'CPU';
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playerTwoDiv.append(h2Cpu, this.drawGrid(this.game.player2));
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this.container.append(playerOneDiv, playerTwoDiv);
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}
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handleAttackClick(event) {
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let move = event.target.dataset.cell
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? JSON.parse(event.target.dataset.cell)
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: null;
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// Exit if the block has already been clicked
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let available = this.game.player2.gameboard.scoreboard;
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if (
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available.misses.has(JSON.stringify(move)) ||
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available.hits.has(JSON.stringify(move)) ||
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!move
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)
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return;
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this.game.handleUserMove(JSON.stringify(move));
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this.updateScreen();
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if (this.isGameOver()) {
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let winner = this.announceWinner();
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this.container.textContent = `Gameover ${winner} has won the game`;
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}
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this.CPUMove();
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}
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CPUMove() {
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this.game.handleCPUMove();
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this.updateScreen();
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if (this.isGameOver()) {
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let winner = this.announceWinner();
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this.container.textContent = `Gameover ${winner} has won the game`;
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}
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}
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isGameOver() {
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return (
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this.game.player1.gameboard.ships.length === 0 ||
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this.game.player2.gameboard.ships.length === 0
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);
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}
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announceWinner() {
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if (this.game.player1.gameboard.ships.length === 0) {
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return 'CPU';
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}
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return 'Player 1';
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}
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}
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