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bingo.js
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const DIM = 5;
const MAX = 100;
const DICE_MAX = 10;
const CELL_EMPTY = "empty";
const CELL_CORRECT = "correct";
const CELL_INCORRECT = "incorrect";
const CELL_BLOCKED = "blocked";
const STATE_RUNNING = "running";
const STATE_PAUSED = "paused";
const STATE_FINISHED = "finished";
const SECONDS_PER_TURN = 30;
const SECONDS_START = 28;
var card = [];
var marked = [];
var dice = [];
var picksLeft;
var available;
var constraints;
var secondsLeft;
var gameState;
var timerInterval;
var hasBingo;
var $die0 = $("#die0");
var $die1 = $("#die1");
var $startpause = $("#startpause");
var $timer = $("#timer");
function init() {
for (var i=0; i<DIM; i++) {
for (var j=0; j<DIM; j++) {
var $cell = $("#c" + i + j);
$cell.click(select($cell, i, j));
}
}
gameState = STATE_FINISHED;
$startpause.click(start);
}
function start() {
switch (gameState) {
case STATE_FINISHED:
hasBingo = false;
stopTimer();
generateCard();
for (var i=0; i<DIM; i++) {
for (var j=0; j<DIM; j++) {
var $cell = $("#c" + i + j);
$cell.text(card[i][j]);
$cell.removeClass();
$cell.addClass(CELL_EMPTY);
}
}
initTurn();
startTimer();
gameState = STATE_RUNNING;
$startpause.text("Pause");
break;
case STATE_RUNNING:
stopTimer();
gameState = STATE_PAUSED;
$startpause.text("Resume");
break;
case STATE_PAUSED:
startTimer();
gameState = STATE_RUNNING;
$startpause.text("Pause");
break;
}
}
function generateCard() {
for (var i=0; i<DIM; i++) {
card[i] = [];
marked[i] = [];
for (var j=0; j<DIM; j++) {
card[i][j] = Math.floor(Math.random()*MAX) + 1;
marked[i][j] = false;
}
}
}
function initTurn() {
update();
rollDice();
showDice();
available = [true, true, true];
constraints = [null, null, null];
picksLeft = 3;
secondsLeft = SECONDS_PER_TURN;
displayTimer();
}
function update() {
for (var i=0; i<DIM; i++) {
for (var j=0; j<DIM; j++) {
var $cell = $("#c" + i + j);
if ($cell.hasClass(CELL_BLOCKED)) {
$cell.removeClass(CELL_BLOCKED);
$cell.addClass(CELL_EMPTY);
} else if ($cell.hasClass(CELL_INCORRECT)) {
$cell.removeClass(CELL_INCORRECT);
$cell.addClass(CELL_BLOCKED);
}
}
}
}
/**
* Create callback for a cell
*/
function select($cell, i, j) {
return function() {
if (card.length === 0 || picksLeft == 0 || secondsLeft > SECONDS_START ||
!$cell.hasClass(CELL_EMPTY)) {
return;
}
var correct = false;
var possible = []
for (var k=0; k<dice.length; k++) {
if (available[k] && card[i][j] % dice[k] === 0) {
possible.push(k);
}
}
if (possible.length === 1) {
var k = possible[0];
available[k] = false;
if (constraints[k] !== null) {
available[constraints[k]] = false;
}
} else if(possible.length === 2) {
var k = possible[0];
var m = possible[1];
if (constraints[k] === null && constraints[m] === null) {
constraints[k] = m;
constraints[m] = k;
} else if (constraints[k] === m && constraints[m] === k) {
available[k] = false;
available[m] = false;
}
}
$cell.removeClass(CELL_EMPTY);
if (possible.length > 0) {
$cell.addClass(CELL_CORRECT);
marked[i][j] = true;
hasBingo = win();
if (hasBingo) {
$timer.html("<strong>BINGO!</strong>");
stopTimer();
gameState = STATE_FINISHED;
$startpause.text("Start");
}
} else {
$cell.addClass(CELL_INCORRECT);
}
picksLeft--;
}
}
/**
* Dice functions
*/
function rollDie() {
return Math.floor(Math.random()*DICE_MAX) + 1;
}
function rollDice() {
dice[0] = rollDie();
dice[1] = rollDie();
dice[2] = dice[0]+dice[1];
}
function showDice() {
$die0.text(dice[0]);
$die1.text(dice[1]);
}
/**
* Timer functions
*/
function startTimer() {
timerInterval = setInterval(function () {
secondsLeft--;
displayTimer();
if (secondsLeft === 0) {
initTurn();
}
}, 1000);
}
function stopTimer() {
clearInterval(timerInterval);
}
function displayTimer() {
var minutes = Math.floor(secondsLeft/60);
var seconds = Math.floor(secondsLeft%60);
$timer.text(minutes + ":" + (seconds<10?'0':'') + seconds);
}
/**
* Check whether the player has won.
*/
function win() {
function markedRow(i) {
for (var j=0; j<DIM; j++) {
if (!marked[i][j]) {
return false;
}
}
return true;
}
function markedCol(j) {
for (var i=0; i<DIM; i++) {
if (!marked[i][j]) {
return false;
}
}
return true;
}
function markedDiagForward() {
for (var k=0; k<DIM; k++) {
if (!marked[k][k]) {
return false;
}
}
return true;
}
function markedDiagBackward() {
for (var k=0; k<DIM; k++) {
if (!marked[k][DIM-k-1]) {
return false;
}
}
return true;
}
for (var k=0; k<DIM; k++) {
if (markedRow(k)) {
return true;
}
if (markedCol(k)) {
return true;
}
}
return markedDiagForward() || markedDiagBackward();
}