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</pre>
 
</pre>
  
And pass them to your gomoku.js through gomoku.game.php->getAllDatas() for easy repositioning (modify constant, refresh).
+
And pass them to your gomoku.js for easy repositioning (modify constant, refresh).
 +
 
 +
* In gomoku.game.php->getAllDatas(), add the constants to the result array
  
 
         // Constants
 
         // Constants
 
         $result['constants'] = $this->gameConstants;
 
         $result['constants'] = $this->gameConstants;
 +
 +
* In gomoku.js constructor, define a class variable for constants
 +
 +
        // Game constants
 +
      this.gameConstants = null;
 +
 +
* Then use it in your getXPixelCoordinates and getYPixelCoordinates functions
 +
 +
        getXPixelCoordinates: function( intersection_x )
 +
        {
 +
        return this.gameConstants['X_ORIGIN'] + intersection_x * (this.gameConstants['INTERSECTION_WIDTH'] + this.gameConstants['INTERSECTION_X_SPACER']);
 +
        },
 +
       
 +
        getYPixelCoordinates: function( intersection_y )
 +
        {
 +
        return this.gameConstants['Y_ORIGIN'] + intersection_y * (this.gameConstants['INTERSECTION_HEIGHT'] + this.gameConstants['INTERSECTION_Y_SPACER']);
 +
        },
  
 
Here is what you should get:
 
Here is what you should get:

A lap 2012. december 5., 23:18-kori változata

This tutorial will guide you through the basics of creating a simple game on BGA Studio, through the example of Gomoku (also known as Gobang or Five in a Row).

You will start from our 'emtpy game' template

Here is how your games looks by default when it has just been created :

Gomoku tuto1.png

Setup the board

Gather useful images for the game and edit them as needed. Upload them in the 'img' folder of your SFTP access.

Edit .tpl to add some divs for the board in the HTML.

<div id="gmk_game_area">
	<div id="gmk_background">
		<div id="gmk_goban">
		</div>
	</div>	
</div>

Edit .css to set the div sizes and positions and show the image of the board as background.

#gmk_game_area {
	text-align: center;
	position: relative;
}

#gmk_background {
	width: 620px;
	height: 620px;	
	position: relative;
	display: inline-block;
}

#gmk_goban {	
	background-image: url( '../../img/gomoku/goban.jpg');
	width: 620px;
	height: 620px;
	position: absolute;	
}

Gomoku tuto2.png

Setup the backbone of your game

Edit dbmodel.sql to create a table for intersections. We need coordinates for each intersection and a field to store the color of the stone on this intersection (if any).

CREATE TABLE IF NOT EXISTS `intersection` (
   `id` int(10) unsigned NOT NULL AUTO_INCREMENT,
   `coord_x` tinyint(2) unsigned NOT NULL,
   `coord_y` tinyint(2) unsigned NOT NULL,
   `stone_color` varchar(8) NULL,
   PRIMARY KEY (`id`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8 AUTO_INCREMENT=1 ;

Edit gomoku.game.php->setupNewGame() to insert the empty intersections (19x19) with coordinates into the database.

        // Insert (empty) intersections into database
        $sql = "INSERT INTO intersection (coord_x, coord_y) VALUES ";
        $values = array();
        for ($x = 0; $x < 19; $x++) {
            for ($y = 0; $y < 19; $y++) {
        	
            	$values[] = "($x, $y)";   	
            }
        }
        $sql .= implode( $values, ',' );
        self::DbQuery( $sql );

Edit gomoku.game.php->getAllDatas() to retrieve the state of the intersections from the database.

        // Intersections
        $sql = "SELECT id, coord_x, coord_y, stone_color FROM intersection ";
        $result['intersections'] = self::getCollectionFromDb( $sql );

Edit .tpl to create a template for intersections (jstpl_intersection).

var jstpl_intersection='<div class="gmk_intersection ${stone_type}" id="intersection_${x}_${y}"></div>';

Define the styles for the intersection divs

.gmk_intersection {
    width: 30px;
    height: 30px;
    position: relative;
}

Edit gomoku.js->setup() to setup the intersections layer that will be used to get click events and to display the stones. The data you returned in $result['intersections'] in gomoku.game.php->getAllDatas() is now available in your gomoku.js->setup() in gamedatas.intersections.

            // Setup intersections
            for( var id in gamedatas.intersections )
            {
                var intersection = gamedatas.intersections[id];

                dojo.place( this.format_block('jstpl_intersection', {
                    x:intersection.coord_x,
                    y:intersection.coord_y,
                    stone_type:(intersection.stone_color == null ? "no_stone" : 'stone_' + intersection.stone_color)
                } ), $ ( 'gmk_background' ) );

                var x_pix = this.getXPixelCoordinates(intersection.coord_x);
                var y_pix = this.getYPixelCoordinates(intersection.coord_y);
                
                this.slideToObjectPos( $('intersection_'+intersection.coord_x+'_'+intersection.coord_y), $('gmk_background'), x_pix, y_pix, 10 ).play();

                if (intersection.stone_color != null) {
                    // This intersection is taken, it shouldn't appear as clickable anymore
                    dojo.removeClass( 'intersection_' + intersection.coord_x + '_' + intersection.coord_y, 'clickable' );
                }
            } 

Use some temporary css border-color or background-color and opacity to see the divs and make sure you have them positioned right.

.gmk_intersection {
    width: 30px;
    height: 30px;
    position: relative;
    background-color: blue;
    opacity: 0.3;
}

You can declare some constants in material.inc.php

$this->gameConstants = array(
		"INTERSECTION_WIDTH" => 30,
		"INTERSECTION_HEIGHT" => 30,		
		"INTERSECTION_X_SPACER" => 2.8, // Float
		"INTERSECTION_Y_SPACER" => 2.8, // Float
		"X_ORIGIN" => 0,
		"Y_ORIGIN" => 0,
);

And pass them to your gomoku.js for easy repositioning (modify constant, refresh).

  • In gomoku.game.php->getAllDatas(), add the constants to the result array
       // Constants
       $result['constants'] = $this->gameConstants;
  • In gomoku.js constructor, define a class variable for constants
       // Game constants
     	this.gameConstants = null;
  • Then use it in your getXPixelCoordinates and getYPixelCoordinates functions
       getXPixelCoordinates: function( intersection_x )
       {
       	return this.gameConstants['X_ORIGIN'] + intersection_x * (this.gameConstants['INTERSECTION_WIDTH'] + this.gameConstants['INTERSECTION_X_SPACER']); 
       },
       
       getYPixelCoordinates: function( intersection_y )
       {
       	return this.gameConstants['Y_ORIGIN'] + intersection_y * (this.gameConstants['INTERSECTION_HEIGHT'] + this.gameConstants['INTERSECTION_Y_SPACER']); 
       },

Here is what you should get:

Gomoku tuto3.png

Manage states and events

Define your game states in states.inc.php

Add onclick events on intersections in .js, calling an action with appropriate parameters

Add action in .action.php, retrieving parameters and calling the appropriate game action

Add game action in .game.php to update the database, then notify the client using a method ‘stonePlayed’

Implement this method in javascript to update the intersection to show the stone, and register it inside the setNotifications function.

The basic game turn is implemented: you can drop some stones!

Gomoku tuto4.png

Cleanup your styles

Remove temporary css visualisation helpers : looks good!

Gomoku tuto5.png

Implement rules and end of game conditions

Implement specific rules for the game (if any)

 Nothing special for Gomoku

Implement rule for computing game progression in .game.php->getGameProgression()

Implement end of game detection and update the score according to who is the winner in .game.php->stCheckEndOfGame()

Notify the score and implement the corresponding interface update in .js

Test everything thoroughly... you are done!

Gomoku tuto6.png