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play.js
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play.js
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// grid variable
var table;
// game number
var gameId = 0;
// puzzle grid
var puzzle = [];
// solution grid
var solution = [];
// remaining number counts
var remaining = [9, 9, 9, 9, 9, 9, 9, 9, 9];
// stopwatch timer variables
var timer = 0;
var pauseTimer = false;
var intervalId;
var gameOn = false;
function newGame(difficulty) {
// get random position for numbers from '1' to '9' to generate a random puzzle
var grid = getGridInit();
// prepare rows, columns and blocks to solove the initioaled grid
var rows = grid;
var cols = getColumns(grid);
var blks = getBlocks(grid);
// solve the grid section
// generate allowed digits for each cell
var psNum = generatePossibleNumber(rows, cols, blks);
// solve the grid
solution = solveGrid(psNum, rows, true);
// reset the game state timer and remaining number
timer = 0;
for (var i in remaining)
remaining[i] = 9;
// empty cells from grid depend on difficulty
// for now it will be:
// 59 empty cells for very easy
// 64 empty cells for easy
// 69 empty cells for normal
// 74 empty cells for hard
// 79 empty cells for expert
puzzle = makeItPuzzle(solution, difficulty);
// game is on when the difficulty = [0, 4]
gameOn = difficulty < 5 && difficulty >= 0;
// update the UI
ViewPuzzle(puzzle);
updateRemainingTable();
// finally, start the timer
if (gameOn)
startTimer();
}
function getGridInit() {
var rand = [];
// for each digits from 1 to 9 find a random row and column
for (var i = 1; i <= 9; i++) {
var row = Math.floor(Math.random() * 9);
var col = Math.floor(Math.random() * 9);
var accept = true;
for (var j = 0; j < rand.length; j++) {
// if number exist or there is a number already located in then ignore and try again
if (rand[j][0] == i | (rand[j][1] == row & rand[j][2] == col)) {
accept = false;
// try to get a new position for this number
i--;
break;
}
}
if (accept) {
rand.push([i, row, col]);
}
}
// initialize new empty grid
var result = [];
for (var i = 0; i < 9; i++) {
var row = "000000000";
result.push(row);
}
// put numbers in the grid
for (var i = 0; i < rand.length; i++) {
result[rand[i][1]] = replaceCharAt(result[rand[i][1]], rand[i][2], rand[i][0]);
}
return result;
}
// return columns from a row grid
function getColumns(grid) {
var result = ["", "", "", "", "", "", "", "", ""];
for (var i = 0; i < 9; i++) {
for (var j = 0; j < 9; j++)
result[j] += grid[i][j];
}
return result;
}
// return blocks from a row grid
function getBlocks(grid) {
var result = ["", "", "", "", "", "", "", "", ""];
for (var i = 0; i < 9; i++) {
for (var j = 0; j < 9; j++)
result[Math.floor(i / 3) * 3 + Math.floor(j / 3)] += grid[i][j];
}
return result;
}
// function to replace char in string
function replaceCharAt(string, index, char) {
if (index > string.length - 1) return string;
return string.substr(0, index) + char + string.substr(index + 1);
}
// get allowed numbers that can be placed in each cell
function generatePossibleNumber(rows, columns, blocks) {
var psb = [];
// for each cell get numbers that are not viewed in a row, column or block
// if the cell is not empty then, allowed number is the number already exist in it
for (var i = 0; i < 9; i++) {
for (var j = 0; j < 9; j++) {
psb[i * 9 + j] = "";
if (rows[i][j] != 0) {
psb[i * 9 + j] += rows[i][j];
} else {
for (var k = '1'; k <= '9'; k++) {
if (!rows[i].includes(k))
if (!columns[j].includes(k))
if (!blocks[Math.floor(i / 3) * 3 + Math.floor(j / 3)].includes(k))
psb[i * 9 + j] += k;
}
}
}
}
return psb;
}
function solveGrid(possibleNumber, rows, startFromZero) {
var solution = [];
// solve Sudoku with a backtracking algorithm
// Steps are:
// 1. get all allowed numbers that fit in each empty cell
// 2. generate all possible rows that fit in the first row depend on the allowed number list
//` 3. select one row from possible row list and put it in the first row
// 4. go to next row and find all possible number that fit in each cell
// 5. generate all possible row fit in this row then go to step 3 until reach the last row or there aren't any possible rows left
// 6. if next row hasn't any possible left then go the previous row and try the next possibility from possibility rows' list
// 7. if the last row has reached and a row fit in it has found then the grid has solved
var result = nextStep(0, possibleNumber, rows, solution, startFromZero);
if (result == 1)
return solution;
}
// level is current row number in the grid
function nextStep(level, possibleNumber, rows, solution, startFromZero) {
// get possible number fit in each cell in this row
var x = possibleNumber.slice(level * 9, (level + 1) * 9);
// generate possible numbers sequence that fit in the current row
var y = generatePossibleRows(x);
if (y.length == 0)
return 0;
// to allow check is solution is unique
var start = startFromZero ? 0 : y.length - 1;
var stop = startFromZero ? y.length - 1 : 0;
var step = startFromZero ? 1 : -1;
var condition = startFromZero ? (start <= stop) : (start >= stop);
// try every numbers sequence in this list and go to next row
for (var num = start; condition; num += step) {
var condition = startFromZero ? (num + step <= stop) : (num + step >= stop);
for (var i = level + 1; i < 9; i++)
solution[i] = rows[i];
solution[level] = y[num];
if (level < 8) {
/*if (solution[4] === undefined) {
var x = 0;
x++;
}*/
var cols = getColumns(solution);
var blocks = getBlocks(solution);
var poss = generatePossibleNumber(solution, cols, blocks);
if (nextStep(level + 1, poss, rows, solution, startFromZero) == 1)
return 1;
}
if (level == 8)
return 1;
}
return -1;
}
// generate possible numbers sequence that fit in the current row
function generatePossibleRows(possibleNumber) {
var result = [];
function step(level, PossibleRow) {
if (level == 9) {
result.push(PossibleRow);
return;
}
for (var i in possibleNumber[level]) {
if (PossibleRow.includes(possibleNumber[level][i]))
continue;
step(level + 1, PossibleRow + possibleNumber[level][i]);
}
}
step(0, "");
return result;
}
// empty cell from grid depends on the difficulty to make the puzzle
function makeItPuzzle(grid, difficulty) {
/*
difficulty:
// expert : 0;
// hard : 1;
// Normal : 2;
// easy : 3;
// very easy: 4;
*/
// so the puzzle is showen as solved grid
if (!(difficulty < 5 && difficulty > -1))
difficulty = 13;
var remainedValues = 81;
var puzzle = grid.slice(0);
// function to remove value from a cell and its symmetry then return remained values
function clearValue(grid, x, y, remainedValues) {
function getSymmetry(x, y) {
var symX = 8 - x; //Symmetry
var symY = 8 - y;
return [symX, symY];
}
var sym = getSymmetry(x, y);
if (grid[y][x] != 0) {
grid[y] = replaceCharAt(grid[y], x, "0")
remainedValues--;
if (x != sym[0] && y != sym[1]) {
grid[sym[1]] = replaceCharAt(grid[sym[1]], sym[0], "0")
remainedValues--;
}
}
return remainedValues;
}
// remove value from a cell and its symmetry to reach the expected empty cells amount
while (remainedValues > (difficulty * 5 + 20)) {
var x = Math.floor(Math.random() * 9);
var y = Math.floor(Math.random() * 9);
remainedValues = clearValue(puzzle, x, y, remainedValues);
}
return puzzle;
}
// view grid in html page
function ViewPuzzle(grid) {
for (var i = 0; i < grid.length; i++) {
for (var j = 0; j < grid[i].length; j++) {
var input = table.rows[i].cells[j].getElementsByTagName('input')[0];
addClassToCell(table.rows[i].cells[j].getElementsByTagName('input')[0]);
if (grid[i][j] == "0") {
input.disabled = false;
input.value = "";
}
else {
input.disabled = true;
input.value = grid[i][j];
remaining[grid[i][j] - 1]--;
}
}
}
}
// read current grid
function readInput() {
var result = [];
for (var i = 0; i < 9; i++) {
result.push("");
for (var j = 0; j < 9; j++) {
var input = table.rows[i].cells[j].getElementsByTagName('input')[0];
if (input.value == "" || input.value.length > 1 || input.value == "0") {
input.value = ""
result[i] += "0";
}
else
result[i] += input.value;
}
}
return result;
}
// check value if it is correct or wrong
// return:
// 0 for value can't be changed
// 1 for correct value
// 2 for value that hasn't any conflict with other values
// 3 for value that conflict with value in its row, column or block
// 4 for incorect input
function checkValue(value, row, column, block, defaultValue, currectValue) {
if (value === "" || value === '0')
return 0;
if (!(value > '0' && value < ':'))
return 4;
if (value === defaultValue)
return 0;
if ((row.indexOf(value) != row.lastIndexOf(value))
|| (column.indexOf(value) != column.lastIndexOf(value))
|| (block.indexOf(value) != block.lastIndexOf(value))) {
return 3;
}
if (value !== currectValue)
return 2;
return 1;
}
// remove old class from input and add a new class to represent current cell's state
function addClassToCell(input, className) {
// remove old class from input
input.classList.remove("right-cell");
input.classList.remove("worning-cell");
input.classList.remove("wrong-cell");
if (className != undefined)
input.classList.add(className);
}
// update value of remaining numbers in html page
function updateRemainingTable() {
for (var i = 1; i < 10; i++) {
var item = document.getElementById("remain-" + i);
item.innerText = remaining[i - 1];
item.classList.remove("red");
item.classList.remove("gray");
if (remaining[i - 1] === 0)
item.classList.add("gray");
else if (remaining[i - 1] < 0 || remaining[i - 1] > 9)
item.classList.add("red");
}
}
// start stopwatch timer
function startTimer() {
var timerDiv = document.getElementById("timer");
clearInterval(intervalId);
// update stopwatch value every one second
pauseTimer = false;
intervalId = setInterval(function () {
if (!pauseTimer) {
timer++;
var min = Math.floor(timer / 60);
var sec = timer % 60;
timerDiv.innerText = (("" + min).length < 2 ? ("0" + min) : min) + ":" + (("" + sec).length < 2 ? ("0" + sec) : sec);
}
}, 1000);
}
// UI Comunication functions
// function that must run when document loaded
window.onload = function () {
// assigne table to its value
table = document.getElementById("puzzle-grid");
// add ripple effect to all buttons in layout
var rippleButtons = document.getElementsByClassName("button");
for (var i = 0; i < rippleButtons.length; i++) {
rippleButtons[i].onmousedown = function (e) {
// get ripple effect's position depend on mouse and button position
var x = e.pageX - this.offsetLeft;
var y = e.pageY - this.offsetTop;
// add div that represents the ripple
var rippleItem = document.createElement("div");
rippleItem.classList.add('ripple');
rippleItem.setAttribute("style", "left: " + x + "px; top: " + y + "px");
// if ripple item should have special color... get and apply it
var rippleColor = this.getAttribute('ripple-color');
if (rippleColor)
rippleItem.style.background = rippleColor;
this.appendChild(rippleItem);
// set timer to remove the dif after the effect ends
setTimeout(function () {
rippleItem.parentElement.removeChild(rippleItem);
}, 1500);
};
}
for (var i = 0; i < 9; i++) {
for (var j = 0; j < 9; j++) {
var input = table.rows[i].cells[j].getElementsByTagName('input')[0];
// add function to remove color from cells and update remaining numbers table when it get changed
input.onchange = function () {
//remove color from cell
addClassToCell(this);
// check if the new value entered is allowed
function checkInput(input) {
if (input.value[0] < '1' || input.value[0] > '9') {
if (input.value != "?" && input.value != "؟") {
input.value = "";
alert("only numbers [1-9] and question mark '?' are allowed!!");
input.focus()
}
}
}
checkInput(this);
// compare old value and new value then update remaining numbers table
if (this.value > 0 && this.value < 10)
remaining[this.value - 1]--;
if (this.oldvalue !== "") {
if (this.oldvalue > 0 && this.oldvalue < 10)
remaining[this.oldvalue - 1]++;
}
//reset canSolved value when change any cell
canSolved = true;
updateRemainingTable();
};
//change cell 'old value' when it got focused to track numbers and changes on grid
input.onfocus = function () {
this.oldvalue = this.value;
};
}
}
}
// start new game
function startGameButtonClick() {
var difficulties = document.getElementsByName('difficulty');
// difficulty:
// 0 expert
// 1 hard
// 2 normal
// 3 easy
// 4 very easy
// 5 solved
// initial difficulty to 5 (solved)
var difficulty = 5;
// get difficulty value
for (var i = 0; i < difficulties.length; i++) {
if (difficulties[i].checked) {
newGame(4 - i);
difficulty = i;
break;
}
}
if (difficulty > 4)
newGame(5);
hideDialogButtonClick('dialog');
gameId++;
document.getElementById("game-number").innerText = "game #" + gameId;
// hide solver buttons
// show other buttons
document.getElementById("pause-btn").style.display = "block";
document.getElementById("check-btn").style.display = "block";
// prerpare view for new game
document.getElementById("timer-label").innerText = "Time";
document.getElementById("timer").innerText = "00:00";
document.getElementById("game-difficulty-label").innerText = "Game difficulty";
document.getElementById("game-difficulty").innerText = difficulty < difficulties.length ? difficulties[difficulty].value : "solved";
}
// pause \ continue button click function
function pauseGameButtonClick() {
var icon = document.getElementById("pause-icon");
var label = document.getElementById("pause-text");
// change icon and label of the button and hide or show the grid
if (pauseTimer) {
icon.innerText = "pause";
label.innerText = "Pause";
table.style.opacity = 1;
}
else {
icon.innerText = "play_arrow";
label.innerText = "Continue";
table.style.opacity = 0;
}
pauseTimer = !pauseTimer;
}
// check grid if correct
function checkButtonClick() {
// check if game is started
if (gameOn) {
// add one minute to the stopwatch as a cost of grid's check
timer += 30;
var currentGrid = [];
// read gritd status
currentGrid = readInput();
var columns = getColumns(currentGrid);
var blocks = getBlocks(currentGrid);
var errors = 0;
var currects = 0;
for (var i = 0; i < currentGrid.length; i++) {
for (var j = 0; j < currentGrid[i].length; j++) {
if (currentGrid[i][j] == "0")
continue;
// check value if it is correct or wrong
var result = checkValue(currentGrid[i][j], currentGrid[i], columns[j], blocks[Math.floor(i / 3) * 3 + Math.floor(j / 3)], puzzle[i][j], solution[i][j]);
// remove old class from input and add a new class to represent current cell's state
addClassToCell(table.rows[i].cells[j].getElementsByTagName('input')[0], result === 1 ? "right-cell" : (result === 2 ? "worning-cell" : (result === 3 ? "wrong-cell" : undefined)));
if (result === 1 || result === 0) {
currects++;
} else if (result === 3) {
errors++;
}
}
}
// if all values are correct and they equal original values then game over and the puzzle has been solved
// if all values are correct and they aren't equal original values then game over but the puzzle has not been solved yet
if (currects === 81) {
gameOn = false;
pauseTimer = true;
document.getElementById("game-difficulty").innerText = "Solved";
clearInterval(intervalId);
alert("Congrats, You solved it.");
} else if (errors === 0 && currects === 0) {
alert("Congrats, You solved it, but this is not the solution that I want.");
}
}
}
function showDialogClick(dialogId) {
// to hide navigation bar if it opened
// hideHamburgerClick();
var dialog = document.getElementById(dialogId);
var dialogBox = document.getElementById(dialogId + "-box");
dialogBox.focus();
dialog.style.opacity = 0;
dialogBox.style.marginTop = "-500px";
dialog.style.display = "block";
dialog.style.visibility = "visible";
// to view and move the dialog to the correct position after it set visible
setTimeout(function () {
dialog.style.opacity = 1;
dialogBox.style.marginTop = "64px";
}, 200);
}
function hideDialogButtonClick(dialogId) {
var dialog = document.getElementById(dialogId);
var dialogBox = document.getElementById(dialogId + "-box");
dialog.style.opacity = 0;
dialogBox.style.marginTop = "-500px";
setTimeout(function () {
dialog.style.visibility = "collapse";
//dialog.style.display = "none";
}, 500);
}
function viewMenu(){
{
var view = document.getElementById("dropdown");
if (view.style.display === "block") {
view.style.display = "none";
} else {
view.style.display = "block";
}
}
}