12 Jun 2016 - by 'Maurits van der Schee'
12 years ago I wrote a game in Borland Delphi that I learned on a holiday. It is a game with 6 dice that plays a bit like a slot machine. You can play it with two or more people and you need six dice.
You start a turn by throwing a full set of six dice. You may call for any of following combinations and add the corresponding score to your turn score (where the series of d's represent dice with the same number):
Dice Score
------------------------
1, 2, 3, 4, 5, 6 = 2000
1, 1, 1, 1, 1, 1 = 8000
1, 1, 1, 1, 1 = 4000
1, 1, 1, 1 = 2000
1, 1, 1 = 1000
d, d, d, d, d, d = d*800
d, d, d, d, d = d*400
d, d, d, d = d*200
d, d, d = d*100
1 = 100
5 = 50
------------------------
Any dice used for the turn score may not be thrown again, unless all dice are used for the turn score, then they may all be thrown again. If you throw again and you are not able to add a score to your turn score your turn ends with zero points (regardless of the accumulated turn score). If your turn score exceeds 350 points you may decide to stop your turn and add the turn score to your total score. You win the game when you reach a total score of 10.000 points.
Below you find the playable game (requires Javascript):
Press 'add' to add the selected dice to your turn score. Press 'play' to throw the unused dice again. Press 'stop' to collect your turn score and end your turn or press 'next' to end your turn without collecting your turn score. I hope you enjoy it. NB: The CPU (player 2) has some AI that is programmed to play defensive.
The Javascript below is the full source code for the game:
var state = {
dice:[
{face:roll(),taken:false,selected:false},
{face:roll(),taken:false,selected:false},
{face:roll(),taken:false,selected:false},
{face:roll(),taken:false,selected:false},
{face:roll(),taken:false,selected:false},
{face:roll(),taken:false,selected:false}
],
selected:0,
roll:0,
turn:0,
playing:0,
won: false,
player:[
{points:0},
{points:0}
]
}
draw();
function calculate() {
var dice = [];
for (var i=0;i<state.dice.length;i++) {
if (!state.dice[i].taken && state.dice[i].selected) {
dice.push(state.dice[i].face);
}
}
dice.sort();
var d = dice[0];
switch(JSON.stringify(dice)) {
case JSON.stringify([1,2,3,4,5,6]): score=2000; break;
case JSON.stringify([1,1,1,1,1,1]): score=8000; break;
case JSON.stringify([1,1,1,1,1]): score=4000; break;
case JSON.stringify([1,1,1,1]): score=2000; break;
case JSON.stringify([1,1,1]): score=1000; break;
case JSON.stringify([d,d,d,d,d,d]): score=d*800; break;
case JSON.stringify([d,d,d,d,d]): score=d*400; break;
case JSON.stringify([d,d,d,d]): score=d*200; break;
case JSON.stringify([d,d,d]): score=d*100; break;
case JSON.stringify([1]): score=100; break;
case JSON.stringify([5]): score=50; break;
default: score=0;
}
state.selected=score;
}
function toggle(dice) {
state.dice[dice].selected = !state.dice[dice].selected;
calculate();
draw();
}
function roll() {
return Math.floor(Math.random() * ((6 - 1) + 1) + 1);
}
function take() {
if (state.selected) {
state.roll += state.selected;
state.selected = 0;
for (var i=0;i<state.dice.length;i++) {
if (!state.dice[i].taken) {
if (state.dice[i].selected) {
state.dice[i].taken = true;
}
}
}
} else {
for (var i=0;i<state.dice.length;i++) {
if (!state.dice[i].taken) {
if (state.dice[i].selected) {
state.dice[i].selected = false;
}
}
}
}
draw();
}
function play() {
take();
state.turn += state.roll;
state.roll = 0;
var taken = 0;
for (var i=0;i<state.dice.length;i++) {
if (!state.dice[i].taken) {
state.dice[i].face = roll();
} else {
taken++;
}
}
if (taken==state.dice.length) {
for (var i=0;i<state.dice.length;i++) {
state.dice[i].face = roll();
state.dice[i].taken = false;
state.dice[i].selected = false;
}
}
draw();
}
function stop() {
take();
state.turn += state.roll;
state.roll = 0;
state.player[state.playing].points += state.turn;
next();
}
function next() {
state.turn = 0;
state.roll = 0;
if (!state.won && state.player[state.playing].points>=10000) {
state.won = true;
alert((state.playing==0?'You win!':'CPU wins!'));
}
state.playing = (state.playing+1)%state.player.length;
for (var i=0;i<state.dice.length;i++) {
state.dice[i].face = roll();
state.dice[i].taken = false;
state.dice[i].selected = false;
}
calculate();
draw();
setTimeout(cpu,200);
}
function cpu_select(count,face) {
var found = 0;
for (var i=0;i<state.dice.length;i++) {
if (!state.dice[i].taken) {
if (!face || state.dice[i].face == face) {
state.dice[i].selected = true;
found++;
if (found==count) break;
}
}
}
calculate();
take();
setTimeout(cpu,200);
}
function cpu() {
if (state.playing!=1) return;
var dice = [];
for (var i=0;i<state.dice.length;i++) {
if (!state.dice[i].taken) {
dice.push(state.dice[i].face);
}
}
dice.sort();
var str = '';
for (var i=0;i<dice.length;i++) {
str += dice[i];
}
if (str=='123456') return cpu_select(6,0);
for (var count=6;count>=3;count--) {
for (var d=7;d>=2;d--) {
var face = (d==7?1:d);
if (str.indexOf(new Array(count+1).join(face))>=0) {
return cpu_select(count,face);
}
}
}
if (str.indexOf('1')>=0) return cpu_select(1,1);
if (str.indexOf('5')>=0) return cpu_select(1,5);
setTimeout(cpu_end,200);
}
function cpu_end()
{
if (state.roll+state.selected && state.turn+state.roll+state.selected>=350) {
var taken = 0;
for (var i=0;i<state.dice.length;i++) {
if (state.dice[i].taken) {
taken++;
}
}
if (taken==state.dice.length) {
play();
setTimeout(cpu,200);
} else {
stop();
}
} else {
if (state.roll+state.selected) {
play();
setTimeout(cpu,200);
} else {
next();
}
}
}
function draw() {
var html = '<span style="font-family: sans-serif">';
for (var p=0;p<state.player.length;p++) {
html += '<span style="color: '+(p==state.playing?'black':'silver')+';">';
html += 'player '+(p+1)+': ';
html += state.player[p].points;
if (p==state.playing) {
html += '<span style="color: '+(state.turn+state.roll+state.selected>=350?'black':'silver')+';">';
html += '+'+(state.turn+state.roll+state.selected);
html += '</span>';
}
html += '</span><br/>';
}
html += '<span style="font-size: 400%">';
for (var i=0;i<state.dice.length;i++) {
if (state.dice[i].taken) {
html += '<span style="color: silver">';
html += '&#'+(9855+state.dice[i].face)+';';
html += '</span>';
} else {
html += '<a href="javascript:toggle('+i+')" ';
html += 'style="color: '+(state.dice[i].selected?'silver':'black')+'">';
html += '&#'+(9855+state.dice[i].face)+';';
html += '</a>';
}
}
html += '<br/></span>';
html += '<br/>';
var button_style = [
'border: 1px solid silver; padding: .5em; text-decoration: none; color: silver',
'border: 1px solid black; padding: .5em; text-decoration: none; color: black;'
];
if (state.selected) {
html += '<a href="javascript:take()" style="'+button_style[1]+'">➕ add</a> ';
} else {
html += '<span style="'+button_style[0]+'">➕ add</span> ';
}
if (state.roll+state.selected) {
html += '<a href="javascript:play()" style="'+button_style[1]+'">▶ play</a> ';
} else {
html += '<span style="'+button_style[0]+'">▶ play</span> ';
}
if (state.roll+state.selected && state.turn+state.roll+state.selected>=350) {
html += '<a href="javascript:stop()" style="'+button_style[1]+'">⏹ stop</a> ';
html += '<span style="'+button_style[0]+'">⏭ next</span> ';
} else {
html += '<span style="'+button_style[0]+'">⏹ stop</span> ';
html += '<a href="javascript:next()" style="'+button_style[1]+'">⏭ next</a> ';
}
html += '</span>';
document.getElementById('dice_game').innerHTML = html;
}
It is simple enough to quickly understand and improve. You can also find the code on Github.
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