Text client for the Game of Islands.
It’s a game for two players, and each player has a board, which consists of a grid of one hundred squares. The grid is labeled with the numbers 1 through 10 across the top for the columns and down the left side for the rows. Each square is named by its coordinates of the form (row, column).
The players cannot see each other’s boards.
The players have matching sets of islands of various shapes and sizes, which they place on their own boards.
Island | Symbol | Squares | Shape |
---|---|---|---|
Atoll | A | 5 | |
S-Shape | S | 4 | |
L-Shape | L | 4 | |
Square | Q | 4 | |
Dot | D | 1 |
The players can move the islands around as much as they like until they say that they are set. After that, the islands must stay where they are for the rest of the game.
Once both players have set their islands, they take turns guessing squares on their opponent’s board, trying to find the islands. For every correct guess, we plant a palm tree on the island at that square. When all the squares of an island have palm trees, the island is forested.
The first player to forest all of her opponent’s islands is the winner.
Inspired by the book Functional Web Development by Lance Halvorsen.
Also inspired by the course Elixir for Programmers by Dave Thomas.
To play the Game of Islands, clone islands_engine
and compile it:
git clone https://github.com/RaymondLoranger/islands_engine
cd islands_engine
mix deps.get
mix compile
Then, clone islands_text_client
and compile it:
git clone https://github.com/RaymondLoranger/islands_text_client
cd islands_text_client
mix deps.get
mix compile
App :islands_engine
must run on node :islands_engine@<hostname>
where
<hostname>
is either the full host name if long names are used, or the first
part of the full host name if short names are used.
Start the engine using a short name:
cd islands_engine
iex --sname islands_engine -S mix
:observer.start # optional
Player1 starts a game from a different node with a short name:
cd islands_text_client
set "MIX_ENV=dev" && iex --sname client1 -S mix
Islands.Text.Client.start("Eden", "Adam", :m)
Player2 joins a game from yet another node with a short name:
cd islands_text_client
set "MIX_ENV=dev" && iex --sname client2 -S mix
Islands.Text.Client.join("Eden", "Eve", :f)
Start the engine using a long name:
cd islands_engine
iex --name islands_engine@rays.supratech.ca -S mix
:observer.start # optional
Player1 starts a game from a different node with a long name:
cd islands_text_client
set "MIX_ENV=prod" && iex --name client1@rays.supratech.ca -S mix
Islands.Text.Client.start("Eden", "Adam", :m)
Player2 joins a game from yet another node with a long name:
cd islands_text_client
set "MIX_ENV=prod" && iex --name client2@rays.supratech.ca -S mix
Islands.Text.Client.join("Eden", "Eve", :f)
When starting a game, a player can specify "auto mode" with a pause duration (in milliseconds) between moves:
Example:
cd islands_text_client
iex --sname client1 -S mix
Islands.Text.Client.start("Eden", "Adam", :m, mode: :auto, pause: 5000)
Likewise when joining a game, a player can specify "auto mode" with a pause duration (in milliseconds) between moves:
Example:
cd islands_text_client
iex --sname client2 -S mix
Islands.Text.Client.join("Eden", "Eve", :f, mode: :auto, pause: 3000)
The default mode is :manual
and the default pause is 0
milliseconds.
Any combination of modes is possible for the two players.
This video shows a game initially in manual mode and then switched to auto mode: