How To Build A Magic Eight Ball With JavaScript

Magic Eight Ball With JavaScript

Welcome to my latest tutorial, where you’ll learn how to build a magic eight ball with JavaScript.

I usually write tutorials for an audience of people who know at least a little bit of front-end programming. I’ve put more focus on the concepts and thought processes used in building the abstractions than on the technical details. One of my recent tutorials, a crossword puzzle generator, is a good example of what I’m talking about.

This post will be different. I’m going to show you how to build a magic eight ball with JavaScript, and the tutorial is designed for complete beginners.

You can check it out here.

And you can view the source code here. You can compare your code to mine if you run into troubles along the way.

My tutorials are fun because you get a working game at the end. I think there is a lot to be said for that. Most people don’t get into programming because they enjoy sorting lists or learning about data structures. They want to build something cool.

That being said, my tutorials usually require you to apply yourself and do more of your own research if you want to maximize the benefits to you. If you’re just blindly copying and pasting you won’t learn much.

True growth as a developer comes when you can combine structured learning of the fundamentals with building cool stuff.

The goal of this specific tutorial is to provide that kind of experience, with a little more focus on learning the fundamentals.

Technologies of the Web

We’ll be building this magic eight ball using front-end web technologies. Understanding these technologies is key to building a strong foundation as a web developer.

There are three fundamental technologies that every developer must know in order to write code that will run in a web browser: HTML, CSS, and JavaScript.

HTML

HTML stands for hypertext markup language. It is a domain specific programming language that allows you to display structured content in a web browser.

Notice how this page you’re reading has headings in larger font and breaks between paragraphs? That effect is due to HTML tags.

What are tags?

Tags are elements on the page that describe how content should be displayed. There are different tags for displaying headings, paragraphs, buttons, line breaks, images, and much more. If you want to be a web developer, HTML is the first thing you should learn. Fortunately, it’s pretty easy to pick up.

CSS

CSS stands for cascading style sheets. It is a programming language used for applying colors, fonts, positioning, borders, and much more to HTML elements. Basically, it makes the page look pretty.

It’s called cascading because of the way it determines which style to apply if more than one rule matches a particular element.

CSS can be included in the HTML directly, or pulled in from a separate file. It used to be considered poor form to have inline CSS, but that standard has changed a bit with some of the new front-end frameworks. For this tutorial, I’ll be including the CSS via a separate file.

JavaScript

Out of the three languages, JavaScript is probably the most challenging to learn (although advanced CSS can get pretty crazy). It’s also the most rewarding, as many of the same concepts will apply to other programming languages, like Java, Python, or C++.

JavaScript brings your page to life. It allows you to introduce dynamic behavior to the page. You can add functionality that is dependent upon the actions of the user. It’s where the bulk of the difficulty, and fun, of programming lies.

Like CSS, you can include JavaScript directly in the HTML. I’ll be including it via a separate file.

We’ll be displaying the answers from our magic eight ball with JavaScript.

Where To Write The Code

To start developing for the web, all you really need is a text editor program. I like Sublime, but there are many good ones to choose from. You can even use plain old Notepad, but I recommend downloading something better. Here is a good list to pick from:

  • Sublime
  • Visual Studio Code
  • Notepad++
  • Atom

Make Your Life Easier With a Debugger

In my opinion, it’s also worth familiarizing yourself with your browser’s developer tools. They are extremely helpful for experimenting, debugging issues, and seeing what’s going on in your code behind the scenes. For this tutorial I’ll be using Google Chrome.

In Chrome, you can bring up the developer tools by using the keyboard shortcut: Ctrl + Shift + I, or by right clicking on the page and selecting “Inspect”. Check out this post to familiarize yourself with the basics of how to use these tools.

Alternatively, you can wait and learn them when you need them.

Creating the HTML File

Ok, let’s get started making the magic eight ball.

Once you have downloaded a text editor you have all you need to begin. Pick any folder/directory on your computer as the location of your website. It can be a simple as creating a folder called “magic-eight-ball” on your Desktop. This is the location where you will be saving your HTML, CSS, and JavaScript files.

Next, open up a brand new file in your text editor of choice. This is where we are going to write the HTML code.

Begin by adding the following code to the file:

<!DOCTYPE html>
<html>
  <head>
  </head>
  <body>
  </body>
</html>

This is the basic structure of an HTML document. The words in angle brackets are called tags.

There are opening and closing tags. The tags that have a forward slash before the name are the closing tags. Although most HTML elements require both, there are many HTML elements that do not require a closing tag. We’ll see some examples of this in a moment.

The content you will be adding goes between the opening and closing tags. These tags are what create visible elements on the page.

The first element you see is the doctype. This is not an HTML tag, but information the browser needs to know what kind of document to display. In our case, the type of document is an HTML document. There are other doctypes, but that discussion is beyond the scope of this tutorial.

We have three tags so far: html, head, and body. The html tag signifies the beginning of the HTML document. Everything on the page goes inside it. The head tag contains meta information about the page and can also be used as a place to import other files. The body tag is where the bulk of our content will go.

Go ahead and save this file as index.html in the folder you previously created.

Now add some more code so your HTML looks like this:

<!DOCTYPE html>
<html>
  <head>
    <title>Magic Eight Ball</title>
    <link rel="stylesheet" href="magic-eight-ball.css">
    <link rel="shortcut icon" 
          href="https://mitchum.blog/wp-content/uploads/2019/05/favicon.png" />
  </head>
  <body>
    <main>
      <h3 class="heading">Magic Eight Ball</h3>
      <h5 class="heading">
      	<a href="https://mitchum.blog/building-a-magic-eight-ball-with-javascript/">Tutorial</a> |
        <a href="https://github.com/mmaynar1/games/tree/master/magic-eight-ball">Github</a> |
        <a href="https://mitchum.blog/subscribe/">Subscribe</a>
      </h5>
    </main>   
  </body>
</html>

Let’s look at what we added. You should notice that the head and body tags have even more tags inside of them now.

Head Tag

We have added a title tag and two link tags. The title tag will be displayed in the tab of your browser.

Magic Eight Ball title tag
The title of our page is “Magic Eight Ball”.

The first link tag pulls in the CSS class which we have yet to create. We’ll do that in a moment.

The second link tag sets the favicon image. This is the little icon that shows up in the browser tab. We’re pulling the image from the web server that runs my blog.

The favicon
The favicon shows up in the tab as well.

Body Tag

We have added a main tag inside the body. This element contains the main content of the page. In our case, this is almost everything. On other websites, however, you might find items like common footers and navigation elements outside of the main tag.

Inside our main tag we have added two h tags. These are heading tags that display larger text meant to serve as headings for sections of content.

The first heading tag contains text representing the title of our page: Magic Eight Ball. It also contains a class property labeled “heading”. This is a CSS class. Later we will add style to it by adding code to our CSS file.

Adding Hyperlinks

The second heading tag, which is also assigned the “heading” class, contains hyperlinks to my blog and Github page.

You might know hyperlinks by their more common nickname: links. These hyperlinks are created by using “a”, or “anchor” tags. The href property specifies which url the hyperlink will direct the browser to. The text between the anchor tags specifies what the link name will be.

You should really click on that Subscribe link and submit the form. I’ve made it easy for you by adding my own link to it right here. 😉

At this point you should save your changes. Then, navigate to this file and open it in a browser. In the address bar you should be able to see the path to your file. On the page itself you should see the title and the links below it.

Finishing Up the HTML

Now it’s time to add the rest of the HTML content. See the new additions below:

<!DOCTYPE html>
<html>
  <head>
    <title>Magic Eight Ball</title>
    <link rel="stylesheet" href="magic-eight-ball.css">
    <link rel="shortcut icon" 
          href="https://mitchum.blog/wp-content/uploads/2019/05/favicon.png" />
  </head>
  <body>
    <main>
      <h3 class="heading">Magic Eight Ball</h3>
      <h5 class="heading">
      	<a href="https://mitchum.blog/building-a-magic-eight-ball-with-javascript/">Tutorial</a> |
        <a href="https://github.com/mmaynar1/games/tree/master/magic-eight-ball">Github</a> |
        <a href="https://mitchum.blog/subscribe/">Subscribe</a>
      </h5>
      <br>
      <div id="answerButton"> 
      	<button class="button" type="button" onclick="displayAnswer()">Shake It</button>
      </div>
      <br>
      <div id="magicEightBall">
        <div id="circle"></div>
        <img src="magic-eight-ball.png"/>
      </div>
      <br>
    </main>   
   <script src="magic-eight-ball.js"></script>
  </body>
</html>

In this step we’ve added the bulk of the HTML needed to make our magic eight ball. We’ve added two div tags. People use div tags a lot. You can think of them as generic placeholders for content.

Adding the “Shake It” Button

The first div is given the id of “answerButton”. We’ll use this id for adding styling via CSS. Inside the div tag is a button child tag.

Child tags are tags inside of other tags. The outer tag is referred to as the parent tag. (Image description?)

This button is assigned the class “button”, the type “button”, and a JavaScript function to execute when somebody clicks it. We’ll write this function later when we get to the JavaScript file. The text on the button will say “Shake It”. When you click this button, you’ll get an answer from the magic eight ball.

The second div is given the id of “magicEightBall”. We’ll use this id for adding styling via CSS, but also for adding functionality in the JavaScript code.

Adding the Magic Eight Ball

There are two child tags in this div. The first is another div with the id of “circle”. The second is an img tag with a src attribute pointing to an image called “magic-eight-ball.png”. You’ll need to download this image from my server, give it the name “magic-eight-ball.png”, and save it in your working folder/directory along with your other files.

There are also br tags scattered throughout to provide spacing between different page elements. Go ahead and add those as well.

Finally, there is a script tag right outside the main closing tag. The src attribute points to magic-eight-ball.js, the JavaScript file we will be adding later.

If you save and open the HTML file now it will have all the content, but it will look pretty ugly:

Magic Eight Ball with no CSS
Our magic eight ball web page with no CSS applied looks like this.

We’re going to fix that by adding the CSS file, magic-eight-ball.css.

Creating the CSS File

Open up a brand new file in your text editor and save it in the same location as your index.html file under the filename, “magic-eight-ball.css”.

It’s important that the name matches the one you specified in the HTML file, otherwise the CSS file won’t be found. Add the following blocks of code one at a time, and save as you go. Observe how the page changes as you go.

Setting the Background Color

body {
  background: cornflowerblue;
}

This block of code does one thing and one thing only. It sets the background color of the body HTML element to a nice blue color. If you save the file and refresh your browser you’ll notice the color change.

Centering the Page Contents

main {
  max-width: 610px;
  margin: auto;
}

After refreshing the page you should see everything centered on the page much more nicely. We have set the max width of the main element to 610px (px stands for pixels), and we have set the margin to auto, horizontally centering all of the content within it.

Applying Styles to Our HTML Elements

 h3, h5, #answerButton, #magicEightBall {
  text-align: center;
  color: khaki;
  margin: 5px;
}

This block of code is applying styles to four different HTML elements: all h3 tags, all h5 tags, the HTML element with the id of “answerButton”, and the HTML element with the id of “magicEightBall”.

By adding this code block we will apply three different styles to these elements. We’ll center the text within them, set their text color to khaki, and set the margin (the space around the element) to 5px.

Styling the Answer Display Circle

#circle {
  font-size: 14pt;
  background-color: white;
  color: black;
  position: absolute;
  margin-left: 70px;
  margin-top: 70px;
  height: 150px;
  width: 150px;
  border-radius: 50%;
  display: none;
}

There is a lot going on in this code block. We are applying many different styles to the HTML element with the id of circle, which represents the area where the answer will appear.

We are setting the font size to 14pt. This seemed reasonable after I did a little bit of testing. We are also setting the background to white and the text color to black so that the answer area will have good contrast and look good on top of the magic eight ball image.

We are using absolute positioning. This will cause the element to be positioned relative to the nearest position ancestor, which in our case is the HTML element with the id of “magicEightBall”. We are also adding left and top margins of 70px to help us begin centering the answer area in the middle of the magic eight ball.

We are setting the height and width of element to 150px, creating a square. Then we set the border radius to 50% which rounds the corners into a square.

Finally, we set the display to none, hiding it from view until the person shakes the magic eight ball.

Now the magic eight ball looks a lot better:

Magic Eight Ball with CSS
Our magic eight ball web page looks much better after we apply CSS to it.

Creating the JavaScript File

Now it’s time for the fun part. We’re going to make our magic eight ball come to life with JavaScript.

Open up a brand new file in your text editor and save it in the same location as your index.html file under the filename, “magic-eight-ball.js”. It’s important that the name matches the one you specified in the HTML file, otherwise the JavaScript file won’t be found.

Creating the Answers Array

The first thing we’re going to do is create a list of possible answers the magic eight ball can respond with. We’ll refer to this list as an array. The term array is very common among different programming languages. Simply put, it is a structure for storing a sequential list of data in memory. In our case, the data will be the answers that the magic eight ball will give to us. Let’s define the array in our code:

let answers = [
  'Seems unlikely.',
  'Not a chance.',
  'In your dreams.',
  'Get real, kid.',
  'Absolutely.',
  'Maybe.',
  'It is certain.',
  'Ask me later.',
  'Chances seem good.',
  'I don\'t know, I\'m just a stupid piece of plastic.',
  'Ask again later.',
  'Signs point to yes.',
  'No.',
  'Yes.',
  'Nope.',
  'Don\'t count on it.',
  'Is the Pope Catholic?',
  'Does a one legged duck swim in a circle?'
]

We’ve used the let keyword to define a variable named answers. A variable is a name that refers to a piece of data.

We have set this answers variable (via the = sign) to hold an array of strings. For this tutorial, you can think of a string as a sequence of characters. We’ll be using strings to represent our answers.

A comma is used to separate each element of the array. By adding the code above we have defined a variable that holds an array containing 18 answers, each represented as a string.

Creating the displayAnswer Function

Now let’s add the JavaScript function to display the answers when the player clicks the “Shake It” button.

let displayAnswer = function()
{
  let index = Math.floor(Math.random() * answers.length);
  let answer = answers[index];
  let element = document.getElementById( 'circle' );
  element.style.display = 'inline-block';
  element.innerHTML = '<br><br>' + answer;
}

We’ve defined another variable, but this time we have pointed it to a function instead of an array. You can think of a function as a container for code that can be reused. You can run the code inside by “calling” that function.

If you search through the index.html file we created and look for displayAnswer() you’ll see where this function is called from. Whenever we click the “Shake It” button, this function will be called.

Functions are very useful to us as programmers. We can use them for organizational purposes and to prevent us from writing the same code over and over again.

Inside our displayAnswer function is code that will show a random answer on the magic eight ball. Let’s break down each line.

Getting a Random Index

let index = Math.floor(Math.random() * answers.length);

The first thing we do is get a random index. This random index will correspond to one of the elements in our answers array. Each element in the array is assigned an index, starting with 0. So the array above looks like this:

We generate this random index by using a few functions provided by JavaScript’s built in Math object. We multiply the length of the answers array by a random number between 0 (inclusive) and 1 (exclusive). Then, we round it down to the nearest integer.

Picking a Random Answer

let answer = answers[index];

Once we have our random index we need to retrieve the corresponding answer from the array. We do this by declaring a new variable and setting it to a value in the array corresponding to that index.

Finding the Circle

let element = document.getElementById( 'circle' );

Once we have our answer we need to display it on the page inside the magic eight ball. The first step is finding the HTML element. We use the above line of code to grab the element with the id of “circle”. In this case “document” refers to our web page. We save off a reference to it in a variable named “element”.

Displaying the Circle

element.style.display = 'inline-block';

Now that we have the element we need to make it visible. Remember, in our CSS file we previously hid this element from view. We will change its display from “none” to “inline-block”.

Showing the Answer

element.innerHTML = '<br><br>' + answer;

Finally, we need to populate the element with the answer. We’ll create a string of two br tags, to help center the answer in the middle of the circle, and then append the answer to it. The plus symbol can be used for doing math, but in the case of strings it will concatenate them together.

Now save your file and check out the game you’ve created! You should get a random answer every time you click the “Shake It” button.

Magic Eight Ball with JavaScript displaying the answer
Our magic eight ball can now answer our questions, all thanks to JavaScript.

Congrats, you have created a magic eight ball with JavaScript!

I hope you learned something from this tutorial, especially if you are brand new to programming. We have barely begun scratching the surface on what we can accomplish with these programming languages. The whole web is built using these technologies, and there are many more elements we can create, styles we can apply, functions we can write. There is boundless room for creativity.

If you’d like to keep learning more, check out some of my other game tutorials.

You can also follow me on Twitter and subscribe to this blog to stay up to date with what I’m up to.

How To Use Your Browser’s Developer Tools

How To Use Your Browser's Developer Tools

It is difficult to become an effective web developer. One way to make it easier is to leverage the technology available to you, like your browser’s developer tools.

Learning how to use your browser’s developer tools is very important. You will find these tools very helpful when working through my JavaScript tutorials. They can be used for experimenting, debugging issues, and generally seeing what’s going on behind the scenes. In this post I’m going to show you some of the most useful things you can do with them.

I’ll be using Google Chrome, but any browser will have similar tools available. In Chrome, you can open up your browser’s developer tools using several different methods. The quickest method is probably using the keyboard shortcut, Ctrl + Shift + I. Since you’re presumably reading this post in your web browser, go ahead and do that right now.

Once you have the developer tools opened up you’ll notice a toolbar at the top. There are many tabs, and all have their uses. The ones I use most often are the Elements, Console, and Sources tabs.

There are also two little icons in the top left. One let’s you jump to any HTML element on the page, and the other let’s you see what the page would look like on a mobile device. I find those little buttons helpful too.

Here is a screenshot pointing all this out.

How To Use Your Browser's Developer Tools - A Google Chrome Diagram

Elements

The Elements tab will let you make changes in real time to the HTML and CSS. This is handy because it let’s you try out changes before adding them to your HTML or CSS file. It speeds up development and allows you to iterate faster.

Just make sure you don’t get carried away. It’s possible to make a whole bunch of changes in here, but they will get reset if you refresh the page. Make sure you add your changes to the code itself if you want to keep them permanently.

Changing page elements with your browser's developer tools

Console

The Console tab lets you execute arbitrary JavaScript code in the console. This is helpful for testing things out and inspecting the contents of variables in real time.

For example, we can see below what is contained inside the answers array in the code I wrote for the ear trainer tutorial. Just type the name of the variable you want to inspect in the console and press enter.

Utilizing the console in your browser's developer tools

Sources

The Sources tab will show you the contents of your HTML, CSS, and JavaScript files.

In my opinion, the most useful thing about this tab is that you can put break points in your JavaScript code. Break points allow you to pause the execution in the middle of your running program and step through it line by line. You can also inspect the contents of different JavaScript variables that are in scope.

This is very helpful when debugging problems with your code. You can see here how I’ve set a break point at the line where we evaluate if an answer is correct. I’ve also evaluated the variables in the console so I can see if they match.

Setting break points in our JavaScript code using our browser's developer tools.

Mobile Friendly

Finally, by clicking the mobile device icon we can see a preview of what my crossword puzzle generator post looks like on a mobile device. You can choose from different device types and orientations. Testing on real devices is always the best, but this is a handy feature to make sure the page generally looks good.

Showing a mobile preview using your browser's developer tools.

You should take the time to explore more of these buttons and tabs on your own, as there is a lot of really cool and useful functionality for you to discover.

The best way to get good at using your browser’s developer tools is good old fashioned practice. Keep that in mind as a silver lining the next time you’re frustrated by a bug in your JavaScript code.

As always, thanks for reading. Follow me on Twitter if you’d like to keep up with what I’m up to.

You can also  subscribe to my blog if you’d like some tips on writing functions and to have my blog posts show up in your inbox.

Building A Crossword Puzzle Generator With JavaScript

How To Build a Crossword Puzzle Generator With JavaScript

It’s time once again for a JavaScript tutorial. This will be the most complex code I’ve introduced to date, so I hope you’ve been paying attention and not just copy and pasting! In this post you will learn how to build a crossword puzzle generator with JavaScript.

First I’ll give an introduction into what inspired this project, next I’ll discuss what the different components are and how they fit together, and finally I’ll talk about the performance optimizations I made.

You can try it out by clicking this link. Be patient after clicking the button though, as sometimes it takes a moment to create a crossword puzzle. You’ll see why soon enough. While you’re there, go ahead and use your developer tools to familiarize yourself a bit with the code.

And you can click here to check out the source code on GitHub.

A Word of Encouragement

I’ve been programming for many years now and have made lots of mistakes along the way. I like to think of myself as somebody who knows a thing or two about building software. There is an enormous number of things I don’t know, but I’m confident in my skill set and my ability to learn new concepts and technologies as needed.

However, I didn’t get that confidence overnight. I used to be pretty bad, and when I get the chance to look at some of my code from years back it makes me cringe at the silly things I did.

So if that’s you right now don’t feel bad! We all have to start from the beginning to become good at anything worthwhile.

The Source of Inspiration

And this brings me to a little a story. I created this crossword puzzle generator by porting an old Java program I wrote back when I first got out of college. I hadn’t looked at it in years, and let me tell you, it was pretty rough. You can check it out on GitHub if you want to laugh at me.

I began the porting process by going one Java method at a time. I replaced each one with a shiny new JavaScript function that replicated its logic. As I progressed I began to refactor it, fix bugs, and improve the performance.

The Fruits of My Labor

The finished product isn’t perfectly clean code, but it’s a whole lot better than it was before.

After finishing the JavaScript version of my crossword puzzle generator I began wondering to myself if it’s worth writing a tutorial for. I’m 100% certain there are better algorithms than the one I used, and I’m also 100% certain there are more readability and efficiency improvements I could make. I don’t want to teach you guys any bad habits.

It’s also very complex and not the easiest material to teach.

In the end I decided it would be a good idea. So many tutorials out there are really trivial, and don’t give you a good sense of what a typical company code base looks like. This will give you a better approximation of that. It’s a collaboration of multiple developers with varying ability levels on a fairly complex problem over many years. It just so happens that both of the developers are me. 😂

It will also give you an opportunity add your own improvements, which is key to growing as a developer.

What Exactly Are We Building?

We are building a crossword puzzle generator with JavaScript, HTML, and CSS. The idea is to take a big list of words, pick some random ones, and try to make a crossword puzzle out of them.

We’ll start by placing a word on a grid. Then we’ll get another word that is a possible candidate to connect to that word. Then we’ll do the same for another word. We’ll continue this process on an on, picking a different word each time the a word is placed or doesn’t fit anywhere in the puzzle.

When do we stop trying to place words? That’s a complicated answer determined by two main factors:

  • Have we already placed a bunch of words on the crossword puzzle?
  • Do we have a lot of word intersections on the crossword puzzle?
crossword puzzle word intersection
An example of a word intersection.

Once a crossword puzzle is made, we’ll go ahead and create some more. Then we’ll find the one with the most word intersections and show it on the screen!

Breaking Down The Problem

I won’t go into the weeds as much in this post as I do in some of my previous tutorials. There are just too many functions and edge cases to go through. Instead, I think it will be most helpful if I explain in detail the high-level components we will be creating. Knowing how all the pieces fit together is half the battle.

I really encourage you to study what each function is accomplishing while keeping in mind which variables are being changed. The comment section is a great way to reach out for help if you don’t understand something. Others will probably thank you for it.

The Big List of Words

javascript list of words

The first thing we need is a big list of words to pick from.

In my original version I pulled the King James Bible in from a text file.

In the updated version I just made a JavaScript array with a bunch of words in it. You can check it out here.

Representing a Word

To place a word on the grid we’ll need to know a few things about it. Obviously we’ll need to know the text of the word itself, but we’ll also need to know about it’s positioning. We’ll need a row and a column to mark it’s starting position. We’ll also need a boolean value to represent whether the word is horizontal or vertical in orientation.

javascript object representing a word on a crossword puzzle

We’ll represent words using a word object we create ourselves. You can check it out here.

Representing the Crossword Puzzle

The crossword puzzle objects we’re creating are representations of fully completed crossword puzzles. Each one will have various functions serving different purposes. Here is the comprehensive list of each function and what it does:

  • update: Try to add a word to the grid.
  • canBePlaced: Check if a word can be added to the grid.
  • getIntersections: Returns a count of the number of word intersections in the grid.
  • placementLegal: Determines if a word can legally be placed at a specific row/column position.
  • invadingTerritory: Determines if a word will invade another word’s territory at a certain position.
  • endOfWord: Determines if a particular row/column position corresponds to the end of the word.
  • doesCharacterExist: Determines if a character exists at a certain position.
  • overwritingHorizontalWord: Determines if placing a character at a particular row/column would be overwriting a horizontal word.
  • overwritingVerticalWord: Determines if placing a character at a particular row/column would be overwriting a vertical word
  • isInterference: Checks for interference at a set of row/column positions.
  • isLetter: Checks if there is a letter at a row/column position.
  • isEmptyCell: Checks if a row/column position is empty.
  • addWord: Adds a word to the grid.
  • fitsOnGrid: Checks if a word fits within the bounds of the grid.
  • isValidPosition: Checks if a row/column position is a valid one for the grid.

You can check it out here.

Generating the Best Crossword Puzzle

Once we have the ability to place words on a grid we need to start making a whole bunch of crossword puzzles. Then, we need to pick the best puzzle and display it on the screen. The top-level function that does all this is called createCrosswordPuzzle.

The createCrosswordPuzzle function has several nested functions that help accomplish its goals. Here is the comprehensive list of each function and what it does:

  • generateGrids: Generate a bunch of crossword puzzles.
  • attemptToPlaceWordOnGrid: Take a given a word and try to place it on the crossword puzzle.
  • getAWordToTry: Fetch a word that we want to try placing on the crossword puzzle.
  • getBestGrid: Pick the best crossword puzzle from the ones we generated.
  • isGoodWord: Determine if a word is a good candidate to try placing on crossword puzzle based on the letters on the board.
  • displayCrosswordPuzzle: Show the crossword puzzle on the screen.
  • pushUsedWords: Mark a word as used and add its letters to a list of ones present on the crossword puzzle.

In addition to the functions above, this file contains some helper functions for getting unused words and various random values.

You can check it out here.

Performance Optimizations

I hope the previous sections have helped you see how all the pieces fit together. A crossword puzzle generator is a non-trivial problem, but breaking it down into smaller problems is a good way to approach it. In fact, that’s a good approach for any programming task.

I would like to cover one more aspect in further detail. By default, this code isn’t very fast. There is a very large amount of nested looping.

I’m going to share with you the steps I took to make it faster. If you know of better algorithms I’d love for you to write me a comment. This is a life long craft, and I’m as much of a student as I am a teacher.

There are 4 steps I took to improve the performance. I’ll refer to them as Adjusting The Inputs, Smart Word Picking, Knowing When To Quit, and Calling It Good Enough.

Adjusting The Inputs

There are two variables that can have a major affect on the speed of the program. One controls the number of grids to make, and the other controls the number of attempts to fit words on the grid.

Adjusting the inputs to the crossword puzzle

I found that a high number of attempts meant that I could lower the total number of grids to make. A high number of attempts helps ensure that the crossword puzzle will be densely packed with words.

Play around with these inputs yourself and notice how they affect the speed of the program and what the crossword puzzle looks like. I tried to optimize for creating a good looking crossword puzzle while not causing the page to timeout.

Smart Word Picking

One way to speed things up is to limit our word selection to words that have a chance at being placed on the grid.

At first I picked each word totally at random, but that resulted in trying to place words on the grid that had no possible way of fitting. So I wasted a bunch of time looping through the grid, and I also wasted attempts at fitting words on the grid.

To fix this I started keeping a list of which letters exist on the crossword puzzle. That way I could limit my word selection to only words that start with one of those letters. I created the function below to aid in identifying good words to try. It isn’t perfect, but it prevents some unnecessary looping.

javascript function for smart word picking

Knowing When To Quit

Sometimes you just gotta know when to quit. As more words are added to the crossword puzzle, the likelihood of successfully placing another word goes down. There isn’t as much space for it, and the requirements for placement become stricter.

Eventually we’ll start failing for an exceedingly long time to place a word on the grid. I decided it would be better to just end things at that point. If we are having trouble placing words on the grid it is probably pretty full anyways.

It’s the law of diminishing returns at work.

Here is the section of code where this takes place. The number 470 is pretty arbitrary. It seemed about right after doing some testing.

stop placing words when we start failing a lot

Calling It Good Enough

The final step I took to improve performance was to stop generating crossword puzzles once I had created one with at least 4 word intersections.

A crossword puzzle with 4 word intersections usually looks pretty good, so stopping once we have one of those cuts down on our average generation time.

See below.

breaking out when a crossword puzzle is good enough

Conclusion

Wow that was a long and tedious post. I really hope somebody actually reads this far. If you do, leave me a comment. It will make me feel better about writing all of this 😂

I hope you’ve been able to get your own crossword puzzle generator up and running. It’s a fun project with a lot of details to consider. If you can implement it yourself and understand how all the pieces work you’ll definitely be a better developer for it.

As always, thanks for reading. Follow me on Twitter if you’d like to keep up with what I’m up to.

You can also subscribe to my blog if you’d like some tips on writing functions and to have my blog posts delivered to your inbox.

How To Build Hangman With JavaScript

How To Build Hangman With JavaScript

In my last tutorial I described the snake game I built using JavaScript, and before that I built a version of minesweeper. For this week’s post I decided to show you guys how to build hangman with JavaScript. I’m sure there are plenty of coding choices I’ve made that can be criticized, but hopefully I’ve still accomplished my goals. Namely, to have fun making little games and teach people a little bit about JavaScript and programming.

Click here to play movie hangman!

Here are the three files necessary for creating the hangman game:

I already know what you’re thinking. How did I afford such an outstanding artist? Believe it or not, I actually created that condemned bandit artwork all on my own. Like most professional programmers, I can wear multiple hats.

I loved playing hangman when I was growing up as a kid. It’s one of those rare games that teaches you important concepts without you even realizing it. In order to become good at hangman, you have to become proficient with language. Another thing I loved as a kid (and still do) was watching movies. So naturally, I decided to combine these two passions and create “Movie Hangman”.

Unlike my previous game tutorials, I decided to build hangman with mobile users foremost in mind. To accomplish this I used something called CSS media queries. We use these to apply different CSS rules for different screen sizes. Be sure to check it out in the CSS file if you’re interested, as the bulk of this post covers the JavaScript game logic.

Alright, let’s start learning how to build hangman with JavaScript.

Rules of Hangman

  1. A word or phrase is chosen for the player to guess.
  2. Initially, the player can only see how many letters and words make up the full word or phrase.
  3. The player begins by guessing letters. Each correct guess reveals every location where the letter exists in the word or phrase. Each incorrect guess results in another piece of the man getting added to the gallows.
  4. If he thinks he knows it, the player is also allowed to guess the entire word or phrase.
  5. The player wins if he successfully guess the word or phrase. He loses if he completes the picture of the condemned man, resulting in his grim demise.

Game Object

JavaScript code for creating our hangman game object 1/3.
JavaScript code for creating our hangman game object 2/3.
JavaScript code for creating our hangman game object 3/3.
JavaScript code for creating our hangman game object.

The Game function is responsible for creating our game object. This object will be responsible for holding the data about the current state of the game and the methods for acting upon that data. The game object will have 7 internal variables for handling state: word, guessedLetters, maskedWord, incorrectGuesses, possibleGuesses, won, and lost.

The word variable stores the word that the player is trying to guess. We assign it a random movie from our list of movies when we initialize the game object.

The word in the hangman game.
Word.

The guessedLetters variable is an array. We use it to store letters as the player guesses them.

The maskedWord variable is the word or phrase as it is displayed to the player. It starts out as a bunch of underscores with spaces separating the words, and it slowly gets filled in as the player makes more correct guesses. We initialize it via a for-loop.

The masked word in the hangman game.
Masked word.

The incorrectGuesses variable is a counter for storing the number of times the player has guessed incorrectly. Too many wrong guesses and the player will lose the game. Naturally, this counter starts at zero.

The possibleGuesses variable is a string containing all of the letters in the alphabet. Letters are removed as they are guessed. These are displayed to the player so he doesn’t have to remember what he has already guessed.

Possible guesses in our hangman game.
Possible guesses.

The won and lost variables keep track of whether the player has won or lost the game. These are displayed to the player when the game is over.

Public Methods of the Game Object
  • getWord: A simple getter for the word variable.
  • getMaskedWord: A simple getter for the maskedWord variable.
  • guess: We call this function whenever a player guesses a letter. After capitalizing the letter for consistency we make sure it hasn’t already been guessed. Then we add it to the the array of guessed letters and remove it from our list of possible guesses. If the word contains the guessed letter we determine what the indexes of those matches are. Then, we reveal those letters in the masked word that is displayed to the player. If the word does not contain the guessed letter we call the private handleIncorrectGuess function to increment the number of incorrect guesses and check for a loss.
  • getPossibleGuesses: The possibleGuesses variable returned as an array using the spread syntax.
  • getIncorrectGuesses: A simple getter for the incorrectGuesses variable.
  • guessWord: We call this function whenever the player wants to take a guess at the entire word or phrase.
  • isWon: A simple getter for the won variable.
  • isLost: A simple getter for the lost variable.
Private Methods of the Game Object
  • guessAllLetters: This function loops through all of the letters in the word and calls guess on them. Its purpose is to display the movie title after the player guesses it correctly, or alternatively when the player has lost the game.
  • handleIncorrectGuess: This function takes care of a few things whenever a player guesses wrongly. It updates the number of incorrect guesses and checks for a loss. If a loss has a occurred, it calls guessAllLetters.

There is one more function worth talking about in this section called replace. It doesn’t really belong in our game object because it has utility outside of that context. We are gonna keep it on its own in case we ever decide to use it later.

JavaScript function for replacing a character in a string at the specified index.
JavaScript function for replacing a character in a string at the specified index.

The function takes a string, an index, and a replacement string as parameters. It substitutes the replacement string for the character at the specified index. We use it to replace underscores with characters in our masked word.

That wraps up our discussion about the game object. Let’s move on and talk about how we handle player input.

Handling Player Input

JavaScript code for handling player input (1/2).
JavaScript code for handling player input (2/2).
JavaScript code for handling player input.

Our goal is to make this game a fun experience on a desktop computer as well as a mobile phone. In order to do that we need to offer a few different ways to play.

One way to play involves using the keyboard to enter letters. This works great on a full-fledged hardware setup, but not so great on a mobile phone. For mobile users we ought to offer a way to use the touchscreen to make guesses.

Guessing a letter

Both of these input methods resolve down to the same basic action: sending a letter to our game object as a guess. This is a pretty good indicator that we should have a common function for handling this logic.

We will call this function guessLetter. It resides inside the listenForInput function which will be used for setting up our input handling logic. When called, and as long as the game is still going on, this function calls guess on our game object and then calls render to update the screen. We’ll talk more about the render function momentarily.

For both the keyboard and touchscreen input we attach event listeners to the document body.

Handling Touchscreen Input

When the player touches a letter (or clicks on it with his mouse), the handleClick function is called. This function checks the class list of the HTML element that was clicked. If the class list contains the “guess” class, that letter is passed to the guessLetter function.

Handling Keyboard Input

Handling keyboard input is a bit more complicated because there are more features to implement and more validation is necessary. The function that takes care of all this is called handleKeyPress.

The first thing we do is calculate some values that will help us take appropriate action. One of the first things we do is determine if the key that was pressed is a letter. Then, we grab HTML elements representing the guess word button, the new game button, and the guess box. We also check to see if the guess box is already populated with a win/loss message.

Finally, we take action. If the cursor is not in the guess box and player pressed a letter, we make a guess. If the game is over and the player pressed enter, we start a new game. And if the player pressed enter, the game is still going on, and there is content inside the guess box, we take a guess at the full movie title.

Guessing the Word

JavaScript code for making a guess at the full word in our hangman game.
JavaScript code for making a guess at the full word in our hangman game.

The player can take a guess at the full word by clicking the guess word button. He can also do so by pressing enter, as we saw in the previous section. When this occurs, the guessWord function is called.

This function first checks if the game is still going on. If it is, the guessWord function of the game object is called, and then render is called to update the screen.

Rendering the Graphics

JavaScript code for rendering updates to the screen.
JavaScript code for rendering updates to the screen.

Let’s discuss how to update the screen after changes are made to the game object. This is handled by the render function, and it is called after every guess that the player makes.

Overall it’s a pretty simple function. We set the innerHTML of the different elements that correspond to the data in our game object. We also set the image by using a neat little naming convention hack.

The trickiest part of this function is how we render the possible remaining guesses to the screen. We have to clear out the div and then loop through the possible guesses variable, appending the appropriate span as we go along.

Starting a New Game of Hangman

JavaScript code for starting a new game of hangman.
JavaScript code for starting a new game of hangman.

Okay, we’re almost done building hangman. Soon you’ll have all of the pieces needed for learning how to build hangman with JavaScript. The last thing to cover is kicking off a new game!

When the page loads, we call the Game function to create a new game object. Then we call render to display the game data to the screen, and call listenForInput to, well, start listening for input from the player.

We also have a function called newGame. If you observe the HTML, you’ll see that this function is attached to the new game button. Instead of going to the trouble of resetting our game object and event listeners, we use a neat little trick to go back to the most recent URL in the browser history. This should redirect the player to the URL of the hangman game, and reinitialize all of the JavaScript.

Conclusion

Congrats on learning how to build hangman with JavaScript! Hopefully it makes sense after breaking it up into modules like this. If you have questions or see ways to improve the code, I’d love to hear from you in the comments!

For your next steps, you could try adding some more features, like different, selectable word categories or supporting characters besides just letters.

Let me know in the comments what other simple games like this you would like to see, and don’t forget to drop me your email so you don’t miss the next one that comes out. You will also receive my free checklist for writing great functions.

Take care, and God bless!

How To Build Snake With JavaScript

How To Build Snake With JavaScript

In my last post I showed you guys the minesweeper game I built using JavaScript, and before that I built tic tac toe. For this week’s post I decided to show you guys how to build snake with JavaScript.

Click here to play Snake!

Here are the three files necessary for creating the snake game:

Now, the DOM was not originally designed for quickly updating graphics. There are better mediums to work in, but I wanted build something using basic web technologies. Still, I wanted it to be a little more dynamic than the games featured in my last tutorials. The snake game seemed to strike that balance well.

I also wanted to incorporate some of the feedback I received on my last post. I tried to use more of the modern features that JavaScript provides us, and I left jQuery behind.

With that out of the way, let’s get started. If you want to learn how to build snake with JavaScript, the first step is understanding how the game works. Let’s jump right in and talk about the rules.

Rules of the Game

  1. The board is grid of cells through which the snake can traverse.
  2. The player controls the head of the snake. It can only move in four directions: left, right, up, or down.
  3. The snake is always moving, and the body follows the path set by the head.
  4. Running into a wall or the tail of the snake causes the player to lose the game.
  5. The goal of the game is to eat as much food as possible.
  6. The snake grows by one in length whenever it eats a piece of food. Then, the game places a new piece of food in a random cell of the board.

Enums

JavaScript doesn’t really have the concept of an enum built in, but we can make our own version that will suffice. We are going to create two of them. They will prove themselves useful throughout the rest of our programming task.

Cell Type
JavaScript code for creating our cell type enum.
JavaScript code for creating our cell type enum.

The first enum to discuss is the CELL_TYPE. This an object containing three possible values: EMPTY, FOOD, and SNAKE. These are the only three values that can be assigned to a cell of the game board.

We declare it using the const keyword, which means we can’t assign the CELL_TYPE variable a different value. We also freeze the object to further lock it down. Our aim here is to create an immutable object. If the purpose of an object is to provide constant values we might as well try to prevent somebody else from changing it. This implementation gets us pretty far down that road while still being readable.

Direction
JavaScript code for creating our direction enum.
JavaScript code for creating our direction enum.

The second enum to discuss is the DIRECTION. This an object containing five possible values: NONE, LEFT, RIGHT, UP, and DOWN. These represent the directions in which the snake can be traveling. Its structure is very similar to the CELL_TYPE enum.

Objects

Our game consists of four main objects: the cell, the board, the snake, and the game. We have many cell objects that make up our board, but we only have one board, snake, and game object. Let’s discuss the functions we will use to create these objects.

Cell

JavaScript code representing a cell on our grid.
JavaScript code representing a cell on our grid.

We call the Cell function to create a very simple object representing one cell of our game board. The board consists of a grid of cells, and each cell has a few properties:

  • row: An integer representing which row on the board the cell belongs to.
  • column: An integer representing which column on the board the cell belongs to.
  • cellType: The value associated with the cell. This could be one of three values: EMPTY, SNAKE, or FOOD. These values come from the CELL_TYPE enum we discussed earlier.

Board

JavaScript code representing the game board (part 1).
JavaScript code representing the game board (part 2).
JavaScript code representing the game board.

Okay now let’s talk about the board. The Board function is a blueprint for creating our board object. The board object we create should contain all of the logic for representing and modifying our game board.

The function takes two parameters: rowCount and columnCount. We use these two parameters to specify the size of the game board. We initialize our lone internal variable using these parameters, and end up with a two dimensional array named cells. Then we loop through our cells variable and create a cell object for each slot in the array. When starting out, each cell should be EMPTY.

That takes care of the board initialization. Now let’s talk about the methods and data that we publicly expose.

Public Methods of the Board
  • cells: Our two dimensional array of cells. We just talked about how to initialize the cells variable, and now we need to allow other parts of our program to access it.
  • render: This method handles the graphics of our game. It updates the HTML document on every iteration of the game loop. Each cell has the appropriate CSS class added or removed based on its cell type.
  • placeFood: This method randomly places food on the board. It leverages a private function we created, called getAvailableCells. This private function grabs a list of currently empty cells. Then, we place food in a randomly chosen one. We call placeFood as soon as the snake has enjoyed a nice warm meal.
  • getColumnCount: A simple method that returns the number of columns. You may be wondering why we don’t just expose the variable itself, like we did with our cells array. The reason is because we pass this number by value, not reference. When we return the cells object, we are passing by value as well, but the value happens to be a reference to the object. For further details about this topic, see this post and this other post.
  • getRowCount: A simple method that returns the number of rows.

Now let’s talk about our snake object.

Snake

JavaScript code representing the snake object (part 1).
JavaScript code representing the snake object (part 2).
JavaScript code representing the snake object.

The Snake function is a blueprint for creating our snake object. The snake object we create should contain all of the logic for representing and modifying our snake.

We pass three arguments to our Snake function: cell, startingLength, and board. The cell is the starting Cell of the head of the snake, the startingLength is the initial size of the snake, and the board is the game board object that we have created by calling the Board function.

We use these three arguments to initialize two internal variables of our snake object: its head cell and its snakeParts array. We simply assign the head variable to the cell that we passed in, and then set its cell type to SNAKE.

For the snakeParts, we first push the head of the snake onto the array. Then, using a for loop, we grab the cell from the next row of the board, set its cell type to SNAKE, and push it onto the array. We do this until the length of our snake matches the startingLength. This results in a vertical snake whose head is closest to the top of the game board. Of course, we are free to change this to suit our preferences.

Before moving on to talk about the publicly exposed methods of our snake, I’d like to point something out explicitly. We have designed the board and snake objects to share the same cell objects. This is an important detail to grasp if you want to understand how these objects work together.

Public Methods of the Snake
  • grow: This method simply pushes the internal head variable onto the internal snakeParts array. We call it after the snake eats a piece of delicious food.
  • move: This method is the snake’s most complicated one. First, it removes the tail of our snake and sets its cell type to EMPTY. Next, it sets the head of the snake to the cell being moved into, and sets that cell’s type to SNAKE. Finally, it loops through all of the snakeParts and sets the cell type to SNAKE for each. This last step handles the situation where the snake is moving right after growing in size. We call the move method once per iteration of our game loop.
  • checkCrash: This method checks if our snake has crashed into a wall or itself. If the cell is undefined then we know the snake has stepped out of the bounds of the game board and crashed. If the cell is not undefined then we check if the snake has collided with itself.
  • getHead: A simple getter for our head variable.

Now let’s talk about our game object.

Game

JavaScript code representing the snake game (part 1).
JavaScript code representing the snake game (part 2).
JavaScript code representing the snake game (part 3).
JavaScript code representing the snake game.

The Game function is a blueprint for creating our game object, and the game object we create should contain all of the logic for handling the interactions between the snake and the game board. We pass the snake and board objects to the Game function as arguments.

While the publicly exposed methods of our game object are quite complex, the initialization of the object is very simple. We have four internal variables: directions, direction, gameOver, and score.

The directions array starts out empty. We use it to queue up directions that the player has pressed. The queue helps us avoid frustrating behavior when a player inputs multiple directions before the game is able to update. We do not want to punish the player for quick fingers! Using a single variable to store the direction would result in a pretty annoying control scheme.

We set the initial direction of the snake to NONE. This makes the snake motionless at the start of a new game. The directions array will be used to feed in new values to this variable.

We initialize the gameOver variable to false. We don’t want to end the game before it has begun.

Finally, we initialize the score variable to zero. We will increase the score as the snake eats food.

Public Methods of the Game
  • update: This method puts all of the pieces together. We call it once per iteration of the game loop, and it contains the bulk of the logic needed for the snake and the board to work together. After checking to make sure the game is still going on, this method calls the private getNextCell function. This function figures out which direction the snake is headed, removes that direction from the queue, and returns the cell that the snake is about to enter. Then, the method checks if the snake has crashed. If the snake has crashed, we end the game and display the final score. Otherwise, the snake moves to the next cell. If there was food there, the snake eats it and grows and we place another piece of food on the board.
  • addDirection: This method takes a direction as an argument and pushes it onto the directions queue.
  • getLastDirection: This method returns the value of the last direction in the directions queue.
  • exceededMaxDirections: We set the maximum number of directions allowed in the queue to three. This prevents the player from spamming the arrow keys a huge number of times and building up a list of directions that are no longer relevant.

Snake Game Initialization

So far we have covered the building blocks necessary for putting together a game of snake with JavaScript. However, we still have a few more pieces to talk about that revolve around initializing a new game. These pieces include initializing the HTML, initializing the input handler, and starting a new game.

One thing to keep in mind while reading this code is that we want to be able create a fresh game state with ease. Modifying our objects directly seems cumbersome and error prone if we make more changes later. Instead, we are going to throw away our old objects and create new ones.

Initializing the HTML

JavaScript code for adding a class and ids to the cells of our snake game board.
JavaScript code for adding a class and ids to the cells of our snake game board.

The purpose of this function is to initialize the HTML elements that represent our snake game board. We start by grabbing all of the elements containing the “cell” CSS class. This should get us all of the cells. Then, we loop through each one of them.

Each cell has its id set to a value that represents its row and column number. Also, we remove the CSS classes from each cell and then add the “cell” class back. This ensures that we remove any classes that were added by the previous run of the game.

Initializing the Input Handler

JavaScript code for handling user input.
JavaScript code for handling user input.

The purpose of the listenForInput function is to handle the keyboard input provided by the player. For our game, the controls are the arrow keys. This function takes the game object as an argument.

The bulk of the logic takes place inside the changeDirection function. This function is responsible for determining when to add a direction to the directions queue of the game object. We add an event listener to our document that executes the changeDirection function on every keydown event. We clear and reset it each time we call the listenForInput function.

The first time changeDirection is triggered we add the UP direction to the queue. This helps us ensure that the player will not die on the first move. On subsequent calls to the function we listen for arrow key presses.

When the snake is moving vertically we do not allow the player to add vertical directions, and when the snake is moving horizontally we do not allow the player to add horizontal directions. This prevents the player from building up a queue of redundant directions or killing the snake inadvertently. We also prevent adding directions to the queue if it is already full. The movingHorizontally and movingVertically helper functions handle these checks, and make use of the publicly exposed methods of the game object to do so.

Starting A New Game

JavaScript code for starting a new game of Snake.
JavaScript code for starting a new game of Snake.

Alright we are getting close now. Just a few more steps and you will have all of the pieces for learning how to build snake with JavaScript! Let’s talk about how to start a new game using all of the building blocks we have constructed thus far.

We have a function called newGame that we call to start a new game. Inside this function we need to set up some constants for the row and column count of our board, as well as for the starting length of our snake. We will use the constants to initialize our game objects.

Once we have our constants, the first thing we do is initialize our board by calling the Board function and passing in our row and column counts as arguments. Then, we use those counts to calculate a good starting position for the head of our snake. We could hard-code this value, but I chose to programmatically place the snake’s head in the center of the board. We pass in this center cell, the board, and the starting length value to the Snake function to create our snake object. Finally, we use the board and snake objects to create our game object using the Game function.

Next, we call initializeCells to assign ids and CSS classes to our HTML cells (represented by div tags). Then we placeFood on the board and call render to show it to the player. After that we call listenForInput to start handling the player’s keyboard input. Finally, we start our game loop. On every iteration we update the board and then render the results on the screen.

The last bit of code attaches a click handler to a button in our pop up modal. We use this click handler for starting another game once the last one has ended. It hides the modal, stops the game loop, and calls the newGame function. We call the newGame function as the first thing we do, and then again every time the player clicks the play again button in the modal.

Conclusion

Congrats on learning how to build snake with JavaScript! That was a lot of code, but hopefully it makes sense after breaking it up into modules like this. If you have questions or see ways to improve the code, I’d love to hear from you in the comments!

I hope you guys enjoyed learning about how to build snake with JavaScript. Let me know what other simple games like this you would like to see, and don’t forget to drop me your email so you don’t miss the next one that comes out.

Take care, and God bless!

How To Build Minesweeper With JavaScript

Revisit Minesweeper

In my last post I showed you guys a tic tac toe game I built using JavaScript, and before that I built a matching game. For this week’s post I decided to ramp up the complexity a bit. You guys are going to learn how to build minesweeper with JavaScript. I also used jQuery, a JavaScript library that is helpful for interacting with html. Whenever you see a function call with a leading dollar sign, that is jQuery at work. If you want to learn more about it, the documentation for it is very good.

Click here to play minesweeper! You will want to play it on your desktop computer because of the control scheme.

Click here to view the source code on GitHub.

Also, the long-awaited Part 2 is now available!

If you want to learn how to build minesweeper with JavaScript, the first step is understanding how the game works. Let’s jump right in and talk about the rules.

Ultimate Guitar PDFs

Rules of the Game

  1. The minesweeper board is a 10 x 10 square. We could make it other sizes, like the classic Windows version, but for demonstration purposes we will stick to the smaller, “beginner” version of the game.
  2. The board has a predetermined number of randomly placed mines. The player cannot see them.
  3. Cells can exist in one of two states: opened or closed. Clicking on a cell opens it. If a mine was lurking there, the game ends in failure. If there is no mine in the cell, but there are mines in one or more of its neighboring cells, then the opened cell shows the neighboring mine count. When none of the cell’s neighbors are mined, each one of those cells is opened automatically.
  4. Right clicking on a cell marks it with a flag. The flag indicates that the player knows there is a mine lurking there.
  5. Holding down the ctrl button while clicking on an opened cell has some slightly complicated rules. If the number of flags surrounding the cell match its neighbor mine count, and each flagged cell actually contains a mine, then all closed, unflagged neighboring cells are opened automatically. However, if even one of these flags was placed on the wrong cell, the game ends in failure.
  6. The player wins the game if he/she opens all cells without mines.

Data Structures

Cell

JavaScript code for a minesweeper cell
JavaScript code representing a minesweeper cell.

Each cell is an object that has several properties:

  • id: A string containing the row and column. This unique identifier makes it easier to find cells quickly when needed. If you pay close attention you will notice that there are some shortcuts I take related to the ids. I can get away with these shortcuts because of the small board size, but these techniques will not scale to larger boards. See if you can spot them. If you do, point them out in the comments!
  • row: An integer representing the horizontal position of the cell within the board.
  • column: An integer representing the vertical position of the cell within the board.
  • opened: This is a boolean property indicating whether the cell has been opened.
  • flagged: Another boolean property indicating whether a flag has been placed on the cell.
  • mined: Yet another boolean property indicating whether the cell has been mined.
  • neighborMineCount: An integer indicating the number of neighboring cells containing a mine.

Board

JavaScript code for the minesweeper board
JavaScript code representing our game board.

Much like in the snake game I made, our board is a collection of cells. We could represent our board data in many different ways. I chose to represent it as an object with key value pairs. As we saw earlier, each cell has an id. The board is just a mapping between these unique keys and their corresponding cells.

After creating the board we have to do two more tasks: randomly assign the mines and calculate the neighboring mine counts. We’ll talk more about these algorithms in the next section.

Algorithms

Randomly Assign Mines

JavaScript code for randomly assigning mines
JavaScript code for randomly assigning mines to cells.

One of the first things we have to do before a game of minesweeper can be played is assign mines to cells. For this, I created a function that takes the board and the desired mine count as parameters.

One of the first things we have to do before a game of minesweeper can be played is assign mines to cells. For this, I created a function that takes the board and the desired mine count as parameters.

For every mine we place, we must generate a random row and column. Furthermore, the same row and column combination should never appear more than once. Otherwise we would end up with less than our desired number of mines. We must repeat the random number generation if a duplicate appears.

As each random cell coordinate is generated we set the mined property to true of the corresponding cell in our board.

I created a helper function in order to help with the task of generating random numbers within our desired range. See below:

JavaScript code for random integer generator.
Helper function for generating random integers.

Calculate Neighbor Mine Count

JavaScript code for calculating the neighboring mine count of each cell.

Now let’s look at what it takes to calculate the neighboring mine count of each cell in our board.

You’ll notice that we start by looping through each row and column on the board, a very common pattern. This will allow us to execute the same code on each of our cells.

We first check if each cell is mined. If it is, there is no need to check the neighboring mine count. After all, if the player clicks on it he/she will lose the game!

If the cell is not mined then we need to see how many mines are surrounding it. The first thing we do is call our getNeighbors helper function, which returns a list of ids of the neighboring cells. Then we loop through this list, add up the number of mines, and update the cell’s neighborMineCount property appropriately.

Won’t you be my neighbor?

Let’s take a closer look at that getNeighbors function, as it will be used several more times throughout the code. I mentioned earlier that some of my design choices won’t scale to larger board sizes. Now would be a good time to try and spot them.

JavaScript code for getting all of the neighboring ids of a minesweeper cell.

The function takes a cell id as a parameter. Then we immediately split it into two pieces so that we have variables for the row and the column. We use the parseInt function, which is built into the JavaScript language, to turn these variables into integers. Now we can perform math operations on them.

Next, we use the row and column to calculate potential ids of each neighboring cell and push them onto a list. Our list should have eight ids in it before cleaning it up to handle special scenarios.

A minesweeper cell and its neighbors.

While this is fine for the general case, there are some special cases we have to worry about. Namely, cells along the borders of our game board. These cells will have less than eight neighbors.

In order to take care of this, we loop through our list of neighbor ids and remove any id that is greater than 2 in length. All invalid neighbors will either be -1 or 10, so this little check solves the problem nicely.

We also have to decrement our index variable whenever we remove an id from our list in order to keep it in sync.

Is it mined?

Okay, we have one last function to talk about in this section: isMined.

JavaScript function that checks if a cell is mined.
JavaScript function that checks if a cell is mined.

The isMined function is pretty simple. It just checks if the cell is mined or not. The function returns a 1 if it is mined, and a 0 if it is not mined. This feature allows us to sum up the function’s return values as we call it repeatedly in the loop.

That wraps up the algorithms for getting our minesweeper game board set up. Let’s move on to the actual game play.

Opening A Cell

JavaScript code that executes when a minesweeper cell is opened.
JavaScript code that executes when a minesweeper cell is opened.

Alright let’s dive right into this bad boy. We execute this function whenever a player clicks on a cell. It does a lot of work, and it also uses something called recursion. If you are unfamiliar with the concept, see the definition below:

Recursion: See recursion.

Ah, computer science jokes. They always go over so well at bars and coffee shops. You really ought to try them out on that cutie you’ve been crushing on.

Anyways, a recursive function is just a function that calls itself. Sounds like a stack overflow waiting to happen, right? That’s why you need a base case that returns a value without making any subsequent recursive calls. Our function will eventually stop calling itself because there will be no more cells that need to be opened.

Recursion is rarely the right choice in a real world project, but it is a useful tool to have in your toolbox. We could have written this code without recursion, but I thought you all might want to see an example of it in action.

Handle Click Explained

The handleClick function takes a cell id as a parameter. We need to handle the case where the player pressed the ctrl button while clicking on the cell, but we will talk about that in a later section.

Assuming the game isn’t over and we are handling a basic left click event, there are a few checks we need to make. We want to ignore the click if the player already opened or flagged the cell. It would be frustrating for the player if an inaccurate click on an already flagged cell ended the game.

If neither of those are true then we will proceed. If a mine is present in the cell we need to initiate the game over logic and display the exploded mine in red. Otherwise, we will open the cell.

If the opened cell has mines surrounding it we will display the neighboring mine count to the player in the appropriate font color. If there are no mines surrounding the cell, then it is time for our recursion to kick in. After setting the background color of the cell to a slightly darker shade of gray, we call handleClick on each unopened neighboring cell without a flag.

Helper Functions

Let’s take a look at the helper functions we are using inside the handleClick function. We’ve already talked about getNeighbors, so we’ll skip that one. Let’s start with the loss function.

JavaScript code that gets called whenever the player has lost at minesweeper.
JavaScript code that gets called whenever the player has lost the game.

When a loss occurs, we set the variable that tracks this and then display a message letting the player know that the game is over. We also loop through each cell and display the mine locations. Then we stop the clock.

Second, we have the getNumberColor function. This function is responsible for giving us the color corresponding to the neighboring mine count.

JavaScript code that gets passed a number and returns a color.
JavaScript code that gets passed a number and returns a color.

I tried to match up the colors just like the classic Windows version of minesweeper does it. Maybe I should have used a switch statement here, but I already took the screen shot, and it’s not really a big deal. Let’s move on to what the code looks like for putting a flag on a cell.

Flagging A Cell

JavaScript code for putting a flag on a minesweeper cell.
JavaScript code for putting a flag on a minesweeper cell.

Right clicking on a cell will place a flag on it. If the player right clicks on an empty cell and we have more mines that need to be flagged we will display the red flag on the cell, update its flagged property to true, and decrement the number of mines remaining. We do the opposite if the cell already had a flag. Finally, we update the GUI to display the number of mines remaining.

Opening Neighboring Cells

JavaScript code for handling ctrl + left click
JavaScript code for handling ctrl + left click

We have covered the actions of opening cells and marking them with flags, so let’s talk about the last action a player can take: opening an already opened cell’s neighboring cells. The handleCtrlClick function contains the logic for this. This player can perform this action by holding ctrl and left clicking on an opened cell that contains neighboring mines.

The first thing we do after checking those conditions is build up a list of the neighboring flagged cells. If the number of flagged cells matches the actual number of surrounding mines then we can proceed. Otherwise, we do nothing and exit the function.

If we were able to proceed, the next thing we do is check if any of the flagged cells did not contain a mine. If this is true, we know that the player predicted the mine locations incorrectly, and clicking on all of the non-flagged, neighboring cells will end in a loss. We will need to set the local lost variable and call the loss function. We talked about the loss function earlier in the article.

If the player did not lose, then we will need to open up the non-flagged neighboring cells. We simply need to loop through them and call the handleClick function on each. However, we must first set the ctrlIsPressed variable to false to prevent falling into the handleCtrlClick function by mistake.

Starting A New Game

We are almost done analyzing all of the JavaScript necessary to build minesweeper! All that we have left to cover are the initialization steps necessary for starting a new game.

JavaScript code for initializing minesweeper
JavaScript code for initializing minesweeper

The first thing we do is initialize a few variables. We need some constants for storing the html codes for the flag and mine icons. We also need some constants for storing the board size, the number of mines, the timer value, and the number of mines remaining.

Additionally, we need a variable for storing if the player is pushing the ctrl button. We utilize jQuery to add the event handlers to the document, and these handlers are responsible for setting the ctrlIsPressed variable.

Finally, we call the newGame function and also bind this function to the new game button.

Helper Functions

JavaScript code for starting a new game of minesweeper.
JavaScript code for starting a new game of minesweeper.

Th newGame function is responsible for resetting our variables so that our game is in a ready-to-play state. This includes resetting the values that are displayed to the player, calling initializeCells, and creating a new random board. It also includes resetting the clock, which gets updated every second.

Let’s wrap things up by looking at initializeCells.

JavaScript code for attaching click handlers to minesweeper cells.
JavaScript code for attaching click handlers to cells and checking for the victory condition.

The main purpose of this function is to add additional properties to our html game cells. Each cell needs the appropriate id added so that we can access it easily from the game logic. Every cell also needs a background image applied for stylistic reasons.

We also need to attach a click handler to every cell so that we can detect left and right clicks.

The function that handles left clicks calls handleClick, passing in the appropriate id. Then it checks to see if every cell without a mine has been opened. If this is true then the player has won the game and we can congratulate him/her appropriately.

The function that handles right clicks calls handleRightClick, passing in the appropriate id. Then it simply returns false. This causes the context menu not to pop up, which is the default behavior of a right click on a web page. You wouldn’t want to do this sort of thing for a standard business CRUD application, but for minesweeper it is appropriate.

Conclusion

Congrats on learning how to build minesweeper with JavaScript! That was a lot of code, but hopefully it makes sense after breaking it up into modules like this. We could definitely make more improvements to this program’s reusability, extensibility, and readability. We also did not cover the HTML or CSS in detail. If you have questions or see ways to improve the code, I’d love to hear from you in the comments!

I hope you guys enjoyed learning about how to build minesweeper with JavaScript. Let me know what other simple games like this you would like to see, and don’t forget to drop me your email so you don’t miss the next one that comes out.

You can also follow me on Twitter if you’d like to keep up with what I’m up to.

Take care, and God bless!

Update (7/13/2019): This post became more popular than I thought it would, which is awesome! I’ve received a lot of great feedback from readers about areas that could be improved. I work daily in a code base that until recently was stuck in Internet Explorer quirks mode. Many of my daily habits there transferred to my work on minesweeper, resulting in some code that doesn’t take advantage of the bleeding edge of JavaScript technology. At some point I would like to do another post where I refactor the code. I plan to remove jQuery entirely and use the ES6 syntax instead of the ES5 syntax where appropriate. But you don’t have to wait for me! See if you can make these changes yourself! And let me know how it goes in the comments.

Update (10/13/2020): I finally got around to making some improvements! Check out part 2 of this project. I removed jQuery entirely and added a feature to prevent immediate losses due to bad luck on the first click. I hope you enjoy it!

I Built Tic Tac Toe With JavaScript

Tic Tac Toe JavaScript Game

In my last post I showed you guys a matching game I built using JavaScript and talked a bit about front-end web technologies. I received some positive feedback, so for this week’s post I decided to build a tic tac toe game using JavaScript and describe its construction in detail. I also took on the additional challenge of not using any external JavaScript libraries in the project. If you haven’t done much programming before, it’s probably best to check out my introductory post on computers first.

Click here to play tic-tac-toe!

There are two difficulty levels: moron and genius. Once you’ve bested the moron, see if you can defeat the tic-tac-toe genius. The genius is more formidable than the moron, but he is a little arrogant and isn’t actually all that bright. As a reader of my blog, I bet you are smart enough to exploit the flaws in his thinking.

How It’s Made

This tic tac toe game is built using the three basic front-end web technologies: HTML, CSS, and JavaScript. I’m going to show you the code for each and describe the role they play in creating the final game. Here are the three files:

tic-tac-toe.html

tic-tac-toe.css

tic-tac-toe.js

HTML

The Header

Let’s start with the head tag, shown below. This tag comes at the start of every HTML document you create. It’s a good place for including elements that affect the page as a whole.

<head>
    <title>Tic Tac Toe</title>
    <link rel="stylesheet" href="tic-tac-toe.css">
    <link rel="shortcut icon" 
          href="https://mitchum.blog/wp-content/uploads/2019/05/favicon.png" />
</head>        

Our head tag has three child tags inside of it: a title tag and two link tags. The tab of our web browser displays the contents of our title tag. In our case this is “Tic Tac Toe”. The second link tag contains a reference to the icon we want displayed in the tab of our web browser. Together, they form a tab that looks like this:

Browser tab for javascript Tic Tac Toe game

The first link tag contains a reference to our tic-tac-toe.css file. This file is what lets us add color and positioning to our HTML document. Our game would look rather dreary without including this file.

Tic Tac Toe game without css applied
Our HTML document without any style.

Next we have the main body of our HTML document. We are going to break it up into two sections: the board and the controls. We’ll start with the board.

The Board

We are using a table tag for representing our tic-tac-toe game board. The code is shown below:

      <table class="board">
        <tr>
          <td>
              <div id="0" class="square left top"></div>
          </td>
          <td>
              <div id="1" class="square top v-middle"></div>
          </td>
          <td>
              <div id="2" class="square right top"></div>
          </td>
        </tr>
        <tr>
          <td>
              <div id="3" class="square left h-middle"></div>
          </td>
          <td>
              <div id="4" class="square v-middle h-middle"></div>
          </td>
          <td>
              <div id="5" class="square right h-middle"></div>
          </td>
        </tr>
        <tr>
          <td>
              <div id="6" class="square left bottom"></div>
          </td>
          <td>
              <div id="7" class="square bottom v-middle"></div>
          </td>
          <td>
              <div id="8" class="square right bottom"></div>
          </td>
        </tr> 
       </table>

We have added the class, “board” to the table in order to add styling to it. The board has three table row tags each containing three table data tags. This results in a 3×3 game board. We have assigned each square of the game board a numerical id and some classes indicating its positioning.

The Controls

What I’m calling the controls section consists of a message box, a few buttons, and drop down list. The code looks like this:

       <br>
       <div id="messageBox">Pick a square!</div>
       <br>
       <div class="controls">
         <button class="button" onclick="resetGame()">Play Again</button> 
         <form action="https://mitchum.blog/sneaky-subscribe" 
               style="display: inline-block;">
            <button class="button" type="submit">Click Me!</button> 
         </form>
         <select id="difficulty">
           <option value="moron" selected >Moron</option>
           <option value="genius">Genius</option>
         </select>
        </div>

The message box is situated between two line breaks. Following the second line break is a div containing the rest of our controls. The play again button has a click handler that calls a JavaScript function in tic-tac-toe.js. The mystery button is wrapped inside of a form tag. Finally, the select tag contains two options: moron and genius. The moron option is selected by default.

Each of these HTML elements has been assigned various classes and ids which will be used for assisting in executing the game logic and for adding styling. Let’s talk about how that styling is applied.

CSS

I’m going to break the explanation of the tic-tac-toe.css file up into several sections because I think that will make it easier to follow as a reader.

Basic Elements

The first section contains styling for the body, main, and h1 tags. The background styling on the body tag simply sets the light blue background color of the page using RGB values.

The max-width, padding, and margin styling on the main tag centers our game on the screen. I borrowed this awesome and succinct styling from this blog post.

The h1 tag is contains the big “Tic Tac Toe” heading, and we add style to center it and give it that yellow coloring.

See below:

CSS styling for the page
The Controls

Next we are going to talk about styling for the message box, difficulty drop down list, and the top-level controls section.

We center the text inside the message box and color it yellow. Then we add a border with rounded corners.

We set the size of our difficulty drop down, and add rounded corners, and then we set its font size, colors, and positioning.

The only change we need to make to the controls div is to make sure that everything is centered.

See below:

 CSS styling for the controls
The Board

Next comes the styling of our game board itself. We need to set the size, color, and text positioning of each square. More importantly, we need to make the borders visible in the appropriate locations. We added several classes for identifying where squares are located on the game board, allowing us to create the famous tic-tac-toe pattern. We also varied the size of the border to get a more three dimensional look and feel.

CSS styling for the tic tac toe board
The Buttons

Finally we come to the buttons. I have to confess, I borrowed these styles from w3schools. However, I did modify them slightly to match our color scheme.

CSS styling for the buttons

Alright, that’s it for the CSS! Now we can finally move onto the fun part: JavaScript.

JavaScript

As should be expected, the JavaScript code is the most complex part of the tic tac toe game. I’m going to describe the basic structure and the artificial intelligence, but I’m not going to describe each and every function. Instead, I’m going to leave it as an exercise for you to read the code and understand how each function was implemented. These other functions have been made bold for your convenience.

If something in the code is confusing then leave a comment and I’ll do my best to explain it! If you can think of a better way to implement something then I would love to hear your feedback in the comments as well. The goal is for everyone to learn more and have fun in the process.

Basic Structure

The first thing we need to do is initialize some variables. We have a couple variables for keeping track of the game’s state: one for keeping track of if the game is over, and one for storing the chosen difficulty level.

We also have a few more variables for storing some useful information: An array of our squares, the number of squares, and the win conditions. Our board is represented by a sequential list of numbers, and there are eight possible win conditions. So the win conditions are represented by an array containing eight arrays, one for each possible three square winning combination.

See below:

initialization javascript variables

With that in mind, let’s talk about how this program works. This game is event-driven. Any action that occurs on-screen happens because you clicked somewhere, and the code responded to it. When you click on the “Play Again” button, the board is cleared and you can play another round of tic tac toe. When you change the difficulty level, the game responds by making different moves in response to yours.

The most important event we have to respond to is when a player clicks on a square. There are lots of things that need to be checked. The bulk of this logic happens inside the top-level function I wrote called chooseSquare.

See below:

Javascript for choosing a tic tac toe square.
The Code Examined

Let’s walk through the code from top to bottom.

Line 176: The first thing we do is set the difficulty variable to whatever was chosen in the drop down list. This is important because our artificial intelligence looks at this variable to determine what move to make.

Line 177: The second thing we do is check if the game is over. If it is not then we can proceed. Otherwise, there is no need to continue.

Lines 179 – 181: Third, we set the message displayed to the player to the default, “Pick a square!” message. We do this by calling the setMessageBox function. Then we set variables for the id and the HTML of the square that was selected by the player.

Line 182: We check if the square is open by calling squareIsOpen. If a marker has already been placed there then the player is trying to make an illegal move. In the corresponding else block, we notify him as such.

Lines 184 -185: Since the square is open, we set the marker to “X”. Then we check to see if we won by calling checkForWinCondition. If we won we are returned an array containing the winning combination. If lost we are simply returned false. This is possible because JavaScript is not type safe.

Line 186: If the player didn’t win then we must continue so that his opponent can make a move. If the player did win, then the corresponding else block will handle it by setting the game over variable to true, turning the winning squares green by calling highlightWinningSquares, and setting the winning message.

Lines 188 – 189: Now that the player’s move is finished we need to make a move for the computer. The function called opponentMove handles this, and it will be discussed later in detail. Then we need to check to see if the player lost by calling the same function we used on line 185, but this time passing in “O” as a parameter. Yay for reusability!

Line 190: If the computer did not win then we must continue so that we can check for a draw. If the computer did win, then the corresponding else block will handle it by setting the game over variable to true, turning the winning squares red by calling highlightWinningSquares, and setting the losing message.

Lines 192 – 197: We check for a draw by calling the checkForDraw function. If there are no win conditions met and there are no more available moves to be made then we must have reached a draw. If a draw has been reached then we set the game over variable to true and set the draw message.

That’s it for the main game logic! The rest of this function is just the corresponding else blocks which we already covered. As I mentioned previously, go read through the other functions to get a fuller understanding of how the game logic works.

Artificial Intelligence

There are two difficulty levels: moron and genius. The moron always takes the first available square in order of id. He will sacrifice a win just to keep up this orderly pattern, and he will not deviate from it even to prevent a loss. He is a simpleton.

The genius is much more sophisticated. He will take a win when its there, and he will try to prevent a loss. Going second puts him at a disadvantage, so he favors the center square for its defensive qualities. However, he does have weaknesses that can be exploited. He’s following a better set of rules, but he isn’t great at adapting to situations on the fly. When he can’t find an obvious move to make he reverts back to the same simple ways of the moron.

See below:

AI top level javascript function
The top level AI function
AI implementation details in javascript
The AI implementation details

Once you understand the algorithm let me know in the comments what changes we could make to turn our wannabe genius into a true one!

Summary

In this post I showed off the Tic Tac Toe game I made using JavaScript. Then we looked at how it was constructed and how the artificial intelligence works. Let me know what you think, and what kind of games you would like to see me make in the future. Keep in mind though, I’m only one guy, so no asking for Call of Duty!

If you want to learn more about how to write good programs in JavaScript, one book that I recommend is JavaScript: The Good Parts, by the legendary Douglas Crockford. The language has been improved dramatically over the years, but it still has some odd properties because of its development history. The book does a great job of helping you navigate around its more questionable design choices. I found it helpful when I was learning the language.

If you decide to purchase it, I would be grateful if you decided to go through the link above. I will get a commission through Amazon’s affiliate program, with no additional cost to you. It helps me keep this site up and running.

Thanks for reading, and I’ll see you next time!

As always, if you are enjoying the ideas I’ve presented or you think I’m crazy and want to tell me why I’m wrong, go ahead and subscribe to stay up to date with all the latest content.

How A Web Application Works: An Epic Tale of Courage and Sacrifice

how a web application works featured image

The smell of blood fills the air. At Camp Client, the battle rages on. The Empire of Users have been relentless in their assault against the Browser Alliance. While the Chrome and Firefox Battalions have been handling the swarm with commendable bravery, the Internet Explorer Battalion is suffering heavy casualties. Leadership is sorely lacking. As pressure from the Users mounts, the regiment desperately needs instruction and supplies from Server Headquarters so that a swift response can be made.

Unfortunately, the geography of the surrounding countryside impedes communication efforts. Server Headquarters is not far away, but it is situated on the other side of the deep, dark Internet Chasm. The only way across is a narrow, rickety collection of rope and wood called the HTTP Bridge. This bridge is unstable, goes through a wall of fire, and is really only useful for sending messages and a handful of supplies back and forth. But it is an extremely important and strategic link. Without it, communication would be lost as would any hope of victory.

A young squire is sent with a request in hand across the bridge to bring word of the camp’s needs to Server Headquarters. The journey is not for the faint of heart, but when you’re a grunt you have no choice but to be courageous. After making the perilous journey across the chasm he presents the request to Officer Web Server.

Officer Web Server has the noble task of accepting requests as they come across the bridge and delivering them to the right people. However, he is a little socially awkward, and most of the time he gets his charismatic best friend, Officer Application Server, to do the heavy lifting.

Officer Application Server rubs shoulders with all of the Java Generals, and knows which ones he should pass on the requests to. Sometimes this dynamic duo has trouble finding the correct general, but that is usually only because the request was lacking in information. The communication protocol has been well established, so you can hardly blame them for throwing out bad requests from careless soldiers. When these two are given a message that is not malformed they are a shining example of discipline and reliability. Luckily for the Browser Alliance, the message they receive from the young squire is crystal clear. They deliver the message to the correct Java General with great haste.

Now the Java Generals did not rise to their station in life by accident. They are smart, capable planners with deeply strategic minds. They are intelligent, but also wise. Few of these generals make any decisions without first consulting the Great Oracleâ„¢. Only then will they decide what to provide their men back at Camp Client. After ending their session with the wise old master they know what they must do. Unfortunately, details are not their strong suit and they tend to be a little verbose. If they were the ones who had to communicate the message and package up the supplies the war would surely be lost.

Fortunately, this is what Officer Template Engine was born to do. He knows what the Java General wants to say and communicates this information articulately. He drafts the final response and gathers the supplies that get delivered back to Officer Web Server and sent with another poor young squire across the HTTP Bridge.

Camp Client is overjoyed upon receiving the response. Much needed supplies of HTML, CSS, JavaScript, and memes have been brought to the front lines. The soldiers survey the bounty that lies before them. “Just wait until those Users see this”, one combat veteran remarks with satisfaction. The other soldiers nod in agreement. They will live to fight another day. Many soldiers have been lost in this great war, and many more will be cut down before it is over. Though their names may change, the legend of their bravery will never fade away. This same story will be played out again and again as long as good men stand against the forces of darkness.