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synced 2024-11-27 03:44:43 +01:00
implement tile movement
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b7476f1f62
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@ -6,6 +6,7 @@
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<link href="style/main.css" rel="stylesheet" type="text/css">
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<script src="js/keyboard_input_manager.js"></script>
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<script src="js/html_actuator.js"></script>
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<script src="js/grid.js"></script>
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<script src="js/tile.js"></script>
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@ -1,4 +1,4 @@
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document.addEventListener("DOMContentLoaded", function () {
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var actuator = new HTMLActuator;
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var manager = new GameManager(4, actuator);
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// Wait till the browser is ready to render the game (avoids glitches)
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window.requestAnimationFrame(function () {
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var manager = new GameManager(4, KeyboardInputManager, HTMLActuator);
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});
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@ -1,9 +1,12 @@
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function GameManager(size, actuator) {
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this.size = size; // Grid size
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this.actuator = actuator;
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function GameManager(size, InputManager, Actuator) {
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this.size = size; // Size of the grid
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this.inputManager = new InputManager;
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this.actuator = new Actuator;
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this.startTiles = 2;
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this.grid = new Grid(this.size);
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this.startTiles = 2;
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this.grid = new Grid(this.size);
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this.inputManager.on("move", this.move.bind(this));
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this.setup();
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}
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@ -25,10 +28,12 @@ GameManager.prototype.addStartTiles = function () {
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// Adds a tile in a random position
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GameManager.prototype.addRandomTile = function () {
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var value = Math.random() < 0.9 ? 2 : 4;
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var tile = new Tile(this.grid.randomAvailableCell(), value);
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this.grid.insertTile(tile);
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if (this.grid.cellsAvailable()) {
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var value = Math.random() < 0.9 ? 2 : 4;
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var tile = new Tile(this.grid.randomAvailableCell(), value);
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this.grid.insertTile(tile);
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}
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};
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// Sends the updated grid to the actuator
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@ -36,9 +41,94 @@ GameManager.prototype.actuate = function () {
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this.actuator.actuate(this.grid);
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};
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// Move the grid in the specified direction
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// Saves all the current tile positions
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GameManager.prototype.saveTilePositions = function () {
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this.grid.eachCell(function (x, y, tile) {
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if (tile) {
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tile.savePosition();
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}
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});
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};
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// Move a tile and its representation
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GameManager.prototype.moveTile = function (tile, cell) {
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this.grid.cells[tile.x][tile.y] = null;
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this.grid.cells[cell.x][cell.y] = tile;
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tile.x = cell.x;
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tile.y = cell.y;
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};
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// Move tiles on the grid in the specified direction
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GameManager.prototype.move = function (direction) {
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// 0: up, 1: right, 2:down, 3: left
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var self = this;
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var cell, tile;
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var vector = this.getVector(direction);
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var traversals = this.buildTraversals(vector);
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// Save the current tile positions (for actuator awareness)
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this.saveTilePositions();
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// Traverse the grid in the right direction and move tiles
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traversals.x.forEach(function (x) {
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traversals.y.forEach(function (y) {
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cell = { x: x, y: y };
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tile = self.grid.cellContent(cell);
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if (tile) {
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var pos = self.findFarthestPosition(cell, vector);
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console.log(pos);
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self.moveTile(tile, pos);
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}
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});
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});
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this.addRandomTile();
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console.log(16 - this.grid.availableCells().length);
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this.actuate();
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};
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// Get the vector representing the chosen direction
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GameManager.prototype.getVector = function (direction) {
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// Vectors representing tile movement
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var map = {
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0: { x: 0, y: -1 }, // up
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1: { x: 1, y: 0 }, // right
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2: { x: 0, y: 1 }, // down
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3: { x: -1, y: 0 } // left
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};
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return map[direction];
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};
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// Build a list of positions to traverse in the right order
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GameManager.prototype.buildTraversals = function (vector) {
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var traversals = { x: [], y: [] };
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for (var pos = 0; pos < this.size; pos++) {
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traversals.x.push(pos);
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traversals.y.push(pos);
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}
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// Always traverse from the farthest cell in the chosen direction
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if (vector.x === 1) traversals.x = traversals.x.reverse();
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if (vector.y === 1) traversals.y = traversals.y.reverse();
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return traversals;
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};
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GameManager.prototype.findFarthestPosition = function (cell, vector) {
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var previous;
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// Progress towards the vector direction until an obstacle is found
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do {
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previous = cell;
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cell = { x: previous.x + vector.x, y: previous.y + vector.y };
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} while (cell.x >= 0 && cell.x < this.size &&
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cell.y >= 0 && cell.y < this.size &&
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this.grid.cellAvailable(cell));
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return previous;
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};
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32
js/grid.js
32
js/grid.js
@ -29,26 +29,40 @@ Grid.prototype.randomAvailableCell = function () {
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Grid.prototype.availableCells = function () {
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var cells = [];
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for (var x = 0; x < this.size; x++) {
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for (var y = 0; y < this.size; y++) {
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var cell = { x: x, y: y };
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if (this.cellAvailable(cell)) {
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cells.push(cell);
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}
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this.eachCell(function (x, y, tile) {
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if (!tile) {
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cells.push({ x: x, y: y });
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}
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}
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});
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return cells;
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};
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// Call callback for every cell
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Grid.prototype.eachCell = function (callback) {
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for (var x = 0; x < this.size; x++) {
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for (var y = 0; y < this.size; y++) {
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callback(x, y, this.cells[x][y]);
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}
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}
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};
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// Check if there are any cells available
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Grid.prototype.cellsAvailable = function () {
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return !!this.availableCells().length;
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};
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// Check if the specified cell is taken
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Grid.prototype.cellAvailable = function (cell) {
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return !this.cellOccupied(cell);
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};
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Grid.prototype.cellOccupied = function (cell) {
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return !!this.cells[cell.x][cell.y];
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return !!this.cellContent(cell);
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};
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Grid.prototype.cellContent = function (cell) {
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return this.cells[cell.x][cell.y];
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};
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// Inserts a tile at its position
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@ -5,13 +5,15 @@ function HTMLActuator() {
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HTMLActuator.prototype.actuate = function (grid) {
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var self = this;
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this.clearContainer();
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window.requestAnimationFrame(function () {
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self.clearContainer();
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grid.cells.forEach(function (column) {
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column.forEach(function (cell) {
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if (cell) {
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self.addTile(cell);
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}
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grid.cells.forEach(function (column) {
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column.forEach(function (cell) {
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if (cell) {
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self.addTile(cell);
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}
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});
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});
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});
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};
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@ -23,14 +25,35 @@ HTMLActuator.prototype.clearContainer = function () {
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};
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HTMLActuator.prototype.addTile = function (tile) {
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var element = document.createElement("div");
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var self = this;
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var x = tile.x + 1;
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var y = tile.y + 1;
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var position = "tile-position-" + x + "-" + y;
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var element = document.createElement("div");
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var position = tile.previousPosition || { x: tile.x, y: tile.y };
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positionClass = this.positionClass(position);
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element.classList.add("tile", "tile-" + tile.value, position);
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element.classList.add("tile", "tile-" + tile.value, positionClass);
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element.textContent = tile.value;
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this.tileContainer.appendChild(element);
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if (tile.previousPosition) {
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window.requestAnimationFrame(function () {
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// console.log( + " === " + positionClass);
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element.classList.remove(element.classList[2]);
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element.classList.add(self.positionClass({ x: tile.x, y: tile.y }));
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});
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} else {
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element.classList.add("tile-new");
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}
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};
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HTMLActuator.prototype.normalizePosition = function (position) {
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return { x: position.x + 1, y: position.y + 1 };
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};
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HTMLActuator.prototype.positionClass = function (position) {
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position = this.normalizePosition(position);
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return "tile-position-" + position.x + "-" + position.y;
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};
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43
js/keyboard_input_manager.js
Normal file
43
js/keyboard_input_manager.js
Normal file
@ -0,0 +1,43 @@
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function KeyboardInputManager() {
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this.events = {};
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this.listen();
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}
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KeyboardInputManager.prototype.on = function (event, callback) {
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if (!this.events[event]) {
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this.events[event] = [];
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}
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this.events[event].push(callback);
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};
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KeyboardInputManager.prototype.emit = function (event, data) {
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var callbacks = this.events[event];
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if (callbacks) {
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callbacks.forEach(function (callback) {
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callback(data);
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});
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}
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};
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KeyboardInputManager.prototype.listen = function () {
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var self = this;
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var map = {
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38: 0, // Up
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39: 1, // Right
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40: 2, // Down
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37: 3 // Left
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};
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document.addEventListener("keydown", function (event) {
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var modifiers = event.altKey && event.ctrlKey && event.metaKey &&
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event.shiftKey;
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var mapped = map[event.which];
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if (!modifiers && mapped !== undefined) {
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event.preventDefault();
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self.emit("move", mapped);
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}
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});
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};
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@ -5,3 +5,7 @@ function Tile(position, value) {
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this.previousPosition = null;
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}
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Tile.prototype.savePosition = function () {
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this.previousPosition = { x: this.x, y: this.y };
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};
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@ -30,3 +30,26 @@
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-webkit-transition-property: $args;
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-moz-transition-property: $args;
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}
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// Keyframe animations
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@mixin keyframes($animation-name) {
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@-webkit-keyframes $animation-name {
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@content;
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}
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@-moz-keyframes $animation-name {
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@content;
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}
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@keyframes $animation-name {
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@content;
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}
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}
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@mixin animation($str) {
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-webkit-animation: #{$str};
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-moz-animation: #{$str};
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}
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@mixin animation-fill-mode($str) {
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-webkit-animation-fill-mode: #{$str};
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-moz-animation-fill-mode: #{$str};
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}
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@ -89,8 +89,8 @@ hr {
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line-height: 116.25px;
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font-size: 55px;
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font-weight: bold;
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-webkit-transition: 200ms ease;
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-moz-transition: 200ms ease;
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-webkit-transition: 100ms ease-in-out;
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-moz-transition: 100ms ease-in-out;
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-webkit-transition-property: top, left;
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-moz-transition-property: top, left; }
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.tile.tile-position-1-1 {
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@ -205,6 +205,39 @@ hr {
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box-shadow: 0 0 30px 10px rgba(243, 215, 116, 0.55556), inset 0 0 0 1px rgba(255, 255, 255, 0.33333);
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font-size: 35px; }
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@-webkit-keyframes appear {
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0% {
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-webkit-transform: scale(1.5);
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opacity: 0; }
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100% {
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-webkit-transform: scale(1);
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opacity: 1; } }
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@-moz-keyframes appear {
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0% {
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-webkit-transform: scale(1.5);
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opacity: 0; }
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100% {
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-webkit-transform: scale(1);
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opacity: 1; } }
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@keyframes appear {
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0% {
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-webkit-transform: scale(1.5);
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opacity: 0; }
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100% {
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-webkit-transform: scale(1);
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opacity: 1; } }
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.tile-new {
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-webkit-animation: appear 200ms ease 100ms;
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-moz-animation: appear 200ms ease 100ms;
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-webkit-animation-fill-mode: both;
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-moz-animation-fill-mode: both; }
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.game-intro {
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margin-bottom: 0; }
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@ -14,6 +14,8 @@ $tile-color: #eee4da;
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$tile-gold-color: #edc22e;
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$tile-gold-glow-color: lighten($tile-gold-color, 15%);
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$transition-speed: 100ms;
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html, body {
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margin: 0;
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padding: 0;
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@ -132,7 +134,7 @@ hr {
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font-size: 55px;
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font-weight: bold;
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@include transition(200ms ease);
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@include transition($transition-speed ease-in-out);
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@include transition-property(top, left);
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// Build position classes
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@ -205,6 +207,23 @@ hr {
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}
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}
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@include keyframes(appear) {
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0% {
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-webkit-transform: scale(1.5);
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opacity: 0;
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}
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100% {
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-webkit-transform: scale(1);
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opacity: 1;
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}
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}
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.tile-new {
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@include animation(appear 200ms ease $transition-speed);
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@include animation-fill-mode(both);
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}
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.game-intro {
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margin-bottom: 0;
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}
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