1
0
mirror of https://github.com/danog/2048.git synced 2024-11-30 04:19:06 +01:00

extract the grid to its own class

This commit is contained in:
Gabriele Cirulli 2014-03-08 13:10:54 +01:00
parent cf31e146aa
commit dca5207fa4
4 changed files with 69 additions and 52 deletions

View File

@ -7,6 +7,7 @@
<link href="style/main.css" rel="stylesheet" type="text/css">
<script src="js/html_actuator.js"></script>
<script src="js/grid.js"></script>
<script src="js/tile.js"></script>
<script src="js/game_manager.js"></script>
<script src="js/application.js"></script>

View File

@ -3,81 +3,40 @@ function GameManager(size, actuator) {
this.actuator = actuator;
this.startTiles = 2;
this.grid = [];
this.grid = new Grid(this.size);
this.setup();
}
// Set up the game
GameManager.prototype.setup = function () {
this.buildGrid();
this.addStartTiles();
// Update the actuator
this.update();
};
// Build a grid of the specified size
GameManager.prototype.buildGrid = function () {
for (var y = 0; y < this.size; y++) {
this.grid[y] = [];
for (var x = 0; x < this.size; x++) {
this.grid[y].push(null);
}
}
this.actuate();
};
// Set up the initial tiles to start the game with
GameManager.prototype.addStartTiles = function () {
for (var i = 0; i < this.startTiles; i++) {
this.addTile();
this.addRandomTile();
}
};
// Adds a tile in a random position
GameManager.prototype.addTile = function () {
this.insertTile(new Tile(this.randomCell()));
};
// Find the first available random position
GameManager.prototype.randomCell = function () {
// TODO: build a map of available positions and choose from it
var self = this;
var position;
function randomPosition() {
return Math.floor(Math.random() * self.size);
}
do {
position = {
x: randomPosition(),
y: randomPosition()
};
} while (this.cellOccupied(position));
return position;
};
// Check if the specified cell is taken
GameManager.prototype.cellOccupied = function (cell) {
return !!this.grid[cell.x][cell.y];
};
// Insert a tile at the specified position
GameManager.prototype.insertTile = function (tile) {
this.grid[tile.x][tile.y] = tile;
GameManager.prototype.addRandomTile = function () {
var tile = new Tile(this.grid.randomAvailableCell());
this.grid.insertTile(tile);
};
// Sends the updated grid to the actuator
GameManager.prototype.update = function () {
this.actuator.update(this.grid);
GameManager.prototype.actuate = function () {
this.actuator.actuate(this.grid);
};
// Move the grid in the specified direction
GameManager.prototype.move = function (direction) {
// 0: up, 1: right, 2:down, 3: left
this.update();
this.actuate();
};

57
js/grid.js Normal file
View File

@ -0,0 +1,57 @@
function Grid(size) {
this.size = size;
this.cells = [];
this.build();
}
// Build a grid of the specified size
Grid.prototype.build = function () {
for (var x = 0; x < this.size; x++) {
var row = this.cells[x] = [];
for (var y = 0; y < this.size; y++) {
row.push(null);
}
}
};
// Find the first available random position
Grid.prototype.randomAvailableCell = function () {
var cells = this.availableCells();
if (cells.length) {
return cells[Math.floor(Math.random() * cells.length)];
}
};
Grid.prototype.availableCells = function () {
var cells = [];
for (var x = 0; x < this.size; x++) {
for (var y = 0; y < this.size; y++) {
var cell = { x: x, y: y };
if (this.cellAvailable(cell)) {
cells.push(cell);
}
}
}
return cells;
};
// Check if the specified cell is taken
Grid.prototype.cellAvailable = function (cell) {
return !this.cellOccupied(cell);
};
Grid.prototype.cellOccupied = function (cell) {
return !!this.cells[cell.x][cell.y];
};
// Inserts a tile at its position
Grid.prototype.insertTile = function (tile) {
this.cells[tile.x][tile.y] = tile;
};

View File

@ -2,9 +2,9 @@ function HTMLActuator() {
}
HTMLActuator.prototype.update = function (grid) {
HTMLActuator.prototype.actuate = function (grid) {
// Temporary debug visualizer
grid.forEach(function (row) {
grid.cells.forEach(function (row) {
var mapped = row.map(function (tile) {
return tile ? tile.value : " ";
}).join(" | ");