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extract the grid to its own class
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@ -7,6 +7,7 @@
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<link href="style/main.css" rel="stylesheet" type="text/css">
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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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<script src="js/game_manager.js"></script>
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<script src="js/application.js"></script>
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@ -3,81 +3,40 @@ function GameManager(size, actuator) {
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this.actuator = actuator;
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this.startTiles = 2;
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this.grid = [];
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this.grid = new Grid(this.size);
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this.setup();
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}
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// Set up the game
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GameManager.prototype.setup = function () {
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this.buildGrid();
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this.addStartTiles();
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// Update the actuator
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this.update();
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};
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// Build a grid of the specified size
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GameManager.prototype.buildGrid = function () {
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for (var y = 0; y < this.size; y++) {
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this.grid[y] = [];
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for (var x = 0; x < this.size; x++) {
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this.grid[y].push(null);
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}
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}
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this.actuate();
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};
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// Set up the initial tiles to start the game with
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GameManager.prototype.addStartTiles = function () {
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for (var i = 0; i < this.startTiles; i++) {
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this.addTile();
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this.addRandomTile();
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}
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};
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// Adds a tile in a random position
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GameManager.prototype.addTile = function () {
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this.insertTile(new Tile(this.randomCell()));
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};
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// Find the first available random position
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GameManager.prototype.randomCell = function () {
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// TODO: build a map of available positions and choose from it
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var self = this;
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var position;
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function randomPosition() {
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return Math.floor(Math.random() * self.size);
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}
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do {
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position = {
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x: randomPosition(),
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y: randomPosition()
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};
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} while (this.cellOccupied(position));
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return position;
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};
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// Check if the specified cell is taken
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GameManager.prototype.cellOccupied = function (cell) {
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return !!this.grid[cell.x][cell.y];
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};
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// Insert a tile at the specified position
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GameManager.prototype.insertTile = function (tile) {
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this.grid[tile.x][tile.y] = tile;
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GameManager.prototype.addRandomTile = function () {
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var tile = new Tile(this.grid.randomAvailableCell());
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this.grid.insertTile(tile);
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};
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// Sends the updated grid to the actuator
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GameManager.prototype.update = function () {
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this.actuator.update(this.grid);
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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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GameManager.prototype.move = function (direction) {
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// 0: up, 1: right, 2:down, 3: left
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this.update();
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this.actuate();
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};
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57
js/grid.js
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57
js/grid.js
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@ -0,0 +1,57 @@
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function Grid(size) {
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this.size = size;
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this.cells = [];
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this.build();
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}
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// Build a grid of the specified size
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Grid.prototype.build = function () {
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for (var x = 0; x < this.size; x++) {
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var row = this.cells[x] = [];
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for (var y = 0; y < this.size; y++) {
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row.push(null);
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}
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}
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};
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// Find the first available random position
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Grid.prototype.randomAvailableCell = function () {
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var cells = this.availableCells();
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if (cells.length) {
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return cells[Math.floor(Math.random() * cells.length)];
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}
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};
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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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}
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}
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return cells;
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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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};
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// Inserts a tile at its position
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Grid.prototype.insertTile = function (tile) {
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this.cells[tile.x][tile.y] = tile;
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};
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@ -2,9 +2,9 @@ function HTMLActuator() {
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}
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HTMLActuator.prototype.update = function (grid) {
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HTMLActuator.prototype.actuate = function (grid) {
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// Temporary debug visualizer
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grid.forEach(function (row) {
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grid.cells.forEach(function (row) {
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var mapped = row.map(function (tile) {
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return tile ? tile.value : " ";
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}).join(" | ");
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