function GameManager(size, InputManager, Actuator) { this.size = size; // Size of the grid this.inputManager = new InputManager; this.actuator = new Actuator; this.startTiles = 2; this.inputManager.on("move", this.move.bind(this)); this.inputManager.on("restart", this.restart.bind(this)); this.setup(); } // Restart the game GameManager.prototype.restart = function () { this.actuator.restart(); this.setup(); }; // Set up the game GameManager.prototype.setup = function () { this.grid = new Grid(this.size); this.score = 0; this.over = false; this.won = false; // Add the initial tiles this.addStartTiles(); // Update the actuator 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.addRandomTile(); } }; // Adds a tile in a random position GameManager.prototype.addRandomTile = function () { if (this.grid.cellsAvailable()) { var value = Math.random() < 0.9 ? 2 : 4; var tile = new Tile(this.grid.randomAvailableCell(), value); this.grid.insertTile(tile); } }; // Sends the updated grid to the actuator GameManager.prototype.actuate = function () { this.actuator.actuate(this.grid, { score: this.score, over: this.over, won: this.won }); }; // Save all tile positions and remove merger info GameManager.prototype.prepareTiles = function () { this.grid.eachCell(function (x, y, tile) { if (tile) { tile.mergedFrom = null; tile.savePosition(); } }); }; // Move a tile and its representation GameManager.prototype.moveTile = function (tile, cell) { this.grid.cells[tile.x][tile.y] = null; this.grid.cells[cell.x][cell.y] = tile; tile.updatePosition(cell); }; // Move tiles on the grid in the specified direction GameManager.prototype.move = function (direction) { // 0: up, 1: right, 2:down, 3: left var self = this; if (this.over || this.won) return; // Don't do anything if the game's over var cell, tile; var vector = this.getVector(direction); var traversals = this.buildTraversals(vector); var moved = false; // Save the current tile positions and remove merger information this.prepareTiles(); // Traverse the grid in the right direction and move tiles traversals.x.forEach(function (x) { traversals.y.forEach(function (y) { cell = { x: x, y: y }; tile = self.grid.cellContent(cell); if (tile) { var positions = self.findFarthestPosition(cell, vector); var next = self.grid.cellContent(positions.next); // Only one merger per row traversal? if (next && next.value === tile.value && !next.mergedFrom) { var merged = new Tile(positions.next, tile.value * 2); merged.mergedFrom = [tile, next]; self.grid.insertTile(merged); self.grid.removeTile(tile); // Converge the two tiles' positions tile.updatePosition(positions.next); // Update the score self.score += merged.value; // The mighty 2048 tile if (merged.value === 2048) self.won = true; } else { self.moveTile(tile, positions.farthest); } if (!self.positionsEqual(cell, tile)) { moved = true; // The tile moved from its original cell! } } }); }); if (moved) { this.addRandomTile(); if (!this.movesAvailable()) { this.over = true; // Game over! } this.actuate(); } }; // Get the vector representing the chosen direction GameManager.prototype.getVector = function (direction) { // Vectors representing tile movement var map = { 0: { x: 0, y: -1 }, // up 1: { x: 1, y: 0 }, // right 2: { x: 0, y: 1 }, // down 3: { x: -1, y: 0 } // left }; return map[direction]; }; // Build a list of positions to traverse in the right order GameManager.prototype.buildTraversals = function (vector) { var traversals = { x: [], y: [] }; for (var pos = 0; pos < this.size; pos++) { traversals.x.push(pos); traversals.y.push(pos); } // Always traverse from the farthest cell in the chosen direction if (vector.x === 1) traversals.x = traversals.x.reverse(); if (vector.y === 1) traversals.y = traversals.y.reverse(); return traversals; }; GameManager.prototype.findFarthestPosition = function (cell, vector) { var previous; // Progress towards the vector direction until an obstacle is found do { previous = cell; cell = { x: previous.x + vector.x, y: previous.y + vector.y }; } while (this.grid.withinBounds(cell) && this.grid.cellAvailable(cell)); return { farthest: previous, next: cell // Used to check if a merge is required }; }; GameManager.prototype.movesAvailable = function () { return this.grid.cellsAvailable() || this.tileMatchesAvailable(); }; // Check for available matches between tiles (more expensive check) GameManager.prototype.tileMatchesAvailable = function () { var self = this; var tile; for (var x = 0; x < this.size; x++) { for (var y = 0; y < this.size; y++) { tile = this.grid.cellContent({ x: x, y: y }); if (tile) { for (var direction = 0; direction < 4; direction++) { var vector = self.getVector(direction); var cell = { x: x + vector.x, y: y + vector.y }; var other = self.grid.cellContent(cell); if (other) { } if (other && other.value === tile.value) { return true; // These two tiles can be merged } } } } } return false; }; GameManager.prototype.positionsEqual = function (first, second) { return first.x === second.x && first.y === second.y; };