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133 lines
3.4 KiB
JavaScript
133 lines
3.4 KiB
JavaScript
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.inputManager.on("move", this.move.bind(this));
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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.addStartTiles();
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// Update the actuator
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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.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.addRandomTile = function () {
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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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GameManager.prototype.actuate = function () {
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this.actuator.actuate(this.grid);
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};
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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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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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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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