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mirror of https://github.com/danog/2048.git synced 2024-12-02 17:27:57 +01:00
2048/js/game_manager.js
2014-03-09 17:32:02 +01:00

133 lines
3.4 KiB
JavaScript

function GameManager(size, InputManager, Actuator) {
this.size = size; // Size of the grid
this.inputManager = new InputManager;
this.actuator = new Actuator;
this.startTiles = 2;
this.grid = new Grid(this.size);
this.inputManager.on("move", this.move.bind(this));
this.setup();
}
// Set up the game
GameManager.prototype.setup = function () {
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);
};
// Saves all the current tile positions
GameManager.prototype.saveTilePositions = function () {
this.grid.eachCell(function (x, y, tile) {
if (tile) {
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.x = cell.x;
tile.y = cell.y;
};
// 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;
var cell, tile;
var vector = this.getVector(direction);
var traversals = this.buildTraversals(vector);
// Save the current tile positions (for actuator awareness)
this.saveTilePositions();
// 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 pos = self.findFarthestPosition(cell, vector);
self.moveTile(tile, pos);
}
});
});
this.addRandomTile();
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 (cell.x >= 0 && cell.x < this.size &&
cell.y >= 0 && cell.y < this.size &&
this.grid.cellAvailable(cell));
return previous;
};