initial
This commit is contained in:
28
js/animframe_polyfill.js
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28
js/animframe_polyfill.js
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@@ -0,0 +1,28 @@
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(function () {
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var lastTime = 0;
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var vendors = ['webkit', 'moz'];
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for (var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
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window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame'];
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window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'] ||
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window[vendors[x] + 'CancelRequestAnimationFrame'];
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}
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if (!window.requestAnimationFrame) {
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window.requestAnimationFrame = function (callback) {
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var currTime = new Date().getTime();
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var timeToCall = Math.max(0, 16 - (currTime - lastTime));
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var id = window.setTimeout(function () {
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callback(currTime + timeToCall);
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},
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timeToCall);
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lastTime = currTime + timeToCall;
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return id;
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};
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}
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if (!window.cancelAnimationFrame) {
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window.cancelAnimationFrame = function (id) {
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clearTimeout(id);
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};
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}
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}());
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4
js/application.js
Normal file
4
js/application.js
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@@ -0,0 +1,4 @@
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// Wait till the browser is ready to render the game (avoids glitches)
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window.requestAnimationFrame(function () {
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new GameManager(4, KeyboardInputManager, HTMLActuator, LocalStorageManager);
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});
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9
js/bind_polyfill.js
Normal file
9
js/bind_polyfill.js
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@@ -0,0 +1,9 @@
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Function.prototype.bind = Function.prototype.bind || function (target) {
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var self = this;
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return function (args) {
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if (!(args instanceof Array)) {
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args = [args];
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}
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self.apply(target, args);
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};
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};
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71
js/classlist_polyfill.js
Normal file
71
js/classlist_polyfill.js
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@@ -0,0 +1,71 @@
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(function () {
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if (typeof window.Element === "undefined" ||
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"classList" in document.documentElement) {
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return;
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}
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var prototype = Array.prototype,
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push = prototype.push,
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splice = prototype.splice,
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join = prototype.join;
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function DOMTokenList(el) {
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this.el = el;
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// The className needs to be trimmed and split on whitespace
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// to retrieve a list of classes.
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var classes = el.className.replace(/^\s+|\s+$/g, '').split(/\s+/);
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for (var i = 0; i < classes.length; i++) {
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push.call(this, classes[i]);
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}
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}
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DOMTokenList.prototype = {
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add: function (token) {
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if (this.contains(token)) return;
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push.call(this, token);
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this.el.className = this.toString();
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},
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contains: function (token) {
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return this.el.className.indexOf(token) != -1;
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},
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item: function (index) {
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return this[index] || null;
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},
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remove: function (token) {
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if (!this.contains(token)) return;
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for (var i = 0; i < this.length; i++) {
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if (this[i] == token) break;
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}
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splice.call(this, i, 1);
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this.el.className = this.toString();
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},
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toString: function () {
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return join.call(this, ' ');
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},
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toggle: function (token) {
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if (!this.contains(token)) {
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this.add(token);
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} else {
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this.remove(token);
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}
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return this.contains(token);
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}
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};
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window.DOMTokenList = DOMTokenList;
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function defineElementGetter(obj, prop, getter) {
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if (Object.defineProperty) {
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Object.defineProperty(obj, prop, {
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get: getter
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});
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} else {
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obj.__defineGetter__(prop, getter);
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}
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}
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defineElementGetter(HTMLElement.prototype, 'classList', function () {
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return new DOMTokenList(this);
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});
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})();
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272
js/game_manager.js
Normal file
272
js/game_manager.js
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@@ -0,0 +1,272 @@
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function GameManager(size, InputManager, Actuator, StorageManager) {
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this.size = size; // Size of the grid
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this.inputManager = new InputManager;
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this.storageManager = new StorageManager;
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this.actuator = new Actuator;
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this.startTiles = 2;
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this.inputManager.on("move", this.move.bind(this));
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this.inputManager.on("restart", this.restart.bind(this));
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this.inputManager.on("keepPlaying", this.keepPlaying.bind(this));
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this.setup();
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}
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// Restart the game
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GameManager.prototype.restart = function () {
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this.storageManager.clearGameState();
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this.actuator.continueGame(); // Clear the game won/lost message
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this.setup();
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};
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// Keep playing after winning (allows going over 2048)
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GameManager.prototype.keepPlaying = function () {
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this.keepPlaying = true;
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this.actuator.continueGame(); // Clear the game won/lost message
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};
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// Return true if the game is lost, or has won and the user hasn't kept playing
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GameManager.prototype.isGameTerminated = function () {
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return this.over || (this.won && !this.keepPlaying);
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};
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// Set up the game
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GameManager.prototype.setup = function () {
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var previousState = this.storageManager.getGameState();
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// Reload the game from a previous game if present
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if (previousState) {
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this.grid = new Grid(previousState.grid.size,
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previousState.grid.cells); // Reload grid
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this.score = previousState.score;
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this.over = previousState.over;
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this.won = previousState.won;
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this.keepPlaying = previousState.keepPlaying;
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} else {
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this.grid = new Grid(this.size);
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this.score = 0;
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this.over = false;
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this.won = false;
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this.keepPlaying = false;
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// Add the initial tiles
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this.addStartTiles();
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}
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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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if (this.storageManager.getBestScore() < this.score) {
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this.storageManager.setBestScore(this.score);
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}
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// Clear the state when the game is over (game over only, not win)
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if (this.over) {
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this.storageManager.clearGameState();
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} else {
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this.storageManager.setGameState(this.serialize());
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}
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this.actuator.actuate(this.grid, {
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score: this.score,
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over: this.over,
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won: this.won,
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bestScore: this.storageManager.getBestScore(),
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terminated: this.isGameTerminated()
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});
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};
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// Represent the current game as an object
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GameManager.prototype.serialize = function () {
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return {
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grid: this.grid.serialize(),
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score: this.score,
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over: this.over,
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won: this.won,
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keepPlaying: this.keepPlaying
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};
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};
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// Save all tile positions and remove merger info
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GameManager.prototype.prepareTiles = function () {
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this.grid.eachCell(function (x, y, tile) {
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if (tile) {
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tile.mergedFrom = null;
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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.updatePosition(cell);
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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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if (this.isGameTerminated()) return; // Don't do anything if the game's over
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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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var moved = false;
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// Save the current tile positions and remove merger information
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this.prepareTiles();
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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 positions = self.findFarthestPosition(cell, vector);
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var next = self.grid.cellContent(positions.next);
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// Only one merger per row traversal?
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if (next && next.value === tile.value && !next.mergedFrom) {
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var merged = new Tile(positions.next, tile.value * 2);
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merged.mergedFrom = [tile, next];
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self.grid.insertTile(merged);
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self.grid.removeTile(tile);
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// Converge the two tiles' positions
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tile.updatePosition(positions.next);
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// Update the score
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self.score += merged.value;
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// The mighty 2048 tile
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if (merged.value === 2048) self.won = true;
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} else {
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self.moveTile(tile, positions.farthest);
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}
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if (!self.positionsEqual(cell, tile)) {
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moved = true; // The tile moved from its original cell!
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}
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}
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});
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});
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if (moved) {
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this.addRandomTile();
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if (!this.movesAvailable()) {
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this.over = true; // Game over!
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}
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this.actuate();
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}
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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 (this.grid.withinBounds(cell) &&
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this.grid.cellAvailable(cell));
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||||
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return {
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farthest: previous,
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next: cell // Used to check if a merge is required
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};
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};
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GameManager.prototype.movesAvailable = function () {
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return this.grid.cellsAvailable() || this.tileMatchesAvailable();
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};
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// Check for available matches between tiles (more expensive check)
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GameManager.prototype.tileMatchesAvailable = function () {
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var self = this;
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var tile;
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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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tile = this.grid.cellContent({ x: x, y: y });
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if (tile) {
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for (var direction = 0; direction < 4; direction++) {
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var vector = self.getVector(direction);
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var cell = { x: x + vector.x, y: y + vector.y };
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var other = self.grid.cellContent(cell);
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if (other && other.value === tile.value) {
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return true; // These two tiles can be merged
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}
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}
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||||
}
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||||
}
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||||
}
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||||
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||||
return false;
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||||
};
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GameManager.prototype.positionsEqual = function (first, second) {
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return first.x === second.x && first.y === second.y;
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};
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117
js/grid.js
Normal file
117
js/grid.js
Normal file
@@ -0,0 +1,117 @@
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function Grid(size, previousState) {
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this.size = size;
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||||
this.cells = previousState ? this.fromState(previousState) : this.empty();
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}
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||||
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// Build a grid of the specified size
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||||
Grid.prototype.empty = function () {
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||||
var cells = [];
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||||
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||||
for (var x = 0; x < this.size; x++) {
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var row = 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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return cells;
|
||||
};
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||||
|
||||
Grid.prototype.fromState = function (state) {
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||||
var cells = [];
|
||||
|
||||
for (var x = 0; x < this.size; x++) {
|
||||
var row = cells[x] = [];
|
||||
|
||||
for (var y = 0; y < this.size; y++) {
|
||||
var tile = state[x][y];
|
||||
row.push(tile ? new Tile(tile.position, tile.value) : null);
|
||||
}
|
||||
}
|
||||
|
||||
return cells;
|
||||
};
|
||||
|
||||
// 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 = [];
|
||||
|
||||
this.eachCell(function (x, y, tile) {
|
||||
if (!tile) {
|
||||
cells.push({ x: x, y: y });
|
||||
}
|
||||
});
|
||||
|
||||
return cells;
|
||||
};
|
||||
|
||||
// Call callback for every cell
|
||||
Grid.prototype.eachCell = function (callback) {
|
||||
for (var x = 0; x < this.size; x++) {
|
||||
for (var y = 0; y < this.size; y++) {
|
||||
callback(x, y, this.cells[x][y]);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
// Check if there are any cells available
|
||||
Grid.prototype.cellsAvailable = function () {
|
||||
return !!this.availableCells().length;
|
||||
};
|
||||
|
||||
// Check if the specified cell is taken
|
||||
Grid.prototype.cellAvailable = function (cell) {
|
||||
return !this.cellOccupied(cell);
|
||||
};
|
||||
|
||||
Grid.prototype.cellOccupied = function (cell) {
|
||||
return !!this.cellContent(cell);
|
||||
};
|
||||
|
||||
Grid.prototype.cellContent = function (cell) {
|
||||
if (this.withinBounds(cell)) {
|
||||
return this.cells[cell.x][cell.y];
|
||||
} else {
|
||||
return null;
|
||||
}
|
||||
};
|
||||
|
||||
// Inserts a tile at its position
|
||||
Grid.prototype.insertTile = function (tile) {
|
||||
this.cells[tile.x][tile.y] = tile;
|
||||
};
|
||||
|
||||
Grid.prototype.removeTile = function (tile) {
|
||||
this.cells[tile.x][tile.y] = null;
|
||||
};
|
||||
|
||||
Grid.prototype.withinBounds = function (position) {
|
||||
return position.x >= 0 && position.x < this.size &&
|
||||
position.y >= 0 && position.y < this.size;
|
||||
};
|
||||
|
||||
Grid.prototype.serialize = function () {
|
||||
var cellState = [];
|
||||
|
||||
for (var x = 0; x < this.size; x++) {
|
||||
var row = cellState[x] = [];
|
||||
|
||||
for (var y = 0; y < this.size; y++) {
|
||||
row.push(this.cells[x][y] ? this.cells[x][y].serialize() : null);
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
size: this.size,
|
||||
cells: cellState
|
||||
};
|
||||
};
|
||||
139
js/html_actuator.js
Normal file
139
js/html_actuator.js
Normal file
@@ -0,0 +1,139 @@
|
||||
function HTMLActuator() {
|
||||
this.tileContainer = document.querySelector(".tile-container");
|
||||
this.scoreContainer = document.querySelector(".score-container");
|
||||
this.bestContainer = document.querySelector(".best-container");
|
||||
this.messageContainer = document.querySelector(".game-message");
|
||||
|
||||
this.score = 0;
|
||||
}
|
||||
|
||||
HTMLActuator.prototype.actuate = function (grid, metadata) {
|
||||
var self = this;
|
||||
|
||||
window.requestAnimationFrame(function () {
|
||||
self.clearContainer(self.tileContainer);
|
||||
|
||||
grid.cells.forEach(function (column) {
|
||||
column.forEach(function (cell) {
|
||||
if (cell) {
|
||||
self.addTile(cell);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
self.updateScore(metadata.score);
|
||||
self.updateBestScore(metadata.bestScore);
|
||||
|
||||
if (metadata.terminated) {
|
||||
if (metadata.over) {
|
||||
self.message(false); // You lose
|
||||
} else if (metadata.won) {
|
||||
self.message(true); // You win!
|
||||
}
|
||||
}
|
||||
|
||||
});
|
||||
};
|
||||
|
||||
// Continues the game (both restart and keep playing)
|
||||
HTMLActuator.prototype.continueGame = function () {
|
||||
this.clearMessage();
|
||||
};
|
||||
|
||||
HTMLActuator.prototype.clearContainer = function (container) {
|
||||
while (container.firstChild) {
|
||||
container.removeChild(container.firstChild);
|
||||
}
|
||||
};
|
||||
|
||||
HTMLActuator.prototype.addTile = function (tile) {
|
||||
var self = this;
|
||||
|
||||
var wrapper = document.createElement("div");
|
||||
var inner = document.createElement("div");
|
||||
var position = tile.previousPosition || { x: tile.x, y: tile.y };
|
||||
var positionClass = this.positionClass(position);
|
||||
|
||||
// We can't use classlist because it somehow glitches when replacing classes
|
||||
var classes = ["tile", "tile-" + tile.value, positionClass];
|
||||
|
||||
if (tile.value > 2048) classes.push("tile-super");
|
||||
|
||||
this.applyClasses(wrapper, classes);
|
||||
|
||||
inner.classList.add("tile-inner");
|
||||
inner.textContent = tile.value;
|
||||
|
||||
if (tile.previousPosition) {
|
||||
// Make sure that the tile gets rendered in the previous position first
|
||||
window.requestAnimationFrame(function () {
|
||||
classes[2] = self.positionClass({ x: tile.x, y: tile.y });
|
||||
self.applyClasses(wrapper, classes); // Update the position
|
||||
});
|
||||
} else if (tile.mergedFrom) {
|
||||
classes.push("tile-merged");
|
||||
this.applyClasses(wrapper, classes);
|
||||
|
||||
// Render the tiles that merged
|
||||
tile.mergedFrom.forEach(function (merged) {
|
||||
self.addTile(merged);
|
||||
});
|
||||
} else {
|
||||
classes.push("tile-new");
|
||||
this.applyClasses(wrapper, classes);
|
||||
}
|
||||
|
||||
// Add the inner part of the tile to the wrapper
|
||||
wrapper.appendChild(inner);
|
||||
|
||||
// Put the tile on the board
|
||||
this.tileContainer.appendChild(wrapper);
|
||||
};
|
||||
|
||||
HTMLActuator.prototype.applyClasses = function (element, classes) {
|
||||
element.setAttribute("class", classes.join(" "));
|
||||
};
|
||||
|
||||
HTMLActuator.prototype.normalizePosition = function (position) {
|
||||
return { x: position.x + 1, y: position.y + 1 };
|
||||
};
|
||||
|
||||
HTMLActuator.prototype.positionClass = function (position) {
|
||||
position = this.normalizePosition(position);
|
||||
return "tile-position-" + position.x + "-" + position.y;
|
||||
};
|
||||
|
||||
HTMLActuator.prototype.updateScore = function (score) {
|
||||
this.clearContainer(this.scoreContainer);
|
||||
|
||||
var difference = score - this.score;
|
||||
this.score = score;
|
||||
|
||||
this.scoreContainer.textContent = this.score;
|
||||
|
||||
if (difference > 0) {
|
||||
var addition = document.createElement("div");
|
||||
addition.classList.add("score-addition");
|
||||
addition.textContent = "+" + difference;
|
||||
|
||||
this.scoreContainer.appendChild(addition);
|
||||
}
|
||||
};
|
||||
|
||||
HTMLActuator.prototype.updateBestScore = function (bestScore) {
|
||||
this.bestContainer.textContent = bestScore;
|
||||
};
|
||||
|
||||
HTMLActuator.prototype.message = function (won) {
|
||||
var type = won ? "game-won" : "game-over";
|
||||
var message = won ? "You win!" : "Game over!";
|
||||
|
||||
this.messageContainer.classList.add(type);
|
||||
this.messageContainer.getElementsByTagName("p")[0].textContent = message;
|
||||
};
|
||||
|
||||
HTMLActuator.prototype.clearMessage = function () {
|
||||
// IE only takes one value to remove at a time.
|
||||
this.messageContainer.classList.remove("game-won");
|
||||
this.messageContainer.classList.remove("game-over");
|
||||
};
|
||||
144
js/keyboard_input_manager.js
Normal file
144
js/keyboard_input_manager.js
Normal file
@@ -0,0 +1,144 @@
|
||||
function KeyboardInputManager() {
|
||||
this.events = {};
|
||||
|
||||
if (window.navigator.msPointerEnabled) {
|
||||
//Internet Explorer 10 style
|
||||
this.eventTouchstart = "MSPointerDown";
|
||||
this.eventTouchmove = "MSPointerMove";
|
||||
this.eventTouchend = "MSPointerUp";
|
||||
} else {
|
||||
this.eventTouchstart = "touchstart";
|
||||
this.eventTouchmove = "touchmove";
|
||||
this.eventTouchend = "touchend";
|
||||
}
|
||||
|
||||
this.listen();
|
||||
}
|
||||
|
||||
KeyboardInputManager.prototype.on = function (event, callback) {
|
||||
if (!this.events[event]) {
|
||||
this.events[event] = [];
|
||||
}
|
||||
this.events[event].push(callback);
|
||||
};
|
||||
|
||||
KeyboardInputManager.prototype.emit = function (event, data) {
|
||||
var callbacks = this.events[event];
|
||||
if (callbacks) {
|
||||
callbacks.forEach(function (callback) {
|
||||
callback(data);
|
||||
});
|
||||
}
|
||||
};
|
||||
|
||||
KeyboardInputManager.prototype.listen = function () {
|
||||
var self = this;
|
||||
|
||||
var map = {
|
||||
38: 0, // Up
|
||||
39: 1, // Right
|
||||
40: 2, // Down
|
||||
37: 3, // Left
|
||||
75: 0, // Vim up
|
||||
76: 1, // Vim right
|
||||
74: 2, // Vim down
|
||||
72: 3, // Vim left
|
||||
87: 0, // W
|
||||
68: 1, // D
|
||||
83: 2, // S
|
||||
65: 3 // A
|
||||
};
|
||||
|
||||
// Respond to direction keys
|
||||
document.addEventListener("keydown", function (event) {
|
||||
var modifiers = event.altKey || event.ctrlKey || event.metaKey ||
|
||||
event.shiftKey;
|
||||
var mapped = map[event.which];
|
||||
|
||||
if (!modifiers) {
|
||||
if (mapped !== undefined) {
|
||||
event.preventDefault();
|
||||
self.emit("move", mapped);
|
||||
}
|
||||
}
|
||||
|
||||
// R key restarts the game
|
||||
if (!modifiers && event.which === 82) {
|
||||
self.restart.call(self, event);
|
||||
}
|
||||
});
|
||||
|
||||
// Respond to button presses
|
||||
this.bindButtonPress(".retry-button", this.restart);
|
||||
this.bindButtonPress(".restart-button", this.restart);
|
||||
this.bindButtonPress(".keep-playing-button", this.keepPlaying);
|
||||
|
||||
// Respond to swipe events
|
||||
var touchStartClientX, touchStartClientY;
|
||||
var gameContainer = document.getElementsByClassName("game-container")[0];
|
||||
|
||||
gameContainer.addEventListener(this.eventTouchstart, function (event) {
|
||||
if ((!window.navigator.msPointerEnabled && event.touches.length > 1) ||
|
||||
event.targetTouches.length > 1) {
|
||||
return; // Ignore if touching with more than 1 finger
|
||||
}
|
||||
|
||||
if (window.navigator.msPointerEnabled) {
|
||||
touchStartClientX = event.pageX;
|
||||
touchStartClientY = event.pageY;
|
||||
} else {
|
||||
touchStartClientX = event.touches[0].clientX;
|
||||
touchStartClientY = event.touches[0].clientY;
|
||||
}
|
||||
|
||||
event.preventDefault();
|
||||
});
|
||||
|
||||
gameContainer.addEventListener(this.eventTouchmove, function (event) {
|
||||
event.preventDefault();
|
||||
});
|
||||
|
||||
gameContainer.addEventListener(this.eventTouchend, function (event) {
|
||||
if ((!window.navigator.msPointerEnabled && event.touches.length > 0) ||
|
||||
event.targetTouches.length > 0) {
|
||||
return; // Ignore if still touching with one or more fingers
|
||||
}
|
||||
|
||||
var touchEndClientX, touchEndClientY;
|
||||
|
||||
if (window.navigator.msPointerEnabled) {
|
||||
touchEndClientX = event.pageX;
|
||||
touchEndClientY = event.pageY;
|
||||
} else {
|
||||
touchEndClientX = event.changedTouches[0].clientX;
|
||||
touchEndClientY = event.changedTouches[0].clientY;
|
||||
}
|
||||
|
||||
var dx = touchEndClientX - touchStartClientX;
|
||||
var absDx = Math.abs(dx);
|
||||
|
||||
var dy = touchEndClientY - touchStartClientY;
|
||||
var absDy = Math.abs(dy);
|
||||
|
||||
if (Math.max(absDx, absDy) > 10) {
|
||||
// (right : left) : (down : up)
|
||||
self.emit("move", absDx > absDy ? (dx > 0 ? 1 : 3) : (dy > 0 ? 2 : 0));
|
||||
}
|
||||
});
|
||||
};
|
||||
|
||||
KeyboardInputManager.prototype.restart = function (event) {
|
||||
event.preventDefault();
|
||||
this.emit("restart");
|
||||
};
|
||||
|
||||
KeyboardInputManager.prototype.keepPlaying = function (event) {
|
||||
event.preventDefault();
|
||||
this.emit("keepPlaying");
|
||||
};
|
||||
|
||||
KeyboardInputManager.prototype.bindButtonPress = function (selector, fn) {
|
||||
var button = document.querySelector(selector);
|
||||
button.addEventListener("click", fn.bind(this));
|
||||
button.addEventListener(this.eventTouchend, fn.bind(this));
|
||||
};
|
||||
63
js/local_storage_manager.js
Normal file
63
js/local_storage_manager.js
Normal file
@@ -0,0 +1,63 @@
|
||||
window.fakeStorage = {
|
||||
_data: {},
|
||||
|
||||
setItem: function (id, val) {
|
||||
return this._data[id] = String(val);
|
||||
},
|
||||
|
||||
getItem: function (id) {
|
||||
return this._data.hasOwnProperty(id) ? this._data[id] : undefined;
|
||||
},
|
||||
|
||||
removeItem: function (id) {
|
||||
return delete this._data[id];
|
||||
},
|
||||
|
||||
clear: function () {
|
||||
return this._data = {};
|
||||
}
|
||||
};
|
||||
|
||||
function LocalStorageManager() {
|
||||
this.bestScoreKey = "bestScore";
|
||||
this.gameStateKey = "gameState";
|
||||
|
||||
var supported = this.localStorageSupported();
|
||||
this.storage = supported ? window.localStorage : window.fakeStorage;
|
||||
}
|
||||
|
||||
LocalStorageManager.prototype.localStorageSupported = function () {
|
||||
var testKey = "test";
|
||||
|
||||
try {
|
||||
var storage = window.localStorage;
|
||||
storage.setItem(testKey, "1");
|
||||
storage.removeItem(testKey);
|
||||
return true;
|
||||
} catch (error) {
|
||||
return false;
|
||||
}
|
||||
};
|
||||
|
||||
// Best score getters/setters
|
||||
LocalStorageManager.prototype.getBestScore = function () {
|
||||
return this.storage.getItem(this.bestScoreKey) || 0;
|
||||
};
|
||||
|
||||
LocalStorageManager.prototype.setBestScore = function (score) {
|
||||
this.storage.setItem(this.bestScoreKey, score);
|
||||
};
|
||||
|
||||
// Game state getters/setters and clearing
|
||||
LocalStorageManager.prototype.getGameState = function () {
|
||||
var stateJSON = this.storage.getItem(this.gameStateKey);
|
||||
return stateJSON ? JSON.parse(stateJSON) : null;
|
||||
};
|
||||
|
||||
LocalStorageManager.prototype.setGameState = function (gameState) {
|
||||
this.storage.setItem(this.gameStateKey, JSON.stringify(gameState));
|
||||
};
|
||||
|
||||
LocalStorageManager.prototype.clearGameState = function () {
|
||||
this.storage.removeItem(this.gameStateKey);
|
||||
};
|
||||
27
js/tile.js
Normal file
27
js/tile.js
Normal file
@@ -0,0 +1,27 @@
|
||||
function Tile(position, value) {
|
||||
this.x = position.x;
|
||||
this.y = position.y;
|
||||
this.value = value || 2;
|
||||
|
||||
this.previousPosition = null;
|
||||
this.mergedFrom = null; // Tracks tiles that merged together
|
||||
}
|
||||
|
||||
Tile.prototype.savePosition = function () {
|
||||
this.previousPosition = { x: this.x, y: this.y };
|
||||
};
|
||||
|
||||
Tile.prototype.updatePosition = function (position) {
|
||||
this.x = position.x;
|
||||
this.y = position.y;
|
||||
};
|
||||
|
||||
Tile.prototype.serialize = function () {
|
||||
return {
|
||||
position: {
|
||||
x: this.x,
|
||||
y: this.y
|
||||
},
|
||||
value: this.value
|
||||
};
|
||||
};
|
||||
Reference in New Issue
Block a user