forked from EndMove/EndG-2048
273 lines
7.4 KiB
JavaScript
273 lines
7.4 KiB
JavaScript
|
function GameManager(size, InputManager, Actuator, StorageManager) {
|
||
|
this.size = size; // Size of the grid
|
||
|
this.inputManager = new InputManager;
|
||
|
this.storageManager = new StorageManager;
|
||
|
this.actuator = new Actuator;
|
||
|
|
||
|
this.startTiles = 2;
|
||
|
|
||
|
this.inputManager.on("move", this.move.bind(this));
|
||
|
this.inputManager.on("restart", this.restart.bind(this));
|
||
|
this.inputManager.on("keepPlaying", this.keepPlaying.bind(this));
|
||
|
|
||
|
this.setup();
|
||
|
}
|
||
|
|
||
|
// Restart the game
|
||
|
GameManager.prototype.restart = function () {
|
||
|
this.storageManager.clearGameState();
|
||
|
this.actuator.continueGame(); // Clear the game won/lost message
|
||
|
this.setup();
|
||
|
};
|
||
|
|
||
|
// Keep playing after winning (allows going over 2048)
|
||
|
GameManager.prototype.keepPlaying = function () {
|
||
|
this.keepPlaying = true;
|
||
|
this.actuator.continueGame(); // Clear the game won/lost message
|
||
|
};
|
||
|
|
||
|
// Return true if the game is lost, or has won and the user hasn't kept playing
|
||
|
GameManager.prototype.isGameTerminated = function () {
|
||
|
return this.over || (this.won && !this.keepPlaying);
|
||
|
};
|
||
|
|
||
|
// Set up the game
|
||
|
GameManager.prototype.setup = function () {
|
||
|
var previousState = this.storageManager.getGameState();
|
||
|
|
||
|
// Reload the game from a previous game if present
|
||
|
if (previousState) {
|
||
|
this.grid = new Grid(previousState.grid.size,
|
||
|
previousState.grid.cells); // Reload grid
|
||
|
this.score = previousState.score;
|
||
|
this.over = previousState.over;
|
||
|
this.won = previousState.won;
|
||
|
this.keepPlaying = previousState.keepPlaying;
|
||
|
} else {
|
||
|
this.grid = new Grid(this.size);
|
||
|
this.score = 0;
|
||
|
this.over = false;
|
||
|
this.won = false;
|
||
|
this.keepPlaying = 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 () {
|
||
|
if (this.storageManager.getBestScore() < this.score) {
|
||
|
this.storageManager.setBestScore(this.score);
|
||
|
}
|
||
|
|
||
|
// Clear the state when the game is over (game over only, not win)
|
||
|
if (this.over) {
|
||
|
this.storageManager.clearGameState();
|
||
|
} else {
|
||
|
this.storageManager.setGameState(this.serialize());
|
||
|
}
|
||
|
|
||
|
this.actuator.actuate(this.grid, {
|
||
|
score: this.score,
|
||
|
over: this.over,
|
||
|
won: this.won,
|
||
|
bestScore: this.storageManager.getBestScore(),
|
||
|
terminated: this.isGameTerminated()
|
||
|
});
|
||
|
|
||
|
};
|
||
|
|
||
|
// Represent the current game as an object
|
||
|
GameManager.prototype.serialize = function () {
|
||
|
return {
|
||
|
grid: this.grid.serialize(),
|
||
|
score: this.score,
|
||
|
over: this.over,
|
||
|
won: this.won,
|
||
|
keepPlaying: this.keepPlaying
|
||
|
};
|
||
|
};
|
||
|
|
||
|
// 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.isGameTerminated()) 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 && 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;
|
||
|
};
|