function GameManager(size, InputManager, Actuator, StorageManager, game){ this.size = size; // Size of the grid this.inputManager = InputManager; this.storageManager = StorageManager; this.actuator = Actuator; this.game = game; this.startTiles = 2; if(this.inputManager){ 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.sendAction("restart"); 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 (){ this.storageManager.onData((data) => { if(data.action === "state"){ // Reload the game from a previous game if present if (data.value) { var previousState = JSON.parse(data.value); 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(); } }, this.game); }; // 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, bestScore: this.storageManager.getBestScore(), terminated: this.isGameTerminated() }); this.storageManager.sendAction("state", JSON.stringify(this.serialize())); }; // 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; };