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Final game push, should be up to date with local version as of now
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ima sleep now.
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crllect committed Oct 16, 2023
1 parent 4360e9c commit 2dcf857
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27 changes: 27 additions & 0 deletions game-assets/1/js/animframe_polyfill.js
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(function() {
var lastTime = 0;
var vendors = ['webkit', 'moz'];
for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame'];
window.cancelAnimationFrame =
window[vendors[x]+'CancelAnimationFrame'] || window[vendors[x]+'CancelRequestAnimationFrame'];
}

if (!window.requestAnimationFrame) {
window.requestAnimationFrame = function(callback, element) {
var currTime = new Date().getTime();
var timeToCall = Math.max(0, 16 - (currTime - lastTime));
var id = window.setTimeout(function() { callback(currTime + timeToCall); },
timeToCall);
lastTime = currTime + timeToCall;
return id;
};
}

if (!window.cancelAnimationFrame) {
window.cancelAnimationFrame = function(id) {
clearTimeout(id);
};
}
}());

4 changes: 4 additions & 0 deletions game-assets/1/js/application.js
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// Wait till the browser is ready to render the game (avoids glitches)
window.requestAnimationFrame(function () {
new GameManager(4, KeyboardInputManager, HTMLActuator, LocalScoreManager);
});
245 changes: 245 additions & 0 deletions game-assets/1/js/game_manager.js
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function GameManager(size, InputManager, Actuator, ScoreManager) {
this.size = size; // Size of the grid
this.inputManager = new InputManager;
this.scoreManager = new ScoreManager;
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.actuator.continue();
this.setup();
};

// Keep playing after winning
GameManager.prototype.keepPlaying = function () {
this.keepPlaying = true;
this.actuator.continue();
};

GameManager.prototype.isGameTerminated = function () {
if (this.over || (this.won && !this.keepPlaying)) {
return true;
} else {
return false;
}
};

// Set up the game
GameManager.prototype.setup = function () {
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 ? 2048 : 1024;
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.scoreManager.get() < this.score) {
this.scoreManager.set(this.score);
}

this.actuator.actuate(this.grid, {
score: this.score,
over: this.over,
won: this.won,
bestScore: this.scoreManager.get(),
terminated: this.isGameTerminated()
});

};

// 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 === 1) 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;
};
85 changes: 85 additions & 0 deletions game-assets/1/js/grid.js
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function Grid(size) {
this.size = size;

this.cells = [];

this.build();
}

// Build a grid of the specified size
Grid.prototype.build = function () {
for (var x = 0; x < this.size; x++) {
var row = this.cells[x] = [];

for (var y = 0; y < this.size; y++) {
row.push(null);
}
}
};

// 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;
};

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