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Final game push, should be up to date with local version as of now
ima sleep now.
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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']; | ||
} | ||
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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; | ||
}; | ||
} | ||
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if (!window.cancelAnimationFrame) { | ||
window.cancelAnimationFrame = function(id) { | ||
clearTimeout(id); | ||
}; | ||
} | ||
}()); | ||
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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); | ||
}); |
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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; | ||
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this.startTiles = 2; | ||
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this.inputManager.on("move", this.move.bind(this)); | ||
this.inputManager.on("restart", this.restart.bind(this)); | ||
this.inputManager.on("keepPlaying", this.keepPlaying.bind(this)); | ||
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this.setup(); | ||
} | ||
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// Restart the game | ||
GameManager.prototype.restart = function () { | ||
this.actuator.continue(); | ||
this.setup(); | ||
}; | ||
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// Keep playing after winning | ||
GameManager.prototype.keepPlaying = function () { | ||
this.keepPlaying = true; | ||
this.actuator.continue(); | ||
}; | ||
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GameManager.prototype.isGameTerminated = function () { | ||
if (this.over || (this.won && !this.keepPlaying)) { | ||
return true; | ||
} else { | ||
return false; | ||
} | ||
}; | ||
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// Set up the game | ||
GameManager.prototype.setup = function () { | ||
this.grid = new Grid(this.size); | ||
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this.score = 0; | ||
this.over = false; | ||
this.won = false; | ||
this.keepPlaying = false; | ||
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// Add the initial tiles | ||
this.addStartTiles(); | ||
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// Update the actuator | ||
this.actuate(); | ||
}; | ||
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// Set up the initial tiles to start the game with | ||
GameManager.prototype.addStartTiles = function () { | ||
for (var i = 0; i < this.startTiles; i++) { | ||
this.addRandomTile(); | ||
} | ||
}; | ||
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// 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); | ||
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this.grid.insertTile(tile); | ||
} | ||
}; | ||
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// Sends the updated grid to the actuator | ||
GameManager.prototype.actuate = function () { | ||
if (this.scoreManager.get() < this.score) { | ||
this.scoreManager.set(this.score); | ||
} | ||
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this.actuator.actuate(this.grid, { | ||
score: this.score, | ||
over: this.over, | ||
won: this.won, | ||
bestScore: this.scoreManager.get(), | ||
terminated: this.isGameTerminated() | ||
}); | ||
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}; | ||
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// 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(); | ||
} | ||
}); | ||
}; | ||
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// 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); | ||
}; | ||
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// 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; | ||
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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); | ||
var traversals = this.buildTraversals(vector); | ||
var moved = false; | ||
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// Save the current tile positions and remove merger information | ||
this.prepareTiles(); | ||
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// 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); | ||
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if (tile) { | ||
var positions = self.findFarthestPosition(cell, vector); | ||
var next = self.grid.cellContent(positions.next); | ||
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// 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]; | ||
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self.grid.insertTile(merged); | ||
self.grid.removeTile(tile); | ||
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// Converge the two tiles' positions | ||
tile.updatePosition(positions.next); | ||
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// Update the score | ||
self.score += merged.value; | ||
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// The mighty 2048 tile | ||
if (merged.value === 1) self.won = true; | ||
} else { | ||
self.moveTile(tile, positions.farthest); | ||
} | ||
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if (!self.positionsEqual(cell, tile)) { | ||
moved = true; // The tile moved from its original cell! | ||
} | ||
} | ||
}); | ||
}); | ||
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if (moved) { | ||
this.addRandomTile(); | ||
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if (!this.movesAvailable()) { | ||
this.over = true; // Game over! | ||
} | ||
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this.actuate(); | ||
} | ||
}; | ||
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// 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 | ||
}; | ||
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return map[direction]; | ||
}; | ||
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// Build a list of positions to traverse in the right order | ||
GameManager.prototype.buildTraversals = function (vector) { | ||
var traversals = { x: [], y: [] }; | ||
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for (var pos = 0; pos < this.size; pos++) { | ||
traversals.x.push(pos); | ||
traversals.y.push(pos); | ||
} | ||
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// 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(); | ||
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return traversals; | ||
}; | ||
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GameManager.prototype.findFarthestPosition = function (cell, vector) { | ||
var previous; | ||
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// 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)); | ||
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return { | ||
farthest: previous, | ||
next: cell // Used to check if a merge is required | ||
}; | ||
}; | ||
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GameManager.prototype.movesAvailable = function () { | ||
return this.grid.cellsAvailable() || this.tileMatchesAvailable(); | ||
}; | ||
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// Check for available matches between tiles (more expensive check) | ||
GameManager.prototype.tileMatchesAvailable = function () { | ||
var self = this; | ||
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var tile; | ||
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for (var x = 0; x < this.size; x++) { | ||
for (var y = 0; y < this.size; y++) { | ||
tile = this.grid.cellContent({ x: x, y: y }); | ||
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if (tile) { | ||
for (var direction = 0; direction < 4; direction++) { | ||
var vector = self.getVector(direction); | ||
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) { | ||
return true; // These two tiles can be merged | ||
} | ||
} | ||
} | ||
} | ||
} | ||
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return false; | ||
}; | ||
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GameManager.prototype.positionsEqual = function (first, second) { | ||
return first.x === second.x && first.y === second.y; | ||
}; |
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function Grid(size) { | ||
this.size = size; | ||
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this.cells = []; | ||
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this.build(); | ||
} | ||
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// Build a grid of the specified size | ||
Grid.prototype.build = function () { | ||
for (var x = 0; x < this.size; x++) { | ||
var row = this.cells[x] = []; | ||
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for (var y = 0; y < this.size; y++) { | ||
row.push(null); | ||
} | ||
} | ||
}; | ||
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// Find the first available random position | ||
Grid.prototype.randomAvailableCell = function () { | ||
var cells = this.availableCells(); | ||
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if (cells.length) { | ||
return cells[Math.floor(Math.random() * cells.length)]; | ||
} | ||
}; | ||
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Grid.prototype.availableCells = function () { | ||
var cells = []; | ||
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this.eachCell(function (x, y, tile) { | ||
if (!tile) { | ||
cells.push({ x: x, y: y }); | ||
} | ||
}); | ||
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return cells; | ||
}; | ||
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// 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]); | ||
} | ||
} | ||
}; | ||
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// Check if there are any cells available | ||
Grid.prototype.cellsAvailable = function () { | ||
return !!this.availableCells().length; | ||
}; | ||
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// Check if the specified cell is taken | ||
Grid.prototype.cellAvailable = function (cell) { | ||
return !this.cellOccupied(cell); | ||
}; | ||
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Grid.prototype.cellOccupied = function (cell) { | ||
return !!this.cellContent(cell); | ||
}; | ||
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Grid.prototype.cellContent = function (cell) { | ||
if (this.withinBounds(cell)) { | ||
return this.cells[cell.x][cell.y]; | ||
} else { | ||
return null; | ||
} | ||
}; | ||
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// Inserts a tile at its position | ||
Grid.prototype.insertTile = function (tile) { | ||
this.cells[tile.x][tile.y] = tile; | ||
}; | ||
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Grid.prototype.removeTile = function (tile) { | ||
this.cells[tile.x][tile.y] = null; | ||
}; | ||
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Grid.prototype.withinBounds = function (position) { | ||
return position.x >= 0 && position.x < this.size && | ||
position.y >= 0 && position.y < this.size; | ||
}; | ||
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