Fixes: Random Fixes

This commit is contained in:
Jyotirmoy Bandyopadhayaya 2020-11-09 16:08:00 +05:30
parent 9533666bde
commit 59a3d06b87
2 changed files with 588 additions and 0 deletions

3
.vscode/settings.json vendored Normal file
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{
"compile-hero.disable-compile-files-on-did-save-code": false
}

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assets/dist/scripts.dev.js vendored Normal file
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"use strict";
document.addEventListener("DOMContentLoaded", function () {
// Wait till the browser is ready to render the game (avoids glitches)
window.requestAnimationFrame(function () {
var manager = new GameManager(4, KeyboardInputManager, HTMLActuator);
});
});
if ("serviceWorker" in navigator) {
window.addEventListener("load", function () {
navigator.serviceWorker.register("./sw.js").then(function (registration) {
// Registration was successful
console.log("ServiceWorker registration successful with scope: ", registration.scope);
}, function (err) {
// registration failed :(
console.log("ServiceWorker registration failed: ", err);
});
});
} // (function () {
// //If serviceWorker supports, then register it.
// if ("serviceWorker" in navigator) {
// navigator.serviceWorker
// .register("./service-worker.js", { scope: "./" }) //setting scope of sw
// .then(function (registration) {
// console.info("Service worker is registered!");
// checkForPageUpdate(registration); // To check if new content is updated or not
// })
// .catch(function (error) {
// console.error("Service worker failed ", error);
// });
// }
// // To content update on service worker state change
// function checkForPageUpdate(registration) {
// // onupdatefound will fire on first time install and when serviceWorker.js file changes
// registration.addEventListener("updatefound", function () {
// // To check if service worker is already installed and controlling the page or not
// if (navigator.serviceWorker.controller) {
// var installingSW = registration.installing;
// installingSW.onstatechange = function () {
// console.info("Service Worker State :", installingSW.state);
// switch (installingSW.state) {
// case "installed":
// // Now new contents will be added to cache and old contents will be remove so
// // this is perfect time to show user that page content is updated.
// toast("Site is updated. Refresh the page.", 5000);
// break;
// case "redundant":
// throw new Error(
// "The installing service worker became redundant."
// );
// }
// };
// }
// });
// }
// })();
function GameManager(size, InputManager, Actuator) {
this.size = size; // Size of the grid
this.inputManager = new InputManager();
this.actuator = new Actuator();
this.startTiles = 2;
this.inputManager.on("move", this.move.bind(this));
this.inputManager.on("restart", this.restart.bind(this));
this.setup();
} // Restart the game
GameManager.prototype.restart = function () {
this.actuator.restart();
this.setup();
}; // Set up the game
GameManager.prototype.setup = function () {
this.grid = new Grid(this.size);
this.score = 0;
this.over = false;
this.won = 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 () {
this.actuator.actuate(this.grid, {
score: this.score,
over: this.over,
won: this.won
});
}; // 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.over || this.won) 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) {}
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;
};
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;
};
function HTMLActuator() {
this.tileContainer = document.getElementsByClassName("tile-container")[0];
this.scoreContainer = document.getElementsByClassName("score-container")[0];
this.messageContainer = document.getElementsByClassName("game-message")[0];
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);
if (metadata.over) self.message(false); // You lose
if (metadata.won) self.message(true); // You win!
});
};
HTMLActuator.prototype.restart = function () {
this.clearMessage();
};
HTMLActuator.prototype.clearContainer = function (container) {
while (container.firstChild) {
container.removeChild(container.firstChild);
}
};
HTMLActuator.prototype.addTile = function (tile) {
var self = this;
var element = document.createElement("div");
var position = tile.previousPosition || {
x: tile.x,
y: tile.y
};
positionClass = this.positionClass(position); // We can't use classlist because it somehow glitches when replacing classes
var classes = ["tile", "tile-" + tile.value, positionClass];
this.applyClasses(element, classes);
element.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(element, classes); // Update the position
});
} else if (tile.mergedFrom) {
classes.push("tile-merged");
this.applyClasses(element, classes); // Render the tiles that merged
tile.mergedFrom.forEach(function (merged) {
self.addTile(merged);
});
} else {
classes.push("tile-new");
this.applyClasses(element, classes);
} // Put the tile on the board
this.tileContainer.appendChild(element);
};
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.message = function (won) {
var type = won ? "game-won" : "game-over";
var message = won ? "You win!" : "Game over!"; // if (ga) ga("send", "event", "game", "end", type, this.score);
this.messageContainer.classList.add(type);
this.messageContainer.getElementsByTagName("p")[0].textContent = message;
};
HTMLActuator.prototype.clearMessage = function () {
this.messageContainer.classList.remove("game-won", "game-over");
};
function KeyboardInputManager() {
this.events = {};
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 keybindings
76: 1,
74: 2,
72: 3
};
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);
}
if (event.which === 32) self.restart.bind(self)(event);
}
});
var retry = document.getElementsByClassName("retry-button")[0];
retry.addEventListener("click", this.restart.bind(this)); // Listen to swipe events
var gestures = [Hammer.DIRECTION_UP, Hammer.DIRECTION_RIGHT, Hammer.DIRECTION_DOWN, Hammer.DIRECTION_LEFT];
var gameContainer = document.getElementsByClassName("game-container")[0];
var handler = Hammer(gameContainer, {
drag_block_horizontal: true,
drag_block_vertical: true
});
handler.on("swipe", function (event) {
event.gesture.preventDefault();
mapped = gestures.indexOf(event.gesture.direction);
if (mapped !== -1) self.emit("move", mapped);
});
};
KeyboardInputManager.prototype.restart = function (event) {
event.preventDefault();
this.emit("restart");
};
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;
};