mirror of https://github.com/BRAVO68WEB/2048.git
595 lines
15 KiB
JavaScript
595 lines
15 KiB
JavaScript
document.addEventListener("DOMContentLoaded", function () {
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// Wait till the browser is ready to render the game (avoids glitches)
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window.requestAnimationFrame(function () {
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var manager = new GameManager(4, KeyboardInputManager, HTMLActuator);
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});
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});
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if ("serviceWorker" in navigator) {
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window.addEventListener("load", function () {
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navigator.serviceWorker.register("./sw.js").then(
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function (registration) {
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// Registration was successful
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console.log(
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"ServiceWorker registration successful with scope: ",
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registration.scope
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);
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},
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function (err) {
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// registration failed :(
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console.log("ServiceWorker registration failed: ", err);
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}
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);
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});
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}
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// (function () {
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// //If serviceWorker supports, then register it.
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// if ("serviceWorker" in navigator) {
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// navigator.serviceWorker
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// .register("./service-worker.js", { scope: "./" }) //setting scope of sw
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// .then(function (registration) {
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// console.info("Service worker is registered!");
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// checkForPageUpdate(registration); // To check if new content is updated or not
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// })
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// .catch(function (error) {
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// console.error("Service worker failed ", error);
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// });
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// }
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// // To content update on service worker state change
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// function checkForPageUpdate(registration) {
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// // onupdatefound will fire on first time install and when serviceWorker.js file changes
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// registration.addEventListener("updatefound", function () {
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// // To check if service worker is already installed and controlling the page or not
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// if (navigator.serviceWorker.controller) {
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// var installingSW = registration.installing;
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// installingSW.onstatechange = function () {
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// console.info("Service Worker State :", installingSW.state);
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// switch (installingSW.state) {
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// case "installed":
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// // Now new contents will be added to cache and old contents will be remove so
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// // this is perfect time to show user that page content is updated.
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// toast("Site is updated. Refresh the page.", 5000);
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// break;
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// case "redundant":
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// throw new Error(
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// "The installing service worker became redundant."
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// );
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// }
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// };
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// }
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// });
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// }
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// })();
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function GameManager(size, InputManager, Actuator) {
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this.size = size; // Size of the grid
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this.inputManager = new InputManager();
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this.actuator = new Actuator();
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this.startTiles = 2;
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this.inputManager.on("move", this.move.bind(this));
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this.inputManager.on("restart", this.restart.bind(this));
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this.setup();
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}
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// Restart the game
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GameManager.prototype.restart = function () {
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this.actuator.restart();
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this.setup();
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};
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// Set up the game
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GameManager.prototype.setup = function () {
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this.grid = new Grid(this.size);
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this.score = 0;
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this.over = false;
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this.won = false;
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// Add the initial tiles
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this.addStartTiles();
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// Update the actuator
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this.actuate();
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};
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// Set up the initial tiles to start the game with
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GameManager.prototype.addStartTiles = function () {
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for (var i = 0; i < this.startTiles; i++) {
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this.addRandomTile();
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}
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};
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// Adds a tile in a random position
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GameManager.prototype.addRandomTile = function () {
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if (this.grid.cellsAvailable()) {
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var value = Math.random() < 0.9 ? 2 : 4;
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var tile = new Tile(this.grid.randomAvailableCell(), value);
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this.grid.insertTile(tile);
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}
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};
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// Sends the updated grid to the actuator
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GameManager.prototype.actuate = function () {
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this.actuator.actuate(this.grid, {
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score: this.score,
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over: this.over,
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won: this.won,
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});
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};
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// Save all tile positions and remove merger info
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GameManager.prototype.prepareTiles = function () {
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this.grid.eachCell(function (x, y, tile) {
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if (tile) {
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tile.mergedFrom = null;
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tile.savePosition();
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}
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});
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};
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// Move a tile and its representation
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GameManager.prototype.moveTile = function (tile, cell) {
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this.grid.cells[tile.x][tile.y] = null;
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this.grid.cells[cell.x][cell.y] = tile;
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tile.updatePosition(cell);
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};
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// Move tiles on the grid in the specified direction
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GameManager.prototype.move = function (direction) {
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// 0: up, 1: right, 2:down, 3: left
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var self = this;
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if (this.over || this.won) 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);
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var traversals = this.buildTraversals(vector);
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var moved = false;
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// Save the current tile positions and remove merger information
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this.prepareTiles();
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// Traverse the grid in the right direction and move tiles
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traversals.x.forEach(function (x) {
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traversals.y.forEach(function (y) {
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cell = { x: x, y: y };
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tile = self.grid.cellContent(cell);
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if (tile) {
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var positions = self.findFarthestPosition(cell, vector);
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var next = self.grid.cellContent(positions.next);
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// Only one merger per row traversal?
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if (next && next.value === tile.value && !next.mergedFrom) {
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var merged = new Tile(positions.next, tile.value * 2);
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merged.mergedFrom = [tile, next];
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self.grid.insertTile(merged);
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self.grid.removeTile(tile);
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// Converge the two tiles' positions
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tile.updatePosition(positions.next);
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// Update the score
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self.score += merged.value;
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// The mighty 2048 tile
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if (merged.value === 2048) self.won = true;
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} else {
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self.moveTile(tile, positions.farthest);
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}
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if (!self.positionsEqual(cell, tile)) {
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moved = true; // The tile moved from its original cell!
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}
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}
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});
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});
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if (moved) {
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this.addRandomTile();
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if (!this.movesAvailable()) {
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this.over = true; // Game over!
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}
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this.actuate();
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}
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};
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// Get the vector representing the chosen direction
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GameManager.prototype.getVector = function (direction) {
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// Vectors representing tile movement
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var map = {
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0: { x: 0, y: -1 }, // up
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1: { x: 1, y: 0 }, // right
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2: { x: 0, y: 1 }, // down
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3: { x: -1, y: 0 }, // left
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};
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return map[direction];
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};
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// Build a list of positions to traverse in the right order
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GameManager.prototype.buildTraversals = function (vector) {
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var traversals = { x: [], y: [] };
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for (var pos = 0; pos < this.size; pos++) {
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traversals.x.push(pos);
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traversals.y.push(pos);
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}
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// Always traverse from the farthest cell in the chosen direction
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if (vector.x === 1) traversals.x = traversals.x.reverse();
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if (vector.y === 1) traversals.y = traversals.y.reverse();
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return traversals;
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};
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GameManager.prototype.findFarthestPosition = function (cell, vector) {
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var previous;
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// Progress towards the vector direction until an obstacle is found
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do {
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previous = cell;
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cell = { x: previous.x + vector.x, y: previous.y + vector.y };
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} while (this.grid.withinBounds(cell) && this.grid.cellAvailable(cell));
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return {
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farthest: previous,
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next: cell, // Used to check if a merge is required
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};
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};
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GameManager.prototype.movesAvailable = function () {
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return this.grid.cellsAvailable() || this.tileMatchesAvailable();
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};
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// Check for available matches between tiles (more expensive check)
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GameManager.prototype.tileMatchesAvailable = function () {
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var self = this;
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var tile;
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for (var x = 0; x < this.size; x++) {
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for (var y = 0; y < this.size; y++) {
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tile = this.grid.cellContent({ x: x, y: y });
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if (tile) {
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for (var direction = 0; direction < 4; direction++) {
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var vector = self.getVector(direction);
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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) {
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}
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if (other && other.value === tile.value) {
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return true; // These two tiles can be merged
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}
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}
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}
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}
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}
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return false;
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};
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GameManager.prototype.positionsEqual = function (first, second) {
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return first.x === second.x && first.y === second.y;
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};
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function Grid(size) {
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this.size = size;
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this.cells = [];
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this.build();
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}
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// Build a grid of the specified size
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Grid.prototype.build = function () {
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for (var x = 0; x < this.size; x++) {
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var row = (this.cells[x] = []);
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for (var y = 0; y < this.size; y++) {
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row.push(null);
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}
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}
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};
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// Find the first available random position
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Grid.prototype.randomAvailableCell = function () {
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var cells = this.availableCells();
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if (cells.length) {
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return cells[Math.floor(Math.random() * cells.length)];
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}
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};
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Grid.prototype.availableCells = function () {
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var cells = [];
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this.eachCell(function (x, y, tile) {
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if (!tile) {
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cells.push({ x: x, y: y });
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}
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});
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return cells;
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};
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// Call callback for every cell
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Grid.prototype.eachCell = function (callback) {
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for (var x = 0; x < this.size; x++) {
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for (var y = 0; y < this.size; y++) {
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callback(x, y, this.cells[x][y]);
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}
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}
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};
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// Check if there are any cells available
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Grid.prototype.cellsAvailable = function () {
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return !!this.availableCells().length;
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};
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// Check if the specified cell is taken
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Grid.prototype.cellAvailable = function (cell) {
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return !this.cellOccupied(cell);
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};
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Grid.prototype.cellOccupied = function (cell) {
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return !!this.cellContent(cell);
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};
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Grid.prototype.cellContent = function (cell) {
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if (this.withinBounds(cell)) {
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return this.cells[cell.x][cell.y];
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} else {
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return null;
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}
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};
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// Inserts a tile at its position
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Grid.prototype.insertTile = function (tile) {
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this.cells[tile.x][tile.y] = tile;
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};
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Grid.prototype.removeTile = function (tile) {
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this.cells[tile.x][tile.y] = null;
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};
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Grid.prototype.withinBounds = function (position) {
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return (
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position.x >= 0 &&
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position.x < this.size &&
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position.y >= 0 &&
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position.y < this.size
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);
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};
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function HTMLActuator() {
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this.tileContainer = document.getElementsByClassName("tile-container")[0];
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this.scoreContainer = document.getElementsByClassName("score-container")[0];
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this.messageContainer = document.getElementsByClassName("game-message")[0];
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this.score = 0;
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}
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HTMLActuator.prototype.actuate = function (grid, metadata) {
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var self = this;
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window.requestAnimationFrame(function () {
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self.clearContainer(self.tileContainer);
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grid.cells.forEach(function (column) {
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column.forEach(function (cell) {
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if (cell) {
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self.addTile(cell);
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}
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});
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});
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self.updateScore(metadata.score);
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if (metadata.over) self.message(false); // You lose
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if (metadata.won) self.message(true); // You win!
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});
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};
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HTMLActuator.prototype.restart = function () {
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this.clearMessage();
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};
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HTMLActuator.prototype.clearContainer = function (container) {
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while (container.firstChild) {
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container.removeChild(container.firstChild);
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}
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};
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HTMLActuator.prototype.addTile = function (tile) {
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var self = this;
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var element = document.createElement("div");
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var position = tile.previousPosition || { x: tile.x, y: tile.y };
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positionClass = this.positionClass(position);
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// We can't use classlist because it somehow glitches when replacing classes
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var classes = ["tile", "tile-" + tile.value, positionClass];
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this.applyClasses(element, classes);
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element.textContent = tile.value;
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if (tile.previousPosition) {
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// Make sure that the tile gets rendered in the previous position first
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window.requestAnimationFrame(function () {
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classes[2] = self.positionClass({ x: tile.x, y: tile.y });
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self.applyClasses(element, classes); // Update the position
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});
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} else if (tile.mergedFrom) {
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classes.push("tile-merged");
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this.applyClasses(element, classes);
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// Render the tiles that merged
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tile.mergedFrom.forEach(function (merged) {
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self.addTile(merged);
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});
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} else {
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classes.push("tile-new");
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this.applyClasses(element, classes);
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}
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// Put the tile on the board
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this.tileContainer.appendChild(element);
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};
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HTMLActuator.prototype.applyClasses = function (element, classes) {
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element.setAttribute("class", classes.join(" "));
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};
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HTMLActuator.prototype.normalizePosition = function (position) {
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return { x: position.x + 1, y: position.y + 1 };
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};
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HTMLActuator.prototype.positionClass = function (position) {
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position = this.normalizePosition(position);
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return "tile-position-" + position.x + "-" + position.y;
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};
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HTMLActuator.prototype.updateScore = function (score) {
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this.clearContainer(this.scoreContainer);
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var difference = score - this.score;
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this.score = score;
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this.scoreContainer.textContent = this.score;
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if (difference > 0) {
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var addition = document.createElement("div");
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addition.classList.add("score-addition");
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addition.textContent = "+" + difference;
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this.scoreContainer.appendChild(addition);
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}
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};
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HTMLActuator.prototype.message = function (won) {
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var type = won ? "game-won" : "game-over";
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var message = won ? "You win!" : "Game over!";
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// if (ga) ga("send", "event", "game", "end", type, this.score);
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this.messageContainer.classList.add(type);
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this.messageContainer.getElementsByTagName("p")[0].textContent = message;
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};
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HTMLActuator.prototype.clearMessage = function () {
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this.messageContainer.classList.remove("game-won", "game-over");
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};
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function KeyboardInputManager() {
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this.events = {};
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this.listen();
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}
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KeyboardInputManager.prototype.on = function (event, callback) {
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if (!this.events[event]) {
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this.events[event] = [];
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}
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this.events[event].push(callback);
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};
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KeyboardInputManager.prototype.emit = function (event, data) {
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var callbacks = this.events[event];
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if (callbacks) {
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callbacks.forEach(function (callback) {
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callback(data);
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});
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}
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};
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KeyboardInputManager.prototype.listen = function () {
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var self = this;
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var map = {
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38: 0, // Up
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39: 1, // Right
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40: 2, // Down
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37: 3, // Left
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75: 0, // vim keybindings
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76: 1,
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74: 2,
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72: 3,
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};
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document.addEventListener("keydown", function (event) {
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var modifiers =
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event.altKey || event.ctrlKey || event.metaKey || event.shiftKey;
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var mapped = map[event.which];
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if (!modifiers) {
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if (mapped !== undefined) {
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event.preventDefault();
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self.emit("move", mapped);
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}
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if (event.which === 32) self.restart.bind(self)(event);
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}
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});
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var retry = document.getElementsByClassName("retry-button")[0];
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retry.addEventListener("click", this.restart.bind(this));
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// Listen to swipe events
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var gestures = [
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Hammer.DIRECTION_UP,
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Hammer.DIRECTION_RIGHT,
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Hammer.DIRECTION_DOWN,
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Hammer.DIRECTION_LEFT,
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];
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var gameContainer = document.getElementsByClassName("game-container")[0];
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var handler = Hammer(gameContainer, {
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drag_block_horizontal: true,
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drag_block_vertical: true,
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});
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handler.on("swipe", function (event) {
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event.gesture.preventDefault();
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mapped = gestures.indexOf(event.gesture.direction);
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if (mapped !== -1) self.emit("move", mapped);
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});
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};
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KeyboardInputManager.prototype.restart = function (event) {
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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;
|
|
};
|