add tile merging

This commit is contained in:
Gabriele Cirulli
2014-03-09 20:03:04 +01:00
parent efa2af59a2
commit 53e08722e0
7 changed files with 157 additions and 58 deletions
+5 -3
View File
@@ -1,4 +1,6 @@
// Wait till the browser is ready to render the game (avoids glitches)
window.requestAnimationFrame(function () {
var manager = new GameManager(4, KeyboardInputManager, HTMLActuator);
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);
});
});
+34 -13
View File
@@ -41,10 +41,11 @@ GameManager.prototype.actuate = function () {
this.actuator.actuate(this.grid);
};
// Saves all the current tile positions
GameManager.prototype.saveTilePositions = function () {
// 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();
}
});
@@ -54,8 +55,7 @@ GameManager.prototype.saveTilePositions = function () {
GameManager.prototype.moveTile = function (tile, cell) {
this.grid.cells[tile.x][tile.y] = null;
this.grid.cells[cell.x][cell.y] = tile;
tile.x = cell.x;
tile.y = cell.y;
tile.updatePosition(cell);
};
// Move tiles on the grid in the specified direction
@@ -67,9 +67,10 @@ GameManager.prototype.move = function (direction) {
var vector = this.getVector(direction);
var traversals = this.buildTraversals(vector);
var moved = false;
// Save the current tile positions (for actuator awareness)
this.saveTilePositions();
// 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) {
@@ -78,14 +79,32 @@ GameManager.prototype.move = function (direction) {
tile = self.grid.cellContent(cell);
if (tile) {
var pos = self.findFarthestPosition(cell, vector);
self.moveTile(tile, pos);
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);
} else {
self.moveTile(tile, positions.farthest);
}
moved = true;
}
});
});
this.addRandomTile();
this.actuate();
if (moved) {
this.addRandomTile();
this.actuate();
}
};
// Get the vector representing the chosen direction
@@ -124,9 +143,11 @@ GameManager.prototype.findFarthestPosition = function (cell, vector) {
do {
previous = cell;
cell = { x: previous.x + vector.x, y: previous.y + vector.y };
} while (cell.x >= 0 && cell.x < this.size &&
cell.y >= 0 && cell.y < this.size &&
} while (this.grid.withinBounds(cell) &&
this.grid.cellAvailable(cell));
return previous;
return {
farthest: previous,
next: cell // Used to check if a merge is required
};
};
+14 -1
View File
@@ -62,10 +62,23 @@ Grid.prototype.cellOccupied = function (cell) {
};
Grid.prototype.cellContent = function (cell) {
return this.cells[cell.x][cell.y];
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;
};
+5 -2
View File
@@ -36,16 +36,19 @@ HTMLActuator.prototype.addTile = function (tile) {
this.tileContainer.appendChild(element);
if (tile.previousPosition) {
window.requestAnimationFrame(function () {
element.classList.remove(element.classList[2]);
element.classList.add(self.positionClass({ x: tile.x, y: tile.y }));
});
} else if (tile.mergedFrom) {
element.classList.add("tile-merged");
tile.mergedFrom.forEach(function (merged) {
self.addTile(merged);
});
} else {
element.classList.add("tile-new");
}
};
HTMLActuator.prototype.normalizePosition = function (position) {
+6
View File
@@ -4,8 +4,14 @@ function Tile(position, value) {
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;
};