84 lines
1.8 KiB
JavaScript
84 lines
1.8 KiB
JavaScript
function GameManager(size, actuator) {
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this.size = size; // Grid size
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this.actuator = actuator;
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this.startTiles = 2;
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this.grid = [];
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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.buildGrid();
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this.addStartTiles();
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// Update the actuator
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this.update();
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};
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// Build a grid of the specified size
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GameManager.prototype.buildGrid = function () {
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for (var y = 0; y < this.size; y++) {
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this.grid[y] = [];
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for (var x = 0; x < this.size; x++) {
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this.grid[y].push(null);
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}
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}
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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.addTile();
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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.addTile = function () {
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this.insertTile(new Tile(this.randomCell()));
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};
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// Find the first available random position
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GameManager.prototype.randomCell = function () {
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// TODO: build a map of available positions and choose from it
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var self = this;
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var position;
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function randomPosition() {
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return Math.floor(Math.random() * self.size);
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}
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do {
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position = {
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x: randomPosition(),
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y: randomPosition()
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};
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} while (this.cellOccupied(position));
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return position;
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};
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// Check if the specified cell is taken
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GameManager.prototype.cellOccupied = function (cell) {
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return !!this.grid[cell.x][cell.y];
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};
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// Insert a tile at the specified position
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GameManager.prototype.insertTile = function (tile) {
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this.grid[tile.x][tile.y] = tile;
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};
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// Sends the updated grid to the actuator
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GameManager.prototype.update = function () {
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this.actuator.update(this.grid);
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};
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// Move 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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this.update();
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};
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