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Copy path2048.js
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927 lines (781 loc) · 25.8 KB
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// Import dependencies
import anime from 'animejs/lib/anime.es.js';
import JSConfetti from 'js-confetti';
import { loadWasmModule } from './wasm-loader.js';
// Initialize confetti
const jsConfetti = new JSConfetti();
// Initialize WASM module
let wasmModule = null;
loadWasmModule().then(module => {
wasmModule = module;
console.log('WASM module initialized');
});
// Purpose: This file contains the game logic for the 2048 game.
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);
// Theme toggle
const themeSwitch = document.getElementById('theme-switch');
themeSwitch.addEventListener('change', () => {
if (themeSwitch.checked) {
document.documentElement.setAttribute('data-theme', 'dark');
localStorage.setItem('theme', 'dark');
} else {
document.documentElement.setAttribute('data-theme', 'light');
localStorage.setItem('theme', 'light');
}
});
// Check for saved theme preference
const currentTheme = localStorage.getItem('theme') || 'light';
if (currentTheme === 'dark') {
themeSwitch.checked = true;
document.documentElement.setAttribute('data-theme', 'dark');
}
// Game mode selector
const gameModeSelector = document.getElementById('game-mode');
gameModeSelector.addEventListener('change', function() {
const selectedMode = this.value;
let size = 4; // default classic size
switch(selectedMode) {
case 'small':
size = 3;
break;
case 'large':
size = 5;
break;
case 'time':
size = 4; // Time attack uses standard grid
break;
default:
size = 4;
}
// Restart game with new settings
manager = new GameManager(size, KeyboardInputManager, HTMLActuator, selectedMode);
});
// New game button
document.getElementById('new-game-button').addEventListener('click', function() {
manager.restart();
});
// AI Hint button
document.getElementById('hint-button').addEventListener('click', function() {
manager.getHint();
});
});
});
// GameManager class is responsible for the game logic and acts as an interface between the other classes.
// It is also responsible for updating the score, checking if the game is over, and handling keyboard input.
class GameManager {
constructor(size, InputManager, Actuator, mode = 'classic') {
this.size = size; // Size of the grid
this.inputManager = new InputManager();
this.actuator = new Actuator();
this.gameMode = mode;
this.startTiles = 2;
this.timeLimit = 120; // 2 minutes for time attack mode
this.timeRemaining = this.timeLimit;
this.timerInterval = null;
this.inputManager.on("move", this.move.bind(this));
this.inputManager.on("restart", this.restart.bind(this));
this.achievementsUnlocked = JSON.parse(localStorage.getItem('achievementsUnlocked') || '{}');
this.updateAchievementsDisplay();
this.setup();
}
// Get players name and save it to local storage and display it on the page
getName() {
var name = localStorage.getItem("name") || null;
if (!name) {
name = prompt("Please enter your name", "Player");
if (!name) name = "Player";
localStorage.setItem("name", name);
}
document.getElementById("name").innerHTML = name;
}
// Restart the game
restart() {
if (this.timerInterval) {
clearInterval(this.timerInterval);
this.timerInterval = null;
}
this.actuator.restart();
this.setup();
}
// Set up the game
setup() {
// Build the proper grid size based on game mode
this.rebuildGrid();
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();
// Use the function below to get the players name
this.getName();
// Start timer for time attack mode
if (this.gameMode === 'time') {
this.timeRemaining = this.timeLimit;
this.startTimer();
}
}
// Rebuild the grid for different sizes
rebuildGrid() {
const gridContainer = document.querySelector('.grid-container');
gridContainer.innerHTML = '';
for (let y = 0; y < this.size; y++) {
const row = document.createElement('div');
row.className = 'grid-row';
for (let x = 0; x < this.size; x++) {
const cell = document.createElement('div');
cell.className = 'grid-cell';
row.appendChild(cell);
}
gridContainer.appendChild(row);
}
// Adjust CSS for different grid sizes
const gameContainer = document.querySelector('.game-container');
const tileContainer = document.querySelector('.tile-container');
if (this.size === 3) {
gameContainer.style.width = '400px';
gameContainer.style.height = '400px';
} else if (this.size === 5) {
gameContainer.style.width = '600px';
gameContainer.style.height = '600px';
} else {
gameContainer.style.width = '500px';
gameContainer.style.height = '500px';
}
// We need to update the CSS for tile positions as well
// This would typically be done dynamically for each tile based on grid size
}
// Start timer for time attack mode
startTimer() {
if (this.timerInterval) {
clearInterval(this.timerInterval);
}
const timerDisplay = document.createElement('div');
timerDisplay.id = 'timer-display';
timerDisplay.className = 'timer-display';
timerDisplay.textContent = `Time: ${this.timeRemaining}s`;
const container = document.querySelector('.game-controls');
const existingTimer = document.getElementById('timer-display');
if (existingTimer) {
container.removeChild(existingTimer);
}
container.appendChild(timerDisplay);
this.timerInterval = setInterval(() => {
this.timeRemaining--;
timerDisplay.textContent = `Time: ${this.timeRemaining}s`;
if (this.timeRemaining <= 0) {
clearInterval(this.timerInterval);
this.over = true;
this.actuate();
}
}, 1000);
}
// Set up the initial tiles to start the game with
addStartTiles() {
for (var i = 0; i < this.startTiles; i++) {
this.addRandomTile();
}
}
// Adds a tile in a random position
addRandomTile() {
if (this.grid.cellsAvailable()) {
var value = Math.random() < 0.9 ? 2 : 4;
var tile = new Tile(this.grid.randomAvailableCell(), value);
this.grid.insertTile(tile);
}
}
// Sends the updated grid to the actuator
actuate() {
this.actuator.actuate(this.grid, {
score: this.score,
over: this.over,
won: this.won,
gameMode: this.gameMode,
bestScore: this.getBestScore()
});
// Check for achievements
this.checkAchievements();
}
// Get best score from localStorage
getBestScore() {
const key = `bestScore-${this.gameMode}-${this.size}`;
return parseInt(localStorage.getItem(key) || 0);
}
// Save best score to localStorage
saveBestScore() {
const key = `bestScore-${this.gameMode}-${this.size}`;
const bestScore = this.getBestScore();
if (this.score > bestScore) {
localStorage.setItem(key, this.score);
}
}
// Check for achievements
checkAchievements() {
// Find the highest tile value on the board
let highestTile = 0;
this.grid.eachCell((x, y, tile) => {
if (tile && tile.value > highestTile) {
highestTile = tile.value;
}
});
// Check for achievements based on highest tile
const tileAchievements = {
'reach-128': 128,
'reach-256': 256,
'reach-512': 512,
'reach-1024': 1024,
'reach-2048': 2048
};
let newAchievementsUnlocked = false;
for (const [achievement, requiredValue] of Object.entries(tileAchievements)) {
if (highestTile >= requiredValue && !this.achievementsUnlocked[achievement]) {
this.achievementsUnlocked[achievement] = true;
newAchievementsUnlocked = true;
}
}
if (newAchievementsUnlocked) {
localStorage.setItem('achievementsUnlocked', JSON.stringify(this.achievementsUnlocked));
this.updateAchievementsDisplay();
// Show confetti for new achievements
jsConfetti.addConfetti();
}
}
// Update achievements display
updateAchievementsDisplay() {
const achievementElements = document.querySelectorAll('.achievement');
achievementElements.forEach(element => {
const achievementId = element.getAttribute('data-achievement');
if (this.achievementsUnlocked[achievementId]) {
element.classList.add('unlocked');
element.querySelector('i').className = 'fas fa-unlock';
} else {
element.classList.remove('unlocked');
element.querySelector('i').className = 'fas fa-lock';
}
});
}
// Get a hint from the AI
getHint() {
if (this.over) return;
// Make sure WASM module is loaded
if (!wasmModule) {
console.warn('WASM module not loaded yet');
return;
}
// Convert grid to board array for WASM
const boardArray = new Int32Array(this.size * this.size);
this.grid.eachCell((x, y, tile) => {
boardArray[y * this.size + x] = tile ? tile.value : 0;
});
// Get hint from WASM
const direction = wasmModule.getAIHint(boardArray, this.size);
// Show hint arrow
if (direction >= 0) {
this.showHintArrow(direction);
}
}
// Show hint arrow pointing in the suggested direction
showHintArrow(direction) {
// Remove any existing hint
const existingHint = document.getElementById('hint-arrow');
if (existingHint) {
existingHint.remove();
}
// Create hint arrow
const arrow = document.createElement('div');
arrow.id = 'hint-arrow';
arrow.className = 'hint-arrow';
// Set arrow direction class
const directionClass = ['up', 'right', 'down', 'left'][direction];
arrow.classList.add(`hint-${directionClass}`);
// Add arrow icon
arrow.innerHTML = `<i class="fas fa-arrow-${directionClass}"></i>`;
// Add to game container
document.querySelector('.game-container').appendChild(arrow);
// Remove hint after 2 seconds
setTimeout(() => {
if (arrow.parentNode) {
arrow.parentNode.removeChild(arrow);
}
}, 2000);
}
// Save all tile positions and remove merger info
prepareTiles() {
this.grid.eachCell(function (x, y, tile) {
if (tile) {
tile.mergedFrom = null;
tile.savePosition();
}
});
}
// Move a tile and its representation
moveTile(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
move(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();
// Use WASM for move validation if available
if (wasmModule) {
// Convert grid to board array for WASM
const boardArray = new Int32Array(this.size * this.size);
this.grid.eachCell((x, y, tile) => {
boardArray[y * this.size + x] = tile ? tile.value : 0;
});
// Check if move is valid using WASM
const isValid = wasmModule.isValidMove(boardArray, this.size, direction);
if (!isValid) {
return; // Skip the move if WASM says it's invalid
}
}
// 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;
// Save best score
self.saveBestScore();
// The mighty 2048 tile
if (merged.value === 2048) self.won = true;
// Animate the merged tiles
anime({
targets: '.tile-merged',
scale: [0, 1],
easing: 'easeOutElastic(1, .5)',
duration: 600
});
} 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
getVector(direction) {
// Vectors representing tile movement
var map = {
0: { x: 0, y: -1 },
1: { x: 1, y: 0 },
2: { x: 0, y: 1 },
3: { x: -1, y: 0 }, // left
};
return map[direction];
}
// Build a list of positions to traverse in the right order
buildTraversals(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;
}
findFarthestPosition(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
};
}
movesAvailable() {
return this.grid.cellsAvailable() || this.tileMatchesAvailable();
}
// Check for available matches between tiles (more expensive check)
tileMatchesAvailable() {
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;
}
positionsEqual(first, second) {
return first.x === second.x && first.y === second.y;
}
}
// Grid class is responsible for storing the state of the grid (size, cells, etc.)
// and performing operations on it (moving tiles, etc.)
// It also knows how to serialize itself to a JSON representation
// and how to build itself back from that representation
class Grid {
constructor(size) {
this.size = size;
this.cells = [];
this.build();
}
// Build a grid of the specified size
build() {
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
randomAvailableCell() {
var cells = this.availableCells();
if (cells.length) {
return cells[Math.floor(Math.random() * cells.length)];
}
}
availableCells() {
var cells = [];
this.eachCell(function (x, y, tile) {
if (!tile) {
cells.push({ x: x, y: y });
}
});
return cells;
}
// Call callback for every cell
eachCell(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
cellsAvailable() {
return !!this.availableCells().length;
}
// Check if the specified cell is taken
cellAvailable(cell) {
return !this.cellOccupied(cell);
}
cellOccupied(cell) {
return !!this.cellContent(cell);
}
cellContent(cell) {
if (this.withinBounds(cell)) {
return this.cells[cell.x][cell.y];
} else {
return null;
}
}
// Inserts a tile at its position
insertTile(tile) {
this.cells[tile.x][tile.y] = tile;
}
removeTile(tile) {
this.cells[tile.x][tile.y] = null;
}
withinBounds(position) {
return (
position.x >= 0 &&
position.x < this.size &&
position.y >= 0 &&
position.y < this.size
);
}
}
// HTMLActuator class is responsible for updating the HTML representation of the game
// It knows about the Grid class (to get tiles) but the Grid class does not know about the HTML representation
class HTMLActuator {
constructor() {
this.tileContainer = document.getElementsByClassName("tile-container")[0];
this.scoreContainer = document.getElementsByClassName("score-container")[0];
this.bestContainer = document.getElementsByClassName("best-container")[0];
this.messageContainer = document.getElementsByClassName("game-message")[0];
this.sharingContainer = document.getElementsByClassName("score-sharing")[0];
this.score = 0;
}
actuate(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);
self.updateBestScore(metadata.bestScore);
if (metadata.over) self.message(false); // You lose
if (metadata.won) self.message(true); // You win!
});
}
restart() {
this.clearMessage();
}
clearContainer(container) {
while (container.firstChild) {
container.removeChild(container.firstChild);
}
}
updateScore(score) {
this.clearContainer(this.scoreContainer);
this.score = score;
this.scoreContainer.textContent = this.score;
// Animate score changes
anime({
targets: '.score-container',
scale: [1, 1.1, 1],
duration: 500,
easing: 'easeOutQuad'
});
}
updateBestScore(bestScore) {
this.clearContainer(this.bestContainer);
this.bestContainer.textContent = bestScore;
}
applyClasses(element, classes) {
element.setAttribute("class", classes.join(" "));
}
normalizePosition(position) {
return { x: position.x + 1, y: position.y + 1 };
}
// Converts a position to a CSS class
positionClass(position) {
position = this.normalizePosition(position);
return "tile-position-" + position.x + "-" + position.y;
}
addTile(tile) {
var self = this;
var element = document.createElement("div");
var position = tile.previousPosition || { x: tile.x, y: tile.y };
var 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);
}
message(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;
// Add sharing functionality
this.sharingContainer.innerHTML = `
<button class="share-button">
<i class="fas fa-share-alt"></i> Share Score
</button>
`;
this.sharingContainer.querySelector('.share-button').addEventListener('click', () => {
this.shareScore(this.score, won);
});
// Show confetti on win
if (won) {
jsConfetti.addConfetti({
confettiColors: [
'#EEE4DA', '#EDE0C8', '#F2B179', '#F59563',
'#F67C5F', '#F65E3B', '#EDCF72', '#EDCC61',
'#EDC850', '#EDC53F', '#EDC22E'
]
});
}
}
// Share score to social media or copy to clipboard
shareScore(score, won) {
const text = `I ${won ? 'won' : 'scored'} ${score} points in 2048! Can you beat that?`;
if (navigator.share) {
navigator.share({
title: '2048 Game',
text: text,
url: window.location.href
}).catch(err => {
console.log('Error sharing:', err);
this.copyToClipboard(text);
});
} else {
this.copyToClipboard(text);
}
}
// Fallback for browsers without Web Share API
copyToClipboard(text) {
const el = document.createElement('textarea');
el.value = text;
document.body.appendChild(el);
el.select();
document.execCommand('copy');
document.body.removeChild(el);
alert('Score copied to clipboard!');
}
clearMessage() {
this.messageContainer.classList.remove("game-won", "game-over");
}
}
// KeyboardInputManager class is responsible for handling keyboard events
// It knows about the Grid class (to move tiles) but the Grid class does not know about keyboard events
// It knows about the HTMLActuator class (to update the HTML representation) but the HTMLActuator class does not know about keyboard events
class KeyboardInputManager {
constructor() {
this.events = {};
this.listen();
}
on(event, callback) {
if (!this.events[event]) {
this.events[event] = [];
}
this.events[event].push(callback);
}
emit(event, data) {
var callbacks = this.events[event];
if (callbacks) {
callbacks.forEach(function (callback) {
callback(data);
});
}
}
listen() {
var self = this;
var map = {
38: 0,
39: 1,
40: 2,
37: 3,
75: 0,
76: 1,
74: 2,
72: 3,
87: 0, // W
68: 1, // D
83: 2, // S
65: 3, // A
};
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));
// Touch support
var touchStartClientX, touchStartClientY;
var gameContainer = document.getElementsByClassName("game-container")[0];
gameContainer.addEventListener("touchstart", function (event) {
if (event.touches.length > 1) return;
touchStartClientX = event.touches[0].clientX;
touchStartClientY = event.touches[0].clientY;
event.preventDefault();
});
gameContainer.addEventListener("touchmove", function (event) {
event.preventDefault();
});
gameContainer.addEventListener("touchend", function (event) {
if (event.touches.length > 0) return;
var dx = event.changedTouches[0].clientX - touchStartClientX;
var dy = event.changedTouches[0].clientY - touchStartClientY;
var absDx = Math.abs(dx);
var absDy = Math.abs(dy);
if (Math.max(absDx, absDy) > 10) {
// (right : left) : (down : up)
self.emit("move", absDx > absDy ? (dx > 0 ? 1 : 3) : (dy > 0 ? 2 : 0));
}
});
}
restart(event) {
event.preventDefault();
this.emit("restart");
}
}
// Tile class represents a tile in the grid
// It knows about the Grid class (to save and update its position) but the Grid class does not know about tiles
// It knows about the HTMLActuator class (to update the HTML representation) but the HTMLActuator class does not know about tiles
class Tile {
constructor(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
}
savePosition() {
this.previousPosition = { x: this.x, y: this.y };
}
updatePosition(position) {
this.x = position.x;
this.y = position.y;
}
}