提交 02a24c06 编写于 作者: M Mark Frederiksen

Added persistence of game state to localstorage after each move

Added rebuilding of game state from localstoage on page load
Added New Game button to allow game restarts now that refreshes resume the game
上级 01264c32
...@@ -23,7 +23,7 @@ ...@@ -23,7 +23,7 @@
</div> </div>
</div> </div>
<p class="game-intro">Join the numbers and get to the <strong>2048 tile!</strong></p> <p class="game-intro">Join the numbers and get to the <strong>2048 tile!</strong></p>
<a class="restart-button">New Game</a>
<div class="game-container"> <div class="game-container">
<div class="game-message"> <div class="game-message">
<p></p> <p></p>
......
function GameManager(size, InputManager, Actuator, ScoreManager) { function GameManager(size, InputManager, Actuator, StorageManager) {
this.size = size; // Size of the grid this.size = size; // Size of the grid
this.inputManager = new InputManager; this.inputManager = new InputManager;
this.scoreManager = new ScoreManager; this.storageManager = new StorageManager;
this.actuator = new Actuator; this.actuator = new Actuator;
this.startTiles = 2; this.startTiles = 2;
...@@ -15,6 +15,7 @@ function GameManager(size, InputManager, Actuator, ScoreManager) { ...@@ -15,6 +15,7 @@ function GameManager(size, InputManager, Actuator, ScoreManager) {
// Restart the game // Restart the game
GameManager.prototype.restart = function () { GameManager.prototype.restart = function () {
this.storageManager.clearGameState();
this.actuator.continue(); this.actuator.continue();
this.setup(); this.setup();
}; };
...@@ -35,8 +36,16 @@ GameManager.prototype.isGameTerminated = function () { ...@@ -35,8 +36,16 @@ GameManager.prototype.isGameTerminated = function () {
// Set up the game // Set up the game
GameManager.prototype.setup = function () { GameManager.prototype.setup = function () {
var previousGameState = this.storageManager.getGameState();
if (previousGameState) {
this.grid = new Grid(previousGameState.grid.size, previousGameState.grid.cells);
this.score = previousGameState.score;
this.over = previousGameState.over;
this.won = previousGameState.won;
this.keepPlaying = previousGameState.keepPlaying;
} else {
this.grid = new Grid(this.size); this.grid = new Grid(this.size);
this.score = 0; this.score = 0;
this.over = false; this.over = false;
this.won = false; this.won = false;
...@@ -44,6 +53,7 @@ GameManager.prototype.setup = function () { ...@@ -44,6 +53,7 @@ GameManager.prototype.setup = function () {
// Add the initial tiles // Add the initial tiles
this.addStartTiles(); this.addStartTiles();
}
// Update the actuator // Update the actuator
this.actuate(); this.actuate();
...@@ -68,20 +78,33 @@ GameManager.prototype.addRandomTile = function () { ...@@ -68,20 +78,33 @@ GameManager.prototype.addRandomTile = function () {
// Sends the updated grid to the actuator // Sends the updated grid to the actuator
GameManager.prototype.actuate = function () { GameManager.prototype.actuate = function () {
if (this.scoreManager.get() < this.score) { if (this.storageManager.getBestScore() < this.score) {
this.scoreManager.set(this.score); this.storageManager.setBestScore(this.score);
} }
this.storageManager.setGameState(this.serializeGameState());
this.actuator.actuate(this.grid, { this.actuator.actuate(this.grid, {
score: this.score, score: this.score,
over: this.over, over: this.over,
won: this.won, won: this.won,
bestScore: this.scoreManager.get(), bestScore: this.storageManager.getBestScore(),
terminated: this.isGameTerminated() terminated: this.isGameTerminated()
}); });
}; };
GameManager.prototype.serializeGameState = function () {
return {
size: this.size,
grid: this.grid.gridState(),
score: this.score,
over: this.over,
won: this.won,
keepPlaying: this.keepPlaying
};
}
// Save all tile positions and remove merger info // Save all tile positions and remove merger info
GameManager.prototype.prepareTiles = function () { GameManager.prototype.prepareTiles = function () {
this.grid.eachCell(function (x, y, tile) { this.grid.eachCell(function (x, y, tile) {
......
function Grid(size) { function Grid(size, previousCellState) {
this.size = size; this.size = size;
this.cells = previousCellState ? this.buildFromPreviousState(previousCellState) : this.buildNew();
this.cells = [];
this.build();
} }
// Build a grid of the specified size // Build a grid of the specified size
Grid.prototype.build = function () { Grid.prototype.buildNew = function () {
var cells = [];
for (var x = 0; x < this.size; x++) { for (var x = 0; x < this.size; x++) {
var row = this.cells[x] = []; var row = cells[x] = [];
for (var y = 0; y < this.size; y++) { for (var y = 0; y < this.size; y++) {
row.push(null); row.push(null);
} }
} }
return cells;
};
Grid.prototype.buildFromPreviousState = function (state) {
var cells = [];
for (var x = 0; x < this.size; x++) {
var row = cells[x] = [];
for (var y = 0; y < this.size; y++) {
var tileState = state[x][y];
row.push(tileState ? new Tile(tileState.position, tileState.value) : null);
}
}
return cells;
}; };
// Find the first available random position // Find the first available random position
...@@ -82,3 +94,19 @@ Grid.prototype.withinBounds = function (position) { ...@@ -82,3 +94,19 @@ Grid.prototype.withinBounds = function (position) {
return position.x >= 0 && position.x < this.size && return position.x >= 0 && position.x < this.size &&
position.y >= 0 && position.y < this.size; position.y >= 0 && position.y < this.size;
}; };
Grid.prototype.gridState = function () {
var cellState = [];
for (var x = 0; x < this.size; x++) {
var row = cellState[x] = [];
for (var y = 0; y < this.size; y++) {
row.push(this.cells[x][y] ? this.cells[x][y].tileState() : null);
}
}
return {
size: this.size,
cells: cellState
}
};
...@@ -57,6 +57,10 @@ KeyboardInputManager.prototype.listen = function () { ...@@ -57,6 +57,10 @@ KeyboardInputManager.prototype.listen = function () {
retry.addEventListener("click", this.restart.bind(this)); retry.addEventListener("click", this.restart.bind(this));
retry.addEventListener("touchend", this.restart.bind(this)); retry.addEventListener("touchend", this.restart.bind(this));
var restart = document.querySelector(".restart-button");
restart.addEventListener("click", this.restart.bind(this));
restart.addEventListener("touchend", this.restart.bind(this));
var keepPlaying = document.querySelector(".keep-playing-button"); var keepPlaying = document.querySelector(".keep-playing-button");
keepPlaying.addEventListener("click", this.keepPlaying.bind(this)); keepPlaying.addEventListener("click", this.keepPlaying.bind(this));
keepPlaying.addEventListener("touchend", this.keepPlaying.bind(this)); keepPlaying.addEventListener("touchend", this.keepPlaying.bind(this));
......
...@@ -19,7 +19,8 @@ window.fakeStorage = { ...@@ -19,7 +19,8 @@ window.fakeStorage = {
}; };
function LocalScoreManager() { function LocalScoreManager() {
this.key = "bestScore"; this.bestScoreKey = "bestScore";
this.gameStateKey = "gameState";
var supported = this.localStorageSupported(); var supported = this.localStorageSupported();
this.storage = supported ? window.localStorage : window.fakeStorage; this.storage = supported ? window.localStorage : window.fakeStorage;
...@@ -38,11 +39,23 @@ LocalScoreManager.prototype.localStorageSupported = function () { ...@@ -38,11 +39,23 @@ LocalScoreManager.prototype.localStorageSupported = function () {
} }
}; };
LocalScoreManager.prototype.get = function () { LocalScoreManager.prototype.getBestScore = function () {
return this.storage.getItem(this.key) || 0; return this.storage.getItem(this.bestScoreKey) || 0;
}; };
LocalScoreManager.prototype.set = function (score) { LocalScoreManager.prototype.setBestScore = function (score) {
this.storage.setItem(this.key, score); this.storage.setItem(this.bestScoreKey, score);
}; };
LocalScoreManager.prototype.getGameState = function () {
var stateJSON = this.storage.getItem(this.gameStateKey);
return stateJSON ? JSON.parse(stateJSON) : null;
};
LocalScoreManager.prototype.setGameState = function (gameState) {
this.storage.setItem(this.gameStateKey, JSON.stringify(gameState));
};
LocalScoreManager.prototype.clearGameState = function () {
this.storage.removeItem(this.gameStateKey);
};
...@@ -15,3 +15,13 @@ Tile.prototype.updatePosition = function (position) { ...@@ -15,3 +15,13 @@ Tile.prototype.updatePosition = function (position) {
this.x = position.x; this.x = position.x;
this.y = position.y; this.y = position.y;
}; };
Tile.prototype.tileState = function () {
return {
position: {
x: this.x,
y: this.y
},
value: this.value
};
}
\ No newline at end of file
...@@ -143,8 +143,21 @@ hr { ...@@ -143,8 +143,21 @@ hr {
100% { 100% {
opacity: 1; } } opacity: 1; } }
.restart-button {
display: inline-block;
background: #8f7a66;
border-radius: 3px;
padding: 0 20px;
text-decoration: none;
color: #f9f6f2;
height: 40px;
line-height: 42px;
display: block;
width: 100px;
margin: 10px auto 10px auto;
text-align: center; }
.game-container { .game-container {
margin-top: 40px;
position: relative; position: relative;
padding: 15px; padding: 15px;
cursor: default; cursor: default;
...@@ -515,7 +528,6 @@ hr { ...@@ -515,7 +528,6 @@ hr {
margin-bottom: 10px; } margin-bottom: 10px; }
.game-container { .game-container {
margin-top: 40px;
position: relative; position: relative;
padding: 10px; padding: 10px;
cursor: default; cursor: default;
......
...@@ -168,10 +168,17 @@ hr { ...@@ -168,10 +168,17 @@ hr {
line-height: 42px; line-height: 42px;
} }
.restart-button {
@include button;
display: block;
width: 100px;
margin: 10px auto 10px auto;
text-align: center;
}
// Game field mixin used to render CSS at different width // Game field mixin used to render CSS at different width
@mixin game-field { @mixin game-field {
.game-container { .game-container {
margin-top: 40px;
position: relative; position: relative;
padding: $grid-spacing; padding: $grid-spacing;
......
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