提交 b20e26e3 编写于 作者: G Gabriele Cirulli

implement tile movement

上级 b7476f1f
...@@ -6,6 +6,7 @@ ...@@ -6,6 +6,7 @@
<link href="style/main.css" rel="stylesheet" type="text/css"> <link href="style/main.css" rel="stylesheet" type="text/css">
<script src="js/keyboard_input_manager.js"></script>
<script src="js/html_actuator.js"></script> <script src="js/html_actuator.js"></script>
<script src="js/grid.js"></script> <script src="js/grid.js"></script>
<script src="js/tile.js"></script> <script src="js/tile.js"></script>
......
document.addEventListener("DOMContentLoaded", function () { // Wait till the browser is ready to render the game (avoids glitches)
var actuator = new HTMLActuator; window.requestAnimationFrame(function () {
var manager = new GameManager(4, actuator); var manager = new GameManager(4, KeyboardInputManager, HTMLActuator);
}); });
function GameManager(size, actuator) { function GameManager(size, InputManager, Actuator) {
this.size = size; // Grid size this.size = size; // Size of the grid
this.actuator = actuator; this.inputManager = new InputManager;
this.actuator = new Actuator;
this.startTiles = 2; this.startTiles = 2;
this.grid = new Grid(this.size); this.grid = new Grid(this.size);
this.inputManager.on("move", this.move.bind(this));
this.setup(); this.setup();
} }
...@@ -25,10 +28,12 @@ GameManager.prototype.addStartTiles = function () { ...@@ -25,10 +28,12 @@ GameManager.prototype.addStartTiles = function () {
// Adds a tile in a random position // Adds a tile in a random position
GameManager.prototype.addRandomTile = function () { GameManager.prototype.addRandomTile = function () {
var value = Math.random() < 0.9 ? 2 : 4; if (this.grid.cellsAvailable()) {
var tile = new Tile(this.grid.randomAvailableCell(), value); var value = Math.random() < 0.9 ? 2 : 4;
var tile = new Tile(this.grid.randomAvailableCell(), value);
this.grid.insertTile(tile);
this.grid.insertTile(tile);
}
}; };
// Sends the updated grid to the actuator // Sends the updated grid to the actuator
...@@ -36,9 +41,94 @@ GameManager.prototype.actuate = function () { ...@@ -36,9 +41,94 @@ GameManager.prototype.actuate = function () {
this.actuator.actuate(this.grid); this.actuator.actuate(this.grid);
}; };
// Move the grid in the specified direction // Saves all the current tile positions
GameManager.prototype.saveTilePositions = function () {
this.grid.eachCell(function (x, y, tile) {
if (tile) {
tile.savePosition();
}
});
};
// Move a tile and its representation
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;
};
// Move tiles on the grid in the specified direction
GameManager.prototype.move = function (direction) { GameManager.prototype.move = function (direction) {
// 0: up, 1: right, 2:down, 3: left // 0: up, 1: right, 2:down, 3: left
var self = this;
var cell, tile;
var vector = this.getVector(direction);
var traversals = this.buildTraversals(vector);
// Save the current tile positions (for actuator awareness)
this.saveTilePositions();
// 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 pos = self.findFarthestPosition(cell, vector);
console.log(pos);
self.moveTile(tile, pos);
}
});
});
this.addRandomTile();
console.log(16 - this.grid.availableCells().length);
this.actuate(); this.actuate();
}; };
// Get the vector representing the chosen direction
GameManager.prototype.getVector = function (direction) {
// Vectors representing tile movement
var map = {
0: { x: 0, y: -1 }, // up
1: { x: 1, y: 0 }, // right
2: { x: 0, y: 1 }, // down
3: { x: -1, y: 0 } // left
};
return map[direction];
};
// Build a list of positions to traverse in the right order
GameManager.prototype.buildTraversals = function (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;
};
GameManager.prototype.findFarthestPosition = function (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 (cell.x >= 0 && cell.x < this.size &&
cell.y >= 0 && cell.y < this.size &&
this.grid.cellAvailable(cell));
return previous;
};
...@@ -29,17 +29,27 @@ Grid.prototype.randomAvailableCell = function () { ...@@ -29,17 +29,27 @@ Grid.prototype.randomAvailableCell = function () {
Grid.prototype.availableCells = function () { Grid.prototype.availableCells = function () {
var cells = []; var cells = [];
this.eachCell(function (x, y, tile) {
if (!tile) {
cells.push({ x: x, y: y });
}
});
return cells;
};
// Call callback for every cell
Grid.prototype.eachCell = function (callback) {
for (var x = 0; x < this.size; x++) { for (var x = 0; x < this.size; x++) {
for (var y = 0; y < this.size; y++) { for (var y = 0; y < this.size; y++) {
var cell = { x: x, y: y }; callback(x, y, this.cells[x][y]);
if (this.cellAvailable(cell)) {
cells.push(cell);
}
} }
} }
};
return cells; // Check if there are any cells available
Grid.prototype.cellsAvailable = function () {
return !!this.availableCells().length;
}; };
// Check if the specified cell is taken // Check if the specified cell is taken
...@@ -48,7 +58,11 @@ Grid.prototype.cellAvailable = function (cell) { ...@@ -48,7 +58,11 @@ Grid.prototype.cellAvailable = function (cell) {
}; };
Grid.prototype.cellOccupied = function (cell) { Grid.prototype.cellOccupied = function (cell) {
return !!this.cells[cell.x][cell.y]; return !!this.cellContent(cell);
};
Grid.prototype.cellContent = function (cell) {
return this.cells[cell.x][cell.y];
}; };
// Inserts a tile at its position // Inserts a tile at its position
......
...@@ -5,13 +5,15 @@ function HTMLActuator() { ...@@ -5,13 +5,15 @@ function HTMLActuator() {
HTMLActuator.prototype.actuate = function (grid) { HTMLActuator.prototype.actuate = function (grid) {
var self = this; var self = this;
this.clearContainer(); window.requestAnimationFrame(function () {
self.clearContainer();
grid.cells.forEach(function (column) {
column.forEach(function (cell) { grid.cells.forEach(function (column) {
if (cell) { column.forEach(function (cell) {
self.addTile(cell); if (cell) {
} self.addTile(cell);
}
});
}); });
}); });
}; };
...@@ -23,14 +25,35 @@ HTMLActuator.prototype.clearContainer = function () { ...@@ -23,14 +25,35 @@ HTMLActuator.prototype.clearContainer = function () {
}; };
HTMLActuator.prototype.addTile = function (tile) { HTMLActuator.prototype.addTile = function (tile) {
var element = document.createElement("div"); var self = this;
var x = tile.x + 1; var element = document.createElement("div");
var y = tile.y + 1; var position = tile.previousPosition || { x: tile.x, y: tile.y };
var position = "tile-position-" + x + "-" + y; positionClass = this.positionClass(position);
element.classList.add("tile", "tile-" + tile.value, position); element.classList.add("tile", "tile-" + tile.value, positionClass);
element.textContent = tile.value; element.textContent = tile.value;
this.tileContainer.appendChild(element); this.tileContainer.appendChild(element);
if (tile.previousPosition) {
window.requestAnimationFrame(function () {
// console.log( + " === " + positionClass);
element.classList.remove(element.classList[2]);
element.classList.add(self.positionClass({ x: tile.x, y: tile.y }));
});
} else {
element.classList.add("tile-new");
}
};
HTMLActuator.prototype.normalizePosition = function (position) {
return { x: position.x + 1, y: position.y + 1 };
};
HTMLActuator.prototype.positionClass = function (position) {
position = this.normalizePosition(position);
return "tile-position-" + position.x + "-" + position.y;
}; };
function KeyboardInputManager() {
this.events = {};
this.listen();
}
KeyboardInputManager.prototype.on = function (event, callback) {
if (!this.events[event]) {
this.events[event] = [];
}
this.events[event].push(callback);
};
KeyboardInputManager.prototype.emit = function (event, data) {
var callbacks = this.events[event];
if (callbacks) {
callbacks.forEach(function (callback) {
callback(data);
});
}
};
KeyboardInputManager.prototype.listen = function () {
var self = this;
var map = {
38: 0, // Up
39: 1, // Right
40: 2, // Down
37: 3 // Left
};
document.addEventListener("keydown", function (event) {
var modifiers = event.altKey && event.ctrlKey && event.metaKey &&
event.shiftKey;
var mapped = map[event.which];
if (!modifiers && mapped !== undefined) {
event.preventDefault();
self.emit("move", mapped);
}
});
};
...@@ -5,3 +5,7 @@ function Tile(position, value) { ...@@ -5,3 +5,7 @@ function Tile(position, value) {
this.previousPosition = null; this.previousPosition = null;
} }
Tile.prototype.savePosition = function () {
this.previousPosition = { x: this.x, y: this.y };
};
...@@ -30,3 +30,26 @@ ...@@ -30,3 +30,26 @@
-webkit-transition-property: $args; -webkit-transition-property: $args;
-moz-transition-property: $args; -moz-transition-property: $args;
} }
// Keyframe animations
@mixin keyframes($animation-name) {
@-webkit-keyframes $animation-name {
@content;
}
@-moz-keyframes $animation-name {
@content;
}
@keyframes $animation-name {
@content;
}
}
@mixin animation($str) {
-webkit-animation: #{$str};
-moz-animation: #{$str};
}
@mixin animation-fill-mode($str) {
-webkit-animation-fill-mode: #{$str};
-moz-animation-fill-mode: #{$str};
}
...@@ -89,8 +89,8 @@ hr { ...@@ -89,8 +89,8 @@ hr {
line-height: 116.25px; line-height: 116.25px;
font-size: 55px; font-size: 55px;
font-weight: bold; font-weight: bold;
-webkit-transition: 200ms ease; -webkit-transition: 100ms ease-in-out;
-moz-transition: 200ms ease; -moz-transition: 100ms ease-in-out;
-webkit-transition-property: top, left; -webkit-transition-property: top, left;
-moz-transition-property: top, left; } -moz-transition-property: top, left; }
.tile.tile-position-1-1 { .tile.tile-position-1-1 {
...@@ -205,6 +205,39 @@ hr { ...@@ -205,6 +205,39 @@ hr {
box-shadow: 0 0 30px 10px rgba(243, 215, 116, 0.55556), inset 0 0 0 1px rgba(255, 255, 255, 0.33333); box-shadow: 0 0 30px 10px rgba(243, 215, 116, 0.55556), inset 0 0 0 1px rgba(255, 255, 255, 0.33333);
font-size: 35px; } font-size: 35px; }
@-webkit-keyframes appear {
0% {
-webkit-transform: scale(1.5);
opacity: 0; }
100% {
-webkit-transform: scale(1);
opacity: 1; } }
@-moz-keyframes appear {
0% {
-webkit-transform: scale(1.5);
opacity: 0; }
100% {
-webkit-transform: scale(1);
opacity: 1; } }
@keyframes appear {
0% {
-webkit-transform: scale(1.5);
opacity: 0; }
100% {
-webkit-transform: scale(1);
opacity: 1; } }
.tile-new {
-webkit-animation: appear 200ms ease 100ms;
-moz-animation: appear 200ms ease 100ms;
-webkit-animation-fill-mode: both;
-moz-animation-fill-mode: both; }
.game-intro { .game-intro {
margin-bottom: 0; } margin-bottom: 0; }
......
...@@ -14,6 +14,8 @@ $tile-color: #eee4da; ...@@ -14,6 +14,8 @@ $tile-color: #eee4da;
$tile-gold-color: #edc22e; $tile-gold-color: #edc22e;
$tile-gold-glow-color: lighten($tile-gold-color, 15%); $tile-gold-glow-color: lighten($tile-gold-color, 15%);
$transition-speed: 100ms;
html, body { html, body {
margin: 0; margin: 0;
padding: 0; padding: 0;
...@@ -132,7 +134,7 @@ hr { ...@@ -132,7 +134,7 @@ hr {
font-size: 55px; font-size: 55px;
font-weight: bold; font-weight: bold;
@include transition(200ms ease); @include transition($transition-speed ease-in-out);
@include transition-property(top, left); @include transition-property(top, left);
// Build position classes // Build position classes
...@@ -205,6 +207,23 @@ hr { ...@@ -205,6 +207,23 @@ hr {
} }
} }
@include keyframes(appear) {
0% {
-webkit-transform: scale(1.5);
opacity: 0;
}
100% {
-webkit-transform: scale(1);
opacity: 1;
}
}
.tile-new {
@include animation(appear 200ms ease $transition-speed);
@include animation-fill-mode(both);
}
.game-intro { .game-intro {
margin-bottom: 0; margin-bottom: 0;
} }
......
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