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809 lines (665 loc) · 20.9 KB
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(function() {
var lastTime = 0;
var vendors = ['webkit', 'moz'];
for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame'];
window.cancelAnimationFrame =
window[vendors[x]+'CancelAnimationFrame'] || window[vendors[x]+'CancelRequestAnimationFrame'];
}
if (!window.requestAnimationFrame) {
window.requestAnimationFrame = function(callback, element) {
var currTime = new Date().getTime();
var timeToCall = Math.max(0, 16 - (currTime - lastTime));
var id = window.setTimeout(function() { callback(currTime + timeToCall); },
timeToCall);
lastTime = currTime + timeToCall;
return id;
};
}
if (!window.cancelAnimationFrame) {
window.cancelAnimationFrame = function(id) {
clearTimeout(id);
};
}
}());
// Wait till the browser is ready to render the game (avoids glitches)
window.requestAnimationFrame(function () {
new GameManager(4, KeyboardInputManager, HTMLActuator, LocalScoreManager);
});
function GameManager(size, InputManager, Actuator, ScoreManager) {
spythis = this;
this.size = size; // Size of the grid
this.inputManager = new InputManager;
this.scoreManager = new ScoreManager;
this.actuator = new Actuator;
this.startTiles = 2;
this.inputManager.on("move", this.move.bind(this));
this.inputManager.on("restart", this.restart.bind(this));
this.setup();
}
// ajax wrapper
var req = function(command, data) {
var r = new XMLHttpRequest();
r.open("POST", "req.php?command="+command, false);
r.setRequestHeader("Content-type", "application/x-www-form-urlencoded");
r.send(data);
var a = r.responseText;
document.getElementById('debugpre').innerHTML="responseText=["+a+"]\n\n"
+document.getElementById('debugpre').innerHTML;
return a;
}
// DEBUG
var debug = function() {
var a = req("debug", "")
return false;
}
// get highscore
var get_highscore = function() {
var a = req("get_highscore", "");
var s = JSON.parse(a);
h = parseInt(s.score);
if(isNaN(h)) { h = '?'; }
document.getElementById('serverscore').innerHTML = h;
document.getElementById('serveruser').innerHTML = s.user;
return false;
}
window.setTimeout("get_highscore()", 1000);
// get scores
var get_scores = function() {
var a = req("get_scores", "");
document.getElementById('scoreboard').innerHTML = a;
window.setTimeout("get_highscore()", 1000);
return false;
}
var table64 = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789-/";
var string_of_moves = function(moves) {
while(moves.length%3) moves.push(0);
n=moves.length;
r = "";
for(i=0;i+2<n;i+=3) {
s=0;
for(j=0;j<3;j++) s=s*4+(moves[i+j]%4);
r += table64[s];
}
return r;
}
var moves_of_string = function(s) {
v=[];
for(i=0;i<s.length;i++) {
k=table64.indexOf(s[i]);
v.push(k/16%4|0, k/4%4|0, k%4);
}
return v;
}
var username = "anon";
// send score and moves
var send_score = function(score) {
if(!replayed) {
if(username=="anon") {
user = prompt("Nice one! Specify a username?", "batman");
if(user!==null && user!="") {
username=user;
}
}
params = "score="+score+"&moves="+string_of_moves(spythis.moves);
if(username!="anon") { params += "&username="+username; }
req("send_score", params);
window.setTimeout("get_highscore()", 1000);
}
return false;
}
// send score // DEPRECATED
var send_score_old = function(score) {
var a = req("send_score", "score="+score);
window.setTimeout("get_highscore()", 1000);
return false;
}
// set username
var set_user = function() {
var user = prompt("Go ahead, you can choose 'batman'.", "batman");
if(user!=null) {
username = user;
document.getElementById('user').innerHTML = user;
req("setuser", "user="+user);
}
return false;
}
// Send score to server
GameManager.prototype.score_upload = function (score, maxtile) {
//alert("you managed to end with " + score + " with tile " + maxtile);
send_score(score);
}
// Replay old game
var replay_in_progress = [];
var replay_id = 0;
var replayed = false;
var replay = function(moves) {
moves = moves_of_string(moves);
if(moves.length>10) {
document.getElementById('fasterbutton').style['display']='inline';
spythis.restart();
moves.reverse();
replay_in_progress = moves;
document.getElementById('stop_replay_div').style['display']='inline-block';
next_replay();
replayed = true;
}
}
var replay_period = 150;
var next_replay = function() {
replayed = true;
if(replay_in_progress.length>0) {
spythis.move(replay_in_progress.pop());
replay_id = window.setTimeout(next_replay, replay_period);
}
}
var stop_replay = function() {
if(replay_id) {
window.clearTimeout(replay_id); replay_id=0;
//document.getElementById('stop_replay').style['display']='none';
document.getElementById('stop_replay').innerHTML = 'go';
replayed = false;
} else {
document.getElementById('stop_replay').innerHTML = 'stop';
next_replay();
replayed = true;
}
}
var faster = function() { replay_period /= 1.5;}
var cancel_replay = function() {
replay_in_progress = [];
replay_id = 0;
replayed = false;
document.getElementById('stop_replay_div').style['display']='none';
}
// Restart the game
GameManager.prototype.restart = function () {
spythis.actuator.messageContainer.classList.remove("game-won");
spythis.actuator.messageContainer.classList.remove("game-over");
this.actuator.restart();
this.setup();
};
// Set up the game
GameManager.prototype.setup = function () {
this.grid = new Grid(this.size);
this.score = 0;
this.over = false;
this.won = false;
// log of moves
this.moves = [];
this.logmove = function(d) { this.moves.push(d); }
// Add the initial tiles
//this.addStartTiles();
this.addOneTile();
// Update the actuator
this.actuate();
};
// Set up the initial tiles to start the game with
GameManager.prototype.addStartTiles = function () {
for (var i = 0; i < this.startTiles; i++) {
this.addRandomTile();
}
};
// Set up the initial tiles to start the game with
GameManager.prototype.addOneTile = function () {
this.addEasyTile();
};
// Adds a tile in a random position
GameManager.prototype.addRandomTile = function () {
if (this.grid.cellsAvailable()) {
var value = Math.random() < 0.9 ? 2 : 4;
var tile = new Tile(this.grid.randomAvailableCell(), value);
this.grid.insertTile(tile);
}
};
// Adds an easy tile
GameManager.prototype.addEasyTile = function () {
if (this.grid.cellsAvailable()) {
var value = 0;
var tile = new Tile(this.grid.firstAvailableCell(), value);
this.grid.insertTile(tile);
}
};
// Sends the updated grid to the actuator
GameManager.prototype.actuate = function () {
if (this.scoreManager.get() < this.score && !replayed) {
this.scoreManager.set(this.score);
}
this.actuator.actuate(this.grid, {
score: this.score,
over: this.over,
won: this.won,
bestScore: this.scoreManager.get()
});
};
// 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();
}
});
};
// 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.updatePosition(cell);
};
// Move tiles on the grid in the specified direction
GameManager.prototype.move = function (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();
// 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;
// The mighty 2048 tile
if (merged.value === 65536) self.won = true;
// Sending high score
if(self.won) {
self.score_upload(self.score, merged.value);
}
} else {
self.moveTile(tile, positions.farthest);
}
if (!self.positionsEqual(cell, tile)) {
moved = true; // The tile moved from its original cell!
}
}
});
});
if (moved) {
//this.addRandomTile();
this.addEasyTile();
this.logmove(direction);
if (!this.movesAvailable()) {
this.over = true; // Game over!
maxval = 0;
traversals.x.forEach(function (x) {
traversals.y.forEach(function (y) {
tile=self.grid.cellContent({ x: x, y: y });
maxval=Math.max(tile.value, maxval);
})
});
this.score_upload(self.score, maxval);
}
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 (this.grid.withinBounds(cell) &&
this.grid.cellAvailable(cell));
return {
farthest: previous,
next: cell // Used to check if a merge is required
};
};
GameManager.prototype.movesAvailable = function () {
return this.grid.cellsAvailable() || this.tileMatchesAvailable();
};
// Check for available matches between tiles (more expensive check)
GameManager.prototype.tileMatchesAvailable = function () {
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 && other.value === tile.value) {
return true; // These two tiles can be merged
}
}
}
}
}
return false;
};
GameManager.prototype.positionsEqual = function (first, second) {
return first.x === second.x && first.y === second.y;
};
function Grid(size) {
this.size = size;
this.cells = [];
this.build();
}
// Build a grid of the specified size
Grid.prototype.build = function () {
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
Grid.prototype.randomAvailableCell = function () {
var cells = this.availableCells();
if (cells.length) {
return cells[Math.floor(Math.random() * cells.length)];
}
};
// Find the first available NOT RANDOM position
Grid.prototype.firstAvailableCell = function () {
var cells = this.availableCells();
return cells[0];
};
Grid.prototype.availableCells = function () {
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 y = 0; y < this.size; y++) {
callback(x, y, this.cells[x][y]);
}
}
};
// Check if there are any cells available
Grid.prototype.cellsAvailable = function () {
return !!this.availableCells().length;
};
// Check if the specified cell is taken
Grid.prototype.cellAvailable = function (cell) {
return !this.cellOccupied(cell);
};
Grid.prototype.cellOccupied = function (cell) {
return !!this.cellContent(cell);
};
Grid.prototype.cellContent = function (cell) {
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;
};
function HTMLActuator() {
this.tileContainer = document.querySelector(".tile-container");
this.scoreContainer = document.querySelector(".score-container");
this.bestContainer = document.querySelector(".best-container");
this.messageContainer = document.querySelector(".game-message");
this.sharingContainer = document.querySelector(".score-sharing");
this.score = 0;
}
HTMLActuator.prototype.actuate = function (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!
});
};
HTMLActuator.prototype.restart = function () {
if (typeof ga !== "undefined") {
ga("send", "event", "game", "restart");
}
this.clearMessage();
};
HTMLActuator.prototype.clearContainer = function (container) {
while (container.firstChild) {
container.removeChild(container.firstChild);
}
};
HTMLActuator.prototype.addTile = function (tile) {
var self = this;
var element = document.createElement("div");
var position = tile.previousPosition || { x: tile.x, y: tile.y };
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);
};
HTMLActuator.prototype.applyClasses = function (element, classes) {
element.setAttribute("class", classes.join(" "));
};
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;
};
HTMLActuator.prototype.updateScore = function (score) {
this.clearContainer(this.scoreContainer);
var difference = score - this.score;
this.score = score;
this.scoreContainer.textContent = this.score;
if (difference > 0) {
var addition = document.createElement("div");
addition.classList.add("score-addition");
addition.textContent = "+" + difference;
this.scoreContainer.appendChild(addition);
}
};
HTMLActuator.prototype.updateBestScore = function (bestScore) {
this.bestContainer.textContent = bestScore;
};
HTMLActuator.prototype.message = function (won) {
var type = won ? "game-won" : "game-over";
var message = won ? "You win!" : "Game over!";
if (typeof ga !== "undefined") {
ga("send", "event", "game", "end", type, this.score);
}
this.messageContainer.classList.add(type);
this.messageContainer.getElementsByTagName("p")[0].textContent = message;
};
HTMLActuator.prototype.clearMessage = function () {
this.messageContainer.classList.remove("game-won", "game-over");
};
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
75: 0, // vim keybindings
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) {
cancel_replay();
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));
// Listen to swipe events
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 absDx = Math.abs(dx);
var dy = event.changedTouches[0].clientY - touchStartClientY;
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));
}
});
};
KeyboardInputManager.prototype.restart = function (event) {
event.preventDefault();
this.emit("restart");
};
window.fakeStorage = {
_data: {},
setItem: function (id, val) {
return this._data[id] = String(val);
},
getItem: function (id) {
return this._data.hasOwnProperty(id) ? this._data[id] : undefined;
},
removeItem: function (id) {
return delete this._data[id];
},
clear: function () {
return this._data = {};
}
};
function LocalScoreManager() {
var localSupported = !!window.localStorage;
this.key = "bestScore";
this.storage = localSupported ? window.localStorage : window.fakeStorage;
}
LocalScoreManager.prototype.get = function () {
return this.storage.getItem(this.key) || 0;
};
LocalScoreManager.prototype.set = function (score) {
this.storage.setItem(this.key, score);
};
function Tile(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
}
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;
};