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20euros_ynh/sources/js/game_manager.js
2015-03-08 14:02:54 +00:00

328 lines
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12 KiB
JavaScript

function GameManager(size, InputManager, Actuator, ScoreManager) {
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.inputManager.on("keepPlaying", this.keepPlaying.bind(this));
this.setup();
}
// Restart the game
GameManager.prototype.restart = function () {
this.actuator.
continue ();
this.setup();
};
// Keep playing after winning
GameManager.prototype.keepPlaying = function () {
this.keepPlaying = true;
this.actuator.
continue ();
};
GameManager.prototype.isGameTerminated = function () {
if (this.over || (this.won && !this.keepPlaying)) {
return true;
} else {
return false;
}
};
// Set up the game
GameManager.prototype.setup = function () {
this.grid = new Grid(this.size);
this.score = 0;
this.highestTile = 5;
this.over = false;
this.won = false;
this.keepPlaying = false;
// Add the initial tiles
this.addStartTiles();
// 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();
}
};
// Adds a tile in a random position
GameManager.prototype.addRandomTile = function () {
if (this.grid.cellsAvailable()) {
var value = Math.random() < 0.9 ? 1 : 5;
var tile = new Tile(this.grid.randomAvailableCell(), value);
this.grid.insertTile(tile);
}
};
// Sends the updated grid to the actuator
GameManager.prototype.actuate = function () {
if (this.scoreManager.get() < this.score) {
this.scoreManager.set(this.score);
}
this.actuator.actuate(this.grid, {
score: this.score,
highest: this.highestTile,
over: this.over,
won: this.won,
bestScore: this.scoreManager.get(),
terminated: this.isGameTerminated()
});
};
// 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.isGameTerminated()) 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 && tile.merged) {
self.grid.removeTile(tile);
} else if (tile) {
var positions = self.findFarthestPosition(cell, vector);
var next = self.grid.cellContent(positions.next);
var pos2 = null;
var next2 = null;
if (next) {
pos2 = self.findFarthestPosition({
x: next.x,
y: next.y
}, vector);
next2 = self.grid.cellContent(pos2.next);
}
// Only one merger per row traversal?
if (next && next2 && !next.mergedFrom && next != next2 && (((tile.value == 1) && (next.value == 2) && (next2.value == 2)) || ((tile.value == 2) && (next.value == 1) && (next2.value == 2)) || ((tile.value == 2) && (next.value == 2) && (next2.value == 1)) || ((tile.value == 10) && (next.value == 20) && (next2.value == 20)) || ((tile.value == 20) && (next.value == 10) && (next2.value == 20)) || ((tile.value == 20) && (next.value == 20) && (next2.value == 10)) || ((tile.value == 100) && (next.value == 200) && (next2.value == 200)) || ((tile.value == 200) && (next.value == 100) && (next2.value == 200)) || ((tile.value == 200) && (next.value == 200) && (next2.value == 100)) || ((tile.value == 1000) && (next.value == 2000) && (next2.value == 2000)) || ((tile.value == 2000) && (next.value == 1000) && (next2.value == 2000)) || ((tile.value == 2000) && (next.value == 2000) && (next2.value == 1000)) || ((tile.value == 10000) && (next.value == 20000) && (next2.value == 20000)) || ((tile.value == 20000) && (next.value == 10000) && (next2.value == 20000)) || ((tile.value == 20000) && (next.value == 20000) && (next2.value == 10000)) || ((tile.value == 5) && (next.value == 10) && (next2.value == 5)) || ((tile.value == 50) && (next.value == 100) && (next2.value == 50)) || ((tile.value == 500) && (next.value == 1000) && (next2.value == 500)) || ((tile.value == 5000) && (next.value == 10000) && (next2.value == 5000)))) {
var merged = new Tile(pos2.next, tile.value + next.value + next2.value);
merged.mergedFrom = [next2, next, tile];
tile.merged = true;
next.merged = true;
next2.merged = true;
self.grid.removeTile(tile);
self.grid.removeTile(next);
self.grid.removeTile(next2);
self.grid.insertTile(merged);
// Converge the two tiles' positions
tile.updatePosition(pos2.next);
next.updatePosition(pos2.next);
// Update the score
self.score += merged.value;
if (merged.value > self.highestTile) self.highestTile = merged.value;
// The mighty 20 Euro tile
if (merged.value === 2000) self.won = true;
} else if (next && next.value === tile.value && !next.mergedFrom && next.value != 2 && next.value != 20 && next.value != 200 && next.value != 2000 && next.value != 20000 && next.value != 50000) {
var merged = new Tile(positions.next, tile.value * 2);
merged.mergedFrom = [tile, next];
tile.merged = true;
next.merged = true;
self.grid.insertTile(merged);
self.grid.removeTile(tile);
// Converge the two tiles' positions
tile.updatePosition(positions.next);
// Update the score
self.score += merged.value;
if (merged.value > self.highestTile) self.highestTile = merged.value;
// The mighty 20 Euro tile
if (merged.value === 2000) self.won = true;
} else if (!tile.merged) {
self.moveTile(tile, positions.farthest);
}
if (tile && !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
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;
var i = 0;
while (i < 4) {
for (var x = 0; x < this.size; x++) {
for (var y = 0; y < this.size; y++) {
var vector = this.getVector(i);
tile = this.grid.cellContent({
x: x,
y: 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);
var pos2 = self.findFarthestPosition({
x: cell.x + vector.x,
y: cell.y + vector.y
}, vector);
var next2 = self.grid.cellContent(pos2.next);
// Only one merger per row traversal?
if (next && next2 && next != next2 && (((tile.value == 1) && (next.value == 2) && (next2.value == 2)) || ((tile.value == 2) && (next.value == 1) && (next2.value == 2)) || ((tile.value == 2) && (next.value == 2) && (next2.value == 1)) || ((tile.value == 10) && (next.value == 20) && (next2.value == 20)) || ((tile.value == 20) && (next.value == 10) && (next2.value == 20)) || ((tile.value == 20) && (next.value == 20) && (next2.value == 10)) || ((tile.value == 100) && (next.value == 200) && (next2.value == 200)) || ((tile.value == 200) && (next.value == 100) && (next2.value == 200)) || ((tile.value == 200) && (next.value == 200) && (next2.value == 100)) || ((tile.value == 1000) && (next.value == 2000) && (next2.value == 2000)) || ((tile.value == 2000) && (next.value == 1000) && (next2.value == 2000)) || ((tile.value == 2000) && (next.value == 2000) && (next2.value == 1000)) || ((tile.value == 10000) && (next.value == 20000) && (next2.value == 20000)) || ((tile.value == 20000) && (next.value == 10000) && (next2.value == 20000)) || ((tile.value == 20000) && (next.value == 20000) && (next2.value == 10000)) || ((tile.value == 5) && (next.value == 10) && (next2.value == 5)) || ((tile.value == 50) && (next.value == 100) && (next2.value == 50)) || ((tile.value == 500) && (next.value == 1000) && (next2.value == 500)) || ((tile.value == 5000) && (next.value == 10000) && (next2.value == 5000)))) {
return true;
}
if (next && next.value === tile.value && next.value != 2 && next.value != 20 && next.value != 200 && next.value != 2000 && next.value != 20000 && next.value != 50000) {
return true;
}
}
}
}
i += 1;
}
return false;
};
GameManager.prototype.positionsEqual = function (first, second) {
return first.x === second.x && first.y === second.y;
};