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basic grid implementation with initial setup
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{ | ||
"esnext": true, | ||
"indent": 2, | ||
"maxlen": 80, | ||
"freeze": true, | ||
"camelcase": true, | ||
"unused": true, | ||
"eqnull": true, | ||
"proto": true, | ||
"supernew": true, | ||
"noyield": true, | ||
"evil": true, | ||
"node": true, | ||
"boss": true, | ||
"expr": true, | ||
"loopfunc": true, | ||
"white": true, | ||
"maxdepth": 4 | ||
} |
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document.addEventListener("DOMContentLoaded", function () { | ||
var actuator = new HTMLActuator; | ||
var manager = new GameManager(4, actuator); | ||
}); |
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function GameManager(size, actuator) { | ||
this.size = size; // Grid size | ||
this.actuator = actuator; | ||
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this.startTiles = 2; | ||
this.grid = []; | ||
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this.setup(); | ||
} | ||
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// Set up the game | ||
GameManager.prototype.setup = function () { | ||
this.buildGrid(); | ||
this.addStartTiles(); | ||
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// Update the actuator | ||
this.update(); | ||
}; | ||
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// Build a grid of the specified size | ||
GameManager.prototype.buildGrid = function () { | ||
for (var y = 0; y < this.size; y++) { | ||
this.grid[y] = []; | ||
for (var x = 0; x < this.size; x++) { | ||
this.grid[y].push(null); | ||
} | ||
} | ||
}; | ||
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// Set up the initial tiles to start the game with | ||
GameManager.prototype.addStartTiles = function () { | ||
for (var i = 0; i < this.startTiles; i++) { | ||
this.addTile(); | ||
} | ||
}; | ||
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// Adds a tile in a random position | ||
GameManager.prototype.addTile = function () { | ||
this.insertTile(new Tile(this.randomCell())); | ||
}; | ||
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// Find the first available random position | ||
GameManager.prototype.randomCell = function () { | ||
// TODO: build a map of available positions and choose from it | ||
var self = this; | ||
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var position; | ||
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function randomPosition() { | ||
return Math.floor(Math.random() * self.size); | ||
} | ||
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do { | ||
position = { | ||
x: randomPosition(), | ||
y: randomPosition() | ||
}; | ||
} while (this.cellOccupied(position)); | ||
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return position; | ||
}; | ||
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// Check if the specified cell is taken | ||
GameManager.prototype.cellOccupied = function (cell) { | ||
return !!this.grid[cell.x][cell.y]; | ||
}; | ||
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// Insert a tile at the specified position | ||
GameManager.prototype.insertTile = function (tile) { | ||
this.grid[tile.x][tile.y] = tile; | ||
}; | ||
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// Sends the updated grid to the actuator | ||
GameManager.prototype.update = function () { | ||
this.actuator.update(this.grid); | ||
}; | ||
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// Move the grid in the specified direction | ||
GameManager.prototype.move = function (direction) { | ||
// 0: up, 1: right, 2:down, 3: left | ||
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this.update(); | ||
}; |
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function HTMLActuator() { | ||
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} | ||
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HTMLActuator.prototype.update = function (grid) { | ||
// Temporary debug visualizer | ||
grid.forEach(function (row) { | ||
var mapped = row.map(function (tile) { | ||
return tile ? tile.value : " "; | ||
}).join(" | "); | ||
console.log(mapped); | ||
}); | ||
}; |
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function Tile(position, value) { | ||
this.x = position.x; | ||
this.y = position.y; | ||
this.value = value || 2; | ||
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this.previousPosition = null; | ||
} |