const Direction = Object.freeze({ Up: { name: "up" }, Right: { name: "right" }, Down: { name: "down" }, Left: { name: "left" }, get values() { return Object.values(Direction); }, fromName(name) { return this.values.filter(i=>i.name == name)[0] || null; }, }); const globals = { grid: null, }; const btnStart_onClick = () => { globals.grid = makeGrid(4, 4, {value: 0, isVisible: false}); addRandomTile(); // globals.grid = makeDevGrid([ // can't slide down or left // [2,1,3,4], // [3,5,7,9], // [1,2,1,2], // [3,4,5,0], // ]); redraw(globals.grid); } const btnRedraw_onClick = () => { redraw(globals.grid); } const getSettingsForDirection = (direction) => { let settings = { merge: (from, to) => { to.value++; from.value = 0; from.isVisible = false; } }; if (direction === Direction.Up || direction === Direction.Left) { settings = { ...settings, advance: i => i + 1, testForDone: (fromIndex, length) => fromIndex >= length, getInitialFromIndex: () => 1, getInitialToIndex: () => 0 }; } else if (direction === Direction.Down || direction === Direction.Right) { settings = { ...settings, advance: i => i - 1, testForDone: fromIndex => fromIndex < 0, getInitialFromIndex: (length) => length - 2, getInitialToIndex: (length) => length - 1 }; } if (direction === Direction.Up || direction === Direction.Down) { settings = { ...settings, getVector: (grid, index) => grid.getColumn(index), swap: (grid, vector, columnIndex, from, to) => { grid.swapTiles(from, columnIndex, to, columnIndex); const tempTile = vector[to]; vector[to] = vector[from]; vector[from] = tempTile; }, getLength: (grid) => grid.numColumns } } else if (direction === Direction.Left || direction === Direction.Right) { settings = { ...settings, getVector: (grid, index) => grid.getRow(index), swap: (grid, vector, rowIndex, from, to) => { grid.swapTiles(rowIndex, from, rowIndex, to); const tempTile = vector[to]; vector[to] = vector[from]; vector[from] = tempTile; }, getLength: (grid) => grid.numRows } } return settings; } const slideInDirection = (grid, direction) => { const settings = getSettingsForDirection(direction); const length = settings.getLength(grid); let didChange = false; for (let index = 0; index < length; index++) { const vector = settings.getVector(grid, index); const swap = settings.swap.bind(this, grid, vector, index); const initialFromIndex = settings.getInitialFromIndex(vector.length); const initialToIndex = settings.getInitialToIndex(vector.length); const didChangeThisPass = slide( initialFromIndex, initialToIndex, vector, settings.advance, swap, settings.merge, settings.testForDone ); didChange = didChange || didChangeThisPass; } return didChange; } const playMove = (grid, direction) => { if (slideInDirection(grid, direction)) { addRandomTile(); redraw(grid) } else { alert(`Unable to slide ${direction.name}.`); } checkForEnd(grid); } const btnUp_onClick = () => { playMove(globals.grid, Direction.Up); } const btnDown_onClick = () => { playMove(globals.grid, Direction.Down); } const btnLeft_onClick = () => { playMove(globals.grid, Direction.Left); } const btnRight_onClick = () => { playMove(globals.grid, Direction.Right); } const drawGrid = (grid, element) => { // grid is our grid // element is our div let text = "\n"; for (let rowIndex = 0; rowIndex < grid.numRows; rowIndex++) { text += " \n"; for (let columnIndex = 0; columnIndex < grid.numColumns; columnIndex++) { const tile = grid.getTile(rowIndex, columnIndex); text += " \n"; } text += " \n"; } text += "
" + tile.value + "
"; element.innerHTML = text; } const makeGrid = (numRows, numColumns, initialValue) => { const tiles = []; const rows = []; for (rowIndex = 0; rowIndex < numRows; rowIndex++) { const row = []; for (columnIndex = 0; columnIndex < numColumns; columnIndex++) { position = {row: rowIndex, column: columnIndex}; const tile = new Tile(initialValue.value, initialValue.isVisible, new GridPosition(rowIndex, columnIndex)); tiles.push(tile); row.push(tile); } rows.push(row); } const grid = { rows, numRows, numColumns, tiles, clone: () => { const newGrid = makeGrid(numRows, numColumns, new Tile(0, false, new GridPosition(0, 0))); for (let rowIndex = 0; rowIndex < numRows; rowIndex++) { for (let columnIndex = 0; columnIndex < numColumns; columnIndex++) { const newTile = newGrid.getTile(rowIndex, columnIndex); const oldTile = grid.getTile(rowIndex, columnIndex); newTile.originalPosition.column = oldTile.originalPosition.column; newTile.originalPosition.row = oldTile.originalPosition.row; newTile.value = oldTile.value; newTile.isVisible = oldTile.isVisible; } } return newGrid; }, getColumn: (index) => { let vector = []; for (let rowIndex = 0; rowIndex < grid.numRows; rowIndex++) { vector.push(grid.getTile(rowIndex, index)); } return vector; }, getRow: (index) => { let vector = []; for (let columnIndex = 0; columnIndex < grid.numColumns; columnIndex++) { vector.push(grid.getTile(index, columnIndex)); } return vector; }, getTile: (row, column) => { if (row >= 0 && row < numRows && column >= 0 && column < numColumns) { return rows[column][row]; } return null; }, setTile: (row, column, tile) => { if (row >= 0 && row < numRows && column >= 0 && column < numColumns) { rows[column][row] = tile; } }, swapTiles: (fromRow, fromColumn, toRow, toColumn) => { if ( fromRow >= 0 && fromRow < numRows && fromColumn >= 0 && fromColumn < numColumns && toRow >= 0 && toRow < numRows && toColumn >= 0 && toColumn < numColumns) { fromTile = grid.getTile(fromRow, fromColumn); toTile = grid.getTile(toRow, toColumn); // maybe set previous locations on the tiles grid.setTile(fromRow, fromColumn, toTile); grid.setTile(toRow, toColumn, fromTile); } }, toString: (mapFn = i => i.value) => { return "[[" + mapFn(grid.getTile(0, 0)) + "," + mapFn(grid.getTile(0, 1)) + "," + mapFn(grid.getTile(0, 2)) + "," + mapFn(grid.getTile(0, 3)) + "],\n" + " [" + mapFn(grid.getTile(1, 0)) + "," + mapFn(grid.getTile(1, 1)) + "," + mapFn(grid.getTile(1, 2)) + "," + mapFn(grid.getTile(1, 3)) + "],\n" + " [" + mapFn(grid.getTile(2, 0)) + "," + mapFn(grid.getTile(2, 1)) + "," + mapFn(grid.getTile(2, 2)) + "," + mapFn(grid.getTile(2, 3)) + "],\n" + " [" + mapFn(grid.getTile(3, 0)) + "," + mapFn(grid.getTile(3, 1)) + "," + mapFn(grid.getTile(3, 2)) + "," + mapFn(grid.getTile(3, 3)) + "]]"; } }; return grid; } const addRandomTile = () => { const hiddenTiles = globals.grid.tiles.filter(tile => !tile.isVisible); if (hiddenTiles.length <=0) return; const index = Math.floor(Math.random() * hiddenTiles.length); const tile = hiddenTiles[index]; tile.value = 1; tile.isVisible = true; } const redraw = (grid) => { const element = document.getElementById('output'); drawGrid(grid, element); } const slide = (fromIndex, toIndex, vector, advance, swap, merge, testForDone) => { let didIDoIt = false; let hasMergedPrevious = false; while(!testForDone(fromIndex, vector.length)) { const fromTile = vector[fromIndex]; const toTile = toIndex < vector.length && toIndex >= 0 ? vector[toIndex] : null; if (toTile == null) { // Advance toIndex toIndex = advance(toIndex); hasMergedPrevious = false; continue; } if (fromIndex == toIndex) { // Advance fromIndex fromIndex = advance(fromIndex); hasMergedPrevious = false; continue; } if (!toTile.isVisible) { if (fromTile.isVisible) { swap(fromIndex, toIndex); // Advance fromIndex fromIndex = advance(fromIndex); hasMergedPrevious = false; didIDoIt = true; } else { // Advance fromIndex fromIndex = advance(fromIndex); } } else { if (fromTile.isVisible) { if (fromTile.value == toTile.value) { if (hasMergedPrevious) { // Advance toIndex toIndex = advance(toIndex); hasMergedPrevious = false; didIDoIt = true; } else { // Merge tiles merge(fromTile, toTile); // Advance fromIndex fromIndex = advance(fromIndex); hasMergedPrevious = true; didIDoIt = true; } } else { // Advance toIndex toIndex = advance(toIndex); hasMergedPrevious = false; } } else { fromIndex = advance(fromIndex); } } } return didIDoIt; } const canSlideInDirection = (grid, direction) => { const clonedGrid = grid.clone(); return slideInDirection(clonedGrid, direction); } const gameIsLost = (grid) => { return !canSlideInDirection(grid, Direction.Up) && !canSlideInDirection(grid, Direction.Right) && !canSlideInDirection(grid, Direction.Down) && !canSlideInDirection(grid, Direction.Left); } const checkForEnd = (grid) => { if (gameIsLost(grid)) { alert('A loser is you!'); } } const makeDevGrid = (matrix) => { const numRows = matrix.length; const numColumns = matrix[0].length; const initialValue = new Tile(0, false, new GridPosition(0, 0)); const grid = makeGrid(numRows, numColumns, initialValue); for (let rowIndex = 0; rowIndex < numRows; rowIndex++) { const row = matrix[rowIndex]; for (let colIndex = 0; colIndex < numColumns; colIndex++) { const value = row[colIndex]; const tile = grid.getTile(rowIndex, colIndex); tile.value = value; tile.isVisible = value > 0; } } return grid; } /* [0,0,0,0], [0,0,1,0], [0,0,0,0], [2,1,2,2], can't slide down. [0,0,1,0], [0,0,0,0], [0,0,0,0], [3,2,3,0], can't slide down. can't slide left. up() [1,0,1,0], [0,0,3,0], [0,0,0,0], [3,2,0,0], either the 3 doesn't go up or the 1 bounces it back? // fixed */ class GameBoard { }; class Grid { }; class GridPosition { #row_; #column_; constructor (row, column) { this.#row_ = row || 0; this.#column_ = column || 0; } get row() { return this.#row_; } get column() { return this.#column_; } equals (other) { return other !== null && other !== undefined && this.#row_ === other.#row_ && this.#column_ === other.#column_; } toString() { return `{ row: ${this.#row_}, column: ${this.#column_} }`; } } class Tile { #originalPosition_; value; isVisible; get originalPosition() { return {...this.#originalPosition_}; } constructor (value, isVisible, originalPosition) { this.value = value; this.isVisible = isVisible; this.originalPosition_ = {...originalPosition}; } equals (other) { return other !== null && other !== undefined && this.value === other.value && this.isVisible === other.isVisible && this.#originalPosition_.row === other.#originalPosition_.row && this.#originalPosition_.column === other.#originalPosition_.column; } toString() { return `{ value: ${this.value}, originalPosition: { row: ${this.#originalPosition_.row}, column: ${this.#originalPosition_.column} }, isVisible: ${this.isVisible ? "true" : "false"} }`; } };