Files
base/main.js

380 lines
13 KiB
JavaScript

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, visible: 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.visible = 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 = "<table cellspacing=\"0\">\n";
for (let rowIndex = 0; rowIndex < grid.numRows; rowIndex++) {
text += " <tr>\n";
for (let columnIndex = 0; columnIndex < grid.numColumns; columnIndex++) {
const tile = grid.getTile(rowIndex, columnIndex);
text += " <td title=\"(" + tile.originalLocation.row + ", " + tile.originalLocation.column + ")\"class=\"" + (tile.visible ? "visible " : "hidden ") + "\">" + tile.value + "</td>\n";
}
text += " </tr>\n";
}
text += "</table>";
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 = makeTile(initialValue.value, initialValue.visible, rowIndex, columnIndex);
tiles.push(tile);
row.push(tile);
}
rows.push(row);
}
const getTile = (grid, row, column) => {
return grid.getTile(row, column);
}
const grid = {
rows,
numRows,
numColumns,
tiles,
clone: () => {
const newGrid = makeGrid(numRows, numColumns, makeTile(0, false, 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.originalLocation.column = oldTile.originalLocation.column;
newTile.originalLocation.row = oldTile.originalLocation.row;
newTile.value = oldTile.value;
newTile.visible = oldTile.visible;
}
}
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 makeTile = (value, visible, row, column) => {
const tile = {
value,
visible,
originalLocation: {
row,
column,
},
equals: (other) => {
return tile.value == other.value
&& tile.visible == other.visible
&& tile.originalLocation.row == other.originalLocation.row
&& tile.originalLocation.column == other.originalLocation.column;
},
toString: (format = i => `{ value: ${i.value}, originalLocation: { row: ${i.originalLocation.row}, column: ${i.originalLocation.column} }, visible: ${i.visible ? "true" : "false"} }`) => {
return format(tile);
}
};
return tile;
};
const addRandomTile = () => {
const hiddenTiles = globals.grid.tiles.filter(tile => !tile.visible);
if (hiddenTiles.length <=0) return;
const index = Math.floor(Math.random() * hiddenTiles.length);
const tile = hiddenTiles[index];
tile.value = 1;
tile.visible = 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.visible) {
if (fromTile.visible) {
swap(fromIndex, toIndex);
// Advance fromIndex
fromIndex = advance(fromIndex);
hasMergedPrevious = false;
didIDoIt = true;
} else {
// Advance fromIndex
fromIndex = advance(fromIndex);
}
} else {
if (fromTile.visible) {
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 = makeTile(0, false, 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.visible = 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
*/