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Javascript 2048.js
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Javascript 2048.js
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/* Tile object: */
function Tile(pos, val, puzzle){
this.pos = pos;
this.val = val;
this.puzzle = puzzle;
this.merging = false;
this.getCol = () => Math.round(this.pos % 4);
this.getRow = () => Math.floor(this.pos / 4);
/* draw tile on a P5.js canvas: */
this.show = function(){
let padding = this.merging ? 0 : 5;
let size = 0.25*width;
noStroke();
colorMode(HSB, 255);
fill(10*(11 - Math.log2(this.val)), 50 + 15*Math.log2(this.val), 200);
rect(this.getCol()*size + padding, this.getRow()*size + padding, size - 2*padding, size - 2*padding);
fill(255);
textSize(0.1*width);
textAlign(CENTER, CENTER);
text(this.val, (this.getCol() + 0.5)*size, (this.getRow() + 0.5)*size);
}
/* move tile in a given direction: */
this.move = function(dir){
let col = this.getCol() + (1 - 2*(dir < 0))*Math.abs(dir)%4;
let row = this.getRow() + (1 - 2*(dir < 0))*Math.floor(Math.abs(dir)/4);
let target = this.puzzle.getTile(this.pos + dir);
if (col < 0 || col > 3 || row < 0 || row > 3) {
/* target position out of bounds */
return false;
} else if (target){
/* tile blocked by other tile */
if(this.merging || target.merging || target.val !== this.val)
return false;
/* merge with target tile (equal values):*/
target.val += this.val;
target.merging = true;
this.puzzle.score += target.val;
this.puzzle.removeTile(this);
return true;
}
/* move tile: */
this.pos += dir;
return true;
}
}
/* Puzzle object: */
function Puzzle(){
this.tiles = [];
this.dir = 0;
this.score = 0;
this.hasMoved = false;
this.validPositions = [0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15];
this.getOpenPositions = () => this.validPositions.filter(i => this.tiles.map(x => x.pos).indexOf(i) === -1);
this.getTile = pos => this.tiles.filter(x => x.pos === pos)[0];
this.removeTile = tile => this.tiles.splice(this.tiles.indexOf(tile), 1);
this.winCondition = () => this.tiles.some(x => x.val === 2048);
/* check for valid moves: */
this.validMoves = function(){
/* return true if there are empty spaces */
if(this.tiles.length < 16)
return true;
/* otherwise check for neighboring tiles with the same value */
let res = false;
this.tiles.sort((x,y) => x.pos - y.pos);
for(let i = 0; i < 16; i++)
res = res || ( (i%4 < 3) ? this.tiles[i].val === this.tiles[i+1].val : false )
|| ( (i < 12) ? this.tiles[i].val === this.tiles[i+4].val : false );
return res;
}
/* check win and lose condition: */
this.checkGameState = function(){
if(this.winCondition()){
alert('You win!');
} else if (!this.validMoves()){
alert('You Lose!');
this.restart();
}
}
this.restart = function(){
this.tiles = [];
this.dir = 0;
this.score = 0;
this.hasMoved = false;
this.generateTile();
this.generateTile();
}
/* draw the board on the p5.js canvas: */
this.show = function(){
background(200);
fill(255);
textSize(0.05*width);
textAlign(CENTER, TOP);
text("SCORE: " + this.score, 0.5*width, width);
for(let tile of this.tiles)
tile.show();
}
/* update the board: */
this.animate = function(){
if(this.dir === 0)
return;
/* move all tiles in a given direction */
let moving = false;
this.tiles.sort((x,y) => this.dir*(y.pos - x.pos));
for(let tile of this.tiles)
moving = moving || tile.move(this.dir);
/* check if the move is finished and generate a new tile */
if(this.hasMoved && !moving){
this.dir = 0;
this.generateTile();
for(let tile of this.tiles)
tile.merging = false;
}
this.hasMoved = moving;
}
this.generateTile = function(){
let positions = this.getOpenPositions();
let pos = positions[Math.floor(Math.random()*positions.length)];
let val = 2 + 2*Math.floor(Math.random()*1.11);
this.tiles.push(new Tile(pos, val, this));
}
this.generateTile();
this.generateTile();
/* process key inputs: */
this.keyHandler = function(key){
if (key === UP_ARROW) this.dir = -4
else if (key === DOWN_ARROW) this.dir = 4
else if (key === RIGHT_ARROW) this.dir = 1
else if (key === LEFT_ARROW) this.dir = -1;
}
}
let game;
function setup() {
createCanvas(400, 420);
game = new Puzzle();
}
/* game loop: */
function draw() {
game.checkGameState();
game.animate();
game.show();
}
function keyPressed(){
game.keyHandler(keyCode);
}