implement tile movement
implement tile movement

file:a/index.html -> file:b/index.html
--- a/index.html
+++ b/index.html
@@ -6,6 +6,7 @@
 
   <link href="style/main.css" rel="stylesheet" type="text/css">
 
+  <script src="js/keyboard_input_manager.js"></script>
   <script src="js/html_actuator.js"></script>
   <script src="js/grid.js"></script>
   <script src="js/tile.js"></script>

--- a/js/application.js
+++ b/js/application.js
@@ -1,5 +1,5 @@
-document.addEventListener("DOMContentLoaded", function () {
-  var actuator = new HTMLActuator;
-  var manager  = new GameManager(4, actuator);
+// Wait till the browser is ready to render the game (avoids glitches)
+window.requestAnimationFrame(function () {
+  var manager = new GameManager(4, KeyboardInputManager, HTMLActuator);
 });
 

--- a/js/game_manager.js
+++ b/js/game_manager.js
@@ -1,9 +1,12 @@
-function GameManager(size, actuator) {
-  this.size       = size; // Grid size
-  this.actuator   = actuator;
+function GameManager(size, InputManager, Actuator) {
+  this.size         = size; // Size of the grid
+  this.inputManager = new InputManager;
+  this.actuator     = new Actuator;
 
-  this.startTiles = 2;
-  this.grid       = new Grid(this.size);
+  this.startTiles   = 2;
+  this.grid         = new Grid(this.size);
+
+  this.inputManager.on("move", this.move.bind(this));
 
   this.setup();
 }
@@ -25,10 +28,12 @@
 
 // Adds a tile in a random position
 GameManager.prototype.addRandomTile = function () {
-  var value = Math.random() < 0.9 ? 2 : 4;
-  var tile = new Tile(this.grid.randomAvailableCell(), value);
-  
-  this.grid.insertTile(tile);
+  if (this.grid.cellsAvailable()) {
+    var value = Math.random() < 0.9 ? 2 : 4;
+    var tile = new Tile(this.grid.randomAvailableCell(), value);
+
+    this.grid.insertTile(tile);
+  }
 };
 
 // Sends the updated grid to the actuator
@@ -36,10 +41,95 @@
   this.actuator.actuate(this.grid);
 };
 
-// Move the grid in the specified direction
+// Saves all the current tile positions
+GameManager.prototype.saveTilePositions = function () {
+  this.grid.eachCell(function (x, y, tile) {
+    if (tile) {
+      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.x = cell.x;
+  tile.y = cell.y;
+};
+
+// 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;
 
+  var cell, tile;
+
+  var vector     = this.getVector(direction);
+  var traversals = this.buildTraversals(vector);
+
+  // Save the current tile positions (for actuator awareness)
+  this.saveTilePositions();
+
+  // 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) {
+        var pos = self.findFarthestPosition(cell, vector);
+        console.log(pos);
+        self.moveTile(tile, pos);
+      }
+    });
+  });
+
+  this.addRandomTile();
+  console.log(16 - this.grid.availableCells().length);
   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 (cell.x >= 0 && cell.x < this.size &&
+           cell.y >= 0 && cell.y < this.size &&
+           this.grid.cellAvailable(cell));
+
+  return previous;
+};
+

file:a/js/grid.js -> file:b/js/grid.js
--- a/js/grid.js
+++ b/js/grid.js
@@ -29,17 +29,27 @@
 Grid.prototype.availableCells = function () {
   var cells = [];
 
+  this.eachCell(function (x, y, tile) {
+    if (!tile) {
+      cells.push({ x: x, y: y });
+    }
+  });
+
+  return cells;
+};
+
+// Call callback for every cell
+Grid.prototype.eachCell = function (callback) {
   for (var x = 0; x < this.size; x++) {
     for (var y = 0; y < this.size; y++) {
-      var cell = { x: x, y: y };
-
-      if (this.cellAvailable(cell)) {
-        cells.push(cell);
-      }
+      callback(x, y, this.cells[x][y]);
     }
   }
+};
 
-  return cells;
+// Check if there are any cells available
+Grid.prototype.cellsAvailable = function () {
+  return !!this.availableCells().length;
 };
 
 // Check if the specified cell is taken
@@ -48,7 +58,11 @@
 };
 
 Grid.prototype.cellOccupied = function (cell) {
-  return !!this.cells[cell.x][cell.y];
+  return !!this.cellContent(cell);
+};
+
+Grid.prototype.cellContent = function (cell) {
+  return this.cells[cell.x][cell.y];
 };
 
 // Inserts a tile at its position

--- a/js/html_actuator.js
+++ b/js/html_actuator.js
@@ -5,13 +5,15 @@
 HTMLActuator.prototype.actuate = function (grid) {
   var self = this;
 
-  this.clearContainer();
+  window.requestAnimationFrame(function () {
+    self.clearContainer();
 
-  grid.cells.forEach(function (column) {
-    column.forEach(function (cell) {
-      if (cell) {
-        self.addTile(cell);
-      }
+    grid.cells.forEach(function (column) {
+      column.forEach(function (cell) {
+        if (cell) {
+          self.addTile(cell);
+        }
+      });
     });
   });
 };
@@ -23,15 +25,36 @@
 };
 
 HTMLActuator.prototype.addTile = function (tile) {
-  var element = document.createElement("div");
+  var self = this;
 
-  var x = tile.x + 1;
-  var y = tile.y + 1;
-  var position = "tile-position-" + x + "-" + y;
+  var element   = document.createElement("div");
+  var position  = tile.previousPosition || { x: tile.x, y: tile.y };
+  positionClass = this.positionClass(position);
 
-  element.classList.add("tile", "tile-" + tile.value, position);
+  element.classList.add("tile", "tile-" + tile.value, positionClass);
   element.textContent = tile.value;
 
   this.tileContainer.appendChild(element);
+
+
+  if (tile.previousPosition) {
+    window.requestAnimationFrame(function () {
+      // console.log( + " === " + positionClass);
+      element.classList.remove(element.classList[2]);
+      element.classList.add(self.positionClass({ x: tile.x, y: tile.y }));
+    });
+  } else {
+    element.classList.add("tile-new");
+  }
+
 };
 
+HTMLActuator.prototype.normalizePosition = function (position) {
+  return { x: position.x + 1, y: position.y + 1 };
+};
+
+HTMLActuator.prototype.positionClass = function (position) {
+  position = this.normalizePosition(position);
+  return "tile-position-" + position.x + "-" + position.y;
+};
+

--- /dev/null
+++ b/js/keyboard_input_manager.js
@@ -1,1 +1,44 @@
+function KeyboardInputManager() {
+  this.events = {};
 
+  this.listen();
+}
+
+KeyboardInputManager.prototype.on = function (event, callback) {
+  if (!this.events[event]) {
+    this.events[event] = [];
+  }
+  this.events[event].push(callback);
+};
+
+KeyboardInputManager.prototype.emit = function (event, data) {
+  var callbacks = this.events[event];
+  if (callbacks) {
+    callbacks.forEach(function (callback) {
+      callback(data);
+    });
+  }
+};
+
+KeyboardInputManager.prototype.listen = function () {
+  var self = this;
+
+  var map = {
+    38: 0, // Up
+    39: 1, // Right
+    40: 2, // Down
+    37: 3  // Left
+  };
+
+  document.addEventListener("keydown", function (event) {
+    var modifiers = event.altKey && event.ctrlKey && event.metaKey &&
+                    event.shiftKey;
+    var mapped    = map[event.which];
+
+    if (!modifiers && mapped !== undefined) {
+      event.preventDefault();
+      self.emit("move", mapped);
+    }
+  });
+};
+

file:a/js/tile.js -> file:b/js/tile.js
--- a/js/tile.js
+++ b/js/tile.js
@@ -6,3 +6,7 @@
   this.previousPosition = null;
 }
 
+Tile.prototype.savePosition = function () {
+  this.previousPosition = { x: this.x, y: this.y };
+};
+

--- a/style/helpers.scss
+++ b/style/helpers.scss
@@ -31,3 +31,26 @@
   -moz-transition-property: $args;
 }
 
+// Keyframe animations
+@mixin keyframes($animation-name) {
+  @-webkit-keyframes $animation-name {
+    @content;
+  }
+  @-moz-keyframes $animation-name {
+    @content;
+  }
+  @keyframes $animation-name {
+    @content;
+  }
+}
+
+@mixin animation($str) {
+  -webkit-animation: #{$str};
+  -moz-animation: #{$str};
+}
+
+@mixin animation-fill-mode($str) {
+  -webkit-animation-fill-mode: #{$str};
+  -moz-animation-fill-mode: #{$str};
+}
+

--- a/style/main.css
+++ b/style/main.css
@@ -89,8 +89,8 @@
   line-height: 116.25px;
   font-size: 55px;
   font-weight: bold;
-  -webkit-transition: 200ms ease;
-  -moz-transition: 200ms ease;
+  -webkit-transition: 100ms ease-in-out;
+  -moz-transition: 100ms ease-in-out;
   -webkit-transition-property: top, left;
   -moz-transition-property: top, left; }
   .tile.tile-position-1-1 {
@@ -205,6 +205,39 @@
     box-shadow: 0 0 30px 10px rgba(243, 215, 116, 0.55556), inset 0 0 0 1px rgba(255, 255, 255, 0.33333);
     font-size: 35px; }
 
+@-webkit-keyframes appear {
+  0% {
+    -webkit-transform: scale(1.5);
+    opacity: 0; }
+
+  100% {
+    -webkit-transform: scale(1);
+    opacity: 1; } }
+
+@-moz-keyframes appear {
+  0% {
+    -webkit-transform: scale(1.5);
+    opacity: 0; }
+
+  100% {
+    -webkit-transform: scale(1);
+    opacity: 1; } }
+
+@keyframes appear {
+  0% {
+    -webkit-transform: scale(1.5);
+    opacity: 0; }
+
+  100% {
+    -webkit-transform: scale(1);
+    opacity: 1; } }
+
+.tile-new {
+  -webkit-animation: appear 200ms ease 100ms;
+  -moz-animation: appear 200ms ease 100ms;
+  -webkit-animation-fill-mode: both;
+  -moz-animation-fill-mode: both; }
+
 .game-intro {
   margin-bottom: 0; }
 

--- a/style/main.scss
+++ b/style/main.scss
@@ -14,6 +14,8 @@
 $tile-gold-color: #edc22e;
 $tile-gold-glow-color: lighten($tile-gold-color, 15%);
 
+$transition-speed: 100ms;
+
 html, body {
   margin: 0;
   padding: 0;
@@ -132,7 +134,7 @@
   font-size: 55px;
   font-weight: bold;
 
-  @include transition(200ms ease);
+  @include transition($transition-speed ease-in-out);
   @include transition-property(top, left);
 
   // Build position classes
@@ -205,6 +207,23 @@
   }
 }
 
+@include keyframes(appear) {
+  0% {
+    -webkit-transform: scale(1.5);
+    opacity: 0;
+  }
+
+  100% {
+    -webkit-transform: scale(1);
+    opacity: 1;
+  }
+}
+
+.tile-new {
+  @include animation(appear 200ms ease $transition-speed);
+  @include animation-fill-mode(both);
+}
+
 .game-intro {
   margin-bottom: 0;
 }

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