implement tile movement
implement tile movement

file:b/.jshintrc (new)
--- /dev/null
+++ b/.jshintrc
@@ -1,1 +1,20 @@
+{
+    "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
+}
 

file:a/index.html -> file:b/index.html
--- a/index.html
+++ b/index.html
@@ -5,6 +5,13 @@
   <title>2048</title>
 
   <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>
+  <script src="js/game_manager.js"></script>
+  <script src="js/application.js"></script>
 </head>
 <body>
   <div class="container">
@@ -40,18 +47,7 @@
       </div>
 
       <div class="tile-container">
-        <div class="tile tile-2 tile-position-1-1">
-          2
-        </div>
-         <div class="tile tile-4 tile-position-2-3">
-            4
-          </div>
-          <div class="tile tile-512 tile-position-3-2">
-            512
-          </div>
-          <div class="tile tile-2048 tile-position-4-4">
-            2048
-          </div>
+
       </div>
     </div>
 

file:b/js/application.js (new)
--- /dev/null
+++ b/js/application.js
@@ -1,1 +1,5 @@
+// Wait till the browser is ready to render the game (avoids glitches)
+window.requestAnimationFrame(function () {
+  var manager = new GameManager(4, KeyboardInputManager, HTMLActuator);
+});
 

--- /dev/null
+++ b/js/game_manager.js
@@ -1,1 +1,135 @@
+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.inputManager.on("move", this.move.bind(this));
+
+  this.setup();
+}
+
+// Set up the game
+GameManager.prototype.setup = function () {
+  this.addStartTiles();
+
+  // Update the actuator
+  this.actuate();
+};
+
+// Set up the initial tiles to start the game with
+GameManager.prototype.addStartTiles = function () {
+  for (var i = 0; i < this.startTiles; i++) {
+    this.addRandomTile();
+  }
+};
+
+// Adds a tile in a random position
+GameManager.prototype.addRandomTile = function () {
+  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
+GameManager.prototype.actuate = function () {
+  this.actuator.actuate(this.grid);
+};
+
+// 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:b/js/grid.js (new)
--- /dev/null
+++ b/js/grid.js
@@ -1,1 +1,72 @@
+function Grid(size) {
+  this.size = size;
 
+  this.cells = [];
+
+  this.build();
+}
+
+// Build a grid of the specified size
+Grid.prototype.build = function () {
+  for (var x = 0; x < this.size; x++) {
+    var row = this.cells[x] = [];
+
+    for (var y = 0; y < this.size; y++) {
+      row.push(null);
+    }
+  }
+};
+
+// Find the first available random position
+Grid.prototype.randomAvailableCell = function () {
+  var cells = this.availableCells();
+
+  if (cells.length) {
+    return cells[Math.floor(Math.random() * cells.length)];
+  }
+};
+
+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++) {
+      callback(x, y, this.cells[x][y]);
+    }
+  }
+};
+
+// Check if there are any cells available
+Grid.prototype.cellsAvailable = function () {
+  return !!this.availableCells().length;
+};
+
+// Check if the specified cell is taken
+Grid.prototype.cellAvailable = function (cell) {
+  return !this.cellOccupied(cell);
+};
+
+Grid.prototype.cellOccupied = function (cell) {
+  return !!this.cellContent(cell);
+};
+
+Grid.prototype.cellContent = function (cell) {
+  return this.cells[cell.x][cell.y];
+};
+
+// Inserts a tile at its position
+Grid.prototype.insertTile = function (tile) {
+  this.cells[tile.x][tile.y] = tile;
+};
+

--- /dev/null
+++ b/js/html_actuator.js
@@ -1,1 +1,60 @@
+function HTMLActuator() {
+  this.tileContainer = document.getElementsByClassName("tile-container")[0];
+}
 
+HTMLActuator.prototype.actuate = function (grid) {
+  var self = this;
+
+  window.requestAnimationFrame(function () {
+    self.clearContainer();
+
+    grid.cells.forEach(function (column) {
+      column.forEach(function (cell) {
+        if (cell) {
+          self.addTile(cell);
+        }
+      });
+    });
+  });
+};
+
+HTMLActuator.prototype.clearContainer = function () {
+  while (this.tileContainer.firstChild) {
+    this.tileContainer.removeChild(this.tileContainer.firstChild);
+  }
+};
+
+HTMLActuator.prototype.addTile = function (tile) {
+  var self = this;
+
+  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, 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:b/js/tile.js (new)
--- /dev/null
+++ b/js/tile.js
@@ -1,1 +1,12 @@
+function Tile(position, value) {
+  this.x                = position.x;
+  this.y                = position.y;
+  this.value            = value || 2;
 
+  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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