Merge branch 'resume-game' of github.com:mfrederiksen/2048 into mfrederiksen-resume-game
Merge branch 'resume-game' of github.com:mfrederiksen/2048 into mfrederiksen-resume-game

file:a/index.html -> file:b/index.html
--- a/index.html
+++ b/index.html
@@ -23,7 +23,7 @@
       </div>
     </div>
     <p class="game-intro">Join the numbers and get to the <strong>2048 tile!</strong></p>
-
+    <a class="restart-button">New Game</a>
     <div class="game-container">
       <div class="game-message">
         <p></p>

--- a/js/game_manager.js
+++ b/js/game_manager.js
@@ -1,7 +1,7 @@
-function GameManager(size, InputManager, Actuator, ScoreManager) {
+function GameManager(size, InputManager, Actuator, StorageManager) {
   this.size         = size; // Size of the grid
   this.inputManager = new InputManager;
-  this.scoreManager = new ScoreManager;
+  this.storageManager = new StorageManager;
   this.actuator     = new Actuator;
 
   this.startTiles   = 2;
@@ -15,6 +15,7 @@
 
 // Restart the game
 GameManager.prototype.restart = function () {
+  this.storageManager.clearGameState();
   this.actuator.continue();
   this.setup();
 };
@@ -35,15 +36,24 @@
 
 // Set up the game
 GameManager.prototype.setup = function () {
-  this.grid        = new Grid(this.size);
-
-  this.score       = 0;
-  this.over        = false;
-  this.won         = false;
-  this.keepPlaying = false;
-
-  // Add the initial tiles
-  this.addStartTiles();
+  var previousGameState = this.storageManager.getGameState();
+
+  if (previousGameState) {
+      this.grid        = new Grid(previousGameState.grid.size, previousGameState.grid.cells);
+      this.score       = previousGameState.score;
+      this.over        = previousGameState.over;
+      this.won         = previousGameState.won;
+      this.keepPlaying = previousGameState.keepPlaying;
+  } else {
+      this.grid        = new Grid(this.size);
+      this.score       = 0;
+      this.over        = false;
+      this.won         = false;
+      this.keepPlaying = false;
+
+      // Add the initial tiles
+      this.addStartTiles();
+  }
 
   // Update the actuator
   this.actuate();
@@ -68,19 +78,32 @@
 
 // Sends the updated grid to the actuator
 GameManager.prototype.actuate = function () {
-  if (this.scoreManager.get() < this.score) {
-    this.scoreManager.set(this.score);
-  }
+  if (this.storageManager.getBestScore() < this.score) {
+    this.storageManager.setBestScore(this.score);
+  }
+
+  this.storageManager.setGameState(this.serializeGameState());
 
   this.actuator.actuate(this.grid, {
     score:      this.score,
     over:       this.over,
     won:        this.won,
-    bestScore:  this.scoreManager.get(),
+    bestScore:  this.storageManager.getBestScore(),
     terminated: this.isGameTerminated()
   });
 
 };
+
+GameManager.prototype.serializeGameState = function () {
+    return {
+        size:        this.size,
+        grid:        this.grid.gridState(),
+        score:       this.score,
+        over:        this.over,
+        won:         this.won,
+        keepPlaying: this.keepPlaying
+    };
+}
 
 // Save all tile positions and remove merger info
 GameManager.prototype.prepareTiles = function () {

file:a/js/grid.js -> file:b/js/grid.js
--- a/js/grid.js
+++ b/js/grid.js
@@ -1,20 +1,32 @@
-function Grid(size) {
+function Grid(size, previousCellState) {
   this.size = size;
-
-  this.cells = [];
-
-  this.build();
+  this.cells = previousCellState ? this.buildFromPreviousState(previousCellState) : this.buildNew();
 }
 
 // Build a grid of the specified size
-Grid.prototype.build = function () {
+Grid.prototype.buildNew = function () {
+  var cells = [];
   for (var x = 0; x < this.size; x++) {
-    var row = this.cells[x] = [];
+    var row = cells[x] = [];
 
     for (var y = 0; y < this.size; y++) {
       row.push(null);
     }
   }
+  return cells;
+};
+
+Grid.prototype.buildFromPreviousState = function (state) {
+    var cells = [];
+    for (var x = 0; x < this.size; x++) {
+        var row = cells[x] = [];
+
+        for (var y = 0; y < this.size; y++) {
+            var tileState = state[x][y];
+            row.push(tileState ? new Tile(tileState.position, tileState.value) : null);
+        }
+    }
+    return cells;
 };
 
 // Find the first available random position
@@ -83,3 +95,19 @@
          position.y >= 0 && position.y < this.size;
 };
 
+Grid.prototype.gridState = function () {
+  var cellState = [];
+  for (var x = 0; x < this.size; x++) {
+    var row = cellState[x] = [];
+
+    for (var y = 0; y < this.size; y++) {
+        row.push(this.cells[x][y] ? this.cells[x][y].tileState() : null);
+    }
+  }
+
+  return {
+      size: this.size,
+      cells: cellState
+  }
+};
+

--- a/js/keyboard_input_manager.js
+++ b/js/keyboard_input_manager.js
@@ -68,6 +68,10 @@
   retry.addEventListener("click", this.restart.bind(this));
   retry.addEventListener(this.eventTouchend, this.restart.bind(this));
 
+  var restart = document.querySelector(".restart-button");
+  restart.addEventListener("click", this.restart.bind(this));
+  restart.addEventListener("touchend", this.restart.bind(this));
+
   var keepPlaying = document.querySelector(".keep-playing-button");
   keepPlaying.addEventListener("click", this.keepPlaying.bind(this));
   keepPlaying.addEventListener("touchend", this.keepPlaying.bind(this));

--- a/js/local_score_manager.js
+++ b/js/local_score_manager.js
@@ -19,7 +19,8 @@
 };
 
 function LocalScoreManager() {
-  this.key     = "bestScore";
+  this.bestScoreKey     = "bestScore";
+  this.gameStateKey     = "gameState";
 
   var supported = this.localStorageSupported();
   this.storage = supported ? window.localStorage : window.fakeStorage;
@@ -38,12 +39,24 @@
   }
 };
 
-LocalScoreManager.prototype.get = function () {
-  return this.storage.getItem(this.key) || 0;
+LocalScoreManager.prototype.getBestScore = function () {
+  return this.storage.getItem(this.bestScoreKey) || 0;
 };
 
-LocalScoreManager.prototype.set = function (score) {
-  this.storage.setItem(this.key, score);
+LocalScoreManager.prototype.setBestScore = function (score) {
+  this.storage.setItem(this.bestScoreKey, score);
 };
 
+LocalScoreManager.prototype.getGameState = function () {
+    var stateJSON = this.storage.getItem(this.gameStateKey);
+    return stateJSON ? JSON.parse(stateJSON) : null;
+};
 
+LocalScoreManager.prototype.setGameState = function (gameState) {
+    this.storage.setItem(this.gameStateKey, JSON.stringify(gameState));
+};
+
+LocalScoreManager.prototype.clearGameState = function () {
+    this.storage.removeItem(this.gameStateKey);
+};
+

file:a/js/tile.js -> file:b/js/tile.js
--- a/js/tile.js
+++ b/js/tile.js
@@ -16,3 +16,12 @@
   this.y = position.y;
 };
 
+Tile.prototype.tileState = function () {
+    return {
+        position: {
+            x: this.x,
+            y: this.y
+        },
+        value: this.value
+    };
+}

--- a/style/main.css
+++ b/style/main.css
@@ -143,8 +143,21 @@
   100% {
     opacity: 1; } }
 
+.restart-button {
+  display: inline-block;
+  background: #8f7a66;
+  border-radius: 3px;
+  padding: 0 20px;
+  text-decoration: none;
+  color: #f9f6f2;
+  height: 40px;
+  line-height: 42px;
+  display: block;
+  width: 100px;
+  margin: 10px auto 10px auto;
+  text-align: center; }
+
 .game-container {
-  margin-top: 40px;
   position: relative;
   padding: 15px;
   cursor: default;
@@ -516,7 +529,6 @@
     margin-bottom: 10px; }
 
   .game-container {
-    margin-top: 40px;
     position: relative;
     padding: 10px;
     cursor: default;

--- a/style/main.scss
+++ b/style/main.scss
@@ -168,10 +168,17 @@
   line-height: 42px;
 }
 
+.restart-button {
+  @include button;
+  display: block;
+  width: 100px;
+  margin: 10px auto 10px auto;
+  text-align: center;
+}
+
 // Game field mixin used to render CSS at different width
 @mixin game-field {
   .game-container {
-    margin-top: 40px;
     position: relative;
     padding: $grid-spacing;
 

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