2048 / js /game_manager.js
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function GameManager(size, InputManager, Actuator, StorageManager) {
this.size = size;
this.inputManager = new InputManager;
this.storageManager = new StorageManager;
this.actuator = new Actuator;
this.startTiles = 2;
this.maxRNG = false;
this.ntupleAI = null;
this.inputManager.on("move", this.move.bind(this));
this.inputManager.on("restart", this.restart.bind(this));
this.inputManager.on("keepPlaying", this.keepPlaying.bind(this));
this.setup();
}
GameManager.prototype.restart = function () {
this.storageManager.clearGameState();
this.actuator.continueGame();
this.setup();
};
GameManager.prototype.keepPlaying = function () {
this.keepPlaying = true;
this.actuator.continueGame();
};
GameManager.prototype.isGameTerminated = function () {
return this.over || (this.won && !this.keepPlaying);
};
GameManager.prototype.setup = function () {
var previousState = this.storageManager.getGameState();
if (previousState) {
this.grid = new Grid(previousState.grid.size,
previousState.grid.cells);
this.score = previousState.score;
this.over = previousState.over;
this.won = previousState.won;
this.keepPlaying = previousState.keepPlaying;
} else {
this.grid = new Grid(this.size);
this.score = 0;
this.over = false;
this.won = false;
this.keepPlaying = false;
this.addStartTiles();
}
this.actuate();
};
GameManager.prototype.addStartTiles = function () {
for (var i = 0; i < this.startTiles; i++) {
this.addRandomTile();
}
};
GameManager.prototype.addRandomTile = function () {
if (this.grid.cellsAvailable()) {
if (this.pendingTile) {
// server told us exactly where to put it
var pt = this.pendingTile;
this.pendingTile = null;
var tile = new Tile({ x: pt.x, y: pt.y }, pt.value);
this.grid.insertTile(tile);
} else if (this.maxRNG && this.ntupleAI) {
var cells = [];
for (var x = 0; x < this.size; x++) {
cells[x] = [];
for (var y = 0; y < this.size; y++) {
var t = this.grid.cells[x][y];
cells[x][y] = t ? t.value : 0;
}
}
var empty = this.grid.availableCells();
var bestScore = -Infinity;
var bestCell = empty[0];
var bestValue = 2;
for (var i = 0; i < empty.length; i++) {
var c = empty[i];
cells[c.x][c.y] = 2;
var s2 = this.ntupleAI.evaluate(cells);
if (s2 > bestScore) { bestScore = s2; bestCell = c; bestValue = 2; }
cells[c.x][c.y] = 4;
var s4 = this.ntupleAI.evaluate(cells);
if (s4 > bestScore) { bestScore = s4; bestCell = c; bestValue = 4; }
cells[c.x][c.y] = 0;
}
var tile = new Tile(bestCell, bestValue);
this.grid.insertTile(tile);
} else {
var value = Math.random() < 0.9 ? 2 : 4;
var tile = new Tile(this.grid.randomAvailableCell(), value);
this.grid.insertTile(tile);
}
}
};
GameManager.prototype.actuate = function () {
if (this.storageManager.getBestScore() < this.score) {
this.storageManager.setBestScore(this.score);
}
if (this.over) {
this.storageManager.clearGameState();
} else {
this.storageManager.setGameState(this.serialize());
}
this.actuator.actuate(this.grid, {
score: this.score,
over: this.over,
won: this.won,
bestScore: this.storageManager.getBestScore(),
terminated: this.isGameTerminated()
});
};
GameManager.prototype.serialize = function () {
return {
grid: this.grid.serialize(),
score: this.score,
over: this.over,
won: this.won,
keepPlaying: this.keepPlaying
};
};
GameManager.prototype.prepareTiles = function () {
this.grid.eachCell(function (x, y, tile) {
if (tile) {
tile.mergedFrom = null;
tile.savePosition();
}
});
};
GameManager.prototype.moveTile = function (tile, cell) {
this.grid.cells[tile.x][tile.y] = null;
this.grid.cells[cell.x][cell.y] = tile;
tile.updatePosition(cell);
};
GameManager.prototype.move = function (direction) {
var self = this;
if (this.isGameTerminated()) return;
var cell, tile;
var vector = this.getVector(direction);
var traversals = this.buildTraversals(vector);
var moved = false;
this.prepareTiles();
traversals.x.forEach(function (x) {
traversals.y.forEach(function (y) {
cell = { x: x, y: y };
tile = self.grid.cellContent(cell);
if (tile) {
var positions = self.findFarthestPosition(cell, vector);
var next = self.grid.cellContent(positions.next);
if (next && next.value === tile.value && !next.mergedFrom) {
var merged = new Tile(positions.next, tile.value * 2);
merged.mergedFrom = [tile, next];
self.grid.insertTile(merged);
self.grid.removeTile(tile);
tile.updatePosition(positions.next);
self.score += merged.value;
if (merged.value === 2048) self.won = true;
} else {
self.moveTile(tile, positions.farthest);
}
if (!self.positionsEqual(cell, tile)) {
moved = true;
}
}
});
});
if (moved) {
this.addRandomTile();
if (!this.movesAvailable()) {
this.over = true;
}
this.actuate();
}
};
GameManager.prototype.getVector = function (direction) {
var map = {
0: { x: 0, y: -1 },
1: { x: 1, y: 0 },
2: { x: 0, y: 1 },
3: { x: -1, y: 0 }
};
return map[direction];
};
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);
}
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;
do {
previous = cell;
cell = { x: previous.x + vector.x, y: previous.y + vector.y };
} while (this.grid.withinBounds(cell) &&
this.grid.cellAvailable(cell));
return {
farthest: previous,
next: cell
};
};
GameManager.prototype.movesAvailable = function () {
return this.grid.cellsAvailable() || this.tileMatchesAvailable();
};
GameManager.prototype.tileMatchesAvailable = function () {
var self = this;
var tile;
for (var x = 0; x < this.size; x++) {
for (var y = 0; y < this.size; y++) {
tile = this.grid.cellContent({ x: x, y: y });
if (tile) {
for (var direction = 0; direction < 4; direction++) {
var vector = self.getVector(direction);
var cell = { x: x + vector.x, y: y + vector.y };
var other = self.grid.cellContent(cell);
if (other && other.value === tile.value) {
return true;
}
}
}
}
}
return false;
};
GameManager.prototype.positionsEqual = function (first, second) {
return first.x === second.x && first.y === second.y;
};