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2048.js
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const board = document.querySelector('.board');
const scoreBoard = document.querySelector('.score');
const gameover = document.querySelector('.gameOver');
const colors = ['blue','green','red','coral','violet','royalblue','brown','crimson','darksalmon','darkslateblue','hotpink','magenta','olive','palegreen','orchid'];
let tiles;
let previousTiles;
let score;
let previousScore;
start();
/**
* Hide the game over screen.
* Initializes tiles, previousTile, score, and previousScore.
* Generates two tiles.
* Renders the board.
*/
function start() {
//initializing variables and calling functions
gameover.classList.remove('show');
tiles = [[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0]];
previousTiles = [[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0]];
score = 0;
previousScore = 0;
generateTile();
generateTile();
render();
}
// Call control whenever a key is pressed.
window.addEventListener('keydown', control);
/**
* Moves in a direction or undoes an action based
* on e.key.
*
* Generates a new tile if the board changed and
* isn't full.
*
* Renders the board.
*
* Reveals the game over screen if the game is over.
* @param {*} e
*/
function control(e) {
//first, we check for undo
if(e.key==='u'){
undo();
render();
return;
}
//any other keys other than arrows will not work
let possible = ['ArrowUp','ArrowDown','ArrowLeft','ArrowRight'];
if(possible.indexOf(e.key)===-1){
return;
}
//board is moved, new tiles are generated and gameover is checked.
move(e.key);
if(!full()){
generateTile();
}
render();
if(gameOver()){
gameover.classList.add('show');
}
}
/**
* Returns true if tiles is full; false otherwise.
* tiles is considered full if it doesn't contain a 0.
*/
function full() {
//iterates through all tiles to check if they are filled
for(let i = 0; i < 4; i++){
for(let j = 0; j < 4; j++){
if(tiles[i][j]===0){
return false;
}
}
}
return true;
}
/**
* Inserts a tile into a randomly selected empty spot in tiles.
* 80% chance to generate a '2' tile
* 20% chance to generate a '4' tile
*/
function generateTile() {
// first, we generate a list of all tiles that are empty.
let emptyCells = [];
for(let i = 0; i < 4; i++){
for(let j = 0; j < 4; j++){
if(tiles[i][j]===0){
emptyCells.push([i,j]);
}
}
}
//we randomly choose one of the tiles and then randomly place a 4 or 2
let index = Math.floor(Math.random()*emptyCells.length);
if(Math.random()>0.8){
tiles[emptyCells[index][0]][emptyCells[index][1]] = 4;
}else{
tiles[emptyCells[index][0]][emptyCells[index][1]] = 2;
}
}
/**
* Saves the elements from tiles into previousTiles.
* Moves in the specified direction by delegating the
* move to moveVertical or moveHorizontal.
* @param {*} direction
*/
function move(direction) {
//we copy the previous states into the variables
previousScore = score;
for(let i = 0; i < 4; i++){
for(let j = 0; j < 4; j++){
previousTiles[i][j] = tiles[i][j];
}
}
//we call appropriate helper functions
if(direction==='ArrowUp'){
moveVertical(true);
}else if(direction==='ArrowDown'){
moveVertical(false);
}else if(direction==='ArrowLeft'){
moveHorizontal(false);
}else if(direction==='ArrowRight'){
moveHorizontal(true);
}
}
/**
* Moves tiles in the specified horizontal direction.
*
* Equal adjacent pairs of tiles in the same row will
* be combined.
* When tiles are combined, score will increase by
* an amount equal to the new tile that was created.
*
* @param {*} right true if moving right; false otherwise
*/
function moveHorizontal(right) {
if(right){
//moves all the zeroes away and brings the other numbers together
for(let i = 0; i < 4; i++){
for(let j = 3; j >= 0; j--){
if(tiles[i][j]===0){
continue;
}
let k = j;
while(k<3 && tiles[i][k+1]===0){
tiles[i][k+1] = tiles[i][k];
tiles[i][k]=0;
k++;
}
}
}
//combines numbers if its possible
for(let i = 0; i < 4; i++){
for(let j = 3; j>0; j--){
if(tiles[i][j]===tiles[i][j-1]){
score += tiles[i][j]*2;
tiles[i][j] = tiles[i][j]*2;
tiles[i][j-1] = 0;
}
}
}
//moves away any extra zeroes after the numbers are combined
for(let i = 0; i < 4; i++){
for(let j = 3; j >= 0; j--){
if(tiles[i][j]===0){
continue;
}
let k = j;
while(k<3 && tiles[i][k+1]===0){
tiles[i][k+1] = tiles[i][k];
tiles[i][k]=0;
k++;
}
}
}
}else{
//same process as above
for(let i = 0; i < 4; i++){
for(let j = 0; j <= 3; j++){
if(tiles[i][j]===0){
continue;
}
let k = j;
while(k>0 && tiles[i][k-1]===0){
tiles[i][k-1] = tiles[i][k];
tiles[i][k]=0;
k--;
}
}
}
for(let i = 0; i < 4; i++){
for(let j = 0; j < 3; j++){
if(tiles[i][j]===tiles[i][j+1]){
score += tiles[i][j]*2;
tiles[i][j] = tiles[i][j]*2;
tiles[i][j+1]=0;
}
}
}
for(let i = 0; i < 4; i++){
for(let j = 0; j <= 3; j++){
if(tiles[i][j]===0){
continue;
}
let k = j;
while(k>0 && tiles[i][k-1]===0){
tiles[i][k-1] = tiles[i][k];
tiles[i][k]=0;
k--;
}
}
}
}
}
/**
* Moves tiles in the specified vertical direction.
*
* Equal adjacent pairs of tiles in the same column will
* be combined.
* When tiles are combined, score will increase by
* an amount equal to the new tile that was created.
*
* @param {*} down true if moving down; false otherwise
*/
function moveVertical(down) {
// same process as used for moveHorizontal except the indices are altered.
if(!down){
for(let j = 0; j < 4; j++){
for(let i = 3; i >= 0; i--){
if(tiles[i][j]===0){
continue;
}
let k = i;
while(k<3 && tiles[k+1][j]===0){
tiles[k+1][j] = tiles[k][j];
tiles[k][j]=0;
k++;
}
}
}
for(let j = 0; j < 4; j++){
for(let i = 3; i>0; i--){
if(tiles[i][j]===tiles[i-1][j]){
score += tiles[i][j]*2;
tiles[i][j] = tiles[i][j]*2;
tiles[i-1][j] = 0;
}
}
}
for(let j = 0; j < 4; j++){
for(let i = 3; i >= 0; i--){
if(tiles[i][j]===0){
continue;
}
let k = i;
while(k<3 && tiles[k+1][j]===0){
tiles[k+1][j] = tiles[k][j];
tiles[k][j]=0;
k++;
}
}
}
}else{
for(let j = 0; j < 4; j++){
for(let i = 0; i <= 3; i++){
if(tiles[i][j]===0){
continue;
}
let k = i;
while(k>0 && tiles[k-1][j]===0){
tiles[k-1][j] = tiles[k][j];
tiles[k][j]=0;
k--;
}
}
}
for(let j = 0; j < 4; j++){
for(let i = 0; i < 3; i++){
if(tiles[i][j]===tiles[i+1][j]){
score += tiles[i][j]*2;
tiles[i][j] = tiles[i][j]*2;
tiles[i+1][j]=0;
}
}
}
for(let j = 0; j < 4; j++){
for(let i = 0; i <= 3; i++){
if(tiles[i][j]===0){
continue;
}
let k = i;
while(k>0 && tiles[k-1][j]===0){
tiles[k-1][j] = tiles[k][j];
tiles[k][j]=0;
k--;
}
}
}
}
}
/**
* Undo the last action by saving previousTiles back
* into tiles and previousScore back into score;
*/
function undo() {
//sets tiles and score to previous state
for(let i = 0; i < 4; i++){
for(let j = 0; j < 4; j++){
tiles[i][j] = previousTiles[i][j];
}
}
score = previousScore;
}
/**
* Returns true if tiles and previousTiles contain
* different elements; false otherwise.
*/
function changed() {
//iterates through each element and checks if they are identical
for(let i = 0; i < 4; i++){
for(let j = 0; j < 4; j++){
if(tiles[i][j]!==previousTiles[i][j]){
return true;
}
}
}
return false;
}
/**
* Returns true if the game is over; false otherwise
* The game is over if the board is full and no adjacent
* tiles can be combined.
*/
function gameOver() {
//checks if the board is full yet
if(!full()){
return false;
}
//if there are any equal tiles next to each other, returns false
for(let i = 0; i < 4; i++){
for(let j = 0; j < 4; j++){
if(i<3 && tiles[i][j]===tiles[i+1][j]){
return false;
}
if(j<3 && tiles[i][j]===tiles[i][j+1]){
return false;
}
}
}
return true;
}
/**
* Render the board by looping through tiles, creating
* a div for each tile with the class 'tile' and appending
* it to board.
*/
function render() {
// Clear the current board
// Loop through tiles
// Create a div element called tile
// Assign the value to tile
// Assign a font size to tile
// Assign a color to tile
// Add 'tile' to tile's class list
// Append tile to board
// Assign score to scoreBoard
board.innerHTML = '';
for(let i = 0; i < 4; i++){
for(let j = 0; j < 4; j++){
let div = document.createElement('div');
if(tiles[i][j]!==0)
div.innerHTML = tiles[i][j];
//manually scales the font size of a tile
div.style.fontSize = 1000/(10+(''+tiles[i][j]).length)+'px';
//gets a color from colors array based on log base 2 indexing;
div.style.background = colors[getBaseLog(2,tiles[i][j])-1];
div.style.color = 'white';
div.classList.add('tile');
board.append(div);
}
}
scoreBoard.innerHTML = score;
}
/**
* Finds the exponent z given x and y.
* Example:
* x <-- 2
* y <-- 8
*
* 2^z = 8
*
* This function is useful when scaling the tile
* colors based on the tile value.
*
* @param {*} x
* @param {*} y
*/
function getBaseLog(x, y) {
return Math.floor(Math.log(y)/Math.log(x));
}