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script.js
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// References to HTML elements:
var canvas = document.getElementById('canvas');
var score = document.getElementById('score-value');
var sizeValue = document.getElementById('size-value');
var context = canvas.getContext('2d');
canvas.height = canvas.width;
// Setting onclick attributes to HTML elements:
document.getElementById("setupPlusButton").setAttribute("onclick", "javascript: moreCells()");
document.getElementById("setupMinusButton").setAttribute("onclick", "javascript: lessCells()");
document.getElementById("setupSaveButton").setAttribute("onclick", "javascript: setNick()");
document.getElementById("settingsButton").setAttribute("onclick", "javascript: returnToSettings()");
document.getElementById("surrenderButton").setAttribute("onclick", "javascript: finishGame()");
document.getElementById("retryButton").setAttribute("onclick", "javascript: playAgain()");
// Listening keypress by nick-input - hiding keyboard:
document.getElementById("nick-value").addEventListener("keypress",
function(e) { if (e.which == 13) { e.preventDefault(); document.activeElement.blur(); } });
// Reading data from cookie:
let username = "";
let cookieElements = document.cookie.split(';');
for (i = 0; i < cookieElements.length; i++) {
if (cookieElements[i].includes("username")) {
username = cookieElements[i].split("=")[1];
break;
}
}
// Setting username:
const defaultNick = "Nieznany";
var nick = defaultNick;
if (username.length !== 0) nick = username;
// Animation:
var animFramesLeft = 0;
const animFramesTotal = 5;
// Game attributes:
var size = parseInt(sizeValue.textContent);
var sideLength = (canvas.width / size); // size of one square (incl. padding)
var oneSquarePadding = 1;
var fontSize = null;
var cells = [];
var oldBoard = [];
var animation = [];
var points = 0;
var gameover = false;
startGame();
// New Game:
function startGame() {
// Resetting attributes:
canvasClean();
resetScore();
gameover = false;
sideLength = (canvas.width / size);
cells = [];
createCells();
oldBoard = copyBoard();
// Two tiles at the beginning:
pasteNewCell();
pasteNewCell();
}
// Finish Game:
function finishGame() {
document.getElementById("play").style.filter = "blur(0.5em)";
document.getElementById("gameover").style.display = "flex";
gameover = true;
buildAndSendJSON();
}
// Play Again:
function playAgain() {
document.getElementById("play").style.filter = "none";
document.getElementById("gameover").style.display = "none";
startGame();
}
// Resetting score:
function resetScore() {
points = 0;
document.getElementById('score-value').innerHTML = "WYNIK: " + points;
}
// Clearing board:
function canvasClean() { context.clearRect(0, 0, canvas.height, canvas.height); }
// Building board:
function createCells() {
for (let i = 0; i < size; i++) {
cells[i] = [];
for (let j = 0; j < size; j++)
cells[i][j] = {"value": 0, "x": j * sideLength, "y": i * sideLength};
}
}
// Drawing and animating
// (based on https://github.com/mendelsimon/Coding-Train/blob/master/2048/board.js):
function drawAllCells() {
if (animFramesLeft > 0) {
setTimeout(function() {
// Background:
context.beginPath();
context.rect(0, 0, canvas.width, canvas.height);
context.fillStyle = "#110D0D";
context.fill();
// Old tiles:
for (let i = 0; i < size; i++)
for (let j = 0; j < size; j++)
drawCell(oldBoard[i][j]);
// Animating tiles:
for (let [tileValue, oldCol, newCol, oldRow, newRow] of animation) {
let newX, newY;
if (newCol <= oldCol) // left
newX = newCol + ((oldCol - newCol) / animFramesTotal * animFramesLeft);
else // right
newX = newCol - ((newCol - oldCol) / animFramesTotal * animFramesLeft);
if (newRow <= newRow) // up
newY = newRow + ((oldRow - newRow) / animFramesTotal * animFramesLeft);
else // down
newY = newRow - ((newRow - oldRow) / animFramesTotal * animFramesLeft);
drawCell({value: 0, x: oldCol, y: oldRow});
drawCell({value: tileValue, x: newX, y: newY});
}
// Re-draw:
animFramesLeft -= 1;
drawAllCells();
}, 10);
} else {
// Background:
context.beginPath();
context.rect(0, 0, canvas.width, canvas.height);
context.fillStyle = "#110D0D";
context.fill();
// Current tiles:
for (let i = 0; i < size; i++)
for (let j = 0; j < size; j++)
drawCell(cells[i][j]);
// Update oldBoard:
oldBoard = copyBoard();
}
}
function drawCell(cell) {
context.beginPath();
context.rect(cell.x + oneSquarePadding, cell.y + oneSquarePadding,
sideLength - 2 * oneSquarePadding, sideLength - 2 * oneSquarePadding);
switch (cell.value) {
case 0: context.fillStyle = '#A9A9A9'; break;
case 2: context.fillStyle = '#DEB887'; break; // BurlyWood
case 4: context.fillStyle = '#EEC743'; break; // (BurlyWood+Gold)/2
case 8: context.fillStyle = '#FFD800'; break; // Gold
case 16: context.fillStyle = '#FFA500'; break; // Orange
case 32: context.fillStyle = '#FF4500'; break; // OrangeRed
case 64: context.fillStyle = '#B22222'; break; // FireBrick
case 128: context.fillStyle = '#32CD32'; break; // LimeGreen
case 256: context.fillStyle = '#008000'; break; // Green
case 512: context.fillStyle = '#1E90FF'; break; // DodgerBlue
case 1024: context.fillStyle = '#191970'; break; // MidnightBlue
default: context.fillStyle = '#4B0082'; break; // Indigo
}
context.fill();
if (cell.value) {
// Font size:
numberWidth = cell.value.toString().length;
if (numberWidth <= 3) context.font = (sideLength / 2.5) + 'px Montserrat';
else context.font = (sideLength / (numberWidth - 1)) + 'px Montserrat';
// Font color:
if (cell.value >= 2048) context.fillStyle = 'gold';
else context.fillStyle = 'white';
// Centering horizontally and vertically:
context.textAlign = "center";
context.textBaseline = "middle";
// Drawing number in square:
context.fillText(cell.value, cell.x + sideLength / 2, cell.y + sideLength / 2);
}
}
function calculateAnimation(value, constant, oldOne, newOne, direction) {
let col_1, col_2, row_1, row_2;
switch (direction) {
case "left":
col_1 = oldOne;
col_2 = newOne;
row_1 = constant;
row_2 = constant;
break;
case "right":
col_1 = oldOne;
col_2 = newOne;
row_1 = constant;
row_2 = constant;
break;
case "up":
col_1 = constant;
col_2 = constant;
row_1 = oldOne;
row_2 = newOne;
break;
case "down":
col_1 = constant;
col_2 = constant;
row_1 = oldOne;
row_2 = newOne;
break;
}
let x1 = col_1 * sideLength;
let x2 = col_2 * sideLength;
let y1 = row_1 * sideLength;
let y2 = row_2 * sideLength;
return [value, x1, x2, y1, y2];
}
// Copying board for better displaying animations:
function copyBoard() {
let newBoard = [];
for (let row = 0; row < size; row++) {
newBoard[row] = [];
for (let column = 0; column < size; column++)
newBoard[row][column] = {
"value": cells[row][column].value,
"x": cells[row][column].x, "y": cells[row][column].y }
}
return newBoard;
}
// Touching screen (https://stackoverflow.com/questions/2264072/detect-a-finger-swipe-through-javascript-on-the-iphone-and-android):
document.addEventListener('touchstart', handleTouchStart, false);
document.addEventListener('touchmove', handleTouchMove, false);
var xDown = null;
var yDown = null;
function getTouches(evt) { return evt.touches || evt.originalEvent.touches; }
function handleTouchStart(evt) {
const firstTouch = getTouches(evt)[0];
xDown = firstTouch.clientX;
yDown = firstTouch.clientY;
}
function handleTouchMove(evt) {
if (gameover) return;
if (!xDown || !yDown) return;
var xUp = evt.touches[0].clientX;
var yUp = evt.touches[0].clientY;
var xDiff = xDown - xUp;
var yDiff = yDown - yUp;
animation = [];
if (Math.abs(xDiff) > Math.abs(yDiff)) {
if (xDiff > 0) swipeLeft();
else swipeRight();
} else {
if (yDiff > 0) swipeUp()
else swipeDown();
}
xDown = null;
yDown = null;
document.getElementById('score-value').innerHTML = "WYNIK: " + points;
}
// Moving tiles:
function swipeRight() {
var i, j, newColumn, moved = false;
for (i = 0; i < size; i++) {
var arr = [];
for (j = size - 1; j >= 0; j--) {
if (cells[i][j].value != 0) {
let tileValue = cells[i][j].value;
newColumn = j;
while (newColumn + 1 < size) {
if (cells[i][newColumn + 1].value == 0) { // go right
cells[i][newColumn + 1].value = cells[i][newColumn].value;
cells[i][newColumn].value = 0;
newColumn++;
moved = true;
} else if (cells[i][newColumn].value == cells[i][newColumn + 1].value && !arr.includes(newColumn)) { // merge
cells[i][newColumn + 1].value += cells[i][newColumn].value;
points += cells[i][newColumn + 1].value;
cells[i][newColumn].value = 0;
arr.push(newColumn);
newColumn++;
moved = true;
break;
} else break; // do nothing
}
animation.push(calculateAnimation(tileValue, i, j, newColumn, "right"));
}
}
}
if (moved) {
animFramesLeft = animFramesTotal;
pasteNewCell();
}
}
function swipeLeft() {
var i, j, newColumn, moved = false;
for (i = 0; i < size; i++) {
var arr = [];
for (j = 0; j < size; j++) {
if (cells[i][j].value != 0) {
let tileValue = cells[i][j].value;
newColumn = j;
while (newColumn - 1 >= 0) {
if (cells[i][newColumn - 1].value == 0) { // go left
cells[i][newColumn - 1].value = cells[i][newColumn].value;
cells[i][newColumn].value = 0;
newColumn--;
moved = true;
} else if (cells[i][newColumn].value == cells[i][newColumn - 1].value && !arr.includes(newColumn)) { // merge
cells[i][newColumn - 1].value += cells[i][newColumn].value;
points += cells[i][newColumn - 1].value;
cells[i][newColumn].value = 0;
arr.push(newColumn);
newColumn--;
moved = true;
break;
} else break; // do nothing
}
animation.push(calculateAnimation(tileValue, i, j, newColumn, "left"));
}
}
}
if (moved) {
animFramesLeft = animFramesTotal;
pasteNewCell();
}
}
function swipeUp() {
var i, j, newRow, moved = false;
for (j = 0; j < size; j++) {
var arr = [];
for (i = 0; i < size; i++) {
if (cells[i][j].value != 0) {
let tileValue = cells[i][j].value;
newRow = i;
while (newRow > 0) {
if (cells[newRow - 1][j].value == 0) { // go up
cells[newRow - 1][j].value = cells[newRow][j].value;
cells[newRow][j].value = 0;
newRow--;
moved = true;
} else if (cells[newRow][j].value == cells[newRow - 1][j].value && !arr.includes(newRow)) { // merge
cells[newRow - 1][j].value += cells[newRow][j].value;
points += cells[newRow - 1][j].value;
cells[newRow][j].value = 0;
arr.push(newRow);
newRow--;
moved = true;
break;
} else break; // do nothing
}
animation.push(calculateAnimation(tileValue, j, i, newRow, "up")); // col, oldRow, newRow
}
}
}
if (moved) {
animFramesLeft = animFramesTotal;
pasteNewCell();
}
}
function swipeDown() {
var i, j, newRow, moved = false;
for (j = 0; j < size; j++) {
var arr = [];
for (i = size - 1; i >= 0; i--) {
if (cells[i][j].value) {
let tileValue = cells[i][j].value;
newRow = i;
while (newRow + 1 < size) {
if (!cells[newRow + 1][j].value) { // go down
cells[newRow + 1][j].value = cells[newRow][j].value;
cells[newRow][j].value = 0;
newRow++;
moved = true;
} else if (cells[newRow][j].value === cells[newRow + 1][j].value && !arr.includes(newRow)) { // merge
cells[newRow + 1][j].value += cells[newRow][j].value;
points += cells[newRow + 1][j].value;
cells[newRow][j].value = 0;
arr.push(newRow);
newRow++;
moved = true;
break;
}
else break; // do nothing
}
animation.push(calculateAnimation(tileValue, j, i, newRow, "down")); // col, oldRow, newRow
}
}
}
if (moved) {
animFramesLeft = animFramesTotal;
pasteNewCell();
}
}
// Adding new tiles:
function pasteNewCell() {
while (true) {
var row = Math.floor(Math.random() * size);
var coll = Math.floor(Math.random() * size);
var r = Math.random();
if (cells[row][coll].value == 0) {
cells[row][coll].value = r > 0.15 ? 2 : 4;
drawAllCells();
break;
}
}
if (isGameOver()) finishGame();
}
// Game conditions:
function isGameOver() {
var i, j;
for(i = 0; i < size; i++)
for(j = 0; j < size; j++)
if (i < (size - 1) && cells[i][j].value === cells[i + 1][j].value
|| j < (size - 1) && cells[i][j].value === cells[i][j + 1].value
|| cells[i][j].value === 0) return false;
return true;
}
// Check which place did player get:
function buildAndSendJSON() {
// Building JSON:
let data = {};
data["nick"] = nick;
data["score"] = points;
data["size"] = "size" + size;
// Sending JSON to PHP and receiving info about the place player get:
let xhr = new XMLHttpRequest();
xhr.open("POST", "ranking_update.php", true);
xhr.setRequestHeader("Content-Type", "application/json");
xhr.onreadystatechange = function () {
if (xhr.readyState === 4 && xhr.status === 200)
{
// responseObject is a number; if it is greater than 10, it means that you are out of the ranking
const responseObject = this.responseText;
if (responseObject > 10 || typeof responseObject != "string" || responseObject.length > 3) return;
document.getElementById("result").innerHTML = `Zajmujesz ${parseInt(responseObject)}. miejsce w rankingu!`;
}
};
xhr.send(JSON.stringify(data));
}
// Reaction for buttons - changing size of the board:
function lessCells() {
if (size > 4) {
document.getElementById('size-value').textContent = size - 1;
size = parseInt(document.getElementById('size-value').textContent);
startGame();
}
}
function moreCells() {
if (size < 6) {
document.getElementById('size-value').textContent = size + 1;
size = parseInt(document.getElementById('size-value').textContent);
startGame();
}
}
// Go from SETTINGS to PLAY MODE and set player's nick:
function setNick() {
let input = document.getElementById("nick-value");
document.getElementById("setup").style.display = "none";
document.getElementById("play").style.display = "flex";
if (input.value !== null && input.value !== "") nick = input.value;
// Save nickname for further sessions (365 days):
if (nick != defaultNick) setCookie(nick, 365);
}
// Save cookie for further sessions (based on: https://www.w3schools.com/js/js_cookies.asp):
function setCookie(nick, days) {
var d = new Date();
d.setTime(d.getTime() + (days * 24 * 60 * 60 * 1000));
var expires = "expires="+ d.toUTCString();
document.cookie = "username=" + nick + ";" + expires + ";path=/";
}
// Go from PLAY MODE to SETTINGS if player wants to change nick or board size:
function returnToSettings() {
// Display remembered nickname (from cookie):
if (nick != defaultNick) document.getElementById("nick-value").value = nick;
// Display appropriate screen:
document.getElementById("setup").style.display = "flex";
document.getElementById("play").style.display = "none";
}