function GameManager(size, InputManager, Actuator, StorageManager) { this.size = size; // Size of the grid this.inputManager = new InputManager; this.storageManager = new StorageManager; this.actuator = new Actuator; this.startTiles = 2; 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(); } // Restart the game重新开始游戏 GameManager.prototype.restart = function () { this.storageManager.clearGameState(); this.actuator.continueGame(); // Clear the game won/lost message this.setup(); }; // document.onkeydown = function(event) { // var e = event || window.event || arguments.callee.caller.arguments[0]; // if (e && e.keyCode == 27) { // 按 Esc // // //要做的事情 // } // // if (e && e.keyCode == 13) { // enter 键 // //要做的事情 // } // }; // Keep playing after winning (allows going over 2048) // 获胜后继续 GameManager.prototype.keepPlaying = function () { this.keepPlaying = true; this.actuator.continueGame(); // Clear the game won/lost message清除游戏中获胜/丢失的消息 }; // Return true if the game is lost, or has won and the user hasn't kept playing // 如果游戏输了,或者已经赢了,并且用户没有继续玩下去,请返回true GameManager.prototype.isGameTerminated = function () { return this.over || (this.won && !this.keepPlaying); }; // Set up the game // 设置游戏 GameManager.prototype.setup = function () { var previousState = this.storageManager.getGameState(); // Reload the game from a previous game if present // 如果存在,则从以前的游戏中重新加载游戏。 if (previousState) { this.grid = new Grid(previousState.grid.size, previousState.grid.cells); // Reload grid // 再装填栅格 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; // Add the initial tiles // 添加初始化 this.addStartTiles(); } // Update the actuator // 更新执行器 this.actuate(); }; // Set up the initial tiles to start the game with // 设置参数以开始游戏 GameManager.prototype.addStartTiles = function () { for (var i = 0; i < this.startTiles; i++) { this.addRandomTile(); } }; // Adds a tile in a random position // 将目标添加到任意位置 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 // 将更新的网格发送给执行器。 GameManager.prototype.actuate = function () { if (this.storageManager.getBestScore() < this.score) { this.storageManager.setBestScore(this.score); } // Clear the state when the game is over (game over only, not win) // 游戏结束后清除状态 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() }); }; // Represent the current game as an object // 将当前游戏表示为对象 GameManager.prototype.serialize = function () { return { grid: this.grid.serialize(), score: this.score, over: this.over, won: this.won, keepPlaying: this.keepPlaying }; }; // Save all tile positions and remove merger info // 保存所有tile位置并删除合并信息 GameManager.prototype.prepareTiles = function () { this.grid.eachCell(function (x, y, tile) { if (tile) { tile.mergedFrom = null; tile.savePosition(); } }); }; // Move a tile and its representation // 移动tile及其表示 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); }; // Move tiles on the grid in the specified direction // 按指定的方向移动网格上的元素 GameManager.prototype.move = function (direction) { // 0: up, 1: right, 2: down, 3: left var self = this; if (this.isGameTerminated()) return; // Don't do anything if the game's over // 如果游戏结束了,什么都不要做 var cell, tile; var vector = this.getVector(direction); var traversals = this.buildTraversals(vector); var moved = false; // Save the current tile positions and remove merger information 保存当前的元素位置并删除合并信息。 this.prepareTiles(); // Traverse the grid in the right direction and move tiles // 沿着正确的方向遍历网格并移动元素 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); // Only one merger per row traversal?每行遍历只有一次合并? 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); // Converge the two tiles' positions // 收敛两个元素的位置 tile.updatePosition(positions.next); // Update the score // 会聚两个元素的位置-更新分数 self.score += merged.value; // The mighty 2048 tile if (merged.value === 2048) self.won = true; } else { self.moveTile(tile, positions.farthest); } if (!self.positionsEqual(cell, tile)) { moved = true; // The tile moved from its original cell! // 元素从原来的网格里移动了! } } }); }); if (moved) { this.addRandomTile(); if (!this.movesAvailable()) { this.over = true; // 你输啦! } this.actuate(); } }; // Get the vector representing the chosen direction // 获取表示所选方向的向量 GameManager.prototype.getVector = function (direction) { // Vectors representing tile movement // 表示平铺运动的矢量 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 // 按正确的顺序建立要遍历的位置列表。 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 总是沿着选择的方向从最远的网格中走过。 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 向矢量方向前进,直到发现障碍 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 // Used to check if a merge is required用于检查是否需要合并。 }; }; GameManager.prototype.movesAvailable = function () { return this.grid.cellsAvailable() || this.tileMatchesAvailable(); }; // Check for available matches between tiles (more expensive check)检查平铺之间的可用匹配 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; // These two tiles can be merged这两个元素可以合并。 } } } } } return false; }; GameManager.prototype.positionsEqual = function (first, second) { return first.x === second.x && first.y === second.y; };