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Add undo feature (Ctrl+Z) #505

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35 changes: 33 additions & 2 deletions js/game_manager.js
Original file line number Diff line number Diff line change
Expand Up @@ -6,9 +6,14 @@ function GameManager(size, InputManager, Actuator, StorageManager) {

this.startTiles = 2;

// the game-states to "undo" to
this.undoLimit = 5;
this.stateHistory = [];

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.inputManager.on("undo", this.undo.bind(this));

this.setup();
}
Expand All @@ -26,6 +31,19 @@ GameManager.prototype.keepPlaying = function () {
this.actuator.continueGame(); // Clear the game won/lost message
};

// Undo last move
GameManager.prototype.undo = function () {
if (this.stateHistory && this.stateHistory.length) {
var targetState = this.stateHistory.splice(this.stateHistory.length - 1, 1)[0];
this.grid = new Grid(targetState.grid.size, targetState.grid.cells);
this.score = targetState.score;
this.over = targetState.over;
this.won = targetState.won;
this.keepPlaying = targetState.keepPlaying;
this.actuate();
}
};

// Return true if the game is lost, or has won and the user hasn't kept playing
GameManager.prototype.isGameTerminated = function () {
return this.over || (this.won && !this.keepPlaying);
Expand All @@ -38,7 +56,7 @@ GameManager.prototype.setup = function () {
// Reload the game from a previous game if present
if (previousState) {
this.grid = new Grid(previousState.grid.size,
previousState.grid.cells); // Reload grid
previousState.grid.cells); // Reload grid
this.score = previousState.score;
this.over = previousState.over;
this.won = previousState.won;
Expand Down Expand Up @@ -139,6 +157,9 @@ GameManager.prototype.move = function (direction) {
var traversals = this.buildTraversals(vector);
var moved = false;

// save current state
var currentState = this.storageManager.getGameState();

// Save the current tile positions and remove merger information
this.prepareTiles();

Expand Down Expand Up @@ -180,6 +201,16 @@ GameManager.prototype.move = function (direction) {
});

if (moved) {

// push "before-move" state to history
if(this.stateHistory.length === this.undoLimit) {
this.stateHistory.splice(0, 1);
this.stateHistory = this.stateHistory.filter(Boolean); // reset indices
}
if(this.stateHistory.length < this.undoLimit) {
this.stateHistory.push(currentState);
}

this.addRandomTile();

if (!this.movesAvailable()) {
Expand Down Expand Up @@ -227,7 +258,7 @@ GameManager.prototype.findFarthestPosition = function (cell, vector) {
previous = cell;
cell = { x: previous.x + vector.x, y: previous.y + vector.y };
} while (this.grid.withinBounds(cell) &&
this.grid.cellAvailable(cell));
this.grid.cellAvailable(cell));

return {
farthest: previous,
Expand Down
12 changes: 11 additions & 1 deletion js/keyboard_input_manager.js
Original file line number Diff line number Diff line change
Expand Up @@ -52,7 +52,7 @@ KeyboardInputManager.prototype.listen = function () {
// Respond to direction keys
document.addEventListener("keydown", function (event) {
var modifiers = event.altKey || event.ctrlKey || event.metaKey ||
event.shiftKey;
event.shiftKey;
var mapped = map[event.which];

if (!modifiers) {
Expand All @@ -66,6 +66,11 @@ KeyboardInputManager.prototype.listen = function () {
if (!modifiers && event.which === 82) {
self.restart.call(self, event);
}

// Ctrl/Cmd + Z to undo last move
if (event.which === 90 && (event.ctrlKey || event.metaKey)) {
self.undo.call(self, event);
}
});

// Respond to button presses
Expand Down Expand Up @@ -142,3 +147,8 @@ KeyboardInputManager.prototype.bindButtonPress = function (selector, fn) {
button.addEventListener("click", fn.bind(this));
button.addEventListener(this.eventTouchend, fn.bind(this));
};

KeyboardInputManager.prototype.undo = function (event) {
event.preventDefault();
this.emit("undo");
};