JSBinding / About 2048 sample

2048 Source

2048 source code is here:

https://github.com/gabrielecirulli/2048

Play here!
http://gabrielecirulli.github.io/2048/

 

The code contains 2 parts: logic and presentation(ui, animation, etc.). 

In order to make it run in Unity editor, JSBinding rewrited presentation part. JSBinding only made slight change to logic part(less than 5 lines).

 

Presentation code contains:

  1. storage (store last game state)
  2. input manager (handle input)
  3. actuator (ui, animation)

 

JSBinding's storage code

It's quite simple, just use PlayerPrefs to store int and string.

var UnityStorageManager = function () {
    var bestScoreKey = "2048BestScroe";
    var gameStateKey = "2048GameState";

    this.getBestScore = function () {
        var bs = UnityEngine.PlayerPrefs.GetInt$$String$$Int32(bestScoreKey, 0);
        return bs;
    }
    this.setBestScore = function (bestScore) {
        UnityEngine.PlayerPrefs.SetInt(bestScoreKey, bestScore);
    }


    this.clearGameState = function () {
        UnityEngine.PlayerPrefs.SetString(gameStateKey, "");
    }
    this.getGameState = function () {
        var gameState = UnityEngine.PlayerPrefs.GetString$$String$$String(gameStateKey, "");
        if (gameState != null && gameState.length > 0) {
            return JSON.parse(gameState);
        }
    }
    this.setGameState = function (gameState) {
        UnityEngine.PlayerPrefs.SetString(gameStateKey, JSON.stringify(gameState));
    }
}

 

JSBinding's input manager code

It's quite simple as well, not much difference from original. It cooperates with ui_controller, see below.

var InputManager = function () {
    var events = {};

    this.on = function (e, cb) {
        if (!events[e]) {
            events[e] = [];
        }
        events[e].push(cb);
    }
    
    this.emit = function (e, data) {
        var cbs = events[e];
        if (cbs) {
            cbs.forEach(function(cb) {
                cb(data);
            });
        }
    }
    
    this.keepPlaying = function () {
        //print("InputManager.keeyPlaying");
    }
}

 

JSBindng's actuator code

var Actuator = function (ui) {

    this.continueGame = function () {
        print("Actuator.continueGame");
    }
  
    this.actuate = function (grid, metadata) {
        var self = this;
        
        self.clearContainer(self.tileContainer);
        
        grid.cells.forEach(function (column) {
            column.forEach(function (tile) {
                if (tile) {
                    self.addTile(tile);
                }
            });
        });
                
        self.updateScore(metadata.score);
        self.updateBestScore(metadata.bestScore);

        if (metadata.terminated) {
            if (metadata.over) {
                self.message(false); // You lose
            } 
            else if (metadata.won) {
                self.message(true); // You win!
            }
        }
    }
    
    this.clearContainer = function () {
        ui.clearUITiles();
    }
    
    this.addTile = function (tile) {
        var position  = tile.previousPosition || { x: tile.x, y: tile.y };
        
        var uiTile = ui.getUITile(tile.x, tile.y)        
        uiTile.setValue(tile.value);
        
        if (tile.previousPosition) {
            var previousUITile = ui.getUITile(tile.previousPosition.x, tile.previousPosition.y);
            uiTile.moveFrom(previousUITile.originPos);
        }
        
        else if (tile.mergedFrom) {
            tile.mergedFrom.forEach(function (merged) {
                //print("merged from (" + merged.x + "," + merged.y + ") -> (" + tile.x + "," + tile.y + ")");
                var tempUITile = ui.createTempUITile(tile.x, tile.y);
                tempUITile.setValue(merged.value);
                var previousUITile = ui.getUITile(merged.previousPosition.x, merged.previousPosition.y);
                tempUITile.moveFromTo(previousUITile.originPos, uiTile.originPos, true);
            });
            
            uiTile.playMergedAnim();
        }
        
        else {
            uiTile.playBornAnim();
        }
    }
    
    this.message = function (won) {
        //var type    = won ? "game-won" : "game-over";
        //var message = won ? "You win!" : "Game over!";

        ui.showResult(won);
    }
    
    this.continueGame = function () { 
        //print("continueGame"); 
    }
    
    var ls = null;
    this.updateScore = function (score) { 
        if (ls == null || ls != score) {
            if (ls != null) {
                var a = ui.oScore.GetComponent$1(UnityEngine.Animator.ctor);
                a.set_enabled(true);
                a.Play$$Int32(0);
            }

            ls = score;
            ui.oScore.set_text(score.toString());
        }
    }
    
    var lbs = null;
    this.updateBestScore = function (score) {
        if (lbs == null || lbs != score) {
            if (lbs != null) {
                var a = ui.oBestScore.GetComponent$1(UnityEngine.Animator.ctor);
                a.set_enabled(true);
                a.Play$$Int32(0);
            }

            lbs = score;
            ui.oBestScore.set_text(score.toString());
        }
    }
    
}    

 

ui_controller (handle Unity stuff)

It does everything related to Unity. Serialization, input detection, Unity UI stuff, animation, etc.

var gameManager = null;

jss.define_mb("UIController", function() {
    "use strict";// gameObject
    this.oTileRoot = null;
    
    // text
    this.oScore = null;
    this.oBestScore = null;

    // button
    this.oNewGame = null;
    
    var size = 4;    
    var uiTiles = [];
    var inputMgr, actuator, storageMgr;
    
    var keyCode =  [273, 275, 274, 276];
    var keyCodeString = ["Up", "Right", "Down", "Left"];
    var keyCodeData = [0, 1, 2, 3];
    
    var createUITile = function (trans) {
        var t = {
            trans: trans,
            image: trans.GetComponent$1(UnityEngine.UI.Image.ctor),
            
            setValue: function(v) {
                this.image.set_sprite(UnityEngine.Resources.Load$1$$String(UnityEngine.Sprite.ctor, "2048/"+v.toString()));
                this.setVisible(true);
            },

            moveFromTo : function (fromPos, toPos, destroyAfterFinish) {
                this.movement.moveFromTo(fromPos, toPos, destroyAfterFinish);
            },

            moveFrom: function (fromPos, destroyAfterFinish) {
                this.moveFromTo(fromPos, this.originPos, destroyAfterFinish);
            },

            setVisible: function (visible) {
                this.image.set_enabled(visible);
            }
        };
        
        t.originPos = t.trans.get_position();
        t.movement = t.trans.GetComponent$1(jss.TileMovement);
        t.animator = t.trans.GetComponent$1(UE.Animator.ctor);
        t.animator.set_enabled(false);
        
        t.playMergedAnim = function () {
            this.animator.set_runtimeAnimatorController(UnityEngine.Resources.Load$1$$String(UnityEngine.RuntimeAnimatorController.ctor, "2048/MergedCtrl"));
            this.animator.set_enabled(true);
            this.animator.Play$$Int32(0);
        }

        t.playBornAnim = function () {
            this.animator.set_runtimeAnimatorController(UnityEngine.Resources.Load$1$$String(UnityEngine.RuntimeAnimatorController.ctor, "2048/BornCtrl"));
            this.animator.set_enabled(true);
            this.animator.Play$$Int32(0);
        }
        
        return t;
    }
    
    this.clearUITiles = function () {
        for (var i = 0; i < uiTiles.length; i++) {
            uiTiles[i].setVisible(false);
        }
    }
    
    this.getUITile = function (i, j) {
        return uiTiles[i + j * size];
    }

    this.createTempUITile = function (copy_i, copy_j) {
        var transCopy = this.getUITile(copy_i, copy_j).trans;
        var goCopy = transCopy.get_gameObject();
        var go = UnityEngine.Object.Instantiate$$Object(goCopy);
        var trans = go.get_transform();
        trans.SetParent$$Transform$$Boolean(transCopy.get_parent(), false);
        trans.set_position(transCopy.get_position());
        trans.SetSiblingIndex(0);
        return createUITile(trans);
    }

    var btn_helper = function (parent, path, active, cb) {
        var btn = parent.FindChild(path).GetComponent$1(UnityEngine.UI.Button.ctor);
        btn.get_gameObject().SetActive(active);
        if (active) {
            btn.get_onClick().RemoveAllListeners();
            btn.get_onClick().AddListener$$UnityAction(cb);
        }
    }

    this.oMsgBox = null;
    this.showResult = function (win) {
        this.oMsgBox.SetActive(true);

        var trans = this.oMsgBox.get_transform();

        var msg = trans.FindChild("Message").GetComponent$1(UnityEngine.UI.Text.ctor);
        msg.set_text(win ? "You won!" : "Game over!");

        btn_helper(trans, "NewGameButton", win, function () {
            this.oMsgBox.SetActive(false);
            inputMgr.emit("restart");
        }.bind(this));

        btn_helper(trans, "ContinuePlayButton", win, function () {
            this.oMsgBox.SetActive(false);
            inputMgr.emit("keepPlaying");
        }.bind(this));

        btn_helper(trans, "RetryButton", !win, function () {
            this.oMsgBox.SetActive(false);
            inputMgr.emit("restart");
        }.bind(this));
    }
    
    this.Start = function () {
        // init ui tiles
        var parent = this.oTileRoot.get_transform();
        var chCount = parent.get_childCount();
        for (var i = 0; i < chCount; i++) {
            var child = parent.GetChild(i);
            uiTiles.push(createUITile(child));
        }
        
        inputMgr = new InputManager();
        actuator = new Actuator(this);
        storageMgr = new UnityStorageManager();

        // 
        this.oNewGame.get_onClick().AddListener$$UnityAction(function () {
            inputMgr.emit("restart");
        });
        
        // start game
        gameManager = new GameManager(size, inputMgr, actuator, storageMgr);
    }
    
    this.listen = function () {
        if (UnityEngine.Application.get_isMobilePlatform()) {
            var md = this.md = this.md || {};

            var I = UnityEngine.Input;
            if (I.get_touchCount() == 1) {
                if (md.state == 2) {
                    return;
                }

                var p = I.get_mousePosition();
                if (md.state == 0) {
                    md.initpos = p;
                    md.state = 1;
                } else {
                    var dis = UnityEngine.Vector3.Distance(p, md.initpos);
                    if (dis > 20) {
                        var xd = Math.abs(p.x - md.initpos.x);
                        var yd = Math.abs(p.y - md.initpos.y);
                        if (xd > yd) {
                            inputMgr.emit("move", p.x > md.initpos.x ? 1 : 3);
                        } else {
                            inputMgr.emit("move", p.y > md.initpos.y ? 0 : 2);
                        }
                        md.state = 2;
                    }
                }
            } else {
                md.state = 0;
            }
        } else {
            for (var i = 0; i < keyCode.length; i++) {
                if (UnityEngine.Input.GetKeyDown$$KeyCode(keyCode[i])) {
                    inputMgr.emit("move", keyCodeData[i]);
                    break;
                }
            }

        }
    }
    
    this.Update = function () {
        this.listen();
    };
});

 

tilemovement

Moves tile from pos (i,j) to pos (x,y). If the tile is temporary, destroy it after move.

jss.define_mb("TileMovement", function () {
    this.Awake = function() {
        this.trans = this.get_transform();
    }
    
    this.moving = false;
    
    var $cv = { Value: UnityEngine.Vector3.get_zero() };
    this.Update = function () {
        if (!this.moving) {
            return;
        }
    
        var newPos = UnityEngine.Vector3.SmoothDamp$$Vector3$$Vector3$$Vector3$$Single(
                this.trans.get_position(),
                this.toPos,
                $cv,
                0.07);

        this.trans.set_position(newPos);

        var dis = UnityEngine.Vector3.Distance(newPos, this.toPos);
        if (dis < 0.001) {
            this.moving = false;

            if (this.destroyAfterFinish) {
                UnityEngine.Object.Destroy$$Object(this.get_gameObject());
            }
        }
    }
    
    this.moveFromTo = function (fromPos, toPos, destroyAfterFinish) {
        this.toPos = toPos;
        this.destroyAfterFinish = destroyAfterFinish;
        this.moving = true;
        this.trans.set_position(fromPos);
    }
});

 

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posted on 2016-07-06 16:14  AnswerWinner  阅读(428)  评论(0编辑  收藏  举报

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