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script.js
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script.js
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const image_index = Math.ceil(Math.random() * images_count);
const image_path = 'img/' + image_index + '.jpg';
const game = {
node: document.getElementById('game'),
overlay: document.getElementById('overlay'),
grid: [
[1,2,3],
[4,5,6],
[7,8,0]
],
tiles: [],
move: direction => {
if (direction === 'up') {
game.moveUp();
} else if (direction === 'down') {
game.moveDown();
} else if (direction === 'left') {
game.moveLeft();
} else if (direction === 'right') {
game.moveRight();
}
if (game.grid[0][0] === 1 && game.grid[0][1] === 2 && game.grid[0][2] === 3 &&
game.grid[1][0] === 4 && game.grid[1][1] === 5 && game.grid[1][2] === 6 &&
game.grid[2][0] === 7 && game.grid[2][1] === 8 && game.grid[2][2] === 0) {
game.overlay.style.zIndex = '100';
game.overlay.style.opacity = '1';
confettis();
fetch('./won.php').then();
}
},
moveUp: () => {
let tile = null;
for (let i = 0; i < game.tiles.length; i++) {
tile = game.tiles[i];
if (tile.y - 1 >= 0 && game.grid[tile.y - 1][tile.x] === 0) {
game.grid[tile.y][tile.x] = 0;
tile.y--;
game.grid[tile.y][tile.x] = tile.index;
tile.node.style.top = String(33*tile.y + 1) + '%';
return true;
}
}
return false;
},
moveRight: () => {
let tile = null;
for (let i = 0; i < game.tiles.length; i++) {
tile = game.tiles[i];
if (tile.x + 1 <= 2 && game.grid[tile.y][tile.x + 1] === 0) {
game.grid[tile.y][tile.x] = 0;
tile.x++;
game.grid[tile.y][tile.x] = tile.index;
tile.node.style.left = String(33*tile.x + 1) + '%';
return true;
}
}
return false;
},
moveDown: () => {
let tile = null;
for (let i = 0; i < game.tiles.length; i++) {
tile = game.tiles[i];
if (tile.y + 1 <= 2 && game.grid[tile.y + 1][tile.x] === 0) {
game.grid[tile.y][tile.x] = 0;
tile.y++;
game.grid[tile.y][tile.x] = tile.index;
tile.node.style.top = String(33*tile.y + 1) + '%';
return true;
}
}
return false;
},
moveLeft: () => {
let tile = null;
for (let i = 0; i < game.tiles.length; i++) {
tile = game.tiles[i];
if (tile.x - 1 >= 0 && game.grid[tile.y][tile.x - 1] === 0) {
game.grid[tile.y][tile.x] = 0;
tile.x--;
game.grid[tile.y][tile.x] = tile.index;
tile.node.style.left = String(33*tile.x + 1) + '%';
return true;
}
}
return false;
}
};
for (let i = 0; i < 8; i++) {
const tile = {
index: i + 1,
x: i % 3,
y: Math.floor(i / 3),
node: document.createElement('div')
};
tile.node.className = 'game-tile';
tile.node.id = 'tile-' + parseInt(i + 1);
game.node.appendChild(tile.node);
game.tiles.push(tile);
}
for (let i = 0; i < game.tiles.length; i++) {
if (game.tiles[i].node.id !== 'tile-9') {
game.tiles[i].node.style.backgroundImage = 'url(' + image_path + ')';
}
}
game.overlay.style.backgroundImage = 'url(' + image_path + ')';
const sleep = ms => {
return new Promise(resolve => setTimeout(resolve, ms));
}
const randomize = async steps => {
const actions = [game.moveUp, game.moveRight, game.moveDown, game.moveLeft];
let rand = null;
let oldDirection = null;
let i = 0;
while (i < steps) {
oldDirection = rand % 2;
rand = Math.floor(Math.random() * 4);
if (rand % 2 !== oldDirection) {
await sleep(0);
i += actions[rand]();
}
}
}
randomize(24).then();
document.onkeydown = e => {
if (e.key === 'ArrowUp' || e.key === 'z') {
e.preventDefault();
game.move('up');
return false;
} else if (e.key === 'ArrowRight' ||e .key === 'd') {
e.preventDefault();
game.move('right');
return false;
} else if (e.key === 'ArrowDown' || e.key === 's') {
e.preventDefault();
game.move('down');
return false;
} else if (e.key === 'ArrowLeft' || e.key === 'q') {
e.preventDefault();
game.move('left');
return false;
}
};
let xDown = null;
let yDown = null;
const getTouches = evt => {
return evt.touches || // browser API
evt.originalEvent.touches; // jQuery
};
const handleTouchStart = evt => {
evt.preventDefault();
const firstTouch = getTouches(evt)[0];
xDown = firstTouch.clientX;
yDown = firstTouch.clientY;
return false;
};
const handleTouchMove = evt => {
evt.preventDefault();
if ( ! xDown || ! yDown ) {
return;
}
const xUp = evt.touches[0].clientX;
const yUp = evt.touches[0].clientY;
const xDiff = xDown - xUp;
const yDiff = yDown - yUp;
if ( Math.abs( xDiff ) > Math.abs( yDiff ) ) {/*most significant*/
if ( xDiff > 0 ) {
game.move('left');
} else {
game.move('right');
}
} else {
if ( yDiff > 0 ) {
game.move('up');
} else {
game.move('down');
}
}
/* reset values */
xDown = null;
yDown = null;
return false;
};
game.node.addEventListener('touchstart', handleTouchStart, false);
game.node.addEventListener('touchmove', handleTouchMove, false);
const confettis = () => {
const duration = 5 * 1000;
const animationEnd = Date.now() + duration;
const defaults = { startVelocity: 30, spread: 360, ticks: 60, zIndex: 0 };
function randomInRange(min, max) {
return Math.random() * (max - min) + min;
}
const interval = setInterval(function() {
const timeLeft = animationEnd - Date.now();
if (timeLeft <= 0) {
return clearInterval(interval);
}
const particleCount = 50 * (timeLeft / duration);
// since particles fall down, start a bit higher than random
confetti(Object.assign({}, defaults, { particleCount, origin: { x: randomInRange(0.1, 0.3), y: Math.random() - 0.2 } }));
confetti(Object.assign({}, defaults, { particleCount, origin: { x: randomInRange(0.7, 0.9), y: Math.random() - 0.2 } }));
}, 250);
}