mirror of
https://github.com/tiennm99/gsd-framework.git
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b2fec2ec29
- Added clearTiles method that marks tiles as cleared - Emits tile:cleared event for each cleared tile - Calls deselectAll() after clearing tiles - Enables CORE-05 (connected tiles disappear) and CORE-07 (cleared tiles become passable) Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
133 lines
3.6 KiB
TypeScript
133 lines
3.6 KiB
TypeScript
// src/managers/GridManager.ts - Manages 2D tile array and selection state
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/**
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* GridManager handles the tile grid and selection state.
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* It provides methods to access tiles, manage selection, and emit events.
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*/
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import { Tile } from '../models/Tile';
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import { TilePosition, GameEvents } from '../types';
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import { TypedEventEmitter } from '../game/EventEmitter';
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import { CONFIG } from '../config';
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export class GridManager {
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private tiles: Tile[][] = [];
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private selectedTiles: Tile[] = [];
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private events: TypedEventEmitter<GameEvents>;
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constructor(events?: TypedEventEmitter<GameEvents>) {
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// Allow optional events parameter for testing
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this.events = events || new TypedEventEmitter<GameEvents>();
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}
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/**
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* Initialize the grid with tiles based on CONFIG dimensions
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*/
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initializeGrid(): void {
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this.tiles = [];
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for (let row = 0; row < CONFIG.grid.rows; row++) {
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const rowTiles: Tile[] = [];
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for (let col = 0; col < CONFIG.grid.cols; col++) {
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const id = `tile-${row}-${col}`;
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// Assign types 0-15 repeating to create pairs
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const type = (row * CONFIG.grid.cols + col) % 16;
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const position: TilePosition = { row, col };
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const tile = new Tile(id, type, position);
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rowTiles.push(tile);
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}
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this.tiles.push(rowTiles);
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}
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}
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/**
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* Get tile at specific grid coordinates
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* @param row - Row index (0-9)
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* @param col - Column index (0-15)
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* @returns Tile or null if out of bounds
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*/
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getTileAt(row: number, col: number): Tile | null {
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if (row < 0 || row >= CONFIG.grid.rows || col < 0 || col >= CONFIG.grid.cols) {
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return null;
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}
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return this.tiles[row][col];
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}
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/**
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* Select or deselect a tile
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* Implements toggle behavior: clicking selected tile deselects it
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* Ignores cleared tiles
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* Emits tilesSelected event when 2 tiles are selected
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* @param tile - Tile to select/deselect
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*/
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selectTile(tile: Tile): void {
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// Ignore cleared tiles
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if (tile.cleared) {
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return;
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}
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// Check if tile is already selected
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const selectedIndex = this.selectedTiles.findIndex(t => t.id === tile.id);
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if (selectedIndex !== -1) {
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// Toggle deselect: remove from selection
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this.selectedTiles.splice(selectedIndex, 1);
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} else if (this.selectedTiles.length < 2) {
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// Add to selection if less than 2 selected
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this.selectedTiles.push(tile);
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// Emit event when 2 tiles selected
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if (this.selectedTiles.length === 2) {
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this.events.emit('tilesSelected', {
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tile1: this.selectedTiles[0],
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tile2: this.selectedTiles[1]
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});
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}
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}
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// If 2 tiles already selected, ignore (input blocked)
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}
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/**
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* Deselect all tiles
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*/
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deselectAll(): void {
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this.selectedTiles = [];
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}
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/**
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* Get currently selected tiles
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* @returns Copy of selected tiles array
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*/
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get selectedTilesList(): Tile[] {
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return [...this.selectedTiles];
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}
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/**
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* Get all tiles in the grid
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* @returns 2D array of tiles
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*/
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getAllTiles(): Tile[][] {
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return this.tiles;
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}
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/**
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* Clear tiles (mark as cleared and emit events)
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* @param tiles - Array of tiles to clear
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*/
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clearTiles(tiles: Tile[]): void {
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tiles.forEach(tile => {
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tile.cleared = true;
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this.events.emit('tile:cleared', { tile });
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});
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// Clear selection after clearing tiles
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this.deselectAll();
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}
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/**
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* Get the event emitter for external subscription
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*/
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getEvents(): TypedEventEmitter<GameEvents> {
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return this.events;
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}
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}
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