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undo.js
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var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }
return new (P || (P = Promise))(function (resolve, reject) {
function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }
step((generator = generator.apply(thisArg, _arguments || [])).next());
});
};
var __generator = (this && this.__generator) || function (thisArg, body) {
var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
function verb(n) { return function (v) { return step([n, v]); }; }
function step(op) {
if (f) throw new TypeError("Generator is already executing.");
while (g && (g = 0, op[0] && (_ = 0)), _) try {
if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
if (y = 0, t) op = [op[0] & 2, t.value];
switch (op[0]) {
case 0: case 1: t = op; break;
case 4: _.label++; return { value: op[1], done: false };
case 5: _.label++; y = op[1]; op = [0]; continue;
case 7: op = _.ops.pop(); _.trys.pop(); continue;
default:
if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
if (t[2]) _.ops.pop();
_.trys.pop(); continue;
}
op = body.call(thisArg, _);
} catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
}
};
// Get elements
var undoBtn = document.getElementById("undo");
var redoBtn = document.getElementById("redo");
var undoTenBtn = document.getElementById("undo-ten");
var redoTenBtn = document.getElementById("redo-ten");
var restartBtn = document.getElementById("restart");
// Add an entry in the undo list
function RecordUndo() {
var posList = [];
for (var _i = 0, _a = currentData.tiles; _i < _a.length; _i++) {
var tile = _a[_i];
posList.push(tile.getPos());
}
if (currentData.undoIndex < currentData.undo.length - 1)
currentData.undo = currentData.undo.slice(0, currentData.undoIndex + 1);
currentData.undo.push(posList);
currentData.undoIndex++;
UpdateUndoBtns();
}
// Undo the game
function Undo() {
if (currentData.undoIndex < 1)
return;
currentData.undoIndex--;
currentData.moveCount--;
ApplyUndoList(currentData.undoIndex);
}
// Undo the game many times
function UndoMany(count) {
return __awaiter(this, void 0, void 0, function () {
var i;
return __generator(this, function (_a) {
switch (_a.label) {
case 0:
i = 0;
_a.label = 1;
case 1:
if (!(i < count)) return [3 /*break*/, 4];
if (currentData.undoIndex < 1)
return [2 /*return*/];
Undo();
return [4 /*yield*/, delay(undoDelay)];
case 2:
_a.sent();
_a.label = 3;
case 3:
i++;
return [3 /*break*/, 1];
case 4: return [2 /*return*/];
}
});
});
}
// Redo the game
function Redo() {
if (currentData.undoIndex >= currentData.undo.length - 1)
return;
currentData.undoIndex++;
currentData.moveCount++;
ApplyUndoList(currentData.undoIndex);
}
// Redo the game many times
function RedoMany(count) {
return __awaiter(this, void 0, void 0, function () {
var i;
return __generator(this, function (_a) {
switch (_a.label) {
case 0:
i = 0;
_a.label = 1;
case 1:
if (!(i < count)) return [3 /*break*/, 4];
if (currentData.undoIndex >= currentData.undo.length - 1)
return [2 /*return*/];
Redo();
return [4 /*yield*/, delay(undoDelay)];
case 2:
_a.sent();
_a.label = 3;
case 3:
i++;
return [3 /*break*/, 1];
case 4: return [2 /*return*/];
}
});
});
}
// Apply an undo entry to the game
function ApplyUndoList(index) {
var l = currentData.undo[index];
for (var i = 0; i < l.length; i++) {
currentData.tiles[i].setPos(l[i]);
}
DisplayMoves();
UpdateUndoBtns();
}
// Update undo btns appearance
function UpdateUndoBtns() {
if (currentData.undoIndex < 1) {
undoBtn.setAttribute("disabled", "true");
restartBtn.setAttribute("disabled", "true");
undoTenBtn.setAttribute("disabled", "true");
}
else {
undoBtn.removeAttribute("disabled");
restartBtn.removeAttribute("disabled");
undoTenBtn.removeAttribute("disabled");
}
if (currentData.undoIndex >= currentData.undo.length - 1) {
redoBtn.setAttribute("disabled", "true");
redoTenBtn.setAttribute("disabled", "true");
}
else {
redoBtn.removeAttribute("disabled");
redoTenBtn.removeAttribute("disabled");
}
}