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main2048.js
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main2048.js
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var board = new Array();
var score = 0;
var startx = 0;
var starty = 0;
var endx = 0;
var endy = 0;
var hasConflicted = new Array();
$(document).ready(function() {
prepareForMobile();
newgame();
});
function prepareForMobile() {
if (documentWidth > 500) {
gridContainerWidth = 500;
cellSpace = 20;
cellSideLength = 100;
}
$('#grid-container').css('width', gridContainerWidth - 2 * cellSpace);
$('#grid-container').css('height', gridContainerWidth - 2 * cellSpace);
$('#grid-container').css('padding', cellSpace);
$('#grid-container').css('border-radius', 0.02 * gridContainerWidth);
$('.grid-cell').css('width', cellSideLength);
$('.grid-cell').css('height', cellSideLength);
$('.grid-cell').css('border-radius', 0.02 * cellSideLength);
}
function newgame() {
// 1.初始化棋盘
init();
// 2.随机两个格子生成数字
generateOneNumber(); //随机生成一个
generateOneNumber(); //随机生成一个
}
function init() {
for (var i = 0; i < 4; i++) {
board[i] = new Array();
hasConflicted[i] = new Array();
for (var j = 0; j < 4; j++) {
var gridCell = $("#grid-cell-" + i + "-" + j);
gridCell.css('top', getPosTop(i, j));
gridCell.css('left', getPosLeft(i, j));
board[i][j] = 0;
hasConflicted[i][j] = false;
}
}
updateBoardView();
score = 0;
updateScore(score);
}
document.addEventListener('touchstart', function(event) {
//事件监听器
//监听touchstart事件,当捕捉到则相应一个匿名函数
startx = event.touches[0].pageX; //touches数组记录几个手机触摸的数据
starty = event.touches[0].pageY;
});
document.addEventListener('touchend', function(event) {
//事件监听器
//监听touchend事件,当捕捉到则相应一个匿名函数
endx = event.changedTouches[0].pageX;
endy = event.changedTouches[0].pageY;
// 这里的y轴方向是向下的,x轴方向向右
var deltax = endx - startx;
var deltay = endy - starty;
// 判断一下用户是点击还是滑动
// 同时小于某个阈值,则判断为点击
if (Math.abs(deltax) < 0.3 * documentWidth && Math.abs(deltay) < 0.3 * documentWidth)
return;
//如果x轴位移距离大于y轴位移距离,则判断在x轴移动
if (Math.abs(deltax) >= Math.abs(deltay)) {
if (deltax > 0) {
// move right
if (moveRight()) { //如果真的可以左移
setTimeout("generateOneNumber()", 210); //生成一个新的数
setTimeout("isgameover()", 300); //判断游戏是否结束
}
} else { // move left
if (moveLeft()) { //如果真的可以左移
setTimeout("generateOneNumber()", 210); //生成一个新的数
setTimeout("isgameover()", 300); //判断游戏是否结束
}
}
}
//否则在y轴进行
else {
if (deltay > 0) {
// move down
if (moveBottom()) { //如果真的可以左移
setTimeout("generateOneNumber()", 210); //生成一个新的数
setTimeout("isgameover()", 300); //判断游戏是否结束
}
} else { // move up
if (moveTop()) { //如果真的可以左移
setTimeout("generateOneNumber()", 210); //生成一个新的数
setTimeout("isgameover()", 300); //判断游戏是否结束
}
}
}
});
function updateBoardView() {
$(".number-cell").remove();
for (var i = 0; i < 4; i++)
for (var j = 0; j < 4; j++) {
$('#grid-container').append("<div class='number-cell' id='number-cell-" + i + "-" + j + "'></div>")
var theNumberCell = $('#number-cell-' + i + '-' + j)
if (board[i][j] == 0) {
theNumberCell.css('width', '0px')
theNumberCell.css('height', '0px')
theNumberCell.css('top', getPosTop(i, j) + cellSideLength / 2)
theNumberCell.css('left', getPosLeft(i, j) + cellSideLength / 2)
} else {
theNumberCell.css('width', cellSideLength)
theNumberCell.css('height', cellSideLength)
theNumberCell.css('top', getPosTop(i, j))
theNumberCell.css('left', getPosLeft(i, j))
theNumberCell.css('background-color', getNumberBackgroundColor(board[i][j]))
theNumberCell.css('color', getNumberColor(board[i][j]))
theNumberCell.text(board[i][j])
}
hasConflicted[i][j] = false;
}
$('.number-cell').css('line-height', cellSideLength + 'px');
$('.number-cell').css('font-size', 0.6 * cellSideLength + 'px');
}
function generateOneNumber() {
//nospace表示所有格子都没空间了
if (nospace(board)) {
return false;
}
//parseInt强制类型转换为int
//Math.floor返回一个小于等于里面数的最大整数,但是仍然为浮点数格式
//Math.random随机生成0-1之间的数,不包括1
//这样就能随机生成0 1 2 3
var randx = parseInt(Math.floor(Math.random() * 4));
var randy = parseInt(Math.floor(Math.random() * 4));
var times = 0;
while (times < 50) {
if (board[randx][randy] == 0) break;
randx = parseInt(Math.floor(Math.random() * 4));
randy = parseInt(Math.floor(Math.random() * 4));
times++;
}
if (times == 50) {
for (var i = 0; i < 4; i++)
for (var j = 0; j < 4; j++) {
if (board[i][j] == 0) {
randx = i;
randy = j;
}
}
}
var randNumber = Math.random() > 0.5 ? 2 : 4;
board[randx][randy] = randNumber;
showNumberWithAnimation(randx, randy, randNumber);
return true;
}
//基于玩家响应的游戏循环
$(document).keydown(function(event) {
switch (event.keyCode) {
case 37: //左
if (moveLeft()) {
setTimeout("generateOneNumber()", 210);
setTimeout("isgameover()", 300);
}
break;
case 38: //上
if (moveTop()) {
setTimeout("generateOneNumber()", 210);
setTimeout("isgameover()", 300);
}
break;
case 39: //右
if (moveRight()) {
setTimeout("generateOneNumber()", 210);
setTimeout("isgameover()", 300);
}
break;
case 40: //下
if (moveBottom()) {
setTimeout("generateOneNumber()", 210);
setTimeout("isgameover()", 300);
}
break;
}
});
//向左移动
//对每一个数字的左侧位置进行判断,判断是否可为落脚点
//落脚位置是否为空,即左边有空格子
//落脚位置数字和自身元素数字相等,则可以左移
//移动的途中不能有障碍物
function moveLeft() {
if (!canMoveLeft(board)) return false;
for (var i = 0; i < 4; i++)
for (var j = 1; j < 4; j++) {
if (board[i][j] != 0) {
for (var k = 0; k < j; k++) {
if (board[i][k] == 0 && noBlockHorizontal(i, k, j, board)) {
//move
showMoveAnimation(i, j, i, k);
board[i][k] = board[i][j];
board[i][j] = 0;
continue;
} else if (board[i][k] == board[i][j] && noBlockHorizontal(i, k, j, board) && !hasConflicted[i][k]) {
//move
showMoveAnimation(i, j, i, k);
//add
board[i][k] = 2 * board[i][j];
board[i][j] = 0;
score += board[i][k];
updateScore(score);
continue;
}
}
}
}
setTimeout("updateBoardView()", 200)
return true;
}
//向上移动
//对每一个数字的上侧位置进行判断,判断是否可为落脚点
//落脚位置是否为空,即上边有空格子
//落脚位置数字和自身元素数字相等,则可以上移
//移动的途中不能有障碍物
function moveTop() {
if (!canMoveTop(board)) return false;
for (var j = 0; j < 4; j++)
for (var i = 1; i < 4; i++) {
if (board[i][j] != 0) {
for (var k = 0; k < i; k++) {
if (board[k][j] == 0 && noBlockVertical(j, k, i, board)) {
showMoveAnimation(i, j, k, j);
board[k][j] = board[i][j];
board[i][j] = 0;
continue;
} else if (board[k][j] == board[i][j] && noBlockVertical(j, k, i, board) && !hasConflicted[k][j]) {
showMoveAnimation(i, j, k, j);
board[k][j] = 2 * board[i][j];
board[i][j] = 0;
score += board[k][j];
updateScore(score);
continue;
}
}
}
}
setTimeout("updateBoardView()", 200);
return true;
}
//向右移动
//对每一个数字的上侧位置进行判断,判断是否可为落脚点
//落脚位置是否为空,即右边有空格子
//落脚位置数字和自身元素数字相等,则可以右移
//移动的途中不能有障碍物
function moveRight() {
if (!canMoveRight(board)) return false;
for (var i = 0; i < 4; i++)
for (var j = 2; j >= 0; j--) {
if (board[i][j] != 0) {
for (var k = 3; k > j; k--) {
if (board[i][k] == 0 && noBlockHorizontal(i, j, k, board)) {
showMoveAnimation(i, j, i, k);
board[i][k] = board[i][j];
board[i][j] = 0;
continue;
} else if (board[i][k] == board[i][j] && noBlockHorizontal(i, j, k, board) && !hasConflicted[i][k]) {
showMoveAnimation(i, j, i, k);
board[i][k] = 2 * board[i][j];
board[i][j] = 0;
score += board[i][k];
updateScore(score);
continue;
}
}
}
}
setTimeout("updateBoardView()", 200);
return true;
}
//向下移动
//对每一个数字的下侧位置进行判断,判断是否可为落脚点
//落脚位置是否为空,即下边有空格子
//落脚位置数字和自身元素数字相等,则可以下移
//移动的途中不能有障碍物
function moveBottom() {
if (!canMoveBottom(board)) return false;
for (var j = 0; j < 4; j++)
for (var i = 2; i >= 0; i--) {
if (board[i][j] != 0) {
for (var k = 3; k > i; k--) {
if (board[k][j] == 0 && noBlockVertical(j, i, k, board)) {
showMoveAnimation(i, j, k, j);
board[k][j] = board[i][j];
board[i][j] = 0;
continue;
} else if (board[k][j] == board[i][j] && noBlockVertical(j, i, k, board) && !hasConflicted[k][j]) {
showMoveAnimation(i, j, k, j);
board[k][j] = 2 * board[i][j];
board[i][j] = 0;
score += board[k][j];
updateScore(score);
continue;
}
}
}
}
setTimeout("updateBoardView()", 200);
return true;
}
function isgameover() {
if (nospace(board) && nomove(board)) {
gameover();
}
}
function gameover() {
alert("Game over!");
}
function updateScore(score) {
$("#score").text(score);
}