examples/2048: some updates and improvements (#6343)
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@ -3,11 +3,125 @@ import gx
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|||
import os
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import rand
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import sokol.sapp
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import time
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||||
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||||
struct Tile {
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||||
id int
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||||
points int
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||||
picname string
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||||
struct App {
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||||
mut:
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||||
gg &gg.Context = 0
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touch TouchInfo
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||||
ui Ui
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||||
theme &Theme = themes[0]
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||||
theme_idx int
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||||
board Board
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||||
undo []Board
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||||
atickers [4][4]int
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||||
state GameState = .play
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||||
tile_format TileFormat = .normal
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||||
moves int
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||||
perf &Perf = 0
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||||
}
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||||
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||||
struct Ui {
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||||
mut:
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||||
tile_size int
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||||
border_size int
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||||
padding_size int
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||||
header_size int
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||||
font_size int
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||||
window_width int
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||||
window_height int
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x_padding int
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y_padding int
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}
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||||
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||||
struct Theme {
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bg_color gx.Color
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||||
padding_color gx.Color
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||||
text_color gx.Color
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||||
game_over_color gx.Color
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||||
victory_color gx.Color
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tile_colors []gx.Color
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}
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const (
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themes = [
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&Theme {
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bg_color: gx.rgb(250, 248, 239)
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padding_color: gx.rgb(143, 130, 119)
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victory_color: gx.rgb(100, 160, 100)
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game_over_color: gx.rgb(190, 50, 50)
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text_color: gx.black
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tile_colors: [
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gx.rgb(205, 193, 180) // Empty / 0 tile
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gx.rgb(238, 228, 218) // 2
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gx.rgb(237, 224, 200) // 4
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gx.rgb(242, 177, 121) // 8
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gx.rgb(245, 149, 99) // 16
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gx.rgb(246, 124, 95) // 32
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gx.rgb(246, 94, 59) // 64
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gx.rgb(237, 207, 114) // 128
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gx.rgb(237, 204, 97) // 256
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gx.rgb(237, 200, 80) // 512
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gx.rgb(237, 197, 63) // 1024
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gx.rgb(237, 194, 46) // 2048
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]
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},
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&Theme {
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||||
bg_color: gx.rgb(55, 55, 55)
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padding_color: gx.rgb(68, 60, 59)
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victory_color: gx.rgb(100, 160, 100)
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game_over_color: gx.rgb(190, 50, 50)
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text_color: gx.white
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tile_colors: [
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gx.rgb(123, 115, 108)
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gx.rgb(142, 136, 130)
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gx.rgb(142, 134, 120)
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gx.rgb(145, 106, 72)
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gx.rgb(147, 89, 59)
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gx.rgb(147, 74, 57)
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gx.rgb(147, 56, 35)
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gx.rgb(142, 124, 68)
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gx.rgb(142, 122, 58)
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gx.rgb(142, 120, 48)
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gx.rgb(142, 118, 37)
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gx.rgb(142, 116, 27)
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]
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},
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&Theme {
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||||
bg_color: gx.rgb(38, 38, 66)
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||||
padding_color: gx.rgb(58, 50, 74)
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victory_color: gx.rgb(100, 160, 100)
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game_over_color: gx.rgb(190, 50, 50)
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text_color: gx.white
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tile_colors: [
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gx.rgb(92, 86, 140)
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gx.rgb(106, 99, 169)
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gx.rgb(106, 97, 156)
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gx.rgb(108, 79, 93)
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gx.rgb(110, 66, 76)
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gx.rgb(110, 55, 74)
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gx.rgb(110, 42, 45)
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gx.rgb(106, 93, 88)
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gx.rgb(106, 91, 75)
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gx.rgb(106, 90, 62)
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gx.rgb(106, 88, 48)
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gx.rgb(106, 87, 35)
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]
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},
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]
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window_title = 'V 2048'
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||||
default_window_width = 544
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||||
default_window_height = 560
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||||
animation_length = 10 // frames
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||||
)
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||||
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||||
// Used for performance monitoring when `-d showfps` is passed, unused / optimized out otherwise
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||||
struct Perf {
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||||
mut:
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||||
frame int
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||||
frame_old int
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||||
frame_sw time.StopWatch = time.new_stopwatch({})
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||||
second_sw time.StopWatch = time.new_stopwatch({})
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||||
}
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||||
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||||
struct Pos {
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||||
|
@ -15,74 +129,6 @@ struct Pos {
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|||
y int = -1
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||||
}
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||||
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||||
struct ImageLabel {
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||||
pos Pos
|
||||
dim Pos
|
||||
}
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||||
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||||
struct TextLabel {
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||||
text string
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||||
pos Pos
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||||
cfg gx.TextCfg
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||||
}
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||||
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||||
const (
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||||
window_title = 'V 2048'
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||||
window_width = 562
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||||
window_height = 580
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||||
points_label = TextLabel{
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||||
text: 'Points: '
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||||
pos: Pos{10, 5}
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||||
cfg: gx.TextCfg{
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||||
align: .left
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||||
size: 24
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||||
color: gx.rgb(0, 0, 0)
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||||
}
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||||
}
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||||
moves_label = TextLabel{
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||||
text: 'Moves: '
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||||
pos: Pos{window_width - 160, 5}
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||||
cfg: gx.TextCfg{
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||||
align: .left
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||||
size: 24
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||||
color: gx.rgb(0, 0, 0)
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||||
}
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||||
}
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game_over_label = TextLabel{
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text: 'Game Over'
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pos: Pos{80, 220}
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cfg: gx.TextCfg{
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align: .left
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||||
size: 100
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||||
color: gx.rgb(0, 0, 255)
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||||
}
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}
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victory_image_label = ImageLabel{
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pos: Pos{80, 220}
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dim: Pos{430, 130}
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}
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all_tiles = [
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Tile{0, 0, '1.png'},
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Tile{1, 2, '2.png'},
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Tile{2, 4, '4.png'},
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Tile{3, 8, '8.png'},
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Tile{4, 16, '16.png'},
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Tile{5, 32, '32.png'},
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Tile{6, 64, '64.png'},
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Tile{7, 128, '128.png'},
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Tile{8, 256, '256.png'},
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Tile{9, 512, '512.png'},
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Tile{10, 1024, '1024.png'},
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Tile{11, 2048, '2048.png'},
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||||
]
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||||
)
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||||
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struct TileImage {
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||||
tile Tile
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||||
mut:
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||||
image gg.Image
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||||
}
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||||
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||||
struct Board {
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||||
mut:
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||||
field [4][4]int
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||||
|
@ -90,36 +136,6 @@ mut:
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shifts int
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||||
}
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||||
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||||
fn new_board(sb []string) Board {
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||||
mut b := Board{}
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||||
for y := 0; y < 4; y++ {
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||||
for x := 0; x < 4; x++ {
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||||
b.field[y][x] = sb[y][x] - 64
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||||
}
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||||
}
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||||
return b
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||||
}
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||||
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||||
fn (b Board) transpose() Board {
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||||
mut res := b
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||||
for y := 0; y < 4; y++ {
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||||
for x := 0; x < 4; x++ {
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||||
res.field[y][x] = b.field[x][y]
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||||
}
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||||
}
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||||
return res
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}
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||||
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fn (b Board) hmirror() Board {
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||||
mut res := b
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||||
for y := 0; y < 4; y++ {
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for x := 0; x < 4; x++ {
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||||
res.field[y][x] = b.field[y][4 - x - 1]
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||||
}
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||||
}
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||||
return res
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||||
}
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||||
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||||
struct TileLine {
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||||
ypos int
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||||
mut:
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||||
|
@ -128,6 +144,78 @@ mut:
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|||
shifts int
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||||
}
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||||
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||||
struct TouchInfo {
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||||
mut:
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||||
start_pos Pos
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||||
}
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||||
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||||
enum TileFormat {
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||||
normal
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||||
log
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||||
exponent
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||||
shifts
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||||
none_
|
||||
end_ // To know when to wrap around
|
||||
}
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||||
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||||
enum GameState {
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||||
play
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||||
over
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||||
victory
|
||||
}
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||||
|
||||
enum LabelKind {
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||||
points
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||||
moves
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||||
tile
|
||||
victory
|
||||
game_over
|
||||
}
|
||||
|
||||
enum Direction {
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||||
up
|
||||
down
|
||||
left
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||||
right
|
||||
}
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||||
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||||
// Utility functions, to avoid importing `math`
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||||
[inline]
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||||
fn min(a, b int) int {
|
||||
if a < b { return a } else { return b }
|
||||
}
|
||||
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||||
[inline]
|
||||
fn max(a, b int) int {
|
||||
if a > b { return a } else { return b }
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||||
}
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||||
|
||||
[inline]
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||||
fn abs(a int) int {
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||||
if a < 0 { return -a } else { return a }
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||||
}
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||||
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||||
fn (b Board) transpose() Board {
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||||
mut res := b
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||||
for y in 0..4 {
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||||
for x in 0..4 {
|
||||
res.field[y][x] = b.field[x][y]
|
||||
}
|
||||
}
|
||||
return res
|
||||
}
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||||
|
||||
fn (b Board) hmirror() Board {
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||||
mut res := b
|
||||
for y in 0..4 {
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||||
for x in 0..4 {
|
||||
res.field[y][x] = b.field[y][3 - x]
|
||||
}
|
||||
}
|
||||
return res
|
||||
}
|
||||
|
||||
// GCC optimization bug; inlining fails when compiled with -prod
|
||||
[no_inline]
|
||||
fn (t TileLine) to_left() TileLine {
|
||||
right_border_idx := 5
|
||||
|
@ -135,12 +223,8 @@ fn (t TileLine) to_left() TileLine {
|
|||
mut zeros := 0
|
||||
mut nonzeros := 0
|
||||
// gather meta info about the line:
|
||||
for x := 0; x < 4; x++ {
|
||||
if res.field[x] == 0 {
|
||||
zeros++
|
||||
} else {
|
||||
nonzeros++
|
||||
}
|
||||
for x in res.field {
|
||||
if x == 0 { zeros++ } else { nonzeros++ }
|
||||
}
|
||||
if nonzeros == 0 {
|
||||
// when all the tiles are empty, there is nothing left to do
|
||||
|
@ -171,7 +255,7 @@ fn (t TileLine) to_left() TileLine {
|
|||
}
|
||||
res.shifts++
|
||||
res.field[x]++
|
||||
res.points += all_tiles[res.field[x]].points
|
||||
res.points += 1 << res.field[x]
|
||||
}
|
||||
}
|
||||
return res
|
||||
|
@ -179,65 +263,24 @@ fn (t TileLine) to_left() TileLine {
|
|||
|
||||
fn (b Board) to_left() Board {
|
||||
mut res := b
|
||||
for y := 0; y < 4; y++ {
|
||||
mut hline := TileLine{
|
||||
ypos: y
|
||||
}
|
||||
for x := 0; x < 4; x++ {
|
||||
for y in 0..4 {
|
||||
mut hline := TileLine{ypos: y}
|
||||
for x in 0..4 {
|
||||
hline.field[x] = b.field[y][x]
|
||||
}
|
||||
reshline := hline.to_left()
|
||||
res.shifts += reshline.shifts
|
||||
res.points += reshline.points
|
||||
for x := 0; x < 4; x++ {
|
||||
for x in 0..4 {
|
||||
res.field[y][x] = reshline.field[x]
|
||||
}
|
||||
}
|
||||
return res
|
||||
}
|
||||
|
||||
//
|
||||
enum GameState {
|
||||
play
|
||||
over
|
||||
victory
|
||||
}
|
||||
|
||||
struct App {
|
||||
mut:
|
||||
gg &gg.Context
|
||||
tiles []TileImage
|
||||
victory_image gg.Image
|
||||
//
|
||||
board Board
|
||||
undo []Board
|
||||
atickers [4][4]int
|
||||
state GameState = .play
|
||||
moves int
|
||||
}
|
||||
|
||||
fn (mut app App) new_image(imagename string) gg.Image {
|
||||
ipath := os.resource_abs_path(os.join_path('assets', imagename))
|
||||
return app.gg.create_image(ipath)
|
||||
}
|
||||
|
||||
fn (mut app App) new_tile(t Tile) TileImage {
|
||||
mut timage := TileImage{
|
||||
tile: t
|
||||
}
|
||||
timage.image = app.new_image(t.picname)
|
||||
return timage
|
||||
}
|
||||
|
||||
fn (mut app App) load_tiles() {
|
||||
for t in all_tiles {
|
||||
app.tiles << app.new_tile(t)
|
||||
}
|
||||
}
|
||||
|
||||
fn (mut app App) update_tickers() {
|
||||
for y := 0; y < 4; y++ {
|
||||
for x := 0; x < 4; x++ {
|
||||
for y in 0..4 {
|
||||
for x in 0..4 {
|
||||
mut old := app.atickers[y][x]
|
||||
if old > 0 {
|
||||
old--
|
||||
|
@ -247,57 +290,10 @@ fn (mut app App) update_tickers() {
|
|||
}
|
||||
}
|
||||
|
||||
fn (app &App) draw() {
|
||||
app.draw_background()
|
||||
app.draw_tiles()
|
||||
plabel := '$points_label.text ${app.board.points:08}'
|
||||
mlabel := '$moves_label.text ${app.moves:5d}'
|
||||
app.gg.draw_text(points_label.pos.x, points_label.pos.y, plabel, points_label.cfg)
|
||||
app.gg.draw_text(moves_label.pos.x, moves_label.pos.y, mlabel, moves_label.cfg)
|
||||
if app.state == .over {
|
||||
app.gg.draw_text(game_over_label.pos.x, game_over_label.pos.y, game_over_label.text,
|
||||
game_over_label.cfg)
|
||||
}
|
||||
if app.state == .victory {
|
||||
app.gg.draw_image(victory_image_label.pos.x, victory_image_label.pos.y, victory_image_label.dim.x,
|
||||
victory_image_label.dim.y, app.victory_image)
|
||||
}
|
||||
}
|
||||
|
||||
fn (app &App) draw_background() {
|
||||
tw, th := 128, 128
|
||||
for y := 30; y <= window_height; y += tw {
|
||||
for x := 0; x <= window_width; x += th {
|
||||
app.gg.draw_image(x, y, tw, th, app.tiles[0].image)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn (app &App) draw_tiles() {
|
||||
border := 10
|
||||
xstart := 10
|
||||
ystart := 30
|
||||
tsize := 128
|
||||
for y := 0; y < 4; y++ {
|
||||
for x := 0; x < 4; x++ {
|
||||
tidx := app.board.field[y][x]
|
||||
if tidx == 0 {
|
||||
continue
|
||||
}
|
||||
tile := app.tiles[tidx]
|
||||
tw := tsize - 10 * app.atickers[y][x]
|
||||
th := tsize - 10 * app.atickers[y][x]
|
||||
tx := xstart + x * (tsize + border) + (tsize - tw) / 2
|
||||
ty := ystart + y * (tsize + border) + (tsize - th) / 2
|
||||
app.gg.draw_image(tx, ty, tw, th, tile.image)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn (mut app App) new_game() {
|
||||
app.board = Board{}
|
||||
for y := 0; y < 4; y++ {
|
||||
for x := 0; x < 4; x++ {
|
||||
for y in 0..4 {
|
||||
for x in 0..4 {
|
||||
app.board.field[y][x] = 0
|
||||
app.atickers[y][x] = 0
|
||||
}
|
||||
|
@ -310,8 +306,8 @@ fn (mut app App) new_game() {
|
|||
}
|
||||
|
||||
fn (mut app App) check_for_victory() {
|
||||
for y := 0; y < 4; y++ {
|
||||
for x := 0; x < 4; x++ {
|
||||
for y in 0..4 {
|
||||
for x in 0..4 {
|
||||
fidx := app.board.field[y][x]
|
||||
if fidx == 11 {
|
||||
app.victory()
|
||||
|
@ -324,23 +320,17 @@ fn (mut app App) check_for_victory() {
|
|||
fn (mut app App) check_for_game_over() {
|
||||
mut zeros := 0
|
||||
mut remaining_merges := 0
|
||||
for y := 0; y < 4; y++ {
|
||||
for x := 0; x < 4; x++ {
|
||||
for y in 0..4 {
|
||||
for x in 0..4 {
|
||||
fidx := app.board.field[y][x]
|
||||
if fidx == 0 {
|
||||
zeros++
|
||||
continue
|
||||
}
|
||||
if x > 0 && fidx == app.board.field[y][x - 1] {
|
||||
remaining_merges++
|
||||
}
|
||||
if x < 4 - 1 && fidx == app.board.field[y][x + 1] {
|
||||
remaining_merges++
|
||||
}
|
||||
if y > 0 && fidx == app.board.field[y - 1][x] {
|
||||
remaining_merges++
|
||||
}
|
||||
if y < 4 - 1 && fidx == app.board.field[y + 1][x] {
|
||||
if (x > 0 && fidx == app.board.field[y][x - 1])
|
||||
|| (x < 4 - 1 && fidx == app.board.field[y][x + 1])
|
||||
|| (y > 0 && fidx == app.board.field[y - 1][x])
|
||||
|| (y < 4 - 1 && fidx == app.board.field[y + 1][x]) {
|
||||
remaining_merges++
|
||||
}
|
||||
}
|
||||
|
@ -353,11 +343,12 @@ fn (mut app App) check_for_game_over() {
|
|||
fn (mut app App) new_random_tile() {
|
||||
mut etiles := [16]Pos{}
|
||||
mut empty_tiles_max := 0
|
||||
for y := 0; y < 4; y++ {
|
||||
for x := 0; x < 4; x++ {
|
||||
for y in 0..4 {
|
||||
for x in 0..4 {
|
||||
fidx := app.board.field[y][x]
|
||||
if fidx == 0 {
|
||||
etiles[empty_tiles_max] = Pos{x, y}
|
||||
app.atickers[y][x] = 0
|
||||
empty_tiles_max++
|
||||
}
|
||||
}
|
||||
|
@ -365,9 +356,10 @@ fn (mut app App) new_random_tile() {
|
|||
if empty_tiles_max > 0 {
|
||||
new_random_tile_index := rand.intn(empty_tiles_max)
|
||||
empty_pos := etiles[new_random_tile_index]
|
||||
random_value := 1 + rand.intn(2)
|
||||
// 1/8 chance of creating a `4` tile
|
||||
random_value := if rand.intn(8) == 0 { 2 } else { 1 }
|
||||
app.board.field[empty_pos.y][empty_pos.x] = random_value
|
||||
app.atickers[empty_pos.y][empty_pos.x] = 30
|
||||
app.atickers[empty_pos.y][empty_pos.x] = animation_length
|
||||
}
|
||||
app.check_for_victory()
|
||||
app.check_for_game_over()
|
||||
|
@ -381,11 +373,14 @@ fn (mut app App) game_over() {
|
|||
app.state = .over
|
||||
}
|
||||
|
||||
type BoardMoveFN = fn (b Board) Board
|
||||
|
||||
fn (mut app App) move(move_fn BoardMoveFN) {
|
||||
fn (mut app App) move(d Direction) {
|
||||
old := app.board
|
||||
new := move_fn(old)
|
||||
new := match d {
|
||||
.left { old.to_left() }
|
||||
.right { old.hmirror().to_left().hmirror() }
|
||||
.up { old.transpose().to_left().transpose() }
|
||||
.down { old.transpose().hmirror().to_left().hmirror().transpose() }
|
||||
}
|
||||
if old.shifts != new.shifts {
|
||||
app.moves++
|
||||
app.board = new
|
||||
|
@ -394,78 +389,301 @@ fn (mut app App) move(move_fn BoardMoveFN) {
|
|||
}
|
||||
}
|
||||
|
||||
fn (app &App) label_format(kind LabelKind) gx.TextCfg {
|
||||
match kind {
|
||||
.points {
|
||||
return {
|
||||
color: app.theme.text_color
|
||||
align: .left
|
||||
size: app.ui.font_size / 2
|
||||
}
|
||||
} .moves {
|
||||
return {
|
||||
color: app.theme.text_color
|
||||
align: .right
|
||||
size: app.ui.font_size / 2
|
||||
}
|
||||
} .tile {
|
||||
return {
|
||||
color: app.theme.text_color
|
||||
align: .center
|
||||
vertical_align: .middle
|
||||
size: app.ui.font_size
|
||||
}
|
||||
} .victory {
|
||||
return {
|
||||
color: app.theme.victory_color
|
||||
align: .center
|
||||
vertical_align: .middle
|
||||
size: app.ui.font_size * 2
|
||||
}
|
||||
} .game_over {
|
||||
return {
|
||||
color: app.theme.game_over_color
|
||||
align: .center
|
||||
vertical_align: .middle
|
||||
size: app.ui.font_size * 2
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn (mut app App) set_theme(idx int) {
|
||||
theme := themes[idx]
|
||||
app.theme_idx = idx
|
||||
app.theme = theme
|
||||
app.gg.set_bg_color(theme.bg_color)
|
||||
}
|
||||
|
||||
fn (mut app App) resize() {
|
||||
mut s := sapp.dpi_scale() || 1
|
||||
w := int(sapp.width() / s)
|
||||
h := int(sapp.height() / s)
|
||||
m := f32(min(w, h))
|
||||
|
||||
app.ui.window_width = w
|
||||
app.ui.window_height = h
|
||||
app.ui.padding_size = int(m / 38)
|
||||
app.ui.header_size = app.ui.padding_size
|
||||
app.ui.border_size = app.ui.padding_size * 2
|
||||
app.ui.tile_size = int((m - app.ui.padding_size * 5 - app.ui.border_size * 2) / 4)
|
||||
app.ui.font_size = int(m / 10)
|
||||
|
||||
// If the window's height is greater than its width, center the board vertically.
|
||||
// If not, center it horizontally
|
||||
if w > h {
|
||||
app.ui.y_padding = 0
|
||||
app.ui.x_padding = (app.ui.window_width - app.ui.window_height) / 2
|
||||
} else {
|
||||
app.ui.y_padding = (app.ui.window_height - app.ui.window_width - app.ui.header_size) / 2
|
||||
app.ui.x_padding = 0
|
||||
}
|
||||
}
|
||||
|
||||
fn (app &App) draw() {
|
||||
ww := app.ui.window_width
|
||||
wh := app.ui.window_height
|
||||
labelx := app.ui.x_padding + app.ui.border_size
|
||||
labely := app.ui.y_padding + app.ui.border_size / 2
|
||||
|
||||
app.draw_tiles()
|
||||
app.gg.draw_text(labelx, labely, 'Points: $app.board.points', app.label_format(.points))
|
||||
app.gg.draw_text(ww - labelx, labely, 'Moves: $app.moves', app.label_format(.moves))
|
||||
|
||||
// TODO: Make transparency work in `gg`
|
||||
if app.state == .over {
|
||||
app.gg.draw_rect(0, 0, ww, wh, gx.rgba(15, 0, 0, 44))
|
||||
app.gg.draw_text(ww / 2, wh / 2, 'Game Over', app.label_format(.game_over))
|
||||
}
|
||||
if app.state == .victory {
|
||||
app.gg.draw_rect(0, 0, ww, wh, gx.rgba(0, 15, 0, 44))
|
||||
app.gg.draw_text(ww / 2, wh / 2, 'Victory!', app.label_format(.victory))
|
||||
}
|
||||
}
|
||||
|
||||
fn (app &App) draw_tiles() {
|
||||
xstart := app.ui.x_padding + app.ui.border_size
|
||||
ystart := app.ui.y_padding + app.ui.border_size + app.ui.header_size
|
||||
|
||||
toffset := app.ui.tile_size + app.ui.padding_size
|
||||
tiles_size := min(app.ui.window_width, app.ui.window_height) - app.ui.border_size * 2
|
||||
|
||||
// Draw the padding around the tiles
|
||||
app.gg.draw_rect(xstart, ystart, tiles_size, tiles_size, app.theme.padding_color)
|
||||
// Draw the actual tiles
|
||||
for y in 0..4 {
|
||||
for x in 0..4 {
|
||||
tidx := app.board.field[y][x]
|
||||
tile_color := if tidx < app.theme.tile_colors.len {
|
||||
app.theme.tile_colors[tidx]
|
||||
} else {
|
||||
// If there isn't a specific color for this tile, reuse the last color available
|
||||
app.theme.tile_colors.last()
|
||||
}
|
||||
anim_size := animation_length - app.atickers[y][x]
|
||||
tw := int(f64(app.ui.tile_size) / animation_length * anim_size)
|
||||
th := tw // square tiles, w == h
|
||||
xoffset := xstart + app.ui.padding_size + x * toffset + (app.ui.tile_size - tw) / 2
|
||||
yoffset := ystart + app.ui.padding_size + y * toffset + (app.ui.tile_size - th) / 2
|
||||
app.gg.draw_rect(xoffset, yoffset, tw, th, tile_color)
|
||||
|
||||
if tidx != 0 { // 0 == blank spot
|
||||
xpos := xoffset + tw / 2
|
||||
ypos := yoffset + th / 2
|
||||
mut fmt := app.label_format(.tile)
|
||||
fmt = { fmt | size: int(f32(fmt.size - 1) / animation_length * anim_size) }
|
||||
|
||||
match app.tile_format {
|
||||
.normal {
|
||||
app.gg.draw_text(xpos, ypos, '${1 << tidx}', fmt)
|
||||
} .log {
|
||||
app.gg.draw_text(xpos, ypos, '$tidx', fmt)
|
||||
} .exponent {
|
||||
app.gg.draw_text(xpos, ypos, '2', fmt)
|
||||
fs2 := int(f32(fmt.size) * 0.67)
|
||||
app.gg.draw_text(xpos + app.ui.tile_size / 10, ypos - app.ui.tile_size / 8,
|
||||
'$tidx', { fmt | size: fs2, align: gx.HorizontalAlign.left })
|
||||
} .shifts {
|
||||
fs2 := int(f32(fmt.size) * 0.6)
|
||||
app.gg.draw_text(xpos, ypos, '2<<${tidx - 1}', { fmt | size: fs2 })
|
||||
} .none_ {} // Don't draw any text here, colors only
|
||||
.end_ {} // Should never get here
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn (mut app App) handle_swipe(start, end Pos) {
|
||||
min_swipe_distance := min(app.ui.window_width, app.ui.window_height) / 10
|
||||
dx := end.x - start.x
|
||||
dy := end.y - start.y
|
||||
adx := abs(dx)
|
||||
ady := abs(dy)
|
||||
dmax := max(adx, ady)
|
||||
dmin := min(adx, ady)
|
||||
|
||||
if dmax < min_swipe_distance { return } // Swipe was too short
|
||||
if dmax / dmin < 2 { return } // Swiped diagonally
|
||||
|
||||
if adx > ady {
|
||||
if dx < 0 { app.move(.left) } else { app.move(.right) }
|
||||
} else {
|
||||
if dy < 0 { app.move(.up) } else { app.move(.down) }
|
||||
}
|
||||
}
|
||||
|
||||
fn (mut app App) on_key_down(key sapp.KeyCode) {
|
||||
// these keys are independent from the game state:
|
||||
match key {
|
||||
.escape {
|
||||
exit(0)
|
||||
}
|
||||
.n {
|
||||
} .n {
|
||||
app.new_game()
|
||||
}
|
||||
// .t {/* fast setup for a victory situation: */ app.board = new_board(['JJ@@', '@@@@', '@@@@', '@@@@'])}
|
||||
.backspace {
|
||||
} .backspace {
|
||||
if app.undo.len > 0 {
|
||||
app.state = .play
|
||||
app.board = app.undo.pop()
|
||||
app.moves--
|
||||
return
|
||||
}
|
||||
}
|
||||
else {}
|
||||
} .enter {
|
||||
app.tile_format = int(app.tile_format) + 1
|
||||
if app.tile_format == .end_ {
|
||||
app.tile_format = .normal
|
||||
}
|
||||
} .j {
|
||||
app.game_over()
|
||||
} .t {
|
||||
app.set_theme(if app.theme_idx == themes.len - 1 { 0 } else { app.theme_idx + 1 })
|
||||
} else {}
|
||||
}
|
||||
|
||||
if app.state == .play {
|
||||
match key {
|
||||
.up, .w { app.move(fn (b Board) Board {
|
||||
return b.transpose().to_left().transpose()
|
||||
}) }
|
||||
.left, .a { app.move(fn (b Board) Board {
|
||||
return b.to_left()
|
||||
}) }
|
||||
.down, .s { app.move(fn (b Board) Board {
|
||||
return b.transpose().hmirror().to_left().hmirror().transpose()
|
||||
}) }
|
||||
.right, .d { app.move(fn (b Board) Board {
|
||||
return b.hmirror().to_left().hmirror()
|
||||
}) }
|
||||
.w, .up { app.move(.up) }
|
||||
.a, .left { app.move(.left) }
|
||||
.s, .down { app.move(.down) }
|
||||
.d, .right { app.move(.right) }
|
||||
else {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
fn on_event(e &sapp.Event, mut app App) {
|
||||
if e.typ == .key_down {
|
||||
app.on_key_down(e.key_code)
|
||||
match e.typ {
|
||||
.key_down {
|
||||
app.on_key_down(e.key_code)
|
||||
} .resized, .restored, .resumed {
|
||||
app.resize()
|
||||
} .touches_began {
|
||||
if e.num_touches > 0 {
|
||||
t := e.touches[0]
|
||||
app.touch.start_pos = { x: int(t.pos_x), y: int(t.pos_y) }
|
||||
}
|
||||
} .touches_ended {
|
||||
if e.num_touches > 0 {
|
||||
t := e.touches[0]
|
||||
end_pos := Pos{ x: int(t.pos_x), y: int(t.pos_y) }
|
||||
app.handle_swipe(app.touch.start_pos, end_pos)
|
||||
}
|
||||
} else {}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
fn frame(mut app App) {
|
||||
app.update_tickers()
|
||||
$if showfps? { app.perf.frame_sw.restart() }
|
||||
app.gg.begin()
|
||||
app.update_tickers()
|
||||
app.draw()
|
||||
app.gg.end()
|
||||
$if showfps? { app.showfps() }
|
||||
}
|
||||
|
||||
fn init(mut app App) {
|
||||
app.resize()
|
||||
$if showfps? {
|
||||
app.perf.frame_sw.restart()
|
||||
app.perf.second_sw.restart()
|
||||
}
|
||||
}
|
||||
|
||||
fn (mut app App) showfps() {
|
||||
println(app.perf.frame_sw.elapsed().microseconds())
|
||||
app.perf.frame++
|
||||
f := app.perf.frame
|
||||
if (f & 127) == 0 {
|
||||
last_frame_us := app.perf.frame_sw.elapsed().microseconds()
|
||||
ticks := f64(app.perf.second_sw.elapsed().milliseconds())
|
||||
fps := f64(app.perf.frame - app.perf.frame_old) * ticks / 1000 / 4.5
|
||||
last_fps := 128_000.0 / ticks
|
||||
eprintln('frame ${f:-5} | avg. fps: ${fps:-5.1f} | avg. last 128 fps: ${last_fps:-5.1f} | last frame time: ${last_frame_us:-4}µs')
|
||||
app.perf.second_sw.restart()
|
||||
app.perf.frame_old = f
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Move this somewhere else (vlib?) once Android support is merged
|
||||
$if android {
|
||||
#include <android/log.h>
|
||||
#define LOG_TAG "v_logcat_test"
|
||||
#define printf(...) __android_log_print(ANDROID_LOG_INFO, LOG_TAG, __VA_ARGS__)
|
||||
#define fprintf(a, ...) __android_log_print(ANDROID_LOG_ERROR, LOG_TAG, __VA_ARGS__)
|
||||
}
|
||||
|
||||
fn main() {
|
||||
mut app := &App{
|
||||
gg: 0
|
||||
state: .play
|
||||
}
|
||||
mut app := &App{}
|
||||
app.new_game()
|
||||
|
||||
mut font_path := os.resource_abs_path(os.join_path('../assets/fonts/', 'RobotoMono-Regular.ttf'))
|
||||
$if android {
|
||||
font_path = 'assets/RobotoMono-Regular.ttf'
|
||||
}
|
||||
|
||||
mut window_title := 'V 2048'
|
||||
// TODO: Make emcc a real platform ifdef
|
||||
$if emscripten? {
|
||||
// in emscripten, sokol uses `window_title` as the selector to the canvas it'll render to,
|
||||
// and since `document.querySelector('V 2048')` isn't valid JS, we use `canvas` instead
|
||||
window_title = 'canvas'
|
||||
}
|
||||
|
||||
$if showfps? {
|
||||
app.perf = &Perf{}
|
||||
}
|
||||
|
||||
app.gg = gg.new_context({
|
||||
bg_color: gx.white
|
||||
width: window_width
|
||||
height: window_height
|
||||
use_ortho: true
|
||||
bg_color: app.theme.bg_color
|
||||
width: default_window_width
|
||||
height: default_window_height
|
||||
create_window: true
|
||||
window_title: window_title
|
||||
frame_fn: frame
|
||||
event_fn: on_event
|
||||
init_fn: init
|
||||
user_data: app
|
||||
font_path: os.resource_abs_path('../assets/fonts/RobotoMono-Regular.ttf')
|
||||
font_path: font_path
|
||||
})
|
||||
app.load_tiles()
|
||||
app.victory_image = app.new_image('victory.png')
|
||||
app.gg.run()
|
||||
}
|
||||
}
|
|
@ -1,7 +1,7 @@
|
|||
# V 2048
|
||||
|
||||
This is a simple [2048 game](https://play2048.co/), written in [the V programming language](https://vlang.io/).
|
||||
![2048 Game Screenshot](https://url4e.com/gyazo/images/1ad829cf.png)
|
||||
![screenshot](demo.png)
|
||||
|
||||
## Description:
|
||||
Merge tiles by moving them.
|
||||
|
@ -12,8 +12,10 @@ The goal of the game is to create a tile with a value of 2048.
|
|||
Escape - exit the game
|
||||
Backspace - undo last move
|
||||
n - restart the game
|
||||
t - toggle the UI theme
|
||||
Enter - toggle the tile text format
|
||||
|
||||
UP,LEFT,DOWN,RIGHT or W,A,S,D - move the tiles
|
||||
UP,LEFT,DOWN,RIGHT / W,A,S,D / touchscreen swipes - move the tiles
|
||||
|
||||
## Running instructions:
|
||||
Compile & run the game with `./v run examples/2048`
|
||||
|
|
Before Width: | Height: | Size: 8.3 KiB |
Before Width: | Height: | Size: 2.1 KiB |
Before Width: | Height: | Size: 2.2 KiB |
Before Width: | Height: | Size: 1.6 KiB |
Before Width: | Height: | Size: 1.5 KiB |
Before Width: | Height: | Size: 2.6 KiB |
Before Width: | Height: | Size: 2.6 KiB |
Before Width: | Height: | Size: 1.9 KiB |
Before Width: | Height: | Size: 1.2 KiB |
Before Width: | Height: | Size: 1.8 KiB |
Before Width: | Height: | Size: 1.9 KiB |
Before Width: | Height: | Size: 1.5 KiB |
Before Width: | Height: | Size: 9.6 KiB |
After Width: | Height: | Size: 25 KiB |