Game2048

GameBoard.js

/**
 * The examples provided by Facebook are for non-commercial testing and
 * evaluation purposes only.
 *
 * Facebook reserves all rights not expressly granted.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NON INFRINGEMENT. IN NO EVENT SHALL
 * FACEBOOK BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 *
 * @providesModule GameBoard
 * @flow
 */
'use strict';

// NB: Taken straight from: https://github.com/IvanVergiliev/2048-react/blob/master/src/board.js
//     with no modification except to format it for CommonJS and fix lint/flow errors

var rotateLeft = function (matrix) {
  var rows = matrix.length;
  var columns = matrix[0].length;
  var res = [];
  for (var row = 0; row < rows; ++row) {
    res.push([]);
    for (var column = 0; column < columns; ++column) {
      res[row][column] = matrix[column][columns - row - 1];
    }
  }
  return res;
};

var Tile = function (value?: number, row?: number, column?: number) {
  this.value = value || 0;
  this.row = row || -1;

  this.column = column || -1;
  this.oldRow = -1;
  this.oldColumn = -1;
  this.markForDeletion = false;
  this.mergedInto = null;
  this.id = Tile.id++;
};

Tile.id = 0;

Tile.prototype.moveTo = function (row, column) {
  this.oldRow = this.row;
  this.oldColumn = this.column;
  this.row = row;
  this.column = column;
};

Tile.prototype.isNew = function () {
  return this.oldRow === -1 && !this.mergedInto;
};

Tile.prototype.hasMoved = function () {
  return (this.fromRow() !== -1 && (this.fromRow() !== this.toRow() || this.fromColumn() !== this.toColumn())) ||
    this.mergedInto;
};

Tile.prototype.fromRow = function () {
  return this.mergedInto ? this.row : this.oldRow;
};

Tile.prototype.fromColumn = function () {
  return this.mergedInto ? this.column : this.oldColumn;
};

Tile.prototype.toRow = function () {
  return this.mergedInto ? this.mergedInto.row : this.row;
};

Tile.prototype.toColumn = function () {
  return this.mergedInto ? this.mergedInto.column : this.column;
};

var Board = function () {
  this.tiles = [];
  this.cells = [];
  for (var i = 0; i < Board.size; ++i) {
    this.cells[i] = [this.addTile(), this.addTile(), this.addTile(), this.addTile()];
  }
  this.addRandomTile();
  this.setPositions();
  this.won = false;
};

Board.prototype.addTile = function () {
  var res = new Tile();
  Tile.apply(res, arguments);
  this.tiles.push(res);
  return res;
};

Board.size = 4;

Board.prototype.moveLeft = function () {
  var hasChanged = false;
  for (var row = 0; row < Board.size; ++row) {
    var currentRow = this.cells[row].filter(function (tile) { return tile.value !== 0; });
    var resultRow = [];
    for (var target = 0; target < Board.size; ++target) {
      var targetTile = currentRow.length ? currentRow.shift() : this.addTile();
      if (currentRow.length > 0 && currentRow[0].value === targetTile.value) {
        var tile1 = targetTile;
        targetTile = this.addTile(targetTile.value);
        tile1.mergedInto = targetTile;
        var tile2 = currentRow.shift();
        tile2.mergedInto = targetTile;
        targetTile.value += tile2.value;
      }
      resultRow[target] = targetTile;
      this.won = this.won || (targetTile.value === 2048);
      hasChanged = hasChanged || (targetTile.value !== this.cells[row][target].value);
    }
    this.cells[row] = resultRow;
  }
  return hasChanged;
};

Board.prototype.setPositions = function () {
  this.cells.forEach(function (row, rowIndex) {
    row.forEach(function (tile, columnIndex) {
      tile.oldRow = tile.row;
      tile.oldColumn = tile.column;
      tile.row = rowIndex;
      tile.column = columnIndex;
      tile.markForDeletion = false;
    });
  });
};

Board.fourProbability = 0.1;

Board.prototype.addRandomTile = function () {
  var emptyCells = [];
  for (var r = 0; r < Board.size; ++r) {
    for (var c = 0; c < Board.size; ++c) {
      if (this.cells[r][c].value === 0) {
        emptyCells.push({r: r, c: c});
      }
    }
  }
  var index = Math.floor(Math.random() * emptyCells.length);
  var cell = emptyCells[index];
  var newValue = Math.random() < Board.fourProbability ? 4 : 2;
  this.cells[cell.r][cell.c] = this.addTile(newValue);
};

Board.prototype.move = function (direction) {
  // 0 -> left, 1 -> up, 2 -> right, 3 -> down
  this.clearOldTiles();
  for (var i = 0; i < direction; ++i) {
    this.cells = rotateLeft(this.cells);
  }
  var hasChanged = this.moveLeft();
  for (var i = direction; i < 4; ++i) {
    this.cells = rotateLeft(this.cells);
  }
  if (hasChanged) {
    this.addRandomTile();
  }
  this.setPositions();
  return this;
};

Board.prototype.clearOldTiles = function () {
  this.tiles = this.tiles.filter(function (tile) { return tile.markForDeletion === false; });
  this.tiles.forEach(function (tile) { tile.markForDeletion = true; });
};

Board.prototype.hasWon = function () {
  return this.won;
};

Board.deltaX = [-1, 0, 1, 0];
Board.deltaY = [0, -1, 0, 1];

Board.prototype.hasLost = function () {
  var canMove = false;
  for (var row = 0; row < Board.size; ++row) {
    for (var column = 0; column < Board.size; ++column) {
      canMove = canMove || (this.cells[row][column].value === 0);
      for (var dir = 0; dir < 4; ++dir) {
        var newRow = row + Board.deltaX[dir];
        var newColumn = column + Board.deltaY[dir];
        if (newRow < 0 || newRow >= Board.size || newColumn < 0 || newColumn >= Board.size) {
          continue;
        }
        canMove = canMove || (this.cells[row][column].value === this.cells[newRow][newColumn].value);
      }
    }
  }
  return !canMove;
};

module.exports = Board;

index.android.js

/**
 * The examples provided by Facebook are for non-commercial testing and
 * evaluation purposes only.
 *
 * Facebook reserves all rights not expressly granted.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NON INFRINGEMENT. IN NO EVENT SHALL
 * FACEBOOK BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 *
 * @providesModule Game2048
 * @flow
 */
'use strict';

var React = require('react-native');
var {
  AppRegistry,
  StyleSheet,
  Text,
  View,
} = React;

var Animated = require('Animated');
var GameBoard = require('GameBoard');
var TouchableBounce = require('TouchableBounce');

var BOARD_PADDING = 3;
var CELL_MARGIN = 4;
var CELL_SIZE = 60;

class Cell extends React.Component {
  render() {
    return <View style={styles.cell} />;
  }
}

class Board extends React.Component {
  render() {
    return (
      <View style={styles.board}>
        <View style={styles.row}><Cell/><Cell/><Cell/><Cell/></View>
        <View style={styles.row}><Cell/><Cell/><Cell/><Cell/></View>
        <View style={styles.row}><Cell/><Cell/><Cell/><Cell/></View>
        <View style={styles.row}><Cell/><Cell/><Cell/><Cell/></View>
        {this.props.children}
      </View>
    );
  }
}

class Tile extends React.Component {
  state: any;

  static _getPosition(index): number {
    return BOARD_PADDING + (index * (CELL_SIZE + CELL_MARGIN * 2) + CELL_MARGIN);
  }

  constructor(props: {}) {
    super(props);

    var tile = this.props.tile;

    this.state = {
      opacity: new Animated.Value(0),
      top: new Animated.Value(Tile._getPosition(tile.toRow())),
      left: new Animated.Value(Tile._getPosition(tile.toColumn())),
    };
  }

  calculateOffset(): {top: number; left: number; opacity: number} {
    var tile = this.props.tile;

    var offset = {
      top: this.state.top,
      left: this.state.left,
      opacity: this.state.opacity,
    };

    if (tile.isNew()) {
      Animated.timing(this.state.opacity, {
        duration: 100,
        toValue: 1,
      }).start();
    } else {
      Animated.parallel([
        Animated.timing(offset.top, {
          duration: 100,
          toValue: Tile._getPosition(tile.toRow()),
        }),
        Animated.timing(offset.left, {
          duration: 100,
          toValue: Tile._getPosition(tile.toColumn()),
        }),
      ]).start();
    }
    return offset;
  }

  render() {
    var tile = this.props.tile;

    var tileStyles = [
      styles.tile,
      styles['tile' + tile.value],
      this.calculateOffset(),
    ];

    var textStyles = [
      styles.value,
      tile.value > 4 && styles.whiteText,
      tile.value > 100 && styles.threeDigits,
      tile.value > 1000 && styles.fourDigits,
    ];

    return (
      <Animated.View style={tileStyles}>
        <Text style={textStyles}>{tile.value}</Text>
      </Animated.View>
    );
  }
}

class GameEndOverlay extends React.Component {
  render() {
    var board = this.props.board;

    if (!board.hasWon() && !board.hasLost()) {
      return <View/>;
    }

    var message = board.hasWon() ?
      '恭喜你顺利成为第930315个祝樊菲生日快乐的人!' : 'Game Over';

    return (
      <View style={styles.overlay}>
        <Text style={styles.overlayMessage}>{message}</Text>
        <TouchableBounce onPress={this.props.onRestart} style={styles.tryAgain}>
          <Text style={styles.tryAgainText}>Try Again?</Text>
        </TouchableBounce>
      </View>
    );
  }
}

class Game2048 extends React.Component {
  startX: number;
  startY: number;
  state: any;

  constructor(props: {}) {
    super(props);
    this.state = {
      board: new GameBoard(),
    };
    this.startX = 0;
    this.startY = 0;
  }

  restartGame() {
    this.setState({board: new GameBoard()});
  }

  handleTouchStart(event: Object) {
    if (this.state.board.hasWon()) {
      return;
    }

    this.startX = event.nativeEvent.pageX;
    this.startY = event.nativeEvent.pageY;
  }

  handleTouchEnd(event: Object) {
    if (this.state.board.hasWon()) {
      return;
    }

    var deltaX = event.nativeEvent.pageX - this.startX;
    var deltaY = event.nativeEvent.pageY - this.startY;

    var direction = -1;
    if (Math.abs(deltaX) > 3 * Math.abs(deltaY) && Math.abs(deltaX) > 30) {
      direction = deltaX > 0 ? 2 : 0;
    } else if (Math.abs(deltaY) > 3 * Math.abs(deltaX) && Math.abs(deltaY) > 30) {
      direction = deltaY > 0 ? 3 : 1;
    }

    if (direction !== -1) {
      this.setState({board: this.state.board.move(direction)});
    }
  }

  render() {
    var tiles = this.state.board.tiles
      .filter((tile) => tile.value)
      .map((tile) => <Tile ref={tile.id} key={tile.id} tile={tile} />);

    return (
      <View
        style={styles.container}
        onTouchStart={(event) => this.handleTouchStart(event)}
        onTouchEnd={(event) => this.handleTouchEnd(event)}>
        <Board>
          {tiles}
        </Board>
        <GameEndOverlay board={this.state.board} onRestart={() => this.restartGame()} />
      </View>
    );
  }
}

var styles = StyleSheet.create({
  container: {
    flex: 1,
    justifyContent: 'center',
    alignItems: 'center',
  },
  board: {
    padding: BOARD_PADDING,
    backgroundColor: '#bbaaaa',
    borderRadius: 5,
  },
  overlay: {
    position: 'absolute',
    top: 0,
    bottom: 0,
    left: 0,
    right: 0,
    backgroundColor: 'rgba(221, 221, 221, 0.5)',
    flex: 1,
    flexDirection: 'column',
    justifyContent: 'center',
    alignItems: 'center',
  },
  overlayMessage: {
    fontSize: 40,
    marginBottom: 20,
  },
  tryAgain: {
    backgroundColor: '#887761',
    padding: 20,
    borderRadius: 5,
  },
  tryAgainText: {
    color: '#ffffff',
    fontSize: 20,
    fontWeight: '500',
  },
  cell: {
    width: CELL_SIZE,
    height: CELL_SIZE,
    borderRadius: 5,
    backgroundColor: '#ddccbb',
    margin: CELL_MARGIN,
  },
  row: {
    flexDirection: 'row',
  },
  tile: {
    position: 'absolute',
    width: CELL_SIZE,
    height: CELL_SIZE,
    backgroundColor: '#ddccbb',
    borderRadius: 5,
    flex: 1,
    justifyContent: 'center',
    alignItems: 'center',
  },
  value: {
    fontSize: 24,
    color: '#776666',
    fontFamily: 'Verdana',
    fontWeight: '500',
  },
  tile2: {
    backgroundColor: '#eeeeee',
  },
  tile4: {
    backgroundColor: '#eeeecc',
  },
  tile8: {
    backgroundColor: '#ffbb87',
  },
  tile16: {
    backgroundColor: '#ff9966',
  },
  tile32: {
    backgroundColor: '#ff7755',
  },
  tile64: {
    backgroundColor: '#ff5533',
  },
  tile128: {
    backgroundColor: '#eecc77',
  },
  tile256: {
    backgroundColor: '#eecc66',
  },
  tile512: {
    backgroundColor: '#eecc55',
  },
  tile1024: {
    backgroundColor: '#eecc33',
  },
  tile2048: {
    backgroundColor: '#eecc22',
  },
  whiteText: {
    color: '#ffffff',
  },
  threeDigits: {
    fontSize: 20,
  },
  fourDigits: {
    fontSize: 18,
  },
});

AppRegistry.registerComponent('Game2048', () => Game2048);

module.exports = Game2048;

 

posted @ 2017-04-16 22:43  alittlecomputer  阅读(273)  评论(0编辑  收藏  举报