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Implementation of 2048 with OctaForge UI.
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local genblock = |val, color, tcolor| || gui.Color_Filler { | |
color = color, min_w = 0.18, min_h = 0.18, | |
gui.Label { | |
text = tostring(val), scale = 3.5, color = tcolor | |
} | |
} | |
local blocktypes = { | |
[0] = || gui.Color_Filler { | |
color = 0xccc0b3, min_w = 0.18, min_h = 0.18 | |
}, | |
[2 ] = genblock(2, 0xEEE4DA, 0x776E65), | |
[4 ] = genblock(4, 0xEDE0C8, 0x776E65), | |
[8 ] = genblock(8, 0xF2B179, 0xF9F6F2), | |
[16 ] = genblock(16, 0xF59563, 0xF9F6F2), | |
[32 ] = genblock(32, 0xF67C5F, 0xF9F6F2), | |
[64 ] = genblock(64, 0xF65E3B, 0xF9F6F2), | |
[128 ] = genblock(128, 0xEDCF72, 0xF9F6F2), | |
[256 ] = genblock(256, 0xEDCC61, 0xF9F6F2), | |
[512 ] = genblock(512, 0xEDC850, 0xF9F6F2), | |
[1024] = genblock(1024, 0xEDC53F, 0xF9F6F2), | |
[2048] = genblock(2048, 0xEDC22E, 0xF9F6F2), | |
[4096] = genblock(4096, 0x3C3A32, 0xF9F6F2) | |
} | |
local tiles = {} | |
local cleanup = {} | |
local totalscore = 0 | |
local cleanuptiles = || do | |
for i, v in ipairs(cleanup) do cleanup[i]:destroy() end | |
end | |
local seedtiles = || do | |
local t1, t2 = math.random(1, 16) | |
repeat t2 = math.random(1, 16) until t2 != t1 | |
local vals = { 2, 4 } | |
local tv1, tv2 = vals[math.random(1, 2)], | |
vals[math.random(1, 2)] | |
for i = 1, 16 do | |
if i == t1 then | |
tiles[i] = tv1 | |
elseif i == t2 then | |
tiles[i] = tv2 | |
else | |
tiles[i] = 0 | |
end | |
end | |
end | |
local randtile = |grid| do | |
local emptyfields = {} | |
for i = 1, 16 do | |
if tiles[i] == 0 then emptyfields[#emptyfields + 1] = i end | |
end | |
if #emptyfields == 0 then return end | |
local n = emptyfields[math.random(1, #emptyfields)] | |
tiles[n] = ({ 2, 4 })[math.random(1, 2)] | |
grid:remove(n) | |
grid:insert(n, blocktypes[tiles[n]]()) | |
if #emptyfields == 1 then | |
-- check game over (yes if nothing is mergeable) | |
local gameover = true | |
for a = 1, 2 do | |
local ia, ib, ic, ja, jb, jc | |
if a == 1 then | |
ia, ib, ic = 0, 12, 4 | |
ja, jb, jc = 1, 3, 1 | |
else | |
ia, ib, ic = 0, 3, 1 | |
ja, jb, jc = 1, 13, 4 | |
end | |
for i = ia, ib, ic do | |
for j = ja + i, jb + i, jc do | |
if tiles[j] == tiles[j + 1] then | |
gameover = false | |
break | |
end | |
end | |
if not gameover then break end | |
end | |
if not gameover then break end | |
end | |
if gameover then totalscore = -totalscore end | |
end | |
end | |
local pendinganims = 0 | |
local guimovetile = |grid, i, j, step, hdir, vdir| do | |
local o = grid:remove(j, true) | |
local oadj = o.adjust | |
grid:insert(j, blocktypes[0]()) | |
local n = (j - i) / step | |
local dist = 0.205 * n | |
local dirn, mspeed, dx, dy | |
if hdir != 0 then | |
dirn, mspeed = "speedup,x", 3 * n * hdir | |
dx, dy = dist, 0 | |
else | |
dirn, mspeed = "speedup,y", 3 * n * vdir | |
dx, dy = 0, dist | |
end | |
grid.parent:append(gui.Auto_Mover { | |
move_func = dirn, move_speed = mspeed, | |
move_dist_x = dx, move_dist_y = dy, o | |
}, |m| do | |
m:clamp(true, true, true, true) | |
connect(m, "anim,start", || do | |
pendinganims += 1 | |
end) | |
connect(m, "anim,end", || do | |
m:set_visible(false) | |
cleanup[#cleanup + 1] = m | |
grid:remove(i) | |
grid:insert(i, blocktypes[tiles[i]]()) | |
pendinganims -= 1 | |
if pendinganims == 0 then | |
randtile(grid) | |
end | |
grid:layout() | |
end) | |
m:start() | |
grid.parent:append(m) | |
end) | |
o.floating = true | |
o.adjust = 0 | |
end | |
local movetile = |grid, off, hdir, vdir| do | |
local dir = (hdir != 0) and hdir or (vdir * 4) | |
local lbeg, lend, lstart | |
if dir < 0 then | |
if hdir != 0 then | |
lbeg, lend, lstart = 2, 4, 1 | |
else | |
lbeg, lend, lstart = 5, 13, 1 | |
end | |
else | |
if hdir != 0 then | |
lbeg, lend, lstart = 3, 1, 4 | |
else | |
lbeg, lend, lstart = 9, 1, 13 | |
end | |
end | |
local jm = false | |
for i = lbeg, lend, -dir do | |
local nnz | |
for j = i + dir, lstart, dir do | |
if tiles[j + off] != 0 then | |
nnz = j | |
break | |
end | |
end | |
if nnz and not jm and tiles[nnz + off] == tiles[i + off] then | |
jm = true | |
tiles[nnz + off] += tiles[i + off] | |
tiles[i + off] = 0 | |
guimovetile(grid, nnz + off, i + off, -dir, hdir, vdir) | |
totalscore += tiles[nnz + off] | |
elseif tiles[i + off] != 0 then | |
jm = false | |
local fz | |
for j = i + dir, lstart, dir do | |
if tiles[j + off] == 0 then fz = j end | |
end | |
if fz then | |
tiles[fz + off] = tiles[i + off] | |
tiles[i + off] = 0 | |
guimovetile(grid, fz + off, i + off, -dir, hdir, vdir) | |
end | |
end | |
end | |
end | |
local movetiles = |grid, h, v| do | |
if h != 0 then | |
movetile(grid, 0, h, 0) | |
movetile(grid, 4, h, 0) | |
movetile(grid, 8, h, 0) | |
movetile(grid, 12, h, 0) | |
end | |
if v != 0 then | |
movetile(grid, 0, 0, v) | |
movetile(grid, 1, 0, v) | |
movetile(grid, 2, 0, v) | |
movetile(grid, 3, 0, v) | |
end | |
cleanuptiles() | |
end | |
local seededtiles = false | |
world:new_window("2048", gui.Window, |win| do | |
win:set_floating(true) | |
win:set_variant("movable") | |
win:set_title("2048 (score: 0)") | |
connect(win, "destroy", || do totalscore = 0 end) | |
win:append(gui.Color_Filler { color = 0xBBADA0 }, |cf| do | |
cf:clamp(true, true, true, true) | |
win:append(gui.Spacer { pad_h = 0.025, pad_v = 0.025 }, |sp| do | |
sp:append(gui.Grid { columns = 4, padding = 0.025 }, |grid| do | |
cf.key = function(self, code, isdown) | |
if isdown then | |
if code == gui.key.LEFT then | |
movetiles(grid, -1, 0) | |
elseif code == gui.key.RIGHT then | |
movetiles(grid, 1, 0) | |
elseif code == gui.key.UP then | |
movetiles(grid, 0, -1) | |
elseif code == gui.key.DOWN then | |
movetiles(grid, 0, 1) | |
end | |
end | |
if totalscore < 0 then | |
win:set_title(("2048 (game over, last score: %d)" | |
):format(-totalscore)) | |
cf.key = nil | |
else | |
win:set_title(("2048 (score: %d)"):format(totalscore)) | |
end | |
return gui.Widget.key(self, code, isdown) | |
end | |
if totalscore < 0 then | |
totalscore, seededtiles, tiles = 0, false, {} | |
end | |
if not seededtiles then | |
seedtiles() | |
seededtiles = true | |
end | |
for i = 1, #tiles do | |
grid:append(blocktypes[tiles[i]]()) | |
end | |
end) | |
end) | |
end) | |
end) |
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