2048实装

This commit is contained in:
MrZ626
2021-01-07 22:58:01 +08:00
parent 3efda7ce74
commit 15cedd71b6
6 changed files with 397 additions and 2 deletions

View File

@@ -738,7 +738,7 @@ return{
{"Minigame",
"minigame",
"other",
"Input these to play free minigames!\n\n15-Puzzle: 15p\nSchulte Grid: sltg\nPong: pong\nAtoZ: atoz\nUltimate Tic-tac-toe: uttt\ncubefield: cbf",
"Input these to play free minigames!\n\n15-Puzzle: 15p\nSchulte Grid: sltg\nPong: pong\nAtoZ: atoz\nUltimate Tic-tac-toe: uttt\ncubefield: cbf\n2048: 2048",
},

View File

@@ -740,7 +740,7 @@ return{
{"小游戏",
"minigame xiaoyouxi",
"other",
"输入以下词语,小游戏免费玩!\n\n15-Puzzle: 15p\nSchulte Grid: sltg\nPong: pong\nAtoZ: atoz\nUltimate Tic-tac-toe: uttt\ncubefield: cbf",
"输入以下词语,小游戏免费玩!\n\n15-Puzzle: 15p\nSchulte Grid: sltg\nPong: pong\nAtoZ: atoz\nUltimate Tic-tac-toe: uttt\ncubefield: cbf\n2048: 2048",
},
{"SFX",

View File

@@ -608,6 +608,11 @@ return{
keyboard="Keyboard",
reset="Reset",
},
mg_2048={
blind="Blind",
skip="Skip Round",
reset="Reset",
},
savedata={
exportUnlock="Export progress",
exportData="Export statistics",

View File

@@ -612,6 +612,11 @@ return{
mg_UTTT={
reset="重置",
},
mg_2048={
blind="盲打",
skip="跳过回合",
reset="重置",
},
savedata={
exportUnlock="导出地图进度",
exportData="导出统计数据",

View File

@@ -45,6 +45,7 @@ local eggInput={
atoz=goScene"mg_AtoZ",
uttt=goScene"mg_UTTT",
cbf=goScene"mg_cubefield",
["2048"]=goScene"mg_2048",
flag=function()
BG.setDefault("none")
BGM.setDefault(false)

384
parts/scenes/mg_2048.lua Normal file
View File

@@ -0,0 +1,384 @@
local gc=love.graphics
local rectangle=gc.rectangle
local int,abs=math.floor,math.abs
local rnd,min=math.random,math.min
local format=string.format
local ins=table.insert
local setFont=setFont
local mStr=mStr
local scene={}
local board
local blind
local startTime,time
local state,progress
local skipCD,skipUsed
local nextTile,nextCD
local nextPos,prevPos
local prevSpawnTime=0
local maxTile
local score
--[[Tiles' value:
-1: black tile, cannot move
0: X tile, cannot merge
1/2/3/...: 2/4/8/... tile
]]
local tileColor={
[-1]=COLOR.black,
[0]={.5,.3,.3},
{.93,.89,.85},
{.93,.88,.78},
{.95,.69,.47},
{.96,.58,.39},
{.96,.49,.37},
{.96,.37,.23},
{.93,.81,.45},
{.93,.80,.38},
{.93,.78,.31},
{.93,.77,.25},
{.93,.76,.18},
{.40,.37,.33},
{.22,.19,.17},
}
local tileFont={
80,80,80,--2/4/8
70,70,70,--16/32/64
60,60,60,--128/256/512
55,55,55,55,--1024/2048/4096/8192
50,50,50,--16384/32768/65536
45,45,45,--131072/262144/524288
30,--1048576
}
local tileName={[0]="X","2","4","8","16","32","64","128","256","512","1024","2048","4096","8192","16384","32768","65536","131072","262144","524288","2^20"}
local function airExist()
for i=1,16 do
if not board[i]then
return true
end
end
end
local function newTile()
nextPos=(nextPos+6)%16+1
local p=nextPos
while board[p]do
p=(p-4)%16+1
end
board[p]=nextTile
prevPos=p
prevSpawnTime=0
nextCD=nextCD-1
if nextCD>0 then
nextTile=1
else
nextTile=rnd()>.1 and 2 or rnd()>.1 and 3 or 4
nextCD=rnd(8,12)
end
--Fresh score
score=0
for i=1,16 do
if board[i]and board[i]>0 then
score=score+2^board[i]
end
end
TEXT.show("+"..2^nextTile,1130+rnd(-60,60),555+rnd(-40,40),30,"score",1.5)
--Check if board is full
if airExist()then return end
--Check if board is locked in all-directions
for i=1,12 do
if board[i]==board[i+4]then
return
end
end
for i=1,13,4 do
if
board[i+0]==board[i+1]or
board[i+1]==board[i+2]or
board[i+2]==board[i+3]
then
return
end
end
--Die.
state=2
SFX.play(maxTile>=10 and"win"or"fail")
end
local function freshMaxTile()
maxTile=maxTile+1
if maxTile==7 then skipCD=0 end
SFX.play("reach")
ins(progress,format("%s - %.3fs",tileName[maxTile],TIME()-startTime))
end
local function squash(L)
local p1,p2=1
local moved
while p1<4 do
p2=p1+1
while not L[p2]do
p2=p2+1
if p2==5 then
p1=p1+1
goto continue
end
end
if not L[p1]then--air←2
L[p1]=L[p2]
moved=true
elseif L[p1]==L[p2]then--2←2
L[p1]=L[p1]+1
if L[p1]>maxTile then
freshMaxTile()
end
moved=true
p1=p1+1
elseif p1+1~=p2 then--2←4
L[p1+1]=L[p2]
moved=true
p1=p1+1
else--2,4
p1=p1+1
end
if moved then L[p2]=false end
::continue::
end
return L[1],L[2],L[3],L[4],moved
end
local function reset()
for i=1,16 do board[i]=false end
progress={}
state=0
score=0
time=0
maxTile=6
nextTile,nextPos=1,rnd(16)
nextCD=32
skipCD,skipUsed=false,false
newTile()
end
local function moveUp()
local moved
for i=1,4 do
local m
board[i],board[i+4],board[i+8],board[i+12],m=squash({board[i],board[i+4],board[i+8],board[i+12]})
if m then moved=true end
end
return moved
end
local function moveDown()
local moved
for i=1,4 do
local m
board[i+12],board[i+8],board[i+4],board[i],m=squash({board[i+12],board[i+8],board[i+4],board[i]})
if m then moved=true end
end
return moved
end
local function moveLeft()
local moved
for i=1,13,4 do
local m
board[i],board[i+1],board[i+2],board[i+3],m=squash({board[i],board[i+1],board[i+2],board[i+3]})
if m then moved=true end
end
return moved
end
local function moveRight()
local moved
for i=1,13,4 do
local m
board[i+3],board[i+2],board[i+1],board[i],m=squash({board[i+3],board[i+2],board[i+1],board[i]})
if m then moved=true end
end
return moved
end
local function skip()
if state==1 and skipCD==0 then
if airExist()then
skipCD=32
skipUsed=true
newTile()
SFX.play("hold")
else
SFX.play("finesseError")
end
end
end
function scene.sceneInit()
BG.set("cubes")
BGM.play("truth")
board={}
blind=false
startTime,time=0,0
state=0
reset()
end
function scene.mouseDown(x,y,k)
if k==2 then
skip()
else
local dx,dy=x-640,y-360
if abs(dx)<320 and abs(dy)<320 and(abs(dx)>60 or abs(dy)>60)then
scene.keyDown(abs(dx)-abs(dy)>0 and
(dx>0 and"right"or"left")or
(dy>0 and"down"or"up")
)
end
end
end
function scene.touchDown(_,x,y)
scene.mouseDown(x,y)
end
local moveFunc={
up=moveUp,
down=moveDown,
left=moveLeft,
right=moveRight,
}
function scene.keyDown(key)
if key=="up"or key=="down"or key=="left"or key=="right"then
if moveFunc[key]()then
if state==0 then
startTime=TIME()
state=1
end
if skipCD and skipCD>0 then
skipCD=skipCD-1
if skipCD==0 then
SFX.play("spin_0")
end
end
newTile()
SFX.play("move")
end
elseif key=="space"then skip()
elseif key=="r"then reset()
elseif key=="q"then if state==0 then blind=not blind end
elseif key=="escape"then SCN.back()
end
end
function scene.update(dt)
if state==1 then
time=TIME()-startTime
end
if prevSpawnTime<1 then
prevSpawnTime=min(prevSpawnTime+3*dt,1)
end
end
function scene.draw()
setFont(40)
gc.setColor(1,1,1)
gc.print(format("%.3f",time),1026,80)
--Progress time list
setFont(30)
gc.setColor(.7,.7,.7)
for i=1,#progress do
gc.print(progress[i],1000,130+32*i)
end
--Score
setFont(40)
gc.setColor(1,.7,.7)
mStr(score,1130,490)
--Messages
if state==2 then
--Draw no-setting area
gc.setColor(1,0,0,.3)
rectangle("fill",15,335,285,250)
gc.setColor(.9,.9,0)--win
elseif state==1 then
gc.setColor(.9,.9,.9)--game
elseif state==0 then
gc.setColor(.2,.8,.2)--ready
end
gc.setLineWidth(10)
rectangle("line",310,30,660,660)
--Board
for i=1,16 do
if board[i]then
local x,y=1+(i-1)%4,int((i+3)/4)
local N=board[i]
if i~=prevPos or prevSpawnTime==1 then
gc.setColor(tileColor[N]or COLOR.black)
rectangle("fill",x*160+163,y*160-117,154,154,15)
if N>=0 and not blind or i==prevPos then
gc.setColor(N<3 and COLOR.black or COLOR.W)
local fontSize=tileFont[N]
setFont(fontSize)
mStr(tileName[N],320+(x-.5)*160,40+(y-.5)*160-7*(fontSize/5+1)/2)
end
else
local c=tileColor[N]
gc.setColor(c[1],c[2],c[3],prevSpawnTime)
rectangle("fill",x*160+163,y*160-117,154,154,15)
c=N<3 and 0 or 1
gc.setColor(c,c,c,prevSpawnTime)
local fontSize=tileFont[N]
setFont(fontSize)
mStr(tileName[N],320+(x-.5)*160,40+(y-.5)*160-7*(fontSize/5+1)/2)
end
end
end
--Next indicator
gc.setColor(1,1,1)
if nextCD<=12 then
for i=1,nextCD do
rectangle("fill",140+i*16-nextCD*8,170,12,12)
end
end
--Next
setFont(40)
mStr("Next",153,185)
if nextTile>1 then
gc.setColor(1,.5,.4)
end
setFont(70)
mStr(tileName[nextTile],153,220)
--Skip CoolDown
if skipCD and skipCD>0 then
setFont(50)
gc.setColor(1,1,.5)
mStr(skipCD,160,600)
end
--Skip mark
if skipUsed then
gc.setColor(1,1,.5)
gc.circle("fill",280,675,10)
end
--New tile position
local x,y=1+(prevPos-1)%4,int((prevPos+3)/4)
gc.setLineWidth(8)
gc.setColor(.2,.8,0,prevSpawnTime)
local d=25-prevSpawnTime*25
rectangle("line",x*160+163-d,y*160-117-d,154+2*d,154+2*d,15)
end
scene.widgetList={
WIDGET.newButton{name="reset", x=160,y=100,w=180,h=100,color="lGreen",font=40,code=pressKey"r"},
WIDGET.newKey{name="skip", x=160,y=640,w=180,h=100,color="lYellow",font=40,code=pressKey"space",hide=function()return state~=1 or not skipCD or skipCD>0 end},
WIDGET.newSwitch{name="blind", x=240,y=370,w=60, font=40,disp=function()return blind end, code=pressKey"q",hide=function()return state==1 end},
WIDGET.newButton{name="back", x=1140,y=640,w=170,h=80,font=40,code=backScene},
}
return scene