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  • 2048小游戏主要算法实现

    写一个2048游戏不难,通过分析你发现主要问题是如何根据当前状态和滑动方向,确定出下一个方格状态即滑动后的结果(不考虑新加入的随机方格)。每个状态绘制出来便成了一个简单的2048游戏。

     

    输入

     

    输入数据有多组,每组数据的第一行为一个整数d(0表示向左滑,1表示向右滑,2表示向上滑,3表示向下滑)。

    接下来有4行4列的方格,每个方格的值只能为0,2,4,8,16,32,64,128,256,512,1024,2048,其中0表示该格子为空白。

    输出

     

    每组输出滑动后的状态,即4行4列的格子值。

    样例输入

    2
    0 0 0 0
    0 0 0 0
    0 2 2 0
    2 0 0 0
    0
    2 2 2 0
    0 0 2 0
    0 0 0 0
    0 0 0 0
    

    样例输出

    2 2 2 0
    0 0 0 0
    0 0 0 0
    0 0 0 0
    4 2 0 0
    2 0 0 0
    0 0 0 0
    0 0 0 0
    

    基本的算法是,如果2^k是最大的数字,那么我们努力将2^(k-1)放在它的旁边,然后再把2^(k-2)放在2^(k-1)的旁边,以此类推。

    为了达成这一点,我们努力将最大的数字放在角落,然后将第二大的数字放在它旁边,以此类推。将最大的数字放在角落,这样就可以留出足够的空间来组合出更大的数字。

    最终我们期望形成这样的图形:

      x   x   x   x
      4   2   x   x
      8   16  32  64
    1024 512 256 128
    


    html
    <!DOCTYPE html>
    <html>
    <head>
    <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
    <title>2048</title>
    <link rel="stylesheet" type="text/css" href="css/2048.css" />
    <!-- <script type="text/javascript" src="http://code.jquery.com/jquery-latest.js"></script> -->
    <script type="text/javascript" src="js/2048.js"></script>
    </head>
     
    <body>
        <div id="div2048">
            <a id="start">tap to start :-)</a>
        </div>
    </body>
    </html>
    
    2048.css
    @charset "utf-8";
     
    #div2048
    {
        width: 500px;
        height: 500px;
        background-color: #b8af9e;
        margin: 0 auto;
        position: relative;
    }
    #start
    {
        width: 500px;
        height: 500px;
        line-height: 500px;
        display: block;
        text-align: center;
        font-size: 30px;
        background: #f2b179;
        color: #FFFFFF;
    }
    #div2048 div.tile
    {
        margin: 20px 0px 0px 20px;
        width: 100px;
        height: 40px;
        padding: 30px 0;
        font-size: 40px;
        line-height: 40px;
        text-align: center;
        float: left;
    }
    #div2048 div.tile0{
        background: #ccc0b2;
    }
    #div2048 div.tile2
    {
        color: #7c736a;
        background: #eee4da;
    }
    #div2048 div.tile4
    {
        color: #7c736a;
        background: #ece0c8;
    }
    #div2048 div.tile8
    {
        color: #fff7eb;
        background: #f2b179;
    }
    #div2048 div.tile16
    {
        color:#fff7eb;
        background:#f59563;
    }
    #div2048 div.tile32
    {
        color:#fff7eb;
        background:#f57c5f;
    }
    #div2048 div.tile64
    {
        color:#fff7eb;
        background:#f65d3b;
    }
    #div2048 div.tile128
    {
        color:#fff7eb;
        background:#edce71;
    }
    #div2048 div.tile256
    {
        color:#fff7eb;
        background:#edcc61;
    }
    #div2048 div.tile512
    {
        color:#fff7eb;
        background:#ecc850;
    }
    #div2048 div.tile1024
    {
        color:#fff7eb;
        background:#edc53f;
    }
    #div2048 div.tile2048
    {
        color:#fff7eb;
        background:#eec22e;
    }

    2048.js

    function game2048(container)
    {
        this.container = container;
        this.tiles = new Array(16);
    }
     
    game2048.prototype = {
        init: function(){
            for(var i = 0, len = this.tiles.length; i < len; i++){
                var tile = this.newTile(0);
                tile.setAttribute('index', i);
                this.container.appendChild(tile);
                this.tiles[i] = tile;
            }
            this.randomTile();
            this.randomTile();
        },
        newTile: function(val){
            var tile = document.createElement('div');
            this.setTileVal(tile, val)
            return tile;
        },
        setTileVal: function(tile, val){
            tile.className = 'tile tile' + val;
            tile.setAttribute('val', val);
            tile.innerHTML = val > 0 ? val : '';
        },
        randomTile: function(){
            var zeroTiles = [];
            for(var i = 0, len = this.tiles.length; i < len; i++){
                if(this.tiles[i].getAttribute('val') == 0){
                    zeroTiles.push(this.tiles[i]);
                }
            }
            var rTile = zeroTiles[Math.floor(Math.random() * zeroTiles.length)];
            this.setTileVal(rTile, Math.random() < 0.8 ? 2 : 4);
        },
        move:function(direction){
            var j;
            switch(direction){
                case 'W':
                    for(var i = 4, len = this.tiles.length; i < len; i++){
                        j = i;
                        while(j >= 4){
                            this.merge(this.tiles[j - 4], this.tiles[j]);
                            j -= 4;
                        }
                    }
                    break;
                case 'S':
                    for(var i = 11; i >= 0; i--){
                        j = i;
                        while(j <= 11){
                            this.merge(this.tiles[j + 4], this.tiles[j]);
                            j += 4;
                        }
                    }
                    break;
                case 'A':
                    for(var i = 1, len = this.tiles.length; i < len; i++){
                        j = i;
                        while(j % 4 != 0){
                            this.merge(this.tiles[j - 1], this.tiles[j]);
                            j -= 1;
                        }
                    }
                    break;
                case 'D':
                    for(var i = 14; i >= 0; i--){
                        j = i;
                        while(j % 4 != 3){
                            this.merge(this.tiles[j + 1], this.tiles[j]);
                            j += 1;
                        }
                    }
                    break;
            }
            this.randomTile();
        },
        merge: function(prevTile, currTile){
            var prevVal = prevTile.getAttribute('val');
            var currVal = currTile.getAttribute('val');
            if(currVal != 0){
                if(prevVal == 0){
                    this.setTileVal(prevTile, currVal);
                    this.setTileVal(currTile, 0);
                }
                else if(prevVal == currVal){
                    this.setTileVal(prevTile, prevVal * 2);
                    this.setTileVal(currTile, 0);
                }
            }
        },
        equal: function(tile1, tile2){
            return tile1.getAttribute('val') == tile2.getAttribute('val');
        },
        max: function(){
            for(var i = 0, len = this.tiles.length; i < len; i++){
                if(this.tiles[i].getAttribute('val') == 2048){
                    return true;
                }
            }
        },
        over: function(){
            for(var i = 0, len = this.tiles.length; i < len; i++){
                if(this.tiles[i].getAttribute('val') == 0){
                    return false;
                }
                if(i % 4 != 3){
                    if(this.equal(this.tiles[i], this.tiles[i + 1])){
                        return false;
                    }
                }
                if(i < 12){
                    if(this.equal(this.tiles[i], this.tiles[i + 4])){
                        return false;
                    }
                }
            }
            return true;
        },
        clean: function(){
            for(var i = 0, len = this.tiles.length; i < len; i++){
                this.container.removeChild(this.tiles[i]);
            }
            this.tiles = new Array(16);
        }
    }
     
    var game, startBtn;
     
    window.onload = function(){
        var container = document.getElementById('div2048');
        startBtn = document.getElementById('start');
        startBtn.onclick = function(){
            this.style.display = 'none';
            game = game || new game2048(container);
            game.init();
        }
    }
     
    window.onkeydown = function(e){
        var keynum, keychar;
        if(window.event){       // IE
            keynum = e.keyCode;
        }
        else if(e.which){       // Netscape/Firefox/Opera
            keynum = e.which;
        }
        keychar = String.fromCharCode(keynum);
        if(['W', 'S', 'A', 'D'].indexOf(keychar) > -1){
            if(game.over()){
                game.clean();
                startBtn.style.display = 'block';
                startBtn.innerHTML = 'game over, replay?';
                return;
            }
            game.move(keychar);
        }
    }

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  • 原文地址:https://www.cnblogs.com/aure/p/4618297.html
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