started at ; stage 2 at ; ended at
they just wanna, they just wanna, oh, girls! girls just wanna have fun! so implement 2048 for them. submissions may be written in any language.
2048 is a puzzle game (which you have probably played before) based on sliding blocks on a grid. who could have guessed? it is based on a lineage of very similar games released at the same time, most notably the mobile game Threes, a clone of Threes called 1024, and a distinct clone of 1024 which is also called 2048. confusing, I know.
I'm sure you're quite familiar with how the game works already, but let's go over the rules again. the following specification will match the behaviour of the original JS game exactly.
the game takes place on a 4x4 grid. some spaces are empty, and some may contain tiles, which are labelled with powers of 2. when the game begins, the grid has 2 tiles on it. whenever a tile is placed on the board, it is put in a random empty space and has a 90% chance of being a 2 or a 10% chance of being a 4.
the player's only available move on each turn is to enter one of the 4 orthogonal directions to shift all the tiles in the grid in that direction. the tiles are moved in order of how close they are to the wall being pointed toward, the nearest ones first. they move as far as they can in the given direction, only stopping if they hit the edge of the grid or another tile with a different label.
if a tile hits another tile of the same label, the two merge: the tile moving is removed and the label of the tile it hit is doubled. a tile can only be merged with once in a single move.
after every move, if at least one tile moved, a tile is placed randomly, as described above. if there are no moves remaining that would move tiles, the player has lost; if a 2048 tile has been created, they have won.
here is an example of a move. the grid begins in this state:
4 - 2 2
8 8 8 -
2 2 2 2
2 - - 4
the player then decides to press right, so the tiles move like so:
- - 4 4
- - 8 16
- - 4 4
- - 2 4
after a random tile is placed, the grid may look like this:
- - 4 4
2 - 8 16
- - 4 4
- - 2 4
this process is repeated ad infinitum until the game is over.
your challenge is to implement an interactive playable version of 2048 through any medium you desire. after the player has won, you may allow them to keep playing, but this is not a requirement. this problem allows any language, and describes an interactive application, so there is no fixed API.
you can download all the entries
written by taswelll
submitted at
1 like
1 2 3 4 5 6 7 8 9 10 | #!/usr/local/bin/dyalogscript βIOβ0 β gβ4 4β~β0β€1 cβ>/ββ½Β¨(,\0ββ Γ2=/0,β’) rβ{β΅+2 4[0=?10]Γ4 4β΄0=ββ(1+?β¨16)Γ0=,β΅} sβ{βββ½β£β΅ gΓβ(1ββ½+~)βcβ¨g β½βββ£β΅ β’βΊ} lββ§/β,{~β΅[1;1]ββ΅Γ3 3β΄0 1}βΊ3 3β€β£ ββ'LW'[2048β€β/,ββ{ β βββ΅ 'enter key (wasd): ' rβ£(Aβ’β΅)β’Aββ΅s'asdw'β³βCββ }β£l r 4 4β΄0] |
written by Lizzy Fleckenstein
submitted at
2 likes
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 | use super::game::{Board, Pos}; use crossterm::{cursor, queue, style::*}; enum Mode { Roof_, Data_, Floor, Empty, Base_, } const FIELD_HEIGHT: usize = 3; const FIELD_WIDTH: usize = 8; fn write_line(stdout: &mut std::io::Stdout, vec: &[u32], mode: Mode) -> crossterm::Result<()> { let mut vec = vec; let len = vec.len(); queue!( stdout, Print(match mode { Mode::Roof_ => "β", Mode::Data_ => "β", Mode::Floor => "β ", Mode::Empty => "β", Mode::Base_ => "β", }) )?; for i in 0..len { let &n = vec.last().unwrap(); vec = &vec[0..vec.len() - 1]; match mode { Mode::Data_ | Mode::Empty => queue!(stdout, Print(" "))?, _ => {} } match mode { Mode::Data_ | Mode::Empty if n != 0 => { let (r, g, b) = hsl::HSL { h: (n * 360 / 12) as f64, s: 1.0, l: 0.5, } .to_rgb(); queue!( stdout, SetColors(Colors::new(Color::Black, Color::Rgb { r, g, b })) )?; } _ => {} }; queue!( stdout, Print(match mode { Mode::Roof_ | Mode::Base_ => "β".repeat(FIELD_WIDTH), Mode::Floor => "β".repeat(FIELD_WIDTH), Mode::Data_ if n != 0 => format!("{:^w$}", 1 << n, w = FIELD_WIDTH - 2), Mode::Empty | Mode::Data_ => " ".repeat(FIELD_WIDTH - 2), }) )?; match mode { Mode::Data_ | Mode::Empty => { queue!(stdout, SetAttribute(Attribute::Reset), Print(" "))? } _ => {} } if i != len - 1 { queue!( stdout, Print(match mode { Mode::Roof_ => "β―", Mode::Data_ => "β", Mode::Floor => "βΌ", Mode::Empty => "β", Mode::Base_ => "β·", }) )?; } } queue!( stdout, Print(match mode { Mode::Roof_ => "β", Mode::Data_ => "β", Mode::Floor => "β¨", Mode::Empty => "β", Mode::Base_ => "β", }), cursor::MoveToNextLine(1), )?; Ok(()) } pub fn display_board(stdout: &mut std::io::Stdout, board: &Board) -> crossterm::Result<()> { let dummy = vec![0; board.size.x as usize]; write_line(stdout, &dummy, Mode::Roof_)?; for y in 0..board.size.y { let vec = (0..board.size.x) .rev() .map(|x| board.get(Pos::new(x, y)).value()) .collect::<Vec<u32>>(); for i in 0..FIELD_HEIGHT { write_line( stdout, &vec, if i == FIELD_HEIGHT / 2 { Mode::Data_ } else { Mode::Empty }, )?; } if y != board.size.y - 1 { write_line(stdout, &dummy, Mode::Floor)?; } } write_line(stdout, &dummy, Mode::Base_)?; Ok(()) } |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 | pub use glam::i32::IVec2 as Pos; use rand::seq::IteratorRandom; use std::cell::RefCell; trait Swap { fn swap(self) -> Self; } impl Swap for Pos { fn swap(self) -> Self { Self::new(self.y, self.x) } } pub struct Field(RefCell<u32>); enum MergeResult { Merged(u32), Replaced, Blocked, Empty, } impl Field { fn new() -> Self { Self(RefCell::new(0)) } pub fn value(&self) -> u32 { *self.0.borrow() } fn merge(&self, other: &Self) -> MergeResult { let mut s = self.0.borrow_mut(); let mut o = other.0.borrow_mut(); if *o == 0 { return MergeResult::Empty; } if *s == 0 { *s = *o; *o = 0; return MergeResult::Replaced; } if *s == *o { *s += 1; *o = 0; return MergeResult::Merged(1 << *s); } MergeResult::Blocked } } pub struct Board { pub size: Pos, fields: Vec<Vec<Field>>, } pub enum Dir { Up, Down, Left, Right, } impl Board { pub fn new(size: Pos) -> Self { Self { size, fields: (0..size.x) .map(|_| (0..size.y).map(|_| Field::new()).collect()) .collect(), } } pub fn step(&self, dir: Dir) -> Option<u32> { let dir = match dir { Dir::Up => -Pos::Y, Dir::Down => Pos::Y, Dir::Left => -Pos::X, Dir::Right => Pos::X, }; let step_row = dir.abs().swap(); let step_col = -dir; let len_row = (step_row.abs() * self.size).max_element(); let len_col = (step_col.abs() * self.size).max_element(); let start = (dir + Pos::ONE) / 2 * (self.size - Pos::ONE); let mut score = None; for row in 0..len_row { let start_row = start + row * step_row; for col1 in 0..len_col - 1 { let field1 = self.get(start_row + col1 * step_col); for col2 in col1 + 1..len_col { let field2 = self.get(start_row + col2 * step_col); match field1.merge(field2) { MergeResult::Merged(sc) => { score = Some(score.unwrap_or(0) + sc); break; } MergeResult::Replaced => score = Some(score.unwrap_or(0)), MergeResult::Blocked => break, MergeResult::Empty => continue, } } } } score } pub fn get(&self, pos: Pos) -> &Field { self.fields .get(pos.x as usize) .unwrap() .get(pos.y as usize) .unwrap() } pub fn spawn<R>(&self, rng: &mut R) where R: rand::Rng + ?core::marker::Sized, { if let Some(field) = self .fields .iter() .flat_map(|v| v.iter()) .filter(|f| f.value() == 0) .choose(rng) { *field.0.borrow_mut() = 1; } } } |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 | pub mod display; pub mod game; use crossterm::{cursor, event, execute, queue, style, terminal}; use game::{Board, Dir::*, Pos}; use std::io::Write; fn main() { let mut rng = rand::thread_rng(); let mut stdout = std::io::stdout(); queue!(stdout, terminal::EnterAlternateScreen, cursor::Hide).unwrap(); terminal::enable_raw_mode().unwrap(); let board = Board::new(Pos::new(4, 4)); board.spawn(&mut rng); board.spawn(&mut rng); let mut score = 0; loop { queue!( stdout, terminal::Clear(terminal::ClearType::All), cursor::MoveTo(0, 0), style::SetAttribute(style::Attribute::Bold), style::Print("Score: ".to_string()), style::SetAttribute(style::Attribute::Reset), style::Print(score.to_string()), cursor::MoveToNextLine(1), ) .unwrap(); display::display_board(&mut stdout, &board).unwrap(); stdout.flush().unwrap(); if let Ok(evt) = event::read() { match evt { event::Event::Key(event::KeyEvent { code, .. }) => match code { event::KeyCode::Char(ch) => { if let Some(sc) = board.step(match ch.to_ascii_lowercase() { 'w' => Up, 'a' => Left, 's' => Down, 'd' => Right, 'q' => break, _ => continue, }) { score += sc; board.spawn(&mut rng); } } _ => {} }, _ => {} } } else { break; } } terminal::disable_raw_mode().unwrap(); execute!(stdout, cursor::Show, terminal::LeaveAlternateScreen).unwrap(); } |
1 | /target |
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 | GNU GENERAL PUBLIC LICENSE Version 3, 29 June 2007 Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/> Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. 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Also add information on how to contact you by electronic and paper mail. If the program does terminal interaction, make it output a short notice like this when it starts in an interactive mode: <program> Copyright (C) <year> <name of author> This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details. The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, your program's commands might be different; for a GUI interface, you would use an "about box". You should also get your employer (if you work as a programmer) or school, if any, to sign a "copyright disclaimer" for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see <https://www.gnu.org/licenses/>. The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read <https://www.gnu.org/licenses/why-not-lgpl.html>. |
written by kimapr
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1 2 | /http.conf /tmp |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 | # 2048.php An implementation of 2048 in PHP. Supports arbitrary board sizes. ## Web UI **NOTE**: Unfinished. Uses streamed HTML and CSS to create dynamic content without any client-side JavaScript. CGI. Communication between the main game process and control scripts (invoked by form buttons targeting an invisible iframe) is done via UNIX domain datagram sockets. Will not work on Windows, get a real operating system. For convenience, a CLI script is provided that runs a pre-configured lighttpd instance: ./server.php [address <port>] ## CLI Simple CLI. Displays numbers on the board as base 2 logarithms in hexadecimal (1=>2, 2=>4, b=>2048, etc.). ./cli.php [width [height [initial blocks]]] |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 | #!/usr/bin/php <?php include 'game.php'; class x1p11TextUI { private $game; private $board; private $ents; private $w, $h; private $lost; private $won; private $score; private const STATES = [ " ", "new" => "!", "slide" => ":", "merge" => "+", ]; private function set($x, $y, $v = null, $new = 0) { $v = $v == null ? '.' : dechex(log($v, 2)); $v = (object) ['v' => $v, 'new' => $new]; $this->board[$y][$x] = $v; } private function expire() { for ($y = 0; $y < $this->h; $y++) { for ($x = 0; $x < $this->w; $x++) { $this->board[$y][$x]->new = false; } } } private function board_dump() { for ($y = 0; $y < $this->h; $y++) { echo ' '; for ($x = 0; $x < $this->w; $x++) { $v = $this->board[$y][$x]; $v = $v->v . (self::STATES[$v->new]); echo $v; } echo "\n"; } } public function __construct(x1p11 $game) { $this->game = $game; $this->board = []; $this->ents = []; $this->score = 0; [$this->w, $this->h] = $game->dimensions(); for ($y = 0; $y < $this->h; $y++) { for ($x = 0; $x < $this->w; $x++) { $this->set($x, $y); } } /* // Debug $this->game->attach_handler(function ($type, $event) { /* //noise echo "Event: "; print_r($type->name); echo "\n"; foreach ((array)$event as $k=>$v) { echo " $k: "; print_r($v); echo "\n"; } echo "\n"; //* / }); $deleting = []; $this->game->detach_handler($this->game->attach_handler(function ($type, $event) use (&$deleting) { if($type!=BoardEventType::Spawn){ return; } $deleting[] = $event->pos; })); foreach ($deleting as [$x, $y]) { $this->game->set($x, $y); } foreach ([ [4, 5, 6, 4], [1, 4, 2, 2], [2, 3, 0, 2], [0, 0, 0, 0], ] as $y => $row) { foreach ($row as $x => $v) { $this->game->set($x, $y, $v>0?(2 ** $v):null); } } //*/ $this->game->attach_handler($handler = function ($type, $event) use (&$handler) { switch ($type) { case BoardEventType::Slide: $ent = $this->ents[$event->id]; [$x, $y] = $ent->pos; $this->set($x, $y); $ent->pos = $event->pos; [$x, $y] = $ent->pos; $this->set($x, $y, $ent->value, "slide"); break; case BoardEventType::Merge: $src = $this->ents[$event->src]; $dest = $this->ents[$event->dest]; $handler(BoardEventType::Despawn, (object) [ 'id' => $event->src, ]); $dest->value += $src->value; [$x, $y] = $dest->pos; $this->set($x, $y, $dest->value, "merge"); break; case BoardEventType::Score: $this->score += $event->value; break; case BoardEventType::Spawn: $ent = (object) [ 'pos' => $event->pos, 'value' => $event->value, ]; $this->ents[$event->id] = $ent; [$x, $y] = $ent->pos; $this->set($x, $y, $ent->value, "new"); break; case BoardEventType::Despawn: $ent = $this->ents[$event->id]; unset($this->ents[$event->id]); [$x, $y] = $ent->pos; $this->set($x, $y); break; case BoardEventType::Lose: $this->lost = true; if ($this->won) { echo "Game over.\n"; } else { echo "You lost the game.\n"; } break; case BoardEventType::Win: $this->won = true; echo "You won!\n"; break; } }); $cmds = [ 'w' => Direction::Up, 's' => Direction::Down, 'a' => Direction::Left, 'd' => Direction::Right, 'q' => false, ]; $this->expire(); while (1) { $this->board_dump(); echo "Score: {$this->score}\n"; if ($this->lost) { break; } //var_dump($this->game); $cmd = ""; while (!isset($cmds[$cmd])) { $cmd = readline('> '); if ($cmd === false) { break 2; } $cmd = strtolower($cmd); } $cmd = $cmds[$cmd]; if (!$cmd) { break; } $this->expire(); $this->game->move($cmd); } } } $w = 4; $h = 4; $c = 2; if (isset($argv[1])) {$w = $argv[1];} if (isset($argv[2])) {$h = $argv[2];} if (isset($argv[3])) {$c = $argv[3];} if (!(is_numeric($w) && is_numeric($h) && is_numeric($c))) { echo <<<Eof 2048.php CLI. WASD to move. Numbers are displayed as base 2 logarithms in hex. Usage: 2048.php [width [height [initial blocks]]] Eof; return; } new x1p11TextUI(new x1p11($w, $h, $c)); |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 | <?php enum Direction: int { case Down = 0; case Left = 1; case Up = 2; case Right = 3; } enum BoardEventType { case Spawn; case Slide; case Merge; case Despawn; case Score; case Win; case Lose; } class x1p11 { private $dirs; private $board; private $w, $h; private $freeds; private $ents; private $won; private $lost; private $score; private $handlers; private function pos($x, $y) { return $this->w * $y + $x; } private function spawn(Callable $handler, ?int $c = 1) { $cands = []; for ($y = 0; $y < $this->h; $y++) { for ($x = 0; $x < $this->w; $x++) { if ($this->board[$this->pos($x, $y)] == -1) { $cands[] = [$x, $y]; } } } $c = min(count($cands), $c); if ($c == 0) { return; } $ids = array_slice($this->freeds, count($this->freeds) - $c); $rands = array_rand($cands, $c); if ($c == 1) { $rands = [$rands]; } foreach (array_map(function ($k) use (&$cands) {return $cands[$k];}, $rands) as $i => [$x, $y]) { $handler(BoardEventType::Spawn, (object) [ 'pos' => [$x, $y], 'id' => $ids[$i], 'value' => rand(1, 2) * 2, ]); } } private function safeset($i, $v) { if ($this->board[$i] != -1) { $this->apply(BoardEventType::Despawn, (object) [ 'id' => $this->board[$i], ]); } $this->board[$i] = $v; } private function apply(BoardEventType $type, object $event) { switch ($type) { case BoardEventType::Slide: $id = $event->id; $pos = $event->pos; $ent = $this->ents[$id]; $this->safeset($this->pos(...$pos), $id); $this->board[$this->pos(...$ent->pos)] = -1; $ent->pos = $pos; break; case BoardEventType::Merge: $src = $event->src; $dest = $event->dest; $entsrc = $this->ents[$src]; $entdest = $this->ents[$dest]; $this->apply(BoardEventType::Despawn, (object) [ 'id' => $src, ]); $entdest->value += $entsrc->value; break; case BoardEventType::Score: $score = $event->value; $this->score += $score; break; case BoardEventType::Despawn: $id = $event->id; $ent = $this->ents[$event->id]; $this->freeds[$event->id] = $event->id; unset($this->ents[$event->id]); $this->board[$this->pos(...$ent->pos)] = -1; break; case BoardEventType::Spawn: $id = $event->id; $pos = $event->pos; $value = $event->value; unset($this->freeds[$id]); $this->safeset($this->pos(...$pos), $id); $this->ents[$id] = (object) [ 'pos' => $pos, 'value' => $value, ]; break; case BoardEventType::Lose: $this->lost = true; break; case BoardEventType::Win: $this->won = true; break; } } private function _move(Callable $handler, Direction $dir, bool $check = true) { [$ox, $oy, $mc, $mb, $cdx, $cdy, $bdx, $bdy] = $this->dirs[$dir->value]; $moved = false; for ($c = 0; $c < $mc; $c++) { [$xπ₯Ί, $yπ₯Ί] = [$ox, $oy]; [$xπ, $yπ] = [$ox, $oy]; for ([$bπ₯Ί, $bπ] = [0, 0]; $bπ₯Ί < $mb - 1 && $bπ < $mb;) { $idπ₯Ί = $this->board[$this->pos($xπ₯Ί, $yπ₯Ί)]; $valπ₯Ί = $idπ₯Ί != -1 ? $this->ents[$idπ₯Ί]->value : null; $merges = $idπ₯Ί == -1 ? 2 : 1; for (; $merges > 0;) { do { [$xπ, $yπ, $bπ] = [$xπ + $bdx, $yπ + $bdy, $bπ + 1]; } while ($bπ <= $bπ₯Ί); if ($bπ >= $mb) { break; } $idπ = $this->board[$this->pos($xπ, $yπ)]; $valπ = $idπ != -1 ? $this->ents[$idπ]->value : null; if ($idπ != -1) { $merges--; if ($idπ₯Ί == -1) { $handler(BoardEventType::Slide, (object) [ 'id' => $idπ, 'pos' => [$xπ₯Ί, $yπ₯Ί], 'lane' => $c, ]); $valπ₯Ί = $valπ; $valπ = null; $idπ₯Ί = $idπ; $idπ = -1; $moved = true; } elseif ($valπ₯Ί == $valπ) { $handler(BoardEventType::Merge, (object) [ 'src' => $idπ, 'dest' => $idπ₯Ί, 'lane' => $c, ]); $valπ₯Ί = $valπ₯Ί + $valπ; $valπ = null; $idπ₯Ί = $idπ; $idπ = -1; $handler(BoardEventType::Score, (object) [ 'value' => $valπ₯Ί, ]); if ($check && !$this->won && $valπ₯Ί >= 2048) { $handler(BoardEventType::Win, (object) []); } $moved = true; } else { [$xπ, $yπ, $bπ] = [$xπ - $bdx, $yπ - $bdy, $bπ - 1]; break; } } } [$xπ₯Ί, $yπ₯Ί, $bπ₯Ί] = [$xπ₯Ί + $bdx, $yπ₯Ί + $bdy, $bπ₯Ί + 1]; } [$ox, $oy] = [$ox + $cdx, $oy + $cdy]; } if (!$check) { return $moved; } if ($moved) { $this->spawn($handler); } $lost = true; foreach (Direction::cases() as $cdir) { if ($cdir != $dir && $this->_move(fn() => null, $cdir, false)) { $lost = false; break; } } if ($lost) { $handler(BoardEventType::Lose, (object) []); } } private function handler(...$a) { $this->apply(...$a); foreach ($this->handlers as $f) { $f(...$a); } } public function __construct(?int $w = 4, ?int $h = null, ?int $c = 2) { $h = $h == null ? $w : $h; $this->board = []; $this->freeds = []; $this->ents = []; $this->handlers = new SplObjectStorage(); $this->won = false; $this->lost = false; $this->score = 0; $id = 0; for ($i = 0; $i < $w * $h; $i++) { $this->board[] = -1; $this->freeds[$id] = $id; $id++; } array_reverse($this->freeds, true); [$mx, $my] = [$w - 1, $h - 1]; $this->dirs = [ [0, $my, $w, $h, 1, 0, 0, -1], [0, 0, $h, $w, 0, 1, 1, 0], [$mx, 0, $w, $h, -1, 0, 0, 1], [$mx, $my, $h, $w, 0, -1, -1, 0], ]; [$this->w, $this->h] = [$w, $h]; $this->spawn([$this, 'apply'], $c); } public function dimensions() { return [$this->w, $this->h]; } public function attach_handler(Callable $handler) { if (!is_object($handler)) { $handler = static function (...$a) use ($handler) { return $handler(...$a); }; } $this->handlers->attach($handler); foreach ($this->ents as $id => $ent) { $handler(BoardEventType::Spawn, (object) [ 'id' => $id, 'pos' => $ent->pos, 'value' => $ent->value, ]); if ($this->won) { $handler(BoardEventType::Win, (object) []); } if ($this->lost) { $handler(BoardEventType::Lose, (object) []); } $handler(BoardEventType::Score, (object) [ 'value' => $this->score, ]); } return $handler; } public function detach_handler(Callable $handler) { $this->handlers->detach($handler); } public function move(Direction $dir) { $this->_move([$this, 'handler'], $dir); } public function get(int $x, int $y) { $pos = $this->pos($x, $y); $id = $this->board[$pos]; if ($this->board[$id] == -1) { return null; } return $this->ents[$id]->value; } public function set(int $x, int $y, ?int $value = null) { $pos = $this->pos($x, $y); $id = $this->board[$pos]; if ($id != -1) { $this->handler(BoardEventType::Despawn, (object) [ 'id' => $id, ]); } if ($value != null) { [$id] = array_slice($this->freeds, count($this->freeds) - 1); $this->handler(BoardEventType::Spawn, (object) [ 'id' => $id, 'pos' => [$x, $y], 'value' => $value, ]); } } } |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 | <?php include 'game.php'; include 'webutil.php'; ignore_user_abort(true); define("DIR", getenv("C2K48_TMP_PREFIX") ?: "./tmp/c2k48_"); // the handler never runs in practice but not having one makes the script // terminate on connection abort. i have no idea why. $alive = true; pcntl_signal(SIGTERM, function () { global $alive; $alive = false; error_log("bai!"); }); $chunking = false; class BlockAnims { private $stylist; private $stack; private $buf; private $name; private $ents; private $t; //private $loaded; private $game; private static function valcolor($v) { return [255, floor(max(200 - ((log($v, 2) / 11) ** 1) * 200, 0)), floor(max(120 - ((log($v, 2) / 11) ** 1) * 120, 0))]; } public function __construct(StyleMutator $stylist, string $name, x1p11 $game, Callable $write) { [$w, $h] = $game->dimensions(); $entc = $w * $h; $this->stack = []; $this->name = $name; //$this->loaded=false; $this->game = $game; $this->stylist = $stylist; for ($i = 0; $i < $entc; $i++) { $ent = (object) []; $elid = $name . dechex($i); $elem = "<div class=b id=$elid><div>"; $ent->name = '#' . $elid; $ent->num = new CursedNumber($stylist, $elid . "n", appendf($elem), 5); $ent->vis = false; $ent->real = ['color' => [0, 0, 0], 'pos' => [0, 0], 'z' => 0, 'value' => 0]; $ent->fake = $ent->real; $elem .= "</div></div>\n"; $write($elem); $this->ents[] = $ent; } $this->draw(0); /*$game->attach_handler(function($type,$event){ if($this->loaded){ //$realm="slide"; switch($type){ case BoardEventType::Slide: $id=$event->id; $ent=$this->ents[$id]; break; case BoardEventType::Merge: break; case BoardEventType::Despawn: throw new Exception("unimplemented"); break; case BoardEventType::Spawn: //$realm="spawn"; break; } }else{ } }); */ } private function update(float $dt) { if ($dt <= 0) {return;} if (count($this->stack) == 0) {return;} $this->t += $dt; } public function draw(float $dt) { //$this->update($dt); foreach ($this->ents as $id => $ent) { $ent->vis = false; } $this->game->detach_handler($this->game->attach_handler(function ($type, $event) { if ($type != BoardEventType::Spawn) { return; } $value = $event->value; $pos = $event->pos; $ent = $this->ents[$event->id]; $ent->vis = true; $ent->real = ['color' => self::valcolor($value), 'pos' => $pos, 'z' => 0, 'value' => $value]; $ent->fake = $ent->real; })); [$w, $h] = $this->game->dimensions(); $stylist = $this->stylist; foreach ($this->ents as $id => $ent) { $stylist->set($ent->name, "display", $ent->vis ? 'flex' : 'none'); $stylist->set($ent->name, "z-index", $ent->fake['z']); $stylist->set($ent->name, "justify-content", "center"); $stylist->set($ent->name, "align-items", "center"); $stylist->set($ent->name, "position", "absolute"); $stylist->set($ent->name, "background-color", sprintf("#%02X%02X%02X", ...$ent->fake['color'])); [$x, $y] = $ent->fake['pos']; $stylist->set($ent->name, "left", sprintf("%f%%", ($x / $w) * 100)); $stylist->set($ent->name, "top", sprintf("%f%%", ($y / $w) * 100)); $stylist->set($ent->name, "width", sprintf("%f%%", (1 / $w) * 100)); $stylist->set($ent->name, "height", sprintf("%f%%", (1 / $h) * 100)); $stylist->set($ent->name, "font-size", "2em"); $ent->num->draw($ent->fake['value']); } } public function mstart() { $this->buf = []; } public function mend() { array_push($this->stack, array_values($this->buf)); } } const MOVES = [ 'u' => Direction::Up, 'd' => Direction::Down, 'l' => Direction::Left, 'r' => Direction::Right, ]; function game(&$quitf) { global $alive; $uid = bin2hex(random_bytes(8)); $dir = DIR . hash("sha256", $uid); $socket = socket_create(AF_UNIX, SOCK_DGRAM, 0); socket_bind($socket, $dir); socket_set_nonblock($socket); $quitf = function () use (&$socket, &$dir) { socket_close($socket); unlink($dir); }; chunk_start(); $styles = ""; $cons = ""; $elems = ""; $statusl = ""; $stwrite = appendf($styles); $stylist = new StyleMutator(callf($stwrite)); foreach ([ ["l", "<", 1, 2], ["d", "v", 2, 3], ["u", "^", 2, 1], ["r", ">", 3, 2], ] as [$cmd, $label, $x, $y]) { $cons .= "<form method=post action=act/$uid/$cmd id=cb$cmd name=cb$cmd target=out></form>" . "<div class=conbc id=cbd$cmd><button class=conb form=cb$cmd>$label</button></div>"; $stylist->set("#cbd$cmd", "grid-row-start", $y); $stylist->set("#cbd$cmd", "grid-column-start", $x); } $statusl .= "<div>"; $tlab = new CursedNumber($stylist, "tcc", appendf($statusl)); $statusl .= " fps</div><div id=win>You won!</div><div>score: "; $scor = new CursedNumber($stylist, "scc", appendf($statusl)); $tlab->draw(0); $scor->draw(0); $game = new x1p11(4, 4); $gamer = new BlockAnims($stylist, "gg", $game, appendf($elems)); [$w, $h] = $game->dimensions(); $statusl .= "</div>"; unset($cmd, $label); $bvalc = 16; unset($i, $elem, $elid, $bval, $bvald, $elnc, $elnid); $stylist->set("#win", "display", "none"); $stylist->set("#die", "display", "none"); $stylist->present(); $headch = <<<Eof <!DOCTYPE html> <head><meta name="viewport" content="width=device-width" /><title>2048.php</title></head> <style> body,html{width:100%;height:100%;margin:0;padding:0;font-size:min(1em,3vmin)} #cont{display:flex;width:100%;height:100%;flex-direction:row;} #bcont{flex-grow:1;padding:2em;display:flex;align-items:center;justify-content:center} .filler{flex-grow:1} #sidec{font-size:1.5em;flex-basis:min(13rem,50vmin);padding:1rem;border-left:solid 1px black;display:flex;flex-direction:column;} @media(max-aspect-ratio:1/1){ #cont{flex-direction:column} #sidec{flex-direction:row;border-left:initial;border-top:solid 1px black} } #bcont2{container-name:bbox;container-type:size;width:100%;height:100%;display:flex;justify-content:center;align-items:center} #board{aspect-ratio:$w/$h;border:solid 1px black;position:relative} @container bbox (max-aspect-ratio:$w/$h) {#board{width:100%}} @container bbox not (max-aspect-ratio:$w/$h) {#board{height:100%}} #if{display:none} #con{display:grid;aspect-ratio:1;} .conbc{width:100%;height:100%;} .conb{font-size:1em;width:100%;height:100%} form{display:none} </style> $styles<iframe id=if name=out></iframe> <div id=cont> <div id=bcont><div id=bcont2><div id=board> $elems</div></div></div> <div id=sidec> <div id=status>$statusl</div> <div class=filler></div> <span id=die>Game over.</span><div id=con> $cons </div> </div> </div> Eof; unset($styles, $elems, $cons, $statusl); $stwrite = 'chunk'; chunk($headch); $timer = new DTimer(); $score = 0; $lost = false; $won = false; $game->attach_handler(function ($type, $event) use (&$lost, &$won, &$score) { switch ($type) { case BoardEventType::Score: $score += $event->value; break; case BoardEventType::Win: $won = true; break; case BoardEventType::Lose: $lost = true; break; } }); $t = 0; $tt = (int) (1000_000 / 30); $hidden = false; $hidt = 1; $tod = 10; $ii = 2; while (1) { $dt = $timer->tick(); $t += $dt; $hidt -= $dt; $tod -= $dt; if ($hidt <= 0) { $hidden = !$hidden; $hidt = 0.5; } //$stylist->set("#board","display",$hidden?"none":"block"); //$stylist->set("#board", "width", ((sin($t) + 1) / 2 * 25) . 'em'); //chunk("<!--".str_repeat("-",4096*1024)."-->"); // stress test $buf = ''; while (socket_recv($socket, $buf, 65536, 0) != false) { if (MOVES[$buf]) { $game->move(MOVES[$buf]); if ($lost) { $stylist->set("#con", "display", "none"); $stylist->set("#die", "display", "initial"); } if ($won) { $stylist->set("#win", "display", "initial"); } } } $tlab->draw(1 / $dt); $gamer->draw($dt); $scor->draw($score); $stylist->present(); if (connection_aborted() || !$alive) { error_log("bye!"); return; } if ($lost) { break; } usleep(floor(max($tt - $dt, 0))); //if(--$ii==0){ break; } } /*chunk(<<<Eof <meta http-equiv="refresh" content="0"> */ chunk_end(); }; $path = explode('/', $_SERVER["REQUEST_URI"]); $path = array_values(array_filter($path, function ($e) { return $e != ''; })); $spath = implode('/', $path); if ($spath == '') { echo <<<EOF <!DOCTYPE html> <head><title>2048</title></head> <h1>2048.php</h1> <p>An implementation of the popular puzzle game <a href="https://en.wikipedia.org/wiki/2048_(video_game)">2048</a>.</p> <p>As it relies heavily on progressive HTML rendering and advanced CSS features (e.g. <code>display: none</code>) it might not work in older web browsers.</p> <p><a href="play">Start game</a></p> EOF; } else if ($spath == "play") { $quitf = function () {}; try { game($quitf); } catch (\Throwable $e) { error_log($e); } finally { $quitf(); } } else { if ($path[0] == "play") { array_shift($path); } if ($path[0] != "act") { echo "404\n"; return; } array_shift($path); if (count($path) < 2) { echo "bad\n"; return; } $dir = DIR . hash("sha256", $path[0]); $socket = socket_create(AF_UNIX, SOCK_DGRAM, 0); socket_sendto($socket, $path[1], strlen($path[1]), 0, $dir); } |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 | #!/usr/bin/php <?php chdir(dirname(realpath($argv[0]))); $cwd = getcwd(); $host = "127.0.0.1"; $port = "4444"; if (count($argv) == 3) { $host = $argv[1]; $port = $argv[2]; } elseif (count($argv) != 1) { error_log("invalid argument"); exit(1); } $f = fopen("http.conf", "w"); fwrite($f, <<<Eof server.document-root = "$cwd" server.bind = "$host" server.port = $port server.stream-response-body = 2 server.modules += ( "mod_cgi", "mod_rewrite" ) url.rewrite-once = ( "^/(.*)" => "/" ) cgi.assign = (".php" => "/usr/bin/php-cgi") index-file.names = ( "index.php" ) Eof); fclose($f); mkdir("tmp"); $httpd = getenv("LIGHTTPD") ?: "/usr/sbin/lighttpd"; system("$httpd -D -f ./http.conf"); |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 | <?php function chunk_start() { global $chunking; if ($chunking) { throw new Exception("already chunking"); } $chunking = true; if (ob_get_level() == 0) { ob_start(); } header("Content-type: text/html; charset=utf-8"); header("X-Content-Type-Options: nosniff"); header("Transfer-encoding: chunked"); } function chunk($str) { global $chunking; if (!$chunking) { throw new Exception("not chunking"); } printf("%s\r\n", dechex(strlen($str))); printf("%s\r\n", $str); ob_flush(); flush(); if ($str == '') { $chunking = false; ob_end_flush(); } } function chunk_end() { chunk(""); } class DTimer { private $last; public function __construct() { $this->last = 0; $this->tick(); } public function tick() { $cur = hrtime(true); $dt = $cur - $this->last; $this->last = $cur; return $dt / 1000_000_000; } } function appendf(&$s) {return function ($a) use (&$s) {$s .= $a;};} function callf(&$f) {return function (...$a) use (&$f) {return $f(...$a);};} class StyleMutator { private $current; private $dirty; private $write; public function __construct(Callable $write, ?StyleMutator $from = null) { if (isset($from)) { $this->current = &$from->current; $this->dirty = &$from->dirty; } else { $this->current = []; $this->dirty = []; } $this->write = $write; } public function set($i, $k, $v) { $this->dirty[$k][$i] = $v; if (isset($this->current[$k][$i]) && $this->current[$k][$i] == $v) { unset($this->dirty[$k][$i]); } } public function present() { $str = "<style>%s</style>\n"; $byval = []; foreach ($this->dirty as $k => $l) { foreach ($l as $i => $v) { $byval[$k . ":" . $v][] = $i; } } foreach ($byval as $v => $l) { $byval[$v] = sprintf("%s{%s}", implode(',', $l), $v); } ($this->write)(sprintf($str, implode('', $byval))); foreach ($this->dirty as $k => $l) { foreach ($l as $i => $v) { $this->current[$k][$i] = $v; } } $this->dirty = []; return true; } } const SI_BIGGER = [ ['k', 1000 ** 1], ['M', 1000 ** 2], ['G', 1000 ** 3], ['T', 1000 ** 4], ['P', 1000 ** 5], ['E', 1000 ** 6], ['Z', 1000 ** 7], ['Y', 1000 ** 8], ['R', 1000 ** 9], ['Q', 1000 ** 10], ]; const SI_SMALLER = [ ['m', 1000 ** -1], ['ΞΌ', 1000 ** -2], ['n', 1000 ** -3], ['p', 1000 ** -4], ['a', 1000 ** -5], ['z', 1000 ** -6], ['y', 1000 ** -7], ['r', 1000 ** -8], ['q', 1000 ** -9], ]; function fnumfitweak($n, $m) { $dd = max($m - strlen(sprintf("%.0f", $n)) - 1, 0); $s = rtrim(sprintf("%.{$dd}f", $n), ".0"); return $s == '' ? '0' : $s; } function fnumfit($n, $m) { $p = ''; $s = fnumfitweak($n, $m); foreach (SI_SMALLER as [$vp, $vm]) { if (!($n > 0 && $s == 0)) { break; } $p = $vp; $s = fnumfitweak($n / $vm, $m - 1); } if ($p != '') { return [$s, $p]; } foreach (SI_BIGGER as [$vp, $vm]) { if (strlen($s . $p) <= $m) { break; } $p = $vp; $s = fnumfitweak($n / $vm, $m - 1); } return [$s, $p]; } class CursedNumber { private $stylist; private $maxlen; private $name; private const DIGITS = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, '.' => 's']; public function __construct( ? StyleMutator &$stylist = null, ?string $name = null, ? Callable $write = null, int $maxlen = 5) { $this->stylist = &$stylist; $this->maxlen = $maxlen; if (isset($stylist)) { if (!(isset($name) && isset($write))) { throw new Exception("invalid argument"); } $this->name = $name; $str = "<span id=$name>"; $state = "none"; for ($i = 0; $i < $maxlen; $i++) { foreach (self::DIGITS as $v => $d) { $en = $this->elname('d', $i, $d); $str .= "<span id=$en>$v</span>"; $this->stylist->set('#' . $en, "display", $state); } } foreach ([...SI_BIGGER, ...SI_SMALLER] as [$d, $v]) { $en = $this->elname('p', $d); $str .= "<span id=$en>$d</span>"; $this->stylist->set('#' . $en, "display", $state); } $str .= "</span>"; $write($str); } } private function elname($type, ...$l) { $name = $this->name; switch ($type) { case "d" : return "{$name}n{$l[0]}{$l[1]}"; case "p" : return "{$name}p{$l[0]}"; } } public function draw($n) { $n = fnumfit($n, $this->maxlen); for ($i = 0; $i < $this->maxlen; $i++) { foreach (self::DIGITS as $v => $d) { $en = $this->elname('d', $i, $d); $state = "none"; if (isset($n[0][$i]) && $n[0][$i] == $v) { $state = "initial"; } $this->stylist->set('#' . $en, "display", $state); } } foreach ([...SI_BIGGER, ...SI_SMALLER] as [$d, $v]) { $en = $this->elname('p', $d); $state = "none"; if ($n[1] == $d) { $state = "initial"; } $this->stylist->set('#' . $en, "display", $state); } } } |
written by razetime
submitted at
3 likes
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 | title 2048 author Friedrich Nietzsche homepage www.puzzlescript.net ======== OBJECTS ======== Background #bbada0 Empty #bbada0 Two #eee4da #776e65 #bbada0 20000 20000 20000 20010 22222 Four #eee1c9 #776e65 #bbada0 20000 20000 20000 20100 22222 Eight #f3b27a #f9f6f2 #bbada0 20000 20000 20000 21000 22222 Sixteen #f69664 #f9f6f2 #bbada0 20000 20000 20001 20000 22222 ThirtyTwo #f77c5f #f9f6f2 #bbada0 20000 20000 20010 20000 22222 SixtyFour #f75f3b #f9f6f2 #bbada0 20000 20000 20100 20000 22222 OneTwoEight #edcf72 #f9f6f2 #bbada0 20000 20000 21000 20000 22222 TwoFiveSix #edcc61 #f9f6f2 #bbada0 20000 20001 20000 20000 22222 FiveOneTwo #edc850 #f9f6f2 #bbada0 20000 20010 20000 20000 22222 OneZeroTwoFour #edc53f #f9f6f2 #bbada0 20000 20100 20000 20000 22222 TwoZeroFourEight #edc22e #f9f6f2 #bbada0 20000 21000 20000 20000 22222 ======= LEGEND ======= . = Background E = Empty 2 = Two Spawn = Two or Four Player = Two and Four and Eight and Sixteen and ThirtyTwo and SixtyFour and OneTwoEight and TwoFiveSix and FiveOneTwo and OneZeroTwoFour and TwoZeroFourEight ======= SOUNDS ======= ================ COLLISIONLAYERS ================ Background Empty Two Four Eight Sixteen ThirtyTwo SixtyFour OneTwoEight TwoFiveSix FiveOneTwo OneZeroTwoFour TwoZeroFourEight ====== RULES ====== [ > Two | Empty ] -> [ Empty | > Two ] [ > Four | Empty ] -> [ Empty | > Four ] [ > Eight | Empty ] -> [ Empty | > Eight ] [ > Sixteen | Empty ] -> [ Empty | > Sixteen ] [ > ThirtyTwo | Empty ] -> [ Empty | > ThirtyTwo ] [ > SixtyFour | Empty ] -> [ Empty | > SixtyFour ] [ > OneTwoEight | Empty ] -> [ Empty | > OneTwoEight ] [ > TwoFiveSix | Empty ] -> [ Empty | > TwoFiveSix ] [ > FiveOneTwo | Empty ] -> [ Empty | > FiveOneTwo ] [ > OneZeroTwoFour | Empty ] -> [ Empty | > OneZeroTwoFour ] [ > TwoZeroFourEight | Empty ] -> [ Empty | > TwoZeroFourEight ] [ > Two | Four ] -> [ Two | Four ] [ > Two | Eight ] -> [ Two | Eight ] [ > Two | Sixteen ] -> [ Two | Sixteen ] [ > Two | ThirtyTwo ] -> [ Two | ThirtyTwo ] [ > Two | SixtyFour ] -> [ Two | SixtyFour ] [ > Two | OneTwoEight ] -> [ Two | OneTwoEight ] [ > Two | TwoFiveSix ] -> [ Two | TwoFiveSix ] [ > Two | FiveOneTwo ] -> [ Two | FiveOneTwo ] [ > Two | OneZeroTwoFour ] -> [ Two | OneZeroTwoFour ] [ > Two | TwoZeroFourEight ] -> [ Two | TwoZeroFourEight ] [ > Four | Two ] -> [ Four | Two ] [ > Four | Eight ] -> [ Four | Eight ] [ > Four | Sixteen ] -> [ Four | Sixteen ] [ > Four | ThirtyTwo ] -> [ Four | ThirtyTwo ] [ > Four | SixtyFour ] -> [ Four | SixtyFour ] [ > Four | OneTwoEight ] -> [ Four | OneTwoEight ] [ > Four | TwoFiveSix ] -> [ Four | TwoFiveSix ] [ > Four | FiveOneTwo ] -> [ Four | FiveOneTwo ] [ > Four | OneZeroTwoFour ] -> [ Four | OneZeroTwoFour ] [ > Four | TwoZeroFourEight ] -> [ Four | TwoZeroFourEight ] [ > Eight | Two ] -> [ Eight | Two ] [ > Eight | Four ] -> [ Eight | Four ] [ > Eight | Sixteen ] -> [ Eight | Sixteen ] [ > Eight | ThirtyTwo ] -> [ Eight | ThirtyTwo ] [ > Eight | SixtyFour ] -> [ Eight | SixtyFour ] [ > Eight | OneTwoEight ] -> [ Eight | OneTwoEight ] [ > Eight | TwoFiveSix ] -> [ Eight | TwoFiveSix ] [ > Eight | FiveOneTwo ] -> [ Eight | FiveOneTwo ] [ > Eight | OneZeroTwoFour ] -> [ Eight | OneZeroTwoFour ] [ > Eight | TwoZeroFourEight ] -> [ Eight | TwoZeroFourEight ] [ > Sixteen | Two ] -> [ Sixteen | Two ] [ > Sixteen | Four ] -> [ Sixteen | Four ] [ > Sixteen | Eight ] -> [ Sixteen | Eight ] [ > Sixteen | ThirtyTwo ] -> [ Sixteen | ThirtyTwo ] [ > Sixteen | SixtyFour ] -> [ Sixteen | SixtyFour ] [ > Sixteen | OneTwoEight ] -> [ Sixteen | OneTwoEight ] [ > Sixteen | TwoFiveSix ] -> [ Sixteen | TwoFiveSix ] [ > Sixteen | FiveOneTwo ] -> [ Sixteen | FiveOneTwo ] [ > Sixteen | OneZeroTwoFour ] -> [ Sixteen | OneZeroTwoFour ] [ > Sixteen | TwoZeroFourEight ] -> [ Sixteen | TwoZeroFourEight ] [ > ThirtyTwo | Two ] -> [ ThirtyTwo | Two ] [ > ThirtyTwo | Four ] -> [ ThirtyTwo | Four ] [ > ThirtyTwo | Eight ] -> [ ThirtyTwo | Eight ] [ > ThirtyTwo | Sixteen ] -> [ ThirtyTwo | Sixteen ] [ > ThirtyTwo | SixtyFour ] -> [ ThirtyTwo | SixtyFour ] [ > ThirtyTwo | OneTwoEight ] -> [ ThirtyTwo | OneTwoEight ] [ > ThirtyTwo | TwoFiveSix ] -> [ ThirtyTwo | TwoFiveSix ] [ > ThirtyTwo | FiveOneTwo ] -> [ ThirtyTwo | FiveOneTwo ] [ > ThirtyTwo | OneZeroTwoFour ] -> [ ThirtyTwo | OneZeroTwoFour ] [ > ThirtyTwo | TwoZeroFourEight ] -> [ ThirtyTwo | TwoZeroFourEight ] [ > SixtyFour | Two ] -> [ SixtyFour | Two ] [ > SixtyFour | Four ] -> [ SixtyFour | Four ] [ > SixtyFour | Eight ] -> [ SixtyFour | Eight ] [ > SixtyFour | Sixteen ] -> [ SixtyFour | Sixteen ] [ > SixtyFour | ThirtyTwo ] -> [ SixtyFour | ThirtyTwo ] [ > SixtyFour | OneTwoEight ] -> [ SixtyFour | OneTwoEight ] [ > SixtyFour | TwoFiveSix ] -> [ SixtyFour | TwoFiveSix ] [ > SixtyFour | FiveOneTwo ] -> [ SixtyFour | FiveOneTwo ] [ > SixtyFour | OneZeroTwoFour ] -> [ SixtyFour | OneZeroTwoFour ] [ > SixtyFour | TwoZeroFourEight ] -> [ SixtyFour | TwoZeroFourEight ] [ > OneTwoEight | Two ] -> [ OneTwoEight | Two ] [ > OneTwoEight | Four ] -> [ OneTwoEight | Four ] [ > OneTwoEight | Eight ] -> [ OneTwoEight | Eight ] [ > OneTwoEight | Sixteen ] -> [ OneTwoEight | Sixteen ] [ > OneTwoEight | ThirtyTwo ] -> [ OneTwoEight | ThirtyTwo ] [ > OneTwoEight | SixtyFour ] -> [ OneTwoEight | SixtyFour ] [ > OneTwoEight | TwoFiveSix ] -> [ OneTwoEight | TwoFiveSix ] [ > OneTwoEight | FiveOneTwo ] -> [ OneTwoEight | FiveOneTwo ] [ > OneTwoEight | OneZeroTwoFour ] -> [ OneTwoEight | OneZeroTwoFour ] [ > OneTwoEight | TwoZeroFourEight ] -> [ OneTwoEight | TwoZeroFourEight ] [ > TwoFiveSix | Two ] -> [ TwoFiveSix | Two ] [ > TwoFiveSix | Four ] -> [ TwoFiveSix | Four ] [ > TwoFiveSix | Eight ] -> [ TwoFiveSix | Eight ] [ > TwoFiveSix | Sixteen ] -> [ TwoFiveSix | Sixteen ] [ > TwoFiveSix | ThirtyTwo ] -> [ TwoFiveSix | ThirtyTwo ] [ > TwoFiveSix | SixtyFour ] -> [ TwoFiveSix | SixtyFour ] [ > TwoFiveSix | OneTwoEight ] -> [ TwoFiveSix | OneTwoEight ] [ > TwoFiveSix | FiveOneTwo ] -> [ TwoFiveSix | FiveOneTwo ] [ > TwoFiveSix | OneZeroTwoFour ] -> [ TwoFiveSix | OneZeroTwoFour ] [ > TwoFiveSix | TwoZeroFourEight ] -> [ TwoFiveSix | TwoZeroFourEight ] [ > FiveOneTwo | Two ] -> [ FiveOneTwo | Two ] [ > FiveOneTwo | Four ] -> [ FiveOneTwo | Four ] [ > FiveOneTwo | Eight ] -> [ FiveOneTwo | Eight ] [ > FiveOneTwo | Sixteen ] -> [ FiveOneTwo | Sixteen ] [ > FiveOneTwo | ThirtyTwo ] -> [ FiveOneTwo | ThirtyTwo ] [ > FiveOneTwo | SixtyFour ] -> [ FiveOneTwo | SixtyFour ] [ > FiveOneTwo | OneTwoEight ] -> [ FiveOneTwo | OneTwoEight ] [ > FiveOneTwo | TwoFiveSix ] -> [ FiveOneTwo | TwoFiveSix ] [ > FiveOneTwo | OneZeroTwoFour ] -> [ FiveOneTwo | OneZeroTwoFour ] [ > FiveOneTwo | TwoZeroFourEight ] -> [ FiveOneTwo | TwoZeroFourEight ] [ > OneZeroTwoFour | Two ] -> [ OneZeroTwoFour | Two ] [ > OneZeroTwoFour | Four ] -> [ OneZeroTwoFour | Four ] [ > OneZeroTwoFour | Eight ] -> [ OneZeroTwoFour | Eight ] [ > OneZeroTwoFour | Sixteen ] -> [ OneZeroTwoFour | Sixteen ] [ > OneZeroTwoFour | ThirtyTwo ] -> [ OneZeroTwoFour | ThirtyTwo ] [ > OneZeroTwoFour | SixtyFour ] -> [ OneZeroTwoFour | SixtyFour ] [ > OneZeroTwoFour | OneTwoEight ] -> [ OneZeroTwoFour | OneTwoEight ] [ > OneZeroTwoFour | TwoFiveSix ] -> [ OneZeroTwoFour | TwoFiveSix ] [ > OneZeroTwoFour | FiveOneTwo ] -> [ OneZeroTwoFour | FiveOneTwo ] [ > OneZeroTwoFour | TwoZeroFourEight ] -> [ OneZeroTwoFour | TwoZeroFourEight ] [ > TwoZeroFourEight | Two ] -> [ TwoZeroFourEight | Two ] [ > TwoZeroFourEight | Four ] -> [ TwoZeroFourEight | Four ] [ > TwoZeroFourEight | Eight ] -> [ TwoZeroFourEight | Eight ] [ > TwoZeroFourEight | Sixteen ] -> [ TwoZeroFourEight | Sixteen ] [ > TwoZeroFourEight | ThirtyTwo ] -> [ TwoZeroFourEight | ThirtyTwo ] [ > TwoZeroFourEight | SixtyFour ] -> [ TwoZeroFourEight | SixtyFour ] [ > TwoZeroFourEight | OneTwoEight ] -> [ TwoZeroFourEight | OneTwoEight ] [ > TwoZeroFourEight | TwoFiveSix ] -> [ TwoZeroFourEight | TwoFiveSix ] [ > TwoZeroFourEight | FiveOneTwo ] -> [ TwoZeroFourEight | FiveOneTwo ] [ > TwoZeroFourEight | OneZeroTwoFour ] -> [ TwoZeroFourEight | OneZeroTwoFour ] [ > Two | Two ] -> [ Empty | Four ] [ > Four | Four ] -> [ Empty | Eight ] [ > Eight | Eight ] -> [ Empty | Sixteen ] [ > Sixteen | Sixteen ] -> [ Empty | ThirtyTwo ] [ > ThirtyTwo | ThirtyTwo ] -> [ Empty | SixtyFour ] [ > SixtyFour | SixtyFour ] -> [ Empty | OneTwoEight ] [ > OneTwoEight | OneTwoEight ] -> [ Empty | TwoFiveSix ] [ > TwoFiveSix | TwoFiveSix ] -> [ Empty | FiveOneTwo ] [ > FiveOneTwo | FiveOneTwo ] -> [ Empty | OneZeroTwoFour ] [ > OneZeroTwoFour | OneZeroTwoFour ] -> [ Empty | TwoZeroFourEight ] random [ Empty ] -> [ random Spawn ] ============== WINCONDITIONS ============== Some TwoZeroFourEight ======= LEVELS ======= 2EEE EEEE EEEE EEEE |
written by olus2000
submitted at
0 likes
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 | l=(function()end)w=(function(st)for i=1,(16)do(l)()if(st[i]== 2 * 2 * 2 * 2*256)then(l ) (5)return(12 ) end(l)(6)end l ()return(l)( 1 ) end)l("B")o= ( function(s)l ( )for i=1,(16 ) do(l)()if(l) ( ) or(not(s[i]) ) then;return( l (false));end ( l)({5,})if(i % 4 ~=0)and(s[i+ 1 -1]==s[i+2-1 ] )then(l)("D" ) return(l)("c " ) elseif(s[i+1 - 1]==s[i+2+2] ) then(l)(9+10 ) return(((l)( ) ) )end(l)()end l ()return(556 ) end)function a (s)n=(94627* 0 ) +math.random ( 16)if(s[n]or l ())then(a)(s ) else(s)[n]=( 0 * 2 + 0 + math.random(4)//4*2+2)end(l)()return(s)end(l)()f=(function(s, m ) l ( 1 ) if(m=="w"and 4 )then(l)()t= { }for x=0,(3. ) do(l)(21)for y = 0,(3)do(t)[4 * x+y+1]=s[4*y + x+1]end(l)(0 ) end(l)("smig " ) return(t)end l ()if(m==("s" ) )then(l)("s" ) return(f((f( ( s ),"w")),"d") ) elseif((((m) ) =="d"))then( l )()t=({})for x = 1,(16)do(t)[ x ]=s[17-x]end ; l("2")return ( t)end;return ( ( table.move(s , 1,16,1,{}))) ; end)function b (c);l()local x , s={}l(69)for i =1,(4)do;if( c [i])then;if( c [i]==s)then( l ) ( - 4 ) table.insert(x,s*2)s=l()else;table.insert(x,s)s=(c[i])end;end ; l ( - 1 ) end;l("upi") ; table.insert ( x,s)return(x ) end;function g ( s)l("d!")for i =1,16,(4)do; ; table.move(b ( table.move(s , i ,i+3,1,{})), 1 ,4,i,s)end(l ) ()return((s) ) end;function d ( _,s)if(o((s) ) )then(l)(426 ) io.write(j,e , "lost!\n")l( 4 ) return;end;l ( )if(w(s)and{ } )then(l)()io . write(j,e,p) ; ; return;end;m = ""while(not( ( l()or(m:find ( ("[wasd]"))) ) ) )do;l(5)m=io . read(15+-14) : lower()end;t = f(g(f(s,m)), m ) l ( 9 ) for i=1,(16)do;if(t[i]~=s[i])then;return(a(t))end;end;return( s ) , 6 , 1 end;j="You"; p ="won!\n"e=" " q=function() ; l();A(r);l(- 2 ) return(u(a(a ( {}))))end;l( ) v=(function( ) return(d),l( ) , (q())end);u= ( function(s); ; for x=1,16,( 4 )do;A(z);for y = 0,(3)do;if(s [ x+y]and(s[x+ y ]//(100)>-0) ) then;l(32)A( B : format(s[x+y ] //100))else; A ("|",e,e)end ; end;A("|\n") ; ; for y=0,3 do ; if(s[x+y+-0] ) then;l(g)A(B : format(s[x+y ] % 100))else;;A ( "|",e,e)end; ; end;A("|\n") ; end;l("dummy " ) A ( z ) return(s)end)r="Move by inputting WASD\n"z="+--+--+--+--+\n"e =" "B="|%2d"A=(io.write)entry=function()for i in v() do;u(i); end end |
written by indigo (away until 9/26)
submitted at
3 likes
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 | package main import ( "cmp" "image/color" "log" "math" "math/rand" "slices" "strconv" "golang.org/x/image/font" "golang.org/x/image/font/opentype" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/examples/resources/fonts" "github.com/hajimehoshi/ebiten/v2/inpututil" "github.com/hajimehoshi/ebiten/v2/text" ) var ( tileImage *ebiten.Image tileFont font.Face ) const ( fontSize = 48 innerTileSize = 90 tileSize = 100 tileSpeed float64 = 1 tilePadding = (tileSize - innerTileSize) / 2 ) type Direction int const ( DirectionNone Direction = iota DirectionLeft DirectionRight DirectionUp DirectionDown ) type Tile struct { screenPos struct{ x, y float64 } value int hasMerged bool } type Game struct { tiles [4][4]Tile isLoss bool pressedKeys []ebiten.Key } func init() { ttf, err := opentype.Parse(fonts.MPlus1pRegular_ttf) if err != nil { log.Fatal(err) } tileFont, err = opentype.NewFace(ttf, &opentype.FaceOptions{ DPI: 72, Size: fontSize, Hinting: font.HintingVertical, }) if err != nil { log.Fatal(err) } tileImage = ebiten.NewImage(innerTileSize, innerTileSize) } func (g *Game) updateLoss() { copy := *g g.isLoss = !(copy.stepTiles(DirectionLeft) || copy.stepTiles(DirectionRight) || copy.stepTiles(DirectionUp) || copy.stepTiles(DirectionDown)) } func (g *Game) IsFull() bool { for _, row := range g.tiles { for _, tile := range row { if tile.value == 0 { return false } } } return true } func (g *Game) SpawnTile() { if g.IsFull() { g.isLoss = true return } x := rand.Intn(len(g.tiles)) y := rand.Intn(len(g.tiles[x])) for g.tiles[y][x].value != 0 { x = rand.Intn(len(g.tiles)) y = rand.Intn(len(g.tiles[x])) } if rand.Intn(10) == 0 { g.tiles[y][x].value = 4 } else { g.tiles[y][x].value = 2 } } func (g *Game) stepTiles(direction Direction) (hasChanged bool) { switch direction { case DirectionLeft: for y := range g.tiles { for x := 1; x < len(g.tiles[y]); x++ { if g.tiles[y][x-1].value == 0 { g.tiles[y][x-1] = g.tiles[y][x] g.tiles[y][x] = Tile{} hasChanged = true } else if g.tiles[y][x-1].value == g.tiles[y][x].value && !g.tiles[y][x-1].hasMerged && !g.tiles[y][x].hasMerged { g.tiles[y][x-1].value *= 2 g.tiles[y][x-1].hasMerged = true g.tiles[y][x] = Tile{} hasChanged = true } } } case DirectionRight: for y := range g.tiles { for x := len(g.tiles[y]) - 2; x >= 0; x-- { if g.tiles[y][x+1].value == 0 { g.tiles[y][x+1] = g.tiles[y][x] g.tiles[y][x] = Tile{} hasChanged = true } else if g.tiles[y][x+1].value == g.tiles[y][x].value && !g.tiles[y][x+1].hasMerged && !g.tiles[y][x].hasMerged { g.tiles[y][x+1].value *= 2 g.tiles[y][x+1].hasMerged = true g.tiles[y][x] = Tile{} hasChanged = true } } } case DirectionUp: for y := 1; y < len(g.tiles); y++ { for x := range g.tiles[y] { if g.tiles[y-1][x].value == 0 { g.tiles[y-1][x] = g.tiles[y][x] g.tiles[y][x] = Tile{} hasChanged = true } else if g.tiles[y-1][x].value == g.tiles[y][x].value && !g.tiles[y-1][x].hasMerged && !g.tiles[y][x].hasMerged { g.tiles[y-1][x].value *= 2 g.tiles[y-1][x].hasMerged = true g.tiles[y][x] = Tile{} hasChanged = true } } } case DirectionDown: for y := len(g.tiles) - 2; y >= 0; y-- { for x := range g.tiles[y] { if g.tiles[y+1][x].value == 0 { g.tiles[y+1][x] = g.tiles[y][x] g.tiles[y][x] = Tile{} hasChanged = true } else if g.tiles[y+1][x].value == g.tiles[y][x].value && !g.tiles[y+1][x].hasMerged && !g.tiles[y][x].hasMerged { g.tiles[y+1][x].value *= 2 g.tiles[y+1][x].hasMerged = true g.tiles[y][x] = Tile{} hasChanged = true } } } } return } func (g *Game) MoveTiles(direction Direction) { for y := range g.tiles { for x := range g.tiles[y] { g.tiles[y][x].hasMerged = false } } for { old := g.tiles g.stepTiles(direction) if slices.Equal(g.tiles[:], old[:]) { break } } } func (g *Game) Animate() { for y, row := range g.tiles { for x := range row { var targetX = float64(x*tileSize + tilePadding) var targetY = float64(y*tileSize + tilePadding) g.tiles[y][x].screenPos.x += float64(cmp.Compare(targetX, g.tiles[y][x].screenPos.x)) * tileSpeed g.tiles[y][x].screenPos.y += float64(cmp.Compare(targetY, g.tiles[y][x].screenPos.y)) * tileSpeed } } } func (g *Game) Update() error { g.Animate() g.pressedKeys = inpututil.AppendJustPressedKeys(g.pressedKeys[:0]) var direction Direction = DirectionNone Loop: for _, key := range g.pressedKeys { switch key { case ebiten.KeyLeft: direction = DirectionLeft break Loop case ebiten.KeyRight: direction = DirectionRight break Loop case ebiten.KeyUp: direction = DirectionUp break Loop case ebiten.KeyDown: direction = DirectionDown break Loop } } if direction != DirectionNone { old := g.tiles g.MoveTiles(direction) if !slices.Equal(g.tiles[:], old[:]) { g.SpawnTile() } g.updateLoss() } return nil } func (g *Game) Draw(screen *ebiten.Image) { for _, row := range g.tiles { for _, tile := range row { drawOptions := ebiten.DrawImageOptions{} drawOptions.GeoM.Translate(tile.screenPos.x, tile.screenPos.y) tileImage.Fill(color.RGBA{R: uint8(50 * math.Log2(float64(tile.value))), G: 0, B: 0, A: 255}) if tile.value != 0 { str := strconv.Itoa(tile.value) textBound := text.BoundString(tileFont, str) text.Draw( tileImage, str, tileFont, innerTileSize/2-textBound.Dx()/2, innerTileSize/2+textBound.Dy()/2, color.White, ) } screen.DrawImage(tileImage, &drawOptions) } } if g.isLoss { str := "You lost" textBound := text.BoundString(tileFont, str) text.Draw( screen, str, tileFont, screen.Bounds().Dx()/2-textBound.Dx()/2, screen.Bounds().Dy()/2+textBound.Dy()/2, color.White, ) } } func (g *Game) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) { return 4 * tileSize, 4 * tileSize } func main() { ebiten.SetWindowSize(640, 640) ebiten.SetWindowTitle("Hello, World!") game := Game{} game.SpawnTile() if err := ebiten.RunGame(&game); err != nil { log.Fatal(err) } } |
written by Olivia
submitted at
5 likes
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 | #!/usr/bin/env -S cargo +nightly -Zscript //! ```cargo //! [package] //! edition = "2021" //! authors = [ "RocketRace <oliviaspalmu@gmail.com>" ] //! description = "The game of 2048 for the Esolangs Code Guessing round 42" //! //! [dependencies] //! rand = "0.8.5" //! ti = { version = "1.2", git = "https://github.com/RocketRace/ti.git", features = ["images"] } //! ``` use ::{std::ops::{Index, IndexMut}, rand::{seq::IteratorRandom, thread_rng}, ti::{color::Color, event::{Direction, Event}, screen::{Blit, Screen}, sprite::{Atlas, ColorMode, Sprite}}}; #[derive(Clone, Copy, PartialEq, Default)] struct Cell { value: u8, offset: (i16, i16), intention: (i16, i16), speed: i16 } impl Cell { fn new(value: u8) -> Self { Cell { value, ..Default::default() } } } #[derive(Default, PartialEq, Clone, Copy)] struct Grid([[Option<Cell>; 4]; 4]); type Slides = Vec<(u16, u16)>; impl Index<u16> for Grid { type Output = Option<Cell>; fn index(&self, index: u16) -> &Self::Output { &self.0[index as usize / 4][index as usize % 4] } } impl IndexMut<u16> for Grid { fn index_mut(&mut self, index: u16) -> &mut Self::Output { &mut self.0[index as usize / 4][index as usize % 4] } } impl Grid { fn iter(&self) -> impl Iterator<Item = &Cell> { self.0.iter().flatten().flatten() } fn iter_mut(&mut self) -> impl Iterator<Item = &mut Cell> { self.0.iter_mut().flatten().flatten() } fn spawn_food(&mut self) -> Option<()> { (0..16) .filter(|&i| self[i].is_none()) .choose(&mut thread_rng()) .map(|i| self[i] = Some(Cell::new(if rand::random::<f64>() < 0.9 { 1 } else { 2 }))) } fn gravity(&mut self, direction: Direction) -> Option<(Slides, Grid, u32)> { let vertical = [[0, 4, 8, 12], [1, 5, 9, 13], [2, 6, 10, 14], [3, 7, 11, 15]]; let horizontal = [[0, 1, 2, 3 ], [4, 5, 6, 7 ], [8, 9, 10, 11], [12, 13, 14, 15]]; let slices = match direction { Direction::Right => horizontal.map(reversed), Direction::Left => horizontal, Direction::Up => vertical, Direction::Down => vertical.map(reversed), }; let mut buf = Grid::default(); let mut sliders = vec![(0, 0); 16]; let mut scored = 0; for slice in slices { let mut dst = 0; for src in 0..4 { match (self[slice[src]], buf[slice[dst]]) { (None, _) => (), (Some(n), None) => { buf[slice[dst]] = Some(n); sliders.push((slice[src], (src - dst) as u16)); } (Some(n), Some(m)) => { if n.value == m.value { buf[slice[dst]] = Some(Cell::new(n.value + 1)); sliders.push((slice[src], (src - dst) as u16)); scored += 1 << (n.value + 1); } else { // this can never panic: dst <= src && this match arm is only // possible after executing the previous arm once => dst < 3 buf[slice[dst + 1]] = Some(n); sliders.push((slice[src], (src - dst - 1) as u16)); } dst += 1; } } } } if *self != buf { Some((sliders, buf, scored)) } else { None } } } fn draw_borders(screen: &mut Screen, offset_x: u16, offset_y: u16, color: Color) { screen.draw_sprite(&Sprite::rectangle(18, 18, Some(color), 0), offset_x, offset_y, Blit::Set); screen.draw_sprite(&Sprite::rectangle(16, 16, None, 0), offset_x + 1, offset_y + 1, Blit::Subtract); } fn draw_cells(screen: &mut Screen, grid: Grid, sprites: &[Sprite], offset_x: u16, offset_y: u16) { (0..16).for_each(|i| { let (x, y) = (i % 4, i / 4); let rgb = (0..=5).choose_multiple(&mut thread_rng(), 3); let fuzzy = Sprite::rectangle(4, 4, Some(Color::from_ansi_components(rgb[0], rgb[1], rgb[2])), 1); if let Some(Cell {value, offset, .. }) = grid[i] { let sprite = sprites.get(value as usize - 1).unwrap_or(&fuzzy); screen.draw_sprite(sprite, (x * 4 + offset_x).wrapping_add_signed(offset.0), (y * 4 + offset_y).wrapping_add_signed(offset.1), Blit::Set); } }) } fn draw_score(screen: &mut Screen, score: u32, offset_x: u16, offset_y: u16, color: Color) { for i in 2..32 { screen.draw_pixel_colored(offset_x + i % 2, offset_y + i / 2, if score & (1 << i) != 0 { Blit::Add } else { Blit::Subtract}, Some(color)); } } fn reversed<const N: usize, T>(array: [T; N]) -> [T; N] { let mut copy = array; copy.reverse(); copy } struct Game { grid: Grid, next_grid: Grid, sliding: bool, over: bool, won: bool, score: u32, grid_pos: (u16, u16), score_pos: (u16, u16) } impl Game { fn new(grid_pos: (u16, u16), score_pos: (u16, u16)) -> Self { let mut this = Game { grid: Grid::default(), next_grid: Grid::default(), sliding: false, over: false, won: false, score: 0, grid_pos, score_pos }; this.grid.spawn_food(); this } fn tick(&mut self, screen: &mut Screen, event: Option<Event>, best: &mut u32, breath: u8, sprites: &[Sprite]) { if !self.sliding { if let Some(event) = event { if let Some(dir) = event.direction_wasd() { if let Some((sliders, new_grid, scored)) = self.grid.gravity(dir) { self.sliding = true; self.score += scored; *best = (*best).max(self.score); self.next_grid = new_grid; for (slider, cells) in sliders { if let Some(c) = self.grid[slider].as_mut() { let dist = cells as i16 * 4; c.speed = cells as i16; c.intention = match dir { Direction::Up => (0, -dist), Direction::Down => (0, dist), Direction::Right => ( dist, 0), Direction::Left => (-dist, 0), }; }; } if !self.won && self.grid.iter().any(|c| c.value >= 11) { // 2^11 = 2048 self.won = true; } } else if !self.over && [Direction::Up, Direction::Down, Direction::Right, Direction::Left].into_iter().all(|dir| self.grid.clone().gravity(dir).is_none()) { self.over = true; } } else if let Event::Char('r') = event { self.grid = Grid::default(); self.grid.spawn_food(); self.grid.spawn_food(); self.over = false; self.score = 0; } } } else if self.grid.iter_mut().fold(true, |equal, cell| { if cell.offset != cell.intention { cell.offset.0 += cell.intention.0.signum() * cell.speed; cell.offset.1 += cell.intention.1.signum() * cell.speed; } equal && cell.offset == cell.intention }) { self.sliding = false; self.grid = self.next_grid; self.grid.iter_mut().for_each(|cell| *cell = Cell { value: cell.value, ..Default::default() }); self.grid.spawn_food(); } let playing_color = Color::from_ansi_greyscale(breath / 4 + 6); let c = breath * 3 + 112; let lost_color = Color::from_rgb_approximate(c, 64, 64); let won_color = Color::from_rgb_approximate(64, c, 64); let score_color = Color::from_rgb_approximate(c, 64, c ); let record_color = Color::from_rgb_approximate(c, c, 64); let border_color = if self.over { if self.won { won_color } else { lost_color }} else { playing_color }; draw_borders(screen, self.grid_pos.0, self.grid_pos.1, border_color); draw_cells(screen, self.grid, sprites, self.grid_pos.0 + 1, self.grid_pos.1 + 1); draw_score(screen, self.score, self.score_pos.0, self.score_pos.1, if self.score == *best { record_color } else { score_color }); } } fn main() { let mut screen = Screen::new_pixels(54, 24); let sprites = Atlas::open("atlas.png", ColorMode::Rgb, true).map(|atlas| (0..16).map(|i| atlas.sprite(i % 4 * 4, i / 4 * 4, 4, 4, 1, 1)).collect::<Vec<Sprite>>()).expect("sprite error"); let mut game = Game::new((1, 3), (22, 4)); let mut redo = false; let mut p2 = Game::new((35, 3), (30, 4)); let mut best = 0; let mut inhaling = true; let mut breath = 0; screen .start_loop(60, |screen, event| { if let Some(Event::Char('y')) = event { redo = true; } if inhaling { breath += 1; if breath == 47 { inhaling = false; } } else { breath -= 1; if breath == 0 { inhaling = true; } } game.tick(screen, event, &mut best, breath, &sprites); if redo { p2.tick(screen, event, &mut best, breath, &sprites); } let best_color = Color::from_rgb_approximate(64, breath * 3 + 112, 64); draw_score(screen, best, 26, 4, best_color); Ok(()) }) .unwrap() } |
1 2 3 4 5 6 7 | slide: arrows/WASD retry: R exit: ^C there is no undo feature, it's cheating redo: Y use a font with proper braille (example in the RocketRace/ti repository) |
written by olive
submitted at
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 | local floor, ceil = math.floor, math.ceil local min, max = math.min, math.max local lg = love.graphics lg.setColour, lg.setColor = lg.setColor, nil math.randomseed(os.time()) love.window.setMode(600, 600, { resizable = true }) lg.setFont(lg.newFont(12)) local width, height = 4, 4 local grid = {} local colours = { [ 1] = { 11/11, 11/11, 11/11 }, [ 2] = { 10/11, 10/11, 10/11 }, [ 3] = { 9/11, 9/11, 9/11 }, [ 4] = { 8/11, 8/11, 8/11 }, [ 5] = { 7/11, 7/11, 7/11 }, [ 6] = { 6/11, 6/11, 6/11 }, [ 7] = { 5/11, 5/11, 5/11 }, [ 8] = { 4/11, 4/11, 4/11 }, [ 9] = { 3/11, 3/11, 3/11 }, [10] = { 2/11, 2/11, 2/11 }, [11] = { 1/11, 1/11, 1/11 }, } assert(2^11 == 2048) local function addrandomly() local value = math.random(1,2) local index repeat index = math.random(0,width*height-1) until not grid[index] grid[index] = value end local state = "begin" local function getr() local t = love.timer.getTime() local w, h = lg.getDimensions() local r = min(w,h) local pad = min(60, r*0.1)*(0.98 + 0.2 * math.sin(t/8*math.pi*2)) local xshif = max(0,floor((w-h)/2)) local yshif = max(0,floor((h-w)/2)) return r-pad*2, pad, xshif, yshif end local function perr(x,y) local r, pad, xshif, yshif = getr() x = (x - pad - xshif) / r y = (y - pad - yshif) / r return x, y end local drawers = { begin = function() lg.setColour(0.80, 0.90, 0.80) lg.rectangle("fill", 0,0, 1,1) end, playing = function() local tp = love.timer.getTime()*math.pi*2 lg.setColour(0.85, 0.85, 0.85+0.05*math.sin(tp/5)) lg.rectangle("fill", 0,0, 1,1) for x = 0, width-1 do for y = 0, height-1 do local v = grid[x+y*width] if v then lg.setColour(colours[v]) lg.rectangle("fill", x*0.25+0.01, y*0.25+0.01, 0.23, 0.23) lg.setColour(0,0,0) for i = 1, v do lg.circle("fill", x*0.25+0.01+0.04*i, y*0.25+0.01+0.04, 0.02) end end end end end, over = function() lg.setColour(0.90, 0.80, 0.80) lg.rectangle("fill", 0,0, 1,1) end, } local clickers = { begin = function(x,y) state = "playing" addrandomly() addrandomly() end, playing = function(x,y) end, over = function(x,y) state = "begin" end, } local keybers = { begin = function() end, playing = function(key) -- I am ashamed if key == "left" then for y = 0, 3 do for x = 1, 3 do if grid[x+y*width] then for xx = x-1, 0, -1 do if not grid[xx+y*width] then grid[xx+y*width] = grid[(xx+1)+y*width] grid[(xx+1)+y*width] = nil elseif grid[xx+y*width] == grid[(xx+1)+y*width] then grid[xx+y*width] = grid[xx+y*width] + 1 grid[(xx+1)+y*width] = nil break else break end end end end end elseif key == "right" then for y = 0, 3 do for x = 2, 0, -1 do if grid[x+y*width] then for xx = x+1, 3 do if not grid[xx+y*width] then grid[xx+y*width] = grid[(xx-1)+y*width] grid[(xx-1)+y*width] = nil elseif grid[xx+y*width] == grid[(xx-1)+y*width] then grid[xx+y*width] = grid[xx+y*width] + 1 grid[(xx-1)+y*width] = nil break else break end end end end end elseif key == "up" then for x = 0, 3 do for y = 1, 3 do if grid[x+y*width] then for yy = y-1, 0, -1 do if not grid[x+yy*width] then grid[x+yy*width] = grid[x+(yy+1)*width] grid[x+(yy+1)*width] = nil elseif grid[x+yy*width] == grid[x+(yy+1)*width] then grid[x+yy*width] = grid[x+yy*width] + 1 grid[x+(yy+1)*width] = nil break else break end end end end end elseif key == "down" then for x = 0, 3 do for y = 2, 0, -1 do if grid[x+y*width] then for yy = y+1, 3 do if not grid[x+yy*width] then grid[x+yy*width] = grid[x+(yy-1)*width] grid[x+(yy-1)*width] = nil elseif grid[x+yy*width] == grid[x+(yy-1)*width] then grid[x+yy*width] = grid[x+yy*width] + 1 grid[x+(yy-1)*width] = nil break else break end end end end end end addrandomly() local filled = 0 for i = 0, width*height-1 do if grid[i] == 11 then state = over elseif grid[i] then filled = filled + 1 end end if filled == width*height then state = over end end, over = function() end, } function love.draw() lg.clear(1,1,1) do local r, pad, xshif, yshif = getr() lg.translate(pad, pad) lg.translate(xshif, yshif) lg.scale(r) end drawers[state]() end function love.mousepressed(x,y) clickers[state](perr(x,y)) end function love.keypressed(key, scancode) keybers[state](key, scancode) end |
written by ultlang
submitted at
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written by JJRubes
submitted at
3 likes
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 | #define _ -1 int board[16] = { // +-------+-------+-------+-------+ // | | | | | -1 , -1 , -1 , -1 , // | | | | | // +-------+-------+-------+-------+ // | | | | | -1 , -1 , -1 , 2 , // | | | | | // +-------+-------+-------+-------+ // | | | | | -1 , 2 , -1 , -1 , // | | | | | // +-------+-------+-------+-------+ // | | | | | -1 , -1 , -1 , -1 , // | | | | | // +-------+-------+-------+-------+ }; #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #ifdef NEW_GAME #define val(i, j) board[i * 4 + (0 + j)] #endif #ifdef LEFT #define val(i, j) board[i * 4 + (0 + j)] #endif #ifdef RIGHT #define val(i, j) board[i * 4 + (3 - j)] #endif #ifdef DOWN #define val(i, j) board[i + (3 - j) * 4] #endif #ifdef UP #define val(i, j) board[i + (0 + j) * 4] #endif #define s(x) #x #define S(x) #x " " s(x) #define AA "#define " #define AB "// | | | | |\n" #define AC "// +-------+-------+-------+-------+\n" #define AD int gameOver() { #define AE for(int i = 0; i < 4; i++) { #define AF int prevRow = -1; int prevCol = -1; #define AG for(int j = 0; j < 4; j++) { #define AL } } return 1; } #define AM void addRandom() { #define AN while(1) { int index = rand() % 16; #define AO if(board[index] == -1) { #define AP board[index] = rand() % 100 < 90 ? 2 : 4; #define AQ return; } } } #define AR int move() { #define AS int changed = 0; #define AT for(int i = 0; i < 4; i++) { #define AU int k = 0; #define AV for(int j = 1; j < 4; j++) { #define BD } else { k++; #define BG } } } } return changed; } #define BH void newGame() { #define BI for(int i = 0; i < 16; i++) { #define BJ board[i] = -1; #define BK } addRandom(); addRandom(); } #define BL int main() { #define BM "// +------ *** Game Over *** ------+\n" #define BN char* mid = (gameOver() ? "// +------ *** Game Over *** ------+\n" : "// +-------+-------+-------+-------+\n"); #define BO newGame(); #define BP srand(time(((void *)0))); #define BQ if(move()) addRandom(); #define BR , #define BS "%1$s%2$s\nint board[16] = {\n%3$s%4$s%5$11d ,%6$6d ,%7$6d ,%8$6d ,\n" #define BT "%4$s%3$s%4$s%9$11d ,%10$6d ,%11$6d ,%12$6d ,\n%4$s%3$s%4$s%13$11d ,%14$6d ,%15$6d ,%16$6d ,\n" #define BU "%4$s%3$s%4$s%17$11d ,%18$6d ,%19$6d ,%20$6d ,\n%4$s%3$s};\n\n" #define BV "#include <stdio.h>\n#include <stdlib.h>\n#include <string.h>\n#include <time.h>\n" #define BW "#ifdef NEW_GAME\n#define val(i, j) board[i * 4 + (0 + j)]\n#endif\n" #define BX "#ifdef LEFT\n#define val(i, j) board[i * 4 + (0 + j)]\n#endif\n" #define BY "#ifdef RIGHT\n#define val(i, j) board[i * 4 + (3 - j)]\n#endif\n" #define BZ "#ifdef DOWN\n#define val(i, j) board[i + (3 - j) * 4]\n#endif\n" #define CA "#ifdef UP\n#define val(i, j) board[i + (0 + j) * 4]\n#endif\n" #define CB "#define s(x) #x\n#define S(x) #x \" \" s(x)\n\n" #define CC "%1$s%21$s\n%1$s%22$s\n%1$s%23$s\n%1$s%24$s\n%1$s%25$s\n%1$s%26$s\n" #define CD "%1$s%27$s\n%1$s%28$s\n\n%1$s%29$s\n%1$s%30$s\n%1$s%31$s\n%1$s%32$s\n" #define CE "%1$s%33$s\n\n%1$s%34$s\n%1$s%35$s\n%1$s%36$s\n%1$s%37$s\n%1$s%38$s\n" #define CF "%1$s%39$s\n%1$s%40$s\n\n%1$s%41$s\n%1$s%42$s\n%1$s%43$s\n%1$s%44$s\n\n" #define CG "%1$s%45$s\n%1$s%46$s\n%1$s%47$s\n%1$s%48$s\n%1$s%49$s\n%1$s%50$s\n#define BR ,\n" #define CH "%1$s%51$s\n%1$s%52$s\n%1$s%53$s\n%1$s%54$s\n%1$s%55$s\n%1$s%56$s\n" #define CI "%1$s%57$s\n%1$s%58$s\n%1$s%59$s\n%1$s%60$s\n%1$s%61$s\n" #define CJ "%1$s%62$s\n%1$s%63$s\n%1$s%64$s\n%1$s%65$s\n%1$s%66$s\n%1$s%67$s\n" #define CK "%1$s%68$s\n%1$s%69$s\n%1$s%70$s\n%1$s%71$s\n%1$s%72$s\n%1$s%73$s\n" #define CL "%1$s%74$s\n%1$s%75$s\n%1$s%76$s\n%1$s%77$s\n%1$s%78$s\n%1$s%79$s\n" #define CM "%1$s%80$s\n%1$s%81$s\n%1$s%82$s\n%1$s%83$s\n%1$s%84$s\n%1$s%85$s\n" #define CN "%1$s%86$s\n%1$s%87$s\n%1$s%88$s\n%1$s%89$s\n%1$s%90$s\n%1$s%91$s\n" #define CO "%1$s%92$s\n%1$s%93$s\n%1$s%94$s\n%1$s%95$s\n%1$s%96$s\n%1$s%97$s\n" #define CP "%1$s%98$s\n%1$s%99$s\n%1$s%100$s\n%1$s%101$s\n%1$s%102$s\n%1$s%103$s\n" #define CQ "%1$s%104$s\n%1$s%105$s\n%1$s%106$s\n" #define CR "" #define CS "AD\nAE\nAF\nAG\nif(val(i, j) == _ || val(i, j) == prevRow) return 0;\nprevRow = val(i, j);\nif(val(j, i) == _ || val(j, i) == prevCol) return 0;\nprevCol = val(j, j);\nAL\nAM\nAN\nAO\nAP\nAQ\nAR\nAS\nAT\n" #define CT "AU\nAV\nif (val(i, j) == _) continue;\nif (val(i, k) == _) {\nval(i, k) = val(i, j);\nval(i, j) = _; changed = 1;\n} else if (val(i, k) == val(i, j)) {\nval(i, k) += val(i, j);\nval(i, j) = _; k++; changed = 1;\nBD\nval(i, k) = val(i, j);\nif(k != j) { val(i, j) = _;\nBG\nBH\nBI\nBJ\nBK\n" #define CU "BL\nBN\n#ifdef NEW_GAME\nBO\n#else\nBP\nBQ\n#endif\nprintf(\nBS\nBT\nBU\n" #define CV "BV\nBW\nBX\nBY\nBZ\nCA\nCB\nCC\nCD\nCE\nCF\nCG\nCH\nCI\nCJ\nCK\nCL\n" #define CW "CM\nCN\nCO\nCP\nCQ\nCR\nCS\nCT\nCU\nCV\nCW\nCX,\nCY\nCZ\nDA\nDB\nDC\n" #define CX "DD\nDE\nDF\nDG\nDH\nDI\nDJ\nDK\nDL\nDM\nDN\nDO\nDP\nDQ\nDR\nDS\nDT\nDU);}" #define CY AA, S(_), AC, AB, board[0], board[1], board[2], board[3], board[4], board[5], board[6], #define CZ board[7], board[8], board[9], board[10], board[11], board[12], board[13], board[14], board[15], S(AA), #define DA S(AB), S(AC), S(AD), S(AE), S(AF), S(AG), #define DB S(AL), S(AM), S(AN), S(AO), S(AP), S(AQ), S(AR), S(AS), S(AT), S(AU), #define DC S(AV), S(BD), #define DD S(BG), S(BH), S(BI), S(BJ), S(BK), #define DE S(BL), S(BM), S(BN), S(BO), #define DF S(BP), S(BQ), S(BS), S(BT), S(BU), S(BV), S(BW), S(BX), S(BY), #define DG S(BZ), S(CA), S(CB), S(CC), S(CD), S(CE), S(CF), S(CG), S(CH), S(CI), #define DH S(CJ), S(CK), S(CL), S(CM), S(CN), S(CO), S(CP), S(CQ), S(CR), S(CS), #define DI S(CT), S(CU), S(CV), S(CW), S(CX), DK, DL, DM, DN, DO, DP, DQ, DR, DS, #define DJ DT, DU, DV, S(DK), S(DL), S(DM), S(DN), S(DO), S(DP), S(DQ), S(DR), S(DS), S(DT), S(DU), S(DV), #define DK "CY AA, S(_), AC, AB, board[0], board[1], board[2], board[3], board[4], board[5], board[6]," #define DL "CZ board[7], board[8], board[9], board[10], board[11], board[12], board[13], board[14], board[15], S(AA)," #define DM "DA S(AB), S(AC), S(AD), S(AE), S(AF), S(AG)," #define DN "DB S(AL), S(AM), S(AN), S(AO), S(AP), S(AQ), S(AR), S(AS), S(AT), S(AU)," #define DO "DC S(AV), S(BD)," #define DP "DD S(BG), S(BH), S(BI), S(BJ), S(BK)," #define DQ "DE S(BL), S(BM), S(BN), S(BO)," #define DR "DF S(BP), S(BQ), S(BS), S(BT), S(BU), S(BV), S(BW), S(BX), S(BY)," #define DS "DG S(BZ), S(CA), S(CB), S(CC), S(CD), S(CE), S(CF), S(CG), S(CH), S(CI)," #define DT "DH S(CJ), S(CK), S(CL), S(CM), S(CN), S(CO), S(CP), S(CQ), S(CR), S(CS)," #define DU "DI S(CT), S(CU), S(CV), S(CW), S(CX), DK, DL, DM, DN, DO, DP, DQ, DR, DS," #define DV "DJ DT, DU, DV, S(DK), S(DL), S(DM), S(DN), S(DO), S(DP), S(DQ), S(DR), S(DS), S(DT), S(DU), S(DV)," AD AE AF AG if(val(i, j) == _ || val(i, j) == prevRow) return 0; prevRow = val(i, j); if(val(j, i) == _ || val(j, i) == prevCol) return 0; prevCol = val(j, j); AL AM AN AO AP AQ AR AS AT AU AV if (val(i, j) == _) continue; if (val(i, k) == _) { val(i, k) = val(i, j); val(i, j) = _; changed = 1; } else if (val(i, k) == val(i, j)) { val(i, k) += val(i, j); val(i, j) = _; k++; changed = 1; BD val(i, k) = val(i, j); if(k != j) { val(i, j) = _; BG BH BI BJ BK BL BN #ifdef NEW_GAME BO #else BP BQ #endif printf( BS BT BU BV BW BX BY BZ CA CB CC CD CE CF CG CH CI CJ CK CL CM CN CO CP CQ CR CS CT CU CV CW CX, CY CZ DA DB DC DD DE DF DG DH DI DJ DK DL DM DN DO DP DQ DR DS DT DU);} |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 | NO_MOVE: @echo "use make <direction> to move the board in that direction" @echo "or make NEW_GAME to start a new game" left: LEFT LEFT: @gcc 2048.c -o 2048 -D LEFT -w @./2048 > 2048.c @head -n 19 2048.c | tail -n 17 right: RIGHT RIGHT: @gcc 2048.c -o 2048 -D RIGHT -w @./2048 > 2048.c @head -n 19 2048.c | tail -n 17 up: UP UP: @gcc 2048.c -o 2048 -D UP -w @./2048 > 2048.c @head -n 19 2048.c | tail -n 17 down: DOWN DOWN: @gcc 2048.c -o 2048 -D DOWN -w @./2048 > 2048.c @head -n 19 2048.c | tail -n 17 new_game: NEW_GAME NEW_GAME: @gcc 2048.c -o 2048 -D NEW_GAME -w @./2048 > 2048.c @head -n 19 2048.c | tail -n 17 |
written by luatic
submitted at
0 likes
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 | // Simple 2048 game for the terminal use crossterm::{ self, cursor, event::{read, Event, KeyCode}, execute, queue, terminal, }; use rand::Rng; use std::{ fmt, io::{self, Stdout, Write}, }; #[derive(Copy, Clone, PartialEq)] enum Move { Left, Right, Up, Down, } impl TryFrom<KeyCode> for Move { type Error = (); fn try_from(value: KeyCode) -> Result<Self, Self::Error> { match value { KeyCode::Left | KeyCode::Char('a') => Ok(Move::Left), KeyCode::Right | KeyCode::Char('d') => Ok(Move::Right), KeyCode::Up | KeyCode::Char('w') => Ok(Move::Up), KeyCode::Down | KeyCode::Char('s') => Ok(Move::Down), _ => Err(()), } } } #[derive(PartialEq, Clone)] struct Board { tiles: [[u8; 4]; 4], } impl Board { fn random_tile() -> u8 { if rand::thread_rng().gen_range(1..=10) == 10 { 2 } else { 1 } } fn place_random_tile(&mut self) { loop { let y = rand::thread_rng().gen_range(0..4); let x = rand::thread_rng().gen_range(0..4); if self.tiles[y][x] == 0 { self.tiles[y][x] = Self::random_tile(); break; } } } fn init() -> Self { let mut this = Self { tiles: [[0; 4]; 4] }; this.place_random_tile(); this.place_random_tile(); this } fn transpose(&mut self) { let tiles = &mut self.tiles; for y in 0..tiles.len() { for x in 0..y { (tiles[y][x], tiles[x][y]) = (tiles[x][y], tiles[y][x]); } } } fn reverse_rows(&mut self) { for row in self.tiles.as_mut() { row.reverse() } } fn move_left(&mut self) { for row in self.tiles.as_mut() { for x in 1..4 { let mut nx = x; while nx > 0 && row[nx - 1] == 0 { nx -= 1; } if nx > 0 && row[nx - 1] == row[x] { row[nx - 1] += 1; row[x] = 0; } else if nx < x { row[nx] = row[x]; row[x] = 0; } } } } fn make_move(&mut self, mov: Move) { match mov { Move::Left => self.move_left(), Move::Right => { self.reverse_rows(); self.move_left(); self.reverse_rows(); } Move::Up => { self.transpose(); self.move_left(); self.transpose(); } Move::Down => { self.transpose(); self.reverse_rows(); self.move_left(); self.reverse_rows(); self.transpose(); } } } fn valid_moves(&self) -> impl Iterator<Item = &Move> { [Move::Left, Move::Right, Move::Up, Move::Down] .iter() .filter(|&&mov| { let mut clone = self.clone(); clone.make_move(mov); clone != *self }) } fn won(&self) -> bool { const TILE_2048: u8 = 11; self.tiles.iter().flatten().any(|&t| t == TILE_2048) } } // TODO (...) the hardcoded carriage returns for raw terminal mode feel dirty. impl fmt::Display for Board { fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result { let sep: String = "+----".repeat(4) + "+\r\n"; for row in self.tiles { f.write_str(&sep)?; f.write_str( &(String::from("|") + &row .map(|tile| { if tile == 0 { " ".into() } else { format!("{:^4}", 1 << tile) } }) .join("|") + "|\r\n"), )?; } f.write_str(&sep)?; Ok(()) } } struct RawTerminal { stdout: Stdout, } impl RawTerminal { fn init() -> Result<Self, io::Error> { terminal::enable_raw_mode()?; let mut stdout = io::stdout(); execute!( stdout, terminal::EnterAlternateScreen, crossterm::cursor::Hide )?; Ok(Self { stdout }) } fn queue_reset(&mut self) -> Result<(), io::Error> { queue!( self.stdout, terminal::Clear(terminal::ClearType::FromCursorUp), cursor::MoveTo(0, 0) ) } fn flush(&mut self) -> Result<(), io::Error> { self.stdout.flush() } } impl Drop for RawTerminal { fn drop(&mut self) { execute!( self.stdout, crossterm::cursor::Show, terminal::LeaveAlternateScreen ) .unwrap(); terminal::disable_raw_mode().unwrap(); } } enum GameOutcome { Win, Loss, Quit, } fn play() -> Result<GameOutcome, io::Error> { let mut terminal = RawTerminal::init()?; let mut board = Board::init(); 'game: loop { terminal.queue_reset()?; print!("{board}"); print!("arrow keys or WASD to play, q to quit"); terminal.flush()?; if board.won() { return Ok(GameOutcome::Win); } let valid_moves: Vec<&Move> = board.valid_moves().collect(); if valid_moves.is_empty() { return Ok(GameOutcome::Loss); } let mov = loop { match read()? { Event::Key(event) => { if event.code == KeyCode::Char('q') { return Ok(GameOutcome::Quit); } if let Ok(mov) = Move::try_from(event.code) { if valid_moves.contains(&&mov) { break mov; } } } Event::Resize(_, _) => { continue 'game; } _ => (), } }; board.make_move(mov); board.place_random_tile(); } } fn main() { let outcome = play().unwrap(); println!( "{}", match outcome { GameOutcome::Win => "You win!", GameOutcome::Loss => "You lose!", GameOutcome::Quit => "quit", } ); } |
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