mirror of
https://github.com/vlang/v.git
synced 2023-08-10 21:13:21 +03:00
472 lines
8.9 KiB
V
472 lines
8.9 KiB
V
import gg
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import gx
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import os
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import rand
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import sokol.sapp
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struct Tile {
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id int
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points int
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picname string
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}
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struct Pos {
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x int = -1
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y int = -1
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}
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struct ImageLabel {
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pos Pos
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dim Pos
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}
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struct TextLabel {
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text string
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pos Pos
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cfg gx.TextCfg
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}
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const (
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window_title = 'V 2048'
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window_width = 562
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window_height = 580
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points_label = TextLabel{
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text: 'Points: '
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pos: Pos{10, 5}
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cfg: gx.TextCfg{
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align: .left
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size: 24
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color: gx.rgb(0, 0, 0)
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}
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}
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moves_label = TextLabel{
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text: 'Moves: '
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pos: Pos{window_width - 160, 5}
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cfg: gx.TextCfg{
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align: .left
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size: 24
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color: gx.rgb(0, 0, 0)
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}
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}
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game_over_label = TextLabel{
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text: 'Game Over'
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pos: Pos{80, 220}
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cfg: gx.TextCfg{
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align: .left
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size: 100
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color: gx.rgb(0, 0, 255)
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}
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}
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victory_image_label = ImageLabel{
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pos: Pos{80, 220}
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dim: Pos{430, 130}
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}
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all_tiles = [
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Tile{0, 0, '1.png'},
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Tile{1, 2, '2.png'},
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Tile{2, 4, '4.png'},
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Tile{3, 8, '8.png'},
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Tile{4, 16, '16.png'},
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Tile{5, 32, '32.png'},
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Tile{6, 64, '64.png'},
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Tile{7, 128, '128.png'},
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Tile{8, 256, '256.png'},
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Tile{9, 512, '512.png'},
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Tile{10, 1024, '1024.png'},
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Tile{11, 2048, '2048.png'},
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]
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)
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struct TileImage {
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tile Tile
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mut:
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image gg.Image
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}
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struct Board {
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mut:
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field [4][4]int
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points int
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shifts int
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}
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fn new_board(sb []string) Board {
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mut b := Board{}
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for y := 0; y < 4; y++ {
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for x := 0; x < 4; x++ {
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b.field[y][x] = sb[y][x] - 64
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}
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}
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return b
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}
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fn (b Board) transpose() Board {
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mut res := b
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for y := 0; y < 4; y++ {
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for x := 0; x < 4; x++ {
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res.field[y][x] = b.field[x][y]
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}
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}
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return res
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}
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fn (b Board) hmirror() Board {
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mut res := b
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for y := 0; y < 4; y++ {
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for x := 0; x < 4; x++ {
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res.field[y][x] = b.field[y][4 - x - 1]
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}
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}
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return res
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}
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struct TileLine {
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ypos int
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mut:
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field [5]int
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points int
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shifts int
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}
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[no_inline]
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fn (t TileLine) to_left() TileLine {
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right_border_idx := 5
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mut res := t
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mut zeros := 0
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mut nonzeros := 0
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// gather meta info about the line:
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for x := 0; x < 4; x++ {
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if res.field[x] == 0 {
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zeros++
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} else {
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nonzeros++
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}
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}
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if nonzeros == 0 {
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// when all the tiles are empty, there is nothing left to do
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return res
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}
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if zeros > 0 {
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// we have some 0s, do shifts to compact them:
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mut remaining_zeros := zeros
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for x := 0; x < right_border_idx - 1; x++ {
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for res.field[x] == 0 && remaining_zeros > 0 {
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res.shifts++
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for k := x; k < right_border_idx; k++ {
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res.field[k] = res.field[k + 1]
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}
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remaining_zeros--
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}
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}
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}
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// At this point, the non 0 tiles are all on the left, with no empty spaces
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// between them. we can safely merge them, when they have the same value:
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for x := 0; x < right_border_idx - 1; x++ {
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if res.field[x] == 0 {
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break
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}
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if res.field[x] == res.field[x + 1] {
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for k := x; k < right_border_idx; k++ {
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res.field[k] = res.field[k + 1]
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}
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res.shifts++
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res.field[x]++
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res.points += all_tiles[res.field[x]].points
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}
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}
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return res
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}
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fn (b Board) to_left() Board {
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mut res := b
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for y := 0; y < 4; y++ {
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mut hline := TileLine{
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ypos: y
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}
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for x := 0; x < 4; x++ {
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hline.field[x] = b.field[y][x]
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}
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reshline := hline.to_left()
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res.shifts += reshline.shifts
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res.points += reshline.points
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for x := 0; x < 4; x++ {
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res.field[y][x] = reshline.field[x]
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}
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}
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return res
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}
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//
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enum GameState {
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play
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over
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victory
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}
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struct App {
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mut:
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gg &gg.Context
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tiles []TileImage
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victory_image gg.Image
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//
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board Board
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undo []Board
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atickers [4][4]int
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state GameState = .play
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moves int
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}
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fn (mut app App) new_image(imagename string) gg.Image {
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ipath := os.resource_abs_path(os.join_path('assets', imagename))
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return app.gg.create_image(ipath)
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}
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fn (mut app App) new_tile(t Tile) TileImage {
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mut timage := TileImage{
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tile: t
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}
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timage.image = app.new_image(t.picname)
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return timage
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}
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fn (mut app App) load_tiles() {
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for t in all_tiles {
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app.tiles << app.new_tile(t)
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}
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}
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fn (mut app App) update_tickers() {
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for y := 0; y < 4; y++ {
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for x := 0; x < 4; x++ {
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mut old := app.atickers[y][x]
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if old > 0 {
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old--
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app.atickers[y][x] = old
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}
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}
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}
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}
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fn (app &App) draw() {
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app.draw_background()
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app.draw_tiles()
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plabel := '$points_label.text ${app.board.points:08}'
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mlabel := '$moves_label.text ${app.moves:5d}'
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app.gg.draw_text(points_label.pos.x, points_label.pos.y, plabel, points_label.cfg)
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app.gg.draw_text(moves_label.pos.x, moves_label.pos.y, mlabel, moves_label.cfg)
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if app.state == .over {
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app.gg.draw_text(game_over_label.pos.x, game_over_label.pos.y, game_over_label.text,
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game_over_label.cfg)
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}
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if app.state == .victory {
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app.gg.draw_image(victory_image_label.pos.x, victory_image_label.pos.y, victory_image_label.dim.x,
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victory_image_label.dim.y, app.victory_image)
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}
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}
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fn (app &App) draw_background() {
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tw, th := 128, 128
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for y := 30; y <= window_height; y += tw {
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for x := 0; x <= window_width; x += th {
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app.gg.draw_image(x, y, tw, th, app.tiles[0].image)
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}
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}
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}
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fn (app &App) draw_tiles() {
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border := 10
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xstart := 10
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ystart := 30
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tsize := 128
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for y := 0; y < 4; y++ {
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for x := 0; x < 4; x++ {
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tidx := app.board.field[y][x]
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if tidx == 0 {
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continue
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}
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tile := app.tiles[tidx]
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tw := tsize - 10 * app.atickers[y][x]
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th := tsize - 10 * app.atickers[y][x]
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tx := xstart + x * (tsize + border) + (tsize - tw) / 2
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ty := ystart + y * (tsize + border) + (tsize - th) / 2
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app.gg.draw_image(tx, ty, tw, th, tile.image)
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}
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}
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}
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fn (mut app App) new_game() {
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app.board = Board{}
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for y := 0; y < 4; y++ {
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for x := 0; x < 4; x++ {
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app.board.field[y][x] = 0
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app.atickers[y][x] = 0
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}
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}
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app.state = .play
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app.undo = []
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app.moves = 0
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app.new_random_tile()
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app.new_random_tile()
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}
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fn (mut app App) check_for_victory() {
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for y := 0; y < 4; y++ {
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for x := 0; x < 4; x++ {
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fidx := app.board.field[y][x]
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if fidx == 11 {
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app.victory()
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return
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}
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}
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}
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}
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fn (mut app App) check_for_game_over() {
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mut zeros := 0
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mut remaining_merges := 0
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for y := 0; y < 4; y++ {
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for x := 0; x < 4; x++ {
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fidx := app.board.field[y][x]
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if fidx == 0 {
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zeros++
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continue
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}
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if x > 0 && fidx == app.board.field[y][x - 1] {
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remaining_merges++
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}
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if x < 4 - 1 && fidx == app.board.field[y][x + 1] {
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remaining_merges++
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}
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if y > 0 && fidx == app.board.field[y - 1][x] {
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remaining_merges++
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}
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if y < 4 - 1 && fidx == app.board.field[y + 1][x] {
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remaining_merges++
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}
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}
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}
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if remaining_merges == 0 && zeros == 0 {
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app.game_over()
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}
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}
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fn (mut app App) new_random_tile() {
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mut etiles := [16]Pos{}
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mut empty_tiles_max := 0
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for y := 0; y < 4; y++ {
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for x := 0; x < 4; x++ {
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fidx := app.board.field[y][x]
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if fidx == 0 {
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etiles[empty_tiles_max] = Pos{x, y}
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empty_tiles_max++
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}
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}
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}
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if empty_tiles_max > 0 {
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new_random_tile_index := rand.intn(empty_tiles_max)
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empty_pos := etiles[new_random_tile_index]
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random_value := 1 + rand.intn(2)
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app.board.field[empty_pos.y][empty_pos.x] = random_value
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app.atickers[empty_pos.y][empty_pos.x] = 30
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}
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app.check_for_victory()
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app.check_for_game_over()
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}
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fn (mut app App) victory() {
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app.state = .victory
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}
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fn (mut app App) game_over() {
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app.state = .over
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}
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type BoardMoveFN = fn (b Board) Board
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fn (mut app App) move(move_fn BoardMoveFN) {
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old := app.board
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new := move_fn(old)
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if old.shifts != new.shifts {
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app.moves++
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app.board = new
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app.undo << old
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app.new_random_tile()
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}
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}
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fn (mut app App) on_key_down(key sapp.KeyCode) {
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// these keys are independent from the game state:
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match key {
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.escape {
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exit(0)
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}
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.n {
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app.new_game()
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}
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// .t {/* fast setup for a victory situation: */ app.board = new_board(['JJ@@', '@@@@', '@@@@', '@@@@'])}
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.backspace {
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if app.undo.len > 0 {
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app.state = .play
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app.board = app.undo.pop()
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app.moves--
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return
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}
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}
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else {}
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}
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if app.state == .play {
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match key {
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.up, .w { app.move(fn (b Board) Board {
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return b.transpose().to_left().transpose()
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}) }
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.left, .a { app.move(fn (b Board) Board {
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return b.to_left()
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}) }
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.down, .s { app.move(fn (b Board) Board {
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return b.transpose().hmirror().to_left().hmirror().transpose()
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}) }
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.right, .d { app.move(fn (b Board) Board {
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return b.hmirror().to_left().hmirror()
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}) }
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else {}
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}
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}
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}
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//
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fn on_event(e &sapp.Event, mut app App) {
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if e.typ == .key_down {
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app.on_key_down(e.key_code)
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}
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}
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fn frame(mut app App) {
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app.update_tickers()
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app.gg.begin()
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app.draw()
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app.gg.end()
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}
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fn main() {
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mut app := &App{
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gg: 0
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state: .play
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}
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app.new_game()
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app.gg = gg.new_context({
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bg_color: gx.white
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width: window_width
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height: window_height
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use_ortho: true
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create_window: true
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window_title: window_title
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frame_fn: frame
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event_fn: on_event
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user_data: app
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font_path: os.resource_abs_path('../assets/fonts/RobotoMono-Regular.ttf')
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})
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app.load_tiles()
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app.victory_image = app.new_image('victory.png')
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app.gg.run()
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}
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