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- import BackGround from './base/background'
- import Support from "./base/support"
- wx.setPreferredFramesPerSecond(12)
- wx.showShareMenu()
- let ctx = canvas.getContext('2d')
- var w = canvas.width
- var h = canvas.height
- var csl = 0.18 * w
- var fsz = 0.07 * w
- var fontstyle = fsz + "px 楷体"
- let sp = new Support(w, h)
- var board = new Array();
- var score = 0;
- var topScore = 0;
- var hasConflicted = new Array();
- var direction = {
- left: 1,
- up: 2,
- down: 3,
- right: 4
- };
- let startX //触摸时的坐标
- let startY
- let x //滑动的距离
- let y
- /**
- * 游戏主函数
- */
- export default class Main {
- constructor() {
- // 维护当前requestAnimationFrame的id
- this.aniId = 0
- this.restart()
- // 激活重启按钮事件
- wx.onTouchStart(this.touchEventHandler.bind(this))
- // 开启滑动事件监听
- wx.onTouchStart(this.touchStart)
- wx.onTouchMove(this.touchMove)
- wx.onTouchEnd(this.touchEnd.bind(this))
- }
- restart() {
- // console.log(w, h)
- this.bg = new BackGround(ctx, w, h)
- // 获取本地存储的最高分数(若有)
- wx.getStorage({
- key: "topScore",
- success(res) {
- // console.log(res.data)
- topScore = res.data
- }
- })
- // 重置当前分数
- score = 0;
- // 显示新分数
- this.updateScore(score)
- // 初始化棋盘格
- this.init();
- // 在随机两个格子生成数字
- this.generateOneNumber();
- this.generateOneNumber();
- // 更新游戏面板
- this.render();
- }
- init() {
- for (var i = 0; i < 4; i++) {
- for (var j = 0; j < 4; j++) {
- ctx.fillStyle = '#CCC0B3'
- ctx.fillRect(sp.getPostionLeft(i, j), sp.getPostionTop(i, j), csl, csl)
- }
- }
- //初始化棋盘
- for (var i = 0; i < 4; i++) {
- board[i] = new Array();
- hasConflicted[i] = new Array();
- for (var j = 0; j < 4; j++) {
- board[i][j] = 0;
- hasConflicted[i][j] = false;
- }
- }
- // console.log(board);
- //更新面板
- this.render();
- }
- // 棋盘重绘
- render() {
- // 清空棋盘, 重新刷新
- ctx.clearRect(20.04 * w, 50 + 0.3 * w, 0.92 * w, 0.92 * w);
- ctx.fillStyle = '#BBADA0'
- ctx.fillRect(0.04 * w, 50 + 0.3 * w, 0.92 * w, 0.92 * w)
- for (var i = 0; i < 4; i++) {
- for (var j = 0; j < 4; j++) {
- if (board[i][j] == 0) {
- // 绘制无字空图
- ctx.fillStyle = '#CCC0B3'
- ctx.fillRect(sp.getPostionLeft(i, j), sp.getPostionTop(i, j), csl, csl)
- } else {
- // 根据数字颜色设置器背景色
- ctx.fillStyle = sp.getBackgroundColorByNum(board[i][j])
- ctx.fillRect(sp.getPostionLeft(i, j), sp.getPostionTop(i, j), csl, csl)
- // 设置文字颜色, 大小, 字体, 对其方式
- ctx.fillStyle = sp.getPreColorByNum(board[i][j])
- // 显示数字(文字)
- ctx.font = fontstyle
- ctx.textAlign = "left"
- ctx.textBaseline = "top"
- // 获取文字
- var st = sp.getShowTextByNum(board[i][j])
- // 将4字分两行绘制(有5字的份为前3后2)
- var st2 = st.slice(-2)
- var st1 = st.slice(0, st.length - 2)
- ctx.fillText(st1, sp.getPostionLeft(i, j) + 0.02 * w, sp.getPostionTop(i, j) + 0.01 * w);
- ctx.fillText(st2, sp.getPostionLeft(i, j) + 0.02 * w, sp.getPostionTop(i, j) + fsz + 0.02 * w);
- hasConflicted[i][j] = false;
- }
- }
- }
- }
- generateOneNumber() {
- if (sp.isNoSpace(board)) {
- return false;
- }
- //随机一个位置
- var randx = parseInt(Math.floor(Math.random() * 4));
- var randy = parseInt(Math.floor(Math.random() * 4));
- //判断生成的坐标是否合理(无值,位置即可使用)
- while (true) {
- if (board[randx][randy] === 0)
- break;
- //若果该坐标存在了值,即不合理,继续生成随机一个位置
- randx = parseInt(Math.floor(Math.random() * 4));
- randy = parseInt(Math.floor(Math.random() * 4));
- }
- //随机一个数字
- var randNum = Math.random() < 0.6 ? 2 : 4;
- board[randx][randy] = randNum;
- // showNumberWithAnimation(randx, randy, randNum);
- this.render()
- return true;
- }
- /**
- * 滑动处理 1, 左滑; 2, 上滑, 3, 右滑; 4, 下滑
- */
- slideDirection(numm) {
- switch (numm) {
- case 1: //left
- if (this.moveLeft()) {
- setTimeout(this.generateOneNumber.bind(this), 210);
- setTimeout(this.isGameOver.bind(this), 300);
- }
- break;
- case 2: //up
- if (this.moveUp()) {
- setTimeout(this.generateOneNumber.bind(this), 210);
- setTimeout(this.isGameOver.bind(this), 300);
- }
- break;
- case 3: //right
- if (this.moveRight()) {
- setTimeout(this.generateOneNumber.bind(this), 210);
- setTimeout(this.isGameOver.bind(this), 300);
- }
- break;
- case 4: //down
- if (this.moveDown()) {
- setTimeout(this.generateOneNumber.bind(this), 210);
- setTimeout(this.isGameOver.bind(this), 300);
- }
- break;
- default:
- break;
- }
- }
- moveLeft() {
- if (!sp.canMove(board, direction.left))
- return false;
- //左移
- for (var i = 0; i < 4; i++) {
- for (var j = 1; j < 4; j++) {
- if (board[i][j] !== 0) {
- for (var k = 0; k < j; k++)
- //可以一次移动多个格子
- if (board[i][k] == 0 && sp.noBlockHorizontal(i, k, j, board)) {
- //move
- // showMoveAnimation(i, j, i, k);
- board[i][k] = board[i][j];
- board[i][j] = 0;
- continue;
- } else if (board[i][k] == board[i][j] && sp.noBlockHorizontal(i, k, j, board) && !hasConflicted[i][k]) {
- //move
- // showMoveAnimation(i, j, i, k);
- //add
- board[i][k] += board[i][j];
- board[i][j] = 0;
- // var element = $("#grid-cell-" + i + k);
- // anp(element, board[i][k])
- score += board[i][k];
- this.updateScore(score)
- continue;
- }
- }
- }
- }
- setTimeout(this.render, 200); //等待200在执行更新面板操作,避免动画效果被冲掉
- return true
- }
- moveRight() {
- if (!sp.canMove(board, direction.right))
- return false;
- //右移
- for (var i = 3; i >= 0; i--) {
- for (var j = 2; j >= 0; j--) {
- //该位置不等于0即可进行移动
- if (board[i][j] != 0)
- for (var k = 3; k > j; k--) {
- //如果可以一次移动多个格子
- if (board[i][k] == 0 && sp.noBlockHorizontal(i, j, k, board)) {
- //move
- // showMoveAnimation(i, j, i, k);
- board[i][k] = board[i][j];
- board[i][j] = 0;
- continue;
- } else if (board[i][k] == board[i][j] && sp.noBlockHorizontal(i, j, k, board) && !hasConflicted[i][k]) {
- //move
- // showMoveAnimation(i, j, i, k);
- //add
- board[i][k] += board[i][j];
- board[i][j] = 0;
- score += board[i][k];
- // var element = $("#grid-cell-" + i + k);
- // anp(element, board[i][k])
- this.updateScore(score)
- continue;
- }
- }
- }
- }
- setTimeout(this.render, 200); //等待200在执行更新面板操作,避免动画效果被冲掉
- return true
- }
- /**
- 先判断第一列*/
- moveUp() {
- if (!sp.canMove(board, direction.up))
- return false;
- for (var i = 0; i < 4; i++) {
- for (var j = 1; j < 4; j++) {
- //该位置不为0即可进行移动
- if (board[j][i] != 0) {
- for (var k = 0; k < j; k++) {
- if (board[k][i] == 0 && sp.noBlockVectal(i, k, j, board)) {
- //move
- // showMoveAnimation(j, i, k, i);
- board[k][i] = board[j][i];
- board[j][i] = 0;
- continue;
- } else if (board[k][i] == board[j][i] && sp.noBlockVectal(i, k, j, board) && !hasConflicted[k][i]) {
- //move
- // showMoveAnimation(j, i, k, i);
- board[k][i] += board[j][i];
- board[j][i] = 0;
- score += board[k][i];
- // var element = $("#grid-cell-" + k + i);
- // anp(element, board[k][i])
- this.updateScore(score);
- continue;
- }
- }
- }
- }
- }
- setTimeout(this.render, 200); //等待200在执行更新面板操作,避免动画效果被冲掉
- return true
- }
- /**
- 先判断第一列*/
- moveDown() {
- if (!sp.canMove(board, direction.down))
- return false;
- for (var i = 3; i >= 0; i--) {
- for (var j = 2; j >= 0; j--) {
- //该位置不为0即可进行移动
- if (board[j][i] != 0) {
- for (var k = 3; k > j; k--) {
- if (board[k][i] == 0 && sp.noBlockVectal(i, j, k, board)) {
- //move
- // showMoveAnimation(j, i, k, i);
- board[k][i] = board[j][i];
- board[j][i] = 0;
- continue;
- } else if (board[k][i] == board[j][i] && sp.noBlockVectal(i, j, k, board) && !hasConflicted[k][i]) {
- //move
- // showMoveAnimation(j, i, k, i);
- board[k][i] += board[j][i];
- board[j][i] = 0;
- score += board[k][i];
- // var element = $("#grid-cell-" + k + i);
- // anp(element, board[k][i])
- this.updateScore(score);
- continue;
- }
- }
- }
- }
- }
- // this.render()
- setTimeout(this.render, 200) //等待200在执行更新面板操作,避免动画效果被冲掉
- return true
- }
- isGameOver() {
- if (sp.isNoSpace(board) && !sp.canMoveAll(board)) {
- this.gameOver()
- }
- }
- gameOver() {
- // 本地存储最高分数
- wx.setStorage({
- key: "topScore",
- data: topScore
- })
- // 棋盘中出现 游戏结束!C2B6AB
- ctx.fillStyle = '#F7921E'
- ctx.fillRect(0.2 * w, 50 + 0.56 * w, 0.6 * w, 0.4 * w)
- ctx.fillStyle = 'white'
- ctx.font = "40px 微软雅黑"
- ctx.textAlign = "center"
- ctx.textBaseline = "middle"
- ctx.fillText("游戏结束!", 0.5 * w, 50 + 0.76 * w);
- console.log("游戏结束!")
- // alert("游戏结束!")
- }
- /**
- * 滑动处理 touchStart 记录起点; touchMove 记录x,y方向分别移动的距离; touchEnd 判断移动方向
- */
- touchStart(e) {
- var touch = e.touches[0]
- startX = touch.pageX //刚触摸时的坐标
- startY = touch.pageY //刚触摸时的坐标
- }
- touchMove(e) { //滑动
- var touch = e.touches[0]
- x = touch.pageX - startX //滑动的距离
- y = touch.pageY - startY //滑动的距离
- }
- touchEnd(e) { //手指离开屏幕
- // console.log(x)
- // console.log(y)
- var xy = Math.abs(x) - Math.abs(y)
- var d = 0
- if (xy > 0) {
- if (x >= 0) {
- d = 3
- } else {
- d = 1
- }
- } else {
- if (y >= 0) {
- d = 4
- } else {
- d = 2
- }
- }
- this.slideDirection(d)
- }
- /**
- *
- * 更新最新分数和最高分数
- */
- updateScore(score) {
- // 清除去原分数
- ctx.clearRect(0.28 * w, 50 + 0.08 * w, 0.32 * w, 0.08 * w);
- ctx.fillStyle = '#BAAB9E'
- ctx.fillRect(0.28 * w, 50 + 0.08 * w, 0.32 * w, 0.08 * w)
- ctx.clearRect(0.64 * w, 50 + 0.08 * w, 0.32 * w, 0.08 * w);
- ctx.fillStyle = '#F7921E'
- ctx.fillRect(0.64 * w, 50 + 0.08 * w, 0.32 * w, 0.08 * w)
- if (topScore < score) {
- topScore = score;
- }
- // 显示新分数
- ctx.fillStyle = 'white'
- ctx.font = "20px 微软雅黑"
- ctx.textAlign = "center"
- ctx.textBaseline = "top"
- ctx.fillText(score, 0.8 * w, 50 + 0.08 * w);
- ctx.fillText(topScore, 0.44 * w, 50 + 0.08 * w);
- return true;
- }
- /**
- * 游戏结束激活处理事件
- */
- touchEventHandler(e) {
- var touch = e.touches[0]
- var cx = touch.clientX
- var cy = touch.clientY
- var area = this.bg.btnArea
- if (cx >= area.startX &&
- cx <= area.endX &&
- cy >= area.startY &&
- cy <= area.endY) {
- this.restart()
- }
- }
- }
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