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main2048.js
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main2048.js
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var board = new Array();
var score = 0;
var hasConflicated = new Array();
//设置初始函数
$(document).ready(function() {
newgame();
});
function newgame() {
//1.初始化棋盘格
init();
//2.在随机两个格子生成数字,并且每次移动都会产生一个数字格子,所以我们单独封装一个生成
// 数字的函数
generateOneNumber();
generateOneNumber();
}
function init() {
for (var i = 0; i < 4; i++) {
for (var j = 0; j < 4; j++) {
var gridCell = $("#grid-cell-" + i + "-" + j);
gridCell.css("top", getPosTop(i, j));
gridCell.css("left", getPosLeft(i, j));
}
}
for (i = 0; i < 4; i++) {
board[i] = new Array();
hasConflicated[i] = new Array();
for (j = 0; j < 4; j++) {
board[i][j] = 0;
hasConflicated[i][j] = false;
}
}
score = 0;
updateScore();
updateBoardView();
}
function updateBoardView() {
// 将数字格子清除,并重新添加新格子
$(".number-cell").remove(); //.和#要切记不要写错
for (var i = 0; i < 4; i++)
for (var j = 0; j < 4; j++) {
// 每个格子的排布和gridcell类似
$("#grid-container").append(
'<div class="number-cell" id="number-cell-' + i + "-" + j + '"></div>'
);
var theNumberCell = $("#number-cell-" + i + "-" + j); //number-cell后面的-忘记写,会导致就只有第一个可以被修改样式
if (board[i][j] == 0) {
theNumberCell.css("width", "0px");
theNumberCell.css("height", "0px");
theNumberCell.css("top", getPosTop(i, j) + 50);
theNumberCell.css("left", getPosLeft(i, j) + 50);
} else {
theNumberCell.css("width", "100px");
theNumberCell.css("height", "100px");
theNumberCell.css("top", getPosTop(i, j));
theNumberCell.css("left", getPosLeft(i, j));
theNumberCell.css(
"background-color",
getNumberBackgroundColor(board[i][j])
);
theNumberCell.css("color", getNumberColor(board[i][j]));
theNumberCell.text(board[i][j]);
}
hasConflicated[i][j] = false;
}
}
function generateOneNumber() {
// 判断此时是否还能生成数字
if (nospace(board))
//如果还有空间返回false,则离开if
return false;
//生成随机位置
var randx = parseInt(Math.floor(Math.random() * 4));
var randy = parseInt(Math.floor(Math.random() * 4));
//判断这个位置是否为空
var flag = 0;
while ( flag < 50 ) {
if (board[randx][randy] == 0) break; //如果此格子为空则结束循环,并对其赋值,如果不为空则继续生成随机数
randx = parseInt(Math.floor(Math.random() * 4));
randy = parseInt(Math.floor(Math.random() * 4));
flag++;
}
for( var i = 0; i < 4; i ++ )
for( var j = 0; j < 4; j ++ )
if( board[i][j] == 0 ) {
randx = i;
randy = j;
}
//随机生成一个数字
var randNumber = Math.random() < 0.5 ? 2 : 4;
//给随机位置赋值
board[randx][randy] = randNumber;
showNumberWithAnimation(randx, randy, randNumber);
return true;
}
$(document).keydown(function(event) {
switch (event.keyCode) {
case 37: //left
if (moveLeft()) {
setTimeout("generateOneNumber()", 210);
setTimeout("isgameover()", 300);
}
break;
case 38: //up
if (moveUp()) {
setTimeout("generateOneNumber()", 210);
setTimeout("isgameover()", 300);
}
break;
case 39: //right
if (moveRight()) {
setTimeout("generateOneNumber()", 210);
setTimeout("isgameover()", 300);
}
break;
case 40: //down
if (moveDown()) {
setTimeout("generateOneNumber()", 210);
setTimeout("isgameover()", 300);
}
break;
default:
//default
break;
}
});
function isgameover() {
if (nospace(board) && nomove(board)) {
gameover();
}
}
function gameover() {
alert("gameover!");
}
function moveLeft() {
if (!canMoveLeft(board)) return false;
//moveLeft
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++) {
if (board[i][k] == 0 && 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] &&
noBlockHorizontal(i, k, j, board) &&
!hasConflicated[i][k]
) {
//move
showMoveAnimation(i, j, i, k);
//add
board[i][k] += board[i][j];
board[i][j] = 0;
score += board[i][k];
updateScore();
hasConflicated[i][k] = true;
continue;
}
}
}
}
setTimeout("updateBoardView()", 200);
return true;
}
function moveRight() {
if (!canMoveRight(board)) return false;
//moveRight
for (var i = 0; i < 4; i++)
for (var j = 2; j >= 0; j--) {
if (board[i][j] != 0) {
for (var k = 3; k > j; k--) {
if (board[i][k] == 0 && 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] &&
noBlockHorizontal(i, j, k, board) &&
!hasConflicated[i][k]
) {
//move
showMoveAnimation(i, j, i, k);
//add
board[i][k] += board[i][j];
board[i][j] = 0;
score += board[i][k];
updateScore();
hasConflicated[i][k] = true;
continue;
}
}
}
}
setTimeout("updateBoardView()", 200);
return true;
}
function moveUp() {
if (!canMoveUp(board)) return false;
//moveUp
for (
var j = 0;
j < 4;
j++ //这里是列先循环
)
for (var i = 1; i < 4; i++) {
if (board[i][j] != 0) {
for (var k = 0; k < i; k++) {
if (board[k][j] == 0 && noBlockVertical(j, k, i, board)) {
showMoveAnimation(i, j, k, j);
board[k][j] = board[i][j];
board[i][j] = 0;
continue;
} else if (
board[k][j] == board[i][j] &&
noBlockVertical(j, k, i, board) &&
!hasConflicated[k][j]
) {
showMoveAnimation(i, j, k, j);
board[k][j] *= 2;
board[i][j] = 0;
score += board[k][j];
updateScore();
hasConflicated[k][j] = true;
continue;
}
}
}
}
setTimeout("updateBoardView()", 200);
return true;
}
function moveDown() {
if (!canMoveDown(board)) return false;
//moveDown
for (var j = 0; j < 4; j++)
for (var i = 2; i >= 0; i--) {
if (board[i][j] != 0) {
for (var k = 3; k > i; k--) {
if (board[k][j] == 0 && noBlockVertical(j, i, k, board)) {
showMoveAnimation(i, j, k, j);
board[k][j] = board[i][j];
board[i][j] = 0;
continue;
} else if (
board[k][j] == board[i][j] &&
noBlockVertical(j, i, k, board) &&
!hasConflicated[k][j]
) {
showMoveAnimation(i, j, k, j);
board[k][j] *= 2;
board[i][j] = 0;
score += board[k][j];
updateScore();
hasConflicated[k][j] = true;
continue;
}
}
}
}
setTimeout("updateBoardView()", 200);
return true;
}