2048: Difference between revisions

3,450 bytes added ,  15 days ago
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→‎{{header|FutureBasic}}: Remove FutureBasic 'Output' label
m (→‎{{header|FutureBasic}}: Remove FutureBasic 'Output' label)
 
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Line 11:
:*   All tiles move as far as possible in that direction, some move more than others.
:*   Two adjacent tiles (in that direction only) with matching numbers combine into one bearing the sum of those numbers.
:*   A move is valid when at least one tile can be moved,   if onlyincluding by combination.
:*   A new tile with the value of   '''2'''   is spawned at the end of each turn at a randomly chosen empty square   (if there is one).
:*   Adding a new tile on a blank space.   Most of the time,   a new   '''2'''   is to be added,   andbut occasionally   ('''10%''' of the time),   a   '''4'''.
:*   To win,   the player must create a tile with the number   '''2048'''.
:*   The player loses if no valid moves are possible.
 
Line 22:
 
;Requirements:
* &nbsp; "Non-greedy" movement. &nbsp; <br>&nbsp; The tiles that were created by combining other tiles should not be combined again during the same turn (move). &nbsp; <br>&nbsp; That is to say, &nbsp; that moving the tile row of:
 
<big><big> [2][2][2][2] </big></big>
Line 34:
<big><big> .........[8] </big></big>
 
* &nbsp; "Move direction priority". &nbsp; <br>&nbsp; If more than one variant of combining is possible, &nbsp; move direction shall indicate which combination will take effect. <br>&nbsp; For example, moving the tile row of:
 
<big><big> ...[2][2][2] </big></big>
Line 48:
 
 
* &nbsp; Check for valid moves. &nbsp; The player shouldn't be able to skipgain theirnew turntile by trying a move that doesn't change the board.
* &nbsp; Check for a &nbsp;win condition.
* &nbsp; Check for a lose condition.
<br><br>
Line 8,135:
Loop</syntaxhighlight>
 
 
=={{header|FutureBasic}}==
<syntaxhighlight lang="futurebasic">
begin enum 123
_lf
_rt
_dn
_up
_new
_end
end enum
str63 bd
colorref color(11)
byte zs
 
void local fn initialize
subclass window 1, @"2048",(0,0,438,438)
fn WindowSetBackgroundColor( 1, fn ColorBlack )
color(0) = fn ColorDarkGray
color(1) = fn ColorGray
color(2) = fn ColorLightGray
color(3) = fn ColorBlue
color(4) = fn ColorBrown
color(5) = fn ColorCyan
color(6) = fn ColorGreen
color(7) = fn ColorMagenta
color(8) = fn ColorOrange
color(9) = fn ColorPurple
color(10) = fn ColorYellow
color(11) = fn ColorRed
end fn
 
void local fn drawBoard
int x, y,r = 1, add
cls
for y = 320 to 20 step -100
for x = 20 to 320 step 100
rect fill (x,y,98,98),color( bd[r] )
select bd[r]
case < 4 : add = 40
case < 7 : add = 30
case < 10 : add = 20
case else : add = 6
end select
if bd[r] then print %(x+add, y+25)2^bd[r]
r++
next
next
end fn
 
local fn finish( won as bool )
CFStringRef s = @"GAME OVER"
CGRect r = fn windowContentRect( 1 )
r.origin.y += r.size.height - 20
r.size.height = 100
window 2,,r,NSwindowStyleMaskBorderless
if won
fn windowSetBackgroundColor( 2, color(11) )
s = @"CONGRATULATIONS—YOU DID IT!!"
text,24,fn ColorBlack,,NSTextAlignmentCenter
else
fn windowSetBackgroundColor( 2, fn ColorBlack )
text,24,fn ColorWhite,,NSTextAlignmentCenter
end if
print s
button _new,,,@"New Game", (229,20,100,32)
button _end,,,@"Quit", (109,20,100,32)
end fn
 
void local fn newGame
int r
text @"Arial bold", 36, fn ColorBlack, fn ColorClear
bd = chr$(0)
for r = 1 to 4
bd += bd
next
bd[rnd(16)] ++
do
r = rnd(16)
until bd[r] == 0
bd[r]++
zs = 14
fn drawBoard
end fn
 
local fn play( st as short, rd as short, cd as short )
short a, b, c, t, moved = 0
for a = st to st + rd * 3 step rd
// SHIFT
t = a
for b = a to a + cd * 3 step cd
if bd[b]
if t <> b then swap bd[t], bd[b] : moved ++
t += cd
end if
next
// MERGE
for b = a to a + cd * 2 step cd
if bd[b] > 0 && bd[b] == bd[b+cd]
bd[b]++ : c = b + cd
// FILL IN
while c <> a+cd*3
bd[c] = bd[c+cd] : c += cd
wend
bd[c] = 0
// CHECK FOR WIN
if bd[b] == 11 then fn drawBoard : fn finish( yes ) : exit fn
zs ++ : moved ++
end if
next
next
fn drawBoard
if moved == 0 then exit fn
// GROW
b = 0 : c = rnd(zs)
while c
b ++
if bd[b] == 0 then c--
wend
if rnd(10) - 1 then bd[b]++ else bd[b] = 2
zs--
timerbegin 0.25
fn drawBoard
timerend
if zs then exit fn
// IS GAME OVER?
for a = 1 to 12
if bd[a] == bd[a+4] then exit fn
next
for a = 1 to 13 step 4
if bd[a] == bd[a+1] || bd[a+1] == bd[a+2] || bd[a+2] == bd[a+3]¬
then exit fn
next
fn finish( no )
end fn
 
local fn doDialog(ev as long,tag as long, wnd as long)
select ev
case _windowKeyDown : if window() == 2 then exit fn
select fn EventKeyCode
case _up : fn play(13, 1, -4)
case _dn : fn play( 1, 1, 4)
case _lf : fn play( 1, 4, 1)
case _rt : fn play( 4, 4, -1)
case else : exit fn
end select
DialogEventSetBool(yes)
case _btnClick : window close 2
if tag == _end then end
fn newGame
case _windowWillClose : if wnd == 1 then end
end select
end fn
 
fn initialize
fn newGame
on dialog fn doDialog
 
handleevents
</syntaxhighlight>
[[File:FutureBasic 2048.png]]
 
=={{header|Go}}==
Line 16,536 ⟶ 16,702:
{{libheader|Wren-fmt}}
{{libheader|Wren-str}}
<syntaxhighlight lang="ecmascriptwren">import "./dynamic" for Enum, Struct
import "random" for Random
import "./ioutil" for Input
import "./fmt" for Fmt
import "./str" for Str
 
var MoveDirection = Enum.create("MoveDirection", ["up", "down", "left", "right"])
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