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Copy pathraw-g2048.js
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224 lines (202 loc) · 6.91 KB
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// @title 2048 (raw API)
// @order 12
// @controls D-pad slide; START restart
// 2048 for PSP (QuickJS runtime)
// Controls: D-Pad = slide tiles (UP/DOWN/LEFT/RIGHT). START = restart after game over.
// Merge equal adjacent tiles once per move; reach 2048 to win (continue allowed).
// ---- Pixel font helper (verbatim) ----
var GLYPHS = {
'0':[7,5,5,5,7],'1':[2,6,2,2,7],'2':[7,1,7,4,7],'3':[7,1,7,1,7],'4':[5,5,7,1,1],
'5':[7,4,7,1,7],'6':[7,4,7,5,7],'7':[7,1,2,2,2],'8':[7,5,7,5,7],'9':[7,5,7,1,7],
' ':[0,0,0,0,0],'-':[0,0,7,0,0],':':[0,2,0,2,0]
};
function drawGlyph(ch, x, y, s, r, g, b){
var rows = GLYPHS[ch]; if(!rows) return;
for(var ry=0; ry<5; ry++){ var bits=rows[ry];
for(var cx=0; cx<3; cx++){ if(bits & (4>>cx)) gfx.fillRect(x+cx*s, y+ry*s, s, s, r,g,b); } }
}
function drawText(str, x, y, s, r, g, b){
str = String(str);
for(var i=0;i<str.length;i++){ drawGlyph(str[i], Math.floor(x + i*4*s), Math.floor(y), s, r,g,b); }
return x + str.length*4*s;
}
// ---- Input masks ----
var BTN_UP=0x10, BTN_RIGHT=0x20, BTN_DOWN=0x40, BTN_LEFT=0x80, BTN_START=0x08;
// ---- Board geometry ----
var SIZE = 4;
var TILE = 56; // tile size in px
var GAP = 6; // gap between tiles
// Total board pixel size: 4 tiles + 5 gaps (gap also on the outer edges)
var BOARD = SIZE*TILE + (SIZE+1)*GAP; // = 4*56 + 5*6 = 254
var BOARD_X = Math.floor((480 - BOARD)/2); // centered horizontally
var BOARD_Y = 272 - BOARD - 6; // pinned near bottom, room for score on top
// ---- Game state ----
var grid; // 2D array [row][col]
var score;
var gameOver;
var prevButtons = 0;
// Cell value -> background color [r,g,b]
function tileColor(v){
switch(v){
case 2: return [238,228,218];
case 4: return [237,224,200];
case 8: return [242,177,121];
case 16: return [245,149,99];
case 32: return [246,124,95];
case 64: return [246,94,59];
case 128: return [237,207,114];
case 256: return [237,204,97];
case 512: return [237,200,80];
case 1024: return [237,197,63];
case 2048: return [237,194,46];
default: return [60,58,80]; // >2048 fallback (deep purple)
}
}
// Choose dark text on light (small) tiles, light text on dark (big) tiles.
function textColor(v){
if(v <= 4) return [119,110,101]; // dark text
return [249,246,242]; // light text
}
function newGrid(){
var g = [];
for(var r=0;r<SIZE;r++){ g[r]=[]; for(var c=0;c<SIZE;c++) g[r][c]=0; }
return g;
}
function emptyCells(){
var cells=[];
for(var r=0;r<SIZE;r++) for(var c=0;c<SIZE;c++) if(grid[r][c]===0) cells.push([r,c]);
return cells;
}
function spawnTile(){
var cells = emptyCells();
if(cells.length===0) return;
var idx = Math.floor(Math.random()*cells.length);
if(idx>=cells.length) idx=cells.length-1; // guard
var cell = cells[idx];
grid[cell[0]][cell[1]] = (Math.random()<0.9) ? 2 : 4;
}
function reset(){
grid = newGrid();
score = 0;
gameOver = false;
spawnTile();
spawnTile();
}
// Compact + merge a line toward index 0. Returns {line, gained}.
function slideLine(line){
var arr=[];
for(var i=0;i<line.length;i++) if(line[i]!==0) arr.push(line[i]);
var gained=0; var out=[];
for(var i=0;i<arr.length;i++){
if(i+1<arr.length && arr[i]===arr[i+1]){ var m=arr[i]*2; out.push(m); gained+=m; i++; }
else out.push(arr[i]);
}
while(out.length<line.length) out.push(0);
return {line:out, gained:gained};
}
// Apply a move in direction dir ("L","R","U","D"). Returns true if board changed.
function move(dir){
var moved=false; var gained=0;
for(var k=0;k<SIZE;k++){
// Read a line in the order that slides toward index 0.
var line=[];
for(var i=0;i<SIZE;i++){
var v;
if(dir==="L") v=grid[k][i];
else if(dir==="R") v=grid[k][SIZE-1-i];
else if(dir==="U") v=grid[i][k];
else v=grid[SIZE-1-i][k]; // "D"
line.push(v);
}
var res=slideLine(line);
gained+=res.gained;
// Write back to the same positions.
for(var i=0;i<SIZE;i++){
var nv=res.line[i]; var or, oc;
if(dir==="L"){ or=k; oc=i; }
else if(dir==="R"){ or=k; oc=SIZE-1-i; }
else if(dir==="U"){ or=i; oc=k; }
else { or=SIZE-1-i; oc=k; } // "D"
if(grid[or][oc]!==nv) moved=true;
grid[or][oc]=nv;
}
}
if(moved){ score+=gained; spawnTile(); }
return moved;
}
// Game over: board full and no merges possible in any direction.
function checkGameOver(){
if(emptyCells().length>0) return false;
for(var r=0;r<SIZE;r++){
for(var c=0;c<SIZE;c++){
var v=grid[r][c];
if(c+1<SIZE && grid[r][c+1]===v) return false;
if(r+1<SIZE && grid[r+1][c]===v) return false;
}
}
return true;
}
// ---- Init once, before frame() ----
log("2048: DPAD move, START restart");
reset();
// Draw a digit string centered inside a cell rectangle.
function drawCentered(str, cx, cy, s, r, g, b){
str = String(str);
// text width: chars are 3*s wide with s gap between -> n*3*s + (n-1)*s = 4*s*n - s
var tw = 4*s*str.length - s;
var th = 5*s;
drawText(str, Math.floor(cx - tw/2), Math.floor(cy - th/2), s, r, g, b);
}
var blinkCounter = 0;
function frame(buttons){
// ---- Update ----
if(!gameOver){
var did=false;
if((buttons&BTN_LEFT) && !(prevButtons&BTN_LEFT)) did = move("L") || did;
if((buttons&BTN_RIGHT) && !(prevButtons&BTN_RIGHT)) did = move("R") || did;
if((buttons&BTN_UP) && !(prevButtons&BTN_UP)) did = move("U") || did;
if((buttons&BTN_DOWN) && !(prevButtons&BTN_DOWN)) did = move("D") || did;
if(did && checkGameOver()) gameOver = true;
} else {
if((buttons&BTN_START) && !(prevButtons&BTN_START)) reset();
}
blinkCounter++;
prevButtons = buttons;
// ---- Draw ----
gfx.clear(24, 22, 34); // dark background
// Score (top), number only.
drawText(score, 12, 8, 4, 235, 235, 245);
// Board backing panel.
gfx.fillRect(BOARD_X, BOARD_Y, BOARD, BOARD, 46, 42, 66);
// Tiles.
for(var r=0;r<SIZE;r++){
for(var c=0;c<SIZE;c++){
var x = BOARD_X + GAP + c*(TILE+GAP);
var y = BOARD_Y + GAP + r*(TILE+GAP);
var v = grid[r][c];
if(v===0){
gfx.fillRect(x, y, TILE, TILE, 60, 56, 84); // empty cell
} else {
var col = tileColor(v);
gfx.fillRect(x, y, TILE, TILE, col[0], col[1], col[2]);
var tc = textColor(v);
// Pick glyph scale so the number fits in the tile.
var digits = String(v).length;
var s;
if(digits<=2) s=8;
else if(digits===3) s=6;
else s=4; // 4 digits (1024/2048+)
drawCentered(v, x+TILE/2, y+TILE/2, s, tc[0], tc[1], tc[2]);
}
}
}
// Game over overlay: dark cover over board + blinking restart prompt.
if(gameOver){
gfx.fillRect(BOARD_X, BOARD_Y, BOARD, BOARD, 10, 8, 16);
drawCentered(score, 240, BOARD_Y + BOARD/2 - 20, 6, 255, 80, 80);
if(Math.floor(blinkCounter/30)%2===0){
gfx.fillRect(240-40, BOARD_Y + BOARD/2 + 16, 80, 14, 230, 200, 60);
}
}
}
globalThis.frame = frame;