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2048 Challenge
Initial prompt
bana bir 2048 oyunu yap
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScore: 0
});
/****
* Classes
****/
var Grid = Container.expand(function (size) {
var self = Container.call(this);
self.size = size || 4;
self.tileSize = 380;
self.spacing = 50;
self.width = self.size * self.tileSize + (self.size + 1) * self.spacing;
self.height = self.size * self.tileSize + (self.size + 1) * self.spacing;
// The grid of tiles
self.tiles = [];
// Keep track of tile positions for animations
self.positions = [];
// Initialize the grid background
var background = self.attachAsset('emptyTile', {
anchorX: 0,
anchorY: 0,
width: self.width,
height: self.height
});
background.tint = 0xBBADA0;
// Create empty cells
self.createEmptyCells = function () {
for (var y = 0; y < self.size; y++) {
for (var x = 0; x < self.size; x++) {
var posX = x * (self.tileSize + self.spacing) + self.spacing;
var posY = y * (self.tileSize + self.spacing) + self.spacing;
var emptyCell = LK.getAsset('emptyTile', {
anchorX: 0,
anchorY: 0,
width: self.tileSize,
height: self.tileSize,
x: posX,
y: posY
});
self.addChild(emptyCell);
}
}
};
// Initialize the tiles array
self.initializeTiles = function () {
self.tiles = [];
for (var y = 0; y < self.size; y++) {
self.tiles[y] = [];
for (var x = 0; x < self.size; x++) {
self.tiles[y][x] = null;
}
}
};
// Get position for a tile at grid coordinates
self.getPositionForTile = function (x, y) {
return {
x: x * (self.tileSize + self.spacing) + self.spacing + self.tileSize / 2,
y: y * (self.tileSize + self.spacing) + self.spacing + self.tileSize / 2
};
};
// Add a new tile to the grid
self.addTile = function (x, y, value) {
var tile = new Tile(value);
var position = self.getPositionForTile(x, y);
tile.x = position.x;
tile.y = position.y;
self.tiles[y][x] = tile;
self.addChild(tile);
return tile;
};
// Add a random tile to the grid
self.addRandomTile = function () {
var emptyCells = [];
// Find all empty cells
for (var y = 0; y < self.size; y++) {
for (var x = 0; x < self.size; x++) {
if (!self.tiles[y][x]) {
emptyCells.push({
x: x,
y: y
});
}
}
}
// If there are no empty cells, return
if (emptyCells.length === 0) {
return null;
}
// Choose a random empty cell
var randomCell = emptyCells[Math.floor(Math.random() * emptyCells.length)];
// 90% chance of 2, 10% chance of 4
var value = Math.random() < 0.9 ? 2 : 4;
// Add the new tile and animate it appearing
var tile = self.addTile(randomCell.x, randomCell.y, value);
tile.appear();
return tile;
};
// Move tiles in a specific direction
self.moveTiles = function (direction, callback) {
var moved = false;
var score = 0;
// Save positions before moving for animations
self.saveTilePositions();
// Reset merged status for all tiles
self.resetMergedStatus();
switch (direction) {
case "up":
for (var x = 0; x < self.size; x++) {
for (var y = 1; y < self.size; y++) {
if (self.tiles[y][x]) {
var result = self.moveTileInDirection(x, y, 0, -1);
moved = moved || result.moved;
score += result.score;
}
}
}
break;
case "right":
for (var y = 0; y < self.size; y++) {
for (var x = self.size - 2; x >= 0; x--) {
if (self.tiles[y][x]) {
var result = self.moveTileInDirection(x, y, 1, 0);
moved = moved || result.moved;
score += result.score;
}
}
}
break;
case "down":
for (var x = 0; x < self.size; x++) {
for (var y = self.size - 2; y >= 0; y--) {
if (self.tiles[y][x]) {
var result = self.moveTileInDirection(x, y, 0, 1);
moved = moved || result.moved;
score += result.score;
}
}
}
break;
case "left":
for (var y = 0; y < self.size; y++) {
for (var x = 1; x < self.size; x++) {
if (self.tiles[y][x]) {
var result = self.moveTileInDirection(x, y, -1, 0);
moved = moved || result.moved;
score += result.score;
}
}
}
break;
}
// Animate tile movements
self.animateTileMovements(function () {
if (callback) {
callback(moved, score);
}
});
return {
moved: moved,
score: score
};
};
// Move a single tile in the specified direction
self.moveTileInDirection = function (x, y, dx, dy) {
var tile = self.tiles[y][x];
var result = {
moved: false,
score: 0
};
if (!tile) {
return result;
}
var nextX = x + dx;
var nextY = y + dy;
// Keep moving while in bounds and either finding empty space or matching tile
while (self.isWithinBounds(nextX, nextY) && (self.tiles[nextY][nextX] === null || self.tiles[nextY][nextX].value === tile.value && !self.tiles[nextY][nextX].merged)) {
// Move tile
self.tiles[y][x] = null;
// Check if we can merge
if (self.tiles[nextY][nextX] !== null) {
// Merge tiles
var mergeValue = tile.value * 2;
self.tiles[nextY][nextX].value = mergeValue;
self.tiles[nextY][nextX].merged = true;
self.tiles[nextY][nextX].updateAppearance();
// Remove the merged tile
self.removeChild(tile);
result.score = mergeValue;
result.moved = true;
break;
} else {
// Move tile to empty space
self.tiles[nextY][nextX] = tile;
result.moved = true;
}
// Update coordinates
y = nextY;
x = nextX;
// Calculate next position
nextX += dx;
nextY += dy;
}
return result;
};
// Check if coordinates are within bounds
self.isWithinBounds = function (x, y) {
return x >= 0 && x < self.size && y >= 0 && y < self.size;
};
// Save current positions of all tiles for animation
self.saveTilePositions = function () {
self.positions = [];
for (var y = 0; y < self.size; y++) {
for (var x = 0; x < self.size; x++) {
if (self.tiles[y][x]) {
self.positions.push({
tile: self.tiles[y][x],
prevX: self.tiles[y][x].x,
prevY: self.tiles[y][x].y,
targetX: self.getPositionForTile(x, y).x,
targetY: self.getPositionForTile(x, y).y
});
}
}
}
};
// Animate tile movements based on saved positions
self.animateTileMovements = function (callback) {
var animationsCompleted = 0;
var totalAnimations = self.positions.length;
if (totalAnimations === 0) {
if (callback) {
callback();
}
return;
}
// Animate each tile
for (var i = 0; i < self.positions.length; i++) {
var pos = self.positions[i];
var tile = pos.tile;
// If tile hasn't moved, just increment counter
if (pos.prevX === pos.targetX && pos.prevY === pos.targetY) {
animationsCompleted++;
if (animationsCompleted === totalAnimations && callback) {
callback();
}
continue;
}
// Check if this tile has been merged
var merged = false;
for (var y = 0; y < self.size; y++) {
for (var x = 0; x < self.size; x++) {
if (self.tiles[y][x] === tile && tile.merged) {
merged = true;
break;
}
}
if (merged) {
break;
}
}
// Animate tile movement
tween(tile, {
x: pos.targetX,
y: pos.targetY
}, {
duration: 150,
easing: tween.easeOutQuad,
onFinish: function onFinish() {
animationsCompleted++;
// If tile was merged, animate the merge effect
if (merged) {
tile.mergeTile(function () {
if (animationsCompleted === totalAnimations && callback) {
callback();
}
});
} else if (animationsCompleted === totalAnimations && callback) {
callback();
}
}
});
}
};
// Reset merged status for all tiles
self.resetMergedStatus = function () {
for (var y = 0; y < self.size; y++) {
for (var x = 0; x < self.size; x++) {
if (self.tiles[y][x]) {
self.tiles[y][x].merged = false;
}
}
}
};
// Check if game is over (no more valid moves)
self.isGameOver = function () {
// Check if there are any empty cells
for (var y = 0; y < self.size; y++) {
for (var x = 0; x < self.size; x++) {
if (!self.tiles[y][x]) {
return false;
}
}
}
// Check if any adjacent tiles can be merged
for (var y = 0; y < self.size; y++) {
for (var x = 0; x < self.size; x++) {
var tile = self.tiles[y][x];
// Check adjacent cells
var directions = [{
dx: 0,
dy: -1
}, {
dx: 1,
dy: 0
}, {
dx: 0,
dy: 1
}, {
dx: -1,
dy: 0
}];
for (var i = 0; i < directions.length; i++) {
var nextX = x + directions[i].dx;
var nextY = y + directions[i].dy;
if (self.isWithinBounds(nextX, nextY) && self.tiles[nextY][nextX] && self.tiles[nextY][nextX].value === tile.value) {
return false;
}
}
}
}
return true;
};
// Check if player has won (has a 2048 tile)
self.hasWon = function () {
for (var y = 0; y < self.size; y++) {
for (var x = 0; x < self.size; x++) {
if (self.tiles[y][x] && self.tiles[y][x].value >= 2048) {
return true;
}
}
}
return false;
};
// Track border crossings and create new blocks
self.checkBorderCrossings = function () {
// Define borders (these values will depend on your grid layout)
var borders = [];
// Create horizontal and vertical border lines
for (var i = 0; i <= self.size; i++) {
// Horizontal borders
var hBorder = i * (self.tileSize + self.spacing);
// Vertical borders
var vBorder = i * (self.tileSize + self.spacing);
if (i > 0 && i < self.size) {
borders.push({
value: hBorder,
isHorizontal: true
});
borders.push({
value: vBorder,
isHorizontal: false
});
}
}
// Check all tiles for border crossings
for (var y = 0; y < self.size; y++) {
for (var x = 0; x < self.size; x++) {
var tile = self.tiles[y][x];
if (tile) {
// Check each border
for (var b = 0; b < borders.length; b++) {
var border = borders[b];
if (border.isHorizontal) {
// Check if tile crossed a horizontal border
if (tile.lastY < border.value && tile.y >= border.value || tile.lastY > border.value && tile.y <= border.value) {
// Create a new tile if space available
self.addRandomTile();
return; // Only add one tile per check
}
} else {
// Check if tile crossed a vertical border
if (tile.lastX < border.value && tile.x >= border.value || tile.lastX > border.value && tile.x <= border.value) {
// Create a new tile if space available
self.addRandomTile();
return; // Only add one tile per check
}
}
}
}
}
}
};
// Update method for the grid
self.update = function () {
self.checkBorderCrossings();
};
// Initialize the grid
self.initialize = function () {
self.createEmptyCells();
self.initializeTiles();
};
// Initialize the grid on creation
self.initialize();
return self;
});
var Tile = Container.expand(function (value) {
var self = Container.call(this);
self.value = value || 0;
self.merged = false;
// Track tile position for border crossing detection
self.lastX = 0;
self.lastY = 0;
// Create background tile
var background = self.attachAsset('tile', {
anchorX: 0.5,
anchorY: 0.5,
width: 380,
height: 380
});
// Set tile color based on value
self.updateAppearance = function () {
var colors = {
0: 0xCDC1B4,
// Empty
2: 0xEEE4DA,
4: 0xEDE0C8,
8: 0xF2B179,
16: 0xF59563,
32: 0xF67C5F,
64: 0xF65E3B,
128: 0xEDCF72,
256: 0xEDCC61,
512: 0xEDC850,
1024: 0xEDC53F,
2048: 0xEDC22E
};
var textColors = {
2: 0x776E65,
4: 0x776E65,
8: 0xFFFFFF,
16: 0xFFFFFF,
32: 0xFFFFFF,
64: 0xFFFFFF,
128: 0xFFFFFF,
256: 0xFFFFFF,
512: 0xFFFFFF,
1024: 0xFFFFFF,
2048: 0xFFFFFF
};
// Set tile color
background.tint = self.value in colors ? colors[self.value] : 0xEDC22E;
// Remove old text if it exists
if (self.text) {
self.removeChild(self.text);
}
// Only create text if tile has a value
if (self.value > 0) {
// Text size decreases for larger numbers
var textSize = self.value < 100 ? 180 : self.value < 1000 ? 160 : 140;
// Create text for tile
self.text = new Text2(self.value.toString(), {
size: textSize,
fill: textColors[self.value] || "#FFFFFF",
fontWeight: "bold"
});
self.text.anchor.set(0.5, 0.5);
self.addChild(self.text);
}
};
// Set initial appearance
self.updateAppearance();
// Animate tile appearing
self.appear = function () {
self.scale.x = 0;
self.scale.y = 0;
tween(self.scale, {
x: 1,
y: 1
}, {
duration: 200,
easing: tween.easeOutQuad
});
};
// Animate tile merging
self.mergeTile = function (callback) {
tween(self.scale, {
x: 1.2,
y: 1.2
}, {
duration: 100,
easing: tween.easeOutQuad,
onFinish: function onFinish() {
tween(self.scale, {
x: 1,
y: 1
}, {
duration: 100,
easing: tween.easeInQuad,
onFinish: callback
});
}
});
};
// Track position changes
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xFAF8EF
});
/****
* Game Code
****/
// Game state
var score = 0;
var highScore = storage.highScore || 0;
var isProcessing = false;
var gameStarted = false;
var grid;
var gridSize = 4;
var swipeStartX = 0;
var swipeStartY = 0;
var minSwipeDistance = 50;
// UI elements
var scoreTxt;
var highScoreTxt;
var titleTxt;
var instructionsTxt;
// Initialize the game
function initializeGame() {
// Create game title
titleTxt = new Text2("2048", {
size: 180,
fill: 0x776E65,
fontWeight: "bold"
});
titleTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(titleTxt);
titleTxt.y = 30;
// Create score display
var scoreLabel = new Text2("SCORE", {
size: 60,
fill: 0xEEE4DA,
fontWeight: "bold"
});
scoreLabel.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreLabel);
scoreLabel.x = -400;
scoreLabel.y = 70;
scoreTxt = new Text2("0", {
size: 70,
fill: 0xFFFFFF,
fontWeight: "bold"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.x = -400;
scoreTxt.y = 120;
// Create high score display
var highScoreLabel = new Text2("BEST", {
size: 60,
fill: 0xEEE4DA,
fontWeight: "bold"
});
highScoreLabel.anchor.set(0.5, 0);
LK.gui.top.addChild(highScoreLabel);
highScoreLabel.x = 400;
highScoreLabel.y = 70;
highScoreTxt = new Text2(highScore.toString(), {
size: 70,
fill: 0xFFFFFF,
fontWeight: "bold"
});
highScoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(highScoreTxt);
highScoreTxt.x = 400;
highScoreTxt.y = 120;
// Create instructions
instructionsTxt = new Text2("Swipe to move tiles.\nCombine identical tiles to get to 2048!", {
size: 40,
fill: 0x776E65,
align: "center"
});
instructionsTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(instructionsTxt);
instructionsTxt.y = 200;
// Create game grid
grid = new Grid(gridSize);
game.addChild(grid);
// Center the grid horizontally and position vertically
grid.x = (2048 - grid.width) / 2;
grid.y = (2732 - grid.height) / 2;
// Start game with two random tiles
startGame();
// Play background music
LK.playMusic('bgmusic');
}
// Start or restart the game
function startGame() {
// Reset score
score = 0;
updateScore(0);
// Clear the grid
grid.initializeTiles();
// Add initial tiles
grid.addRandomTile();
grid.addRandomTile();
gameStarted = true;
isProcessing = false;
}
// Update the score display
function updateScore(points) {
score += points;
scoreTxt.setText(score.toString());
// Update high score if needed
if (score > highScore) {
highScore = score;
highScoreTxt.setText(highScore.toString());
storage.highScore = highScore;
}
}
// Handle swipe gestures
function handleSwipe(startX, startY, endX, endY) {
if (isProcessing || !gameStarted) {
return;
}
var dx = endX - startX;
var dy = endY - startY;
var absDx = Math.abs(dx);
var absDy = Math.abs(dy);
// Ensure minimum swipe distance
if (Math.max(absDx, absDy) < minSwipeDistance) {
return;
}
var direction = "";
// Determine swipe direction based on which axis had greater movement
if (absDx > absDy) {
direction = dx > 0 ? "right" : "left";
} else {
direction = dy > 0 ? "down" : "up";
}
// Prevent multiple moves while processing
isProcessing = true;
// Move tiles in the selected direction
var result = grid.moveTiles(direction, function (moved, points) {
if (moved) {
// Play swipe sound
LK.getSound('swipe').play();
// Update score
if (points > 0) {
// Play merge sound for points
LK.getSound('merge').play();
updateScore(points);
}
// Note: We no longer automatically add a tile here
// because tiles will be added when crossing borders
// Check win condition
if (grid.hasWon()) {
LK.showYouWin();
return;
}
// Check if game is over
if (grid.isGameOver()) {
LK.showGameOver();
return;
}
}
// Ready for next move
isProcessing = false;
});
}
// Input handlers
game.down = function (x, y, obj) {
swipeStartX = x;
swipeStartY = y;
};
game.up = function (x, y, obj) {
handleSwipe(swipeStartX, swipeStartY, x, y);
};
game.move = function (x, y, obj) {
// We don't need anything in move for this game
};
// Game update function
game.update = function () {
if (grid && !isProcessing && gameStarted) {
grid.update();
}
};
// Initialize the game when loaded
initializeGame();
; ===================================================================
--- original.js
+++ change.js
@@ -345,8 +345,61 @@
}
}
return false;
};
+ // Track border crossings and create new blocks
+ self.checkBorderCrossings = function () {
+ // Define borders (these values will depend on your grid layout)
+ var borders = [];
+ // Create horizontal and vertical border lines
+ for (var i = 0; i <= self.size; i++) {
+ // Horizontal borders
+ var hBorder = i * (self.tileSize + self.spacing);
+ // Vertical borders
+ var vBorder = i * (self.tileSize + self.spacing);
+ if (i > 0 && i < self.size) {
+ borders.push({
+ value: hBorder,
+ isHorizontal: true
+ });
+ borders.push({
+ value: vBorder,
+ isHorizontal: false
+ });
+ }
+ }
+ // Check all tiles for border crossings
+ for (var y = 0; y < self.size; y++) {
+ for (var x = 0; x < self.size; x++) {
+ var tile = self.tiles[y][x];
+ if (tile) {
+ // Check each border
+ for (var b = 0; b < borders.length; b++) {
+ var border = borders[b];
+ if (border.isHorizontal) {
+ // Check if tile crossed a horizontal border
+ if (tile.lastY < border.value && tile.y >= border.value || tile.lastY > border.value && tile.y <= border.value) {
+ // Create a new tile if space available
+ self.addRandomTile();
+ return; // Only add one tile per check
+ }
+ } else {
+ // Check if tile crossed a vertical border
+ if (tile.lastX < border.value && tile.x >= border.value || tile.lastX > border.value && tile.x <= border.value) {
+ // Create a new tile if space available
+ self.addRandomTile();
+ return; // Only add one tile per check
+ }
+ }
+ }
+ }
+ }
+ }
+ };
+ // Update method for the grid
+ self.update = function () {
+ self.checkBorderCrossings();
+ };
// Initialize the grid
self.initialize = function () {
self.createEmptyCells();
self.initializeTiles();
@@ -358,8 +411,11 @@
var Tile = Container.expand(function (value) {
var self = Container.call(this);
self.value = value || 0;
self.merged = false;
+ // Track tile position for border crossing detection
+ self.lastX = 0;
+ self.lastY = 0;
// Create background tile
var background = self.attachAsset('tile', {
anchorX: 0.5,
anchorY: 0.5,
@@ -449,8 +505,13 @@
});
}
});
};
+ // Track position changes
+ self.update = function () {
+ self.lastX = self.x;
+ self.lastY = self.y;
+ };
return self;
});
/****
@@ -603,10 +664,10 @@
// Play merge sound for points
LK.getSound('merge').play();
updateScore(points);
}
- // Add a new random tile
- grid.addRandomTile();
+ // Note: We no longer automatically add a tile here
+ // because tiles will be added when crossing borders
// Check win condition
if (grid.hasWon()) {
LK.showYouWin();
return;
@@ -631,6 +692,13 @@
};
game.move = function (x, y, obj) {
// We don't need anything in move for this game
};
+// Game update function
+game.update = function () {
+ if (grid && !isProcessing && gameStarted) {
+ grid.update();
+ }
+};
// Initialize the game when loaded
-initializeGame();
\ No newline at end of file
+initializeGame();
+;
\ No newline at end of file