一张图告诉你2048有多火
小3的悲剧
在每个阶段手机里面都会有一两款让人爱不释手的游戏存在,无论是在公车上、床铺上、马桶上还是在睡觉前、吃饭前、总会有让你拿出手机打开它的欲望。大部分人被Flappy bird给蹂躏的体无完肤,生活不能自理。在这危难降临的时刻,一款名为小3传奇的数字益智游戏出现在我们的视野中,游戏既简单又复杂,既单一又千变万化,简直就让人停不下来!
但故事的发展是这样的,小3传奇的两位开发者花了近一年半时间才开发出这个游戏的核心玩法,却在其上架appstore后仅21天就被《1024》抄了过去。而《2048》则更为迅速,19岁的Gabriele Cirulli只用了一个星期改编前两者游戏,却获得最大的成功,而小3却不被人知;这类游戏从发布到现在,不管是app store还是android市场,下载量已经远远超越了千万,网上各种版本的都有;
CocosEditor开源版
笔者历时一个晚上,终于完成了cocos2d-js开源版本,编码虽易,创意不易,且行且珍惜;
此版本包含了网上流行的各种版本。包括原版,朝代版,金庸版,星座,豪车等等近10个版本,代码开源,希望读者基于开源代码做出各种版本,供全名娱乐;
运行demo需要配置好CocosEditor,暂不支持其他工具。demo是跨平台的,可移植运行android,ios,html5网页等,代码是基于javascript语言,cocos2d-x游戏引擎,CocosEditor手游开发工具完成的。
本文共两篇,第一篇分析原版,第二篇分析各种版本,本代码仅供参考,有更好的实现方法可以评论中探讨;
已发布上线apk演示效果
几个小时开发,一天审核上线,这就是CocosEditor开发游戏的速度
360应用市场(2048 聚合版):http://zhushou.360.cn/detail/index/soft_id/1634607?recrefer=SE_D_2048%20聚合
CocosEditor版源代码下载:
cocos2d-js源代码请到集中营下载:http://blog.makeapp.co/?p=523
http://blog.makeapp.co/?p=523
github版本管理:https://github.com/makeapp/cocoseditor-2048
不同平台下的效果图:
windows
html5网页
android平台(各种主题版本)
代码分析:
1初始化;进入游戏,初始化4*4表格,并随机产生两个2;
二维数组this.tables表格循环存入数据
#random1, random2 ,random11, random22四个随机数可以确定两个2的xy位置;
#方法newNumber里面,根据位置i,j和级别num可以确定一个新的数字;创建背景cell和cell上面的数字标签cellLabel;并根据num确定是否显示cellLabel;最后给cell关联一个data数据;特别说明这里的number:num不是精灵上面的数字而是精灵的级别,比如number=11 则数字是1024
MainLayer.prototype.onEnter = function () {
//version
this.versionNum = indexVersions;
this.indexVersion = VERSIONS;
this.title.setString(this.indexVersion.name + "目标:" + this.indexVersion.array + "");
var random1 = getRandom(4);
var random2 = getRandom(4);
while (random1 == random2) {
random2 = getRandom(4);
}
var random11 = getRandom(4);
var random22 = getRandom(4);
this.tables = new Array(4);
for (var i = 0; i < 4; i++) {
var sprites = new Array(4);
for (var j = 0; j < 4; j++) {
if (i == random1 && j == random11) {
sprites = this.newNumber(i, j, 1);
} else if (i == random2 && j == random22) {
sprites = this.newNumber(i, j, 1);
} else {
sprites = this.newNumber(i, j, 0);
}
}
this.tables = sprites;
}
this.totalScore = 0;
};
MainLayer.prototype.newNumber = function (i, j, num) {
var cell = cc.MySprite.create(this.rootNode, "5.png", this.getPosition(i, j), 1);
var cellLabel = cc.MySprite.createLabel(cell, "");
if (num > 0) {
cell.setColor(COLOR);
cellLabel.setVisible(true);
cellLabel.setString(this.indexVersion.array);
cellLabel.setFontSize(this.indexVersion.labelFontSize);
} else {
cellLabel.setVisible(false);
}
cell.data = {col: i, row: j, numberLabel: cellLabel, number: num};
return cell;
};
```
*
*2 四个方向算法;玩游戏的时候触摸四个方向,表格就向四个方向合并靠拢leftCombineNumber,rightCombineNumber,downCombineNumber,upCombineNumber,四个方法函数的算法都是一样的,我只分析一个leftCombineNumber;
第一步 相同数据叠加 :
#j从左到右变大,i从下到上变大;也就初始位置是左下角;
#如果该单元格级别不是空背景 cell.data.number != 0 ;
#从它的右边开始var k = i + 1; 循环遍历while (k < 4) {k++};
#如果遍历到单元格级别也不是空背景 if (nextCell.data.number != 0) 遍历结束 k = 4; break;;
#而且如果发现两个单元的级别一样if (cell.data.number == nextCell.data.number)
#级别数据number刷新变化
cell.data.number += 1;
nextCell.data.number = 0;
第二步 填充空数据;
#同理第一步,如果是空背景if (cell.data.number == 0),也是循环遍历while (k < 4) {k++};
#如果遍历到单元格级别不是空背景 if (nextCell.data.number != 0) ,空背景获得该单元格的数据,而该单元格则设为空背景;
cell.data.number = nextCell.data.number;
nextCell.data.number = 0;
//direction left
MainLayer.prototype.leftCombineNumber = function () {
for (var j = 0; j < 4; j++) {
for (var i = 0; i < 4; i++) {
var cell = this.tables;
if (cell.data.number != 0) {
var k = i + 1;
while (k < 4) {
var nextCell = this.tables;
if (nextCell.data.number != 0) {
if (cell.data.number == nextCell.data.number) {
cell.data.number += 1;
nextCell.data.number = 0;
this.totalScore += SCORES;
}
k = 4;
break;
}
k++;
}
}
}
}
for (j = 0; j < 4; j++) {
for (i = 0; i < 4; i++) {
cell = this.tables;
if (cell.data.number == 0) {
k = i + 1;
while (k < 4) {
nextCell = this.tables;
if (nextCell.data.number != 0) {
cell.data.number = nextCell.data.number;
nextCell.data.number = 0;
k = 4;
}
k++;
}
}
}
}
this.refreshNumber();
};
//direction right
MainLayer.prototype.rightCombineNumber = function () {
for (var j = 0; j < 4; j++) {
for (var i = 3; i >= 0; i--) {
var cell = this.tables;
if (cell.data.number != 0) {
var k = i - 1;
while (k >= 0) {
var nextCell = this.tables;
if (nextCell.data.number != 0) {
if (cell.data.number == nextCell.data.number) {
cell.data.number += 1;
nextCell.data.number = 0;
this.totalScore += SCORES;
}
k = -1;
break;
}
k--;
}
}
}
}
for (j = 0; j < 4; j++) {
for (i = 3; i >= 0; i--) {
cell = this.tables;
if (cell.data.number == 0) {
k = i - 1;
while (k >= 0) {
nextCell = this.tables;
if (nextCell.data.number != 0) {
cell.data.number = nextCell.data.number;
nextCell.data.number = 0;
k = -1;
}
k--;
}
}
}
}
this.refreshNumber();
};
MainLayer.prototype.downCombineNumber = function () {
for (var i = 0; i < 4; i++) {
for (var j = 0; j < 4; j++) {
var cell = this.tables;
if (cell.data.number != 0) {
var k = j + 1;
while (k < 4) {
var nextCell = this.tables;
if (nextCell.data.number != 0) {
if (cell.data.number == nextCell.data.number) {
cell.data.number += 1;
nextCell.data.number = 0;
this.totalScore += SCORES;
}
k = 4;
break;
}
k++;
}
}
}
}
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
cell = this.tables;
if (cell.data.number == 0) {
k = j + 1;
while (k < 4) {
nextCell = this.tables;
if (nextCell.data.number != 0) {
cell.data.number = nextCell.data.number;
nextCell.data.number = 0;
k = 4;
}
k++;
}
}
}
}
this.refreshNumber();
};
//touch up
MainLayer.prototype.upCombineNumber = function () {
for (var i = 0; i < 4; i++) {
for (var j = 3; j >= 0; j--) {
var cell = this.tables;
if (cell.data.number != 0) {
var k = j - 1;
while (k >= 0) {
var nextCell = this.tables;
if (nextCell.data.number != 0) {
if (cell.data.number == nextCell.data.number) {
cell.data.number += 1;
nextCell.data.number = 0;
this.totalScore += SCORES;
}
k = -1;
break;
}
k--;
}
}
}
}
for (i = 0; i < 4; i++) {
for (j = 3; j >= 0; j--) {
cell = this.tables;
if (cell.data.number == 0) {
k = j - 1;
while (k >= 0) {
nextCell = this.tables;
if (nextCell.data.number != 0) {
cell.data.number = nextCell.data.number;
nextCell.data.number = 0;
k = -1;
}
k--;
}
}
}
}
this.refreshNumber();
};
```
3 刷新数据和颜色;
上面的算法完成了,只是该精灵的data里面的数据发生了变化,但视觉上没有任何变化,所以需要刷新数据和颜色
#新建一个空背景数组emptyCellList;
#又是循环二维数组this.tables
#得到单元格的文字标签label,和级别cellNumber
#如果不是空背景cellNumber!=0,label显示和设置文字内容和大小,同时如果检测到是最高级别,游戏成功结束
#如果是空背景,label隐藏 emptyCellList添加该元素emptyCellList.push(cell);;
#得到一个emptyCellList后,如果发现该数组大小为空,也就无法再产生一个数字2了,游戏over;
#而如果数组大小不是空,随机取一个位置randomCell,设置数据等级为0,数字为2,并播放缩放动画runAction;
MainLayer.prototype.refreshNumber = function () {
var emptyCellList = ];
for (var i = 0; i < 4; i++) {
var numbers = " ";
for (var j = 0; j < 4; j++) {
var cell = this.tables;
var label = cell.data.numberLabel;
var cellNumber = cell.data.number;
if (cellNumber != 0) {
cell.setColor(COLOR);
label.setString(this.indexVersion.array + " ");
label.setFontSize(this.indexVersion.labelFontSize);
label.setVisible(true);
if (cellNumber == (this.indexVersion.array.length - 1)) {
//check success
var toast = cc.Toast.create(this.rootNode, "成功到达:" + this.indexVersion.array, 2);
toast.setColor(cc.c3b(255, 0, 0));
this.rootNode.scheduleOnce(function () {
cc.BuilderReader.runScene("", "MainLayer");
}, 2)
}
} else {
cell.setColor(COLOR);
label.setVisible(false);
emptyCellList.push(cell);
}
numbers += " " + cellNumber;
}
cc.log("numbers==" + numbers);
}
//score
this.scoreLabel.setString("分数:" + this.totalScore);
if (emptyCellList.length < 1) {
//check fail
var toast = cc.Toast.create(this.rootNode, "失败!", 2);
toast.setColor(cc.c3b(255, 0, 0));
this.rootNode.scheduleOnce(function () {
cc.BuilderReader.runScene("", "MainLayer");
}, 2)
} else {
//create random cell
var randomCell = emptyCellList;
randomCell.data.number = 1;
randomCell.data.numberLabel.setVisible(true);
randomCell.data.numberLabel.setString(VERSIONS.array + "");
randomCell.data.numberLabel.setFontSize(this.indexVersion.labelFontSize);
randomCell.setColor(COLOR);
randomCell.runAction(cc.Sequence.create(cc.ScaleTo.create(0, 0.8), cc.ScaleTo.create(0.5, 1)));
}
};
```
4 触摸检测 两个触摸点this.pEnded this.pBegan 根据x y确定方向,再根据距离确定左右和上下;
MainLayer.prototype.onTouchesEnded = function (touches, event) {
this.pEnded = touches.getLocation();
if (this.pBegan) {
if (this.pEnded.x - this.pBegan.x > 50) {
this.rightCombineNumber();
}
else if (this.pEnded.x - this.pBegan.x < -50) {
this.leftCombineNumber();
}
else if (this.pEnded.y - this.pBegan.y > 50) {
this.upCombineNumber();
}
else if (this.pEnded.y - this.pBegan.y < -50) {
this.downCombineNumber();
}
}
};
```
思路很清晰简单,游戏却是简约不简单。***
***
