page-game.component.ts 11 KB

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  1. import { Component,HostListener, OnInit } from '@angular/core';
  2. interface Tile {
  3. value: number;
  4. merged: boolean;
  5. position: { row: number; col: number };
  6. }
  7. @Component({
  8. selector: 'app-page-game',
  9. templateUrl: './page-game.component.html',
  10. styleUrls: ['./page-game.component.scss']
  11. })
  12. export class PageGameComponent implements OnInit {
  13. tiles: Tile[] = [];
  14. score: number = 0;
  15. gameOver: boolean = false;
  16. mouseDownPosition: { x: number; y: number } | null = null;
  17. ngOnInit() {
  18. this.resetGame();
  19. }
  20. resetGame() {
  21. this.tiles = [];
  22. this.score = 0;
  23. this.gameOver = false;
  24. for (let row = 0; row < 4; row++) {
  25. for (let col = 0; col < 4; col++) {
  26. this.tiles.push({ value: 0, merged: false, position: { row, col } });
  27. }
  28. }
  29. this.addRandomTile();
  30. this.addRandomTile();
  31. }
  32. addRandomTile() {
  33. const emptyTiles = this.tiles.filter(tile => tile.value === 0);
  34. if (emptyTiles.length === 0) {
  35. return;
  36. }
  37. const randomIndex = Math.floor(Math.random() * emptyTiles.length);
  38. emptyTiles[randomIndex].value = Math.random() < 0.9 ? 2 : 4;
  39. }
  40. getTileStyle(tile: Tile) {
  41. return {
  42. 'background-color': this.getTileColor(tile),
  43. 'color': this.getTileTextColor(tile)
  44. };
  45. }
  46. getTileColor(tile: Tile) {
  47. // Define your own color logic here based on the tile value
  48. // For simplicity, let's use a single color for all tiles
  49. return '#cdc1b4';
  50. }
  51. getTileTextColor(tile: Tile) {
  52. // Define your own text color logic here based on the tile value
  53. // For simplicity, let's use a single color for all tiles
  54. return '#776e65';
  55. }
  56. @HostListener('window:keydown', ['$event'])
  57. handleKeyDown(event: KeyboardEvent) {
  58. if (this.gameOver) {
  59. return;
  60. }
  61. let moved = false;
  62. switch (event.key) {
  63. case 'ArrowUp':
  64. moved = this.moveUp();
  65. break;
  66. case 'ArrowDown':
  67. moved = this.moveDown();
  68. break;
  69. case 'ArrowLeft':
  70. moved = this.moveLeft();
  71. break;
  72. case 'ArrowRight':
  73. moved = this.moveRight();
  74. break;
  75. }
  76. if (moved) {
  77. this.addRandomTile();
  78. this.checkGameOver();
  79. }
  80. }
  81. @HostListener('mousedown', ['$event'])
  82. handleMouseDown(event: MouseEvent) {
  83. this.mouseDownPosition = { x: event.clientX, y: event.clientY };
  84. }
  85. @HostListener('mouseup', ['$event'])
  86. handleMouseUp(event: MouseEvent) {
  87. if (this.mouseDownPosition) {
  88. const deltaX = event.clientX - this.mouseDownPosition.x;
  89. const deltaY = event.clientY - this.mouseDownPosition.y;
  90. if (Math.abs(deltaX) > Math.abs(deltaY)) {
  91. if (deltaX > 0) {
  92. this.handleKeyDown({ key: 'ArrowRight' } as KeyboardEvent);
  93. } else {
  94. this.handleKeyDown({ key: 'ArrowLeft' } as KeyboardEvent);
  95. }
  96. } else {
  97. if (deltaY > 0) {
  98. this.handleKeyDown({ key: 'ArrowDown' } as KeyboardEvent);
  99. } else {
  100. this.handleKeyDown({ key: 'ArrowUp' } as KeyboardEvent);
  101. }
  102. }
  103. this.mouseDownPosition = null;
  104. }
  105. }
  106. moveUp() {
  107. let moved = false;
  108. this.resetMergedFlags();
  109. for (let col = 0; col < 4; col++) {
  110. for (let row = 1; row < 4; row++) {
  111. const currentTile = this.getTile(row, col);
  112. if (currentTile.value !== 0) {
  113. let newRow = row - 1;
  114. while (newRow >= 0 && this.getTile(newRow, col).value === 0) {
  115. newRow--;
  116. }
  117. if (newRow >= 0) {
  118. const newTile = this.getTile(newRow, col);
  119. if (newTile.value === currentTile.value && !newTile.merged) {
  120. newTile.value *= 2;
  121. newTile.merged = true;
  122. this.score += newTile.value;
  123. currentTile.value = 0;
  124. moved = true;
  125. } else {
  126. const nextTile = this.getTile(newRow + 1, col);
  127. if (nextTile !== currentTile) {
  128. nextTile.value = currentTile.value;
  129. currentTile.value = 0;
  130. moved = true;
  131. }
  132. }
  133. } else {
  134. const nextTile = this.getTile(0, col);
  135. if (nextTile !== currentTile) {
  136. nextTile.value = currentTile.value;
  137. currentTile.value = 0;
  138. moved = true;
  139. }
  140. }
  141. }
  142. // if (!moved) {
  143. // moved = true;
  144. // }
  145. }
  146. }
  147. // if (moved === false) {
  148. // // 触发失败提示和重新开始游戏的操作
  149. // this.showGameOver();
  150. // this.resetGame();
  151. // }
  152. // this.checkGameOver();
  153. return moved;
  154. }
  155. moveDown() {
  156. let moved = false;
  157. this.resetMergedFlags();
  158. for (let col = 0; col < 4; col++) {
  159. for (let row = 2; row >= 0; row--) {
  160. const currentTile = this.getTile(row, col);
  161. if (currentTile.value !== 0) {
  162. let newRow = row + 1;
  163. while (newRow < 4 && this.getTile(newRow, col).value === 0) {
  164. newRow++;
  165. }
  166. if (newRow < 4) {
  167. const newTile = this.getTile(newRow, col);
  168. if (newTile.value === currentTile.value && !newTile.merged) {
  169. newTile.value *= 2;
  170. newTile.merged = true;
  171. this.score += newTile.value;
  172. currentTile.value = 0;
  173. moved = true;
  174. } else {
  175. const nextTile = this.getTile(newRow - 1, col);
  176. if (nextTile !== currentTile) {
  177. nextTile.value = currentTile.value;
  178. currentTile.value = 0;
  179. moved = true;
  180. }
  181. }
  182. } else {
  183. const nextTile = this.getTile(3, col);
  184. if (nextTile !== currentTile) {
  185. nextTile.value = currentTile.value;
  186. currentTile.value = 0;
  187. moved = true;
  188. }
  189. }
  190. }
  191. // if (!moved) {
  192. // moved = true;
  193. // }
  194. }
  195. }
  196. // if (moved === false) {
  197. // // 触发失败提示和重新开始游戏的操作
  198. // this.showGameOver();
  199. // this.resetGame();
  200. // }
  201. // this.checkGameOver();
  202. return moved;
  203. }
  204. moveLeft() {
  205. let moved = false;
  206. this.resetMergedFlags();
  207. for (let row = 0; row < 4; row++) {
  208. for (let col = 1; col < 4; col++) {
  209. const currentTile = this.getTile(row, col);
  210. if (currentTile.value !== 0) {
  211. let newCol = col - 1;
  212. while (newCol >= 0 && this.getTile(row, newCol).value === 0) {
  213. newCol--;
  214. }
  215. if (newCol >= 0) {
  216. const newTile = this.getTile(row, newCol);
  217. if (newTile.value === currentTile.value && !newTile.merged) {
  218. newTile.value *= 2;
  219. newTile.merged = true;
  220. this.score += newTile.value;
  221. currentTile.value = 0;
  222. moved = true;
  223. } else {
  224. const nextTile = this.getTile(row, newCol + 1);
  225. if (nextTile !== currentTile) {
  226. nextTile.value = currentTile.value;
  227. currentTile.value = 0;
  228. moved = true;
  229. }
  230. }
  231. } else {
  232. const nextTile = this.getTile(row, 0);
  233. if (nextTile !== currentTile) {
  234. nextTile.value = currentTile.value;
  235. currentTile.value = 0;
  236. moved = true;
  237. }
  238. }
  239. }
  240. // if (!moved) {
  241. // moved = true;
  242. // }
  243. }
  244. }
  245. // if (moved === false) {
  246. // // 触发失败提示和重新开始游戏的操作
  247. // this.showGameOver();
  248. // this.resetGame();
  249. // }
  250. // this.checkGameOver();
  251. return moved;
  252. }
  253. moveRight() {
  254. let moved = false;
  255. this.resetMergedFlags();
  256. for (let row = 0; row < 4; row++) {
  257. for (let col = 2; col >= 0; col--) {
  258. const currentTile = this.getTile(row, col);
  259. if (currentTile.value !== 0) {
  260. let newCol = col + 1;
  261. while (newCol < 4 && this.getTile(row, newCol).value === 0) {
  262. newCol++;
  263. }
  264. if (newCol < 4) {
  265. const newTile = this.getTile(row, newCol);
  266. if (newTile.value === currentTile.value && !newTile.merged) {
  267. newTile.value *= 2;
  268. newTile.merged = true;
  269. this.score += newTile.value;
  270. currentTile.value = 0;
  271. moved = true;
  272. } else {
  273. const nextTile = this.getTile(row, newCol - 1);
  274. if (nextTile !== currentTile) {
  275. nextTile.value = currentTile.value;
  276. currentTile.value = 0;
  277. moved = true;
  278. }
  279. }
  280. } else {
  281. const nextTile = this.getTile(row, 3);
  282. if (nextTile !== currentTile) {
  283. nextTile.value = currentTile.value;
  284. currentTile.value = 0;
  285. moved = true;
  286. }
  287. }
  288. }
  289. // if (!moved) {
  290. // moved = true;
  291. // }
  292. }
  293. }
  294. // if (moved === false) {
  295. // // 触发失败提示和重新开始游戏的操作
  296. // this.showGameOver();
  297. // this.resetGame();
  298. // }
  299. // this.checkGameOver();
  300. return moved;
  301. }
  302. resetMergedFlags() {
  303. this.tiles.forEach(tile => {
  304. tile.merged = false;
  305. });
  306. }
  307. checkGameOver() {
  308. const emptyTiles = this.tiles.filter(tile => tile.value === 0);
  309. if (emptyTiles.length > 0) {
  310. return;
  311. }
  312. for (let row = 0; row < 4; row++) {
  313. for (let col = 0; col < 4; col++) {
  314. const currentTile = this.getTile(row, col);
  315. if (
  316. (row < 3 && currentTile.value === this.getTile(row + 1, col).value) ||
  317. (col < 3 && currentTile.value === this.getTile(row, col + 1).value)
  318. ) {
  319. return;
  320. }
  321. }
  322. }
  323. this.gameOver = true;
  324. }
  325. getTile(row: number, col: number) {
  326. return this.tiles.find(tile => tile.position.row === row && tile.position.col === col)!;
  327. }
  328. // showGameOver() {
  329. // // 在界面上显示失败提示,可以使用弹窗、消息框等方式
  330. // alert("Game Over!");
  331. // }
  332. touchStart(event: TouchEvent) {
  333. this.mouseDownPosition = {
  334. x: event.touches[0].clientX,
  335. y: event.touches[0].clientY
  336. };
  337. }
  338. touchMove(event: TouchEvent) {
  339. if (!this.mouseDownPosition) {
  340. return;
  341. }
  342. const currentX = event.touches[0].clientX;
  343. const currentY = event.touches[0].clientY;
  344. const deltaX = currentX - this.mouseDownPosition.x;
  345. const deltaY = currentY - this.mouseDownPosition.y;
  346. if (Math.abs(deltaX) > 10 || Math.abs(deltaY) > 10) {
  347. if (Math.abs(deltaX) > Math.abs(deltaY)) {
  348. if (deltaX > 0) {
  349. this.handleKeyDown({ key: 'ArrowRight' } as KeyboardEvent);
  350. } else {
  351. this.handleKeyDown({ key: 'ArrowLeft' } as KeyboardEvent);
  352. }
  353. } else {
  354. if (deltaY > 0) {
  355. this.handleKeyDown({ key: 'ArrowDown' } as KeyboardEvent);
  356. } else {
  357. this.handleKeyDown({ key: 'ArrowUp' } as KeyboardEvent);
  358. }
  359. }
  360. this.mouseDownPosition = null;
  361. }
  362. }
  363. }