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LICENSE
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201
LICENSE
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@ -0,0 +1,201 @@
|
||||
Apache License
|
||||
Version 2.0, January 2004
|
||||
http://www.apache.org/licenses/
|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||
|
||||
1. Definitions.
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||||
"License" shall mean the terms and conditions for use, reproduction,
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38
button.java
Normal file
38
button.java
Normal file
@ -0,0 +1,38 @@
|
||||
|
||||
public class button {
|
||||
int x1, y1, x2, y2, xLength, yLength, r = 16, fontSize;
|
||||
boolean enabled = false;
|
||||
String action, text;
|
||||
boolean activated = false;
|
||||
|
||||
public button() {
|
||||
|
||||
}
|
||||
|
||||
public button(String a, String text) {
|
||||
action = a;
|
||||
this.text = text;
|
||||
}
|
||||
|
||||
public void setValues(int x1, int y1, int xLength, int yLength, int fontSize) {
|
||||
this.x1 = x1;
|
||||
this.y1 = y1;
|
||||
this.xLength = xLength;
|
||||
this.yLength = yLength;
|
||||
x2 = (int) (x1 + xLength);
|
||||
y2 = (int) (y1 + yLength);
|
||||
|
||||
this.fontSize = fontSize;
|
||||
|
||||
activated = true; // Assumes values are being updated because button is active.
|
||||
}
|
||||
|
||||
public void activate() {
|
||||
activated = true;
|
||||
}
|
||||
|
||||
public void deactivate() {
|
||||
activated = false;
|
||||
}
|
||||
|
||||
}
|
530
runner.java
Normal file
530
runner.java
Normal file
@ -0,0 +1,530 @@
|
||||
import java.util.ArrayList;
|
||||
import java.util.Random;
|
||||
|
||||
import processing.core.PApplet;
|
||||
import processing.core.PFont;
|
||||
|
||||
/*
|
||||
* To-Do
|
||||
* Finish Options Menu
|
||||
* Create animations - Create a before and after grid to compare the movements? Need to animate the new piece too
|
||||
* Game mode: Timer
|
||||
*
|
||||
* */
|
||||
|
||||
public class runner extends PApplet{
|
||||
Random r = new Random();
|
||||
|
||||
int[] values = {2, 2, 2, 2, 2, 2, 2, 2, 2, 4};
|
||||
final double uiy = 0.25;
|
||||
int yq;
|
||||
int gridSize = 4;
|
||||
boolean hasWon = false;
|
||||
tile grid[][], tempGrid[][];
|
||||
variables v;
|
||||
|
||||
PFont BOLD, REGULAR;
|
||||
|
||||
public void settings() {
|
||||
size(600,800);
|
||||
}
|
||||
|
||||
public void setup() {
|
||||
surface.setResizable(true); // Is it possible for an "onResize" function?
|
||||
surface.setTitle("2048");
|
||||
BOLD = createFont("Arial Bold", 16, true);
|
||||
REGULAR = createFont("Arial", 16, true);
|
||||
v = new variables();
|
||||
resetVars();
|
||||
frameRate(30);
|
||||
}
|
||||
|
||||
public void draw() {
|
||||
background(255);
|
||||
drawGame();
|
||||
drawUI();
|
||||
}
|
||||
|
||||
public void drawUI() {
|
||||
int r = 16;
|
||||
yq = (int) (uiy * height);
|
||||
|
||||
fill(250,248,238);
|
||||
rect(0, 0, width, yq, r, r, r, r);
|
||||
|
||||
textAlign(CENTER);
|
||||
|
||||
textFont(BOLD);
|
||||
fill(119,110,101);
|
||||
drawText("2048", (int) (width * 0.1875), (int) (height * uiy * 0.5), (int) (width / 9.375));
|
||||
drawText("Score: " + v.gameScore, (int) (width * 0.1875), (int) (height * uiy * 0.7), (int) (width / 15));
|
||||
|
||||
fill(255);
|
||||
v.buttons.get(1).setValues((int) (width * 0.5), (int)(height * uiy * 0.25), (int) (width / 4.8), (int) (height / 10.667), (int) (width / 30)); // This would be better with a window resized listener if the game is ported to a better engine
|
||||
drawButton(v.buttons.get(1)); // Make this a for loop later.
|
||||
fill(255);
|
||||
v.buttons.get(2).setValues((int) ((width * 0.525) + (width / 4.8)), (int)(height * uiy * 0.25), (int) (width / 4.8), (int) (height / 10.667), (int) (width / 30));
|
||||
drawButton(v.buttons.get(2)); // Make this a for loop later.
|
||||
|
||||
if (v.gameOver) {
|
||||
drawGameOverUI();
|
||||
}
|
||||
else if (v.showOptionsUI) {
|
||||
drawOptionsUI();
|
||||
}
|
||||
else if (v.showGameWonUI) {
|
||||
drawGameWonUI();
|
||||
}
|
||||
}
|
||||
|
||||
public void drawGameOverUI() {
|
||||
noStroke();
|
||||
fill(0,0,0,100);
|
||||
rect(0, yq, width, height);
|
||||
|
||||
drawText("Game Over!", width / 2, height / 2, (int) (width / 12.5), 255);
|
||||
fill(237,197, 63);
|
||||
v.buttons.get(0).setValues((int) (width * 0.25), (int) (height * 0.55), (int) (width * 0.5), (int) (height * 0.125), (int) (width / 18.75));
|
||||
drawButton(v.buttons.get(0));
|
||||
}
|
||||
|
||||
public void drawGameWonUI() {
|
||||
noStroke();
|
||||
fill(0,0,0,100);
|
||||
rect(0, yq, width, height);
|
||||
|
||||
drawText("2048!", width / 2, height / 2, (int) (width / 12.5), 255);
|
||||
|
||||
fill(237,197, 63);
|
||||
v.buttons.get(0).setValues((int) (width * 0.25), (int) (height * 0.55), (int) (width * 0.5), (int) (height * 0.125), (int) (width / 18.75));
|
||||
drawButton(v.buttons.get(0));
|
||||
|
||||
fill(237,197, 63);
|
||||
v.buttons.get(3).setValues((int) (width * 0.25), (int) (height * 0.7), (int) (width * 0.5), (int) (height * 0.125), (int) (width / 18.75));
|
||||
drawButton(v.buttons.get(3));
|
||||
}
|
||||
|
||||
public void drawOptionsUI() {
|
||||
noStroke();
|
||||
|
||||
// Hidden buttons for the UI
|
||||
|
||||
|
||||
fill(0,0,0,100);
|
||||
rect(0, yq, width, height);
|
||||
|
||||
int xPadding = (int) (width * 0.1);
|
||||
int yPadding = (int) (height * 0.05);
|
||||
int r = 16;
|
||||
|
||||
int xOptionsArea = (int) (width * 0.05) + xPadding;
|
||||
int yOptionsArea = (int) (height * 0.1) + yq + yPadding;
|
||||
|
||||
fill(255);
|
||||
rect(xPadding, yq + yPadding, width - (int) (xPadding * 2), (int) (height - yq - yPadding * 2), r, r, r, r);
|
||||
|
||||
drawText(v.language[2], xPadding + (int) (width * 0.15), yPadding + yq + (int) (height * 0.05), (int) (width / 18.75), 0);
|
||||
stroke(5);
|
||||
line(xPadding + (int) (width * 0.05), yPadding + yq + (int) (height * 0.1), width - (xPadding + (int) (width * 0.05)), yPadding + yq + (int) (height * 0.1));
|
||||
|
||||
updateOptionsContext();
|
||||
// For loop of each option
|
||||
for (int i = 0; i < v.optionsLanguage.length; i++) {
|
||||
textAlign(LEFT, TOP);
|
||||
drawText(v.optionsLanguage[i], xOptionsArea, yOptionsArea + (int) (i * (height * 0.05)), (int) (width * 0.04), 0);
|
||||
textAlign(RIGHT, TOP);
|
||||
drawText(v.optionsContext[i], width - xOptionsArea, yOptionsArea + (int) (i * (height * 0.05)), (int) (width * 0.04), 0);
|
||||
}
|
||||
|
||||
fill(0);
|
||||
for (int i = 0; i < v.optionMenuButtons.size(); i++) {
|
||||
v.optionMenuButtons.get(i).setValues(xOptionsArea, yOptionsArea + (int) (i * (height * 0.05)), (int) (width - xOptionsArea * 2), (int) (height * 0.04), 1);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void updateOptionsContext() {
|
||||
v.optionsContext[0] = gridSize + " x " + gridSize;
|
||||
}
|
||||
|
||||
/*
|
||||
* Parameters: Area start X, Area Start Y, Area end X, Area end Y
|
||||
*/
|
||||
public boolean isMouseInArea(int x1, int y1, int x2, int y2) {
|
||||
return (mouseX >= x1 && mouseY >= y1 && mouseX <= x2 && mouseY <= y2);
|
||||
}
|
||||
|
||||
public void mouseClicked() {
|
||||
for(button x : v.buttons) {
|
||||
if(isMouseInArea(x.x1, x.y1, x.x2, x.y2)) {
|
||||
buttonHandler(x);
|
||||
}
|
||||
}
|
||||
for (button x : v.optionMenuButtons) {
|
||||
if(isMouseInArea(x.x1, x.y1, x.x2, x.y2)) {
|
||||
buttonHandler(x);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void buttonHandler(button x) {
|
||||
if (x.activated) {
|
||||
if(x.action == "Retry") {
|
||||
resetVars();
|
||||
}
|
||||
else if (x.action == "New Game") {
|
||||
resetVars();
|
||||
}
|
||||
else if (x.action == "Options") {
|
||||
v.showOptionsUI = !v.showOptionsUI;
|
||||
}
|
||||
else if (x.action == "Continue") {
|
||||
v.showGameWonUI = false;
|
||||
}
|
||||
else if (x.action == "Grid Size") {
|
||||
flipGridSize();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void flipGridSize() {
|
||||
if(gridSize == 4) {
|
||||
setGridSize(5);
|
||||
}
|
||||
else {
|
||||
setGridSize(4);
|
||||
}
|
||||
resetVars();
|
||||
|
||||
}
|
||||
|
||||
public void drawButton(button x) {
|
||||
rect(x.x1, x.y1, x.xLength, x.yLength, x.r, x.r, x.r, x.r);
|
||||
textAlign(CENTER, CENTER);
|
||||
drawText(x.text, (int) ((x.x2 + x.x1)/2), (int) ((x.y1 + x.y2)/2.025), (int) x.fontSize, 0);
|
||||
}
|
||||
|
||||
public void drawGame() {
|
||||
v.gameXSize = width / gridSize;
|
||||
v.gameYSize = (height - yq) / gridSize;
|
||||
double spacing = 0.1;
|
||||
int xSpacing = (int) (v.gameXSize * spacing);
|
||||
int ySpacing = (int) (v.gameYSize * spacing);
|
||||
|
||||
noStroke();
|
||||
fill(187, 173, 160);
|
||||
rect(0, 0, width, height);
|
||||
strokeWeight(v.gameStrokeSize);
|
||||
stroke(1);
|
||||
|
||||
for(int i = 0; i < grid.length; i++) {
|
||||
for(int k = 0; k < grid[0].length; k++) {
|
||||
tile temp = grid[i][k];
|
||||
int cl = tileColor(temp);
|
||||
fill(v.colors[cl].r, v.colors[cl].g, v.colors[cl].b); // Figure out how Processing generates color code to simplify this.
|
||||
rect((int) (v.gameXSize * i + xSpacing * 0.5), (int) ((v.gameYSize * k) + yq + ySpacing * 0.5), v.gameXSize - xSpacing, v.gameYSize - ySpacing, 8, 8, 8, 8);
|
||||
if(!temp.isEmpty()) {
|
||||
fill(0);
|
||||
textAlign(CENTER);
|
||||
drawText(temp.value + "", (int) (v.gameXSize * i + v.gameXSize * 0.5 + xSpacing * 0.5), (int) ((v.gameYSize * k + v.gameYSize * 0.5) + yq + ySpacing * 0.5), 32);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void checkWinConditions() {
|
||||
for (int i = 0; i < grid.length; i++) {
|
||||
for (int k = 0; k < grid[0].length; k++) {
|
||||
if (grid[i][k].value == 2048 && !hasWon && true) {// Replace true with the game mode
|
||||
hasWon = true;
|
||||
v.showGameWonUI = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public int tileColor(tile temp) {
|
||||
int cl = temp.colorLevel();
|
||||
if(cl >= v.colors.length)
|
||||
cl = v.colors.length - 1;
|
||||
return cl;
|
||||
}
|
||||
|
||||
public int isZero(int x) {
|
||||
if(x == 0)
|
||||
return 1;
|
||||
else
|
||||
return 0;
|
||||
}
|
||||
|
||||
public void drawText(String stringText, int x, int y, int size) {
|
||||
textSize(size);
|
||||
text(stringText, x, y);
|
||||
}
|
||||
public void drawText(String stringText, int x, int y, int size, int color) {
|
||||
fill(color);
|
||||
textSize(size);
|
||||
text(stringText, x, y);
|
||||
}
|
||||
|
||||
// Gamey Stuff \/
|
||||
|
||||
public void keyPressed() {
|
||||
if (key == 'r' || key == 'R') {
|
||||
resetVars();
|
||||
}
|
||||
else if (key == 'f' || key == 'F') {
|
||||
undoMove();
|
||||
}
|
||||
else if (key == 't') {
|
||||
v.showGameWonUI = true;
|
||||
}
|
||||
else {
|
||||
if(!v.gameOver)
|
||||
moveTiles();
|
||||
}
|
||||
}
|
||||
|
||||
public void resetVars() {
|
||||
v.gameScore = 0;
|
||||
hasWon = false; // Used for checking if win condition has been met before
|
||||
setGridSize(gridSize);
|
||||
fillGrid();
|
||||
resetTempGrid();
|
||||
createNewTile();
|
||||
v.gameOver = false;
|
||||
v.showGameWonUI = false;
|
||||
v.buttons = new ArrayList<button>();
|
||||
v.optionMenuButtons = new ArrayList<button>();
|
||||
for(int i = 0; i < 10; i++) {
|
||||
if (i < v.language.length) {
|
||||
v.buttons.add(new button(v.actions[i], v.language[i]));
|
||||
}
|
||||
else
|
||||
v.buttons.add(new button());
|
||||
}
|
||||
|
||||
for(int i = 0; i < v.optionsLanguage.length; i++) {
|
||||
v.optionMenuButtons.add(new button(v.optionsLanguage[i], ""));
|
||||
}
|
||||
|
||||
|
||||
v.buttons.get(0).deactivate();
|
||||
|
||||
}
|
||||
|
||||
public void setGridSize(int x) {
|
||||
gridSize = x;
|
||||
grid = new tile[x][x];
|
||||
}
|
||||
|
||||
public void fillGrid() {
|
||||
for(int i = 0; i < grid.length; i++) {
|
||||
for(int k = 0; k < grid[0].length; k++) {
|
||||
grid[i][k] = new tile(i, k, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void resetTempGrid() {
|
||||
tempGrid = new tile[grid.length][grid[0].length];
|
||||
for(int i = 0; i < grid.length; i++) {
|
||||
for(int k = 0; k < grid[0].length; k++) {
|
||||
tempGrid[i][k] = new tile(i, k, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void undoMove() {
|
||||
if(grid == tempGrid) {
|
||||
System.out.println(tempGrid[0][0].value);
|
||||
}
|
||||
grid = tempGrid;
|
||||
}
|
||||
|
||||
public void createNewTile() {
|
||||
int value = values[r.nextInt(values.length)];
|
||||
ArrayList<tile> possibleTiles = new ArrayList<>();
|
||||
for(int i = 0; i < grid.length; i++) {
|
||||
for(int k = 0; k < grid[0].length; k++) {
|
||||
if(grid[i][k].isEmpty()) {
|
||||
possibleTiles.add(grid[i][k]);
|
||||
}
|
||||
}
|
||||
}
|
||||
int selectedTile = r.nextInt(possibleTiles.size());
|
||||
int i = possibleTiles.get(selectedTile).x;
|
||||
int k = possibleTiles.get(selectedTile).y;
|
||||
setTile(i, k, value);
|
||||
}
|
||||
|
||||
public boolean canMove() {
|
||||
return canMoveUp() || canMoveDown() || canMoveRight() || canMoveLeft();
|
||||
}
|
||||
|
||||
public boolean canMoveUp() {
|
||||
for(int i = 0; i < grid.length; i++) {
|
||||
for(int k = 0; k < grid[0].length; k++) {
|
||||
if (grid[i][k].moveUp(grid, 0, grid[i][k].value) != 0)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public boolean canMoveDown() {
|
||||
for(int i = 0; i < grid.length; i++) {
|
||||
for(int k = 0; k < grid[0].length; k++) {
|
||||
if (grid[i][k].moveDown(grid, 0, grid[i][k].value) != 0)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public boolean canMoveRight() {
|
||||
for(int i = 0; i < grid.length; i++) {
|
||||
for(int k = 0; k < grid[0].length; k++) {
|
||||
if (grid[i][k].moveRight(grid, 0, grid[i][k].value) != 0)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public boolean canMoveLeft() {
|
||||
for(int i = 0; i < grid.length; i++) {
|
||||
for(int k = 0; k < grid[0].length; k++) {
|
||||
if (grid[i][k].moveLeft(grid, 0, grid[i][k].value) != 0)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public void setTile(int i, int k, int val) {
|
||||
grid[i][k].value = val;
|
||||
}
|
||||
|
||||
public void moveTileUp(int x, int y, int moves, int val) {
|
||||
setTile(x, y - moves, val);
|
||||
setTile(x, y, 0);
|
||||
}
|
||||
|
||||
public void moveTileDown(int x, int y, int moves, int val) {
|
||||
setTile(x, y + moves, val);
|
||||
setTile(x, y, 0);
|
||||
}
|
||||
|
||||
public void moveTileRight(int x, int y, int moves, int val) {
|
||||
setTile(x + moves, y, val);
|
||||
setTile(x, y, 0);
|
||||
}
|
||||
|
||||
public void moveTileLeft(int x, int y, int moves, int val) {
|
||||
setTile(x - moves, y, val);
|
||||
setTile(x, y, 0);
|
||||
}
|
||||
|
||||
public void moveTiles() {
|
||||
boolean moved = false;
|
||||
int moves = 0;
|
||||
|
||||
// Redo this later, Make two tempGrid, if a move is made make this the new temp grid... u know what i mean
|
||||
|
||||
for(int i = 0; i < grid.length; i++) {
|
||||
for(int k = 0; k < grid[0].length; k++) {
|
||||
tempGrid[i][k].value = grid[i][k].value;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if(keyCode == UP) {
|
||||
if (canMoveUp())
|
||||
for(int i = 0; i < grid.length; i++) {
|
||||
for(int k = 0; k < grid[0].length; k++) {
|
||||
moves = grid[i][k].moveUp(grid, 0, grid[i][k].value);
|
||||
if(moves != 0 && grid[i][k].value != 0) {
|
||||
moved = true;
|
||||
if(moves > 0) {
|
||||
moveTileUp(i, k, moves, grid[i][k].value);
|
||||
}
|
||||
else {
|
||||
v.gameScore += grid[i][k].value * 2;
|
||||
moveTileUp(i, k, -moves, grid[i][k].value * 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (canMoveDown())
|
||||
if (keyCode == DOWN) {
|
||||
for(int i = grid.length - 1; i >= 0; i--) {
|
||||
for(int k = grid[0].length - 1; k >= 0; k--) {
|
||||
moves = grid[i][k].moveDown(grid, 0, grid[i][k].value);
|
||||
if(moves != 0 && grid[i][k].value != 0) {
|
||||
moved = true;
|
||||
if(moves > 0) {
|
||||
moveTileDown(i, k, moves, grid[i][k].value);
|
||||
}
|
||||
else {
|
||||
v.gameScore += grid[i][k].value * 2;
|
||||
moveTileDown(i, k, -moves, grid[i][k].value * 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (canMoveRight())
|
||||
if (keyCode == RIGHT) {
|
||||
for(int i = grid.length - 1; i >= 0; i--) {
|
||||
for(int k = grid[0].length - 1; k >= 0; k--) {
|
||||
moves = grid[i][k].moveRight(grid, 0, grid[i][k].value);
|
||||
if(moves != 0 && grid[i][k].value != 0) {
|
||||
moved = true;
|
||||
if(moves > 0) {
|
||||
moveTileRight(i, k, moves, grid[i][k].value);
|
||||
}
|
||||
else {
|
||||
v.gameScore += grid[i][k].value * 2;
|
||||
moveTileRight(i, k, -moves, grid[i][k].value * 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (canMoveLeft())
|
||||
if (keyCode == LEFT) {
|
||||
for(int i = 0; i < grid.length; i++) {
|
||||
for(int k = 0; k < grid[0].length; k++) {
|
||||
moves = grid[i][k].moveLeft(grid, 0, grid[i][k].value);
|
||||
if(moves != 0 && grid[i][k].value != 0) {
|
||||
moved = true;
|
||||
if(moves > 0) {
|
||||
moveTileLeft(i, k, moves, grid[i][k].value);
|
||||
}
|
||||
else {
|
||||
v.gameScore += grid[i][k].value * 2;
|
||||
moveTileLeft(i, k, -moves, grid[i][k].value * 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (moved) {
|
||||
createNewTile();
|
||||
checkWinConditions();
|
||||
}
|
||||
|
||||
if(!canMove()) {
|
||||
v.gameOver = !canMove();
|
||||
v.buttons.get(0).activate();
|
||||
}
|
||||
}
|
||||
|
||||
public static void main(String[] args) {
|
||||
PApplet.main("runner");
|
||||
}
|
||||
|
||||
}
|
81
tile.java
Normal file
81
tile.java
Normal file
@ -0,0 +1,81 @@
|
||||
|
||||
public class tile {
|
||||
public int value, x , y;
|
||||
|
||||
public tile(int x, int y, int value) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.value = value;
|
||||
}
|
||||
|
||||
|
||||
// Could make these all into one function changing x + 1 and y + 1 or whatever into a variable
|
||||
public int moveUp(tile[][] grid, int moves, int val) {
|
||||
if(y > 0) {
|
||||
if (grid[x][y-1].isEmpty())
|
||||
return grid[x][y-1].moveUp(grid, moves + 1, val);
|
||||
else if (grid[x][y-1].value == val) {
|
||||
return -(moves + 1);
|
||||
}
|
||||
}
|
||||
return moves;
|
||||
}
|
||||
|
||||
public int moveDown(tile[][] grid, int moves, int val) {
|
||||
if(y + 1 < grid[0].length) {
|
||||
if (grid[x][y+1].isEmpty())
|
||||
return grid[x][y+1].moveDown(grid, moves + 1, val);
|
||||
else if (grid[x][y+1].value == val) {
|
||||
return -(moves + 1);
|
||||
}
|
||||
}
|
||||
return moves;
|
||||
}
|
||||
|
||||
public int moveRight(tile[][] grid, int moves, int val) {
|
||||
if(x + 1 < grid.length) {
|
||||
if (grid[x+1][y].isEmpty())
|
||||
return grid[x+1][y].moveRight(grid, moves + 1, val);
|
||||
else if (grid[x+1][y].value == val) {
|
||||
return -(moves + 1);
|
||||
}
|
||||
}
|
||||
return moves;
|
||||
}
|
||||
|
||||
public int moveLeft(tile[][] grid, int moves, int val) {
|
||||
if(x > 0) {
|
||||
if (grid[x-1][y].isEmpty())
|
||||
return grid[x-1][y].moveLeft(grid, moves + 1, val);
|
||||
else if (grid[x-1][y].value == val) {
|
||||
return -(moves + 1);
|
||||
}
|
||||
}
|
||||
return moves;
|
||||
}
|
||||
|
||||
|
||||
public void getValue() {
|
||||
System.out.println("Value: " + value);
|
||||
}
|
||||
|
||||
public void setValue(int val) {
|
||||
value = val;
|
||||
}
|
||||
|
||||
public boolean isEmpty() {
|
||||
return value == 0;
|
||||
}
|
||||
/*
|
||||
* Inefficient way of getting tile level
|
||||
*/
|
||||
public int colorLevel() {
|
||||
if(isEmpty()) {
|
||||
return 0;
|
||||
}
|
||||
else {
|
||||
return (int)(Math.log(value) / Math.log(2));
|
||||
}
|
||||
|
||||
}
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user