This repository has been archived by the owner on Aug 31, 2024. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathgame2048.go
265 lines (246 loc) · 5 KB
/
game2048.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
package game2048
import (
"fmt"
"math/rand"
"time"
"gopkg.in/gographics/imagick.v3/imagick"
)
var rnd = rand.New(rand.NewSource(time.Now().UnixNano()))
//Game2048 the main struct for the library
type Game2048 struct {
Matrix [][]int
Size int
Moves int
Score int
}
/*
NewGame2048 is the constructor of the Game2048,
returns a pointer to Game2048 instance
*/
func NewGame2048(size int) *Game2048 {
m := make([][]int, size)
for i := range m {
m[i] = make([]int, size)
}
for i := range m {
for j := range m[i] {
m[i][j] = 0
}
}
g := Game2048{
m,
size,
0,
0,
}
return &g
}
//AddRandom adds a 2 or 4 on a space in the matrix randomly
func (g *Game2048) AddRandom() {
var positions []int
size := 0
pos := 0
for i := range g.Matrix {
for _, v := range g.Matrix[i] {
if v == 0 {
positions = append(positions, pos)
size++
}
pos++
}
}
pos = positions[rnd.Intn(size)]
n := (rnd.Intn(2) + 1) * 2
g.Matrix[pos/g.Size][pos%g.Size] = n
}
//Print prints well formated data of the game
func (g *Game2048) Print() {
fmt.Printf("Moves: %d\nScore: %d\n", g.Moves, g.Score)
for i := range g.Matrix {
for _, v := range g.Matrix[i] {
fmt.Printf("%d\t", v)
}
fmt.Printf("\n")
}
}
//MoveUP moves up all possible cells
func (g *Game2048) MoveUP() {
fmt.Printf("MOVE UP\n")
v := make([]int, g.Size)
for i := 0; i < g.Size; i++ {
for j := 0; j < g.Size; j++ {
v[j] = g.Matrix[j][i]
}
g.Score += group(v)
for j := 0; j < g.Size; j++ {
g.Matrix[j][i] = v[j]
}
}
g.Moves++
}
//MoveDOWN moves down all possible cells
func (g *Game2048) MoveDOWN() {
fmt.Printf("MOVE DOWN\n")
v := make([]int, g.Size)
for i := 0; i < g.Size; i++ {
for j := 0; j < g.Size; j++ {
v[j] = g.Matrix[(g.Size-1)-j][i]
}
g.Score += group(v)
for j := 0; j < g.Size; j++ {
g.Matrix[(g.Size-1)-j][i] = v[j]
}
}
g.Moves++
}
//MoveLEFT moves left all possible cells
func (g *Game2048) MoveLEFT() {
fmt.Printf("MOVE RIGHT\n")
v := make([]int, g.Size)
for i := 0; i < g.Size; i++ {
for j := 0; j < g.Size; j++ {
v[j] = g.Matrix[i][j]
}
g.Score += group(v)
for j := 0; j < g.Size; j++ {
g.Matrix[i][j] = v[j]
}
}
g.Moves++
}
//MoveRIGHT moves right all possible cells
func (g *Game2048) MoveRIGHT() {
fmt.Printf("MOVE LEFT\n")
v := make([]int, g.Size)
for i := 0; i < g.Size; i++ {
for j := 0; j < g.Size; j++ {
v[j] = g.Matrix[i][(g.Size-1)-j]
}
g.Score += group(v)
for j := 0; j < g.Size; j++ {
g.Matrix[i][(g.Size-1)-j] = v[j]
}
}
g.Moves++
}
//ValidateUP checks if can move up
func (g *Game2048) ValidateUP() bool {
for i := 0; i < g.Size; i++ {
zeroFound := false
for j := 0; j < g.Size; j++ {
if g.Matrix[j][i] == 0 {
zeroFound = true
}
if g.Matrix[j][i] != 0 {
if zeroFound {
return true
}
if j < (g.Size-1) && g.Matrix[j][i] == g.Matrix[j+1][i] {
return true
}
}
}
}
return false
}
//ValidateDOWN checks if can move down
func (g *Game2048) ValidateDOWN() bool {
for i := 0; i < g.Size; i++ {
zeroFound := false
for j := 0; j < g.Size; j++ {
if g.Matrix[(g.Size-1)-j][i] == 0 {
zeroFound = true
}
if g.Matrix[(g.Size-1)-j][i] != 0 {
if zeroFound {
return true
}
if j > 0 && g.Matrix[j][i] == g.Matrix[j-1][i] {
return true
}
}
}
}
return false
}
//ValidateLEFT checks if can move left
func (g *Game2048) ValidateLEFT() bool {
for i := 0; i < g.Size; i++ {
zeroFound := false
for j := 0; j < g.Size; j++ {
if g.Matrix[i][j] == 0 {
zeroFound = true
}
if g.Matrix[i][j] != 0 {
if zeroFound {
return true
}
if j < (g.Size-1) && g.Matrix[i][j] == g.Matrix[i][j+1] {
return true
}
}
}
}
return false
}
//ValidateRIGHT checks if can move right
func (g *Game2048) ValidateRIGHT() bool {
for i := 0; i < g.Size; i++ {
zeroFound := false
for j := 0; j < g.Size; j++ {
if g.Matrix[i][(g.Size-1)-j] == 0 {
zeroFound = true
}
if g.Matrix[i][(g.Size-1)-j] != 0 {
if zeroFound {
return true
}
if j > 0 && g.Matrix[i][j] == g.Matrix[i][j-1] {
return true
}
}
}
}
return false
}
//GenerateImage generates a image of the actual state
func (g *Game2048) GenerateImage(name string, srcDir string) {
imagick.Initialize()
defer imagick.Terminate()
mw := imagick.NewMagickWand()
pw := imagick.NewPixelWand()
pw.SetColor("#bbada0")
mw.SetBackgroundColor(pw)
for _, vi := range g.Matrix {
for _, vj := range vi {
mw.ReadImage(srcDir + fmt.Sprintf("%s%d.png", srcDir, vj))
}
}
dw := imagick.NewDrawingWand()
mw = mw.MontageImage(dw, fmt.Sprintf("%dx%d", g.Size, g.Size), "120x120+10+10", imagick.MONTAGE_MODE_CONCATENATE, "0x0+0+0")
mw.WriteImage(name)
}
func group(v []int) int {
score := 0
vAux := []int{0, 0, 0, 0}
pos := 0
for i := range v {
if v[i] != 0 {
vAux[pos] = v[i]
pos++
}
v[i] = 0
}
pos = 0
for i := 0; i < len(vAux); i++ {
if i < 3 && vAux[i] == vAux[i+1] {
v[pos] = vAux[i] * 2
score += v[pos]
i++
} else {
v[pos] = vAux[i]
}
pos++
}
return score
}