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2048 Puzzle
#17
This might be final version of my 2048 game. I changed some more lines and commented everything!

@Dav when I was doing comments where you were using row and row() I want to use col and col() and vice versa.
Please check comments for the code that handles the Arrow keypresses and see if it makes sense the way I have used row and col.

Code: (Select All)
_Title "2048 - bplus mod Dav 2nd 2024-10-17" ' bplus 2024-10-17  instructions and code updates below
DefLng A-Z: Randomize Timer '                     == Basic Setup: Default Type and Random starts ==
ReDim Shared Board(3, 3), Score, F '                          == Globals Game Board, Score, Font ==
Screen _NewImage(400, 400, 32): _ScreenMove 450, 180 '                           == Screen Stuff ==
_PrintMode _KeepBackground: F = _LoadFont("arial.ttf", 28): _Font F '             == Print stuff ==
AddNewCell: AddNewCell '                              = Add 2 random cells to Board for starters ==
Do
    DrawBoard
    If RemaingMove = 0 Then '        == Game is over if Board is filled AND 0 combines possible. ==
        Line (75, 100)-(325, 300), _RGBA(0, 0, 0, 40), BF ' == Game Over message box with accent ==
        Line (75, 100)-(325, 300), _RGBA(255, 255, 255, 150), B
        s$ = "No More Moves!": _PrintString (75 + (250 - _PrintWidth(s$)) / 2, 166), s$
        s$ = "Score:" + Str$(Score): _PrintString (75 + (250 - _PrintWidth(s$)) / 2, 266), s$
        _Display: Beep: Exit Do '            == Sleep after Do loop holds screen in final state. ==
    End If
    Do: key$ = InKey$: _Limit 30: Loop Until key$ <> "" ' == wait for arrow keypress then handle it
    If key$ = Chr$(0) + "K" Then LRArrow 1 ' Left arrow
    If key$ = Chr$(0) + "M" Then LRArrow 2 ' Right arrow
    If key$ = Chr$(0) + "H" Then UDArrow 1 ' Up arrow
    If key$ = Chr$(0) + "P" Then UDArrow 2 ' Down arrow
    AddNewCell
Loop Until key$ = Chr$(27) '                         == Escape quits before running out of moves ==
Sleep '                                   == Hold screen at final state until user presses a key ==
Sub AddNewCell '  == Insert new cell onto board in random unused blank ==
    ReDim temp(15) '                                    == Get a list of places to make a number ==
    For y = 0 To 3: For x = 0 To 3
            If Board(x, y) = 0 Then temp(c) = x + y * 4: c = c + 1
    Next: Next
    If c > 0 Then '      == choose one place to make a number, convert index to row =y1, col =x1 ==
        i = Int(Rnd * c): y1 = Int(temp(i) / 4): x1 = temp(i) Mod 4
        If Rnd < .8 Then Board(x1, y1) = 2 Else Board(x1, y1) = 4 ' way more 2's, 80% than 4's, 20%
    End If
End Sub
Sub DrawBoard '  == Update the Board State on screen ==
    Cls , _RGB(100, 100, 250): Color _RGB(255, 255, 255)
    For x = 0 To 3: For y = 0 To 3 '      == draw board, find power of 2 that each Board(x,y) is ==
            If Board(x, y) Then power = Log(Board(x, y)) / Log(2) Else power = 0
            bg& = _RGB32(255 - 17 * power) ' =set to shade of grey, the higher the value the darker
            Line (x * 100 + 3, y * 100 + 3)-Step(100 - 3, 100 - 3), bg&, BF
            Line (x * 100 + 3, y * 100 + 3)-Step(100 - 3, 0 - 3), &HFFFFFFFF, B
            If Board(x, y) > 0 Then '                           == label cells that aren't blank ==
                n$ = _Trim$(Str$(Board(x, y))) '           == find offsets for centering in cell ==
                ox = (100 - _PrintWidth(n$)) / 2: oy = (100 - _FontHeight(F)) / 2
                Color &HFF000000: _PrintString (x * 100 + ox + 2, y * 100 + oy + 2), n$
                Color &HFFFFFFFF: _PrintString (x * 100 + ox, y * 100 + oy), n$
            End If
    Next: Next
    _Title "2048 - " + "Score: " + Str$(Score): _Display
End Sub
Sub LRArrow (direction&) '   == Update Board according to Left or Right arrow press ==
    If direction& = 1 Then pstart = 0: pstepper = 1: xs = 0: xe = 3 '              == Left Arrow ==
    If direction& = 2 Then pstart = 3: pstepper = -1: xs = 3: xe = 0 '            == Right Arrow ==
    For y = 0 To 3 '                                              == outer loop down Board array ==
        ReDim col(3): p = pstart '                                                      == setup ==
        For x = xs To xe Step pstepper '                                    == inner loop across ==
            If Board(x, y) <> 0 Then '                          == if value then update column x ==
                If col(p) = Board(x, y) Then '        == have matching values score! and combine ==
                    col(p) = col(p) + Board(x, y): Score = Score + col(p): p = p + pstepper
                ElseIf col(p) = 0 Then '                     == move col value if blanks between ==
                    col(p) = Board(x, y)
                Else '                        == col(p) had a value skip to next slot and update ==
                    p = p + pstepper: If p >= 0 And p < 4 Then col(p) = Board(x, y)
                End If
            End If
        Next
        For x = xs To xe Step pstepper: Board(x, y) = col(x): Next ' = update with combined or moved
    Next
End Sub
Sub UDArrow (direction&) '   == Update Board according to Up or Down arrow press ==
    If direction& = 1 Then pstart = 0: pstepper = 1: ys = 0: ye = 3 '                == Up Arrow ==
    If direction& = 2 Then pstart = 3: pstepper = -1: ys = 3: ye = 0 '             == Down Arrow ==
    For x = 0 To 3 '                                            == outer loop across Board array ==
        ReDim row(3): p = pstart '                                                      == setup ==
        For y = ys To ye Step pstepper '                       == inner loop up/down Board array ==
            If Board(x, y) <> 0 Then '                             == if value then update row y ==
                If row(p) = Board(x, y) Then '        == have matching values score! and combine ==
                    row(p) = row(p) + Board(x, y): Score = Score + row(p): p = p + pstepper
                ElseIf row(p) = 0 Then '                     == move row value if blanks between ==
                    row(p) = Board(x, y)
                Else '                       == rowl(p) had a value skip to next slot and update ==
                    p = p + pstepper: If p >= 0 And p < 4 Then row(p) = Board(x, y)
                End If
            End If
        Next
        For y = ys To ye Step pstepper: Board(x, y) = row(y): Next
    Next
End Sub
Function RemaingMove '   == Can player still make a move? ==
    For x = 0 To 3: For y = 0 To 3 '                     == Look for empty space or combine move ==
            If Board(x, y) = 0 Then RemaingMove = 1 '     ==                  yes a move is left ==
            If y < 3 Then If Board(x, y) = Board(x, y + 1) Then RemaingMove = 1 '  yes move left ==
            If x < 3 Then If Board(x, y) = Board(x + 1, y) Then RemaingMove = 1 '  yes move left ==
    Next: Next
End Function

' =============================================================================================
' Instructions briefly:
' Use arrow keys to move all numbers on board to a side, like numbers will combine and double
' Score is shown in title bar. ESC quits. Objective is to get a tile at 2048 but can go further.

'==============================================================================================
' Tracking bplus mods
' From Dav's 2048.BAS v1.01 Puzzle, OCT/2024  New for v1.01: Screen autoscales
' 2024-10-17 Dav's original 468 tons of blank lines for easy reading removed plus all that redundant
' Flash code and stuff, reduced to last paragraph of screening the Board. Added Option _Explicit and
' Dim lines for all variables not Dim'd for Option _Explicit. Now 356 LOC!

' Next dump rounded box and TEXT subs and replace with font and Line BF
' removed ss for screen shrinkage factor just used a 400 x 400 screen
' RBox replaced with standard Line
' OK now 257 lines about even with Steves
' OK 237 with combined DoRight DoLeft
' OK 215 line combined DoUp and DoDown
' OK 192 lines with reduction in picking a new place for next number
' OK 186 lines with reduction of RemainingMove
' OK 182 more edits of comments
' OK 174 no blank lines!
' Man I am looking at all those lines for color in DrawBoard.
' OK 158 lines.
' OK 154 4 lines off RemainingMove does it still work?
' OK 148 some more lines in UDArrow and LRArrow
' OK 142 double parking where it makes sense
' OK 138 subst IF Then for Select Case
' OK 131 sub DEFLNG A-Z for Option _Explicit remov DIM's
' OK the Double Parking is getting more serious
' OK 110 enough! 10/17/2024
' OK last night right after I posted 110, I immediately saw 2 obvious lines to take out
' WTH! in for a penny in for a 100, more judicious double/triple parking

' Rules for double/triple/more statements on one line by way of colon, I call Double Parking:
' + Premise: Avoid _code line extensions if at all possible, all lines < 100 chars nice too.
' + For sure, multiple assignments can go on one line specially if all are related.
' - When it comes to documenting varaibles DO NOT Double Park, following Terry's descriptive method.
' + For sure, multiple short Sub calls specially if all are related.
' + Doubling up on For loops specially for 2D array For y = 0 to ny : For x = 0 to nx ... Next: Next
' + Line 3 saved on Option _Explicit and combined with Random. I don't recommend starting
'   without Option _Explicit because it comes in handy when name changes come ie to shorten
'   names so everything fits in 100 chars across line. It should be a last step in reducing LOC.


' OK 97 LOC < 100  10/18/2024  am post
' OK 95 cut 2 but had to add one because line was too long for mult-assignments
' When adding comments I had to change Dav' temp Row() and Col() words. He or I had/have them
' reversed.

' 2024-10-19 94 LOC DrawBoard NOT needed in AddCell

EDIT: ' 2024-10-19 94 LOC DrawBoard NOT needed in AddCell
b = b + ...
Reply


Messages In This Thread
2048 Puzzle - by Dav - 10-17-2024, 02:19 AM
RE: 2048 Puzzle - by FellippeHeitor - 10-17-2024, 02:42 AM
RE: 2048 Puzzle - by Dav - 10-17-2024, 02:48 AM
RE: 2048 Puzzle - by FellippeHeitor - 10-17-2024, 03:17 AM
RE: 2048 Puzzle - by bplus - 10-17-2024, 09:16 AM
RE: 2048 Puzzle - by Dav - 10-17-2024, 01:01 PM
RE: 2048 Puzzle - by bplus - 10-17-2024, 03:36 PM
RE: 2048 Puzzle - by Dav - 10-17-2024, 04:19 PM
RE: 2048 Puzzle - by bplus - 10-17-2024, 04:26 PM
RE: 2048 Puzzle - by SMcNeill - 10-17-2024, 05:05 PM
RE: 2048 Puzzle - by bplus - 10-17-2024, 05:15 PM
RE: 2048 Puzzle - by SMcNeill - 10-17-2024, 05:28 PM
RE: 2048 Puzzle - by Dav - 10-17-2024, 10:46 PM
RE: 2048 Puzzle - by bplus - 10-18-2024, 12:48 AM
RE: 2048 Puzzle - by Dav - 10-18-2024, 11:49 AM
RE: 2048 Puzzle - by bplus - 10-18-2024, 01:51 PM
RE: 2048 Puzzle - by bplus - 10-18-2024, 09:59 PM
RE: 2048 Puzzle - by Dav - 10-20-2024, 10:44 PM
RE: 2048 Puzzle - by bplus - 10-20-2024, 11:32 PM
RE: 2048 Puzzle - by bplus - 10-21-2024, 09:18 AM
RE: 2048 Puzzle - by SMcNeill - 10-21-2024, 10:19 AM
RE: 2048 Puzzle - by bplus - 10-22-2024, 11:37 AM
RE: 2048 Puzzle - by SMcNeill - 10-22-2024, 02:27 PM
RE: 2048 Puzzle - by SMcNeill - 10-22-2024, 02:39 PM
RE: 2048 Puzzle - by bplus - 10-22-2024, 03:26 PM
RE: 2048 Puzzle - by SMcNeill - 10-22-2024, 03:49 PM
RE: 2048 Puzzle - by SMcNeill - 10-22-2024, 03:36 PM
RE: 2048 Puzzle - by bplus - 10-22-2024, 03:38 PM
RE: 2048 Puzzle - by bplus - 10-22-2024, 04:37 PM
RE: 2048 Puzzle - by SMcNeill - 10-22-2024, 08:18 PM
RE: 2048 Puzzle - by bplus - 10-22-2024, 04:47 PM
RE: 2048 Puzzle - by SMcNeill - 10-23-2024, 03:44 AM
RE: 2048 Puzzle - by bplus - 10-23-2024, 10:32 AM
RE: 2048 Puzzle - by bplus - 10-23-2024, 12:40 PM
RE: 2048 Puzzle - by SMcNeill - 10-23-2024, 01:51 PM
RE: 2048 Puzzle - by bplus - 10-23-2024, 05:00 PM
RE: 2048 Puzzle - by bplus - 10-24-2024, 06:42 PM
RE: 2048 Puzzle - by Dav - 10-25-2024, 07:32 PM
RE: 2048 Puzzle - by bplus - 10-26-2024, 12:34 PM
RE: 2048 Puzzle - by Dav - 10-26-2024, 01:21 PM
RE: 2048 Puzzle - by bplus - 10-26-2024, 01:33 PM
RE: 2048 Puzzle - by bplus - 10-27-2024, 01:39 AM
RE: 2048 Puzzle - by bplus - 10-27-2024, 10:08 AM



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