mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-25 03:08:54 +01:00
examples/2048: Add comments
This commit is contained in:
parent
4b449bbc75
commit
8285950100
@ -26,12 +26,14 @@ var taskTerminated = errors.New("twenty48: task terminated")
|
|||||||
|
|
||||||
type task func() error
|
type task func() error
|
||||||
|
|
||||||
|
// Board represents the game board.
|
||||||
type Board struct {
|
type Board struct {
|
||||||
size int
|
size int
|
||||||
tiles map[*Tile]struct{}
|
tiles map[*Tile]struct{}
|
||||||
tasks []task
|
tasks []task
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// NewBoard generates a new Board with giving a size.
|
||||||
func NewBoard(size int) (*Board, error) {
|
func NewBoard(size int) (*Board, error) {
|
||||||
b := &Board{
|
b := &Board{
|
||||||
size: size,
|
size: size,
|
||||||
@ -49,6 +51,7 @@ func (b *Board) tileAt(x, y int) *Tile {
|
|||||||
return tileAt(b.tiles, x, y)
|
return tileAt(b.tiles, x, y)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Update updates the board state.
|
||||||
func (b *Board) Update(input *Input) error {
|
func (b *Board) Update(input *Input) error {
|
||||||
for t := range b.tiles {
|
for t := range b.tiles {
|
||||||
if err := t.Update(); err != nil {
|
if err := t.Update(); err != nil {
|
||||||
@ -72,6 +75,7 @@ func (b *Board) Update(input *Input) error {
|
|||||||
return nil
|
return nil
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Move enqueues tile moving tasks.
|
||||||
func (b *Board) Move(dir Dir) error {
|
func (b *Board) Move(dir Dir) error {
|
||||||
for t := range b.tiles {
|
for t := range b.tiles {
|
||||||
t.stopAnimation()
|
t.stopAnimation()
|
||||||
@ -110,12 +114,14 @@ func (b *Board) Move(dir Dir) error {
|
|||||||
return nil
|
return nil
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Size returns the board size.
|
||||||
func (b *Board) Size() (int, int) {
|
func (b *Board) Size() (int, int) {
|
||||||
x := b.size*tileSize + (b.size+1)*tileMargin
|
x := b.size*tileSize + (b.size+1)*tileMargin
|
||||||
y := x
|
y := x
|
||||||
return x, y
|
return x, y
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Draw draws the board to the given boardImage.
|
||||||
func (b *Board) Draw(boardImage *ebiten.Image) {
|
func (b *Board) Draw(boardImage *ebiten.Image) {
|
||||||
boardImage.Fill(frameColor)
|
boardImage.Fill(frameColor)
|
||||||
for j := 0; j < b.size; j++ {
|
for j := 0; j < b.size; j++ {
|
||||||
|
@ -33,12 +33,14 @@ const (
|
|||||||
boardSize = 4
|
boardSize = 4
|
||||||
)
|
)
|
||||||
|
|
||||||
|
// Game represents a game state.
|
||||||
type Game struct {
|
type Game struct {
|
||||||
input *Input
|
input *Input
|
||||||
board *Board
|
board *Board
|
||||||
boardImage *ebiten.Image
|
boardImage *ebiten.Image
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// NewGame generates a new Game object.
|
||||||
func NewGame() (*Game, error) {
|
func NewGame() (*Game, error) {
|
||||||
g := &Game{
|
g := &Game{
|
||||||
input: NewInput(),
|
input: NewInput(),
|
||||||
@ -51,6 +53,7 @@ func NewGame() (*Game, error) {
|
|||||||
return g, nil
|
return g, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Update updates the current game state.
|
||||||
func (g *Game) Update() error {
|
func (g *Game) Update() error {
|
||||||
g.input.Update()
|
g.input.Update()
|
||||||
if err := g.board.Update(g.input); err != nil {
|
if err := g.board.Update(g.input); err != nil {
|
||||||
@ -59,6 +62,7 @@ func (g *Game) Update() error {
|
|||||||
return nil
|
return nil
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Draw draws the current game to the given screen.
|
||||||
func (g *Game) Draw(screen *ebiten.Image) {
|
func (g *Game) Draw(screen *ebiten.Image) {
|
||||||
if g.boardImage == nil {
|
if g.boardImage == nil {
|
||||||
w, h := g.board.Size()
|
w, h := g.board.Size()
|
||||||
|
@ -20,6 +20,7 @@ import (
|
|||||||
"github.com/hajimehoshi/ebiten"
|
"github.com/hajimehoshi/ebiten"
|
||||||
)
|
)
|
||||||
|
|
||||||
|
// Dir represents a direction.
|
||||||
type Dir int
|
type Dir int
|
||||||
|
|
||||||
const (
|
const (
|
||||||
@ -29,6 +30,7 @@ const (
|
|||||||
DirLeft
|
DirLeft
|
||||||
)
|
)
|
||||||
|
|
||||||
|
// String returns a string representing the direction.
|
||||||
func (d Dir) String() string {
|
func (d Dir) String() string {
|
||||||
switch d {
|
switch d {
|
||||||
case DirUp:
|
case DirUp:
|
||||||
@ -43,6 +45,7 @@ func (d Dir) String() string {
|
|||||||
panic("not reach")
|
panic("not reach")
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Vector returns a [-1, 1] value for each axis.
|
||||||
func (d Dir) Vector() (x, y int) {
|
func (d Dir) Vector() (x, y int) {
|
||||||
switch d {
|
switch d {
|
||||||
case DirUp:
|
case DirUp:
|
||||||
@ -57,10 +60,12 @@ func (d Dir) Vector() (x, y int) {
|
|||||||
panic("not reach")
|
panic("not reach")
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Input represents the current key states.
|
||||||
type Input struct {
|
type Input struct {
|
||||||
keyState map[ebiten.Key]int
|
keyState map[ebiten.Key]int
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// NewInput generates a new Input object.
|
||||||
func NewInput() *Input {
|
func NewInput() *Input {
|
||||||
return &Input{
|
return &Input{
|
||||||
keyState: map[ebiten.Key]int{},
|
keyState: map[ebiten.Key]int{},
|
||||||
@ -76,6 +81,7 @@ var (
|
|||||||
}
|
}
|
||||||
)
|
)
|
||||||
|
|
||||||
|
// Update updates the current input states.
|
||||||
func (i *Input) Update() {
|
func (i *Input) Update() {
|
||||||
for k := range dirKeys {
|
for k := range dirKeys {
|
||||||
if ebiten.IsKeyPressed(k) {
|
if ebiten.IsKeyPressed(k) {
|
||||||
@ -86,6 +92,8 @@ func (i *Input) Update() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Dir returns a currenly pressed direction.
|
||||||
|
// Dir returns false if no direction key is pressed.
|
||||||
func (i *Input) Dir() (Dir, bool) {
|
func (i *Input) Dir() (Dir, bool) {
|
||||||
for k, d := range dirKeys {
|
for k, d := range dirKeys {
|
||||||
if i.keyState[k] == 1 {
|
if i.keyState[k] == 1 {
|
||||||
|
@ -131,7 +131,7 @@ const (
|
|||||||
)
|
)
|
||||||
|
|
||||||
// MoveTiles moves tiles in the given tiles map if possible.
|
// MoveTiles moves tiles in the given tiles map if possible.
|
||||||
// MoveTiles returns true if there are movable tiles, otherwise false.
|
// MoveTiles returns true if there are tiles that are to move, otherwise false.
|
||||||
func MoveTiles(tiles map[*Tile]struct{}, size int, dir Dir) bool {
|
func MoveTiles(tiles map[*Tile]struct{}, size int, dir Dir) bool {
|
||||||
vx, vy := dir.Vector()
|
vx, vy := dir.Vector()
|
||||||
tx := []int{}
|
tx := []int{}
|
||||||
@ -244,6 +244,7 @@ func addRandomTile(tiles map[*Tile]struct{}, size int) error {
|
|||||||
return nil
|
return nil
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Update updates the tile's animation states.
|
||||||
func (t *Tile) Update() error {
|
func (t *Tile) Update() error {
|
||||||
switch {
|
switch {
|
||||||
case 0 < t.movingCount:
|
case 0 < t.movingCount:
|
||||||
|
Loading…
Reference in New Issue
Block a user