优化项目架构

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2025-09-15 19:10:37 +08:00
parent 4119ed3445
commit 26b856d74e
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extends Panel
# 游戏常量
const GRID_SIZE = 4
const CELL_SIZE = 90
const CELL_MARGIN = 10
const SWIPE_THRESHOLD = 50
const DATA_FILE_PATH = "user://playergamedata.json"
# 数字颜色配置
const NUMBER_COLORS = {
0: Color.TRANSPARENT,
2: Color(0.93, 0.89, 0.85),
4: Color(0.93, 0.88, 0.78),
8: Color(0.95, 0.69, 0.47),
16: Color(0.96, 0.58, 0.39),
32: Color(0.96, 0.49, 0.37),
64: Color(0.96, 0.37, 0.23),
128: Color(0.93, 0.81, 0.45),
256: Color(0.93, 0.80, 0.38),
512: Color(0.93, 0.78, 0.31),
1024: Color(0.93, 0.77, 0.25),
2048: Color(0.93, 0.76, 0.18),
4096: Color(0.93, 0.70, 0.15),
8192: Color(0.93, 0.65, 0.12),
16384: Color(0.93, 0.60, 0.10),
32768: Color(0.93, 0.55, 0.08)
}
const TEXT_COLORS = {
2: Color.BLACK,
4: Color.BLACK,
8: Color.WHITE,
16: Color.WHITE,
32: Color.WHITE,
64: Color.WHITE,
128: Color.WHITE,
256: Color.WHITE,
512: Color.WHITE,
1024: Color.WHITE,
2048: Color.WHITE,
4096: Color.WHITE,
8192: Color.WHITE,
16384: Color.WHITE,
32768: Color.WHITE
}
# 游戏变量
var grid = []
var score = 0
var best_score = 0
var game_over = false
var won = false
var can_continue = true
var highest_tile = 0
var games_played = 0
var total_moves = 0
var player_data = {}
# 触摸控制变量
var touch_start_pos = Vector2.ZERO
var is_touching = false
# 节点引用
@onready var game_board = $GameBoard
@onready var score_label = $ScoreLabel
@onready var best_label = $BestLabel
@onready var game_over_label = $GameOverLabel
@onready var win_label = $WinLabel
@onready var stats_label = $StatsLabel
func _ready():
# 设置游戏板样式
game_board.modulate = Color(0.7, 0.6, 0.5)
# 加载玩家数据
load_player_data()
# 初始化游戏
init_game()
func init_game():
# 重置游戏状态
game_over = false
won = false
can_continue = true
score = 0
games_played += 1
# 初始化网格
grid.clear()
for y in range(GRID_SIZE):
var row = []
for x in range(GRID_SIZE):
row.append(0)
grid.append(row)
# 添加两个初始数字
add_random_number()
add_random_number()
# 更新UI
update_ui()
hide_labels()
queue_redraw()
func _input(event):
# 键盘输入
if event is InputEventKey and event.pressed:
if game_over:
if event.keycode == KEY_R:
init_game()
return
if won and not can_continue:
if event.keycode == KEY_C:
can_continue = true
win_label.visible = false
return
# 移动控制
var moved = false
match event.keycode:
KEY_UP, KEY_W:
moved = move_up()
KEY_DOWN, KEY_S:
moved = move_down()
KEY_LEFT, KEY_A:
moved = move_left()
KEY_RIGHT, KEY_D:
moved = move_right()
KEY_R:
init_game()
return
if moved:
handle_successful_move()
# 触摸输入
elif event is InputEventScreenTouch:
if event.pressed:
touch_start_pos = event.position
is_touching = true
else:
if is_touching:
handle_swipe(event.position)
is_touching = false
# 鼠标输入(用于桌面测试)
elif event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_LEFT:
if event.pressed:
touch_start_pos = event.position
is_touching = true
else:
if is_touching:
handle_swipe(event.position)
is_touching = false
func move_left() -> bool:
var moved = false
for y in range(GRID_SIZE):
var row = grid[y].duplicate()
var new_row = merge_line(row)
if new_row != grid[y]:
moved = true
grid[y] = new_row
return moved
func move_right() -> bool:
var moved = false
for y in range(GRID_SIZE):
var row = grid[y].duplicate()
row.reverse()
var new_row = merge_line(row)
new_row.reverse()
if new_row != grid[y]:
moved = true
grid[y] = new_row
return moved
func move_up() -> bool:
var moved = false
for x in range(GRID_SIZE):
var column = []
for y in range(GRID_SIZE):
column.append(grid[y][x])
var new_column = merge_line(column)
var changed = false
for y in range(GRID_SIZE):
if grid[y][x] != new_column[y]:
changed = true
grid[y][x] = new_column[y]
if changed:
moved = true
return moved
func move_down() -> bool:
var moved = false
for x in range(GRID_SIZE):
var column = []
for y in range(GRID_SIZE):
column.append(grid[y][x])
column.reverse()
var new_column = merge_line(column)
new_column.reverse()
var changed = false
for y in range(GRID_SIZE):
if grid[y][x] != new_column[y]:
changed = true
grid[y][x] = new_column[y]
if changed:
moved = true
return moved
func merge_line(line: Array) -> Array:
# 移除零
var filtered = []
for num in line:
if num != 0:
filtered.append(num)
# 合并相同数字
var merged = []
var i = 0
while i < filtered.size():
if i < filtered.size() - 1 and filtered[i] == filtered[i + 1]:
# 合并
var new_value = filtered[i] * 2
merged.append(new_value)
score += new_value
i += 2
else:
merged.append(filtered[i])
i += 1
# 填充零到指定长度
while merged.size() < GRID_SIZE:
merged.append(0)
return merged
func add_random_number():
var empty_cells = []
for y in range(GRID_SIZE):
for x in range(GRID_SIZE):
if grid[y][x] == 0:
empty_cells.append(Vector2(x, y))
if empty_cells.size() > 0:
var random_cell = empty_cells[randi() % empty_cells.size()]
var value = 2 if randf() < 0.9 else 4
grid[random_cell.y][random_cell.x] = value
func handle_successful_move():
total_moves += 1
add_random_number()
update_ui()
check_game_state()
save_player_data()
queue_redraw()
func handle_swipe(end_pos: Vector2):
if game_over or (won and not can_continue):
return
var delta = end_pos - touch_start_pos
var moved = false
if abs(delta.x) > SWIPE_THRESHOLD or abs(delta.y) > SWIPE_THRESHOLD:
if abs(delta.x) > abs(delta.y):
# 水平滑动
if delta.x > 0:
moved = move_right()
else:
moved = move_left()
else:
# 垂直滑动
if delta.y > 0:
moved = move_down()
else:
moved = move_up()
if moved:
handle_successful_move()
func check_game_state():
# 更新最高数字
for y in range(GRID_SIZE):
for x in range(GRID_SIZE):
if grid[y][x] > highest_tile:
highest_tile = grid[y][x]
# 检查是否达到2048或更高目标
if not won:
for y in range(GRID_SIZE):
for x in range(GRID_SIZE):
if grid[y][x] == 2048:
won = true
can_continue = false
win_label.text = "恭喜达到2048\n按C继续挑战更高目标"
win_label.visible = true
return
# 检查是否游戏结束
if not can_move():
game_over = true
if score > best_score:
best_score = score
game_over_label.visible = true
func can_move() -> bool:
# 检查是否有空格
for y in range(GRID_SIZE):
for x in range(GRID_SIZE):
if grid[y][x] == 0:
return true
# 检查是否可以合并
for y in range(GRID_SIZE):
for x in range(GRID_SIZE):
var current = grid[y][x]
# 检查右边
if x < GRID_SIZE - 1 and grid[y][x + 1] == current:
return true
# 检查下面
if y < GRID_SIZE - 1 and grid[y + 1][x] == current:
return true
return false
func update_ui():
score_label.text = "分数: " + str(score)
best_label.text = "最高分: " + str(best_score)
if stats_label:
stats_label.text = "游戏次数: " + str(games_played) + " | 总步数: " + str(total_moves)
func hide_labels():
game_over_label.visible = false
win_label.visible = false
func load_player_data():
if FileAccess.file_exists(DATA_FILE_PATH):
var file = FileAccess.open(DATA_FILE_PATH, FileAccess.READ)
if file:
var json_string = file.get_as_text()
file.close()
var json = JSON.new()
var parse_result = json.parse(json_string)
if parse_result == OK:
player_data = json.data
if player_data.has("2048"):
var game_data = player_data["2048"]
best_score = game_data.get("best_score", 0)
games_played = game_data.get("games_played", 0)
highest_tile = game_data.get("highest_tile", 0)
total_moves = game_data.get("total_moves", 0)
func save_player_data():
if not player_data.has("2048"):
player_data["2048"] = {}
player_data["2048"]["best_score"] = best_score
player_data["2048"]["current_score"] = score
player_data["2048"]["games_played"] = games_played
player_data["2048"]["highest_tile"] = highest_tile
player_data["2048"]["total_moves"] = total_moves
# 更新全局数据
if not player_data.has("global"):
player_data["global"] = {}
player_data["global"]["last_played"] = Time.get_datetime_string_from_system()
var file = FileAccess.open(DATA_FILE_PATH, FileAccess.WRITE)
if file:
var json_string = JSON.stringify(player_data)
file.store_string(json_string)
file.close()
func _draw():
if not game_board:
return
# 绘制背景渐变
var gradient = Gradient.new()
gradient.add_point(0.0, Color(0.2, 0.3, 0.5, 0.8))
gradient.add_point(1.0, Color(0.1, 0.2, 0.4, 0.9))
draw_rect(Rect2(Vector2.ZERO, size), gradient.sample(0.5), true)
# 获取游戏板位置
var board_pos = game_board.position
# 绘制游戏板阴影
var shadow_offset = Vector2(4, 4)
var board_rect = Rect2(board_pos + shadow_offset, game_board.size)
draw_rect(board_rect, Color(0, 0, 0, 0.3), true, 8)
# 绘制游戏板背景
board_rect = Rect2(board_pos, game_board.size)
draw_rect(board_rect, Color(0.7, 0.6, 0.5, 0.9), true, 8)
# 绘制网格
for y in range(GRID_SIZE):
for x in range(GRID_SIZE):
var cell_x = board_pos.x + x * (CELL_SIZE + CELL_MARGIN) + CELL_MARGIN
var cell_y = board_pos.y + y * (CELL_SIZE + CELL_MARGIN) + CELL_MARGIN
var rect = Rect2(cell_x, cell_y, CELL_SIZE, CELL_SIZE)
# 绘制单元格阴影
draw_rect(rect.grow(2), Color(0, 0, 0, 0.2), true)
# 绘制单元格背景
draw_rect(rect, Color(0.8, 0.7, 0.6, 0.8), true)
# 绘制数字
var value = grid[y][x]
if value > 0:
# 绘制数字背景(带渐变效果)
var bg_color = NUMBER_COLORS.get(value, Color.GOLD)
draw_rect(rect, bg_color, true)
# 绘制高光效果
var highlight_rect = Rect2(rect.position, Vector2(rect.size.x, rect.size.y * 0.3))
var highlight_color = Color(1, 1, 1, 0.3)
draw_rect(highlight_rect, highlight_color, true)
# 绘制数字文本
var text = str(value)
var font_size = 24 if value < 100 else (20 if value < 1000 else (16 if value < 10000 else 14))
var text_color = TEXT_COLORS.get(value, Color.WHITE)
# 获取默认字体
var font = ThemeDB.fallback_font
# 计算文本尺寸
var text_size = font.get_string_size(text, HORIZONTAL_ALIGNMENT_CENTER, -1, font_size)
# 计算文本位置(居中)
var text_pos = Vector2(
cell_x + (CELL_SIZE - text_size.x) / 2,
cell_y + (CELL_SIZE - text_size.y) / 2 + text_size.y
)
# 绘制文本阴影
draw_string(font, text_pos + Vector2(1, 1), text, HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, Color(0, 0, 0, 0.5))
# 绘制文本
draw_string(font, text_pos, text, HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, text_color)
#退出2048游戏界面
func _on_quit_button_pressed() -> void:
self.hide()
get_parent().remove_child(self)
queue_free()
pass
#手机端继续游戏按钮
func _on_continue_button_pressed() -> void:
if won and not can_continue:
can_continue = true
win_label.visible = false
return
pass
#手机端重置游戏按钮
func _on_reast_button_pressed() -> void:
if game_over:
init_game()
return
pass