view react_games/src/2048/main.tsx @ 71:75de5903355c

Giagantic changes that update Dowa library to be more align with stb style array and hashmap. Updated Seobeo to be caching on server side instead of file level caching. Deleted bunch of things I don't really use.
author June Park <parkjune1995@gmail.com>
date Sun, 28 Dec 2025 20:34:22 -0800
parents 2b11e0449042
children
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import React, { CSSProperties, useEffect, useReducer, useState } from "react";

/**
 * 2048
 * 
 * 4 X 4
 */

const MAX_WIDTH = 4;

type Color = 'white' | 'orange' | 'yellow' | 'red';

type Cell = {
  value: number;
  color: Color;
}

type Board = Cell[][];

type GameState = "in_progress" | "lost" | "won";

type Game = {
  board: Board;
  state: GameState;
  steps: number;
}

type Command = "u" | "d" | "l" | "r";

type GameAction = 
  { type: "move", command: Command } | { type: "calculate" };


interface GameStyle {
  container: CSSProperties;
  board: CSSProperties;
  cell: (color: Color) => CSSProperties;
}

const gameStyle: GameStyle = {
  container: {
    display: "flex",
    flexDirection: "column",
    justifyContent: "center",
    alignItems: "center",
    height: "100vh"
  },
  board: {
    display: "grid",
    gridTemplateColumns: "repeat(4, 50px)",
    background: "#EEFFEE",
  },
  cell: (color: Color) => ({
    display: "flex",
    justifyContent: "center",
    alignItems: "center",
    aspectRatio: "1 / 1 ",
    margin: "10px",
    background: color,
  })
}

function initializeBoard(): Board {
  const board = Array.from({ length: MAX_WIDTH }, () =>
    Array.from({ length: MAX_WIDTH }, (): Cell => ({ value: 0, color: 'orange' }))
  );
  let rowIndex: number;
  let colIndex: number;
  rowIndex = Math.floor(Math.random() * 4);
  colIndex = Math.floor(Math.random() * 4);
  board[rowIndex][colIndex].value = 2;
  board[rowIndex-1][colIndex].value = 2;
  return board;
}

function initializeGame(): Game {
  return {
    board: initializeBoard(),
    state: "in_progress",
    steps: 0,
  }
}


function handleMove(board: Board, command: Command): Board {
  // Deep copy the board and initialize the merged status for the new board
  const copiedBoard = board.map(row => 
    row.map(cell => ({ ...cell, merged: false }))
  );

  let diff: { row: number, col: number };
  let startRow: number, endRow: number, stepRow: number;
  let startCol: number, endCol: number, stepCol: number;

  const size = copiedBoard.length;

  switch (command) {
    case "u": 
      diff = { row: -1, col: 0 };
      startRow = 0; endRow = size; stepRow = 1;
      startCol = 0; endCol = size; stepCol = 1;
      break;
    case "d": 
      diff = { row: 1, col: 0 };
      startRow = size - 1; endRow = -1; stepRow = -1;
      startCol = 0; endCol = size; stepCol = 1;
      break;
    case "l":
      diff = { row: 0, col: -1 };
      startRow = 0; endRow = size; stepRow = 1;
      startCol = 0; endCol = size; stepCol = 1;
      break;
    case "r":
      diff = { row: 0, col: 1 };
      startRow = 0; endRow = size; stepRow = 1;
      startCol = size - 1; endCol = -1; stepCol = -1;
      break;
  }

  for (let rowIndex = startRow; rowIndex !== endRow; rowIndex += stepRow) {
    for (let colIndex = startCol; colIndex !== endCol; colIndex += stepCol) {
      const currentCell = copiedBoard[rowIndex][colIndex];
      
      if (currentCell.value === 0) continue;

      let r = rowIndex;
      let c = colIndex;
      let emptySlot: { r: number, c: number } = { r: rowIndex, c: colIndex };
      let finalSlot: { r: number, c: number } = { r: rowIndex, c: colIndex };

      while (true) {
        r += diff.row;
        c += diff.col;

        if (r < 0 || r >= size || c < 0 || c >= size) {
          finalSlot = emptySlot;
          break;
        }

        const nextCell = copiedBoard[r][c];
        
        if (nextCell.value === 0) {
          emptySlot = { r, c };
          finalSlot = emptySlot;
        } else if (nextCell.value === currentCell.value && !nextCell.merged) {
          finalSlot = { r, c };
          break;
        } else {
          finalSlot = emptySlot; 
          break;
        }
      }

      const targetCell = copiedBoard[finalSlot.r][finalSlot.c];

      if (finalSlot.r === rowIndex && finalSlot.c === colIndex) {
        continue;
      }
      
      if (targetCell.value === currentCell.value && !targetCell.merged) {
        targetCell.value *= 2;
        targetCell.merged = true;
        
        copiedBoard[rowIndex][colIndex].value = 0;
        
      } else if (targetCell.value === 0) {
        targetCell.value = currentCell.value;
        copiedBoard[rowIndex][colIndex].value = 0;
      }
    }
  }

  return copiedBoard;
}

function addNewItemsToTheBoard(board: Board) { 
  let randomRowIndex: number;
  let randomColIndex: number;


  let zeroPos = 0;
  board.forEach((row) => {
    row.forEach((cell) => {
      if (cell.value === 0) {
        zeroPos += 1;
      }
    })
  })
  if (zeroPos === 0) {
    return;
  }

  let curr = 0;
  const maxAddedValues = zeroPos < 2 ? 1 : (zeroPos / 2) | 0;
  while (curr < maxAddedValues) {
    randomRowIndex = Math.floor(Math.random() * board.length)
    randomColIndex = Math.floor(Math.random() * board.length)
    if (board[randomRowIndex][randomColIndex].value === 0)
    {
      board[randomRowIndex][randomColIndex].value = 2;
      curr++;
    }
  }
}

function gameDispatch(game: Game, gameAction: GameAction): Game {
  switch(gameAction.type) {
    case "move": {
      const newBoard = handleMove(game.board, gameAction.command);
      addNewItemsToTheBoard(newBoard);
      return  {
        ...game,
        board: newBoard,
      }
    }
    case "calculate": {
      return  {
        ...game,
      }
    }
  }
}

function Game() {
  const [game, dispatch] = useReducer(gameDispatch, null, initializeGame);

  useEffect(() => {
    window.addEventListener("keyup", (e) => {
      switch(e.key) {
        case "ArrowDown": {
          dispatch({ type: "move", command: "d" });
          return;
        }
        case "ArrowUp": {
          dispatch({ type: "move", command: "u" });
          return;
        }
        case "ArrowRight": {
          dispatch({ type: "move", command: "r" });
          return;
        }
        case "ArrowLeft": {
          dispatch({ type: "move", command: "l" });
          return;
        }
        default:
          return;
      }
    })

  }, [])
  return (
    <div style={gameStyle.container}>
      <h1> 2048 </h1>
      <div style={gameStyle.board}>
        {game.board.map((row: Cell[]) => {
          return row.map((cell: Cell) => (<div style={gameStyle.cell(cell.color)}> {cell.value} </div>))
        })}
      </div>
    </div>
  );
}


export {
  Game,
}