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view react_games/src/2048/main.tsx @ 279:b3b547563ec7
Add Google connector service and agent wiki
Implement the C/Seobeo Google Drive and Gmail connector with encrypted OAuth storage, Zenbu authentication, browser testing, AI tool discovery, chunked HTTP decoding, and Bazel coverage. Consolidate repository guidance into progressive wiki documentation and enforce arena-first allocation for new first-party C code.
Co-authored-by: Copilot <[email protected]>
Copilot-Session: 84c338fd-0939-4bb3-b7f3-1062eb213e5d
| author | MrJuneJune <me@mrjunejune.com> |
|---|---|
| date | Mon, 17 Aug 2026 22:22:36 -0700 |
| 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, }