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Flash 2048游戏源码下载(actionscript3.0)

一般编程问题

下载此实例
  • 开发语言:Others
  • 实例大小:0.01M
  • 下载次数:15
  • 浏览次数:436
  • 发布时间:2015-07-02
  • 实例类别:一般编程问题
  • 发 布 人:zy0922
  • 文件格式:.rar
  • 所需积分:3
 相关标签: flash IP c 2048

实例介绍

【实例简介】Flash actionscript3.0 2048

【实例截图】Flash actionscript3.0 2048

【核心代码】Flash actionscript3.0 2048


package 
{

	import flash.display.MovieClip;
	import flash.display.Sprite;


	import conanlwl.Key;
	import conanlwl.Square;
	import flash.events.Event;
	import flash.display.DisplayObject;
	import flash.text.TextField;
	import flash.text.TextFormat;
	import flash.text.TextFieldAutoSize;
	import flash.net.SharedObject;
	import flash.events.MouseEvent;
	import flash.utils.ByteArray;



	public class Game_2048 extends MovieClip
	{
		public static const GAME_LINE:int = 20;//游戏方格间隔大小
		public static const GAME_ROW:int = 4;//游戏行数
		public static const GAME_COL:int = 4;//游戏列数
		public static const SQUAREWIDTH:int = 120;//游戏方格大小

		private var gameArray:Array;//游戏主数组
		private var newNumArray:Array = [2,4];//生成的随机数池

		private var infoStage:Sprite;//分数名字层
		private var gameStage:Sprite;//游戏面板层
		private var tileLayer:Sprite;//方块层

		private var score:int = 0;//当前分数
		private var bestScore:int = 0;//历史最高分
		private var nextMax:int = 0;//下一个最高数目标

		private var scoreTxt:TextField;//显示当前分数
		private var bestScoreTxt:TextField;///显示最高分数
		private var nextMaxTxt:TextField;//提示下一个最高数目标
		private var txtUndo:TextField;//Undo的文字提示,外加返回次数显示

		private var so:SharedObject;
		private var hisAry:Array;//历史记录数组
		private var maxHisNum:int = 3;//最多保存多少个移动记录


		private var moveNum:int = 0;//当前正在移动的方块的个数,为0则为移动停止

		public function Game_2048()
		{
			// constructor code

			Init();
			//so = SharedObject.getLocal("game2048Data");
			//so.clear();

		}

		private function Init():void
		{
			gameStage = new Sprite();
			tileLayer = new Sprite();
			gameStage.addChild(drawBackGround());
			gameStage.addChild(tileLayer);
			addChild(gameStage);
			//gameStage.x = 60;
			gameStage.y = 400;

			drawInfoStage();
			
			gameArray = new Array();
			for (var i:int=0; i<GAME_ROW; i  )
			{
				var tempAry:Array = new Array();
				for (var j:int=0; j<GAME_COL; j  )
				{
					tempAry.push(0);
				}
				gameArray.push(tempAry);
			}

			//游戏开始插入两个新数
			chkInsertNewNum();
			chkInsertNewNum();
			setHistory(gameArray);
			
			var key:Key = new Key(stage);
			key.addEventListener(Key.DOWN,onDown);
			key.addEventListener(Key.UP,onUp);
			key.addEventListener(Key.LEFT,onLeft);
			key.addEventListener(Key.RIGHT,onRight);

			//bCtrl = true;

		}

		private function moveTo(myRow:int,myCol:int,row:int,col:int,isDestroy:Boolean,newNum:int=0):void
		{
			var g:Square = tileLayer.getChildByName("b_" myRow.toString() "_" myCol.toString()) as Square;
			g.addEventListener(Event.ENTER_FRAME,function(e:Event){onMoveTo(e,g,row,col,isDestroy,newNum,arguments.callee)});
			moveNum  ;
		}

		private function destorySquare(g:Square,rmLisn:Function):void
		{
			removeLisn(g,rmLisn);
			g.parent.removeChild(g);

		}

		private function removeLisn(g:Square,rmLisn:Function):void
		{
			if (rmLisn!=null && g.hasEventListener(Event.ENTER_FRAME))
			{
				g.removeEventListener(Event.ENTER_FRAME,rmLisn);
				moveNum--;
			}
		}

		//移动完成后检查方块的状态,1.移动后保持位置;2.移动后与另一数合并后,移动距离短的保留;3.移动后与另一数合并后,移动距离长的变成新数,并删除移动距离短的方块
		private function chkDestory(isDestory:Boolean,g:Square,rmLisn:Function,newNum:int,row:int,col:int):void
		{
			g.Row = row;
			g.Col = col;
			g.name = "b_"   row.toString()   "_"   col.toString();

			if (isDestory)
			{
				destorySquare(g,rmLisn);
				if (newNum>0)
				{
					createQuare(row,col,newNum,false,rmLisn);
				}

				return;
			}
			else
			{
				removeLisn(g,rmLisn);
			}

		}


		//在指定的方格新建方块
		private function createQuare(row:int,col:int,num:int,isNew:Boolean=false,rmLisn:Function=null):void
		{
			if (! isNew)
			{
				var s:String = "b_"   row.toString()   "_"   col.toString();
				var obj:Square = tileLayer.getChildByName(s) as Square;
				if (obj!=null)
				{
					destorySquare(obj,rmLisn);

				}
			}
			var g:Square = new Square(num);
			g.Row = row;
			g.Col = col;
			g.name = "b_"   row.toString()   "_"   col.toString();
			g.x = GAME_LINE   col * (GAME_LINE   SQUAREWIDTH);
			g.y = GAME_LINE   row * (GAME_LINE   SQUAREWIDTH);
			if (isNew)
			{
				g.scaleX = g.scaleY = 0.6;
			}
			else
			{
				g.scaleX = g.scaleY = 1.3;
			}
			g.addEventListener(Event.ENTER_FRAME,onCreate);
			tileLayer.addChild(g);
		}

		private function onCreate(e:Event):void
		{
			var g:Square = e.target as Square;
			if (g.scaleX < 1)
			{
				g.scaleY = g.scaleX = g.scaleX   0.05 > 1 ? 1:g.scaleX   0.05;
			}
			else if (g.scaleX>1)
			{
				g.scaleY = g.scaleX = g.scaleX - 0.05 < 1 ? 1:g.scaleX - 0.05;
			}
			else
			{
				g.scaleY = g.scaleX = 1;
				g.removeEventListener(Event.ENTER_FRAME,onCreate);
			}
			//trace(g.scaleX);
		}

		//rmLisn移动完需要移除监听函数
		private function onMoveTo(e:Event,g:Square,row:int,col:int,isDestory:Boolean,newNum:int=0,rmLisn:Function=null):void
		{
			var speed:int = 100;//移动速度
			if (g.Row == row && g.Col == col)
			{
				chkDestory(isDestory,g,rmLisn,newNum,row,col);
			}
			else if (g.Row == row)
			{
				//右移
				if (g.Col < col)
				{
					if (g.x < GAME_LINE   col * (GAME_LINE   SQUAREWIDTH))
					{
						g.x  =  speed;
						if (g.x >= GAME_LINE   col * (GAME_LINE   SQUAREWIDTH))
						{
							g.x = GAME_LINE   col * (GAME_LINE   SQUAREWIDTH);

							chkDestory(isDestory,g,rmLisn,newNum,row,col);
						}
					}
				}
				else
				{
					//左移
					if (g.x > GAME_LINE   col * (GAME_LINE   SQUAREWIDTH))
					{
						g.x -=  speed;
						if (g.x <= GAME_LINE   col * (GAME_LINE   SQUAREWIDTH))
						{
							g.x = GAME_LINE   col * (GAME_LINE   SQUAREWIDTH);

							chkDestory(isDestory,g,rmLisn,newNum,row,col);
						}
					}
				}
			}
			else if (g.Col==col)
			{
				//下移
				if (g.Row < row)
				{
					if (g.y < GAME_LINE   row * (GAME_LINE   SQUAREWIDTH))
					{
						g.y  =  speed;
						if (g.y >= GAME_LINE   row * (GAME_LINE   SQUAREWIDTH))
						{
							g.y = GAME_LINE   row * (GAME_LINE   SQUAREWIDTH);

							chkDestory(isDestory,g,rmLisn,newNum,row,col);
						}
					}
				}
				else
				{
					//上移
					if (g.y > GAME_LINE   row * (GAME_LINE   SQUAREWIDTH))
					{
						g.y -=  speed;
						if (g.y <= GAME_LINE   row * (GAME_LINE   SQUAREWIDTH))
						{
							g.y = GAME_LINE   row * (GAME_LINE   SQUAREWIDTH);
							chkDestory(isDestory,g,rmLisn,newNum,row,col);
						}
					}
				}
			}
		}

		//方向键向下
		private function onDown(e:Event):void
		{
			if (moveNum<1)
			{
				moveNum = 0;
				var bInsNewNum:Boolean = false;//如果按下按键后,没有方块可移动,则不能添加新数
				for (var i:uint=0; i<GAME_COL; i  )
				{
					var a:Array=new Array();
					var needChk:Boolean = true;
					var posAry:Array= new Array();//记录移动位置的数组

					//将该列最后一个不为0的数放到新数组的开头处,然后再往上找一个不为0的数a,如果a与数组的开头数一样,则开头数加倍,a不加入数组,如果不一样,则a加入数组
					//然后继续往上找下一个不为零的数,如果前面已经相加过,则此数不与数组的开头数比较,直接将该数加入数组开头处
					for (var j:int=GAME_ROW-1; j>=0; j--)
					{
						if (gameArray[j][i] > 0)
						{
							if (a.length > 0 && gameArray[j][i] == a[0] && needChk)
							{
								a[0] *=  2;
								setNextMax(a[0]);
								setScore(a[0]);
								var s:String = posAry[0].toString()   "|"   j.toString();
								posAry.shift();
								posAry.unshift(s);



								needChk = false;
							}
							else
							{

								posAry.unshift(j.toString());
								a.unshift(gameArray[j][i]);
								needChk = true;
							}
						}

					}
					//将相加完的值下移
					//如果全为0,或四个数都不能相加,不用移动,则跳过
					if (a.length > 0 && a.length < GAME_ROW)
					{

						while (a.length< GAME_ROW)
						{
							a.unshift(0);
						}

						while (posAry.length<GAME_ROW)
						{
							posAry.unshift("");
						}

						for (var k:int=0; k<GAME_ROW; k  )
						{
							gameArray[k][i] = a[k];
							if (posAry[k] != "")
							{
								//该位置是由两个方块移动组成
								//trace(posAry[k]);
								if ((posAry[k] as String).indexOf("|")>-1)
								{
									var tAry:Array = posAry[k].toString().split("|");
									if (tAry[0] != k || tAry[1] != k)
									{
										bInsNewNum = true;
									}

									moveTo(tAry[0],i,k,i,false);
									moveTo(tAry[1],i,k,i,true,a[k]);
								}
								else
								{
									//只是移动
									if (posAry[k] != k)
									{
										bInsNewNum = true;
									}
									moveTo(posAry[k],i,k,i,false);
								}

							}
						}
					}
				}
				if (bInsNewNum)
				{
					chkInsertNewNum();
					setHistory(gameArray);
				}
				//trace(gameArray);
			}

		}
		private function onUp(e:Event):void
		{
			if (moveNum<1)
			{
				moveNum = 0;
				var bInsNewNum:Boolean = false;//如果按下按键后,没有方块可移动,则不能添加新数
				for (var i:int=0; i<GAME_COL; i  )
				{
					var a:Array=new Array();
					var needChk:Boolean = true;
					var posAry:Array= new Array();//记录移动位置的数组

					//将该列最后一个不为0的数放到新数组的开头处,然后再往上找一个不为0的数a,如果a与数组的开头数一样,则开头数加倍,a不加入数组,如果不一样,则a加入数组
					//然后继续往上找下一个不为零的数,如果前面已经相加过,则此数不与数组的开头数比较,直接将该数加入数组开头处
					for (var j:int=0; j<GAME_ROW; j  )
					{
						if (gameArray[j][i] > 0)
						{
							if (a.length > 0 && gameArray[j][i] == a[a.length - 1] && needChk)
							{
								a[a.length-1] *=  2;
								setNextMax(a[a.length-1]);
								setScore(a[a.length-1]);
								var s:String = posAry[posAry.length - 1].toString()   "|"   j.toString();
								posAry.pop();
								posAry.push(s);
								needChk = false;
							}
							else
							{

								posAry.push(j.toString());
								a.push(gameArray[j][i]);
								needChk = true;
							}
						}

					}
					//trace(posAry);
					//将相加完的值下移
					//如果全为0,或四个数都不能相加,不用移动,则跳过
					if (a.length > 0 && a.length < GAME_ROW)
					{

						while (a.length< GAME_ROW)
						{
							a.push(0);
						}

						while (posAry.length<GAME_ROW)
						{
							posAry.push("");
						}

						for (var k:int=0; k<GAME_ROW; k  )
						{
							gameArray[k][i] = a[k];
							if (posAry[k] != "")
							{
								//该位置是由两个方块移动组成
								//trace(posAry[k]);
								if (posAry[k].toString().indexOf("|") > -1)
								{
									var tAry:Array =(posAry[k] as String).split("|");
									if (tAry[0] != k || tAry[1] != k)
									{
										bInsNewNum = true;
									}

									moveTo(tAry[0],i,k,i,false);
									moveTo(tAry[1],i,k,i,true,a[k]);
								}
								else
								{
									//只是移动
									if (posAry[k] != k)
									{
										bInsNewNum = true;
									}
									moveTo(posAry[k],i,k,i,false);
								}

							}
						}
					}
				}
				if (bInsNewNum)
				{
					chkInsertNewNum();
					setHistory(gameArray);
				}
				//trace(gameArray);
			}
		}
		private function onLeft(e:Event):void
		{
			if (moveNum<1)
			{
				moveNum = 0;
				var bInsNewNum:Boolean = false;//如果按下按键后,没有方块可移动,则不能添加新数
				for (var i:uint=0; i<GAME_ROW; i  )
				{
					var a:Array=new Array();
					var needChk:Boolean = true;
					var posAry:Array= new Array();//记录移动位置的数组

					//将该列最后一个不为0的数放到新数组的开头处,然后再往上找一个不为0的数a,如果a与数组的开头数一样,则开头数加倍,a不加入数组,如果不一样,则a加入数组
					//然后继续往上找下一个不为零的数,如果前面已经相加过,则此数不与数组的开头数比较,直接将该数加入数组开头处
					for (var j:int=0; j<GAME_COL; j  )
					{
						if (gameArray[i][j] > 0)
						{
							if (a.length > 0 && gameArray[i][j] == a[a.length - 1] && needChk)
							{
								a[a.length-1] *=  2;
								setNextMax(a[a.length-1]);
								setScore(a[a.length-1]);
								var s:String = posAry[posAry.length - 1].toString()   "|"   j.toString();
								posAry.pop();
								posAry.push(s);
								needChk = false;
							}
							else
							{

								posAry.push(j.toString());
								a.push(gameArray[i][j]);
								needChk = true;
							}

						}

					}

					//将相加完的值下移
					//如果全为0,或四个数都不能相加,不用移动,则跳过
					if (a.length > 0 && a.length < GAME_COL)
					{
						while (a.length< GAME_COL)
						{
							a.push(0);
						}
						while (posAry.length<GAME_COL)
						{
							posAry.push("");
						}

						for (var k:int=0; k<GAME_COL; k  )
						{
							gameArray[i][k] = a[k];
							if (posAry[k] != "")
							{
								//该位置是由两个方块移动组成
								if (posAry[k].toString().indexOf("|") > -1)
								{
									var tAry:Array = posAry[k].toString().split("|");
									if (tAry[0] != k || tAry[1] != k)
									{
										bInsNewNum = true;
									}
									moveTo(i,tAry[0],i,k,false);
									moveTo(i,tAry[1],i,k,true,a[k]);
								}
								else
								{
									//只是移动
									if (posAry[k] != k)
									{
										bInsNewNum = true;
									}
									moveTo(i,posAry[k],i,k,false);
								}

							}
						}
					}
				}
				if (bInsNewNum)
				{
					chkInsertNewNum();
					setHistory(gameArray);
				}
				//trace(gameArray);
			}
		}
		private function onRight(e:Event):void
		{
			if (moveNum<1)
			{
				moveNum = 0;
				var bInsNewNum:Boolean = false;//如果按下按键后,没有方块可移动,则不能添加新数
				for (var i:uint=0; i<GAME_ROW; i  )
				{
					var a:Array=new Array();
					var needChk:Boolean = true;
					var posAry:Array= new Array();//记录移动位置的数组

					//将该列最后一个不为0的数放到新数组的开头处,然后再往上找一个不为0的数a,如果a与数组的开头数一样,则开头数加倍,a不加入数组,如果不一样,则a加入数组
					//然后继续往上找下一个不为零的数,如果前面已经相加过,则此数不与数组的开头数比较,直接将该数加入数组开头处
					for (var j:int=GAME_COL-1; j>=0; j--)
					{
						if (gameArray[i][j] > 0)
						{
							if (a.length > 0 && gameArray[i][j] == a[0] && needChk)
							{
								a[0] *=  2;
								setScore(a[0]);
								setNextMax(a[0]);
								var s:String = posAry[0].toString()   "|"   j.toString();
								posAry.shift();
								posAry.unshift(s);
								needChk = false;
							}
							else
							{

								posAry.unshift(j.toString());
								a.unshift(gameArray[i][j]);
								needChk = true;
							}

						}

					}

					//将相加完的值下移
					//如果全为0,或四个数都不能相加,不用移动,则跳过
					if (a.length > 0 && a.length < GAME_COL)
					{
						while (a.length< GAME_COL)
						{
							a.unshift(0);
						}
						while (posAry.length<GAME_COL)
						{
							posAry.unshift("");
						}

						for (var k:int=0; k<GAME_COL; k  )
						{
							gameArray[i][k] = a[k];
							if (posAry[k] != "")
							{
								//该位置是由两个方块移动组成
								if ((posAry[k] as String).indexOf("|")>-1)
								{
									var tAry:Array =(posAry[k] as String).split("|");
									if (tAry[0] != k || tAry[1] != k)
									{
										bInsNewNum = true;
									}
									moveTo(i,tAry[0],i,k,false);
									moveTo(i,tAry[1],i,k,true,a[k]);
								}
								else
								{
									//只是移动
									if (posAry[k] != k)
									{
										bInsNewNum = true;
									}
									moveTo(i,posAry[k],i,k,false);
								}

							}
						}
					}
				}
				if (bInsNewNum)
				{
					chkInsertNewNum();
					setHistory(gameArray);
				}
				//trace(gameArray);
			}
		}
		//确保生成新数是在移动完成后才生成的
		private function chkInsertNewNum():Boolean
		{//
			//if (moveNum<1)
			//{
			//insertNewNum();
			//}
			//else
			//{
			//gameStage.addEventListener(Event.ENTER_FRAME,onChkMoveNum);
			//}
			//
			//function onChkMoveNum(e:Event):void
			//{
			//if (moveNum<1)
			//{
			//insertNewNum();
			//gameStage.removeEventListener(Event.ENTER_FRAME,onChkMoveNum);
			//}
			//}
			//当空格数为0时,则检查是否为死局
			if (insertNewNum()<1)
			{
				for (var i:int=0; i<GAME_ROW; i  )
				{
					for (var j:int=0; j<GAME_COL; j  )
					{
						if (j<GAME_COL-1)
						{
							if (gameArray[i][j] == gameArray[i][j   1])
							{
								return true;
							}
						}
						if (i<GAME_ROW-1)
						{
							if (gameArray[i][j] == gameArray[i   1][j])
							{
								return true;
							}
						}
					}
				}
				trace("dead");
				return false;
			}
			return true;
		}
		//插入一个新数,并返回剩余空格数
		private function insertNewNum():int
		{
			var zp:Array = getZeroPos();
			//trace(zp);
			if (zp.length > 0)
			{
				var np:Array = zp[getRandom(zp.length)];//随机获得一个空格的位置
				var newNum:int = newNumArray[getRandom(newNumArray.length)];//从新数池里取数
				gameArray[np[0]][np[1]] = newNum;//在该位置上随机生成预置数
				createQuare(np[0],np[1],newNum,true);
			}
			return zp.length-1;
		}


		//获得所有空格的位置
		private function getZeroPos():Array
		{
			var zeroPos:Array = new Array();
			for (var i:uint=0; i<GAME_ROW; i  )
			{
				for (var j:uint=0; j<GAME_COL; j  )
				{
					if (gameArray[i][j] == 0)
					{
						zeroPos.push([i,j]);
					}
				}
			}
			//将数组中为0的位置记录下来;
			return zeroPos;
		}

		private function drawBackGround():Sprite
		{
			var bgWidth:int = SQUAREWIDTH * GAME_COL   GAME_LINE * (GAME_COL   1);
			var bgHeight:int = SQUAREWIDTH * GAME_ROW   GAME_LINE * (GAME_ROW   1);
			var s:Sprite=new Sprite();
			s.graphics.beginFill(0xBBADA0);
			s.graphics.drawRoundRect(0,0,bgWidth,bgHeight,20,20);
			s.graphics.endFill();
			for (var i:uint=0; i<GAME_ROW; i  )
			{
				for (var j:uint=0; j<GAME_COL; j  )
				{
					var b:Sprite=new Sprite();
					b.graphics.beginFill(0xCCC0B4);
					b.graphics.drawRoundRect(GAME_LINE j*(SQUAREWIDTH GAME_LINE),GAME_LINE i*(SQUAREWIDTH GAME_LINE),SQUAREWIDTH,SQUAREWIDTH,5,5);
					b.graphics.endFill();
					s.addChild(b);
				}
			}
			s.x = s.y =  -  SQUAREWIDTH / 2;
			gameStage.x = (700 - s.width)/2;
			
			return s;
		}

		private function drawInfoStage():void
		{
			score = 0;
			bestScore = 0;
			so = SharedObject.getLocal("game2048Data");
			if (so!=null)
			{
				if (so.data.bestScore != undefined)
				{
					bestScore = so.data.bestScore;
				}
				else
				{
					so.data.bestScore = bestScore;
					so.flush();
				}
				if (so.data.nextMax != undefined)
				{
					nextMax = so.data.nextMax;
				}
				else
				{
					so.data.nextMax = 2048;
					so.flush();
				}
			}

			infoStage = new Sprite();

			var tit:Sprite = new Sprite();
			tit.graphics.beginFill(0xecc400);
			tit.graphics.drawRoundRect(0,0,200,200,20,20);
			tit.graphics.endFill();

			var t2048:TextField = new TextField();
			var t2048fmt:TextFormat = new TextFormat();

			t2048fmt.font = "Arial";
			t2048fmt.color = 0xffffff;
			t2048fmt.bold = true;
			t2048fmt.size = 80;

			t2048.text = "2048";
			t2048.setTextFormat(t2048fmt);
			t2048.selectable = false;
			t2048.autoSize = TextFieldAutoSize.CENTER;

			t2048.x = (200 - t2048.width) / 2;
			t2048.y = (200 - t2048.height) / 2;

			tit.addChild(t2048);
			infoStage.addChild(tit);

			var scoreBG:Sprite = new Sprite();
			scoreBG.graphics.beginFill(0xbbada0);
			scoreBG.graphics.drawRoundRect(0,0,160,125,10,10);
			scoreBG.graphics.drawRoundRect(190,0,160,125,10,10);
			scoreBG.graphics.endFill();

			var tFenShu:TextField = new TextField();
			var sFmt:TextFormat = new TextFormat();
			sFmt.color = 0xeee4d5;
			sFmt.bold = true;
			sFmt.size = 30;
			sFmt.font = "Arial";

			tFenShu.text = "SCORE";
			tFenShu.setTextFormat(sFmt);
			tFenShu.selectable = false;
			tFenShu.autoSize = TextFieldAutoSize.CENTER;
			tFenShu.x = (160 - tFenShu.textWidth) / 2;
			tFenShu.y = 10;

			var tBestFenShu:TextField = new TextField();

			tBestFenShu.text = "BEST";
			tBestFenShu.setTextFormat(sFmt);
			tBestFenShu.selectable = false;
			tBestFenShu.autoSize = TextFieldAutoSize.CENTER;
			tBestFenShu.x = (160 - tBestFenShu.textWidth) / 2   190;
			tBestFenShu.y = 10;

			scoreTxt = new TextField();
			bestScoreTxt = new TextField();

			setScore(0);

			scoreBG.addChild(tFenShu);
			scoreBG.addChild(tBestFenShu);
			scoreBG.addChild(scoreTxt);
			scoreBG.addChild(bestScoreTxt);
			infoStage.addChild(scoreBG);
			scoreBG.x = 230;

			var butFmt:TextFormat = new TextFormat();
			butFmt.color = 0xffffff;
			butFmt.size = 20;
			butFmt.font = "Arial";
			butFmt.bold = true;

			//restart
			var rsBut:Sprite = new Sprite();
			rsBut.graphics.beginFill(0xed995b);
			rsBut.graphics.drawRoundRect(0,0,160,60,10,10);
			rsBut.graphics.endFill();
			rsBut.x = 230;
			rsBut.y = 140;
			var txtRestart:TextField = new TextField();
			txtRestart.text = "RESTART";
			txtRestart.setTextFormat(butFmt);
			txtRestart.selectable = false;
			rsBut.addChild(txtRestart);
			txtRestart.x = (160 - txtRestart.textWidth) / 2;
			txtRestart.y = (60 - txtRestart.textHeight) / 2;
			txtRestart.height = txtRestart.textHeight;
			rsBut.buttonMode = true;
			rsBut.mouseChildren = false;



			//undo
			var udBut:Sprite = new Sprite();
			udBut.graphics.beginFill(0xed995b);
			udBut.graphics.drawRoundRect(0,0,160,60,10,10);
			udBut.graphics.endFill();
			udBut.x = 420;
			udBut.y = 140;
			txtUndo = new TextField();
			if (hisAry !=null)
			{
				while (hisAry.length>0)
				{
					hisAry.pop();
				}
			}
			setHistory(null);
			udBut.addChild(txtUndo);
			udBut.buttonMode = true;
			udBut.mouseChildren = false;


			rsBut.addEventListener(MouseEvent.CLICK,onReStart);
			udBut.addEventListener(MouseEvent.CLICK,onUnDo);
			infoStage.addChild(rsBut);
			infoStage.addChild(udBut);

			nextMaxTxt = new TextField();
			setNextMax(0);
			nextMaxTxt.y = 230;
			infoStage.addChild(nextMaxTxt);

			addChild(infoStage);
			infoStage.x = 0;
			infoStage.y = 40;


		}

		private function onUnDo(e:MouseEvent):void
		{

			if (hisAry.length > 1 && maxHisNum>0)
			{
				for (var i:uint=0; i<GAME_ROW; i  )
				{
					for (var j:uint=0; j<GAME_COL; j  )
					{
						gameArray[i][j] = hisAry[1][i][j];//此处坐标为1
					}
				}
				hisAry.shift();
				drawGameTile(gameArray);
				maxHisNum--;
				setHistory(null);				
			}
		}
		
		private function setHistory(ary:Array):void
		{

			if (hisAry == null)
			{
				hisAry = new Array();
			}

			if (ary!=null)
			{
				//数组复制
				var copy:Array;
				var bty:ByteArray = new ByteArray();
				bty.writeObject(ary);
				bty.position = 0;
				copy = bty.readObject();

				hisAry.unshift(copy);
			}
			if (hisAry.length > maxHisNum   1)
			{
				hisAry.pop();
			}
			var fmt:TextFormat = new TextFormat("Arial",20,0xffffff,true);
			txtUndo.text = "UNDO("   maxHisNum.toString()   ")";
			txtUndo.setTextFormat(fmt);
			txtUndo.selectable = false;
			txtUndo.x = (160 - txtUndo.textWidth) / 2;
			txtUndo.y = (60 - txtUndo.textHeight) / 2;
			txtUndo.height = txtUndo.textHeight;
		}


		private function onReStart(e:MouseEvent):void
		{	
			while(hisAry.length>0)hisAry.pop();
			while (tileLayer.numChildren>0)
			{
				tileLayer.removeChildAt(0);
			}
			score = 0;
			setScore(0);
			setNextMax(0);
			
			gameArray = new Array();
			for (var i:int=0; i<GAME_ROW; i  )
			{
				var tempAry:Array = new Array();
				for (var j:int=0; j<GAME_COL; j  )
				{
					tempAry.push(0);
				}
				gameArray.push(tempAry);
			}

			//游戏开始插入两个新数
			chkInsertNewNum();
			chkInsertNewNum();
			setHistory(gameArray);
		}

		private function drawGameTile(ary:Array):void
		{
			while (tileLayer.numChildren>0)
			{
				tileLayer.removeChildAt(0);
			}
			for (var i:uint=0; i<GAME_ROW; i  )
			{
				for (var j:uint=0; j<GAME_COL; j  )
				{
					if (ary[i][j] > 0)
					{
						var g:Square = new Square(ary[i][j]);
						g.y = GAME_LINE   i * (GAME_LINE   SQUAREWIDTH);
						g.x = GAME_LINE   j * (GAME_LINE   SQUAREWIDTH);
						g.name = "b_"   i.toString()   "_"   j.toString();
						g.Row = i;
						g.Col = j;
						tileLayer.addChild(g);
					}
				}
			}
		}

		

		//显示下一个最大值,当n=0时为初始化调用
		private function setNextMax(n:int)
		{
			if (n>nextMax || n==0)
			{
				nextMax = n;

				if (so.data.nextMax <= nextMax)
				{
					so.data.nextMax *=  2;
					so.flush();
				}
				var fmt:TextFormat = new TextFormat("Arial",20,0x776e65,true);
				nextMaxTxt.text = "Join the numbers and get to the "   so.data.nextMax.toString()   " tile!";
				nextMaxTxt.setTextFormat(fmt);
				nextMaxTxt.selectable = false;
				nextMaxTxt.width = nextMaxTxt.textWidth;
			}
		}

		private function setScore(n:int):void
		{
			score  =  n;
			if (score>so.data.bestScore)
			{
				so.data.bestScore = score;
				so.flush();
				bestScore = score;
			}

			var scoreFmt:TextFormat = new TextFormat();
			scoreFmt.color = 0xffffff;
			scoreFmt.bold = true;
			scoreFmt.font = "Arial";
			scoreFmt.size = 40;

			scoreTxt.text = score.toString();
			scoreTxt.setTextFormat(scoreFmt);
			scoreTxt.selectable = false;
			scoreTxt.autoSize = TextFieldAutoSize.CENTER;
			scoreTxt.x = (160 - scoreTxt.width) / 2;
			scoreTxt.y = 60;

			bestScoreTxt.text = bestScore.toString();
			bestScoreTxt.setTextFormat(scoreFmt);
			bestScoreTxt.selectable = false;
			bestScoreTxt.autoSize = TextFieldAutoSize.CENTER;
			bestScoreTxt.x = (160 - bestScoreTxt.width) / 2   190;
			bestScoreTxt.y = 60;
		}

		//获得小于a的随机正数
		private function getRandom(a:int):int
		{
			return Math.floor(a*Math.random());
		}
	}

}


标签: flash IP c 2048

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