实例介绍
【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());
}
}
}
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