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authorDavid Thompson <dthompson@member.fsf.org>2014-03-31 17:09:49 -0400
committerDavid Thompson <dthompson@member.fsf.org>2014-03-31 17:09:49 -0400
commit56329d06bf5c57d6e9e61feb3a50851ce52cbc01 (patch)
tree2214aa6dbfc7ee6511005a981fcc20d9771301cb /examples
parentba42e06196fb580144189447ada7b4a31252dca8 (diff)
Add 2048 clone example.
* examples/guile-2048/guile-2048: New file. * examples/guile-2048/tile.png: New image.
Diffstat (limited to 'examples')
-rwxr-xr-xexamples/guile-2048/guile-2048482
-rw-r--r--examples/guile-2048/tile.pngbin0 -> 585 bytes
2 files changed, 482 insertions, 0 deletions
diff --git a/examples/guile-2048/guile-2048 b/examples/guile-2048/guile-2048
new file mode 100755
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+++ b/examples/guile-2048/guile-2048
@@ -0,0 +1,482 @@
+#! /usr/bin/env guile
+!#
+
+;;; guile-2048
+;;; Copyright (C) 2014 David Thompson <dthompson2@worcester.edu>
+;;;
+;;; This program is free software: you can redistribute it and/or
+;;; modify it under the terms of the GNU General Public License as
+;;; published by the Free Software Foundation, either version 3 of the
+;;; License, or (at your option) any later version.
+;;;
+;;; This program is distributed in the hope that it will be useful,
+;;; but WITHOUT ANY WARRANTY; without even the implied warranty of
+;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+;;; General Public License for more details.
+;;;
+;;; You should have received a copy of the GNU General Public License
+;;; along with this program. If not, see
+;;; <http://www.gnu.org/licenses/>.
+
+;;; Commentary:
+;;
+;; Clone of the official 2048 game at http://gabrielecirulli.github.io/2048/
+;;
+;;; Code:
+
+(use-modules (srfi srfi-1)
+ (srfi srfi-9)
+ (srfi srfi-11)
+ (srfi srfi-26)
+ (srfi srfi-42)
+ (ice-9 match)
+ (ice-9 rdelim)
+ (gl)
+ (2d audio)
+ (2d color)
+ (2d font)
+ (2d game)
+ (2d keyboard)
+ (2d rect)
+ (2d signal)
+ (2d sprite)
+ (2d texture)
+ (2d vector2)
+ (2d window)
+ (2d repl))
+;;;
+;;; Helpers
+;;;
+
+(define* (flat-map proc lst . rest)
+ (concatenate (apply map proc lst rest)))
+
+(define (enumerate lst)
+ (zip (iota (length lst)) lst))
+
+;;;
+;;; Game Board
+;;;
+
+(define board-size 4)
+
+(define (double x)
+ (* x 2))
+
+(define (strip-zeros lst)
+ (delete 0 lst))
+
+(define (pad-zeros lst size)
+ (append lst (make-list (max (- size (length lst)) 0) 0)))
+
+(define (merge lst)
+ (match lst
+ ((x x . rest)
+ (cons (double x) (merge rest)))
+ ((x . rest)
+ (cons x (merge rest)))
+ (_ '())))
+
+(define (points a b)
+ (define (iter a b p)
+ (cond ((or (null? a)
+ (null? b))
+ p)
+ ((= (car a) (car b))
+ (iter (cdr a) (cdr b) p))
+ (else
+ (iter (cddr a) (cdr b) (+ p (car b))))))
+ (iter a b 0))
+
+;; Merge list and accumulate points.
+(define (merge-row row)
+ (let* ((stripped (strip-zeros row))
+ (merged (merge stripped)))
+ (list (points stripped merged)
+ (pad-zeros merged board-size))))
+
+(define (transpose board)
+ (if (null? (car board))
+ '()
+ (cons (map car board)
+ (transpose (map cdr board)))))
+
+(define (board-shift-left board)
+ (map merge-row board))
+
+(define (board-shift-right board)
+ (map (lambda (row)
+ (let ((merged (merge-row (reverse row))))
+ (list (first merged) (reverse (second merged)))))
+ board))
+
+(define (board-shift-up board)
+ (let-values (((points board)
+ (unzip2 (board-shift-left (transpose board)))))
+ (zip points (transpose board))))
+
+(define (board-shift-down board)
+ (let-values (((points board)
+ (unzip2 (board-shift-right (transpose board)))))
+ (zip points (transpose board))))
+
+(define (board-shift board direction)
+ (match direction
+ ('up
+ (board-shift-up board))
+ ('down
+ (board-shift-down board))
+ ('left
+ (board-shift-left board))
+ ('right
+ (board-shift-right board))
+ (_ board)))
+
+(define (board-shift-and-accum-points board direction)
+ (let-values (((points board)
+ (unzip2 (board-shift board direction))))
+ (values (reduce + 0 points)
+ board)))
+
+(define (random-tile)
+ (list-ref '(2 4) (random 2)))
+
+;; So gross.
+(define (board-insert board)
+ (let ((x (random board-size))
+ (y (random board-size)))
+ (if (zero? (list-ref (list-ref board y) x))
+ (append (take board y)
+ (let ((rows (drop board y)))
+ (cons (let ((cells (car rows)))
+ (append (take cells x)
+ (let ((rest (drop cells x)))
+ (cons (random-tile)
+ (cdr rest)))))
+ (cdr rows))))
+ (board-insert board))))
+
+(define (board-find board n)
+ (list?
+ (any (lambda (row)
+ (memq n row))
+ board)))
+
+(define (board-win? board)
+ (board-find (make-board) 2048))
+
+(define (board-lose? board)
+ (define (full? row)
+ (define (iter row prev)
+ (cond ((null? row)
+ #t)
+ ((or (zero? (car row))
+ (= (car row) prev))
+ #f)
+ (else
+ (iter (cdr row) (car row)))))
+ (iter row 0))
+ (and (every full? board)
+ (every full? (transpose board))))
+
+(define null-board
+ '((0 0 0 0)
+ (0 0 0 0)
+ (0 0 0 0)
+ (0 0 0 0)))
+
+(define (make-board)
+ (board-insert (board-insert null-board)))
+
+;;;
+;;; Game State
+;;;
+
+(define save-file
+ (string-join (list (getenv "HOME") ".guile-2048")
+ file-name-separator-string))
+
+(define-record-type <2048>
+ (make-2048 board score best-score)
+ 2048?
+ (board 2048-board)
+ (score 2048-score)
+ (best-score 2048-best-score))
+
+(define* (new-game #:optional (previous #f))
+ (let ((best-score (if previous
+ (choose-best-score previous)
+ (load-best-score))))
+ (make-2048 (make-board) 0 best-score)))
+
+(define (load-best-score)
+ (if (file-exists? save-file)
+ (with-input-from-file save-file
+ (lambda ()
+ (let ((score (string->number (read-string))))
+ (if (number? score) score 0))))
+ 0))
+
+(define (save-best-score state)
+ (with-output-to-file save-file
+ (lambda ()
+ (format #t "~d" (choose-best-score state)))))
+
+(define (choose-best-score state)
+ (max (2048-score state) (2048-best-score state)))
+
+(define-signal controls
+ (signal-filter
+ (lambda (key)
+ (any (cut eq? key <>)
+ '(up down left right n)))
+ #f key-last-down))
+
+(define-signal 2048-state
+ (signal-fold
+ (lambda (key prev)
+ (if (eq? key 'n)
+ (new-game prev)
+ (let-values (((points new-board)
+ (board-shift-and-accum-points (2048-board prev) key)))
+ (let ((score (+ (2048-score prev) points)))
+ ;; Only insert a new tile if there's room and the board
+ ;; was actually shifted.
+ (if (and (not (equal? (2048-board prev) new-board))
+ (board-find new-board 0))
+ (make-2048 (board-insert new-board) score
+ (2048-best-score prev))
+ (make-2048 new-board score (2048-best-score prev)))))))
+ (new-game)
+ controls))
+
+;; For convenience
+(define-signal board
+ (signal-map 2048-board 2048-state))
+
+(define-signal score-saver
+ (signal-tap (lambda (state)
+ (when (board-lose? (2048-board state))
+ (save-best-score state)))
+ 2048-state))
+
+;;;
+;;; Rendering
+;;;
+
+(open-window)
+(enable-sprites)
+(enable-fonts)
+(enable-audio)
+
+(define background (rgb #xfaf8ef))
+
+(set-gl-clear-color (color-r background)
+ (color-g background)
+ (color-b background)
+ (color-a background))
+
+(define tile-texture (load-texture "tile.png"))
+
+(define font (load-default-font 32))
+
+(define-record-type <tile>
+ (%make-tile background label)
+ tile?
+ (background tile-background)
+ (label tile-label))
+
+(define text-color-1 (rgb #x776e65))
+(define text-color-2 (rgb #xf9f6f2))
+
+(define tile-properties
+ `((0 . ((bg-color . ,(rgba #xeee4daaa))
+ (text-color . ,text-color-1)))
+ (2 . ((bg-color . ,(rgb #xeee4da))
+ (text-color . ,text-color-1)))
+ (4 . ((bg-color . ,(rgb #xede0c8))
+ (text-color . ,text-color-1)))
+ (8 . ((bg-color . ,(rgb #xf2b179))
+ (text-color . ,text-color-2)))
+ (16 . ((bg-color . ,(rgb #xf59563))
+ (text-color . ,text-color-2)))
+ (32 . ((bg-color . ,(rgb #xf67c5f))
+ (text-color . ,text-color-2)))
+ (64 . ((bg-color . ,(rgb #xf65e3b))
+ (text-color . ,text-color-2)))
+ (128 . ((bg-color . ,(rgb #xedcf72))
+ (text-color . ,text-color-2)))
+ (256 . ((bg-color . ,(rgb #xedcc61))
+ (text-color . ,text-color-2)))
+ (512 . ((bg-color . ,(rgb #xedc850))
+ (text-color . ,text-color-2)))
+ (1024 . ((bg-color . ,(rgb #xedc53f))
+ (text-color . ,text-color-2)))
+ (2048 . ((bg-color . ,(rgb #xedc22e))
+ (text-color . ,text-color-2)))))
+
+(define (tile-bg-color n)
+ (assoc-ref (assoc-ref tile-properties n) 'bg-color))
+
+(define (tile-text-color n)
+ (assoc-ref (assoc-ref tile-properties n) 'text-color))
+
+(define (make-tile x y n)
+ (let* ((w (texture-width tile-texture))
+ (h (texture-height tile-texture))
+ (background
+ (make-sprite tile-texture
+ #:position (center
+ (vector2
+ (* x w)
+ (* y h)))
+ #:color (tile-bg-color n)
+ #:anchor null-vector2))
+ (label
+ (make-label font
+ (if (zero? n) " " (number->string n))
+ (center
+ (vector2 (+ (* x w)
+ (/ w 2))
+ (+ (* y h)
+ (/ h 2))))
+ #:color (tile-text-color n)
+ #:anchor 'center)))
+ (%make-tile background label)))
+
+(define (draw-tile tile)
+ (draw-sprite (tile-background tile))
+ (draw-label (tile-label tile)))
+
+(define window-width 640)
+(define window-height 480)
+(define board-width
+ (* board-size (texture-width tile-texture)))
+(define board-height
+ (* board-size (texture-height tile-texture)))
+(define center-pos
+ (vector2 (/ (- window-width board-width) 2)
+ (- window-height board-height 8)))
+
+(define (center v)
+ (v+ v center-pos))
+
+(define (enumerate-board board)
+ (enumerate (map (cut enumerate <>) board)))
+
+;; Transform board into a list of tile objects.
+(define-signal tiles
+ (signal-map
+ (lambda (board)
+ (flat-map
+ (lambda (row)
+ (let ((y (first row))
+ (row (second row)))
+ (map (lambda (cell)
+ (let ((x (first cell))
+ (n (second cell)))
+ (make-tile x y n)))
+ row)))
+ (enumerate-board board)))
+ board))
+
+(define-signal status
+ (signal-map
+ (lambda (board)
+ (let ((message (cond ((board-lose? board) "GAME OVER")
+ ((board-win? board) "YOU WIN!")
+ (else ""))))
+ (make-label font message
+ (center
+ (vector2 (/ board-width 2)
+ (/ board-height 2)))
+ #:color black
+ #:anchor 'bottom-center)))
+ board))
+
+(define play-again-font (load-default-font 16))
+
+(define-signal play-again-message
+ (signal-map
+ (lambda (board)
+ (make-label play-again-font
+ (if (or (board-lose? board)
+ (board-win? board))
+ "Press N to play again"
+ "")
+ (center
+ (vector2 (/ board-width 2)
+ (/ board-height 2)))
+ #:color black
+ #:anchor 'top-center))
+ board))
+
+(define instruction-font (load-default-font 16))
+
+(define instructions
+ (make-label instruction-font
+ "Use the arrow keys to join the numbers and get to the 2048 tile!"
+ (vector2 (/ window-width 2) 0)
+ #:color text-color-1
+ #:anchor 'top-center))
+
+(define score-header-font (load-default-font 14))
+(define score-font (load-default-font 22))
+
+(define score-header
+ (make-label score-header-font
+ "SCORE"
+ (vector2 (+ (vx center-pos) (/ board-width 4)) 24)
+ #:color text-color-1
+ #:anchor 'top-center))
+
+(define-signal score
+ (signal-map
+ (lambda (state)
+ (make-label score-font
+ (format #f "~d" (2048-score state))
+ (vector2 (vx (label-position score-header))
+ (+ (vy (label-position score-header)) 32))
+ #:color text-color-1
+ #:anchor 'center))
+ 2048-state))
+
+(define best-score-header
+ (make-label score-header-font
+ "BEST"
+ (vector2 (+ (vx center-pos) (- board-width (/ board-width 4))) 24)
+ #:color text-color-1
+ #:anchor 'top-center))
+
+(define-signal best-score
+ (signal-map
+ (lambda (state)
+ (make-label score-font
+ (format #f "~d" (2048-best-score state))
+ (vector2 (vx (label-position best-score-header))
+ (+ (vy (label-position best-score-header)) 32))
+ #:color text-color-1
+ #:anchor 'center))
+ 2048-state))
+
+(define (render)
+ (for-each draw-tile (signal-ref tiles))
+ (draw-label instructions)
+ (draw-label score-header)
+ (draw-label best-score-header)
+ (draw-label (signal-ref score))
+ (draw-label (signal-ref best-score))
+ (draw-label (signal-ref status))
+ (draw-label (signal-ref play-again-message)))
+
+;;;
+;;; Initialization
+;;;
+
+(start-2d-repl)
+
+(add-hook! window-close-hook quit-game)
+(add-hook! draw-hook (lambda (dt alpha) (render)))
+
+(with-window (make-window #:title "2048")
+ (run-game-loop))
diff --git a/examples/guile-2048/tile.png b/examples/guile-2048/tile.png
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index 0000000..3d6f82c
--- /dev/null
+++ b/examples/guile-2048/tile.png
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