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|
#! /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))
|