@my-games/2048-react 0.0.0-stage → 0.2.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +82 -2
- package/dist/Game2048.d.ts +34 -0
- package/dist/Game2048.d.ts.map +1 -0
- package/dist/index.css +317 -0
- package/dist/index.d.ts +4 -0
- package/dist/index.d.ts.map +1 -0
- package/dist/index.js +355 -0
- package/dist/index.js.map +1 -0
- package/dist/useGame.d.ts +25 -0
- package/dist/useGame.d.ts.map +1 -0
- package/package.json +68 -3
- package/src/Game2048.tsx +380 -0
- package/src/index.ts +11 -0
- package/src/useGame.ts +70 -0
package/dist/index.js
ADDED
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@@ -0,0 +1,355 @@
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import { forwardRef, useCallback, useEffect, useImperativeHandle, useMemo, useRef, useState } from "react";
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import { Game2048 as Game2048$1, bestMove } from "@my-games/2048-core";
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import { jsx, jsxs } from "react/jsx-runtime";
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// src/useGame.ts
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function useGame(options = {}) {
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const { aiDepth = 3, size, storage, saveKey, bestKey, freshStart, target, undoLimit, rng } = options;
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const game = useMemo(() => new Game2048$1({
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size,
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storage,
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saveKey,
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bestKey,
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freshStart,
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target,
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undoLimit,
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rng
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}), [
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size,
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saveKey,
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bestKey,
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target,
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undoLimit
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]);
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const gameRef = useRef(game);
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gameRef.current = game;
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const [state, setState] = useState(() => game.getState());
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useEffect(() => {
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setState(game.getState());
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return game.subscribe((s) => setState(s));
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}, [game]);
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return {
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state,
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game,
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move: (dir) => gameRef.current.move(dir),
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newGame: () => gameRef.current.newGame(),
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undo: () => gameRef.current.undo(),
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continuePlaying: () => gameRef.current.continuePlaying(),
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suggestMove: () => bestMove(gameRef.current.getGridValues(), { depth: aiDepth }),
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aiMove: () => {
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const dir = bestMove(gameRef.current.getGridValues(), { depth: aiDepth });
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if (dir) gameRef.current.move(dir);
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return dir;
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}
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};
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}
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// src/Game2048.tsx
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var KEY_TO_DIR = {
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ArrowUp: "up",
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ArrowDown: "down",
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ArrowLeft: "left",
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ArrowRight: "right",
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w: "up",
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a: "left",
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s: "down",
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d: "right",
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W: "up",
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A: "left",
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S: "down",
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D: "right"
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};
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function cssVars(vars) {
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return vars;
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}
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function Game2048Inner(props, ref) {
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const { size = 4, storage, saveKey, bestKey, freshStart = false, autofocus = true, enableAI = false, aiDepth = 3, title = "2048", onMove, onWon, onLost, className } = props;
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const { state, move, newGame, undo, continuePlaying, suggestMove, aiMove } = useGame({
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size,
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storage,
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saveKey,
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bestKey,
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freshStart,
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aiDepth
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});
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const boardRef = useRef(null);
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const touchStartPoint = useRef(null);
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const lastScoreRef = useRef(state.score);
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const lastStatusRef = useRef(state.status);
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const [scoreDelta, setScoreDelta] = useState(null);
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const [aiHint, setAiHint] = useState(null);
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const deltaTimer = useRef(void 0);
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const performMove = useCallback((dir) => {
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const before = lastScoreRef.current;
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if (move(dir)) {
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onMove?.(dir, state.score - before);
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if (enableAI) setAiHint(null);
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}
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}, [
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move,
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onMove,
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state.score,
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enableAI
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]);
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useEffect(() => {
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const handler = (ev) => {
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const dir = KEY_TO_DIR[ev.key];
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if (!dir) return;
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if (document.activeElement !== boardRef.current) return;
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ev.preventDefault();
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performMove(dir);
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};
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window.addEventListener("keydown", handler, { passive: false });
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return () => window.removeEventListener("keydown", handler);
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}, [performMove]);
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useEffect(() => {
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if (autofocus) boardRef.current?.focus({ preventScroll: true });
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}, [autofocus]);
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const onTouchStart = (ev) => {
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if (ev.touches.length !== 1) return;
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const t = ev.touches[0];
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if (!t) return;
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touchStartPoint.current = {
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x: t.clientX,
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y: t.clientY
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};
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boardRef.current?.focus({ preventScroll: true });
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};
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const onTouchEnd = (ev) => {
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const start = touchStartPoint.current;
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touchStartPoint.current = null;
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if (!start) return;
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const t = ev.changedTouches[0];
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if (!t) return;
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const dx = t.clientX - start.x;
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const dy = t.clientY - start.y;
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const adx = Math.abs(dx);
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const ady = Math.abs(dy);
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if (Math.max(adx, ady) < 24) return;
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performMove(adx > ady ? dx > 0 ? "right" : "left" : dy > 0 ? "down" : "up");
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};
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useEffect(() => {
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const gained = state.score - lastScoreRef.current;
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if (gained > 0) {
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setScoreDelta({
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amount: gained,
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key: Date.now() + Math.random()
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});
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if (deltaTimer.current) window.clearTimeout(deltaTimer.current);
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deltaTimer.current = window.setTimeout(() => setScoreDelta(null), 700);
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}
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lastScoreRef.current = state.score;
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}, [state.score]);
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useEffect(() => {
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if (state.status === lastStatusRef.current) return;
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if (state.status === "won") onWon?.();
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else if (state.status === "lost") onLost?.();
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lastStatusRef.current = state.status;
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}, [
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state.status,
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onWon,
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onLost
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]);
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useEffect(() => () => {
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if (deltaTimer.current) window.clearTimeout(deltaTimer.current);
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}, []);
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const gridStyle = useMemo(() => cssVars({
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gridTemplateColumns: `repeat(${state.size}, 1fr)`,
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gridTemplateRows: `repeat(${state.size}, 1fr)`
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}), [state.size]);
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const boardVars = useMemo(() => cssVars({ "--cols": state.size }), [state.size]);
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const undoDisabled = state.historySize === 0;
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const overlayVisible = state.status !== "playing";
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const isWon = state.status === "won";
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const isLost = state.status === "lost";
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useImperativeHandle(ref, () => ({
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suggestMove,
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aiMove,
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newGame,
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undo,
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move,
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continuePlaying
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}), [
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suggestMove,
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aiMove,
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newGame,
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undo,
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move,
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continuePlaying
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]);
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return /* @__PURE__ */ jsxs("div", {
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className: ["game-2048", className].filter(Boolean).join(" "),
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children: [
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title ? /* @__PURE__ */ jsxs("header", {
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className: "game-2048-header",
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children: [/* @__PURE__ */ jsx("h1", {
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className: "game-2048-title",
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children: title
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}), /* @__PURE__ */ jsxs("div", {
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className: "game-2048-scores",
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children: [/* @__PURE__ */ jsxs("div", {
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className: "game-2048-score-box",
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children: [
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/* @__PURE__ */ jsx("span", {
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className: "label",
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children: "Score"
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}),
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/* @__PURE__ */ jsx("span", {
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className: "value",
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children: state.score
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}),
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scoreDelta ? /* @__PURE__ */ jsxs("span", {
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className: "delta",
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children: ["+", scoreDelta.amount]
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}, scoreDelta.key) : null
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]
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}), /* @__PURE__ */ jsxs("div", {
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className: "game-2048-score-box",
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children: [/* @__PURE__ */ jsx("span", {
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className: "label",
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children: "Best"
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}), /* @__PURE__ */ jsx("span", {
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className: "value",
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children: state.bestScore
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})]
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})]
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})]
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}) : null,
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/* @__PURE__ */ jsxs("div", {
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className: "game-2048-toolbar",
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children: [/* @__PURE__ */ jsxs("p", {
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className: "game-2048-desc",
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children: [
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"合并相同数字,冲过 ",
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/* @__PURE__ */ jsx("b", { children: "2048" }),
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"。方向键 / WASD / 触屏滑动。"
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]
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}), /* @__PURE__ */ jsxs("div", {
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className: "game-2048-actions",
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children: [
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enableAI ? /* @__PURE__ */ jsx("button", {
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className: "game-2048-button",
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type: "button",
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disabled: isLost,
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onClick: () => setAiHint(suggestMove()),
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children: "提示"
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}) : null,
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enableAI ? /* @__PURE__ */ jsx("button", {
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className: "game-2048-button",
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type: "button",
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disabled: isLost,
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onClick: () => {
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const before = state.score;
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const dir = aiMove();
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if (dir) {
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onMove?.(dir, state.score - before);
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setAiHint(null);
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}
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},
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children: "AI 帮走"
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}) : null,
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/* @__PURE__ */ jsx("button", {
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className: "game-2048-button",
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type: "button",
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disabled: undoDisabled,
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onClick: () => undo(),
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children: "撤销"
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}),
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/* @__PURE__ */ jsx("button", {
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className: "game-2048-button is-primary",
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type: "button",
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onClick: () => newGame(),
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children: "新游戏"
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})
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]
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})]
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}),
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/* @__PURE__ */ jsxs("div", {
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ref: boardRef,
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className: "game-2048-board",
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style: boardVars,
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tabIndex: 0,
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role: "application",
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"aria-label": `2048 游戏板 ${state.status}`,
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onTouchStart,
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onTouchEnd,
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children: [
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/* @__PURE__ */ jsx("div", {
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className: "game-2048-grid",
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style: gridStyle,
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children: Array.from({ length: state.size * state.size }).map((_, i) => /* @__PURE__ */ jsx("div", { className: "game-2048-cell" }, i))
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}),
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/* @__PURE__ */ jsx("div", {
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className: "game-2048-tile-layer",
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children: state.tiles.map((t) => {
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const cls = [
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"game-2048-tile",
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t.isNew ? "is-new" : "",
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t.merged ? "is-merged" : "",
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t.value > 2048 ? "is-super" : ""
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].filter(Boolean).join(" ");
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return /* @__PURE__ */ jsx("div", {
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className: cls,
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style: cssVars({
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"--row": t.row,
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"--col": t.col
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}),
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"data-value": t.value,
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...t.value > 2048 ? { "data-super": "1" } : {},
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children: t.value
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}, t.id);
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})
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}),
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enableAI && aiHint ? /* @__PURE__ */ jsxs("div", {
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className: "game-2048-ai-indicator",
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style: cssVars({
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position: "absolute",
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top: "8px",
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left: "8px",
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zIndex: 3
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}),
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children: ["推荐:", aiHint]
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}) : null,
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/* @__PURE__ */ jsxs("div", {
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className: [
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"game-2048-overlay",
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overlayVisible ? "is-visible" : "",
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].filter(Boolean).join(" "),
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children: [
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isWon ? /* @__PURE__ */ jsx("h2", { children: "你赢了!" }) : null,
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isLost ? /* @__PURE__ */ jsx("h2", { children: "游戏结束" }) : null,
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}) : null
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}
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var Game2048 = forwardRef(Game2048Inner);
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{"version":3,"file":"index.js","names":["Game2048","aiBestMove"],"sources":["../src/useGame.ts","../src/Game2048.tsx"],"sourcesContent":["import { useEffect, useMemo, useRef, useState } from 'react';\nimport {\n bestMove as aiBestMove,\n Game2048,\n type Direction,\n type GameOptions,\n type GameState\n} from '@my-games/2048-core';\n\n/**\n * `useGame` —— React Hook 版引擎桥接。\n *\n * - 引擎实例在 `useMemo` 里按 `size`/`saveKey` 等关键 prop 缓存,避免每次 render\n * 重新构造;这些 prop 变化 = 重开一局,视为预期语义。\n * - `useState` 订阅引擎快照;`useEffect` 里挂 unsubscribe 防泄漏。\n * - 用 `useRef` 保留最新 game 实例给 imperative handler(move / undo)用,\n * 防止闭包过期。\n */\nexport interface UseGameOptions extends GameOptions {\n aiDepth?: number;\n}\n\nexport interface UseGameReturn {\n state: GameState;\n game: Game2048;\n move: (dir: Direction) => boolean;\n newGame: () => void;\n undo: () => boolean;\n continuePlaying: () => void;\n suggestMove: () => Direction | null;\n aiMove: () => Direction | null;\n}\n\nexport function useGame(options: UseGameOptions = {}): UseGameReturn {\n const { aiDepth = 3, size, storage, saveKey, bestKey, freshStart, target, undoLimit, rng } = options;\n\n // useMemo 依赖里不放 rng / storage(函数/对象引用不稳定;重开一次即可)\n const game = useMemo(\n () => new Game2048({ size, storage, saveKey, bestKey, freshStart, target, undoLimit, rng }),\n // eslint-disable-next-line react-hooks/exhaustive-deps\n [size, saveKey, bestKey, target, undoLimit]\n );\n\n const gameRef = useRef(game);\n gameRef.current = game;\n\n const [state, setState] = useState<GameState>(() => game.getState());\n\n useEffect(() => {\n // 引擎替换时重新订阅;先把 state 拉齐到最新,防止首帧错位\n setState(game.getState());\n const unsub = game.subscribe((s) => setState(s));\n return unsub;\n }, [game]);\n\n return {\n state,\n game,\n move: (dir) => gameRef.current.move(dir),\n newGame: () => gameRef.current.newGame(),\n undo: () => gameRef.current.undo(),\n continuePlaying: () => gameRef.current.continuePlaying(),\n suggestMove: () => aiBestMove(gameRef.current.getGridValues(), { depth: aiDepth }),\n aiMove: () => {\n const dir = aiBestMove(gameRef.current.getGridValues(), { depth: aiDepth });\n if (dir) gameRef.current.move(dir);\n return dir;\n }\n };\n}\n","import {\n type CSSProperties,\n type Ref,\n type TouchEvent as ReactTouchEvent,\n forwardRef,\n useCallback,\n useEffect,\n useImperativeHandle,\n useMemo,\n useRef,\n useState\n} from 'react';\nimport '@my-games/2048-core/styles.css';\nimport type { Direction, SaveStorage } from '@my-games/2048-core';\nimport { useGame } from './useGame';\n\n/**\n * Game2048 —— React 18 组件。与 Vue 版行为对齐:\n * - 键盘:window keydown + 严格 focus 判定(多实例并存只活动那个响应);\n * 方向键 / WASD。\n * - 触摸:单指 swipe 主导轴 ≥24px;touchstart 时把焦点抢过来。\n * - 动画:新块 / 合并 / 位移全走 core 的 styles.css。\n * - AI:`enableAI` prop 控制按钮渲染;通过 ref 一直可以命令式访问。\n */\n\nexport interface Game2048Props {\n size?: 3 | 4 | 5 | 6;\n storage?: SaveStorage | null;\n saveKey?: string;\n bestKey?: string;\n freshStart?: boolean;\n autofocus?: boolean;\n enableAI?: boolean;\n aiDepth?: number;\n title?: string;\n onMove?: (dir: Direction, gained: number) => void;\n onWon?: () => void;\n onLost?: () => void;\n className?: string;\n}\n\nexport interface Game2048Handle {\n suggestMove(): Direction | null;\n aiMove(): Direction | null;\n newGame(): void;\n undo(): boolean;\n move(dir: Direction): boolean;\n continuePlaying(): void;\n}\n\nconst KEY_TO_DIR: Record<string, Direction> = {\n ArrowUp: 'up',\n ArrowDown: 'down',\n ArrowLeft: 'left',\n ArrowRight: 'right',\n w: 'up',\n a: 'left',\n s: 'down',\n d: 'right',\n W: 'up',\n A: 'left',\n S: 'down',\n D: 'right'\n};\n\nfunction cssVars(vars: Record<string, string | number>): CSSProperties {\n return vars as CSSProperties;\n}\n\nfunction Game2048Inner(props: Game2048Props, ref: Ref<Game2048Handle>) {\n const {\n size = 4,\n storage,\n saveKey,\n bestKey,\n freshStart = false,\n autofocus = true,\n enableAI = false,\n aiDepth = 3,\n title = '2048',\n onMove,\n onWon,\n onLost,\n className\n } = props;\n\n const { state, move, newGame, undo, continuePlaying, suggestMove, aiMove } = useGame({\n size,\n storage,\n saveKey,\n bestKey,\n freshStart,\n aiDepth\n });\n\n const boardRef = useRef<HTMLDivElement>(null);\n const touchStartPoint = useRef<{ x: number; y: number } | null>(null);\n const lastScoreRef = useRef(state.score);\n const lastStatusRef = useRef(state.status);\n\n const [scoreDelta, setScoreDelta] = useState<{ amount: number; key: number } | null>(null);\n const [aiHint, setAiHint] = useState<Direction | null>(null);\n const deltaTimer = useRef<number | undefined>(undefined);\n\n // --- 键盘 ---\n const performMove = useCallback(\n (dir: Direction) => {\n const before = lastScoreRef.current;\n const ok = move(dir);\n if (ok) {\n onMove?.(dir, state.score - before);\n if (enableAI) setAiHint(null);\n }\n },\n [move, onMove, state.score, enableAI]\n );\n\n useEffect(() => {\n const handler = (ev: KeyboardEvent) => {\n const dir = KEY_TO_DIR[ev.key];\n if (!dir) return;\n // 只有本实例 board 有 DOM 焦点时才响应\n if (document.activeElement !== boardRef.current) return;\n ev.preventDefault();\n performMove(dir);\n };\n window.addEventListener('keydown', handler, { passive: false });\n return () => window.removeEventListener('keydown', handler);\n }, [performMove]);\n\n useEffect(() => {\n if (autofocus) boardRef.current?.focus({ preventScroll: true });\n }, [autofocus]);\n\n // --- 触摸 ---\n const onTouchStart = (ev: ReactTouchEvent<HTMLDivElement>) => {\n if (ev.touches.length !== 1) return;\n const t = ev.touches[0];\n if (!t) return;\n touchStartPoint.current = { x: t.clientX, y: t.clientY };\n boardRef.current?.focus({ preventScroll: true });\n };\n const onTouchEnd = (ev: ReactTouchEvent<HTMLDivElement>) => {\n const start = touchStartPoint.current;\n touchStartPoint.current = null;\n if (!start) return;\n const t = ev.changedTouches[0];\n if (!t) return;\n const dx = t.clientX - start.x;\n const dy = t.clientY - start.y;\n const adx = Math.abs(dx);\n const ady = Math.abs(dy);\n if (Math.max(adx, ady) < 24) return;\n const dir: Direction = adx > ady ? (dx > 0 ? 'right' : 'left') : dy > 0 ? 'down' : 'up';\n performMove(dir);\n };\n\n // --- 分数 delta 与状态副作用 ---\n useEffect(() => {\n const gained = state.score - lastScoreRef.current;\n if (gained > 0) {\n setScoreDelta({ amount: gained, key: Date.now() + Math.random() });\n if (deltaTimer.current) window.clearTimeout(deltaTimer.current);\n deltaTimer.current = window.setTimeout(() => setScoreDelta(null), 700);\n }\n lastScoreRef.current = state.score;\n }, [state.score]);\n\n useEffect(() => {\n if (state.status === lastStatusRef.current) return;\n if (state.status === 'won') onWon?.();\n else if (state.status === 'lost') onLost?.();\n lastStatusRef.current = state.status;\n }, [state.status, onWon, onLost]);\n\n useEffect(\n () => () => {\n if (deltaTimer.current) window.clearTimeout(deltaTimer.current);\n },\n []\n );\n\n // --- 渲染派生 ---\n const gridStyle = useMemo(\n () =>\n cssVars({\n gridTemplateColumns: `repeat(${state.size}, 1fr)`,\n gridTemplateRows: `repeat(${state.size}, 1fr)`\n }),\n [state.size]\n );\n const boardVars = useMemo(() => cssVars({ '--cols': state.size }), [state.size]);\n const undoDisabled = state.historySize === 0;\n const overlayVisible = state.status !== 'playing';\n const isWon = state.status === 'won';\n const isLost = state.status === 'lost';\n\n useImperativeHandle(\n ref,\n () => ({\n suggestMove,\n aiMove,\n newGame,\n undo,\n move,\n continuePlaying\n }),\n [suggestMove, aiMove, newGame, undo, move, continuePlaying]\n );\n\n return (\n <div className={['game-2048', className].filter(Boolean).join(' ')}>\n {title ? (\n <header className=\"game-2048-header\">\n <h1 className=\"game-2048-title\">{title}</h1>\n <div className=\"game-2048-scores\">\n <div className=\"game-2048-score-box\">\n <span className=\"label\">Score</span>\n <span className=\"value\">{state.score}</span>\n {scoreDelta ? (\n <span key={scoreDelta.key} className=\"delta\">\n +{scoreDelta.amount}\n </span>\n ) : null}\n </div>\n <div className=\"game-2048-score-box\">\n <span className=\"label\">Best</span>\n <span className=\"value\">{state.bestScore}</span>\n </div>\n </div>\n </header>\n ) : null}\n\n <div className=\"game-2048-toolbar\">\n <p className=\"game-2048-desc\">\n 合并相同数字,冲过 <b>2048</b>。方向键 / WASD / 触屏滑动。\n </p>\n <div className=\"game-2048-actions\">\n {enableAI ? (\n <button\n className=\"game-2048-button\"\n type=\"button\"\n disabled={isLost}\n onClick={() => setAiHint(suggestMove())}\n >\n 提示\n </button>\n ) : null}\n {enableAI ? (\n <button\n className=\"game-2048-button\"\n type=\"button\"\n disabled={isLost}\n onClick={() => {\n const before = state.score;\n const dir = aiMove();\n if (dir) {\n onMove?.(dir, state.score - before);\n setAiHint(null);\n }\n }}\n >\n AI 帮走\n </button>\n ) : null}\n <button\n className=\"game-2048-button\"\n type=\"button\"\n disabled={undoDisabled}\n onClick={() => undo()}\n >\n 撤销\n </button>\n <button\n className=\"game-2048-button is-primary\"\n type=\"button\"\n onClick={() => newGame()}\n >\n 新游戏\n </button>\n </div>\n </div>\n\n <div\n ref={boardRef}\n className=\"game-2048-board\"\n style={boardVars}\n tabIndex={0}\n role=\"application\"\n aria-label={`2048 游戏板 ${state.status}`}\n onTouchStart={onTouchStart}\n onTouchEnd={onTouchEnd}\n >\n <div className=\"game-2048-grid\" style={gridStyle}>\n {Array.from({ length: state.size * state.size }).map((_, i) => (\n <div key={i} className=\"game-2048-cell\" />\n ))}\n </div>\n <div className=\"game-2048-tile-layer\">\n {state.tiles.map((t) => {\n const cls = [\n 'game-2048-tile',\n t.isNew ? 'is-new' : '',\n t.merged ? 'is-merged' : '',\n t.value > 2048 ? 'is-super' : ''\n ]\n .filter(Boolean)\n .join(' ');\n return (\n <div\n key={t.id}\n className={cls}\n style={cssVars({ '--row': t.row, '--col': t.col })}\n data-value={t.value}\n {...(t.value > 2048 ? { 'data-super': '1' } : {})}\n >\n {t.value}\n </div>\n );\n })}\n </div>\n\n {enableAI && aiHint ? (\n <div\n className=\"game-2048-ai-indicator\"\n style={cssVars({ position: 'absolute', top: '8px', left: '8px', zIndex: 3 })}\n >\n 推荐:{aiHint}\n </div>\n ) : null}\n\n <div\n className={[\n 'game-2048-overlay',\n overlayVisible ? 'is-visible' : '',\n isWon ? 'is-won' : '',\n isLost ? 'is-lost' : ''\n ]\n .filter(Boolean)\n .join(' ')}\n >\n {isWon ? <h2>你赢了!</h2> : null}\n {isLost ? <h2>游戏结束</h2> : null}\n <div className=\"row\">\n {isWon ? (\n <button\n className=\"game-2048-button\"\n type=\"button\"\n onClick={() => continuePlaying()}\n >\n 继续游戏\n </button>\n ) : null}\n {isLost && !undoDisabled ? (\n <button\n className=\"game-2048-button\"\n type=\"button\"\n onClick={() => undo()}\n >\n 悔一步\n </button>\n ) : null}\n {overlayVisible ? (\n <button\n className=\"game-2048-button is-primary\"\n type=\"button\"\n onClick={() => newGame()}\n >\n 再来一局\n </button>\n ) : null}\n </div>\n </div>\n </div>\n </div>\n );\n}\n\nexport const Game2048 = forwardRef(Game2048Inner);\nGame2048.displayName = 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|
|
@@ -0,0 +1,25 @@
|
|
|
1
|
+
import { Game2048, Direction, GameOptions, GameState } from '@my-games/2048-core';
|
|
2
|
+
/**
|
|
3
|
+
* `useGame` —— React Hook 版引擎桥接。
|
|
4
|
+
*
|
|
5
|
+
* - 引擎实例在 `useMemo` 里按 `size`/`saveKey` 等关键 prop 缓存,避免每次 render
|
|
6
|
+
* 重新构造;这些 prop 变化 = 重开一局,视为预期语义。
|
|
7
|
+
* - `useState` 订阅引擎快照;`useEffect` 里挂 unsubscribe 防泄漏。
|
|
8
|
+
* - 用 `useRef` 保留最新 game 实例给 imperative handler(move / undo)用,
|
|
9
|
+
* 防止闭包过期。
|
|
10
|
+
*/
|
|
11
|
+
export interface UseGameOptions extends GameOptions {
|
|
12
|
+
aiDepth?: number;
|
|
13
|
+
}
|
|
14
|
+
export interface UseGameReturn {
|
|
15
|
+
state: GameState;
|
|
16
|
+
game: Game2048;
|
|
17
|
+
move: (dir: Direction) => boolean;
|
|
18
|
+
newGame: () => void;
|
|
19
|
+
undo: () => boolean;
|
|
20
|
+
continuePlaying: () => void;
|
|
21
|
+
suggestMove: () => Direction | null;
|
|
22
|
+
aiMove: () => Direction | null;
|
|
23
|
+
}
|
|
24
|
+
export declare function useGame(options?: UseGameOptions): UseGameReturn;
|
|
25
|
+
//# sourceMappingURL=useGame.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"useGame.d.ts","sourceRoot":"","sources":["../src/useGame.ts"],"names":[],"mappings":"AACA,OAAO,EAEL,QAAQ,EACR,KAAK,SAAS,EACd,KAAK,WAAW,EAChB,KAAK,SAAS,EACf,MAAM,qBAAqB,CAAC;AAE7B;;;;;;;;GAQG;AACH,MAAM,WAAW,cAAe,SAAQ,WAAW;IACjD,OAAO,CAAC,EAAE,MAAM,CAAC;CAClB;AAED,MAAM,WAAW,aAAa;IAC5B,KAAK,EAAE,SAAS,CAAC;IACjB,IAAI,EAAE,QAAQ,CAAC;IACf,IAAI,EAAE,CAAC,GAAG,EAAE,SAAS,KAAK,OAAO,CAAC;IAClC,OAAO,EAAE,MAAM,IAAI,CAAC;IACpB,IAAI,EAAE,MAAM,OAAO,CAAC;IACpB,eAAe,EAAE,MAAM,IAAI,CAAC;IAC5B,WAAW,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC;IACpC,MAAM,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC;CAChC;AAED,wBAAgB,OAAO,CAAC,OAAO,GAAE,cAAmB,GAAG,aAAa,CAoCnE"}
|
package/package.json
CHANGED
|
@@ -1,6 +1,71 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@my-games/2048-react",
|
|
3
|
-
"version": "0.
|
|
4
|
-
"
|
|
5
|
-
"
|
|
3
|
+
"version": "0.2.0",
|
|
4
|
+
"description": "2048 游戏的 React 18/19 组件适配器(函数组件 + Hooks + forwardRef)。",
|
|
5
|
+
"type": "module",
|
|
6
|
+
"main": "./dist/index.js",
|
|
7
|
+
"module": "./dist/index.js",
|
|
8
|
+
"types": "./dist/index.d.ts",
|
|
9
|
+
"exports": {
|
|
10
|
+
".": {
|
|
11
|
+
"types": "./dist/index.d.ts",
|
|
12
|
+
"import": "./dist/index.js"
|
|
13
|
+
},
|
|
14
|
+
"./style.css": "./dist/index.css",
|
|
15
|
+
"./package.json": "./package.json"
|
|
16
|
+
},
|
|
17
|
+
"files": [
|
|
18
|
+
"dist",
|
|
19
|
+
"src",
|
|
20
|
+
"README.md"
|
|
21
|
+
],
|
|
22
|
+
"sideEffects": false,
|
|
23
|
+
"peerDependencies": {
|
|
24
|
+
"react": "^18.2.0 || ^19.0.0",
|
|
25
|
+
"react-dom": "^18.2.0 || ^19.0.0"
|
|
26
|
+
},
|
|
27
|
+
"dependencies": {
|
|
28
|
+
"@my-games/2048-core": "0.2.0"
|
|
29
|
+
},
|
|
30
|
+
"devDependencies": {
|
|
31
|
+
"@types/react": "^19.3.0",
|
|
32
|
+
"@types/react-dom": "^19.3.0",
|
|
33
|
+
"@vitejs/plugin-react": "^6.1.2",
|
|
34
|
+
"react": "^19.3.1",
|
|
35
|
+
"react-dom": "^19.3.1",
|
|
36
|
+
"typescript": "^7.0.2",
|
|
37
|
+
"vite": "^8.3.5",
|
|
38
|
+
"vite-plugin-dts": "^5.1.2"
|
|
39
|
+
},
|
|
40
|
+
"keywords": [
|
|
41
|
+
"2048",
|
|
42
|
+
"react",
|
|
43
|
+
"react18",
|
|
44
|
+
"react19",
|
|
45
|
+
"game",
|
|
46
|
+
"puzzle",
|
|
47
|
+
"component",
|
|
48
|
+
"hooks"
|
|
49
|
+
],
|
|
50
|
+
"license": "MIT",
|
|
51
|
+
"author": {
|
|
52
|
+
"name": "xyj2156"
|
|
53
|
+
},
|
|
54
|
+
"repository": {
|
|
55
|
+
"type": "git",
|
|
56
|
+
"url": "git+https://github.com/my-gam/2048.git",
|
|
57
|
+
"directory": "packages/react"
|
|
58
|
+
},
|
|
59
|
+
"homepage": "https://github.com/my-gam/2048/tree/main/packages/react#readme",
|
|
60
|
+
"bugs": {
|
|
61
|
+
"url": "https://github.com/my-gam/2048/issues"
|
|
62
|
+
},
|
|
63
|
+
"publishConfig": {
|
|
64
|
+
"access": "public"
|
|
65
|
+
},
|
|
66
|
+
"scripts": {
|
|
67
|
+
"build": "vite build --mode lib",
|
|
68
|
+
"dev": "vite build --mode lib --watch",
|
|
69
|
+
"typecheck": "tsc --noEmit -p tsconfig.json"
|
|
70
|
+
}
|
|
6
71
|
}
|