@my-games/2048-react 0.1.0 → 0.3.0
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 +4 -1
- package/dist/Game2048.d.ts +2 -3
- package/dist/index.css +317 -0
- package/dist/index.js +354 -2
- package/dist/index.js.map +1 -1
- package/dist/useGame.d.ts +1 -1
- package/package.json +18 -12
- package/dist/Game2048.js +0 -164
- package/dist/Game2048.js.map +0 -1
- package/dist/useGame.js +0 -34
- package/dist/useGame.js.map +0 -1
package/README.md
CHANGED
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@@ -12,6 +12,7 @@ pnpm add @my-games/2048-react react react-dom
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```tsx
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import { Game2048 } from '@my-games/2048-react';
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import '@my-games/2048-react/style.css';
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export function Demo() {
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return (
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@@ -27,7 +28,9 @@ export function Demo() {
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}
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```
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-
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**样式必须显式引入**:vite lib 模式把内部 CSS import 抽到 `dist/index.css`,
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JS bundle 不再引用。消费者入口加一次 `import '@my-games/2048-react/style.css'`
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(或从 core 引 `import '@my-games/2048-core/styles.css'`,内容一致)。
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## Props
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package/dist/Game2048.d.ts
CHANGED
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@@ -1,5 +1,4 @@
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import '@my-games/2048-core
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import type { Direction, SaveStorage } from '@my-games/2048-core';
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import { Direction, SaveStorage } from '@my-games/2048-core';
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/**
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* Game2048 —— React 18 组件。与 Vue 版行为对齐:
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* - 键盘:window keydown + 严格 focus 判定(多实例并存只活动那个响应);
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@@ -31,5 +30,5 @@ export interface Game2048Handle {
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move(dir: Direction): boolean;
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continuePlaying(): void;
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}
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export declare const Game2048: import(
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export declare const Game2048: import('react').ForwardRefExoticComponent<Game2048Props & import('react').RefAttributes<Game2048Handle>>;
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//# sourceMappingURL=Game2048.d.ts.map
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package/dist/index.css
ADDED
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@@ -0,0 +1,317 @@
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/**
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* game-2048 通用样式表。
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*
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* 由 `@my-games/2048-core/styles.css` 暴露,Vue / React 适配器都直接 import 这一份,
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* 保持视觉一致(避免两包各自漂移)。
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*
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* 关键约定:
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* - 棋盘外圈 .game-2048-board 承担 pointer 事件(触摸/鼠标),内部 .tile 全部 pointer-events:none
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* 防止子元素吞掉滑动检测。
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* - Tile 定位用 translate,row/col 通过 --row / --col CSS 变量注入到 style 里;
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* `transition: transform 120ms` 让滑动有平滑感,scale 关键帧负责新块与合并 pop。
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* - 尺寸自适应:容器宽度决定一切;cell 与 gap 用比例 + clamp() 缩放,
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* 最小 320px、最大 520px 之间保持视觉合理。
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*/
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.game-2048 {
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--board-size: min(90vw, 520px);
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--gap: clamp(6px, 2.5vw, 12px);
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--radius: clamp(4px, 1.2vw, 8px);
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--bg-board: #bbada0;
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--bg-empty: rgba(238, 228, 218, 0.35);
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--text-dark: #776e65;
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--text-light: #f9f6f2;
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--accent: #8f7a66;
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display: inline-flex;
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flex-direction: column;
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gap: var(--gap);
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font-family: 'Helvetica Neue', 'Segoe UI', system-ui, -apple-system, sans-serif;
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color: var(--text-dark);
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user-select: none;
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-webkit-tap-highlight-color: transparent;
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}
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.game-2048-header {
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display: flex;
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align-items: center;
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justify-content: space-between;
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gap: var(--gap);
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width: var(--board-size);
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max-width: 90vw;
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}
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.game-2048-title {
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margin: 0;
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font-size: clamp(28px, 8vw, 44px);
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font-weight: 800;
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letter-spacing: -1px;
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color: var(--text-dark);
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}
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.game-2048-scores {
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display: flex;
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gap: 6px;
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}
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.game-2048-score-box {
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position: relative;
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min-width: 74px;
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padding: 6px 12px 8px;
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border-radius: var(--radius);
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background: var(--bg-board);
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color: var(--text-light);
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text-align: center;
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font-variant-numeric: tabular-nums;
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}
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.game-2048-score-box .label {
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display: block;
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font-size: 11px;
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letter-spacing: 1px;
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color: #eee4da;
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text-transform: uppercase;
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}
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.game-2048-score-box .value {
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display: block;
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font-size: 22px;
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font-weight: 700;
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line-height: 1.2;
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}
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.game-2048-score-box .delta {
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position: absolute;
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top: 4px;
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right: 8px;
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color: rgba(119, 110, 101, 1);
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font-weight: 700;
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font-size: 14px;
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animation: game-2048-score-pop 700ms ease-out forwards;
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pointer-events: none;
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}
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@keyframes game-2048-score-pop {
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0% { opacity: 1; transform: translateY(0); }
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100% { opacity: 0; transform: translateY(-24px); }
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}
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.game-2048-toolbar {
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display: flex;
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align-items: center;
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justify-content: space-between;
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gap: var(--gap);
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width: var(--board-size);
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max-width: 90vw;
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}
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.game-2048-desc {
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margin: 0;
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font-size: 13px;
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line-height: 1.5;
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color: var(--text-dark);
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opacity: 0.9;
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}
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.game-2048-actions {
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display: flex;
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gap: 6px;
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flex-shrink: 0;
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}
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.game-2048-button {
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padding: 8px 14px;
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border: 0;
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border-radius: var(--radius);
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background: var(--accent);
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color: var(--text-light);
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font: inherit;
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font-weight: 700;
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font-size: 14px;
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cursor: pointer;
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transition: background 120ms, transform 80ms;
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}
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.game-2048-button:hover:not(:disabled) {
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background: #a68472;
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}
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.game-2048-button:active:not(:disabled) {
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transform: translateY(1px);
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}
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.game-2048-button:disabled {
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opacity: 0.4;
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cursor: not-allowed;
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}
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.game-2048-button.is-primary {
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background: #f2b179;
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color: #776e65;
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}
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.game-2048-button.is-primary:hover:not(:disabled) {
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background: #f59563;
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}
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.game-2048-board {
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position: relative;
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width: var(--board-size);
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max-width: 90vw;
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aspect-ratio: 1;
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padding: var(--gap);
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border-radius: var(--radius);
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background: var(--bg-board);
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touch-action: none;
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outline: none;
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box-sizing: content-box;
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}
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.game-2048-board:focus-visible {
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box-shadow: 0 0 0 3px rgba(143, 122, 102, 0.5);
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}
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.game-2048-grid {
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display: grid;
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width: 100%;
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height: 100%;
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gap: var(--gap);
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}
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.game-2048-cell {
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border-radius: var(--radius);
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background: var(--bg-empty);
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}
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.game-2048-tile-layer {
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position: absolute;
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inset: var(--gap);
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pointer-events: none;
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}
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.game-2048-tile {
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--pitch-x: calc(100% + var(--gap));
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--pitch-y: calc(100% + var(--gap));
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position: absolute;
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top: 0;
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left: 0;
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display: flex;
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align-items: center;
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justify-content: center;
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border-radius: var(--radius);
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background: #eee4da;
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color: var(--text-dark);
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font-weight: 800;
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font-size: clamp(24px, 8vw, 44px);
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line-height: 1;
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/* 注意 --cols 由 board 内联 style 提供 */
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width: calc((100% - var(--gap) * (var(--cols) - 1)) / var(--cols));
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height: calc((100% - var(--gap) * (var(--cols) - 1)) / var(--cols));
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transform: translate(
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calc(var(--col) * var(--pitch-x)),
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calc(var(--row) * var(--pitch-y))
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);
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transition: transform 120ms ease-in-out;
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will-change: transform;
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}
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.game-2048-tile.is-new {
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animation: game-2048-tile-spawn 180ms ease-out;
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}
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.game-2048-tile.is-merged {
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animation: game-2048-tile-pop 180ms ease-out;
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z-index: 2;
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}
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@keyframes game-2048-tile-spawn {
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0% { opacity: 0; transform: translate(calc(var(--col) * var(--pitch-x)), calc(var(--row) * var(--pitch-y))) scale(0.3); }
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100% { opacity: 1; transform: translate(calc(var(--col) * var(--pitch-x)), calc(var(--row) * var(--pitch-y))) scale(1); }
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}
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@keyframes game-2048-tile-pop {
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0% { transform: translate(calc(var(--col) * var(--pitch-x)), calc(var(--row) * var(--pitch-y))) scale(1); }
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50% { transform: translate(calc(var(--col) * var(--pitch-x)), calc(var(--row) * var(--pitch-y))) scale(1.18); }
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100% { transform: translate(calc(var(--col) * var(--pitch-x)), calc(var(--row) * var(--pitch-y))) scale(1); }
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}
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/* 数值配色(沿用 2048 官方色板) */
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.game-2048-tile[data-value='2'] { background: #eee4da; color: var(--text-dark); }
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.game-2048-tile[data-value='4'] { background: #ede0c8; color: var(--text-dark); }
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.game-2048-tile[data-value='8'] { background: #f2b179; color: var(--text-light); }
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.game-2048-tile[data-value='16'] { background: #f59563; color: var(--text-light); }
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.game-2048-tile[data-value='32'] { background: #f67c5f; color: var(--text-light); }
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.game-2048-tile[data-value='64'] { background: #f65e3b; color: var(--text-light); }
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.game-2048-tile[data-value='128'] { background: #edcf72; color: var(--text-light); font-size: clamp(20px, 6.5vw, 38px); }
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.game-2048-tile[data-value='256'] { background: #edcc61; color: var(--text-light); font-size: clamp(20px, 6.5vw, 38px); }
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.game-2048-tile[data-value='512'] { background: #edc850; color: var(--text-light); font-size: clamp(20px, 6.5vw, 38px); }
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.game-2048-tile[data-value='1024'] { background: #edc53f; color: var(--text-light); font-size: clamp(16px, 5.5vw, 32px); }
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.game-2048-tile[data-value='2048'] { background: #edc22e; color: var(--text-light); font-size: clamp(16px, 5.5vw, 32px); box-shadow: 0 0 24px rgba(243, 215, 116, 0.6); }
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.game-2048-tile[data-super='1'] { background: #3c3a33; color: var(--text-light); font-size: clamp(14px, 5vw, 28px); }
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.game-2048-overlay {
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position: absolute;
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inset: 0;
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display: flex;
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flex-direction: column;
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align-items: center;
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justify-content: center;
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gap: 12px;
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border-radius: var(--radius);
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background: rgba(238, 228, 218, 0.73);
|
|
262
|
+
color: var(--text-dark);
|
|
263
|
+
text-align: center;
|
|
264
|
+
opacity: 0;
|
|
265
|
+
pointer-events: none;
|
|
266
|
+
transition: opacity 220ms ease-in;
|
|
267
|
+
z-index: 10;
|
|
268
|
+
}
|
|
269
|
+
|
|
270
|
+
.game-2048-overlay.is-visible {
|
|
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|
+
opacity: 1;
|
|
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|
+
pointer-events: auto;
|
|
273
|
+
}
|
|
274
|
+
|
|
275
|
+
.game-2048-overlay.is-lost {
|
|
276
|
+
background: rgba(238, 228, 218, 0.5);
|
|
277
|
+
}
|
|
278
|
+
|
|
279
|
+
.game-2048-overlay h2 {
|
|
280
|
+
margin: 0;
|
|
281
|
+
font-size: clamp(32px, 9vw, 52px);
|
|
282
|
+
font-weight: 800;
|
|
283
|
+
color: var(--text-dark);
|
|
284
|
+
}
|
|
285
|
+
|
|
286
|
+
.game-2048-overlay.is-won h2 {
|
|
287
|
+
color: #f9f6f2;
|
|
288
|
+
text-shadow: 0 0 12px rgba(237, 194, 46, 0.6);
|
|
289
|
+
}
|
|
290
|
+
|
|
291
|
+
.game-2048-overlay .row {
|
|
292
|
+
display: flex;
|
|
293
|
+
gap: 8px;
|
|
294
|
+
}
|
|
295
|
+
|
|
296
|
+
.game-2048-ai-indicator {
|
|
297
|
+
display: inline-flex;
|
|
298
|
+
align-items: center;
|
|
299
|
+
gap: 6px;
|
|
300
|
+
padding: 4px 10px;
|
|
301
|
+
border-radius: 999px;
|
|
302
|
+
background: rgba(143, 122, 102, 0.14);
|
|
303
|
+
font-size: 12px;
|
|
304
|
+
color: var(--text-dark);
|
|
305
|
+
}
|
|
306
|
+
|
|
307
|
+
@media (prefers-reduced-motion: reduce) {
|
|
308
|
+
.game-2048-tile,
|
|
309
|
+
.game-2048-overlay {
|
|
310
|
+
transition: none;
|
|
311
|
+
}
|
|
312
|
+
.game-2048-tile.is-new,
|
|
313
|
+
.game-2048-tile.is-merged {
|
|
314
|
+
animation: none;
|
|
315
|
+
}
|
|
316
|
+
}
|
|
317
|
+
/*$vite$:1*/
|
package/dist/index.js
CHANGED
|
@@ -1,3 +1,355 @@
|
|
|
1
|
-
|
|
2
|
-
|
|
1
|
+
import { forwardRef, useCallback, useEffect, useImperativeHandle, useMemo, useRef, useState } from "react";
|
|
2
|
+
import { Game2048 as Game2048$1, bestMove } from "@my-games/2048-core";
|
|
3
|
+
import { jsx, jsxs } from "react/jsx-runtime";
|
|
4
|
+
// src/useGame.ts
|
|
5
|
+
function useGame(options = {}) {
|
|
6
|
+
const { aiDepth = 3, size, storage, saveKey, bestKey, freshStart, target, undoLimit, rng } = options;
|
|
7
|
+
const game = useMemo(() => new Game2048$1({
|
|
8
|
+
size,
|
|
9
|
+
storage,
|
|
10
|
+
saveKey,
|
|
11
|
+
bestKey,
|
|
12
|
+
freshStart,
|
|
13
|
+
target,
|
|
14
|
+
undoLimit,
|
|
15
|
+
rng
|
|
16
|
+
}), [
|
|
17
|
+
size,
|
|
18
|
+
saveKey,
|
|
19
|
+
bestKey,
|
|
20
|
+
target,
|
|
21
|
+
undoLimit
|
|
22
|
+
]);
|
|
23
|
+
const gameRef = useRef(game);
|
|
24
|
+
gameRef.current = game;
|
|
25
|
+
const [state, setState] = useState(() => game.getState());
|
|
26
|
+
useEffect(() => {
|
|
27
|
+
setState(game.getState());
|
|
28
|
+
return game.subscribe((s) => setState(s));
|
|
29
|
+
}, [game]);
|
|
30
|
+
return {
|
|
31
|
+
state,
|
|
32
|
+
game,
|
|
33
|
+
move: (dir) => gameRef.current.move(dir),
|
|
34
|
+
newGame: () => gameRef.current.newGame(),
|
|
35
|
+
undo: () => gameRef.current.undo(),
|
|
36
|
+
continuePlaying: () => gameRef.current.continuePlaying(),
|
|
37
|
+
suggestMove: () => bestMove(gameRef.current.getGridValues(), { depth: aiDepth }),
|
|
38
|
+
aiMove: () => {
|
|
39
|
+
const dir = bestMove(gameRef.current.getGridValues(), { depth: aiDepth });
|
|
40
|
+
if (dir) gameRef.current.move(dir);
|
|
41
|
+
return dir;
|
|
42
|
+
}
|
|
43
|
+
};
|
|
44
|
+
}
|
|
45
|
+
// src/Game2048.tsx
|
|
46
|
+
var KEY_TO_DIR = {
|
|
47
|
+
ArrowUp: "up",
|
|
48
|
+
ArrowDown: "down",
|
|
49
|
+
ArrowLeft: "left",
|
|
50
|
+
ArrowRight: "right",
|
|
51
|
+
w: "up",
|
|
52
|
+
a: "left",
|
|
53
|
+
s: "down",
|
|
54
|
+
d: "right",
|
|
55
|
+
W: "up",
|
|
56
|
+
A: "left",
|
|
57
|
+
S: "down",
|
|
58
|
+
D: "right"
|
|
59
|
+
};
|
|
60
|
+
function cssVars(vars) {
|
|
61
|
+
return vars;
|
|
62
|
+
}
|
|
63
|
+
function Game2048Inner(props, ref) {
|
|
64
|
+
const { size = 4, storage, saveKey, bestKey, freshStart = false, autofocus = true, enableAI = false, aiDepth = 3, title = "2048", onMove, onWon, onLost, className } = props;
|
|
65
|
+
const { state, move, newGame, undo, continuePlaying, suggestMove, aiMove } = useGame({
|
|
66
|
+
size,
|
|
67
|
+
storage,
|
|
68
|
+
saveKey,
|
|
69
|
+
bestKey,
|
|
70
|
+
freshStart,
|
|
71
|
+
aiDepth
|
|
72
|
+
});
|
|
73
|
+
const boardRef = useRef(null);
|
|
74
|
+
const touchStartPoint = useRef(null);
|
|
75
|
+
const lastScoreRef = useRef(state.score);
|
|
76
|
+
const lastStatusRef = useRef(state.status);
|
|
77
|
+
const [scoreDelta, setScoreDelta] = useState(null);
|
|
78
|
+
const [aiHint, setAiHint] = useState(null);
|
|
79
|
+
const deltaTimer = useRef(void 0);
|
|
80
|
+
const performMove = useCallback((dir) => {
|
|
81
|
+
const before = lastScoreRef.current;
|
|
82
|
+
if (move(dir)) {
|
|
83
|
+
onMove?.(dir, state.score - before);
|
|
84
|
+
if (enableAI) setAiHint(null);
|
|
85
|
+
}
|
|
86
|
+
}, [
|
|
87
|
+
move,
|
|
88
|
+
onMove,
|
|
89
|
+
state.score,
|
|
90
|
+
enableAI
|
|
91
|
+
]);
|
|
92
|
+
useEffect(() => {
|
|
93
|
+
const handler = (ev) => {
|
|
94
|
+
const dir = KEY_TO_DIR[ev.key];
|
|
95
|
+
if (!dir) return;
|
|
96
|
+
if (document.activeElement !== boardRef.current) return;
|
|
97
|
+
ev.preventDefault();
|
|
98
|
+
performMove(dir);
|
|
99
|
+
};
|
|
100
|
+
window.addEventListener("keydown", handler, { passive: false });
|
|
101
|
+
return () => window.removeEventListener("keydown", handler);
|
|
102
|
+
}, [performMove]);
|
|
103
|
+
useEffect(() => {
|
|
104
|
+
if (autofocus) boardRef.current?.focus({ preventScroll: true });
|
|
105
|
+
}, [autofocus]);
|
|
106
|
+
const onTouchStart = (ev) => {
|
|
107
|
+
if (ev.touches.length !== 1) return;
|
|
108
|
+
const t = ev.touches[0];
|
|
109
|
+
if (!t) return;
|
|
110
|
+
touchStartPoint.current = {
|
|
111
|
+
x: t.clientX,
|
|
112
|
+
y: t.clientY
|
|
113
|
+
};
|
|
114
|
+
boardRef.current?.focus({ preventScroll: true });
|
|
115
|
+
};
|
|
116
|
+
const onTouchEnd = (ev) => {
|
|
117
|
+
const start = touchStartPoint.current;
|
|
118
|
+
touchStartPoint.current = null;
|
|
119
|
+
if (!start) return;
|
|
120
|
+
const t = ev.changedTouches[0];
|
|
121
|
+
if (!t) return;
|
|
122
|
+
const dx = t.clientX - start.x;
|
|
123
|
+
const dy = t.clientY - start.y;
|
|
124
|
+
const adx = Math.abs(dx);
|
|
125
|
+
const ady = Math.abs(dy);
|
|
126
|
+
if (Math.max(adx, ady) < 24) return;
|
|
127
|
+
performMove(adx > ady ? dx > 0 ? "right" : "left" : dy > 0 ? "down" : "up");
|
|
128
|
+
};
|
|
129
|
+
useEffect(() => {
|
|
130
|
+
const gained = state.score - lastScoreRef.current;
|
|
131
|
+
if (gained > 0) {
|
|
132
|
+
setScoreDelta({
|
|
133
|
+
amount: gained,
|
|
134
|
+
key: Date.now() + Math.random()
|
|
135
|
+
});
|
|
136
|
+
if (deltaTimer.current) window.clearTimeout(deltaTimer.current);
|
|
137
|
+
deltaTimer.current = window.setTimeout(() => setScoreDelta(null), 700);
|
|
138
|
+
}
|
|
139
|
+
lastScoreRef.current = state.score;
|
|
140
|
+
}, [state.score]);
|
|
141
|
+
useEffect(() => {
|
|
142
|
+
if (state.status === lastStatusRef.current) return;
|
|
143
|
+
if (state.status === "won") onWon?.();
|
|
144
|
+
else if (state.status === "lost") onLost?.();
|
|
145
|
+
lastStatusRef.current = state.status;
|
|
146
|
+
}, [
|
|
147
|
+
state.status,
|
|
148
|
+
onWon,
|
|
149
|
+
onLost
|
|
150
|
+
]);
|
|
151
|
+
useEffect(() => () => {
|
|
152
|
+
if (deltaTimer.current) window.clearTimeout(deltaTimer.current);
|
|
153
|
+
}, []);
|
|
154
|
+
const gridStyle = useMemo(() => cssVars({
|
|
155
|
+
gridTemplateColumns: `repeat(${state.size}, 1fr)`,
|
|
156
|
+
gridTemplateRows: `repeat(${state.size}, 1fr)`
|
|
157
|
+
}), [state.size]);
|
|
158
|
+
const boardVars = useMemo(() => cssVars({ "--cols": state.size }), [state.size]);
|
|
159
|
+
const undoDisabled = state.historySize === 0;
|
|
160
|
+
const overlayVisible = state.status !== "playing";
|
|
161
|
+
const isWon = state.status === "won";
|
|
162
|
+
const isLost = state.status === "lost";
|
|
163
|
+
useImperativeHandle(ref, () => ({
|
|
164
|
+
suggestMove,
|
|
165
|
+
aiMove,
|
|
166
|
+
newGame,
|
|
167
|
+
undo,
|
|
168
|
+
move,
|
|
169
|
+
continuePlaying
|
|
170
|
+
}), [
|
|
171
|
+
suggestMove,
|
|
172
|
+
aiMove,
|
|
173
|
+
newGame,
|
|
174
|
+
undo,
|
|
175
|
+
move,
|
|
176
|
+
continuePlaying
|
|
177
|
+
]);
|
|
178
|
+
return /* @__PURE__ */ jsxs("div", {
|
|
179
|
+
className: ["game-2048", className].filter(Boolean).join(" "),
|
|
180
|
+
children: [
|
|
181
|
+
title ? /* @__PURE__ */ jsxs("header", {
|
|
182
|
+
className: "game-2048-header",
|
|
183
|
+
children: [/* @__PURE__ */ jsx("h1", {
|
|
184
|
+
className: "game-2048-title",
|
|
185
|
+
children: title
|
|
186
|
+
}), /* @__PURE__ */ jsxs("div", {
|
|
187
|
+
className: "game-2048-scores",
|
|
188
|
+
children: [/* @__PURE__ */ jsxs("div", {
|
|
189
|
+
className: "game-2048-score-box",
|
|
190
|
+
children: [
|
|
191
|
+
/* @__PURE__ */ jsx("span", {
|
|
192
|
+
className: "label",
|
|
193
|
+
children: "Score"
|
|
194
|
+
}),
|
|
195
|
+
/* @__PURE__ */ jsx("span", {
|
|
196
|
+
className: "value",
|
|
197
|
+
children: state.score
|
|
198
|
+
}),
|
|
199
|
+
scoreDelta ? /* @__PURE__ */ jsxs("span", {
|
|
200
|
+
className: "delta",
|
|
201
|
+
children: ["+", scoreDelta.amount]
|
|
202
|
+
}, scoreDelta.key) : null
|
|
203
|
+
]
|
|
204
|
+
}), /* @__PURE__ */ jsxs("div", {
|
|
205
|
+
className: "game-2048-score-box",
|
|
206
|
+
children: [/* @__PURE__ */ jsx("span", {
|
|
207
|
+
className: "label",
|
|
208
|
+
children: "Best"
|
|
209
|
+
}), /* @__PURE__ */ jsx("span", {
|
|
210
|
+
className: "value",
|
|
211
|
+
children: state.bestScore
|
|
212
|
+
})]
|
|
213
|
+
})]
|
|
214
|
+
})]
|
|
215
|
+
}) : null,
|
|
216
|
+
/* @__PURE__ */ jsxs("div", {
|
|
217
|
+
className: "game-2048-toolbar",
|
|
218
|
+
children: [/* @__PURE__ */ jsxs("p", {
|
|
219
|
+
className: "game-2048-desc",
|
|
220
|
+
children: [
|
|
221
|
+
"合并相同数字,冲过 ",
|
|
222
|
+
/* @__PURE__ */ jsx("b", { children: "2048" }),
|
|
223
|
+
"。方向键 / WASD / 触屏滑动。"
|
|
224
|
+
]
|
|
225
|
+
}), /* @__PURE__ */ jsxs("div", {
|
|
226
|
+
className: "game-2048-actions",
|
|
227
|
+
children: [
|
|
228
|
+
enableAI ? /* @__PURE__ */ jsx("button", {
|
|
229
|
+
className: "game-2048-button",
|
|
230
|
+
type: "button",
|
|
231
|
+
disabled: isLost,
|
|
232
|
+
onClick: () => setAiHint(suggestMove()),
|
|
233
|
+
children: "提示"
|
|
234
|
+
}) : null,
|
|
235
|
+
enableAI ? /* @__PURE__ */ jsx("button", {
|
|
236
|
+
className: "game-2048-button",
|
|
237
|
+
type: "button",
|
|
238
|
+
disabled: isLost,
|
|
239
|
+
onClick: () => {
|
|
240
|
+
const before = state.score;
|
|
241
|
+
const dir = aiMove();
|
|
242
|
+
if (dir) {
|
|
243
|
+
onMove?.(dir, state.score - before);
|
|
244
|
+
setAiHint(null);
|
|
245
|
+
}
|
|
246
|
+
},
|
|
247
|
+
children: "AI 帮走"
|
|
248
|
+
}) : null,
|
|
249
|
+
/* @__PURE__ */ jsx("button", {
|
|
250
|
+
className: "game-2048-button",
|
|
251
|
+
type: "button",
|
|
252
|
+
disabled: undoDisabled,
|
|
253
|
+
onClick: () => undo(),
|
|
254
|
+
children: "撤销"
|
|
255
|
+
}),
|
|
256
|
+
/* @__PURE__ */ jsx("button", {
|
|
257
|
+
className: "game-2048-button is-primary",
|
|
258
|
+
type: "button",
|
|
259
|
+
onClick: () => newGame(),
|
|
260
|
+
children: "新游戏"
|
|
261
|
+
})
|
|
262
|
+
]
|
|
263
|
+
})]
|
|
264
|
+
}),
|
|
265
|
+
/* @__PURE__ */ jsxs("div", {
|
|
266
|
+
ref: boardRef,
|
|
267
|
+
className: "game-2048-board",
|
|
268
|
+
style: boardVars,
|
|
269
|
+
tabIndex: 0,
|
|
270
|
+
role: "application",
|
|
271
|
+
"aria-label": `2048 游戏板 ${state.status}`,
|
|
272
|
+
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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isWon ? "is-won" : "",
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isLost ? "is-lost" : ""
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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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className: "row",
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children: [
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className: "game-2048-button",
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type: "button",
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onClick: () => continuePlaying(),
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children: "继续游戏"
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}) : null,
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isLost && !undoDisabled ? /* @__PURE__ */ jsx("button", {
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className: "game-2048-button",
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type: "button",
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onClick: () => undo(),
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children: "悔一步"
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}) : null,
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overlayVisible ? /* @__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: "再来一局"
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}) : null
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]
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})
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]
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});
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}
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var Game2048 = forwardRef(Game2048Inner);
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Game2048.displayName = "Game2048";
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export { Game2048, useGame };
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,QAAQ,EAA2C,MAAM,YAAY,CAAC;AAC/E,OAAO,EAAE,OAAO,EAA2C,MAAM,WAAW,CAAC"}
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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 = 'Game2048';\n"],"mappings":";;;;AAiCA,SAAgB,QAAQ,UAA0B,CAAC,GAAkB;CACnE,MAAM,EAAE,UAAU,GAAG,MAAM,SAAS,SAAS,SAAS,YAAY,QAAQ,WAAW,QAAQ;CAG7F,MAAM,OAAO,cACL,IAAIA,WAAS;EAAE;EAAM;EAAS;EAAS;EAAS;EAAY;EAAQ;EAAW;CAAI,CAAC,GAE1F;EAAC;EAAM;EAAS;EAAS;EAAQ;CAAS,CAC5C;CAEA,MAAM,UAAU,OAAO,IAAI;CAC3B,QAAQ,UAAU;CAElB,MAAM,CAAC,OAAO,YAAY,eAA0B,KAAK,SAAS,CAAC;CAEnE,gBAAgB;EAEd,SAAS,KAAK,SAAS,CAAC;EAExB,OADc,KAAK,WAAW,MAAM,SAAS,CAAC,CACvC;CACT,GAAG,CAAC,IAAI,CAAC;CAET,OAAO;EACL;EACA;EACA,OAAO,QAAQ,QAAQ,QAAQ,KAAK,GAAG;EACvC,eAAe,QAAQ,QAAQ,QAAQ;EACvC,YAAY,QAAQ,QAAQ,KAAK;EACjC,uBAAuB,QAAQ,QAAQ,gBAAgB;EACvD,mBAAmBC,SAAW,QAAQ,QAAQ,cAAc,GAAG,EAAE,OAAO,QAAQ,CAAC;EACjF,cAAc;GACZ,MAAM,MAAMA,SAAW,QAAQ,QAAQ,cAAc,GAAG,EAAE,OAAO,QAAQ,CAAC;GAC1E,IAAI,KAAK,QAAQ,QAAQ,KAAK,GAAG;GACjC,OAAO;EACT;CACF;AACF;;ACnBA,IAAM,aAAwC;CAC5C,SAAS;CACT,WAAW;CACX,WAAW;CACX,YAAY;CACZ,GAAG;CACH,GAAG;CACH,GAAG;CACH,GAAG;CACH,GAAG;CACH,GAAG;CACH,GAAG;CACH,GAAG;AACL;AAEA,SAAS,QAAQ,MAAsD;CACrE,OAAO;AACT;AAEA,SAAS,cAAc,OAAsB,KAA0B;CACrE,MAAM,EACJ,OAAO,GACP,SACA,SACA,SACA,aAAa,OACb,YAAY,MACZ,WAAW,OACX,UAAU,GACV,QAAQ,QACR,QACA,OACA,QACA,cACE;CAEJ,MAAM,EAAE,OAAO,MAAM,SAAS,MAAM,iBAAiB,aAAa,WAAW,QAAQ;EACnF;EACA;EACA;EACA;EACA;EACA;CACF,CAAC;CAED,MAAM,WAAW,OAAuB,IAAI;CAC5C,MAAM,kBAAkB,OAAwC,IAAI;CACpE,MAAM,eAAe,OAAO,MAAM,KAAK;CACvC,MAAM,gBAAgB,OAAO,MAAM,MAAM;CAEzC,MAAM,CAAC,YAAY,iBAAiB,SAAiD,IAAI;CACzF,MAAM,CAAC,QAAQ,aAAa,SAA2B,IAAI;CAC3D,MAAM,aAAa,OAA2B,KAAA,CAAS;CAGvD,MAAM,cAAc,aACjB,QAAmB;EAClB,MAAM,SAAS,aAAa;EAE5B,IADW,KAAK,GACZ,GAAI;GACN,SAAS,KAAK,MAAM,QAAQ,MAAM;GAClC,IAAI,UAAU,UAAU,IAAI;EAC9B;CACF,GACA;EAAC;EAAM;EAAQ,MAAM;EAAO;CAAQ,CACtC;CAEA,gBAAgB;EACd,MAAM,WAAW,OAAsB;GACrC,MAAM,MAAM,WAAW,GAAG;GAC1B,IAAI,CAAC,KAAK;GAEV,IAAI,SAAS,kBAAkB,SAAS,SAAS;GACjD,GAAG,eAAe;GAClB,YAAY,GAAG;EACjB;EACA,OAAO,iBAAiB,WAAW,SAAS,EAAE,SAAS,MAAM,CAAC;EAC9D,aAAa,OAAO,oBAAoB,WAAW,OAAO;CAC5D,GAAG,CAAC,WAAW,CAAC;CAEhB,gBAAgB;EACd,IAAI,WAAW,SAAS,SAAS,MAAM,EAAE,eAAe,KAAK,CAAC;CAChE,GAAG,CAAC,SAAS,CAAC;CAGd,MAAM,gBAAgB,OAAwC;EAC5D,IAAI,GAAG,QAAQ,WAAW,GAAG;EAC7B,MAAM,IAAI,GAAG,QAAQ;EACrB,IAAI,CAAC,GAAG;EACR,gBAAgB,UAAU;GAAE,GAAG,EAAE;GAAS,GAAG,EAAE;EAAQ;EACvD,SAAS,SAAS,MAAM,EAAE,eAAe,KAAK,CAAC;CACjD;CACA,MAAM,cAAc,OAAwC;EAC1D,MAAM,QAAQ,gBAAgB;EAC9B,gBAAgB,UAAU;EAC1B,IAAI,CAAC,OAAO;EACZ,MAAM,IAAI,GAAG,eAAe;EAC5B,IAAI,CAAC,GAAG;EACR,MAAM,KAAK,EAAE,UAAU,MAAM;EAC7B,MAAM,KAAK,EAAE,UAAU,MAAM;EAC7B,MAAM,MAAM,KAAK,IAAI,EAAE;EACvB,MAAM,MAAM,KAAK,IAAI,EAAE;EACvB,IAAI,KAAK,IAAI,KAAK,GAAG,IAAI,IAAI;EAE7B,YADuB,MAAM,MAAO,KAAK,IAAI,UAAU,SAAU,KAAK,IAAI,SAAS,IACpE;CACjB;CAGA,gBAAgB;EACd,MAAM,SAAS,MAAM,QAAQ,aAAa;EAC1C,IAAI,SAAS,GAAG;GACd,cAAc;IAAE,QAAQ;IAAQ,KAAK,KAAK,IAAI,IAAI,KAAK,OAAO;GAAE,CAAC;GACjE,IAAI,WAAW,SAAS,OAAO,aAAa,WAAW,OAAO;GAC9D,WAAW,UAAU,OAAO,iBAAiB,cAAc,IAAI,GAAG,GAAG;EACvE;EACA,aAAa,UAAU,MAAM;CAC/B,GAAG,CAAC,MAAM,KAAK,CAAC;CAEhB,gBAAgB;EACd,IAAI,MAAM,WAAW,cAAc,SAAS;EAC5C,IAAI,MAAM,WAAW,OAAO,QAAQ;OAC/B,IAAI,MAAM,WAAW,QAAQ,SAAS;EAC3C,cAAc,UAAU,MAAM;CAChC,GAAG;EAAC,MAAM;EAAQ;EAAO;CAAM,CAAC;CAEhC,sBACc;EACV,IAAI,WAAW,SAAS,OAAO,aAAa,WAAW,OAAO;CAChE,GACA,CAAC,CACH;CAGA,MAAM,YAAY,cAEd,QAAQ;EACN,qBAAqB,UAAU,MAAM,KAAK;EAC1C,kBAAkB,UAAU,MAAM,KAAK;CACzC,CAAC,GACH,CAAC,MAAM,IAAI,CACb;CACA,MAAM,YAAY,cAAc,QAAQ,EAAE,UAAU,MAAM,KAAK,CAAC,GAAG,CAAC,MAAM,IAAI,CAAC;CAC/E,MAAM,eAAe,MAAM,gBAAgB;CAC3C,MAAM,iBAAiB,MAAM,WAAW;CACxC,MAAM,QAAQ,MAAM,WAAW;CAC/B,MAAM,SAAS,MAAM,WAAW;CAEhC,oBACE,YACO;EACL;EACA;EACA;EACA;EACA;EACA;CACF,IACA;EAAC;EAAa;EAAQ;EAAS;EAAM;EAAM;CAAe,CAC5D;CAEA,OACE,qBAAC,OAAD;EAAK,WAAW,CAAC,aAAa,SAAS,CAAC,CAAC,OAAO,OAAO,CAAC,CAAC,KAAK,GAAG;EAAjE,UAAA;GACG,QACC,qBAAC,UAAD;IAAQ,WAAU;IAAlB,UAAA,CACE,oBAAC,MAAD;KAAI,WAAU;KAAmB,UAAA;IAAU,CAAA,GAC3C,qBAAC,OAAD;KAAK,WAAU;KAAf,UAAA,CACE,qBAAC,OAAD;MAAK,WAAU;MAAf,UAAA;OACE,oBAAC,QAAD;QAAM,WAAU;QAAQ,UAAA;OAAW,CAAA;OACnC,oBAAC,QAAD;QAAM,WAAU;QAAS,UAAA,MAAM;OAAY,CAAA;OAC1C,aACC,qBAAC,QAAD;QAA2B,WAAU;QAArC,UAAA,CAA6C,KACzC,WAAW,MACT;OAFK,GAAA,WAAW,GAEhB,IACJ;MACD;KACL,CAAA,GAAA,qBAAC,OAAD;MAAK,WAAU;MAAf,UAAA,CACE,oBAAC,QAAD;OAAM,WAAU;OAAQ,UAAA;MAAU,CAAA,GAClC,oBAAC,QAAD;OAAM,WAAU;OAAS,UAAA,MAAM;MAAgB,CAAA,CAC5C;KACF,CAAA,CAAA;IACC,CAAA,CAAA;GACN,CAAA,IAAA;GAEJ,qBAAC,OAAD;IAAK,WAAU;IAAf,UAAA,CACE,qBAAC,KAAD;KAAG,WAAU;KAAb,UAAA;MAA8B;MAClB,oBAAC,KAAD,EAAA,UAAG,OAAO,CAAA;MAAC;KACpB;IACH,CAAA,GAAA,qBAAC,OAAD;KAAK,WAAU;KAAf,UAAA;MACG,WACC,oBAAC,UAAD;OACE,WAAU;OACV,MAAK;OACL,UAAU;OACV,eAAe,UAAU,YAAY,CAAC;OACvC,UAAA;MAEO,CAAA,IACN;MACH,WACC,oBAAC,UAAD;OACE,WAAU;OACV,MAAK;OACL,UAAU;OACV,eAAe;QACb,MAAM,SAAS,MAAM;QACrB,MAAM,MAAM,OAAO;QACnB,IAAI,KAAK;SACP,SAAS,KAAK,MAAM,QAAQ,MAAM;SAClC,UAAU,IAAI;QAChB;OACF;OACD,UAAA;MAEO,CAAA,IACN;MACJ,oBAAC,UAAD;OACE,WAAU;OACV,MAAK;OACL,UAAU;OACV,eAAe,KAAK;OACrB,UAAA;MAEO,CAAA;MACR,oBAAC,UAAD;OACE,WAAU;OACV,MAAK;OACL,eAAe,QAAQ;OACxB,UAAA;MAEO,CAAA;KACL;IACF,CAAA,CAAA;;GAEL,qBAAC,OAAD;IACE,KAAK;IACL,WAAU;IACV,OAAO;IACP,UAAU;IACV,MAAK;IACL,cAAY,YAAY,MAAM;IAChB;IACF;IARd,UAAA;KAUE,oBAAC,OAAD;MAAK,WAAU;MAAiB,OAAO;MACpC,UAAA,MAAM,KAAK,EAAE,QAAQ,MAAM,OAAO,MAAM,KAAK,CAAC,CAAC,CAAC,KAAK,GAAG,MACvD,oBAAC,OAAD,EAAa,WAAU,iBAAkB,GAA/B,CAA+B,CAC1C;KACE,CAAA;KACL,oBAAC,OAAD;MAAK,WAAU;MACZ,UAAA,MAAM,MAAM,KAAK,MAAM;OACtB,MAAM,MAAM;QACV;QACA,EAAE,QAAQ,WAAW;QACrB,EAAE,SAAS,cAAc;QACzB,EAAE,QAAQ,OAAO,aAAa;OAChC,CAAC,CACE,OAAO,OAAO,CAAC,CACf,KAAK,GAAG;OACX,OACE,oBAAC,OAAD;QAEE,WAAW;QACX,OAAO,QAAQ;SAAE,SAAS,EAAE;SAAK,SAAS,EAAE;QAAI,CAAC;QACjD,cAAY,EAAE;QACd,GAAK,EAAE,QAAQ,OAAO,EAAE,cAAc,IAAI,IAAI,CAAC;QAE9C,UAAA,EAAE;OACA,GAPE,EAAE,EAOJ;MAET,CAAC;KACE,CAAA;KAEJ,YAAY,SACX,qBAAC,OAAD;MACE,WAAU;MACV,OAAO,QAAQ;OAAE,UAAU;OAAY,KAAK;OAAO,MAAM;OAAO,QAAQ;MAAE,CAAC;MAF7E,UAAA,CAGC,OACK,MACD;KACH,CAAA,IAAA;KAEJ,qBAAC,OAAD;MACE,WAAW;OACT;OACA,iBAAiB,eAAe;OAChC,QAAQ,WAAW;OACnB,SAAS,YAAY;MACvB,CAAC,CACE,OAAO,OAAO,CAAC,CACf,KAAK,GAAG;MARb,UAAA;OAUG,QAAQ,oBAAC,MAAD,EAAA,UAAI,OAAQ,CAAA,IAAI;OACxB,SAAS,oBAAC,MAAD,EAAA,UAAI,OAAQ,CAAA,IAAI;OAC1B,qBAAC,OAAD;QAAK,WAAU;QAAf,UAAA;SACG,QACC,oBAAC,UAAD;UACE,WAAU;UACV,MAAK;UACL,eAAe,gBAAgB;UAChC,UAAA;SAEO,CAAA,IACN;SACH,UAAU,CAAC,eACV,oBAAC,UAAD;UACE,WAAU;UACV,MAAK;UACL,eAAe,KAAK;UACrB,UAAA;SAEO,CAAA,IACN;SACH,iBACC,oBAAC,UAAD;UACE,WAAU;UACV,MAAK;UACL,eAAe,QAAQ;UACxB,UAAA;SAEO,CAAA,IACN;QACD;;MACF;;IACF;;EACF;;AAET;AAEA,IAAa,WAAW,WAAW,aAAa;AAChD,SAAS,cAAc"}
|
package/dist/useGame.d.ts
CHANGED
package/package.json
CHANGED
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@my-games/2048-react",
|
|
3
|
-
"version": "0.
|
|
4
|
-
"description": "2048 游戏的 React 18 组件适配器(函数组件 + Hooks)。",
|
|
3
|
+
"version": "0.3.0",
|
|
4
|
+
"description": "2048 游戏的 React 18/19 组件适配器(函数组件 + Hooks + forwardRef)。",
|
|
5
5
|
"type": "module",
|
|
6
6
|
"main": "./dist/index.js",
|
|
7
7
|
"module": "./dist/index.js",
|
|
@@ -11,7 +11,8 @@
|
|
|
11
11
|
"types": "./dist/index.d.ts",
|
|
12
12
|
"import": "./dist/index.js"
|
|
13
13
|
},
|
|
14
|
-
"./style.css": "
|
|
14
|
+
"./style.css": "./dist/index.css",
|
|
15
|
+
"./package.json": "./package.json"
|
|
15
16
|
},
|
|
16
17
|
"files": [
|
|
17
18
|
"dist",
|
|
@@ -20,23 +21,27 @@
|
|
|
20
21
|
],
|
|
21
22
|
"sideEffects": false,
|
|
22
23
|
"peerDependencies": {
|
|
23
|
-
"react": "^18.2.0",
|
|
24
|
-
"react-dom": "^18.2.0"
|
|
24
|
+
"react": "^18.2.0 || ^19.0.0",
|
|
25
|
+
"react-dom": "^18.2.0 || ^19.0.0"
|
|
25
26
|
},
|
|
26
27
|
"dependencies": {
|
|
27
|
-
"@my-games/2048-core": "0.
|
|
28
|
+
"@my-games/2048-core": "0.3.0"
|
|
28
29
|
},
|
|
29
30
|
"devDependencies": {
|
|
30
|
-
"@types/react": "^
|
|
31
|
-
"@types/react-dom": "^
|
|
32
|
-
"react": "^
|
|
33
|
-
"react
|
|
34
|
-
"
|
|
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"
|
|
35
39
|
},
|
|
36
40
|
"keywords": [
|
|
37
41
|
"2048",
|
|
38
42
|
"react",
|
|
39
43
|
"react18",
|
|
44
|
+
"react19",
|
|
40
45
|
"game",
|
|
41
46
|
"puzzle",
|
|
42
47
|
"component",
|
|
@@ -59,7 +64,8 @@
|
|
|
59
64
|
"access": "public"
|
|
60
65
|
},
|
|
61
66
|
"scripts": {
|
|
62
|
-
"build": "
|
|
67
|
+
"build": "vite build --mode lib",
|
|
68
|
+
"dev": "vite build --mode lib --watch",
|
|
63
69
|
"typecheck": "tsc --noEmit -p tsconfig.json"
|
|
64
70
|
}
|
|
65
71
|
}
|
package/dist/Game2048.js
DELETED
|
@@ -1,164 +0,0 @@
|
|
|
1
|
-
import { jsx as _jsx, jsxs as _jsxs } from "react/jsx-runtime";
|
|
2
|
-
import { forwardRef, useCallback, useEffect, useImperativeHandle, useMemo, useRef, useState } from 'react';
|
|
3
|
-
import '@my-games/2048-core/styles.css';
|
|
4
|
-
import { useGame } from './useGame';
|
|
5
|
-
const KEY_TO_DIR = {
|
|
6
|
-
ArrowUp: 'up',
|
|
7
|
-
ArrowDown: 'down',
|
|
8
|
-
ArrowLeft: 'left',
|
|
9
|
-
ArrowRight: 'right',
|
|
10
|
-
w: 'up',
|
|
11
|
-
a: 'left',
|
|
12
|
-
s: 'down',
|
|
13
|
-
d: 'right',
|
|
14
|
-
W: 'up',
|
|
15
|
-
A: 'left',
|
|
16
|
-
S: 'down',
|
|
17
|
-
D: 'right'
|
|
18
|
-
};
|
|
19
|
-
function cssVars(vars) {
|
|
20
|
-
return vars;
|
|
21
|
-
}
|
|
22
|
-
function Game2048Inner(props, ref) {
|
|
23
|
-
const { size = 4, storage, saveKey, bestKey, freshStart = false, autofocus = true, enableAI = false, aiDepth = 3, title = '2048', onMove, onWon, onLost, className } = props;
|
|
24
|
-
const { state, move, newGame, undo, continuePlaying, suggestMove, aiMove } = useGame({
|
|
25
|
-
size,
|
|
26
|
-
storage,
|
|
27
|
-
saveKey,
|
|
28
|
-
bestKey,
|
|
29
|
-
freshStart,
|
|
30
|
-
aiDepth
|
|
31
|
-
});
|
|
32
|
-
const boardRef = useRef(null);
|
|
33
|
-
const touchStartPoint = useRef(null);
|
|
34
|
-
const lastScoreRef = useRef(state.score);
|
|
35
|
-
const lastStatusRef = useRef(state.status);
|
|
36
|
-
const [scoreDelta, setScoreDelta] = useState(null);
|
|
37
|
-
const [aiHint, setAiHint] = useState(null);
|
|
38
|
-
const deltaTimer = useRef(undefined);
|
|
39
|
-
// --- 键盘 ---
|
|
40
|
-
const performMove = useCallback((dir) => {
|
|
41
|
-
const before = lastScoreRef.current;
|
|
42
|
-
const ok = move(dir);
|
|
43
|
-
if (ok) {
|
|
44
|
-
onMove?.(dir, state.score - before);
|
|
45
|
-
if (enableAI)
|
|
46
|
-
setAiHint(null);
|
|
47
|
-
}
|
|
48
|
-
}, [move, onMove, state.score, enableAI]);
|
|
49
|
-
useEffect(() => {
|
|
50
|
-
const handler = (ev) => {
|
|
51
|
-
const dir = KEY_TO_DIR[ev.key];
|
|
52
|
-
if (!dir)
|
|
53
|
-
return;
|
|
54
|
-
// 只有本实例 board 有 DOM 焦点时才响应
|
|
55
|
-
if (document.activeElement !== boardRef.current)
|
|
56
|
-
return;
|
|
57
|
-
ev.preventDefault();
|
|
58
|
-
performMove(dir);
|
|
59
|
-
};
|
|
60
|
-
window.addEventListener('keydown', handler, { passive: false });
|
|
61
|
-
return () => window.removeEventListener('keydown', handler);
|
|
62
|
-
}, [performMove]);
|
|
63
|
-
useEffect(() => {
|
|
64
|
-
if (autofocus)
|
|
65
|
-
boardRef.current?.focus({ preventScroll: true });
|
|
66
|
-
}, [autofocus]);
|
|
67
|
-
// --- 触摸 ---
|
|
68
|
-
const onTouchStart = (ev) => {
|
|
69
|
-
if (ev.touches.length !== 1)
|
|
70
|
-
return;
|
|
71
|
-
const t = ev.touches[0];
|
|
72
|
-
if (!t)
|
|
73
|
-
return;
|
|
74
|
-
touchStartPoint.current = { x: t.clientX, y: t.clientY };
|
|
75
|
-
boardRef.current?.focus({ preventScroll: true });
|
|
76
|
-
};
|
|
77
|
-
const onTouchEnd = (ev) => {
|
|
78
|
-
const start = touchStartPoint.current;
|
|
79
|
-
touchStartPoint.current = null;
|
|
80
|
-
if (!start)
|
|
81
|
-
return;
|
|
82
|
-
const t = ev.changedTouches[0];
|
|
83
|
-
if (!t)
|
|
84
|
-
return;
|
|
85
|
-
const dx = t.clientX - start.x;
|
|
86
|
-
const dy = t.clientY - start.y;
|
|
87
|
-
const adx = Math.abs(dx);
|
|
88
|
-
const ady = Math.abs(dy);
|
|
89
|
-
if (Math.max(adx, ady) < 24)
|
|
90
|
-
return;
|
|
91
|
-
const dir = adx > ady ? (dx > 0 ? 'right' : 'left') : dy > 0 ? 'down' : 'up';
|
|
92
|
-
performMove(dir);
|
|
93
|
-
};
|
|
94
|
-
// --- 分数 delta 与状态副作用 ---
|
|
95
|
-
useEffect(() => {
|
|
96
|
-
const gained = state.score - lastScoreRef.current;
|
|
97
|
-
if (gained > 0) {
|
|
98
|
-
setScoreDelta({ amount: gained, key: Date.now() + Math.random() });
|
|
99
|
-
if (deltaTimer.current)
|
|
100
|
-
window.clearTimeout(deltaTimer.current);
|
|
101
|
-
deltaTimer.current = window.setTimeout(() => setScoreDelta(null), 700);
|
|
102
|
-
}
|
|
103
|
-
lastScoreRef.current = state.score;
|
|
104
|
-
}, [state.score]);
|
|
105
|
-
useEffect(() => {
|
|
106
|
-
if (state.status === lastStatusRef.current)
|
|
107
|
-
return;
|
|
108
|
-
if (state.status === 'won')
|
|
109
|
-
onWon?.();
|
|
110
|
-
else if (state.status === 'lost')
|
|
111
|
-
onLost?.();
|
|
112
|
-
lastStatusRef.current = state.status;
|
|
113
|
-
}, [state.status, onWon, onLost]);
|
|
114
|
-
useEffect(() => () => {
|
|
115
|
-
if (deltaTimer.current)
|
|
116
|
-
window.clearTimeout(deltaTimer.current);
|
|
117
|
-
}, []);
|
|
118
|
-
// --- 渲染派生 ---
|
|
119
|
-
const gridStyle = useMemo(() => cssVars({
|
|
120
|
-
gridTemplateColumns: `repeat(${state.size}, 1fr)`,
|
|
121
|
-
gridTemplateRows: `repeat(${state.size}, 1fr)`
|
|
122
|
-
}), [state.size]);
|
|
123
|
-
const boardVars = useMemo(() => cssVars({ '--cols': state.size }), [state.size]);
|
|
124
|
-
const undoDisabled = state.historySize === 0;
|
|
125
|
-
const overlayVisible = state.status !== 'playing';
|
|
126
|
-
const isWon = state.status === 'won';
|
|
127
|
-
const isLost = state.status === 'lost';
|
|
128
|
-
useImperativeHandle(ref, () => ({
|
|
129
|
-
suggestMove,
|
|
130
|
-
aiMove,
|
|
131
|
-
newGame,
|
|
132
|
-
undo,
|
|
133
|
-
move,
|
|
134
|
-
continuePlaying
|
|
135
|
-
}), [suggestMove, aiMove, newGame, undo, move, continuePlaying]);
|
|
136
|
-
return (_jsxs("div", { className: ['game-2048', className].filter(Boolean).join(' '), children: [title ? (_jsxs("header", { className: "game-2048-header", children: [_jsx("h1", { className: "game-2048-title", children: title }), _jsxs("div", { className: "game-2048-scores", children: [_jsxs("div", { className: "game-2048-score-box", children: [_jsx("span", { className: "label", children: "Score" }), _jsx("span", { className: "value", children: state.score }), scoreDelta ? (_jsxs("span", { className: "delta", children: ["+", scoreDelta.amount] }, scoreDelta.key)) : null] }), _jsxs("div", { className: "game-2048-score-box", children: [_jsx("span", { className: "label", children: "Best" }), _jsx("span", { className: "value", children: state.bestScore })] })] })] })) : null, _jsxs("div", { className: "game-2048-toolbar", children: [_jsxs("p", { className: "game-2048-desc", children: ["\u5408\u5E76\u76F8\u540C\u6570\u5B57\uFF0C\u51B2\u8FC7 ", _jsx("b", { children: "2048" }), "\u3002\u65B9\u5411\u952E / WASD / \u89E6\u5C4F\u6ED1\u52A8\u3002"] }), _jsxs("div", { className: "game-2048-actions", children: [enableAI ? (_jsx("button", { className: "game-2048-button", type: "button", disabled: isLost, onClick: () => setAiHint(suggestMove()), children: "\u63D0\u793A" })) : null, enableAI ? (_jsx("button", { className: "game-2048-button", type: "button", disabled: isLost, onClick: () => {
|
|
137
|
-
const before = state.score;
|
|
138
|
-
const dir = aiMove();
|
|
139
|
-
if (dir) {
|
|
140
|
-
onMove?.(dir, state.score - before);
|
|
141
|
-
setAiHint(null);
|
|
142
|
-
}
|
|
143
|
-
}, children: "AI \u5E2E\u8D70" })) : null, _jsx("button", { className: "game-2048-button", type: "button", disabled: undoDisabled, onClick: () => undo(), children: "\u64A4\u9500" }), _jsx("button", { className: "game-2048-button is-primary", type: "button", onClick: () => newGame(), children: "\u65B0\u6E38\u620F" })] })] }), _jsxs("div", { ref: boardRef, className: "game-2048-board", style: boardVars, tabIndex: 0, role: "application", "aria-label": `2048 游戏板 ${state.status}`, onTouchStart: onTouchStart, onTouchEnd: onTouchEnd, children: [_jsx("div", { className: "game-2048-grid", style: gridStyle, children: Array.from({ length: state.size * state.size }).map((_, i) => (_jsx("div", { className: "game-2048-cell" }, i))) }), _jsx("div", { className: "game-2048-tile-layer", children: state.tiles.map((t) => {
|
|
144
|
-
const cls = [
|
|
145
|
-
'game-2048-tile',
|
|
146
|
-
t.isNew ? 'is-new' : '',
|
|
147
|
-
t.merged ? 'is-merged' : '',
|
|
148
|
-
t.value > 2048 ? 'is-super' : ''
|
|
149
|
-
]
|
|
150
|
-
.filter(Boolean)
|
|
151
|
-
.join(' ');
|
|
152
|
-
return (_jsx("div", { className: cls, style: cssVars({ '--row': t.row, '--col': t.col }), "data-value": t.value, ...(t.value > 2048 ? { 'data-super': '1' } : {}), children: t.value }, t.id));
|
|
153
|
-
}) }), enableAI && aiHint ? (_jsxs("div", { className: "game-2048-ai-indicator", style: cssVars({ position: 'absolute', top: '8px', left: '8px', zIndex: 3 }), children: ["\u63A8\u8350\uFF1A", aiHint] })) : null, _jsxs("div", { className: [
|
|
154
|
-
'game-2048-overlay',
|
|
155
|
-
overlayVisible ? 'is-visible' : '',
|
|
156
|
-
isWon ? 'is-won' : '',
|
|
157
|
-
isLost ? 'is-lost' : ''
|
|
158
|
-
]
|
|
159
|
-
.filter(Boolean)
|
|
160
|
-
.join(' '), children: [isWon ? _jsx("h2", { children: "\u4F60\u8D62\u4E86\uFF01" }) : null, isLost ? _jsx("h2", { children: "\u6E38\u620F\u7ED3\u675F" }) : null, _jsxs("div", { className: "row", children: [isWon ? (_jsx("button", { className: "game-2048-button", type: "button", onClick: () => continuePlaying(), children: "\u7EE7\u7EED\u6E38\u620F" })) : null, isLost && !undoDisabled ? (_jsx("button", { className: "game-2048-button", type: "button", onClick: () => undo(), children: "\u6094\u4E00\u6B65" })) : null, overlayVisible ? (_jsx("button", { className: "game-2048-button is-primary", type: "button", onClick: () => newGame(), children: "\u518D\u6765\u4E00\u5C40" })) : null] })] })] })] }));
|
|
161
|
-
}
|
|
162
|
-
export const Game2048 = forwardRef(Game2048Inner);
|
|
163
|
-
Game2048.displayName = 'Game2048';
|
|
164
|
-
//# sourceMappingURL=Game2048.js.map
|
package/dist/Game2048.js.map
DELETED
|
@@ -1 +0,0 @@
|
|
|
1
|
-
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package/dist/useGame.js
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1
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import { useEffect, useMemo, useRef, useState } from 'react';
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2
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import { bestMove as aiBestMove, Game2048 } from '@my-games/2048-core';
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3
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export function useGame(options = {}) {
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4
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const { aiDepth = 3, size, storage, saveKey, bestKey, freshStart, target, undoLimit, rng } = options;
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5
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// useMemo 依赖里不放 rng / storage(函数/对象引用不稳定;重开一次即可)
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6
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const game = useMemo(() => new Game2048({ size, storage, saveKey, bestKey, freshStart, target, undoLimit, rng }),
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7
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-
// eslint-disable-next-line react-hooks/exhaustive-deps
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8
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-
[size, saveKey, bestKey, target, undoLimit]);
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9
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-
const gameRef = useRef(game);
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10
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-
gameRef.current = game;
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11
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-
const [state, setState] = useState(() => game.getState());
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12
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-
useEffect(() => {
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13
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-
// 引擎替换时重新订阅;先把 state 拉齐到最新,防止首帧错位
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14
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-
setState(game.getState());
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15
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-
const unsub = game.subscribe((s) => setState(s));
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16
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-
return unsub;
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17
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-
}, [game]);
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18
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-
return {
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19
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-
state,
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20
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-
game,
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21
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-
move: (dir) => gameRef.current.move(dir),
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22
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-
newGame: () => gameRef.current.newGame(),
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23
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-
undo: () => gameRef.current.undo(),
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24
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-
continuePlaying: () => gameRef.current.continuePlaying(),
|
|
25
|
-
suggestMove: () => aiBestMove(gameRef.current.getGridValues(), { depth: aiDepth }),
|
|
26
|
-
aiMove: () => {
|
|
27
|
-
const dir = aiBestMove(gameRef.current.getGridValues(), { depth: aiDepth });
|
|
28
|
-
if (dir)
|
|
29
|
-
gameRef.current.move(dir);
|
|
30
|
-
return dir;
|
|
31
|
-
}
|
|
32
|
-
};
|
|
33
|
-
}
|
|
34
|
-
//# sourceMappingURL=useGame.js.map
|
package/dist/useGame.js.map
DELETED
|
@@ -1 +0,0 @@
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|
|
1
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