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| <div id="game-2048-container" style="max-width: 400px; margin: 20px auto; padding: 15px; border-radius: 8px; transition: all 0.3s ease; background: var(--card-bg); touch-action: none;"> <!-- 分数与控制区 --> <div style="display: flex; justify-content: space-between; margin-bottom: 15px; font-family: 'Segoe UI', Arial;"> <div style="font-size: 24px; font-weight: bold; color: var(--text-color);">2048</div> <div style="background: var(--primary-color); color: white; padding: 5px 10px; border-radius: 4px;"> 分数: <span id="score-2048">0</span> </div> <div style="display: flex; gap: 5px;"> <!-- 按钮增大点击区域并添加触摸反馈 --> <button id="undo-2048" style="background: var(--btn-bg); color: var(--btn-color); border: none; padding: 8px 12px; border-radius: 4px; cursor: pointer; opacity: 0.5; touch-action: manipulation;" disabled> 撤回 </button> <button id="reset-2048" style="background: var(--btn-bg); color: var(--btn-color); border: none; padding: 8px 12px; border-radius: 4px; cursor: pointer; touch-action: manipulation;"> 重置 </button> </div> </div> <!-- 游戏棋盘 --> <div id="game-2048-board" style="display: grid; grid-template-columns: repeat(4, 1fr); gap: 10px;"></div> <!-- 操作说明 --> <div style="margin-top: 15px; font-size: 14px; color: var(--text-color); font-family: 'Segoe UI', Arial;"> <p>操作:方向键或滑动屏幕移动方块,相同数字碰撞将合并</p> </div> </div>
<script> const container = document.getElementById('game-2048-container'); if (container) { // 获取DOM元素 const boardEl = container.querySelector('#game-2048-board'); const scoreEl = container.querySelector('#score-2048'); const resetBtn = container.querySelector('#reset-2048'); const undoBtn = container.querySelector('#undo-2048'); // 游戏配置 const SIZE = 4; let grid = []; let score = 0; let isDarkMode = false; let history = []; let isTouching = false; let touchTarget = null; // 记录触摸目标,区分按钮和棋盘 // 颜色映射(保持不变) const getColors = (value) => { const colors = { 2: { bg: isDarkMode ? '#3a3a3a' : '#eee4da', text: isDarkMode ? '#fff' : '#776e65' }, 4: { bg: isDarkMode ? '#4a4a4a' : '#ede0c8', text: isDarkMode ? '#fff' : '#776e65' }, 8: { bg: isDarkMode ? '#ff9966' : '#f2b179', text: '#f9f6f2' }, 16: { bg: isDarkMode ? '#ff7733' : '#f59563', text: '#f9f6f2' }, 32: { bg: isDarkMode ? '#ff5500' : '#f67c5f', text: '#f9f6f2' }, 64: { bg: isDarkMode ? '#ff3300' : '#f65e3b', text: '#f9f6f2' }, 128: { bg: isDarkMode ? '#ffcc66' : '#edcf72', text: '#f9f6f2' }, 256: { bg: isDarkMode ? '#ffbb33' : '#edcc61', text: '#f9f6f2' }, 512: { bg: isDarkMode ? '#ffaa00' : '#edc850', text: '#f9f6f2' }, 1024: { bg: isDarkMode ? '#ff9900' : '#edc53f', text: '#f9f6f2' }, 2048: { bg: isDarkMode ? '#ff8800' : '#edc22e', text: '#f9f6f2' } }; if (!colors[value]) { colors[value] = { bg: isDarkMode ? '#ff5555' : '#3c3a32', text: '#f9f6f2' }; } return colors[value]; }; // 初始化网格(保持不变) const initGrid = () => { grid = Array(SIZE).fill().map(() => Array(SIZE).fill(0)); score = 0; history = []; scoreEl.textContent = '0'; addRandomNumber(); addRandomNumber(); updateUndoBtn(); renderGrid(); }; // 保存历史记录(保持不变) const saveHistory = () => { const gridCopy = JSON.parse(JSON.stringify(grid)); history.push({ grid: gridCopy, score: score }); if (history.length > 10) history.shift(); updateUndoBtn(); }; // 撤回操作(保持不变) const undoMove = () => { if (history.length === 0) return; const lastState = history.pop(); grid = lastState.grid; score = lastState.score; scoreEl.textContent = score; updateUndoBtn(); renderGrid(); }; // 更新撤回按钮状态(保持不变) const updateUndoBtn = () => { undoBtn.disabled = history.length === 0; undoBtn.style.opacity = history.length === 0 ? '0.5' : '1'; }; // 随机生成数字(保持不变) const addRandomNumber = () => { const emptyCells = []; for (let i = 0; i < SIZE; i++) { for (let j = 0; j < SIZE; j++) { if (grid[i][j] === 0) emptyCells.push({ i, j }); } } if (emptyCells.length === 0) return false; const { i, j } = emptyCells[Math.floor(Math.random() * emptyCells.length)]; grid[i][j] = Math.random() < 0.9 ? 2 : 4; return true; }; // 渲染网格(保持不变) const renderGrid = () => { boardEl.innerHTML = ''; for (let i = 0; i < SIZE; i++) { for (let j = 0; j < SIZE; j++) { const cell = document.createElement('div'); const value = grid[i][j]; cell.style.width = '80px'; cell.style.height = '80px'; cell.style.borderRadius = '4px'; cell.style.display = 'flex'; cell.style.alignItems = 'center'; cell.style.justifyContent = 'center'; cell.style.fontWeight = 'bold'; cell.style.transition = 'all 0.2s ease'; cell.style.fontFamily = 'Arial, sans-serif'; if (value === 0) { cell.style.background = isDarkMode ? '#2a2a2a' : '#cdc1b4'; cell.style.color = 'transparent'; } else { const { bg, text } = getColors(value); cell.style.background = bg; cell.style.color = text; cell.style.fontSize = value < 100 ? '24px' : value < 1000 ? '20px' : '16px'; cell.textContent = value; } boardEl.appendChild(cell); } } }; // 移动逻辑(保持不变) const moveLeft = () => { let moved = false; for (let i = 0; i < SIZE; i++) { for (let j = 1; j < SIZE; j++) { if (grid[i][j] !== 0) { let k = j; while (k > 0 && grid[i][k - 1] === 0) { grid[i][k - 1] = grid[i][k]; grid[i][k] = 0; k--; moved = true; } if (k > 0 && grid[i][k - 1] === grid[i][k]) { grid[i][k - 1] *= 2; score += grid[i][k - 1]; grid[i][k] = 0; moved = true; } } } } return moved; }; const moveRight = () => { let moved = false; for (let i = 0; i < SIZE; i++) { for (let j = SIZE - 2; j >= 0; j--) { if (grid[i][j] !== 0) { let k = j; while (k < SIZE - 1 && grid[i][k + 1] === 0) { grid[i][k + 1] = grid[i][k]; grid[i][k] = 0; k++; moved = true; } if (k < SIZE - 1 && grid[i][k + 1] === grid[i][k]) { grid[i][k + 1] *= 2; score += grid[i][k + 1]; grid[i][k] = 0; moved = true; } } } } return moved; }; const moveUp = () => { let moved = false; for (let j = 0; j < SIZE; j++) { for (let i = 1; i < SIZE; i++) { if (grid[i][j] !== 0) { let k = i; while (k > 0 && grid[k - 1][j] === 0) { grid[k - 1][j] = grid[k][j]; grid[k][j] = 0; k--; moved = true; } if (k > 0 && grid[k - 1][j] === grid[k][j]) { grid[k - 1][j] *= 2; score += grid[k - 1][j]; grid[k][j] = 0; moved = true; } } } } return moved; }; const moveDown = () => { let moved = false; for (let j = 0; j < SIZE; j++) { for (let i = SIZE - 2; i >= 0; i--) { if (grid[i][j] !== 0) { let k = i; while (k < SIZE - 1 && grid[k + 1][j] === 0) { grid[k + 1][j] = grid[k][j]; grid[k][j] = 0; k++; moved = true; } if (k < SIZE - 1 && grid[k + 1][j] === grid[k][j]) { grid[k + 1][j] *= 2; score += grid[k + 1][j]; grid[k][j] = 0; moved = true; } } } } return moved; }; // 处理移动(保持不变) const handleMove = (direction) => { let moved; switch (direction) { case 'left': moved = moveLeft(); break; case 'right': moved = moveRight(); break; case 'up': moved = moveUp(); break; case 'down': moved = moveDown(); break; default: return; } if (moved) { saveHistory(); scoreEl.textContent = score; addRandomNumber(); renderGrid(); checkGameState(); } }; // 检查游戏状态(保持不变) const checkGameState = () => { for (let i = 0; i < SIZE; i++) { for (let j = 0; j < SIZE; j++) { if (grid[i][j] === 2048) { setTimeout(() => alert('恭喜你赢了!'), 300); return; } } } for (let i = 0; i < SIZE; i++) { for (let j = 0; j < SIZE; j++) { if (grid[i][j] === 0) return; } } for (let i = 0; i < SIZE; i++) { for (let j = 0; j < SIZE - 1; j++) { if (grid[i][j] === grid[i][j + 1]) return; } } for (let j = 0; j < SIZE; j++) { for (let i = 0; i < SIZE - 1; i++) { if (grid[i][j] === grid[i + 1][j]) return; } } setTimeout(() => alert('游戏结束!得分:' + score), 300); }; // 明暗模式适配(保持不变) const checkThemeMode = () => { isDarkMode = document.documentElement.classList.contains('dark'); renderGrid(); }; const themeObserver = new MutationObserver(() => checkThemeMode()); themeObserver.observe(document.documentElement, { attributes: true }); // 键盘控制(保持不变) const handleKeydown = (e) => { switch (e.key) { case 'ArrowLeft': handleMove('left'); e.preventDefault(); break; case 'ArrowRight': handleMove('right'); e.preventDefault(); break; case 'ArrowUp': handleMove('up'); e.preventDefault(); break; case 'ArrowDown': handleMove('down'); e.preventDefault(); break; default: return; } }; // 触屏控制(核心修复:区分按钮和棋盘触摸) let touchStartX = 0, touchStartY = 0; // 触摸开始:记录目标元素 const handleTouchStart = (e) => { touchTarget = e.target; // 记录触摸的元素(按钮或棋盘) // 只有触摸棋盘时才处理滑动逻辑 if (touchTarget === boardEl || boardEl.contains(touchTarget)) { isTouching = true; touchStartX = e.touches[0].clientX; touchStartY = e.touches[0].clientY; e.preventDefault(); } // 触摸按钮时不阻止默认行为,确保点击有效 }; // 触摸移动:只在触摸棋盘时阻止滚动 const handleTouchMove = (e) => { if (isTouching && (touchTarget === boardEl || boardEl.contains(touchTarget))) { e.preventDefault(); // 仅棋盘滑动阻止滚动 } }; // 触摸结束:区分处理 const handleTouchEnd = (e) => { if (isTouching) { isTouching = false; const touchEndX = e.changedTouches[0].clientX; const touchEndY = e.changedTouches[0].clientY; const diffX = touchEndX - touchStartX; const diffY = touchEndY - touchStartY; if (Math.abs(diffX) > 30 || Math.abs(diffY) > 30) { if (Math.abs(diffX) > Math.abs(diffY)) { diffX > 0 ? handleMove('right') : handleMove('left'); } else { diffY > 0 ? handleMove('down') : handleMove('up'); } } e.preventDefault(); } touchTarget = null; // 重置触摸目标 }; // 为按钮添加专门的触摸事件(解决移动端点击无反应) const handleButtonTouch = (callback) => { return (e) => { e.stopPropagation(); // 阻止事件冒泡到容器 callback(); }; }; // 事件绑定(优化版) document.addEventListener('keydown', handleKeydown); container.addEventListener('touchstart', handleTouchStart, { passive: false }); container.addEventListener('touchmove', handleTouchMove, { passive: false }); container.addEventListener('touchend', handleTouchEnd, { passive: false }); // 按钮单独绑定触摸和点击事件,确保移动端响应 resetBtn.addEventListener('click', initGrid); resetBtn.addEventListener('touchstart', handleButtonTouch(initGrid), { passive: true }); undoBtn.addEventListener('click', undoMove); undoBtn.addEventListener('touchstart', handleButtonTouch(undoMove), { passive: true }); // 初始化 checkThemeMode(); initGrid(); } </script>
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