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First entry of my 1024 Game (v0.5)

master
chiefdaft 2022-03-15 21:24:45 +01:00 committed by Jelco Huijser
parent aa3bf728fa
commit 87451c8ed1
7 changed files with 705 additions and 0 deletions

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apps/game1024/Changelog Normal file
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0.01: New App!
0.5: First version in Github

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require("heatshrink").decompress(atob("mEwwg96xAACCqMICwYABwAsSAAoWWDBhEGJSAWLGBQuMGBQWNGBAuH/84GBoNGx///AwMFxH/mQYHGAgXHn//GIIXLIo84nAxBwZIKFo4YBMAM/PQwXJCwIABn8y//zC5BeFwYXDmaSCGApgCC4oRBAAQ0CwYwFC5BeB/GCkY0B+YHBC452H+YqBSYRgJUw7tCAYIZCC6ApBU4TZHC44rCJAJgCR4wXLIgMzC4MzF55ICSYUzC6bZDPgIXOJAYACLwwXCa4oXHBgzvIJAzVGC7ZgHwXdAAXSLxAXIpvUkUilvdC6Pd7ADBwndlAXJMAwXLLwYXI6Wq1RHBC5RIGCYIAC6hGJGA6nKFwp5IABAWGbRDUKGCYWIGBouJGBoWKDBYWMJRBELGRQVRAE4A=="))

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apps/game1024/app.js Normal file
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const debugMode = 'development'; // valid values are: off, test, production, development
const middle = {x:Math.floor(g.getWidth()/2)-20, y: Math.floor(g.getHeight()/2)};
const rows = 4, cols = 4;
const borderWidth = 6;
const sqWidth = (Math.floor(Bangle.appRect.w - 48) / rows) - borderWidth;
const cellColors = [{bg:'#CCFFFF', fg: '#000000'},
{bg:'#FF9966', fg: '#000000'}, {bg:'#330033', fg: '#FFFFFF'}, {bg:'#6600FF', fg: '#FFFFFF'}, {bg:'#33CC66', fg: '#000000'},
{bg:'#990000', fg: '#FFFFFF'}, {bg:'#99FF66', fg: '#000000'}, {bg:'#0033CC', fg: '#FFFFFF'}, {bg:'#CCFF00', fg: '#000000'},
{bg:'#00CC00', fg: '#FFFFFF'}, {bg:'#FF0000', fg: '#FFFFFF'}];
const cellFgColor = '#000000';
const cellShadowColor = '#f2f2f2';
const cellFonts = ["12x20", "12x20", "Vector:14"];
const cellChars = [
[0,1,2,3,4,5,6,7,8,9,10],
['0','A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J'],
['0','I', 'II', 'III', 'IV', 'V', 'VI', 'VII','VIII', 'IX', 'X']
];
// const numInitialCells = 2;
const maxUndoLevels = 4;
const noExceptions = true;
let charIndex = 0; // plain numbers on the grid
const scores = {
currentScore: 0,
highScore: 0,
lastScores: [0],
add: function(val) {
this.currentScore = this.currentScore + Math.pow(2, val);
debug(console.log("new score=",this.currentScore));
},
addToUndo: function () {
this.lastScores.push(this.currentScore);
if (this.lastScores.length > maxUndoLevels) this.lastScores.shift();
},
undo: function () {
this.currentScore = this.lastScores.pop();
debug(console.log("undo score =", this.currentScore, "rest:", this.lastScores));
},
reset: function () {
this.currentScore = 0;
this.lastScores = [0];
},
draw: function () {
g.setColor(btnAtribs.fg);
let ulCorner = {x: Bangle.appRect.x + 6, y: Bangle.appRect.y2 -22 };
let lrCorner = {x: Bangle.appRect.x2, y: Bangle.appRect.y2 - 1};
g.fillRect(ulCorner.x, ulCorner.y, lrCorner.x, lrCorner.y);
g.setFont12x20(1);
g.setFontAlign(0,0,0);
let scrX = Math.floor((ulCorner.x + lrCorner.x)/3);
let scrY = Math.floor((ulCorner.y + lrCorner.y)/2) + 1;
g.setColor('#000000');
g.drawString(this.currentScore, scrX+1, scrY+1);
g.setColor(btnAtribs.bg);
g.drawString(this.currentScore, scrX, scrY);
scrX = Math.floor(4*(ulCorner.x + lrCorner.x)/5);
g.setFont("6x8:1x2");
g.drawString(this.highScore, btnAtribs.x + Math.floor(btnAtribs.w/2), scrY);
},
hsContents: function () {
return {"highScore": this.highScore, "lastScore": this.currentScore};
},
check: function () {
this.highScore = (this.currentScore > this.highScore) ? this.currentScore : this.highScore;
debug(console.log('highScore =', this.highScore));
}
};
// snapshot interval is the number of moves after wich a snapshot is wriiten to file
const snInterval = 1;
const snReadOnInit = true;
// a snapshot contains a json file dump of the last positions of the tiles on the board, including the scores
const snapshot = {
interval: snInterval,
snFileName: 'game1024.json',
counter: 0,
updCounter: function() {
this.counter = ++this.counter > this.interval ? 0 : this.counter;
},
dump: {gridsize: rows * cols, expVals: [], score: 0, highScore: 0, charIndex: charIndex},
write: function() {
require("Storage").writeJSON(this.snFileName, this.dump);
},
read: function () {
let sn = require("Storage").readJSON(this.snFileName, noExceptions);
if ((typeof sn == "undefined") || (sn.gridsize !== rows * cols)) {
require("Storage").writeJSON(this.snFileName, this.dump);
return false;
} else {
if ((typeof sn !== "undefined") && (sn.gridsize == rows * cols)){
this.dump = sn;
return true;
}
}
},
setDump: function () {
this.dump.expVals = [];
allSquares.forEach(sq => {
this.dump.expVals.push(sq.expVal);
});
this.dump.score = scores.currentScore;
this.dump.highScore = scores.highScore;
this.dump.charIndex = charIndex;
},
make: function () {
this.updCounter();
if (this.counter == this.interval) {
this.setDump();
this.write();
debug(console.log("D U M P E D!", this.dump));
}
},
recover: function () {
if (this.read()) {
this.dump.expVals.forEach((val, idx) => {
allSquares[idx].setExpVal(val);
});
scores.currentScore = this.dump.score ? this.dump.score : 0;
scores.highScore = this.dump.highScore ? this.dump.highScore : 0 ;
charIndex = this.dump.charIndex ? this.dump.charIndex : 0 ;
}
},
reset: function () {
this.dump.gridsize = rows * cols;
this.dump.expVals = [];
for (let i = 0; i< this.dump.gridsize; i++) {
this.dump.expVals[i] = 0;
}
this.dump.score = scores.currentScore;
this.dump.charIndex = charIndex;
this.write();
debug(console.log("reset D U M P E D!", this.dump));
}
};
const btnAtribs = {x: 134, w: 42, h: 42, fg:'#B5E61D', bg:'#870014'};
const buttons = {
all: [],
draw: function () {
this.all.forEach(btn => {
btn.draw();
});
},
add: function(btn) {
this.all.push(btn);
}
};
/**
* to the right = -1
all tiles move to the left, begin with the outer righthand side tiles
moving 0 to max 3 places to the right
find first tile beginning with bottom row, righthand side
*/
const mover = {
direction: {
up: {name: 'up', step: 1, innerBegin: 0, innerEnd: rows-1, outerBegin: 0, outerEnd: cols-1, iter: rows -1,
sqIndex: function (m,n) {return m*(cols) + n;}, sqNextIndex: function (m,n) {return m < rows -1 ? (m+1)*(cols) + n : -1;}
},
down: {name: 'down', step:-1, innerBegin: rows-1, innerEnd: 0, outerBegin: cols-1, outerEnd: 0, iter: rows -1,
sqIndex: function (m,n) {return m*(cols) + n;}, sqNextIndex: function (m,n) {return m > 0 ? (m-1)*(cols) + n : -1;}
},
left: {name: 'left', step: 1, innerBegin: 0, innerEnd: cols-1, outerBegin: 0, outerEnd: rows-1, iter: cols -1,
sqIndex: function (m,n) {return n*(rows) + m;}, sqNextIndex: function (m,n) {return m < cols -1 ? n*(rows) + m +1 : -1;}
},
right: {name: 'right', step:-1, innerBegin: cols-1, innerEnd: 0, outerBegin: rows-1, outerEnd: 0, iter: cols -1,
sqIndex: function (m,n) {return n*(rows) + m;}, sqNextIndex: function (m,n) {return m > 0 ? n*(rows) + m -1: -1;}
}
},
anyLeft: function() {
let canContinue = false;
[this.direction.up,this.direction.left].forEach (dir => {
const step = dir.step;
// outer loop for all colums/rows
for (let n = dir.outerBegin; step*n <= step*dir.outerEnd; n=n+step) {
// lets move squares one position in a row or column, counting backwards starting from the and where the squares will end up
for (let m = dir.innerBegin; step*m <= step*dir.innerEnd; m=m+step) {
const idx = dir.sqIndex(m,n);
const nextIdx = dir.sqNextIndex(m,n);
if (allSquares[idx].expVal == 0) {
canContinue = true; // there is an empty cell found
break;
}
if (nextIdx >= 0) {
if (allSquares[idx].expVal == allSquares[nextIdx].expVal) {
canContinue = true; // equal adjacent cells > 0 found
break;
}
if (allSquares[nextIdx].expVal == 0) {
canContinue = true; // there is an empty cell found
break;
}
}
if (canContinue) break;
}
if (canContinue) break;
}
});
return canContinue;
},
nonEmptyCells: function (dir) {
debug(console.log("Move: ", dir.name));
const step = dir.step;
// outer loop for all colums/rows
for (let n = dir.outerBegin; step*n <= step*dir.outerEnd; n=n+step) {
// let rowStr = '| ';
// Move a number of iteration with the squares to move them all to one side
for (let iter = 0; iter < dir.iter; iter++) {
// lets move squares one position in a row or column, counting backwards starting from the and where the squares will end up
for (let m = dir.innerBegin; step*m <= step*dir.innerEnd; m=m+step) {
// get the array of squares index for current cell
const idx = dir.sqIndex(m,n);
const nextIdx = dir.sqNextIndex(m,n);
if (allSquares[idx].expVal == 0 && nextIdx >= 0) {
allSquares[idx].setExpVal(allSquares[nextIdx].expVal);
allSquares[nextIdx].setExpVal(0);
}
}
}
}
},
// add up the conjacent squares with identical values en set next square to empty in the process
mergeEqlCells: function(dir) {
const step = dir.step;
// outer loop for all colums/rows
for (let n = dir.outerBegin; step*n <= step*dir.outerEnd; n=n+step) {
// lets move squares one position in a row or column, counting backwards starting from the and where the squares will end up
for (let m = dir.innerBegin; step*m <= step*dir.innerEnd; m=m+step) {
const idx = dir.sqIndex(m,n);
const nextIdx = dir.sqNextIndex(m,n);
if ((allSquares[idx].expVal > 0) && nextIdx >= 0) {
if (allSquares[idx].expVal == allSquares[nextIdx].expVal) {
let expVal = allSquares[idx].expVal;
allSquares[idx].setExpVal(++expVal);
allSquares[idx].addToScore();
allSquares[nextIdx].setExpVal(0);
}
}
}
}
}
};
// Minimum number of pixels to interpret it as drag gesture
const dragThreshold = 10;
// Maximum number of pixels to interpret a click from a drag event series
const clickThreshold = 3;
let allSquares = [];
// let buttons = [];
class Button {
constructor(name, x0, y0, width, height, text, bg, fg, cb, enabled) {
this.x0 = x0;
this.y0 = y0;
this.x1 = x0 + width;
this.y1 = y0 + height;
this.name = name;
this.cb = cb;
this.text = text;
this.bg = bg;
this.fg = fg;
this.font = "6x8:3";
this.enabled = enabled;
}
disable() {
this.enabled = false;
}
enable() {
this.enabled = true;
}
draw() {
g.setColor(this.bg);
g.fillRect(this.x0, this.y0, this.x1, this.y1);
g.setFont(this.font);
g.setFontAlign(0,0,0);
let strX = Math.floor((this.x0+this.x1)/2);
let strY = Math.floor((this.y0+this.y1)/2);
g.setColor("#000000");
g.drawString(this.text, strX+2, strY+2);
g.setColor(this.fg);
g.drawString(this.text, strX, strY);
// buttons.push(this);
}
onClick() {if (typeof this.cb === 'function' && this.enabled) {
this.cb(this);
}
}
}
class Cell {
constructor(x0, y0, width, idx, cb) {
this.x0 = x0;
this.y0 = y0;
this.x1 = x0 + width;
this.y1 = y0 + width;
this.expVal = 0;
this.previousExpVals=[];
this.idx = idx;
this.cb = cb;
}
getColor(i) {
return cellColors[i >= cellColors.length ? cellColors.length -1 : i];
}
drawBg() {
g.setColor(this.getColor(this.expVal).bg);
g.fillRect(this.x0, this.y0, this.x1, this.y1);
}
drawNumber() {
if (this.expVal !== 0) {
g.setFont(cellFonts[charIndex]);
g.setFontAlign(0,0,0);
let char = cellChars[charIndex][this.expVal];
let strX = Math.floor((this.x0 + this.x1)/2);
let strY = Math.floor((this.y0 + this.y1)/2);
// g.setColor(cellShadowColor);
// g.drawString(this.expVal, strX+1, strY+1);
g.setColor(this.getColor(this.expVal).fg);
g.drawString(char, strX, strY);
}
}
setExpVal(val) {
this.expVal = val;
}
getIdx() {return this.idx;}
pushToUndo() {
// remember this new step
this.previousExpVals.push(this.expVal);
// keep the undo list not longer than max undo levels
if (this.previousExpVals.length > maxUndoLevels) this.previousExpVals.shift();
}
popFromUndo() {
// take one step back
if (this.previousExpVals.length > 0) {
this.expVal = this.previousExpVals.pop();
}
}
removeUndo() {
this.previousExpVals=[0];
}
addToScore() {if (typeof this.cb === 'function') {
this.cb(this.expVal);
}
}
}
function undoGame() {
g.clear();
if (scores.lastScores.length > 0) {
allSquares.forEach(sq => {
sq.popFromUndo();
sq.drawBg();
sq.drawNumber();
});
scores.undo();
scores.draw();
buttons.draw();
updUndoLvlIndex();
snapshot.make();
}
Bangle.loadWidgets();
Bangle.drawWidgets();
}
function addToUndo() {
allSquares.forEach(sq => {
sq.pushToUndo();
});
scores.addToUndo();
}
function addToScore (val) {
scores.add(val);
if (val == 10) messageYouWin();
}
function createGrid () {
let cn =0;
for (let r = 0; r < rows; r++) {
for (let c = 0; c < cols; c++) {
let x0 = borderWidth + c*(borderWidth + sqWidth) - (rows/2)*(2*borderWidth + sqWidth) + middle.x + Math.floor(sqWidth/3);
let y0 = borderWidth + r*(borderWidth + sqWidth) - (cols/2)*(2*borderWidth + sqWidth) + middle.y + Math.floor(sqWidth/3);
let cell = new Cell(x0, y0, sqWidth, c + r*cols, addToScore);
allSquares.push(cell);
}
}
}
function messageGameOver () {
g.setColor("#1a0d00");
g.setFont12x20(2);
g.setFontAlign(0,0,0);
g.drawString("G A M E", middle.x+13, middle.y-24);
g.drawString("O V E R !", middle.x+13, middle.y+24);
g.setColor("#ffffff");
g.drawString("G A M E", middle.x+12, middle.y-25);
g.drawString("O V E R !", middle.x+12, middle.y+25);
}
function messageYouWin () {
g.setColor("#1a0d00");
g.setFont12x20(2);
g.setFontAlign(0,0,0);
g.drawString("YOU HAVE", middle.x+18, middle.y-24);
g.drawString("W O N ! !", middle.x+18, middle.y+24);
g.setColor("#FF0808");
g.drawString("YOU HAVE", middle.x+17, middle.y-25);
g.drawString("W O N ! !", middle.x+17, middle.y+25);
Bangle.buzz(200, 1);
}
function makeRandomNumber () {
return Math.ceil(2*Math.random());
}
function addRandomNumber() {
let emptySquaresIdxs = [];
allSquares.forEach(sq => {
if (sq.expVal == 0) emptySquaresIdxs.push(sq.getIdx());
});
if (emptySquaresIdxs.length > 0) {
let randomIdx = Math.floor( emptySquaresIdxs.length * Math.random() );
allSquares[emptySquaresIdxs[randomIdx]].setExpVal(makeRandomNumber());
}
}
function drawGrid() {
allSquares.forEach(sq => {
sq.drawBg();
sq.drawNumber();
});
}
function initGame() {
g.clear();
// scores.read();
createGrid();
if (snReadOnInit) {
snapshot.recover();
debug(console.log("R E C O V E R E D !", snapshot.dump));
let sum = allSquares.reduce((t,v) => { return t + v ;});
if (!sum) {
addRandomNumber();
}
} else {
addRandomNumber();
// addToUndo();
}
addRandomNumber();
drawGrid();
scores.draw();
buttons.draw();
// Clock mode allows short-press on button to exit
Bangle.setUI("clock");
// Load widgets
Bangle.loadWidgets();
Bangle.drawWidgets();
}
function drawPopUp(message,cb) {
g.setColor('#FFFFFF');
let rDims = Bangle.appRect;
g.fillPoly([rDims.x+10, rDims.y+20,
rDims.x+20, rDims.y+10,
rDims.x2-30, rDims.y+10,
rDims.x2-20, rDims.y+20,
rDims.x2-20, rDims.y2-40,
rDims.x2-30, rDims.y2-30,
rDims.x+20, rDims.y2-30,
rDims.x+10, rDims.y2-40
]);
buttons.all.forEach(btn => {btn.disable();});
const btnYes = new Button('yes', rDims.x+16, rDims.y2-80, 54, btnAtribs.h, 'YES', btnAtribs.fg, btnAtribs.bg, cb, true);
const btnNo = new Button('no', rDims.x2-80, rDims.y2-80, 54, btnAtribs.h, 'NO', btnAtribs.fg, btnAtribs.bg, cb, true);
btnYes.draw();
btnNo.draw();
g.setColor('#000000');
g.setFont12x20(1);
g.setFontAlign(-1,-1,0);
g.drawString(message, rDims.x+20, rDims.y+20);
buttons.add(btnYes);
buttons.add(btnNo);
}
function handlePopUpClicks(btn) {
const name = btn.name;
buttons.all.pop(); // remove the no button
buttons.all.pop(); // remove the yes button
buttons.all.forEach(b => {b.enable();}); // enable the remaining buttons again
debug(console.log("Button name =", name));
switch (name) {
case 'yes':
resetGame();
break;
default:
g.clear();
drawGrid();
scores.draw();
buttons.draw();
updUndoLvlIndex();
Bangle.loadWidgets();
Bangle.drawWidgets();
}
}
function resetGame() {
g.clear();
scores.reset();
allSquares.forEach(sq => {sq.setExpVal(0);sq.removeUndo();});
addRandomNumber();
addRandomNumber();
drawGrid();
scores.draw();
buttons.draw();
Bangle.loadWidgets();
Bangle.drawWidgets();
}
/**
* Function that can be used in test or development environment, or production.
* Depends on global constant EFTriggerDebugMode
* @param {function} func function to call like console.log()
*/
const debug = (func) => {
switch (debugMode) {
case "development":
// console.log("Development");
if (typeof func === 'function') {
func();
}
break;
case "test" :
console.log("--- test ---");
if (typeof func === 'function') {
func();
}
break;
case "off":
case "production": // ignore func
default: break;
}
};
const test = {
drawAllColors: function(i) {
charIndex = i>2 ? 0 : i<0 ? 0 : i;
allSquares.forEach((sq,i) => {
let c = i<11 ? i : i-10;
sq.setExpVal(c);
debug(console.log("c=",c));
});
drawGrid();
},
youWin: function() {
messageYouWin();
},
gameOver: function() {
messageGameOver();
}
};
// Handle a "click" event (only needed for menu button)
function handleclick(e) {
buttons.all.forEach(btn => {
if ((e.x >= btn.x0) && (e.x <= btn.x1) && (e.y >= btn.y0) && (e.y <= btn.y1)) {
btn.onClick();
debug(console.log(btn.name));
}
});
}
// Handle a drag event (moving the stones around)
function handledrag(e) {
/*debug(Math.abs(e.dx) > Math.abs(e.dy) ?
(e.dx > 0 ? e => console.log('To the right') : e => console.log('To the left') ) :
(e.dy > 0 ? e => console.log('Move down') : e => console.log('Move up') ));
*/
// [move.right, move.left, move.up, move.down]
runGame((Math.abs(e.dx) > Math.abs(e.dy) ?
(e.dx > 0 ? mover.direction.right : mover.direction.left ) :
(e.dy > 0 ? mover.direction.down : mover.direction.up )));
}
// Evaluate "drag" events from the UI and call handlers for drags or clicks
// The UI sends a drag as a series of events indicating partial movements
// of the finger.
// This class combines such parts to a long drag from start to end
// If the drag is short, it is interpreted as click,
// otherwise as drag.
// The approprate method is called with the data of the drag.
class Dragger {
constructor(clickHandler, dragHandler, clickThreshold, dragThreshold) {
this.clickHandler = clickHandler;
this.dragHandler = dragHandler;
this.clickThreshold = (clickThreshold === undefined ? 3 : clickThreshold);
this.dragThreshold = (dragThreshold === undefined ? 10 : dragThreshold);
this.dx = 0;
this.dy = 0;
this.enabled = true;
}
// Enable or disable the Dragger
setEnabled(b) {
this.enabled = b;
}
// Handle a raw drag event from the UI
handleRawDrag(e) {
if (!this.enabled)
return;
this.dx += e.dx; // Always accumulate
this.dy += e.dy;
if (e.b === 0) { // Drag event ended: Evaluate full drag
if (Math.abs(this.dx) < this.clickThreshold && Math.abs(this.dy) < this.clickThreshold)
this.clickHandler({
x: e.x - this.dx,
y: e.y - this.dy
}); // take x and y from the drag start
else if (Math.abs(this.dx) > this.dragThreshold || Math.abs(this.dy) > this.dragThreshold)
this.dragHandler({
x: e.x - this.dx,
y: e.y - this.dy,
dx: this.dx,
dy: this.dy
});
this.dx = 0; // Clear the drag accumulator
this.dy = 0;
}
}
// Attach the drag evaluator to the UI
attach() {
Bangle.on("drag", e => this.handleRawDrag(e));
}
}
// Dragger is needed for interaction during the game
var dragger = new Dragger(handleclick, handledrag, clickThreshold, dragThreshold);
// Disable dragger as board is not yet initialized
dragger.setEnabled(false);
// Nevertheless attach it so that it is ready once the game starts
dragger.attach();
function runGame(dir){
addToUndo();
updUndoLvlIndex();
mover.nonEmptyCells(dir);
mover.mergeEqlCells(dir);
mover.nonEmptyCells(dir);
addRandomNumber();
drawGrid();
scores.check();
scores.draw();
// scores.write();
snapshot.make();
dragger.setEnabled(true);
if (!(mover.anyLeft())) {
debug(console.log("G A M E O V E R !!"));
snapshot.reset();
messageGameOver();
}
}
function updUndoLvlIndex() {
let x = 170;
let y = 60;
g.setColor(btnAtribs.fg);
g.fillRect(x-6,y-6, 176, 67);
if (scores.lastScores.length > 0) {
g.setColor("#000000");
g.setFont("4x6:2");
g.drawString(scores.lastScores.length, x, y);
}
}
function incrCharIndex() {
charIndex++;
if (charIndex >= cellChars.length) charIndex = 0;
drawGrid();
}
buttons.add(new Button('undo', btnAtribs.x, 25, btnAtribs.w, btnAtribs.h, 'U', btnAtribs.fg, btnAtribs.bg, undoGame, true));
buttons.add(new Button('chars', btnAtribs.x, 71, btnAtribs.w, 31, '*', btnAtribs.fg, btnAtribs.bg, function(){incrCharIndex();}, true));
buttons.add(new Button('restart', btnAtribs.x, 106, btnAtribs.w, btnAtribs.h, 'R', btnAtribs.fg, btnAtribs.bg, function(){drawPopUp('Do you want\nto restart?',handlePopUpClicks);}, true));
initGame();
dragger.setEnabled(true);

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require("Storage").write("timer.info",{
"id":"game1024",
"name":"1024 Game",
"src":"game1024.app.js",
"icon":"game1024.img"
});

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{"gridsize": 16, "expVals": [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0], "score": 0, "highScore": 0, "charIndex": 1}

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{ "id": "game1024",
"name": "1024 Game",
"shortName" : "1024 Game",
"icon": "game1024.img",
"description": "Join the numbers and get to the 1024 tile!",
"tags": "game puzzle 1024",
"allow_emulator": true,
"supports" : ["BANGLEJS2"],
"storage": [
{"name":"game1024.app.js","url":"app.js"},
{"name":"game1024.img","url":"app-icon.js","evaluate":true}
]
}