├── .gitignore ├── Assets ├── Materials.meta ├── Materials │ ├── GridMaterial.mat │ ├── GridMaterial.mat.meta │ ├── TileMaterial.mat │ └── TileMaterial.mat.meta ├── Prefabs.meta ├── Prefabs │ ├── 1024.prefab │ ├── 1024.prefab.meta │ ├── 128.prefab │ ├── 128.prefab.meta │ ├── 16.prefab │ ├── 16.prefab.meta │ ├── 2.prefab │ ├── 2.prefab.meta │ ├── 2048.prefab │ ├── 2048.prefab.meta │ ├── 256.prefab │ ├── 256.prefab.meta │ ├── 32.prefab │ ├── 32.prefab.meta │ ├── 4.prefab │ ├── 4.prefab.meta │ ├── 512.prefab │ ├── 512.prefab.meta │ ├── 64.prefab │ ├── 64.prefab.meta │ ├── 8.prefab │ ├── 8.prefab.meta │ ├── Cell.prefab │ ├── Cell.prefab.meta │ ├── NoTile.prefab │ └── NoTile.prefab.meta ├── Scenes.meta ├── Scenes │ ├── GameScene.unity │ └── GameScene.unity.meta ├── Scripts.meta ├── Scripts │ ├── GridManager.cs │ ├── GridManager.cs.meta │ ├── SimplePool.cs │ ├── SimplePool.cs.meta │ ├── Tile.cs │ ├── Tile.cs.meta │ ├── TileAnimationHandler.cs │ └── TileAnimationHandler.cs.meta ├── Textures.meta └── Textures │ ├── Tiles.png │ └── Tiles.png.meta ├── ProjectSettings ├── AudioManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NavMeshLayers.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityAdsSettings.asset └── UnityAnalyticsManager.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | # =============== # 2 | # Unity generated # 3 | # =============== # 4 | Temp/ 5 | Obj/ 6 | UnityGenerated/ 7 | Library/ 8 | Build/ 9 | 10 | # ===================================== # 11 | # Visual Studio / MonoDevelop generated # 12 | # ===================================== # 13 | ExportedObj/ 14 | *.svd 15 | *.userprefs 16 | *.csproj 17 | *.pidb 18 | *.suo 19 | *.sln 20 | *.user 21 | *.unityproj 22 | *.booproj 23 | 24 | # ============ # 25 | # OS generated # 26 | # ============ # 27 | .DS_Store 28 | .DS_Store? 29 | ._* 30 | .Spotlight-V100 31 | .Trashes 32 | Icon? 33 | ehthumbs.db 34 | Thumbs.db 35 | 36 | # ======== # 37 | # My Stuff # 38 | # ======== # 39 | 2048DoomCrow* 40 | -------------------------------------------------------------------------------- /Assets/Materials.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 014a5a4de3c64814c9b56b0c51c71fab 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Materials/GridMaterial.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 3 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 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-------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 412dc09a07dee1842990604278650d8c 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Scripts/GridManager.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | using System.Collections; 4 | using System.Collections.Generic; 5 | 6 | public class GridManager : MonoBehaviour { 7 | private static int rows = 4; 8 | private static int cols = 4; 9 | private static int lowestNewTileValue = 2; 10 | private static int highestNewTileValue = 4; 11 | private static float borderOffset = 0.05f; 12 | private static float horizontalSpacingOffset = -1.65f; 13 | private static float verticalSpacingOffset = 1.65f; 14 | private static float borderSpacing = 0.1f; 15 | private static float halfTileWidth = 0.55f; 16 | private static float spaceBetweenTiles = 1.1f; 17 | 18 | private int points; 19 | private List tiles; 20 | private Rect resetButton; 21 | private Rect gameOverButton; 22 | private Vector2 touchStartPosition = Vector2.zero; 23 | 24 | public int maxValue = 2048; 25 | public GameObject gameOverPanel; 26 | public GameObject noTile; 27 | public Text scoreText; 28 | public GameObject[] tilePrefabs; 29 | public LayerMask backgroundLayer; 30 | public float minSwipeDistance = 10.0f; 31 | 32 | private enum State { 33 | Loaded, 34 | WaitingForInput, 35 | CheckingMatches, 36 | GameOver 37 | } 38 | 39 | private State state; 40 | 41 | #region monodevelop 42 | void Awake() { 43 | tiles = new List(); 44 | state = State.Loaded; 45 | } 46 | 47 | void Update() { 48 | if (state == State.GameOver) { 49 | gameOverPanel.SetActive(true); 50 | } else if (state == State.Loaded) { 51 | state = State.WaitingForInput; 52 | GenerateRandomTile(); 53 | GenerateRandomTile(); 54 | } else if (state == State.WaitingForInput) { 55 | #if UNITY_STANDALONE 56 | if (Input.GetButtonDown("Left")) { 57 | if (MoveTilesLeft()) { 58 | state = State.CheckingMatches; 59 | } 60 | } else if (Input.GetButtonDown("Right")) { 61 | if (MoveTilesRight()) { 62 | state = State.CheckingMatches; 63 | } 64 | } else if (Input.GetButtonDown("Up")) { 65 | if (MoveTilesUp()) { 66 | state = State.CheckingMatches; 67 | } 68 | } else if (Input.GetButtonDown("Down")) { 69 | if (MoveTilesDown()) { 70 | state = State.CheckingMatches; 71 | } 72 | } else if (Input.GetButtonDown("Reset")) { 73 | Reset(); 74 | } else if (Input.GetButtonDown("Quit")) { 75 | Application.Quit(); 76 | } 77 | #endif 78 | 79 | #if UNITY_ANDROID || UNITY_IOS || UNITY_WP8 || UNITY_WP8_1 80 | if(Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began) { 81 | touchStartPosition = Input.GetTouch(0).position; 82 | } 83 | if(Input.GetTouch(0).phase == TouchPhase.Ended) { 84 | Vector2 swipeDelta = (Input.GetTouch(0).position - touchStartPosition); 85 | if(swipeDelta.magnitude < minSwipeDistance) { 86 | return; 87 | } 88 | swipeDelta.Normalize(); 89 | if(swipeDelta.y > 0.0f && swipeDelta.x > -0.5f && swipeDelta.x < 0.5f) { 90 | if(MoveTilesUp()) { 91 | state = State.CheckingMatches; 92 | } 93 | } else if(swipeDelta.y < 0.0f && swipeDelta.x > -0.5f && swipeDelta.x < 0.5f) { 94 | if(MoveTilesDown()) { 95 | state = State.CheckingMatches; 96 | } 97 | } else if(swipeDelta.x > 0.0f && swipeDelta.y > -0.5f && swipeDelta.y < 0.5f) { 98 | if(MoveTilesRight()) { 99 | state = State.CheckingMatches; 100 | } 101 | } else if(swipeDelta.x < 0.0f && swipeDelta.y > -0.5f && swipeDelta.y < 0.5f) { 102 | if(MoveTilesLeft()) { 103 | state = State.CheckingMatches; 104 | } 105 | } 106 | } 107 | #endif 108 | } else if (state == State.CheckingMatches) { 109 | GenerateRandomTile(); 110 | if (CheckForMovesLeft()) { 111 | ReadyTilesForUpgrading(); 112 | state = State.WaitingForInput; 113 | } else { 114 | state = State.GameOver; 115 | } 116 | } 117 | } 118 | #endregion 119 | 120 | #region class methods 121 | private static Vector2 GridToWorldPoint(int x, int y) { 122 | return new Vector2(x + horizontalSpacingOffset + borderSpacing * x, 123 | -y + verticalSpacingOffset - borderSpacing * y); 124 | } 125 | 126 | private static Vector2 WorldToGridPoint(float x, float y) { 127 | return new Vector2((x - horizontalSpacingOffset) / (1 + borderSpacing), 128 | (y - verticalSpacingOffset) / -(1 + borderSpacing)); 129 | } 130 | #endregion 131 | 132 | #region private methods 133 | private bool CheckForMovesLeft() { 134 | if (tiles.Count < rows * cols) { 135 | return true; 136 | } 137 | 138 | for (int x = 0; x < cols; x++) { 139 | for (int y = 0; y < rows; y++) { 140 | Tile currentTile = GetObjectAtGridPosition(x, y).GetComponent(); 141 | Tile rightTile = GetObjectAtGridPosition(x + 1, y).GetComponent(); 142 | Tile downTile = GetObjectAtGridPosition(x, y + 1).GetComponent(); 143 | 144 | if (x != cols - 1 && currentTile.value == rightTile.value) { 145 | return true; 146 | } else if (y != rows - 1 && currentTile.value == downTile.value) { 147 | return true; 148 | } 149 | } 150 | } 151 | return false; 152 | } 153 | 154 | public void GenerateRandomTile() { 155 | if (tiles.Count >= rows * cols) { 156 | throw new UnityException("Unable to create new tile - grid is already full"); 157 | } 158 | 159 | int value; 160 | // find out if we are generating a tile with the lowest or highest value 161 | float highOrLowChance = Random.Range(0f, 0.99f); 162 | if (highOrLowChance >= 0.9f) { 163 | value = highestNewTileValue; 164 | } else { 165 | value = lowestNewTileValue; 166 | } 167 | 168 | // attempt to get the starting position 169 | int x = Random.Range(0, cols); 170 | int y = Random.Range(0, rows); 171 | 172 | // starting from the random starting position, loop through 173 | // each cell in the grid until we find an empty positio 174 | bool found = false; 175 | while (!found) { 176 | if (GetObjectAtGridPosition(x, y) == noTile) { 177 | found = true; 178 | Vector2 worldPosition = GridToWorldPoint(x, y); 179 | GameObject obj; 180 | if (value == lowestNewTileValue) { 181 | obj = SimplePool.Spawn(tilePrefabs[0], worldPosition, transform.rotation); 182 | } else { 183 | obj = SimplePool.Spawn(tilePrefabs[1], worldPosition, transform.rotation); 184 | } 185 | 186 | tiles.Add(obj); 187 | TileAnimationHandler tileAnimManager = obj.GetComponent(); 188 | tileAnimManager.AnimateEntry(); 189 | } 190 | 191 | x++; 192 | if (x >= cols) { 193 | y++; 194 | x = 0; 195 | } 196 | 197 | if (y >= rows) { 198 | y = 0; 199 | } 200 | } 201 | } 202 | 203 | private GameObject GetObjectAtGridPosition(int x, int y) { 204 | RaycastHit2D hit = Physics2D.Raycast(GridToWorldPoint(x, y), Vector2.right, borderSpacing); 205 | 206 | if (hit && hit.collider.gameObject.GetComponent() != null) { 207 | return hit.collider.gameObject; 208 | } else { 209 | return noTile; 210 | } 211 | } 212 | 213 | private bool MoveTilesDown() { 214 | bool hasMoved = false; 215 | for (int y = rows - 1; y >= 0; y--) { 216 | for (int x = 0; x < cols; x++) { 217 | GameObject obj = GetObjectAtGridPosition(x, y); 218 | 219 | if (obj == noTile) { 220 | continue; 221 | } 222 | 223 | Vector2 raycastOrigin = obj.transform.position; 224 | raycastOrigin.y -= halfTileWidth; 225 | RaycastHit2D hit = Physics2D.Raycast(raycastOrigin, -Vector2.up, Mathf.Infinity); 226 | if (hit.collider != null) { 227 | GameObject hitObject = hit.collider.gameObject; 228 | if (hitObject != obj) { 229 | if (hitObject.tag == "Tile") { 230 | Tile thatTile = hitObject.GetComponent(); 231 | Tile thisTile = obj.GetComponent(); 232 | if (CanUpgrade(thisTile, thatTile)) { 233 | UpgradeTile(obj, thisTile, hitObject, thatTile); 234 | hasMoved = true; 235 | } else { 236 | Vector3 newPosition = hitObject.transform.position; 237 | newPosition.y += spaceBetweenTiles; 238 | if (!Mathf.Approximately(obj.transform.position.y, newPosition.y)) { 239 | obj.transform.position = newPosition; 240 | hasMoved = true; 241 | } 242 | } 243 | } else if (hitObject.tag == "Border") { 244 | Vector3 newPosition = obj.transform.position; 245 | newPosition.y = hit.point.y + halfTileWidth + borderOffset; 246 | if (!Mathf.Approximately(obj.transform.position.y, newPosition.y)) { 247 | obj.transform.position = newPosition; 248 | hasMoved = true; 249 | } 250 | } 251 | } 252 | } 253 | } 254 | } 255 | 256 | return hasMoved; 257 | } 258 | 259 | private bool MoveTilesLeft() { 260 | bool hasMoved = false; 261 | for (int x = 1; x < cols; x++) { 262 | for (int y = 0; y < rows; y++) { 263 | GameObject obj = GetObjectAtGridPosition(x, y); 264 | 265 | if (obj == noTile) { 266 | continue; 267 | } 268 | 269 | Vector2 raycastOrigin = obj.transform.position; 270 | raycastOrigin.x -= halfTileWidth; 271 | RaycastHit2D hit = Physics2D.Raycast(raycastOrigin, -Vector2.right, Mathf.Infinity); 272 | if (hit.collider != null) { 273 | GameObject hitObject = hit.collider.gameObject; 274 | if (hitObject != obj) { 275 | if (hitObject.tag == "Tile") { 276 | Tile thatTile = hitObject.GetComponent(); 277 | Tile thisTile = obj.GetComponent(); 278 | if (CanUpgrade(thisTile, thatTile)) { 279 | UpgradeTile(obj, thisTile, hitObject, thatTile); 280 | hasMoved = true; 281 | } else { 282 | Vector3 newPosition = hitObject.transform.position; 283 | newPosition.x += spaceBetweenTiles; 284 | if (!Mathf.Approximately(obj.transform.position.x, newPosition.x)) { 285 | obj.transform.position = newPosition; 286 | hasMoved = true; 287 | } 288 | } 289 | } else if (hitObject.tag == "Border") { 290 | Vector3 newPosition = obj.transform.position; 291 | newPosition.x = hit.point.x + halfTileWidth + borderOffset; 292 | if (!Mathf.Approximately(obj.transform.position.x, newPosition.x)) { 293 | obj.transform.position = newPosition; 294 | hasMoved = true; 295 | } 296 | } 297 | } 298 | } 299 | } 300 | } 301 | 302 | return hasMoved; 303 | } 304 | 305 | private bool MoveTilesRight() { 306 | bool hasMoved = false; 307 | for (int x = cols - 1; x >= 0; x--) { 308 | for (int y = 0; y < rows; y++) { 309 | GameObject obj = GetObjectAtGridPosition(x, y); 310 | 311 | if (obj == noTile) { 312 | continue; 313 | } 314 | 315 | Vector2 raycastOrigin = obj.transform.position; 316 | raycastOrigin.x += halfTileWidth; 317 | RaycastHit2D hit = Physics2D.Raycast(raycastOrigin, Vector2.right, Mathf.Infinity); 318 | if (hit.collider != null) { 319 | GameObject hitObject = hit.collider.gameObject; 320 | if (hitObject != obj) { 321 | if (hitObject.tag == "Tile") { 322 | Tile thatTile = hitObject.GetComponent(); 323 | Tile thisTile = obj.GetComponent(); 324 | if (CanUpgrade(thisTile, thatTile)) { 325 | UpgradeTile(obj, thisTile, hitObject, thatTile); 326 | hasMoved = true; 327 | } else { 328 | Vector3 newPosition = hitObject.transform.position; 329 | newPosition.x -= spaceBetweenTiles; 330 | if (!Mathf.Approximately(obj.transform.position.x, newPosition.x)) { 331 | obj.transform.position = newPosition; 332 | hasMoved = true; 333 | } 334 | } 335 | } else if (hitObject.tag == "Border") { 336 | Vector3 newPosition = obj.transform.position; 337 | newPosition.x = hit.point.x - halfTileWidth - borderOffset; 338 | if (!Mathf.Approximately(obj.transform.position.x, newPosition.x)) { 339 | obj.transform.position = newPosition; 340 | hasMoved = true; 341 | } 342 | } 343 | } 344 | } 345 | } 346 | } 347 | 348 | return hasMoved; 349 | } 350 | 351 | private bool MoveTilesUp() { 352 | bool hasMoved = false; 353 | for (int y = 1; y < rows; y++) { 354 | for (int x = 0; x < cols; x++) { 355 | GameObject obj = GetObjectAtGridPosition(x, y); 356 | 357 | if (obj == noTile) { 358 | continue; 359 | } 360 | 361 | Vector2 raycastOrigin = obj.transform.position; 362 | raycastOrigin.y += halfTileWidth; 363 | RaycastHit2D hit = Physics2D.Raycast(raycastOrigin, Vector2.up, Mathf.Infinity); 364 | if (hit.collider != null) { 365 | GameObject hitObject = hit.collider.gameObject; 366 | if (hitObject != obj) { 367 | if (hitObject.tag == "Tile") { 368 | Tile thatTile = hitObject.GetComponent(); 369 | Tile thisTile = obj.GetComponent(); 370 | if (CanUpgrade(thisTile, thatTile)) { 371 | UpgradeTile(obj, thisTile, hitObject, thatTile); 372 | hasMoved = true; 373 | } else { 374 | Vector3 newPosition = hitObject.transform.position; 375 | newPosition.y -= spaceBetweenTiles; 376 | if (!Mathf.Approximately(obj.transform.position.y, newPosition.y)) { 377 | obj.transform.position = newPosition; 378 | hasMoved = true; 379 | } 380 | } 381 | } else if (hitObject.tag == "Border") { 382 | Vector3 newPosition = obj.transform.position; 383 | newPosition.y = hit.point.y - halfTileWidth - borderOffset; 384 | if (!Mathf.Approximately(obj.transform.position.y, newPosition.y)) { 385 | obj.transform.position = newPosition; 386 | hasMoved = true; 387 | } 388 | } 389 | } 390 | } 391 | } 392 | } 393 | 394 | return hasMoved; 395 | } 396 | 397 | private bool CanUpgrade(Tile thisTile, Tile thatTile) { 398 | return (thisTile.value != maxValue && thisTile.power == thatTile.power && !thisTile.upgradedThisTurn && !thatTile.upgradedThisTurn); 399 | } 400 | 401 | private void ReadyTilesForUpgrading() { 402 | foreach (var obj in tiles) { 403 | Tile tile = obj.GetComponent(); 404 | tile.upgradedThisTurn = false; 405 | } 406 | } 407 | 408 | public void Reset() { 409 | gameOverPanel.SetActive(false); 410 | foreach (var tile in tiles) { 411 | SimplePool.Despawn(tile); 412 | } 413 | 414 | tiles.Clear(); 415 | points = 0; 416 | scoreText.text = "0"; 417 | state = State.Loaded; 418 | } 419 | 420 | private void UpgradeTile(GameObject toDestroy, Tile destroyTile, GameObject toUpgrade, Tile upgradeTile) { 421 | Vector3 toUpgradePosition = toUpgrade.transform.position; 422 | 423 | tiles.Remove(toDestroy); 424 | tiles.Remove(toUpgrade); 425 | 426 | SimplePool.Despawn(toDestroy); 427 | SimplePool.Despawn(toUpgrade); 428 | 429 | // create the upgraded tile 430 | GameObject newTile = SimplePool.Spawn(tilePrefabs[upgradeTile.power], toUpgradePosition, transform.rotation); 431 | tiles.Add(newTile); 432 | Tile tile = newTile.GetComponent(); 433 | tile.upgradedThisTurn = true; 434 | 435 | points += upgradeTile.value * 2; 436 | scoreText.text = points.ToString(); 437 | 438 | TileAnimationHandler tileAnim = newTile.GetComponent(); 439 | tileAnim.AnimateUpgrade(); 440 | } 441 | #endregion 442 | } 443 | -------------------------------------------------------------------------------- /Assets/Scripts/GridManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 57586050a64bb3d4aa56fe142019f47f 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/SimplePool.cs: -------------------------------------------------------------------------------- 1 | /// 2 | /// Simple pooling for Unity. 3 | /// Author: Martin "quill18" Glaude (quill18@quill18.com) 4 | /// Latest Version: https://gist.github.com/quill18/5a7cfffae68892621267 5 | /// License: CC0 (http://creativecommons.org/publicdomain/zero/1.0/) 6 | /// UPDATES: 7 | /// 2015-04-16: Changed Pool to use a Stack generic. 8 | /// 9 | /// Usage: 10 | /// 11 | /// There's no need to do any special setup of any kind. 12 | /// 13 | /// Instead of call Instantiate(), use this: 14 | /// SimplePool.Spawn(somePrefab, somePosition, someRotation); 15 | /// 16 | /// Instead of destroying an object, use this: 17 | /// SimplePool.Despawn(myGameObject); 18 | /// 19 | /// If desired, you can preload the pool with a number of instances: 20 | /// SimplePool.Preload(somePrefab, 20); 21 | /// 22 | /// Remember that Awake and Start will only ever be called on the first instantiation 23 | /// and that member variables won't be reset automatically. You should reset your 24 | /// object yourself after calling Spawn(). (i.e. You'll have to do things like set 25 | /// the object's HPs to max, reset animation states, etc...) 26 | /// 27 | /// 28 | /// 29 | 30 | 31 | using UnityEngine; 32 | using System.Collections.Generic; 33 | 34 | public static class SimplePool { 35 | 36 | // You can avoid resizing of the Stack's internal array by 37 | // setting this to a number equal to or greater to what you 38 | // expect most of your pool sizes to be. 39 | // Note, you can also use Preload() to set the initial size 40 | // of a pool -- this can be handy if only some of your pools 41 | // are going to be exceptionally large (for example, your bullets.) 42 | const int DEFAULT_POOL_SIZE = 3; 43 | 44 | /// 45 | /// The Pool class represents the pool for a particular prefab. 46 | /// 47 | class Pool { 48 | // We append an id to the name of anything we instantiate. 49 | // This is purely cosmetic. 50 | int nextId=1; 51 | 52 | // The structure containing our inactive objects. 53 | // Why a Stack and not a List? Because we'll never need to 54 | // pluck an object from the start or middle of the array. 55 | // We'll always just grab the last one, which eliminates 56 | // any need to shuffle the objects around in memory. 57 | Stack inactive; 58 | 59 | // The prefab that we are pooling 60 | GameObject prefab; 61 | 62 | // Constructor 63 | public Pool(GameObject prefab, int initialQty) { 64 | this.prefab = prefab; 65 | 66 | // If Stack uses a linked list internally, then this 67 | // whole initialQty thing is a placebo that we could 68 | // strip out for more minimal code. 69 | inactive = new Stack(initialQty); 70 | } 71 | 72 | // Spawn an object from our pool 73 | public GameObject Spawn(Vector3 pos, Quaternion rot) { 74 | GameObject obj; 75 | if(inactive.Count==0) { 76 | // We don't have an object in our pool, so we 77 | // instantiate a whole new object. 78 | obj = (GameObject)GameObject.Instantiate(prefab, pos, rot); 79 | obj.name = prefab.name + " ("+(nextId++)+")"; 80 | 81 | // Add a PoolMember component so we know what pool 82 | // we belong to. 83 | obj.AddComponent().myPool = this; 84 | } 85 | else { 86 | // Grab the last object in the inactive array 87 | obj = inactive.Pop(); 88 | 89 | if(obj == null) { 90 | // The inactive object we expected to find no longer exists. 91 | // The most likely causes are: 92 | // - Someone calling Destroy() on our object 93 | // - A scene change (which will destroy all our objects). 94 | // NOTE: This could be prevented with a DontDestroyOnLoad 95 | // if you really don't want this. 96 | // No worries -- we'll just try the next one in our sequence. 97 | 98 | return Spawn(pos, rot); 99 | } 100 | } 101 | 102 | obj.transform.position = pos; 103 | obj.transform.rotation = rot; 104 | obj.SetActive(true); 105 | return obj; 106 | 107 | } 108 | 109 | // Return an object to the inactive pool. 110 | public void Despawn(GameObject obj) { 111 | obj.SetActive(false); 112 | 113 | // Since Stack doesn't have a Capacity member, we can't control 114 | // the growth factor if it does have to expand an internal array. 115 | // On the other hand, it might simply be using a linked list 116 | // internally. But then, why does it allow us to specificy a size 117 | // in the constructor? Stack is weird. 118 | inactive.Push(obj); 119 | } 120 | 121 | } 122 | 123 | 124 | /// 125 | /// Added to freshly instantiated objects, so we can link back 126 | /// to the correct pool on despawn. 127 | /// 128 | class PoolMember : MonoBehaviour { 129 | public Pool myPool; 130 | } 131 | 132 | // All of our pools 133 | static Dictionary< GameObject, Pool > pools; 134 | 135 | /// 136 | /// Init our dictionary. 137 | /// 138 | static void Init (GameObject prefab=null, int qty = DEFAULT_POOL_SIZE) { 139 | if(pools == null) { 140 | pools = new Dictionary(); 141 | } 142 | if(prefab!=null && pools.ContainsKey(prefab) == false) { 143 | pools[prefab] = new Pool(prefab, qty); 144 | } 145 | } 146 | 147 | /// 148 | /// If you want to preload a few copies of an object at the start 149 | /// of a scene, you can use this. Really not needed unless you're 150 | /// going to go from zero instances to 10+ very quickly. 151 | /// Could technically be optimized more, but in practice the 152 | /// Spawn/Despawn sequence is going to be pretty darn quick and 153 | /// this avoids code duplication. 154 | /// 155 | static public void Preload(GameObject prefab, int qty = 1) { 156 | Init(prefab, qty); 157 | 158 | // Make an array to grab the objects we're about to pre-spawn. 159 | GameObject[] obs = new GameObject[qty]; 160 | for (int i = 0; i < qty; i++) { 161 | obs[i] = Spawn (prefab, Vector3.zero, Quaternion.identity); 162 | } 163 | 164 | // Now despawn them all. 165 | for (int i = 0; i < qty; i++) { 166 | Despawn( obs[i] ); 167 | } 168 | } 169 | 170 | /// 171 | /// Spawns a copy of the specified prefab (instantiating one if required). 172 | /// NOTE: Remember that Awake() or Start() will only run on the very first 173 | /// spawn and that member variables won't get reset. OnEnable will run 174 | /// after spawning -- but remember that toggling IsActive will also 175 | /// call that function. 176 | /// 177 | static public GameObject Spawn(GameObject prefab, Vector3 pos, Quaternion rot) { 178 | Init(prefab); 179 | 180 | return pools[prefab].Spawn(pos, rot); 181 | } 182 | 183 | /// 184 | /// Despawn the specified gameobject back into its pool. 185 | /// 186 | static public void Despawn(GameObject obj) { 187 | PoolMember pm = obj.GetComponent(); 188 | if(pm == null) { 189 | Debug.Log ("Object '"+obj.name+"' wasn't spawned from a pool. Destroying it instead."); 190 | GameObject.Destroy(obj); 191 | } 192 | else { 193 | pm.myPool.Despawn(obj); 194 | } 195 | } 196 | 197 | } -------------------------------------------------------------------------------- /Assets/Scripts/SimplePool.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2bccf4994b22c4db883876f0941e53a2 3 | timeCreated: 1445176937 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Tile.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Tile : MonoBehaviour { 5 | 6 | public int value; 7 | public int power; 8 | public bool upgradedThisTurn; 9 | 10 | } 11 | -------------------------------------------------------------------------------- /Assets/Scripts/Tile.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 808b473ad28363b45b84503533f1cc40 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/TileAnimationHandler.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class TileAnimationHandler : MonoBehaviour { 5 | public float scaleSpeed; 6 | public float growSize; 7 | private Transform _transform; 8 | private Vector3 growVector; 9 | 10 | public void AnimateEntry() { 11 | StartCoroutine("AnimationEntry"); 12 | } 13 | 14 | public void AnimateUpgrade() { 15 | StartCoroutine("AnimationUpgrade"); 16 | } 17 | 18 | private IEnumerator AnimationEntry() { 19 | while (_transform == null) { 20 | yield return null; 21 | } 22 | 23 | _transform.localScale = new Vector3(0.25f, 0.25f, 1f); 24 | while (_transform.localScale.x < 1f) { 25 | _transform.localScale = Vector3.MoveTowards(_transform.localScale, Vector3.one, scaleSpeed * Time.deltaTime); 26 | yield return null; 27 | } 28 | } 29 | 30 | private IEnumerator AnimationUpgrade() { 31 | while (_transform == null) { 32 | yield return null; 33 | } 34 | 35 | while (_transform.localScale.x < 1f + growSize) { 36 | _transform.localScale = Vector3.MoveTowards(_transform.localScale, Vector3.one + growVector, scaleSpeed * Time.deltaTime); 37 | yield return null; 38 | } 39 | 40 | while (_transform.localScale.x > 1f) { 41 | _transform.localScale = Vector3.MoveTowards(_transform.localScale, Vector3.one, scaleSpeed * Time.deltaTime); 42 | yield return null; 43 | } 44 | } 45 | 46 | void Start() { 47 | _transform = transform; 48 | growVector = new Vector3(growSize, growSize, 0f); 49 | } 50 | } 51 | -------------------------------------------------------------------------------- /Assets/Scripts/TileAnimationHandler.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: abfbd357a2a93e7458b0dd6e473e6821 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Textures.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 53b79db1e23dca144bdfd552130f6386 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Textures/Tiles.png: -------------------------------------------------------------------------------- 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1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!303 &1 4 | UnityAnalyticsManager: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_InitializeOnStartup: 1 8 | m_TestMode: 0 9 | m_TestEventUrl: 10 | m_TestConfigUrl: 11 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | 2048-unity 2 | ========== 3 | 4 | A [2048 clone](http://gabrielecirulli.github.io/2048/) written in [Unity](http://www.unity3d.com) as a practice to see how well it could handle a basic puzzle game. 5 | 6 | 7 | Instructions 8 | ------------ 9 | 10 | Use arrow keys or WASD to move. 11 | R to reset. 12 | 13 | Join matching tiles to advance powers of 2. Try to get to 2048! 14 | 15 | 16 | TODO 17 | ---- 18 | 19 | Make the game over button better. 20 | Clean up and DRY the code. 21 | Use object pooling for the tiles just to. 22 | Maybe add slide animation. 23 | Maybe add score ticking animation. 24 | 25 | 26 | LICENSE 27 | ------- 28 | 29 | Copyright (c) 2014, Justin Hamilton 30 | All rights reserved. 31 | 32 | Redistribution and use in source and binary forms, with or without 33 | modification, are permitted provided that the following conditions are met: 34 | 35 | * Redistributions of source code must retain the above copyright notice, 36 | this list of conditions and the following disclaimer. 37 | * Redistributions in binary form must reproduce the above copyright 38 | notice, this list of conditions and the following disclaimer in the 39 | documentation and/or other materials provided with the distribution. 40 | * Neither the name of Doom Crow, LLC nor the names of its contributors may 41 | be used to endorse or promote products derived from this software 42 | without specific prior written permission. 43 | 44 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 45 | AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 46 | IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 47 | ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 48 | LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 49 | CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 50 | SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 51 | INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 52 | CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 53 | ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 54 | POSSIBILITY OF SUCH DAMAGE. 55 | --------------------------------------------------------------------------------