只用html+js+css实现2048小游戏(带源码)

游戏截图:

在这里插入图片描述
在这里插入图片描述
对应的html代码:

<script src="https://cdn.staticfile.org/jquery/2.2.4/jquery.min.js"></script>
<h1>
  通过四个方向键移动
</h1>
<div class="container text-center" id="2048">
</div>
<script>
  $(document).ready(function () {
    $("#2048").init2048();
  });
</script>

对应的css代码:

.holder2048 {
    width: 280px;
    height: 380px;
    position: relative;
    margin: 0 auto;
}

.holder2048>.container {
    width: 280px;
    height: 280px;
    position: relative;
    margin: 0 auto;
    border-style: none;
    border: 3px solid #BBADA0;
    background-color: #CCC0B3;
}

.holder2048>.container>.mask {
    width: 70px;
    height: 70px;
    position: absolute;
    box-sizing: border-box;
    -moz-box-sizing: border-box;
    -webkit-box-sizing: border-box;
    border: 3px solid #BBADA0;
}

.holder2048>.container>.box {
    width: 66px;
    height: 66px;
    background-color: Black;
    position: absolute;
    color: #776E65;
    font-size: x-large;
    font-weight: bolder;
    font-family: Arial;
    text-align: center;
    line-height: 70px;
}

.holder2048>.container>.box[value='2'] {
    background-color: #FFF8D7
}

.holder2048>.container>.box[value='4'] {
    background-color: #FFED97
}

.holder2048>.container>.box[value='8'] {
    background-color: #FFBB77
}

.holder2048>.container>.box[value='16'] {
    background-color: #FF9224
}

.holder2048>.container>.box[value='32'] {
    background-color: #FF5809
}

.holder2048>.container>.box[value='64'] {
    background-color: #EA0000
}

.holder2048>.container>.box[value='128'] {
    background-color: #FFFF37
}

.holder2048>.container>.box[value='256'] {
    background-color: #F9F900
}

.holder2048>.container>.box[value='512'] {
    background-color: #E1E100
}

.holder2048>.container>.box[value='1024'] {
    background-color: #C4C400
}

.holder2048>.container>.box[value='2048'] {
    background-color: #9AFF02
}

.holder2048>.container>.box[value='4096'] {
    background-color: #00FFFF
}

.holder2048>.container>.box[value='8192'] {
    background-color: #FF00FF
}

对应的js代码:

(function ($) {
    /**
     * User options
     */
    var defaults = {
        delay: 200 //Game speed
    };

    $.fn.init2048 = function (_options) {
        var _this = this,
            options = $.extend(defaults, _options),

            dir = {
                up: 'up',
                right: 'right',
                down: 'down',
                left: 'left'
            },

            holder = {}, //Game outer holder
            content = {}, //Game inner container

            matrix = [], //For the logic behind
            boxes = [], //Boxes storage

            isCheating = 0,
            isGameOver = false;

        resetGame();
        bind();

        /**
         * Restart the game by recreate all DOM elements.
         */
        function resetGame() {
            //Reset the props
            boxes = [];
            matrix = [];
            isCheating = 0;
            isGameOver = false;
            //Recreate DOM elements
            holder = $('<div>').addClass('holder2048');
            content = $('<div>').addClass('container').appendTo(holder);
            for (var i = 0; i < 4; i++) {
                for (var j = 0; j < 4; j++) {
                    //Reset matrix
                    matrix[i * 4 + j] = {
                        top: i * 70,
                        left: j * 70,
                        taken: false,
                        combined: false,
                        value: 0
                    };
                    //This is for the borders of each cell.
                    $('<div>').addClass('mask').css({
                        left: j * 70 + "px",
                        top: i * 70 + "px"
                    }).appendTo(content);
                }
            }
            //Create the first box on board
            createBox();
            //Insert game holder and anything to whoever calls this function
            _this.html(holder);
        }

        /**
         * Just for fun.
         * Reset the game and place a 4096 box on the board.
         */
        function cheat() {
            resetGame();
            createBox(4096);
        }

        /**
         * Create a box and add to game
         * Takes 1 or 0 param.
         *
         * @param value
         */
        function createBox(value) {
            //Check if there are spaces for a new box or not
            var emptyMatrix = 0;
            for (var i = 0; i < matrix.length; i++) {
                if (!matrix[i].taken) {
                    emptyMatrix++;
                }
            }
            if (emptyMatrix === 0) {
                return;
            }
            //Chose an actual index (means not taken) randomly for the new box
            var random = Math.floor(Math.random() * emptyMatrix + 1);
            var chosenIndex = 0;
            for (var j = 0; chosenIndex < matrix.length; chosenIndex++) {
                while (matrix[chosenIndex].taken) {
                    chosenIndex++;
                }
                if (++j === random) {
                    matrix[chosenIndex].taken = true;
                    break;
                }
            }
            //Do the create job
            value = value ? value : (Math.floor(Math.random() * 4 + 1) === 4 ? 4 : 2); //Use the value parse in or (1/4 -> 4 or  3/4 -> 2)
            var newBox = $('<div>').addClass('box').attr({
                position: chosenIndex,
                value: value
            }).css({
                marginTop: matrix[chosenIndex].top + 2,
                marginLeft: matrix[chosenIndex].left + 2,
                opacity: 0
            }).text(value).appendTo(content).animate({
                opacity: 1
            }, options.delay * 2);
            //Finally push it to the boxes array
            boxes.push(newBox);
        }

        /**
         * Combine 2 boxes into 1
         * @param source
         * @param target
         * @param value
         */
        function combineBox(source, target, value) {
            var _value = parseInt(value) * 2;
            boxes[target].attr('value', _value).html(_value).css({
                zIndex: 99
            }).animate({
                width: '+=20',
                height: '+=20',
                marginTop: '-=10',
                marginLeft: '-=10'
            }, options.delay / 2, function () {
                $(this).animate({
                    width: '-=20',
                    height: '-=20',
                    marginTop: '+=10',
                    marginLeft: '+=10'
                }, options.delay / 2, function () {
                    $(this).css({
                        zIndex: 1
                    })
                })
            });
            boxes[source].remove();
            boxes.splice(source, 1);
        }

        /**
         * Check if game over
         * @returns {boolean}
         */
        function gameOver() {
            if (boxes.length != 16) {
                return false;
            }
            var i, a, b;
            for (i = 0; i < 16; i++) {
                for (a = 0; a < 16; a++) {
                    if (boxes[a].attr('position') == i)
                        break;
                }
                if (i % 4 != 3) {
                    for (b = 0; b < 16; b++) {
                        if (boxes[b].attr('position') == i + 1)
                            break;
                    }
                    if (boxes[a].attr('value') == boxes[b].attr('value'))
                        return false;
                }
                if (i < 12) {
                    for (b = 0; b < 16; b++) {
                        if (boxes[b].attr('position') == i + 4)
                            break;
                    }
                    if (boxes[a].attr('value') == boxes[b].attr('value'))
                        return false;
                }
            }
            return true;
        }

        /**
         * Game run
         * @param dir
         */
        function gameRun(dir) {
            if (isGameOver) {
                return;
            }
            if (run(dir)) {
                createBox();
            }
            if (gameOver()) {
                isGameOver = true;
                alert("Game Over");
            }
        }

        /**
         * Bind keyboard and screen touch events to game
         */
        function bind() {
            $(window).keydown(function (event) {
                if (!isGameOver) {
                    if (event.which == 37) {
                        event.preventDefault();
                        gameRun(dir.left);
                    } else if (event.which == 38) {
                        event.preventDefault();
                        gameRun(dir.up);
                    } else if (event.which == 39) {
                        event.preventDefault();
                        gameRun(dir.right);
                    } else if (event.which == 40) {
                        event.preventDefault();
                        gameRun(dir.down);
                    }
                }
            });
            var touchStartClientX, touchStartClientY;
            document.addEventListener("touchstart", function (event) {
                if (event.touches.length > 1)
                    return;
                touchStartClientX = event.touches[0].clientX;
                touchStartClientY = event.touches[0].clientY;
            });
            document.addEventListener("touchmove", function (event) {
                event.preventDefault();
            });
            document.addEventListener("touchend", function (event) {
                if (event.touches.length > 0)
                    return;
                var dx = event.changedTouches[0].clientX - touchStartClientX;
                var absDx = Math.abs(dx);
                var dy = event.changedTouches[0].clientY - touchStartClientY;
                var absDy = Math.abs(dy);
                if (Math.max(absDx, absDy) > 10) {
                    if (absDx > absDy) {
                        if (dx > 0) {
                            gameRun(dir.right);
                        } else {
                            gameRun(dir.left);
                        }
                    } else {
                        if (dy > 0) {
                            gameRun(dir.down);
                        } else {
                            gameRun(dir.up);
                        }
                    }
                }
            });
        }

        /**
         * [WARNING] This method is ugly enough for now. Waiting for refactor.
         *
         * Make a single game move.
         * Takes 1 param.
         *
         * @param dir
         * @returns {boolean}
         */
        function run(dir) {
            var isMoved = false; //This is to indicate that if the game actually moved after calling this function
            var i, j, k, empty, _empty, position, value1, value2, temp; //Junks
            //Reset the matrix attr 'combined' before moving
            for (i = 0; i < 16; i++) {
                matrix[i].combined = false;
            }
            if (dir == "left") {
                isCheating = -1;
                for (i = 0; i < 4; i++) {
                    empty = i * 4;
                    _empty = empty;
                    for (j = 0; j < 4; j++) {
                        position = i * 4 + j;
                        if (!matrix[position].taken) {
                            continue;
                        }
                        if (matrix[position].taken && position === empty) {
                            empty++;
                            if (empty - 2 >= _empty) {
                                for (k = 0; k < boxes.length; k++) {
                                    if (boxes[k].attr("position") == position) {
                                        break;
                                    }
                                }
                                value1 = boxes[k].attr('value');
                                for (temp = 0; temp < boxes.length; temp++) {
                                    if (boxes[temp].attr("position") == empty - 2) {
                                        break;
                                    }
                                }
                                value2 = boxes[temp].attr('value');
                                if (value1 == value2 && !matrix[empty - 2].combined) {
                                    combineBox(k, temp, value1);
                                    matrix[empty - 1].taken = false;
                                    matrix[empty - 2].combined = true;
                                    empty--;
                                    isMoved = true;
                                }
                            }
                        } else {
                            for (k = 0; k < boxes.length; k++) {
                                if (boxes[k].attr("position") == position) {
                                    break;
                                }
                            }
                            boxes[k].animate({
                                marginLeft: matrix[empty].left + 2,
                                marginTop: matrix[empty].top + 2
                            }, options.delay);
                            boxes[k].attr('position', empty);
                            matrix[empty].taken = true;
                            matrix[position].taken = false;
                            empty++;
                            isMoved = true;
                            if (empty - 2 >= _empty) {
                                value1 = boxes[k].attr('value');
                                for (temp = 0; temp < boxes.length; temp++) {
                                    if (boxes[temp].attr("position") == empty - 2) {
                                        break;
                                    }
                                }
                                value2 = boxes[temp].attr('value');
                                if (value1 == value2 && !matrix[empty - 2].combined) {
                                    combineBox(k, temp, value1);
                                    matrix[empty - 1].taken = false;
                                    matrix[empty - 2].combined = true;
                                    empty--;
                                }
                            }
                        }
                    }
                }
            } else if (dir == "right") {
                isCheating = -1;
                for (i = 3; i > -1; i--) {
                    empty = i * 4 + 3;
                    _empty = empty;
                    for (j = 3; j > -1; j--) {
                        position = i * 4 + j;
                        if (!matrix[position].taken) {
                            continue;
                        }
                        if (matrix[position].taken && position === empty) {
                            empty--;
                            if (empty + 2 <= _empty) {
                                for (k = 0; k < boxes.length; k++) {
                                    if (boxes[k].attr("position") == position) {
                                        break;
                                    }
                                }
                                value1 = boxes[k].attr('value');
                                for (temp = 0; temp < boxes.length; temp++) {
                                    if (boxes[temp].attr("position") == empty + 2) {
                                        break;
                                    }
                                }
                                value2 = boxes[temp].attr('value');
                                if (value1 == value2 && !matrix[empty + 2].combined) {
                                    combineBox(k, temp, value1);
                                    matrix[empty + 1].taken = false;
                                    matrix[empty + 2].combined = true;
                                    empty++;
                                    isMoved = true;
                                }
                            }
                        } else {
                            for (k = 0; k < boxes.length; k++) {
                                if (boxes[k].attr("position") == position) {
                                    break;
                                }
                            }
                            boxes[k].animate({
                                marginLeft: matrix[empty].left + 2,
                                marginTop: matrix[empty].top + 2
                            }, options.delay);
                            boxes[k].attr('position', empty);
                            matrix[empty].taken = true;
                            matrix[position].taken = false;
                            empty--;
                            isMoved = true;
                            if (empty + 2 <= _empty) {
                                value1 = boxes[k].attr('value');
                                for (temp = 0; temp < boxes.length; temp++) {
                                    if (boxes[temp].attr("position") == empty + 2) {
                                        break;
                                    }
                                }
                                value2 = boxes[temp].attr('value');
                                if (value1 == value2 && !matrix[empty + 2].combined) {
                                    combineBox(k, temp, value1);
                                    matrix[empty + 1].taken = false;
                                    matrix[empty + 2].combined = true;
                                    empty++;
                                }
                            }
                        }
                    }
                }
            } else if (dir == "up") {
                isCheating = -1;
                for (i = 0; i < 4; i++) {
                    empty = i;
                    _empty = empty;
                    for (j = 0; j < 4; j++) {
                        position = j * 4 + i;
                        if (!matrix[position].taken) {
                            continue;
                        }
                        if (matrix[position].taken && position === empty) {
                            empty += 4;
                            if (empty - 8 >= _empty) {
                                for (k = 0; k < boxes.length; k++) {
                                    if (boxes[k].attr("position") == position) {
                                        break;
                                    }
                                }
                                value1 = boxes[k].attr('value');
                                for (temp = 0; temp < boxes.length; temp++) {
                                    if (boxes[temp].attr("position") == empty - 8) {
                                        break;
                                    }
                                }
                                value2 = boxes[temp].attr('value');
                                if (value1 == value2 && !matrix[empty - 8].combined) {
                                    combineBox(k, temp, value1);
                                    matrix[empty - 4].taken = false;
                                    matrix[empty - 8].combined = true;
                                    empty -= 4;
                                    isMoved = true;
                                }
                            }
                        } else {
                            for (k = 0; k < boxes.length; k++) {
                                if (boxes[k].attr("position") == position) {
                                    break;
                                }
                            }
                            boxes[k].animate({
                                marginLeft: matrix[empty].left + 2,
                                marginTop: matrix[empty].top + 2
                            }, options.delay);
                            boxes[k].attr('position', empty);
                            matrix[empty].taken = true;
                            matrix[position].taken = false;
                            empty += 4;
                            isMoved = true;
                            if (empty - 8 >= _empty) {
                                value1 = boxes[k].attr('value');
                                for (temp = 0; temp < boxes.length; temp++) {
                                    if (boxes[temp].attr("position") == empty - 8) {
                                        break;
                                    }
                                }
                                value2 = boxes[temp].attr('value');
                                if (value1 == value2 && !matrix[empty - 8].combined) {
                                    combineBox(k, temp, value1);
                                    matrix[empty - 4].taken = false;
                                    matrix[empty - 8].combined = true;
                                    empty -= 4;
                                }
                            }
                        }
                    }
                }
            } else if (dir == "down") {
                if (isCheating != -1) {
                    isCheating++;
                    if (isCheating == 10) {
                        cheat();
                        return true;
                    }
                }
                for (i = 0; i < 4; i++) {
                    empty = i + 12;
                    _empty = empty;
                    for (j = 3; j > -1; j--) {
                        position = j * 4 + i;
                        if (!matrix[position].taken) {
                            continue;
                        }
                        if (matrix[position].taken && position === empty) {
                            empty -= 4;
                            if (empty + 8 <= _empty) {
                                for (k = 0; k < boxes.length; k++) {
                                    if (boxes[k].attr("position") == position) {
                                        break;
                                    }
                                }
                                value1 = boxes[k].attr('value');
                                for (temp = 0; temp < boxes.length; temp++) {
                                    if (boxes[temp].attr("position") == empty + 8) {
                                        break;
                                    }
                                }
                                value2 = boxes[temp].attr('value');
                                if (value1 == value2 && !matrix[empty + 8].combined) {
                                    combineBox(k, temp, value1);
                                    matrix[empty + 4].taken = false;
                                    matrix[empty + 8].combined = true;
                                    empty += 4;
                                    isMoved = true;
                                }
                            }
                        } else {
                            for (k = 0; k < boxes.length; k++) {
                                if (boxes[k].attr("position") == position) {
                                    break;
                                }
                            }
                            boxes[k].animate({
                                marginLeft: matrix[empty].left + 2,
                                marginTop: matrix[empty].top + 2
                            }, options.delay);
                            boxes[k].attr('position', empty);
                            matrix[empty].taken = true;
                            matrix[position].taken = false;
                            empty -= 4;
                            isMoved = true;
                            if (empty + 8 <= _empty) {
                                value1 = boxes[k].attr('value');
                                for (temp = 0; temp < boxes.length; temp++) {
                                    if (boxes[temp].attr("position") == empty + 8) {
                                        break;
                                    }
                                }
                                value2 = boxes[temp].attr('value');
                                if (value1 == value2 && !matrix[empty + 8].combined) {
                                    combineBox(k, temp, value1);
                                    matrix[empty + 4].taken = false;
                                    matrix[empty + 8].combined = true;
                                    empty += 4;
                                }
                            }
                        }
                    }
                }

            }
            return isMoved;
        }
    }
})(jQuery);
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### 回答1: 好的,下面是一个简单的2048小游戏代码示例: ```html <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>2048 Game</title> <style> body { font-family: Arial, sans-serif; text-align: center; } .container { display: inline-block; margin-top: 20px; border: 1px solid #ccc; box-shadow: 0 0 10px #ccc; } .row { display: flex; } .cell { width: 100px; height: 100px; margin: 5px; font-size: 2rem; font-weight: bold; text-align: center; line-height: 100px; background-color: #eee; border-radius: 5px; } .cell.empty { background-color: #ccc; color: #fff; } .cell.num2 { background-color: #eee; color: #333; } .cell.num4 { background-color: #e8e189; color: #333; } .cell.num8 { background-color: #f3b04b; color: #fff; } .cell.num16 { background-color: #f39642; color: #fff; } .cell.num32 { background-color: #f07f4f; color: #fff; } .cell.num64 { background-color: #f66d3b; color: #fff; } .cell.num128 { background-color: #f7c34f; color: #fff; } .cell.num256 { background-color: #f7bb3f; color: #fff; } .cell.num512 { background-color: #f7a92d; color: #fff; } .cell.num1024 { background-color: #f7b40e; color: #fff; } .cell.num2048 { background-color: #f7b40e; color: #fff; } </style> </head> <body> <div class="container"> <div class="row"> <div class="cell empty"></div> <div class="cell empty"></div> <div class="cell empty"></div> <div class="cell empty"></div> </div> <div class="row"> <div class="cell empty"></div> <div class="cell empty"></div> <div class="cell empty"></div> <div class="cell empty"></div> </div> <div class="row"> <div class="cell empty"></div> <div class="cell empty"></div> <div class="cell empty"></div> <div class="cell empty"></div> </div> <div class="row"> <div class="cell empty"></div> <div class="cell empty"></div> <div class="cell empty"></div> <div class="cell empty"></div> </div> </div> <script> const ROWS = 4; const COLS = 4; let board = []; function init() { for (let row = 0; row < ROWS; row++) { board[row] = []; for (let col = 0; col < COLS; col++) { board[row][col] = 0; } } } function getEmptyCells() { let cells = []; for (let row = 0; row < ROWS; row++) { for (let col = 0; col < COLS; col++) { if (board[row][col] === 0) { cells.push({row, col}); } } } return cells; } function generateNumber() { let cells = getEmptyCells(); if (cells.length > 0) { let {row, col} = cells[Math.floor(Math.random() * cells.length)]; board[row][col] = Math.random() < 0.9 ? 2 : 4; } } function updateView() { for (let row = 0; row < ROWS; row++) { for (let col = 0; col < COLS; col++) { let cell = document.querySelector(`.row:nth-child(${row + 1}) .cell:nth-child(${col + 1})`); cell.classList.remove("num2", "num4", "num8", "num16", "num32", "num64", "num128", "num256", "num512", "num1024", "num2048"); if (board[row][col] === 0) { cell.classList.add("empty"); cell.innerText = ""; } else { cell.classList.remove("empty"); cell.classList.add(`num${board[row][col]}`); cell.innerText = board[row][col]; } } } } function moveLeft() { let moved = false; for (let row = 0; row < ROWS; row++) { let prev = -1; for (let col = 0; col < COLS; col++) { if (board[row][col] !== 0) { if (prev > -1 && board[row][prev] === board[row][col]) { board[row][prev] *= 2; board[row][col] = 0; moved = true; } else { if (prev > -1) { board[row][prev + 1] = board[row][col]; board[row][col] = 0; moved = true; } else { prev = col; } } } } } return moved; } function moveRight() { let moved = false; for (let row = 0; row < ROWS; row++) { let prev = -1; for (let col = COLS - 1; col >= 0; col--) { if (board[row][col] !== 0) { if (prev > -1 && board[row][prev] === board[row][col]) { board[row][prev] *= 2; board[row][col] = 0; moved = true; } else { if (prev > -1) { board[row][prev - 1] = board[row][col]; board[row][col] = 0; moved = true; } else { prev = col; } } } } } return moved; } function moveUp() { let moved = false; for (let col = 0; col < COLS; col++) { let prev = -1; for (let row = 0; row < ROWS; row++) { if (board[row][col] !== 0) { if (prev > -1 && board[prev][col] === board[row][col]) { board[prev][col] *= 2; board[row][col] = 0; moved = true; } else { if (prev > -1) { board[prev + 1][col] = board[row][col]; board[row][col] = 0; moved = true; } else { prev = row; } } } } } return moved; } function moveDown() { let moved = false; for (let col = 0; col < COLS; col++) { let prev = -1; for (let row = ROWS - 1; row >= 0; row--) { if (board[row][col] !== 0) { if (prev > -1 && board[prev][col] === board[row][col]) { board[prev][col] *= 2; board[row][col] = 0; moved = true; } else { if (prev > -1) { board[prev - 1][col] = board[row][col]; board[row][col] = 0; moved = true; } else { prev = row; } } } } } return moved; } function gameover() { for (let row = 0; row < ROWS; row++) { for (let col = 0; col < COLS; col++) { if (board[row][col] === 0) { return false; } if (row > 0 && board[row][col] === board[row - 1][col]) { return false; } if (row < ROWS - 1 && board[row][col] === board[row + 1][col]) { return false; } if (col > 0 && board[row][col] === board[row][col - 1]) { return false; } if (col < COLS - 1 && board[row][col] === board[row][col + 1]) { return false; } } } return true; } function handleKeyDown(event) { let moved = false; switch (event.keyCode) { case 37: // left moved = moveLeft(); break; case 38: // up moved = moveUp(); break; case 39: // right moved = moveRight(); break; case 40: // down moved = moveDown(); break; } if (moved) { generateNumber(); updateView(); if (gameover()) { alert("Game over!"); } } } init(); generateNumber(); generateNumber(); updateView(); document.addEventListener("keydown", handleKeyDown); </script> </body> </html> ``` 这个代码使用了HTMLCSS和JavaScript来实现一个简单的2048游戏。其中,HTML用于定义游戏界面的布局,CSS用于定义游戏界面的样式,JavaScript则用于实现游戏的逻辑。游戏的主要逻辑包括初始化游戏、生成随机数、更新游戏界面、处理玩家输入、判断游戏是否结束等。通过这个示例,你可以了解到如何使用JavaScript+HTML+CSS实现一个简单的小游戏。 ### 回答2: 2048是一款非常受欢迎的数字益智游戏,它的目标是通过合并相同数字的方块,最终达到数字2048。我们可以使用JavaScript、HTML5CSS3来创建一个2048游戏。 首先,我们需要一个HTML文件来承载游戏。可以创建一个包含游戏容器和得分板的div元素,并使用CSS样式设置其样式。 接下来,在JavaScript文件中,我们需要实现游戏的逻辑。首先,我们要定义一个二维数组来表示游戏的方块。每个方块包含一个数字值和一个对应的CSS样式类。 接着,我们需要编写函数来实现游戏的核心功能。例如,可以编写一个函数来初始化游戏,用于在游戏开始时创建两个随机的方块。还可以编写函数来处理方块的合并操作,当两个相邻的方块具有相同的数字时,将它们合并为一个新的方块。还有一个函数用于处理用户的移动操作,例如按下上、下、左、右箭头键。 在样式方面,我们可以使用CSS3的动画和过渡效果来优化游戏的界面。例如,可以为方块的合并操作添加一个过渡效果,使游戏更加流畅和有趣。 最后,我们需要在HTML文件中包含JavaScript文件,并在页面加载时调用初始化函数,以启动游戏。 总结来说,使用JavaScript、HTML5CSS3来编写一个2048游戏需要以下步骤:创建HTML文件来承载游戏,通过JavaScript实现游戏的逻辑和功能,使用CSS3的样式和动画来美化游戏界面。通过这些步骤,我们可以成功地创建一个简单并有趣的2048游戏。 ### 回答3: 2048游戏是一款数字益智类游戏,我们可以使用JavaScript、HTML5CSS3来实现它。 首先,我们可以使用HTML5创建游戏的基本布局。可以使用<div>元素来表示游戏的方格,并使用CSS3对其进行样式设置,包括大小、背景颜色和边框等。 接下来,我们可以使用JavaScript编写游戏逻辑。可以使用一个二维数组来表示游戏的方格,通过监听用户键盘操作来实现方格的上下左右移动。在移动方格的过程中,需要判断两个相邻方格的数字是否相等,如果相等则合并它们,并更新得分。 除了移动方格,我们还需要在游戏过程中随机生成新的方格,并在合适的位置显示。使用JavaScript的Math.random()函数来生成一个随机数,然后根据随机数在空白的方格中显示新的数字。 在游戏过程中,我们还可以根据每个方格的数字大小来改变方格的颜色,并在数字超过2048时显示胜利界面。 最后,我们可以为游戏添加一些特效和动画效果,以增加游戏的趣味性。比如在方格合并时添加动画效果,或者在游戏结束时显示失败界面。 总之,使用JavaScript、HTML5CSS3来实现2048游戏是完全可行的。通过合理的布局、逻辑和样式设置,我们可以实现一个功能完善、界面美观的2048游戏

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