Awesome
Create the Game 2048 with Java 8 and JavaFX
By developing the famous game 2048 with JavaFX and Java 8 in this hands‐on lab session, you will encounter several new language features such as Stream API, lambda expressions, and new util classes and methods. You will also learn basic concepts of JavaFX 2‐D animations, parallel processing, UI design, CSS styling, and more.
Project Base
Open the repo and have a look at the project:
https://github.com/jperedadnr/Game2048HOL.git
The starting project is a JavaFX application with the following Java classes:
- Game2048
- GameManager
- Board
- Tile
- Location
- Direction
- GridOperator
And the following resources to style the visual:
- game.css
- ClearSans‐Bold.ttf
Some classes and methods are lacking implementations. Follow this guide step by step to fullfil the missing code. Complete the methods and have a fully operative version of the game 2048 FX. Basically you’ll just have to copy and paste the snippets of code available on each step.
Please follow carefully every step. Try to build and run the application every now and then to check you didn’t miss any step and everything is in place. Fill free to ask any questions along the way.
STEP 0. Clone the repository
Open NetBeans 8.0 and under Team ‐> Git select Clone ant type this URL:
https://github.com/jperedadnr/Game2048Empty.git
- Accept the default destination folder or choose one
- Select branch and click Next/Finish
- Wait till the local copy is created, and the project is opened in NetBeans
- Select Build and Run to test the (empty) application
Now follow these steps
INDEX
Starting with the basis
1. Add GameManager into Game2048
2. Add a Board into GameManager
3. Create a score to visualize points
4. Define rectangle corner border size
5. Draw a grid of rectangles in the Board
6. Add Tiles into the grid
7. Create a random Tile
8. Layout the tile at its location
9. Let's start the Game!
Styling
10. CSS styling
Basic movements
11. Connect arrow keys with Direction
12. Moving one tile
13. Moving tiles on the board
14. Listening to arrow keys
15. Initializing the game
16. Random tiles, random locations
17. How far can a tile go?
Animation
18. A new approach to move the tiles
19. Animating one tile movement
20. Animating all the tiles together
21. Find a random available location
22. Adding and animating new tiles
23. Playing with new cells on the board
Java 8 Power
24. Introducing the GridOperator
25. Traversing the grid properly
26. Sorting lists before moving tiles
27. Let's start merging tiles
28. Animating the merged tiles
29. Performing tiles merging on the move
30. Cleaning merged tiles
31. Fixing undesired effects
Score
32. Adding points
33. Counting points
34. Centering the points
35. Animating the points earned
36. Looking for pairs of mergeable tiles
37. Checking for Game Over
38. Checking for the winning tile
Overlay
39. Setting options buttons
40. Setting up the Overlay
41. Listening to game won/over
42. Want to try again?
Optional
43. Optional tiles
44. Finding mergeable (optionally null) tiles
45. Traversing the grid with Optional
Not included
46. Extra features
STEP 1. Add GameManager into Game2048
Create an instance of GameManager
in Game2048
class and add it to the root
object (StackPane).
SOLUTION CODE
- Class:
Game2048
- Method:
start
- preview
- Copy and paste the following code snippet:
gameManager = new GameManager();
root.getChildren().add(gameManager);
Back to Index
STEP 2. Add a Board into GameManager
Create an instance of Board
in GameManager
class and add it to its list of children.
SOLUTION CODE
- Class:
GameManager
- Method: constructor
- preview
- Copy and paste the following code snippet:
board = new Board();
getChildren().add(board);
Back to Index
STEP 3. Create a score to visualize points
Create nodes for hTop
in createScore()
, with these steps:
- Create a
Label
namedlblTitle
with text"2048"
and other namedlblSubtitle
with text"FX"
- Create an empty
HBox
namedhFill
and set its horizontal grow priority to grow always - Create a
VBox
namedvScores
and anHBox
namedhScores
with spacing 5 - Create a
Label
namedlblTit
with text"SCORE"
, and add it tovScore
, as well aslblScore
- Create a
VBox
namedvRecord
and aLabel
namedlblTitBest
with text"BEST"
, and add it tovRecord
, as well aslblBest
- Add
vScore
andvRecord
tohScores
, create aVBox
namedvFill
with vertical grow priority to grow always, and addhScores
andvFill
tovScores
- Finally, add
lblTitle
,lblSubtitle
,hFill
andvScores
tohTop
SOLUTION CODE
- Class:
Board
- Method:
createScore()
- preview
- Copy and paste the following code snippet:
createScore() {
Label lblTitle = new Label("2048");
Label lblSubtitle = new Label("FX");
HBox hFill = new HBox();
HBox.setHgrow(hFill, Priority.ALWAYS);
VBox vScores = new VBox();
HBox hScores = new HBox(5);
Label lblTit = new Label("SCORE");
vScore.getChildren().addAll(lblTit, lblScore);
VBox vRecord = new VBox(0);
Label lblTitBest = new Label("BEST");
vRecord.getChildren().addAll(lblTitBest, lblBest);
hScores.getChildren().addAll(vScore,vRecord);
VBox vFill = new VBox();
VBox.setVgrow(vFill, Priority.ALWAYS);
vScores.getChildren().addAll(hScores,vFill);
hTop.getChildren().addAll(lblTitle, lblSubtitle, hFill,vScores);
}
Call the method createScore()
from the constructor of Board
SOLUTION CODE
- Class:
Board
- Method: constructor
- preview
- Copy and paste the following code snippet:
createScore();
Back to Index
STEP 4. Define rectangle corner border size
Create a rectangle located in corners i*cell_size
, j*cell_size
, of size cell_size
xcell_size
, filled with white color, and with border grey
SOLUTION CODE
- Class:
Board
- Method:
createCell
- preview
- Copy and paste the following code snippet:
cell = new Rectangle(i * CELL_SIZE, j * CELL_SIZE, CELL_SIZE, CELL_SIZE);
cell.setFill(Color.WHITE);
cell.setStroke(Color.GREY);
Back to Index
STEP 5. Draw a grid of rectangles in the Board
Add 4x4 cells to gridGroup, by calling createCell
method for every cell
SOLUTION CODE
- Class:
Board
- Method:
createGrid
- preview
- Copy and paste the following code snippet:
for(int i=0; i<4; i++){
for(int j=0; j<4; j++){
gridGroup.getChildren().add(createCell(i, j));
}
}
Call method createGrid()
from constructor of class Board
SOLUTION CODE
- Class:
Board
- Method: constructor
- preview
- Copy and paste the following code snippet:
createGrid();
Screenshot after Step 5
Run the project to see the application after completing the first 5 steps
Back to Index
STEP 6. Add Tiles into the Grid
- Set the size of the tile to
Board.CELL_SIZE-13
to account for the stroke width - For now, style the tile background with
#c9c9c9
color - Set the tile alignement centered
- Assign the value from the argument to
value
- Finally, set the text with this value, and initialized
merged
as false.
SOLUTION CODE
- Class:
Tile
- Method: private constructor
- preview
- Copy and paste the following code snippet:
final int squareSize = Board.CELL_SIZE - 13;
setMinSize(squareSize, squareSize);
setMaxSize(squareSize, squareSize);
setPrefSize(squareSize, squareSize);
setStyle("-fx-background-color: #c9c9c9;");
setAlignment(Pos.CENTER);
this.value = value;
this.merged = false;
setText(Integer.toString(value));
Back to Index
STEP 7. Create a random Tile
Create a new Tile
instance, which value being 2 with a 90% possibility or 4 with the 10% remaining
SOLUTION CODE
- Class:
Tile
- Method:
newRandomTile
- preview
- Copy and paste the following code snippet:
return newTile(new Random().nextDouble() < 0.9 ? 2 : 4);
Back to Index
STEP 8. Layout the tile at its location
Set the tile layout by getting from its location the position at the center of the cell and substracting half of the tile dimensions
SOLUTION CODE
- Class:
Board
- Method:
moveTile
- preview
- Copy and paste the following code snippet:
double layoutX = tile.getLocation().getLayoutX(CELL_SIZE) - (tile.getMinWidth() /
2);
double layoutY = tile.getLocation().getLayoutY(CELL_SIZE) - (tile.getMinHeight()
/ 2);
tile.setLayoutX(layoutX);
tile.setLayoutY(layoutY);
Add a call to moveTile
when a tile is added
SOLUTION CODE
- Class:
Board
- Method:
addTile
- preview
- Copy and paste the following code snippet:
moveTile(tile, tile.getLocation());
Back to Index
STEP 9. Let's start the Game!
Add a random tile a location of your choosing to the board
SOLUTION CODE
- Class:
GameManager
- Method:
startGame
- preview
- Copy and paste the following code snippet:
Tile tile0 = Tile.newRandomTile();
tile0.setLocation(new Location(1,2));
board.addTile(tile0);
Add a call to startGame
in the GameManager
constructor
SOLUTION CODE
- Class:
GameManager
- Method: constructor
- preview
- Copy and paste the following code snippet:
startGame();
Screenshot after #9
Run the project to see the application after completing the first 9 steps
Back to Index
STEP 10. CSS styling
Load the font ClearSans-Bold.ttf at the beginning of the application
SOLUTION CODE
- Class:
Game2048
- Method:
init
- preview
- Copy and paste the following code snippet:
Font.loadFont(Game2048.class.getResource("ClearSans-Bold.ttf").toExternalForm(),10.0);
Enable css styling in the application by loading the game.css file. Apply "game-root"
selector to the root
SOLUTION CODE
- Class:
Game2048
- Method:
start
- preview
- Copy and paste the following code snippet:
scene.getStylesheets().add(Game2048.class.getResource("game.css").toExternalForm());
root.getStyleClass().addAll("game-root");
Apply the styles to nodes in the hTop
container:
lblTitle
:"game-label"
,"game-title"
lblSubtitle
:"game-label"
,"game-subtitle"
vScore
andvRecord
:,"game-vbox"
lblScore
:"game-label"
,"game-score"
lblTit
:"game-label"
,"game-titScore"
lblTitBest
:"game-label"
,"game-titScore"
lblBest
:"game-label"
,"game-score"
SOLUTION CODE
- Class:
Board
- Method:
createScore
- preview
- Copy and paste the following code snippet:
lblTitle.getStyleClass().addAll("game-label","game-title");
lblSubtitle.getStyleClass().addAll("game-label","game-subtitle");
vScore.getStyleClass().add("game-vbox");
lblTit.getStyleClass().addAll("game-label","game-titScore");
lblScore.getStyleClass().addAll("game-label","game-score");
vRecord.getStyleClass().add("game-vbox");
lblTitBest.getStyleClass().addAll("game-label","game-titScore");
lblBest.getStyleClass().addAll("game-label","game-score");
Adjust arc size in cells to cell_size/6
and apply "game-grid-cell"
style
SOLUTION CODE
- Class:
Board
- Method:
createCell
- preview
- Copy and paste the following code snippet:
cell.setArcHeight(CELL_SIZE/6d);
cell.setArcWidth(CELL_SIZE/6d);
cell.getStyleClass().add("game-grid-cell");
Apply "game-grid"
to gridGroup
and "game-backGrid"
to hBottom
SOLUTION CODE
- Class:
Board
- Method:
createGrid
- preview
- Copy and paste the following code snippet:
gridGroup.getStyleClass().add("game-grid");
hBottom.getStyleClass().add("game-backGrid");
Apply to tiles the styles "game-label"
and "game-tile-"+value
, and remove
the previusly assigned style.
SOLUTION CODE
- Class:
Tile
- Method: private constructor
- preview
- Copy and paste the following code snippet:
getStyleClass().addAll("game-label", "game-tile-" + value);
Screenshot after #10
Run the project to see the application after completing the first 10 steps
Back to Index
STEP 11. Connect arrow keys with Direction
Return the enum constant of the type with the specified name from a KeyCode
SOLUTION CODE
- Class:
Direction
- Method:
valueFor
- preview
- Copy and paste the following code snippet:
return valueOf(keyCode.name());
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STEP 12. Moving one tile
Return a new Location based on the actual and an offset in the specified direction
SOLUTION CODE
- Class:
Location
- Method:
offset
- preview
- Copy and paste the following code snippet:
return new Location(x + direction.getX(), y + direction.getY());
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STEP 13. Moving tiles on the board
- Get a list of tiles in the
gridGroup
and then remove all the list from thegridGroup
- Create new tiles based in the old ones, applying an offset in the specified direction
to their current location, checking if the new location is valid and it doesn't contain another tile.
Otherwise keep the previous location. Then add them to the
gridGroup
SOLUTION CODE
- Class:
GameManager
- Method:
move
- preview
- Copy and paste the following code snippet:
List<Tile> tiles=board.getGridGroup().getChildren().stream()
.filter(g->g instanceof Tile).map(t->(Tile)t)
.collect(Collectors.toList());
board.getGridGroup().getChildren().removeAll(tiles);
tiles.forEach(t->{
Tile newTile = Tile.newTile(t.getValue());
final Location newLoc=t.getLocation().offset(direction);
if(newLoc.isValidFor() &&
!tiles.stream().filter(t2->t2.getLocation().equals(newLoc)).findAny().isPresent()){
newTile.setLocation(newLoc);
} else {
newTile.setLocation(t.getLocation());
}
board.addTile(newTile);
});
Back to Index
STEP 14. Listening to arrow keys
Add a listener to the scene for keys pressed, then get the key code, check if it is an arrow key. In such case get the direction for that arrow and move tile
SOLUTION CODE
- Class:
Game2048
- Method:
start
- preview
- Copy and paste the following code snippet:
scene.setOnKeyPressed(ke -> {
KeyCode keyCode = ke.getCode();
if(keyCode.isArrowKey()){
Direction dir = Direction.valueFor(keyCode);
gameManager.move(dir);
}
});
Screenshot after #14
Run the project to see the application after completing the first 14 steps. Press the right arrow and check the tile from Screenshot #10 moves one cell to the right
Back to Index
STEP 15. Initializing the game
Clear the gameGrid map and the locations list, and then initialize both with all 4x4 valid locations, and null tiles
SOLUTION CODE
- Class:
GameManager
- Method:
initializeGameGrid
- preview
- Copy and paste the following code snippet:
gameGrid.clear();
locations.clear();
for(int i=0; i<4; i++){
for(int j=0; j<4; j++){
Location location = new Location(i,j);
locations.add(location);
gameGrid.put(location, null);
}
}
Call initializeGameGrid
before startGame
SOLUTION CODE
- Class:
GameManager
- Method: constructor
- preview
- Copy and paste the following code snippet:
initializeGameGrid();
gameGrid.clear();
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STEP 16. Random tiles, random locations
Shuffle a copy of locations
list, and add two random tiles at the first two locations of the shuffled
list to gameGrid
and call redrawTilesInGameGrid
SOLUTION CODE
- Class:
GameManager
- Method:
startGame
- preview
- Copy and paste the following code snippet:
List<Location> locCopy=locations.stream().collect(Collectors.toList());
Collections.shuffle(locCopy);
tile0.setLocation(locCopy.get(0));
gameGrid.put(tile0.getLocation(), tile0);
Tile tile1 = Tile.newRandomTile();
tile1.setLocation(locCopy.get(1));
gameGrid.put(tile1.getLocation(), tile1);
redrawTilesInGameGrid();
Add to the board all valid tiles in gameGrid
SOLUTION CODE
- Class:
GameManager
- Method:
redrawTilesInGameGrid
- preview
- Copy and paste the following code snippet:
gameGrid.values().stream().filter(Objects::nonNull).forEach(board::addTile);
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STEP 17. How far can a tile go?
Search for the farthest location a tile can be moved in the specified direction, over empty cells and inside the grid
SOLUTION CODE
- Class:
GameManager
- Method:
findFarthestLocation
- preview
- Copy and paste the following code snippet:
do {
farthest = location;
location = farthest.offset(direction);
} while (location.isValidFor() && gameGrid.get(location)==null);
Back to Index
STEP 18. A new approach to move the tiles
Instead of using board.gridGroup
from Step 13 to move the tiles, we'll use now gameGrid
,
using a double IntStream
to traverse the grid.
For every valid tile:
- Find the farthest location possible.
- If it's different from the actual one:
- Set its layout with
board.moveTile()
- Update
gameGrid
in the old location with null - Update
gameGrid
with the tile in the new location, - Finally set the location of the tile.
- Set its layout with
Note: There's an issue with this approach, as the followed order is from top to bottom or left to right. The first tiles can't be moved as the next ones hasn't been moved jet, and they get stuck. This will be addressed later on.
SOLUTION CODE
- Class:
GameManager
- Method:
move
- preview
- Copy and paste the following code snippet:
IntStream.range(0, 4).boxed().forEach(i->{
IntStream.range(0, 4).boxed().forEach(j->{
Tile t=gameGrid.get(new Location(i,j));
if(t!=null){
final Location newLoc=findFarthestLocation(t.getLocation(),direction);
if(!newLoc.equals(t.getLocation())){
board.moveTile(t, newLoc);
gameGrid.put(newLoc, t);
gameGrid.replace(t.getLocation(),null);
t.setLocation(newLoc);
}
}
});
});
Back to Index
STEP 19. Animating one tile movement
Animate the tile translation from its actual location to the new one, in 65 ms.
SOLUTION CODE
- Class:
GameManager
- Method:
animateExistingTile
- preview
- Copy and paste the following code snippet:
KeyValue kvX = new KeyValue(tile.layoutXProperty(),
newLocation.getLayoutX(Board.CELL_SIZE) - (tile.getMinHeight() / 2),
Interpolator.EASE_OUT);
KeyValue kvY = new KeyValue(tile.layoutYProperty(),
newLocation.getLayoutY(Board.CELL_SIZE) - (tile.getMinHeight() / 2),
Interpolator.EASE_OUT);
KeyFrame kfX = new KeyFrame(Duration.millis(65), kvX);
KeyFrame kfY = new KeyFrame(Duration.millis(65), kvY);
timeline.getKeyFrames().add(kfX);
timeline.getKeyFrames().add(kfY);
Back to Index
STEP 20. Animating all the tiles together
All the tile animations will be executed at the same time using a ParallelTransition
.
While playing no movement will be allowed. Use the volatile movingTiles
to exit move
when it's true
SOLUTION CODE
- Class:
GameManager
- Method:
move
- preview
- Copy and paste the following code snippet:
synchronized (gameGrid) {
if (movingTiles) {
return;
}
}
While traversing the grid with valid tiles, add those that are moving to the parallelTranstion
,
instead of using board.moveTile
SOLUTION CODE
- Class:
GameManager
- Method:
move
- preview
- Copy and paste the following code snippet:
parallelTransition.getChildren().add(animateExistingTile(t, newLoc));
Add a listener to find when the animations have finished, and there set movingTiles
to false
SOLUTION CODE
- Class:
GameManager
- Method:
move
- preview
- Copy and paste the following code snippet:
parallelTransition.setOnFinished(e -> {
synchronized (gameGrid) {
movingTiles = false;
}
});
Set movingTiles
to true. start the animation and clear the list of animations.
SOLUTION CODE
- Class:
GameManager
- Method:
move
- preview
- Copy and paste the following code snippet:
synchronized (gameGrid) {
movingTiles = true;
}
parallelTransition.play();
parallelTransition.getChildren().clear();
Screenshot after #20
Run the project to see the application after completing the first 20 steps. Press an arrow and check the tiles are moving smoothly to the farthest position in the grid
Back to Index
STEP 21. Find a random available location
Get a list of available locations on the grid with no tile, shuffle this collection to get a random position, if there's any left, returning the first one in that case
SOLUTION CODE
- Class:
GameManager
- Method:
findRandomAvailableLocation
- preview
- Copy and paste the following code snippet:
List<Location> availableLocations = locations.stream().filter(l -> gameGrid.get(l) == null)
.collect(Collectors.toList());
if (availableLocations.isEmpty()) {
return null;
}
Collections.shuffle(availableLocations);
location = availableLocations.get(0);
Back to Index
STEP 22. Adding and animating new tiles
Create a new tile at the specified location, with scale set to 0. Add it to the board
, and to the gameGrid
.
Create a ScaleTransition
to scale it to 1, in 125 ms, with an easy_out interpolation and play it
SOLUTION CODE
- Class:
GameManager
- Method:
addAndAnimateRandomTile
- preview
- Copy and paste the following code snippet:
Tile tile = Tile.newRandomTile();
tile.setLocation(randomLocation);
tile.setScaleX(0);
tile.setScaleY(0);
board.addTile(tile);
gameGrid.put(tile.getLocation(), tile);
final ScaleTransition scaleTransition = new ScaleTransition(Duration.millis(125), tile);
scaleTransition.setToX(1.0);
scaleTransition.setToY(1.0);
scaleTransition.setInterpolator(Interpolator.EASE_OUT);
scaleTransition.play();
Back to Index
STEP 23. Playing with new cells on the board
When the parallel transition has finished, get a random location, check if it is not null,
and create a random tile, add call addAndAnimateRandomTile
. Else print "Game Over" for the time being
SOLUTION CODE
- Class:
GameManager
- Method:
move
- preview
- Copy and paste the following code snippet:
Location randomAvailableLocation = findRandomAvailableLocation();
if (randomAvailableLocation != null){
addAndAnimateRandomTile(randomAvailableLocation);
} else {
System.out.println("Game Over");
}
Screenshot after #23
Run the project to see the application after completing the first 23 steps. Press the arrows in any directions, check the tiles are moving smoothly to the farthest position in the grid, and after each movement a new tile appears
Back to Index
STEP 24. Introducing the GridOperator
Using the lists traversalX
and traversalY
, apply an integer binary opertator to every cell on the grid,
storing the sum of the results of this functional.
SOLUTION CODE
- Class:
GridOperator
- Method:
traverseGrid
- preview
- Copy and paste the following code snippet:
traversalX.forEach(x -> {
traversalY.forEach(y -> {
at.addAndGet(func.applyAsInt(x, y));
});
});
Back to Index
STEP 25. Traversing the grid properly
Replace the double for loop with the traverseGrid
method
SOLUTION CODE
- Class:
GameManager
- Method:
initializeGameGrid
- preview
- Copy and paste the following code snippet:
GridOperator.traverseGrid((i, j) -> {
Location location = new Location(i,j);
locations.add(location);
gameGrid.put(location, null);
return 0;
});
Replace the IntStreams
from Step 18 with the traverseGrid
method.
Assign the returned value to tilesWereMoved
to account for the number of tiles moved
SOLUTION CODE
- Class:
GameManager
- Method:
move
- preview
- Copy and paste the following code snippet:
tilesWereMoved = GridOperator.traverseGrid((i,j)->{
Tile t=gameGrid.get(new Location(i,j));
if(t!=null){
final Location newLoc=findFarthestLocation(t.getLocation(),direction);
if(!newLoc.equals(t.getLocation())){
parallelTransition.getChildren().add(animateExistingTile(t, newLoc));
gameGrid.put(newLoc, t);
gameGrid.replace(t.getLocation(),null);
t.setLocation(newLoc);
return 1;
}
}
return 0;
});
When the animations have finished, before adding a tile, check if there were some movements done
SOLUTION CODE
- Class:
GameManager
- Method:
move
- preview
- Copy and paste the following code snippet:
if(tilesWereMoved>0){
addAndAnimateRandomTile(randomAvailableLocation);
}
Replace the double for loop with the traverseGrid
method to create the cells
SOLUTION CODE
- Class:
Board
- Method:
createGrid
- preview
- Copy and paste the following code snippet:
GridOperator.traverseGrid((i, j) -> {
gridGroup.getChildren().add(createCell(i, j));
return 0;
});
Back to Index
STEP 26. Sorting lists before moving tiles
Sort the traversalX
and traversalY
lists, so for right or down directions these are taken
in reverse order. This will solve the problem stated in Step 18
SOLUTION CODE
- Class:
GridOperator
- Method:
sortGrid
- preview
- Copy and paste the following code snippet:
Collections.sort(traversalX, direction.equals(Direction.RIGHT) ? Collections.reverseOrder() : Integer::compareTo);
Collections.sort(traversalY, direction.equals(Direction.DOWN)? Collections.reverseOrder() : Integer::compareTo);
Call sortGrid
before traverse the grid when tiles are moved
SOLUTION CODE
- Class:
GameManager
- Method:
move
- preview
- Copy and paste the following code snippet:
GridOperator.sortGrid(direction);
Back to Index
STEP 27. Let's start merging tiles
Add to tile's value the one of the tile to be merged to, set the text of
the label with the new value, set the tile as merged and replace the old style "game-title-"+value
with the new one.
SOLUTION CODE
- Class:
Tile
- Method:
merge
- preview
- Copy and paste the following code snippet:
getStyleClass().remove("game-tile-" + value);
this.value += another.getValue();
setText(Integer.toString(value));
merged = true;
getStyleClass().add("game-tile-" + value);
Check it the tile can be merged with another tile by comparing their values
SOLUTION CODE
- Class:
Tile
- Method:
isMergeable
- preview
- Copy and paste the following code snippet:
return anotherTile != null && getValue()==anotherTile.getValue();
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STEP 28. Animating the merged tiles
Add a sequential animation, with two scale animations, from 1.0 to 1.2, ease_in interpolation, and from 1.2 to 1.0, ease_out interpolation, in 80 ms each
SOLUTION CODE
- Class:
GameManager
- Method:
animateMergedTile
- preview
- Copy and paste the following code snippet:
final ScaleTransition scale0 = new ScaleTransition(Duration.millis(80), tile);
scale0.setToX(1.2);
scale0.setToY(1.2);
scale0.setInterpolator(Interpolator.EASE_IN);
final ScaleTransition scale1 = new ScaleTransition(Duration.millis(80), tile);
scale1.setToX(1.0);
scale1.setToY(1.0);
scale1.setInterpolator(Interpolator.EASE_OUT);
return new SequentialTransition(scale0, scale1);
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STEP 29. Performing tiles merging on the move
- Apply an offset in the specified direction to the tile
- Check if this new tile is a valid tile
- Check if the tile is not null, it is not merged and if both tiles can be merged.
- Then:
- Merge both tiles
- Move to front the new one
- Put the new location in
gameGrid
, with the new tile - Replace last location with null in the map
- Add the old tile to
animateExistingTile
, and the new one toanimateMerdedTile
. - Add old tile to
mergedToBeRemoved
- Return 1
SOLUTION CODE
- Class:
GameManager
- Method:
move
- preview
- Copy and paste the following code snippet:
Location nextLocation = newLoc.offset(direction);
Tile tileToBeMerged = nextLocation.isValidFor() ? gameGrid.get(nextLocation) : null;
if (tileToBeMerged != null && !tileToBeMerged.isMerged() && t.isMergeable(tileToBeMerged)) {
tileToBeMerged.merge(t);
tileToBeMerged.toFront();
gameGrid.put(nextLocation, tileToBeMerged);
gameGrid.replace(t.getLocation(), null);
parallelTransition.getChildren().add(animateExistingTile(t, nextLocation));
parallelTransition.getChildren().add(animateMergedTile(tileToBeMerged));
mergedToBeRemoved.add(t);
return 1;
}
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STEP 30. Cleaning merged tiles
When the animations have finished, remove the tiles in the set mergedToBeRemoved
from the gridGroup
and clear the set. For all the tiles on the board, set to false their merged property
SOLUTION CODE
- Class:
GameManager
- Method:
move
- preview
- Copy and paste the following code snippet:
board.getGridGroup().getChildren().removeAll(mergedToBeRemoved);
mergedToBeRemoved.clear();
gameGrid.values().stream().filter(Objects::nonNull).forEach(t->t.setMerged(false));
Screenshot after #30
Run the project to see the application after completing the first 30 steps. Press the arrows in any directions, check the tiles are moving smoothly to the farthest position in the grid, merging with they neighbours if they can, while after each movement a new tile appears
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STEP 31. Fixing undesired effects
Dropshadow effects on tiles with values 128+ can displace the grid on the scene. To avoid it, add a rectangle
to clip hBottom
SOLUTION CODE
- Class:
Board
- Method:
createGrid
- preview
- Copy and paste the following code snippet:
Rectangle rect = new Rectangle(GRID_WIDTH, GRID_WIDTH);
hBottom.setClip(rect);
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STEP 32. Adding points
Add styles "game-label"
and "game-points"
for lblPoints
. It should have a minimum length of 100,
and center alignment. Add it to the board.
SOLUTION CODE
- Class:
Board
- Method:
createScore
- preview
- Copy and paste the following code snippet:
lblPoints.getStyleClass().addAll("game-label","game-points");
lblPoints.setAlignment(Pos.CENTER);
lblPoints.setMinWidth(100);
getChildren().add(lblPoints);
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STEP 33. Counting points
Bind lblPoints
text property to gameMovePoints
with a "+" prefix, when points>0.
Bind lblScore
text property with gameScoreProperty
.
SOLUTION CODE
- Class:
Board
- Method:
createScore
- preview
- Copy and paste the following code snippet:
lblPoints.textProperty().bind(Bindings.createStringBinding(()->
(gameMovePoints.get()>0)?"+".concat(Integer.toString(gameMovePoints.get())):"",
gameMovePoints.asObject()));
lblScore.textProperty().bind(gameScoreProperty.asString());
Add the points to gameMovePoints
and to gameScoreProperty
.
SOLUTION CODE
- Class:
Board
- Method:
addPoints
- preview
- Copy and paste the following code snippet:
gameMovePoints.set(gameMovePoints.get() + points);
gameScoreProperty.set(gameScoreProperty.get() + points);
Reset the points before traversing the grid
SOLUTION CODE
- Class:
GameManager
- Method:
move
- preview
- Copy and paste the following code snippet:
board.setPoints(0);
Add the points for every merged cell during any movement
SOLUTION CODE
- Class:
GameManager
- Method:
move
- preview
- Copy and paste the following code snippet:
board.addPoints(tileToBeMerged.getValue());
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STEP 34. Centering the points
Add a listener to changes in lblPoints
text property, so it gets centered right below
the center of vScore
SOLUTION CODE
- Class:
Board
- Method:
createScore
- preview
- Copy and paste the following code snippet:
lblScore.textProperty().addListener((ov,s,s1)->{
lblPoints.setLayoutX(0);
double midScoreX=vScore.localToScene(vScore.getWidth()/2d,0).getX();
lblPoints.setLayoutX(lblPoints.sceneToLocal(midScoreX, 0).getX()-lblPoints.getWidth()/2d);
});
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STEP 35. Animating the points earned
Create the timeline to translate lblPoints
in Y from 20 to 100 and
reduce its opacity from 1 to 0 in 600 ms.
SOLUTION CODE
- Class:
Board
- Method:
createScore
- preview
- Copy and paste the following code snippet:
final KeyValue kvO0 = new KeyValue(lblPoints.opacityProperty(), 1);
final KeyValue kvY0 = new KeyValue(lblPoints.layoutYProperty(), 20);
final KeyValue kvO1 = new KeyValue(lblPoints.opacityProperty(), 0);
final KeyValue kvY1 = new KeyValue(lblPoints.layoutYProperty(), 100);
final KeyFrame kfO0 = new KeyFrame(Duration.ZERO, kvO0);
final KeyFrame kfY0 = new KeyFrame(Duration.ZERO, kvY0);
Duration animationDuration = Duration.millis(600);
final KeyFrame kfO1 = new KeyFrame(animationDuration, kvO1);
final KeyFrame kfY1 = new KeyFrame(animationDuration, kvY1);
animateAddedPoints.getKeyFrames().addAll(kfO0,kfY0,kfO1,kfY1);
Start the animation
SOLUTION CODE
- Class:
Board
- Method:
animateScore
- preview
- Copy and paste the following code snippet:
animateAddedPoints.playFromStart();
Call board.animateScore
after traversing the grid
SOLUTION CODE
- Class:
GameManager
- Method:
move
- preview
- Copy and paste the following code snippet:
board.animateScore();
Screenshot after #35
Run the project to see the application after completing the first 35 steps. Press the arrows in any directions, check the tiles are moving smoothly to the farthest position in the grid, merging with they neighbours if they can, while the points of every play are shown below the score, and the total score is increasing
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STEP 36. Looking for pairs of mergeable tiles
Traverse the grid in two directions (up and left, in parallel) and for every tile
look if in the next location given by an offset in the specified direction, there is a valid
tile mergeable with the former. Increase the account of numMergeableTile
SOLUTION CODE
- Class:
GameManager
- Method:
mergeMovementsAvailable
- preview
- Copy and paste the following code snippet:
Stream.of(Direction.UP, Direction.LEFT).parallel().forEach(direction -> {
GridOperator.traverseGrid((x, y) -> {
Location thisloc = new Location(x, y);
Tile t1=gameGrid.get(thisloc);
if(t1!=null){
Location nextLoc=thisloc.offset(direction);
if(nextLoc.isValidFor()){
Tile t2=gameGrid.get(nextLoc);
if(t2!=null && t1.isMergeable(t2)){
numMergeableTile.incrementAndGet();
}
}
}
return 0;
});
});
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STEP 37. Checking for Game Over
When the animation have finished, and randomAvailableLocation
is null, call mergeMovementsAvailable
and
if this returns 0 then print "Game Over"
SOLUTION CODE
- Class:
GameManager
- Method:
move
- preview
- Copy and paste the following code snippet:
if(mergeMovementsAvailable()==0){
System.out.println("Game Over");
}
After the last movement, when the grid is full of tiles, check if there are movements available. In case there are no mergeable tiles, print "Game Over"
SOLUTION CODE
- Class:
GameManager
- Method:
addAndAnimateRandomTile
- preview
- Copy and paste the following code snippet:
scaleTransition.setOnFinished(e -> {
if (gameGrid.values().parallelStream().noneMatch(Objects::isNull) && mergeMovementsAvailable()==0 ) {
System.out.println("Game Over");
}
});
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STEP 38. Checking for the winning tile
While traversing the grid, check if the merged tile is 2048, and print "You Win!"
SOLUTION CODE
- Class:
GameManager
- Method:
move
- preview
- Copy and paste the following code snippet:
if(tileToBeMerged.getValue()==2048){
System.out.println("You win!");
}
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STEP 39. Setting options buttons
- Style buttons
bTry
andbContinue
with"game-button"
- Add listeners to button onAction property. In both buttons remove
overlay
andbuttonsOverlay
. InbTry
also remove all tiles ingridGroup
. SetresetGame
to false and reset all game properties:gameScoreProperty
,gameWonProperty
and gameOVerProperty. Then set
resetGame` to true
SOLUTION CODE
- Class:
Board
- Method:
initGameProperties
- preview
- Copy and paste the following code snippet:
bTry.getStyleClass().add("game-button");
bTry.setOnAction(e->{
getChildren().removeAll(overlay, buttonsOverlay);
gridGroup.getChildren().removeIf(c->c instanceof Tile);
resetGame.set(false);
gameScoreProperty.set(0);
gameWonProperty.set(false);
gameOverProperty.set(false);
resetGame.set(true);
});
bContinue.getStyleClass().add("game-button");
bContinue.setOnAction(e->getChildren().removeAll(overlay, buttonsOverlay));
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STEP 40. Setting up the Overlay
Add listeners to game over and game won properties.
- For game over:
- Set style to
"game-overlay"
and"game-overlay-over"
- Set
lOvrText
text to "Game Over!" - Set
lOvrText
style to"game-label"
and"game-lblOver"
- Add button
bTry
- Set style to
- For game won:
- Set style to
"game-overlay"
and"game-overlay-won"
- Set
lOvrText
text to "You win!" - Set
lOvrText
style to"game-label"
and"game-lblWon"
- Add buttons
bContinue
andbTry
- Set style to
- In both cases:
- Add
overlay
andbuttonsOverlay
to board.
- Add
SOLUTION CODE
- Class:
Board
- Method:
initGameProperties
- preview
- Copy and paste the following code snippet:
gameOverProperty.addListener((observable, oldValue, newValue) -> {
if (newValue) {
overlay.getStyleClass().setAll("game-overlay","game-overlay-over");
lOvrText.setText("Game over!");
lOvrText.getStyleClass().setAll("game-label","game-lblOver");
buttonsOverlay.getChildren().setAll(bTry);
this.getChildren().addAll(overlay,buttonsOverlay);
}
});
gameWonProperty.addListener((observable, oldValue, newValue) -> {
if (newValue) {
overlay.getStyleClass().setAll("game-overlay","game-overlay-won");
lOvrText.setText("You win!");
lOvrText.getStyleClass().setAll("game-label","game-lblWon");
buttonsOverlay.getChildren().setAll(bContinue, bTry);
this.getChildren().addAll(overlay,buttonsOverlay);
}
});
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STEP 41. Listening to game won/over
Call initGameProperties
SOLUTION CODE
- Class:
Board
- Method: constructor
- preview
- Copy and paste the following code snippet:
initGameProperties();
Set game won with board.setGameWin
when the 2048 tile is found
SOLUTION CODE
- Class:
GameManager
- Method:
move
- preview
- Copy and paste the following code snippet:
board.setGameWin(true);
After the animation has finished, set game over with board.setGameOver
if the grid is full and there
are no more mergeable tiles
SOLUTION CODE
- Class:
GameManager
- Method:
move
- preview
- Copy and paste the following code snippet:
board.setGameOver(true);
After the scale animation of a tile, set game over with board.setGameOver
if the grid is full and there
are no more mergeable tiles
SOLUTION CODE
- Class:
GameManager
- Method:
addAndAnimateRandomTile
- preview
- Copy and paste the following code snippet:
board.setGameOver(true);
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STEP 42. Want to try again?
Add a listener to the resetGameProperty
, so when the button bTry
is clicked, the game can be
initiralized again with a clear grid, and started
SOLUTION CODE
- Class:
GameManager
- Method: constructor
- preview
- Copy and paste the following code snippet:
board.resetGameProperty().addListener((ov, b, b1) -> {
if (b1) {
initializeGameGrid();
startGame();
}
});
Screenshots after #42
Run the project to see the application after completing the first 42 steps. Move the tiles randomly until you block the board, and the "Game Over!" message shows up. Press "Try again" to start a new game
Try now to win the game
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STEP 43. Optional tiles
Return an Optional
of nullable from a given location on the map gameGrid
SOLUTION CODE
- Class:
GameManager
- Method:
optionalTile
- preview
- Copy and paste the following code snippet:
return Optional.ofNullable(gameGrid.get(loc));
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STEP 44. Finding mergeable (optionally null) tiles
Use optionalTile
to find pairs of mergeable tiles when traversing the grid in two directions,
replacing the old code
SOLUTION CODE
- Class:
GameManager
- Method:
mergeMovementsAvailable
- preview
- Copy and paste the following code snippet:
optionalTile(thisloc).ifPresent(t1->{
optionalTile(thisloc.offset(direction)).filter(t2->t1.isMergeable(t2))
.ifPresent(t2->numMergeableTile.incrementAndGet());
});
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STEP 45. Traversing the grid with Optional
Use optionalTile
to traverse the grid, with an atomicInteger
to return the results
SOLUTION CODE
- Class:
GameManager
- Method:
move
- preview
- Copy and paste the following code snippet:
tilesWereMoved = GridOperator.traverseGrid((i, j) -> {
AtomicInteger result=new AtomicInteger();
optionalTile(new Location(i,j)).ifPresent(t1->{
final Location newLoc=findFarthestLocation(t1.getLocation(), direction);
Location nextLocation = newLoc.offset(direction);
optionalTile(nextLocation).filter(t2->t1.isMergeable(t2) && !t2.isMerged()).ifPresent(t2->{
t2.merge(t1);
t2.toFront();
gameGrid.put(nextLocation, t2);
gameGrid.replace(t1.getLocation(), null);
board.addPoints(t2.getValue());
if(t2.getValue()==2048){
board.setGameWin(true);
}
parallelTransition.getChildren().add(animateExistingTile(t1, nextLocation));
parallelTransition.getChildren().add(animateMergedTile(t2));
mergedToBeRemoved.add(t1);
result.set(1);
});
if(result.get()==0 && !newLoc.equals(t1.getLocation())){
parallelTransition.getChildren().add(animateExistingTile(t1, newLoc));
gameGrid.put(newLoc, t1);
gameGrid.replace(t1.getLocation(),null);
t1.setLocation(newLoc);
result.set(1);
}
});
return result.get();
});
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STEP 46. Extra features
To find more extra features like:
- Time of play
- Session saving and restoring
- Session pause
- Quit
- Best personal result
- Resizable board
- Any size of cells
- Run on ARM devices
- ...
Go to this URL and fork this repo:
https://github.com/brunoborges/fx2048
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