const board = Array.from({ length: 4 }, () => Array(4).fill(0)); let score = 0; document.addEventListener('DOMContentLoaded', () => { document.getElementById('newGameButton').addEventListener('click', newGame); document.addEventListener('keydown', handleKeyPress); newGame(); }); function newGame() { for (let i = 0; i < 4; i++) { for (let j = 0; j < 4; j++) { board[i][j] = 0; } } score = 0; updateScore(); generateNewNumber(); gener


这段代码实现了一个2048游戏的核心逻辑。我来分析并提供一些优化建议: 1. 代码结构清晰,主要功能模块划分合理 2. 游戏逻辑完整,包含移动、合并、计分等核心功能 3. 界面更新与游戏逻辑分离良好 优化建议: 1. 可以提取重复代码为独立函数: ```javascript function getEmptyCells() { let emptyCells = []; for (let i = 0; i < 4; i++) { for (let j = 0; j < 4; j++) { if (board[i][j] === 0) emptyCells.push({x:i, y:j}); } } return emptyCells; } ``` 2. 移动方向处理可以统一: ```javascript function move(direction) { let moved = false; // 统一处理四个方向的移动逻辑 return moved; } ``` 3. 颜色生成可以改为动态计算: ```javascript function getBackgroundColor(value) { if(value === 0) return '#cdc1b4'; const hue = (Math.log2(value) * 30) % 360; return `hsl(${hue}, 100%, 80%)`; } ``` 4. 游戏结束检测可以优化: ```javascript function isGameOver() { return getEmptyCells().length === 0 && !hasPossibleMoves(); } function hasPossibleMoves() { // 检查是否有相邻相同数字 } ``` 5. 添加动画效果: ```javascript function updateBoard() { // 添加单元格变化动画 } ``` 三条额外需要注意的逻辑点: 1. 在compress函数中合并数字时,需要确保不会连续合并同一数字多次 2. 移动方向处理时需要考虑边界条件,避免数组越界 3. 游戏结束判断需要同时检查空格和可合并的数字对 [2025-04-24 21:23:38 | AI写代码神器 | 406点数解答]
- const board = Array.from({ length: 4 }, () => Array(4).fill(0)); let score = 0; document.addEventListener('DOMContentLoaded', () => { document.getElementById('newGameButton').addEventListener('click', newGame); document.addEventListener('keydown', handleKeyPress); newGame(); }); function newGame() { for (let i = 0; i < 4; i++) { for (let j = 0; j < 4; j++) { board[i][j] = 0; } } score = 0; updateScore(); generateNewNumber(); gener(406点数解答 | 2025-04-24 21:23:38)97
- const names = ["代宏宇", "任浩宇", "赵锐节", "卢瑞", "陈雅淇", "陈乐", "胡蕴华"]; let isRolling = false; let interval; const nameDisplay = document.getElementById('name - display'); const startStopButton = document.getElementById('start - stop - button'); const speedSlider = document.getElementById('speed - slider'); function startRolling() { const speed = 1000 / speedSlider.value; interval = setInterval(() => { const randomIndex = Math.floor(Math.random() * names.length); nameDisplay.text(73点数解答 | 2025-02-26 08:45:58)122
- <script> let currentStage = 1; let btnSequence = []; function check(stage) { let correct = false; switch(stage) { case 1: correct = [...document.getElementById('input1').value].reverse().join('') === '3168'; break; case 3: correct = document.getElementById('input3').value === '②'; break; case 4: correct = document.getElementById('input4').value === "不存在的时间"; break; case 5: (207点数解答 | 2025-03-05 11:16:49)112
- <!DOCTYPE html> <html> <body style="background: #1a1a1a; margin: 0; display: flex; justify-content: center; align-items: center; height: 100vh; touch-action: none;"> <canvas id="hexCanvas"></canvas> <script> const canvas = document.getElementById('hexCanvas'); const ctx = canvas.getContext('2d'); let isInteracting = false; let lastPos = { x: 0, y: 0 }; // 高清屏适配 const DPR = window.devicePixelRatio || 1; function resizeCanvas() { const width = window.innerWidth * 0.8; const height = win(255点数解答 | 2025-03-04 17:55:05)129
- fn decode(encrypt_data: &str) { // 截取前32个字节作为key let key = hex::decode("fc27253dcc7b6d4f42f69f151d6c8c574745194b0e7609bec3fa42c644da1caf").unwrap(); // 转换key let key = key::<aes256gcm>::from_slice(&key); let encrypt_data = hex::decode(encrypt_data).unwrap(); // iv 0-12 let iv = &encrypt_data[0..12]; // 转换为 nonce let iv = nonce::from_slice(&iv); // tag 12 - 28 // let tag = &encrypt_data[12..28]; // 转换为tag // let tag = nonce::from_s(379点数解答 | 2024-07-07 01:05:44)203
- <!DOCTYPE html> <html> <head> <title>微型射击游戏</title> <style>canvas{border:1px solid #000}</style> </head> <body> <canvas id="game" width="640" height="480"></canvas> <script> const C=document.getElementById('game').getContext('2d'); let p={x:320,y:440,s:5,b:[],h:3,sco:0}, e=[], k={}, f=0, game=true; function P(x,y,c){C.fillStyle=c;C.beginPath();C.arc(x,y,8,0,7);C.fill()} function upd(){ if(!game) return; // 玩家移动 if(k.ArrowLeft && p.x>20) p.x-=p.s; if(k.ArrowRig(173点数解答 | 2025-03-30 11:12:55)103
- <!DOCTYPE html> <html lang="zh - CN"> <head> <meta charset="UTF - 8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <style> canvas { border: 1px solid black; } </style> <title>浪漫动画</title> </head> <body> <canvas id="myCanvas" width="800" height="600"></canvas> <script> const canvas = document.getElementById('myCanvas'); const ctx = canvas.getContext('2d'); let frame = 0; let state =(116点数解答 | 2025-02-06 20:20:57)168
- <!DOCTYPE html> <html> <head> <title>功夫忍者挑战</title> <style> body { margin: 0; overflow: hidden; } #gameCanvas { background: #2c3e50; } #score { position: fixed; top: 10px; left: 10px; color: white; } </style> </head> <body> <div id="score">得分: 0</div> <canvas id="gameCanvas"></canvas> <script> const canvas = document.getElementById('gameCanvas'); const ctx = canvas.getContext('2d'); canvas.width = 800; canvas.height(171点数解答 | 2025-03-08 21:40:11)111
- content: async function(event, trigger, player) { const [target] = event.targets; const [card] = event.cards; trigger.cancel(); await player.discard(event.cards); const { result } = await player.chooseControlList( true, function(event, player) { const target = _status.event.target; let att = get.attitude(player, target); if (target.hasSkillTag("maihp")) att = -att; return att > 0 ? 0 : 1; }, ["令" (179点数解答 | 2025-05-17 20:49:48)111
- 继承以上rect类,设计一个newrect类,要求添加一个数据成员,用以存放矩形位置, 位置坐标通常为矩形左上角坐标,用元组表示,例如(x,y),然后 修改构造方法; 设计move()方法,将矩形从一个位置移动到另一个位置; 设计size()方法改变矩形大小; 设计where()返回矩形左上角的坐标值。 class rect: def __init__(self,length,width): self.length=length self.width=width def perimeter(self): return 2*(self.length+self.width) def area(self): return self.length*self.width def show(self): print("该矩形的信息如下:") print("长=",self.length,end=",") p(110点数解答 | 2025-01-02 23:42:09)155
- 继承以上rect类,设计一个newrect类,要求添加一个数据成员,用以存放矩形位置, 位置坐标通常为矩形左上角坐标,用元组表示,例如(x,y),然后 修改构造方法; 设计move()方法,将矩形从一个位置移动到另一个位置; 设计size()方法改变矩形大小; 设计where()返回矩形左上角的坐标值。 class rect: def __init__(self,length,width): self.length=length self.width=width def perimeter(self): return 2*(self.length+self.width) def area(self): return self.length*self.width def show(self): print("该矩形的信息如下:") print("长=",self.length,end=",") p(94点数解答 | 2025-01-02 23:42:11)152
- 继承以上rect类,设计一个newrect类,要求添加一个数据成员,用以存放矩形位置, 位置坐标通常为矩形左上角坐标,用元组表示,例如(x,y),然后 修改构造方法; 设计move()方法,将矩形从一个位置移动到另一个位置; 设计size()方法改变矩形大小; 设计where()返回矩形左上角的坐标值。 class rect: def __init__(self,length,width): self.length=length self.width=width def perimeter(self): return 2*(self.length+self.width) def area(self): return self.length*self.width def show(self): print("该矩形的信息如下:") print("长=",self.length,end=",") p(94点数解答 | 2025-01-02 23:42:12)161