ABAP Keyword Documentation → ABAP − Reference → ABAP Syntax → ABAP Statements → Operators and Expressions → Examples of Expression-Oriented Programming
2048 Game
Expression-oriented implementation of a 2048 game.
Other versions:
7.31 | 7.40 | 7.54
Source Code
PROGRAM demo_game_2048_740.
CLASS game DEFINITION.
PUBLIC SECTION.
METHODS:
constructor,
display.
PRIVATE SECTION.
TYPES:
BEGIN OF t_cell,
value TYPE i,
id TYPE string,
born TYPE i,
END OF t_cell,
t_cells TYPE STANDARD TABLE OF t_cell WITH EMPTY KEY,
t_field TYPE STANDARD TABLE OF t_cells WITH EMPTY KEY,
t_ref TYPE REF TO t_cell,
t_refs TYPE STANDARD TABLE OF t_ref WITH EMPTY KEY.
CONSTANTS tile_colors TYPE string VALUE
`eee4da ede0c8 f2b179 f59563 f67c5f f65e3b ` &
`edcf72 f67c5f edc850 edc53f edc22e` ##NO_TEXT.
DATA:
mark_new_tiles TYPE abap_bool,
rnd TYPE REF TO cl_abap_random_int,
field TYPE t_field,
n TYPE i, " dimension of field
nsq TYPE i, " n * n
target TYPE i VALUE 2048, " target value
score TYPE i, " current score
moves TYPE i, " # of moves
header TYPE string, " HTML header string
over TYPE string, " game-over message
line TYPE t_refs.
METHODS:
at_click FOR EVENT sapevent OF cl_abap_browser IMPORTING action,
build_line IMPORTING VALUE(direction) TYPE char1 VALUE(i) TYPE i,
move_lines IMPORTING VALUE(direction) TYPE char1
RETURNING VALUE(valid) TYPE abap_bool,
move_line RETURNING VALUE(valid) TYPE abap_bool,
new_tiles IMPORTING VALUE(factor) TYPE i DEFAULT 1,
check_game.
ENDCLASS.
CLASS game IMPLEMENTATION.
METHOD constructor.
DATA(size) = 4.
cl_demo_input=>add_field( CHANGING field = size ).
cl_demo_input=>add_field( CHANGING field = target ).
cl_demo_input=>add_field( EXPORTING text = 'Mark new tiles'
as_checkbox = 'X' CHANGING field = mark_new_tiles ) ##NO_TEXT.
cl_demo_input=>request( ).
n = nmax( val1 = 3 val2 = nmin( val1 = size val2 = 8 ) ).
nsq = n * n.
" target tile value must be a power of 2, at least 8
target = nmax( val1 = 8 val2 = target ).
target = ipow( base = 2 exp = ceil( log( target ) / log( 2 ) ) ).
rnd = cl_abap_random_int=>create( seed = CONV i( sy-uzeit )
min = 0 max = nsq - 1 ).
field = VALUE #( FOR i = 1 UNTIL i > n
( VALUE #( FOR j = 1 UNTIL j > n
( id = |{ i }{ j }| born = -1 ) ) ) ).
new_tiles( 2 ). " place initial tiles in field
" build header with styles for tiles; cell/font sizes depend on n
header = REDUCE string( ##NO_TEXT
LET w = 360 / n IN
INIT h =
`<html><head><style type="text/css">` &
`.t0{background-color:#cbbdb0}` &
`td{border:1px solid bbada0;color:#776e65` &
`;text-align:center;vertical-align:center` &
`;font-family:'Century Gothic',sans-serif;font-weight:bold` &&
|;width:{ w }px;height:{ w }px;font-size:{ w / 2 }px\}|
FOR i = 1 UNTIL i > 11
NEXT h =
|{ h }.t{ ipow( base = 2 exp = i ) }\{| &
|background-color:#{ segment( val = tile_colors
index = i ) }| &
|{ COND #( WHEN i >= 3 THEN `;color:#f9f6f2` ) }| &
|{ COND #( WHEN i >= 10 THEN |;font-size:{ w / 4 }px|
WHEN i >= 7 THEN |;font-size:{ w / 3 }px| ) }\}| ).
header = header && ##NO_TEXT
`div{text-align:center}</style><script type="text/javascript">` &
`function okd(e)` &
`{c=window.event.keyCode;window.location='sapevent:'+c;}` &
`document.onkeydown = okd;</script></head> <body scroll=no ` &
`style="background-color:#bbada0;color:white;font-size:20pt">`.
SET HANDLER at_click.
ENDMETHOD.
METHOD display.
cl_abap_browser=>show_html(
title = |Join the numbers and get to the { target } tile!|
size = cl_abap_browser=>small
format = cl_abap_browser=>portrait
context_menu = 'X'
html_string =
REDUCE string(
INIT h = |{ header }<p align=right>Score { score }</p>| &
|<table align=center>|
FOR <cells> IN field
NEXT h = h && |<tr>| &&
REDUCE string(
INIT k = ``
FOR <c> IN <cells>
NEXT k = |{ k }<td class=t{ <c>-value }| &
|{ COND #( WHEN <c>-born = moves
THEN ` style="border-color:red"` ) }| &
|>{ COND #( WHEN <c>-value = 0 THEN ` `
ELSE <c>-value ) }</td>| )
&& `</tr>` )
&& `</table>` &&
COND #( WHEN over = ``
THEN `<div>Use arrow keys to join tiles</div>`
ELSE |
{ over }| )
&& `</body></html>` ).
ENDMETHOD.
METHOD at_click.
DATA(direction) = SWITCH #( action WHEN 37 THEN 'L'
WHEN 38 THEN 'U'
WHEN 39 THEN 'R'
WHEN 40 THEN 'D' ).
IF over <> ``. " game is over; leave game with any non-arrow key
IF direction IS INITIAL.
cl_abap_browser=>close_browser( ).
LEAVE PROGRAM.
ENDIF.
RETURN.
ENDIF.
IF move_lines( direction ).
moves = moves + 1.
new_tiles( ).
check_game( ).
display( ).
ENDIF.
ENDMETHOD.
METHOD check_game.
CONSTANTS dirs TYPE char4 VALUE 'LRUD'.
" find highest tile value and check if an empty cell exists
DATA(fill) = REDUCE t_cell(
INIT m = VALUE #( )
FOR <cells> IN field
FOR <c> IN <cells>
NEXT m-value = nmax( val1 = m-value val2 = <c>-value )
m-id = COND #( WHEN <c>-value = 0 THEN `!` ELSE m-id ) ).
" game is won if target value is reached
IF fill-value >= target.
over = |<div>Finished in { moves } moves!</div>|.
ELSEIF fill-id <> `!`.
" no empty cell -> check if stuck: try move in all 4 directions
DO 4 TIMES.
DATA(off) = sy-index - 1.
DO n TIMES.
build_line( direction = dirs+off(1) i = sy-index ).
LOOP AT line FROM 2 ASSIGNING FIELD-SYMBOL(<curr>).
IF <curr>->value = line[ sy-tabix - 1 ]->value.
RETURN. " found a possible move; game not over
ENDIF.
ENDLOOP.
ENDDO.
ENDDO.
over = `<div>*** Stuck - Game over ***</div>`.
ENDIF.
ENDMETHOD.
METHOD move_lines.
CHECK direction IS NOT INITIAL.
DO n TIMES.
build_line( direction = direction i = sy-index ).
valid = cmax( val1 = move_line( ) val2 = valid ).
ENDDO.
CLEAR line.
ENDMETHOD.
METHOD build_line.
" build cell references to line i, starting at end (wrt direction)
line = VALUE #(
FOR j = n THEN j - 1 UNTIL j = 0 " j = n...1
LET y = SWITCH i( direction
WHEN 'L' OR 'R' THEN i
WHEN 'D' THEN j
WHEN 'U' THEN n + 1 - j )
x = SWITCH i( direction
WHEN 'U' OR 'D' THEN i
WHEN 'R' THEN j
WHEN 'L' THEN n + 1 - j )
IN ( REF #( field[ y ][ x ] ) ) ).
ENDMETHOD.
METHOD move_line.
DATA: idx TYPE i VALUE 1, next_idx TYPE i VALUE 2.
DATA(curr) = line[ 1 ].
WHILE next_idx <= n.
DATA(next) = line[ next_idx ].
IF curr->value > 0.
IF curr->value = next->value.
curr->value = curr->value * 2. " join tiles
next->value = 0.
valid = abap_true.
score = score + curr->value.
idx = idx + 1. curr = line[ idx ]. " proceed
ELSEIF next->value > 0 OR next_idx = n.
idx = idx + 1. curr = line[ idx ]. " proceed
next_idx = idx.
ENDIF.
ELSEIF next->value <> 0.
curr->value = next->value. " shift tile to empty cell
next->value = 0.
valid = abap_true.
ENDIF.
next_idx = next_idx + 1.
ENDWHILE.
ENDMETHOD.
METHOD new_tiles.
" place 1 or more (for n>4) new tiles (* 2 at start of game)
DO nmax( val1 = n - 3 val2 = 1 ) * factor TIMES.
DATA(pos) = rnd->get_next( ).
DATA(attempts) = nsq.
DO. " try to place new tile at this or next free position
ASSIGN field[ 1 + pos DIV n ][ 1 + pos MOD n ]
TO FIELD-SYMBOL(<cell>).
IF <cell>-value = 0.
" free position found - tile value: 2 (likelihood 75%) or 4
<cell>-value = COND #( WHEN rnd->get_next( ) > nsq / 4
THEN 2 ELSE 4 ).
" remember when tile was born, to display it as 'new'
<cell>-born = COND #( WHEN moves > 0 AND
mark_new_tiles = abap_true
THEN moves ELSE -1 ).
EXIT.
ENDIF.
pos = ( pos + 1 ) MOD nsq.
attempts = attempts - 1.
IF attempts = 0.
RETURN.
ENDIF.
ENDDO.
ENDDO.
ENDMETHOD.
ENDCLASS.
START-OF-SELECTION.
NEW game( )->display( ).
Description
This example uses the implementation of a 2048 game to demonstrate expression-oriented ABAP programming (as introduced in Release 7.40). As a comparison, the program DEMO_GAME_2048_700 shows the same function implemented without expressions, mainly using language elements from Release 7.00 only.
To play the game, use the arrow keys on the keyboard to move all tiles in one of the four directions.