python图形界面入门_Python入门 —— 2048实战(字符界面和图形界面)

2048 game (共4种实现方法)

目录:

.. 图形界面

... pygame 和 numpy

.. 字符界面

... 第一种

... curses

... wxpython

... 第二种

... 极简

代码后面附有效果图。

图形界面

用python的pygame库写的2048游戏

程序目前在python3环境下运行,首先安装pygame库和numpy库,pip install pygame和pip install numpy

安装模块完成后,进入终端来到目录,执行python box.py

box.py代码如下:

# _*_ coding:UTF-8 _*_

import numpy,sys,random,pygame

from pygame.locals import*

Size = 4 #4*4行列

Block_WH = 110 #每个块的长度宽度

BLock_Space = 10 #两个块之间的间隙

Block_Size = Block_WH*Size+(Size+1)*BLock_Space

Matrix = numpy.zeros([Size,Size]) #初始化矩阵4*4的0矩阵

Screen_Size = (Block_Size,Block_Size+110)

Title_Rect = pygame.Rect(0,0,Block_Size,110) #设置标题矩形的大小

Score = 0

Block_Color = {

0:(150,150,150),

2:(255,255,255),

4:(255,255,128),

8:(255,255,0),

16:(255,220,128),

32:(255,220,0),

64:(255,190,0),

128:(255,160,0),

256:(255,130,0),

512:(255,100,0),

1024:(255,70,0),

2048:(255,40,0),

4096:(255,10,0),

} #数块颜色

#基础类

class UpdateNew(object):

"""docstring for UpdateNew"""

def __init__(self,matrix):

super(UpdateNew, self).__init__()

self.matrix = matrix

self.score = 0

self.zerolist = []

def combineList(self,rowlist):

start_num = 0

end_num = Size-rowlist.count(0)-1

while start_num < end_num:

if rowlist[start_num] == rowlist[start_num+1]:

rowlist[start_num] *= 2

self.score += int(rowlist[start_num]) #每次返回累加的分数

rowlist[start_num+1:] = rowlist[start_num+2:]

rowlist.append(0)

start_num += 1

return rowlist

def removeZero(self,rowlist):

while True:

mid = rowlist[:] #拷贝一份list

try:

rowlist.remove(0)

rowlist.append(0)

except:

pass

if rowlist == mid:

break;

return self.combineList(rowlist)

def toSequence(self,matrix):

lastmatrix = matrix.copy()

m,n = matrix.shape #获得矩阵的行,列

for i in range(m):

newList = self.removeZero(list(matrix[i]))

matrix[i] = newList

for k in range(Size-1,Size-newList.count(0)-1,-1): #添加所有有0的行号列号

self.zerolist.append((i,k))

if matrix.min() == 0 and (matrix!=lastmatrix).any(): #矩阵中有最小值0且移动后的矩阵不同,才可以添加0位置处添加随机数

GameInit.initData(Size,matrix,self.zerolist)

return matrix

class LeftAction(UpdateNew):

"""docstring for LeftAction"""

def __init__(self,matrix):

super(LeftAction, self).__init__(matrix)

def handleData(self):

matrix = self.matrix.copy() #获得一份矩阵的复制

newmatrix = self.toSequence(matrix)

return newmatrix,self.score

class RightAction(UpdateNew):

"""docstring for RightAction"""

def __init__(self,matrix):

super(RightAction, self).__init__(matrix)

def handleData(self):

matrix = self.matrix.copy()[:,::-1]

newmatrix = self.toSequence(matrix)

return newmatrix[:,::-1],self.score

class UpAction(UpdateNew):

"""docstring for UpAction"""

def __init__(self,matrix):

super(UpAction, self).__init__(matrix)

def handleData(self):

matrix = self.matrix.copy().T

newmatrix = self.toSequence(matrix)

return newmatrix.T,self.score

class DownAction(UpdateNew):

"""docstring for DownAction"""

def __init__(self,matrix):

super(DownAction, self).__init__(matrix)

def handleData(self):

matrix = self.matrix.copy()[::-1].T

newmatrix = self.toSequence(matrix)

return newmatrix.T[::-1],self.score

class GameInit(object):

"""docstring for GameInit"""

def __init__(self):

super(GameInit, self).__init__()

@staticmethod

def getRandomLocal(zerolist = None):

if zerolist == None:

a = random.randint(0,Size-1)

b = random.randint(0,Size-1)

else:

a,b = random.sample(zerolist,1)[0]

return a,b

@staticmethod

def getNewNum(): #随机返回2或者4

n = random.random()

if n > 0.8:

n = 4

else:

n = 2

return n

@classmethod

def initData(cls,Size,matrix = None,zerolist = None):

if matrix is None:

matrix = Matrix.copy()

a,b = cls.getRandomLocal(zerolist) #zerolist空任意返回(x,y)位置,否则返回任意一个0元素位置

n = cls.getNewNum()

matrix[a][b] = n

return matrix #返回初始化任意位置为2或者4的矩阵

@classmethod

def drawSurface(cls,screen,matrix,score):

pygame.draw.rect(screen,(255,255,255),Title_Rect) #第一个参数是屏幕,第二个参数颜色,第三个参数rect大小,第四个默认参数

font1 = pygame.font.SysFont('simsun',48)

font2 = pygame.font.SysFont(None,32)

screen.blit(font1.render('Score:',True,(255,127,0)),(20,25)) #font.render第一个参数是文本内容,第二个参数是否抗锯齿,第三个参数字体颜色

screen.blit(font1.render('%s' % score,True,(255,127,0)),(170,25))

screen.blit(font2.render('up',True,(255,127,0)),(360,20))

screen.blit(font2.render('left down right',True,(255,127,0)),(300,50))

a,b = matrix.shape

for i in range(a):

for j in range(b):

cls.drawBlock(screen,i,j,Block_Color[matrix[i][j]],matrix[i][j])

@staticmethod

def drawBlock(screen,row,column,color,blocknum):

font = pygame.font.SysFont('stxingkai',80)

w = column*Block_WH+(column+1)*BLock_Space

h = row*Block_WH+(row+1)*BLock_Space+110

pygame.draw.rect(screen,color,(w,h,110,110))

if blocknum != 0:

fw,fh = font.size(str(int(blocknum)))

screen.blit(font.render(str(int(blocknum)),True,(0,0,0)),(w+(110-fw)/2,h+(110-fh)/2))

@staticmethod

def keyDownPressed(keyvalue,matrix):

if keyvalue == K_LEFT:

return LeftAction(matrix)

elif keyvalue == K_RIGHT:

return RightAction(matrix)

elif keyvalue == K_UP:

return UpAction(matrix)

elif keyvalue == K_DOWN:

return DownAction(matrix)

@staticmethod

def gameOver(matrix):

testmatrix = matrix.copy()

a,b = testmatrix.shape

for i in range(a):

for j in range(b-1):

if testmatrix[i][j] == testmatrix[i][j+1]: #如果每行存在相邻两个数相同,则游戏没有结束

print('游戏没有结束')

return False

for i in range(b):

for j in range(a-1):

if testmatrix[j][i] == testmatrix[j+1][i]:

print('游戏没有结束')

return False

print('游戏结束')

return True

def main():

pygame.init()

screen = pygame.display.set_mode(Screen_Size,0,32) #屏幕设置

matrix = GameInit.initData(Size)

currentscore = 0

GameInit.drawSurface(screen,matrix,currentscore)

pygame.display.update()

while True:

for event in pygame.event.get():

if event.type == pygame.QUIT:

pygame.quit()

sys.exit(0)

elif event.type == pygame.KEYDOWN:

actionObject = GameInit.keyDownPressed(event.key,matrix) #创建各种动作类的对象

matrix,score = actionObject.handleData() #处理数据

currentscore += score

GameInit.drawSurface(screen,matrix,currentscore)

if matrix.min() != 0:

GameInit.gameOver(matrix)

pygame.display.update()

if __name__ == '__main__':

main()

最终效果图如下:

...

..

.

字符界面

用字符输出的2048游戏

- 利用curses库实现2048游戏

导入curses库 pip install curses

注意:可能会出现错误

导入时:

pip 安装时:

安装不成功则点击这里,下载curses ,cmd到对应目录pip安装即可

例:pip install crcmod-1.7-cp36-cp36m-win_amd64.whl (64位系统的python3.6版本)

用户操作

上W 下S 左A 右D 重置R 退出Q

状态机

处理游戏主逻辑的时候我们会用到一种十分常用的技术:状态机,或者更准确的说是有限状态机(FSM)

你会发现 2048 游戏很容易就能分解成几种状态的转换。

state 存储当前状态, state_actions 这个词典变量作为状态转换的规则,它的 key 是状态,value 是返回下一个状态的函数:

Init: init()

Game

Game: game()

Game

Win

GameOver

Exit

Win: lambda: not_game(‘Win’)

Init

Exit

Gameover: lambda: not_game(‘Gameover’)

Init

Exit

Exit: 退出循环

状态机会不断循环,直到达到 Exit 终结状态结束程序。

代码如下:

# -*- coding: utf-8 -*-

import curses

from random import randrange, choice

from collections import defaultdict

#Defines valid inputs to not allow for input errors

actions = ['Up', 'Left', 'Down', 'Right', 'Restart', 'Exit']

lettercodes = [ord(ch) for ch in 'WASDRQwasdrq']

actions_dict = dict(zip(lettercodes, actions * 2))

# Character not in dictonary so it adds it to the dictionary to make it recongized

def get_user_action(keyboard):

char = 'N'

while char not in actions_dict:

char = keyboard.getch()

return actions_dict[char]

# Transpose of matrix to determine tile moveability

def transpose(field):

return [list(row) for row in zip(*field)]

# Inversion of matrix to determine tile moveability

def invert(field):

return [row[::-1] for row in field]

#Defines game terms: 4x4 matrix, if you get 2048 you win anf

class GameField(object):

def __init__(self, height=4, width=4, win=2048):

self.height = height

self.width = width

self.win_value = 2048

self.score = 0

self.highscore = 0

self.reset()

# Randomly inputs a either 2 or 4 into the board after a move has been made

def spawn(self):

new_element = 4 if randrange(100) > 89 else 2

(i, j) = choice([(i, j) for i in range(self.width) for j in\

range(self.height) if self.field[i][j] == 0])

self.field[i][j] = new_element

# resets score but if a highscore it updates highscore first

def reset(self):

if self.score > self.highscore:

self.highscore = self.score

self.score = 0

self.field = [[0 for i in range(self.width)] for j in

range(self.height)]

self.spawn()

self.spawn()

#Defines all the movements in the the game

def move(self, direction):

def move_row_left(row):

#Collapses one row once 2 tiles are merged

def tighten(row):

new_row = [i for i in row if i != 0]

new_row += [0 for i in range(len(row) - len(new_row))]

return new_row

#merges 2 tiles if they are equal and multiplies the value by itself of the new tile. Them upates the score accordingly

def merge(row):

pair = False

new_row = []

for i in range(len(row)):

if pair:

new_row.append(2 * row[i])

self.score += 2 * row[i]

pair = False

else: #if same value will append the 2 tiles

if i + 1 < len(row) and row[i] == row[i + 1]:

pair = True

new_row.append(0)

else:

new_row.append(row[i])

assert len(new_row) == len(row)

return new_row

return tighten(merge(tighten(row)))

#Shows valid moves for each direction

moves = {}

moves['Left'] = lambda field: [move_row_left(row) for row in field]

moves['Right'] = lambda field:\

invert(moves['Left'](invert(field)))

moves['Up'] = lambda field:\

transpose(moves['Left'](transpose(field)))

moves['Down'] = lambda field:\

transpose(moves['Right'](transpose(field)))

# if move is valid it will spawn a new random tile (2 or 4)

if direction in moves:

if self.move_is_possible(direction):

self.field = moves[direction](self.field)

self.spawn()

return True

else:

return False

# win if 2048 is reached

def is_win(self):

return any(any(i >= self.win_value for i in row) for row in self.field)

#game is over if no possible moves on field

def is_gameover(self):

return not any(self.move_is_possible(move) for move in actions)

# Draws to screen depending on action

def draw(self, screen):

help_string1 = '(W)Up (S)Down (A)Left (D)Right'

help_string2 = ' (R)Restart (Q)Exit'

gameover_string = ' GAME OVER'

win_string = ' YOU WIN!'

def cast(string):

screen.addstr(string + '\n')

#seperator for horizontal tile sqaures

def draw_hor_separator():

line = '+' + ('+------' * self.width + '+')[1:]

separator = defaultdict(lambda: line)

if not hasattr(draw_hor_separator, "counter"):

draw_hor_separator.counter = 0

cast(separator[draw_hor_separator.counter])

draw_hor_separator.counter += 1

#draws rows to create table to play game

def draw_row(row):

cast(''.join('|{: ^5} '.format(num) if num > 0 else '| ' for

num in row) + '|')

screen.clear()

cast('SCORE: ' + str(self.score))

if 0 != self.highscore:

cast('HGHSCORE: ' + str(self.highscore))

for row in self.field:

draw_hor_separator()

draw_row(row)

draw_hor_separator()

if self.is_win(): # if you win print you win string

cast(win_string)

else:

if self.is_gameover(): # if you lose print game over string

cast(gameover_string)

else:

cast(help_string1)

cast(help_string2)

# checks if valid move is possible for tile

def move_is_possible(self, direction):

def row_is_left_movable(row):

def change(i):

if row[i] == 0 and row[i + 1] != 0:

return True

if row[i] != 0 and row[i + 1] == row[i]:

return True

return False

return any(change(i) for i in range(len(row) - 1))

# checks the directions in which a tile can move

check = {}

check['Left'] = lambda field:\

any(row_is_left_movable(row) for row in field)

check['Right'] = lambda field:\

check['Left'](invert(field))

check['Up'] = lambda field:\

check['Left'](transpose(field))

check['Down'] = lambda field:\

check['Right'](transpose(field))

if direction in check:

return check[direction](self.field)

else:

return False

# main class to run game

def main(stdscr):

# initalize game

def init():

#重置游戏棋盘

game_field.reset()

return 'Game'

#gives options if game is open but not in play

def not_game(state):

#画出 GameOver 的画面

#读取用户输入判断是Restart还是Exit

game_field.draw(stdscr)

action = get_user_action(stdscr)

responses = defaultdict(lambda: state)

responses['Restart'], responses['Exit'] = 'Init', 'Exit'

return responses[action]

def game():

# based on response will act appropriately (user says restart it will restart)

game_field.draw(stdscr)

action = get_user_action(stdscr)

if action == 'Restart':

return 'Init'

if action == 'Exit':

return 'Exit'

if game_field.move(action):

if game_field.is_win():

return 'Win'

if game_field.is_gameover():

return 'Gameover'

return 'Game'

# defines the 4 possible actions that the user can be in

state_actions = {

'Init' : init,

'Win' : lambda: not_game('Win'),

'Gameover': lambda: not_game('Gameover'),

'Game': game

}

#As long as user doesnt exit keep game going

curses.use_default_colors()

game_field = GameField(win = 32)

state = 'Init'

while state != 'Exit':

state = state_actions[state]()

curses.wrapper(main)

运行效果

- 简单:

安装 wx 库 pip install wxpython

运行以下代码

# -*- coding: utf-8 -*-

#Importing libraries to be used

import wx

import os

import random

import copy

# creating the user interface frame that the user will interact with and perform actions that will have an appropriate response

class Frame(wx.Frame):

def __init__(self,title):

#created a default toolbar of application with a resizeable option and minimize box

super(Frame,self).__init__(None,-1,title,

style=wx.DEFAULT_FRAME_STYLE^wx.MAXIMIZE_BOX^wx.RESIZE_BORDER)

#Setting different colours for each tile in the game

self.colors = {0:(204,192,179),2:(238, 228, 218),4:(237, 224, 200),

8:(242, 177, 121),16:(245, 149, 99),32:(246, 124, 95),

64:(246, 94, 59),128:(237, 207, 114),256:(237, 207, 114),

512:(237, 207, 114),1024:(237, 207, 114),2048:(237, 207, 114),

4096:(237, 207, 114),8192:(237, 207, 114),16384:(237, 207, 114),

32768:(237, 207, 114),65536:(237, 207, 114),131072:(237, 207, 114),

262144:(237, 207, 114),524288:(237, 207, 114),1048576:(237, 207, 114),

2097152:(237, 207, 114),4194304:(237, 207, 114),

8388608:(237, 207, 114),16777216:(237, 207, 114),

33554432:(237, 207, 114),67108864:(237, 207, 114),

134217728:(237, 207, 114),268435456:(237, 207, 114),

536870912:(237, 207, 114),1073741824:(237, 207, 114),

2147483648:(237, 207, 114),4294967296:(237, 207, 114),

8589934592:(237, 207, 114),17179869184:(237, 207, 114),

34359738368:(237, 207, 114),68719476736:(237, 207, 114),

137438953472:(237, 207, 114),274877906944:(237, 207, 114),

549755813888:(237, 207, 114),1099511627776:(237, 207, 114),

2199023255552:(237, 207, 114),4398046511104:(237, 207, 114),

8796093022208:(237, 207, 114),17592186044416:(237, 207, 114),

35184372088832:(237, 207, 114),70368744177664:(237, 207, 114),

140737488355328:(237, 207, 114),281474976710656:(237, 207, 114),

562949953421312:(237, 207, 114),1125899906842624:(237, 207, 114),

2251799813685248:(237, 207, 114),4503599627370496:(237, 207, 114),

9007199254740992:(237, 207, 114),18014398509481984:(237, 207, 114),

36028797018963968:(237, 207, 114),72057594037927936:(237, 207, 114)}

#Initalize game

self.setIcon()

self.initGame()

#Displays game and provides settings to move the tiles

panel = wx.Panel(self)

panel.Bind(wx.EVT_KEY_DOWN,self.onKeyDown)

panel.SetFocus()

self.initBuffer()

self.Bind(wx.EVT_SIZE,self.onSize)

self.Bind(wx.EVT_PAINT, self.onPaint)

self.Bind(wx.EVT_CLOSE,self.onClose)

self.SetClientSize((505,720))

self.Center()

self.Show()

#Puts on board so user can see

def onPaint(self,event):

dc = wx.BufferedPaintDC(self,self.buffer)

# Saves score and terminates when closed

def onClose(self,event):

self.saveScore()

self.Destroy()

# putting icon on toolbar

def setIcon(self):

icon = wx.Icon("icon.ico",wx.BITMAP_TYPE_ICO)

self.SetIcon(icon)

#Opens previous game and loads and updates score

def loadScore(self):

if os.path.exists("bestscore.ini"):

ff = open("bestscore.ini")

self.bstScore = ff.read()

ff.close()

#Saves score and writes to file so it may be opened later

def saveScore(self):

ff = open("bestscore.ini","w")

ff.write(str(self.bstScore))

ff.close()

#Initalize game so when it opens it displays text, score and all data needed for the game

def initGame(self):

self.bgFont = wx.Font(50,wx.SWISS,wx.NORMAL,wx.BOLD,face=u"Roboto")

self.scFont = wx.Font(36,wx.SWISS,wx.NORMAL,wx.BOLD,face=u"Roboto")

self.smFont = wx.Font(12,wx.SWISS,wx.NORMAL,wx.NORMAL,face=u"Roboto")

self.curScore = 0

self.bstScore = 0

self.loadScore()

# 4 rows and 4 coloums for tiles ( using arrays because it easily represents system used )

self.data = [[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0]]

count = 0

# First 2 tile inialized if 1 tile it must be 2 but if 2 tiles connected then its 4

while count<2:

row = random.randint(0,len(self.data)-1)

col = random.randint(0,len(self.data[0])-1)

if self.data[row][col]!=0: continue

self.data[row][col] = 2 if random.randint(0,1) else 4

count += 1

# empty bitmap to put pixels in for game

def initBuffer(self):

w,h = self.GetClientSize()

self.buffer = wx.EmptyBitmap(w,h)

#Displays all drawings to the screen

def onSize(self,event):

self.initBuffer()

self.drawAll()

#Placing tiles on screen and multiplying by 2 if 2 tiles interact with one another(game logic)

def putTile(self):

available = []

for row in range(len(self.data)):

for col in range(len(self.data[0])):

if self.data[row][col]==0: available.append((row,col)) # add tile if empty square

if available:

row,col = available[random.randint(0,len(available)-1)]

self.data[row][col] = 2 if random.randint(0,1) else 4

return True

return False

def update(self,vlist,direct): # updates score and game tiles

score = 0

if direct: #up or left

i = 1

while i

# if 2 tiles of equal value mesh upward it multiples the values and deletes the ith number (2 squares = 1 square)

if vlist[i-1]==vlist[i]:

del vlist[i]

vlist[i-1] *= 2

score += vlist[i-1] # Adds multiplied value to score

i += 1

i += 1

else:

#direction moved downward same thing as above but different direction

i = len(vlist)-1

while i>0:

if vlist[i-1]==vlist[i]:

del vlist[i]

vlist[i-1] *= 2

score += vlist[i-1]

i -= 1

i -= 1

return score

# The calucation and keeping logs of data for score (upward and downward movements)

def slideUpDown(self,up):

score = 0

numCols = len(self.data[0])

numRows = len(self.data)

oldData = copy.deepcopy(self.data)

for col in range(numCols):

cvl = [self.data[row][col] for row in range(numRows) if self.data[row][col]!=0]

if len(cvl)>=2:

score += self.update(cvl,up)

for i in range(numRows-len(cvl)):

if up: cvl.append(0)

else: cvl.insert(0,0)

for row in range(numRows): self.data[row][col] = cvl[row]

return oldData!=self.data,score

# The calucation and keeping logs of data for score (right and left movements)

def slideLeftRight(self,left):

score = 0

numRows = len(self.data)

numCols = len(self.data[0])

oldData = copy.deepcopy(self.data)

for row in range(numRows):

rvl = [self.data[row][col] for col in range(numCols) if self.data[row][col]!=0]

if len(rvl)>=2:

score += self.update(rvl,left)

for i in range(numCols-len(rvl)):

if left: rvl.append(0)

else: rvl.insert(0,0)

for col in range(numCols): self.data[row][col] = rvl[col]

return oldData!=self.data,score

def isGameOver(self):

copyData = copy.deepcopy(self.data)

flag = False # Tile is not moveable or you have lost if all tiles cant move any pieces up,down, left or right

if not self.slideUpDown(True)[0] and not self.slideUpDown(False)[0] and \

not self.slideLeftRight(True)[0] and not self.slideLeftRight(False)[0]:

flag = True #continue playing and copydata

if not flag: self.data = copyData

return flag

# Game logic to see if you can make a move or end the game

def doMove(self,move,score):

# if you can move put a tile and update change

if move:

self.putTile()

self.drawChange(score)

# if game is over put a message box and update best score if its the new best score

if self.isGameOver():

if wx.MessageBox(u"游戏结束,是否重新开始?",u"哈哈",

wx.YES_NO|wx.ICON_INFORMATION)==wx.YES:

bstScore = self.bstScore

self.initGame()

self.bstScore = bstScore

self.drawAll()

# when you click a directon for the tile to move, it moves in the appropriate direction

def onKeyDown(self,event):

keyCode = event.GetKeyCode()

if keyCode==wx.WXK_UP:

self.doMove(*self.slideUpDown(True))

elif keyCode==wx.WXK_DOWN:

self.doMove(*self.slideUpDown(False))

elif keyCode==wx.WXK_LEFT:

self.doMove(*self.slideLeftRight(True))

elif keyCode==wx.WXK_RIGHT:

self.doMove(*self.slideLeftRight(False))

# Creates background for the game board

def drawBg(self,dc):

dc.SetBackground(wx.Brush((250,248,239)))

dc.Clear()

dc.SetBrush(wx.Brush((187,173,160)))

dc.SetPen(wx.Pen((187,173,160)))

dc.DrawRoundedRectangle(15,150,475,475,5)

#Creates a 2048 logo

def drawLogo(self,dc):

dc.SetFont(self.bgFont)

dc.SetTextForeground((119,110,101))

dc.DrawText(u"2048",15,26)

# provides text to screen (Chinese text)

def drawLabel(self,dc):

dc.SetFont(self.smFont)

dc.SetTextForeground((119,110,101))

dc.DrawText(u"合并相同数字,得到2048吧!",15,114)

dc.DrawText(u"怎么玩: \n用->

\n当两个相同数字的方块碰到一起时,会合成一个!",15,639)

# Displays score to screen

def drawScore(self,dc):

dc.SetFont(self.smFont)

scoreLabelSize = dc.GetTextExtent(u"SCORE")

bestLabelSize = dc.GetTextExtent(u"BEST")

curScoreBoardMinW = 15*2+scoreLabelSize[0]

bstScoreBoardMinW = 15*2+bestLabelSize[0]

curScoreSize = dc.GetTextExtent(str(self.curScore))

bstScoreSize = dc.GetTextExtent(str(self.bstScore))

curScoreBoardNedW = 10+curScoreSize[0]

bstScoreBoardNedW = 10+bstScoreSize[0]

curScoreBoardW = max(curScoreBoardMinW,curScoreBoardNedW)

bstScoreBoardW = max(bstScoreBoardMinW,bstScoreBoardNedW)

dc.SetBrush(wx.Brush((187,173,160)))

dc.SetPen(wx.Pen((187,173,160)))

dc.DrawRoundedRectangle(505-15-bstScoreBoardW,40,bstScoreBoardW,50,3)

dc.DrawRoundedRectangle(505-15-bstScoreBoardW-5-curScoreBoardW,40,curScoreBoardW,50,3)

dc.SetTextForeground((238,228,218))

dc.DrawText(u"BEST",505-15-bstScoreBoardW+(bstScoreBoardW-bestLabelSize[0])/2,48)

dc.DrawText(u"SCORE",505-15-bstScoreBoardW-5-curScoreBoardW+(curScoreBoardW-scoreLabelSize[0])/2,48)

dc.SetTextForeground((255,255,255))

dc.DrawText(str(self.bstScore),505-15-bstScoreBoardW+(bstScoreBoardW-bstScoreSize[0])/2,68)

dc.DrawText(str(self.curScore),505-15-bstScoreBoardW-5-curScoreBoardW+(curScoreBoardW-curScoreSize[0])/2,68)

# Put rounded rectangular tiles on screen

def drawTiles(self,dc):

dc.SetFont(self.scFont)

for row in range(4):

for col in range(4):

value = self.data[row][col]

color = self.colors[value]

if value==2 or value==4:

dc.SetTextForeground((119,110,101))

else:

dc.SetTextForeground((255,255,255))

dc.SetBrush(wx.Brush(color))

dc.SetPen(wx.Pen(color))

dc.DrawRoundedRectangle(30+col*115,165+row*115,100,100,2)

size = dc.GetTextExtent(str(value))

while size[0]>100-15*2: # changes font size based on number within tile

self.scFont = wx.Font(self.scFont.GetPointSize()*4/5,wx.SWISS,wx.NORMAL,wx.BOLD,face=u"Roboto")

dc.SetFont(self.scFont)

size = dc.GetTextExtent(str(value))

if value!=0: dc.DrawText(str(value),30+col*115+(100-size[0])/2,165+row*115+(100-size[1])/2)

# Draws everything to the screen

def drawAll(self):

dc = wx.BufferedDC(wx.ClientDC(self),self.buffer)

self.drawBg(dc)

self.drawLogo(dc)

self.drawLabel(dc)

self.drawScore(dc)

self.drawTiles(dc)

# Calculates current score and checks if it is the best score and if so updates

def drawChange(self,score):

dc = wx.BufferedDC(wx.ClientDC(self),self.buffer)

if score:

self.curScore += score

if self.curScore > self.bstScore:

self.bstScore = self.curScore

self.drawScore(dc)

self.drawTiles(dc)

# Shows creator info

if __name__ == "__main__":

app = wx.App()

Frame(u"2048 v1.0.1 by Guolz")

app.MainLoop()

第二种

直接运行一下代码

# -*- coding:UTF-8 -*-

import random

import os

import sys

v = [[0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0]]

def display(v, score):

print("%4d%4d%4d%4d" % (v[0][0], v[0][1], v[0][2], v[0][3]))

print("%4d%4d%4d%4d" % (v[1][0], v[1][1], v[1][2], v[1][3]))

print("%4d%4d%4d%4d" % (v[2][0], v[2][1], v[2][2], v[2][3]))

print("%4d%4d%4d%4d" % (v[3][0], v[3][1], v[3][2], v[3][3]))

print("Total score: %d" % score)

def init(v):

for i in range(4):

v[i] = [random.choice([0, 0, 0, 2, 2, 4]) for x in range(4)]

def align(vList, direction):

for i in range(vList.count(0)):

vList.remove(0)

zeros = [0 for x in range(4 - len(vList))]

if direction == 'left':

vList.extend(zeros)

else:

vList[:0] = zeros

def addSame(vList, direction):

score = 0

if direction == 'left':

for i in [0, 1, 2]:

align(vList, direction)

if vList[i] == vList[i + 1] != 0:

vList[i] *= 2

vList[i + 1] = 0

score += vList[i]

return {'bool': True, 'score': score}

else:

for i in [3, 2, 1]:

align(vList, direction)

if vList[i] == vList[i - 1] != 0:

vList[i] *= 2

vList[i - 1] = 0

score += vList[i]

return {'bool': True, 'score': score}

return {'bool': False, 'score': score}

def handle(vList, direction):

totalScore = 0

align(vList, direction)

result = addSame(vList, direction)

while result['bool'] == True:

totalScore += result['score']

align(vList, direction)

result = addSame(vList, direction)

return totalScore

def operation(v):

totalScore = 0

gameOver = False

direction = 'left'

op = input('operator:')

if op in ['a', 'A']:

direction = 'left'

for row in range(4):

totalScore += handle(v[row], direction)

elif op in ['d', 'D']:

direction = 'right'

for row in range(4):

totalScore += handle(v[row], direction)

elif op in ['w', 'W']:

direction = 'left'

for col in range(4):

vList = [v[row][col] for row in range(4)]

totalScore += handle(vList, direction)

for row in range(4):

v[row][col] = vList[row]

elif op in ['s', 'S']:

direction = 'right'

for col in range(4):

vList = [v[row][col] for row in range(4)]

totalScore += handle(vList, direction)

for row in range(4):

v[row][col] = vList[row]

else:

print("Invalid input,please enter a charactor in [W,S,A,D] or the lower")

gameOver = True

return {'gameOver': gameOver, 'score': totalScore}

N = 0

for q in v:

N += q.count(0)

if N == 0:

gameOver = True

return {'gameover': gameOver, 'score': totalScore}

num = random.choice([2, 2, 2, 4])

k = random.randrange(1, N + 1)

n = 0

for i in range(4):

for j in range(4):

if v[i][j] == 0:

n += 1

if n == k:

v[i][j] = num

break

return {'gameOver': gameOver, 'score': totalScore}

init(v)

score = 0

print("Input: W(Up) S(Down) A(Left) D(Right), press .")

while True:

os.system("cls")

display(v, score)

result = operation(v)

print(result["score"])

if result['gameOver'] == True:

print("Game Over, You failed!")

print("Your total score %d" % (score))

sys.exit(1)

else:

score += result['score']

if score >= 2048:

print("Game Over, You Win!!!")

print("Your total score: %d" % (score))

sys.exit(0)

最终效果图:

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