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: