#-*- 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(): #重置游戲棋盤 game_field.reset() return 'Game' #gives options if game is open but not in play def not_game(state): #畫出 GameOver 的畫面 #讀取用戶輸入判斷是Restart還是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)
普通版:
# -*- 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<len(vlist): # 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"游戲結束,是否重新開始?",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"合並相同數字,得到2048吧!",15,114) dc.DrawText(u"怎么玩: \n用-> <- 上下左右箭頭按鍵來移動方塊. \ \n當兩個相同數字的方塊碰到一起時,會合成一個!",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()