来 ,开搞!
直接上代码
import random
from tkinter import Frame, Label, CENTER
SIZE = 400
GRID_LEN = 4
GRID_PADDING = 10
BACKGROUND_COLOR_GAME = "#92877d"
BACKGROUND_COLOR_CELL_EMPTY = "#9e948a"
BACKGROUND_COLOR_DICT = {2: "#eee4da", 4: "#ede0c8", 8: "#f2b179",
16: "#f59563", 32: "#f67c5f", 64: "#f65e3b",
128: "#edcf72", 256: "#edcc61", 512: "#edc850",
1024: "#edc53f", 2048: "#edc22e",
4096: "#eee4da", 8192: "#edc22e", 16384: "#f2b179",
32768: "#f59563", 65536: "#f67c5f", }
CELL_COLOR_DICT = {2: "#776e65", 4: "#776e65", 8: "#f9f6f2", 16: "#f9f6f2",
32: "#f9f6f2", 64: "#f9f6f2", 128: "#f9f6f2",
256: "#f9f6f2", 512: "#f9f6f2", 1024: "#f9f6f2",
2048: "#f9f6f2",
4096: "#776e65", 8192: "#f9f6f2", 16384: "#776e65",
32768: "#776e65", 65536: "#f9f6f2", }
FONT = ("Verdana", 40, "bold")
KEY_UP_ALT = "\'\\uf700\'"
KEY_DOWN_ALT = "\'\\uf701\'"
KEY_LEFT_ALT = "\'\\uf702\'"
KEY_RIGHT_ALT = "\'\\uf703\'"
KEY_UP = "'w'"
KEY_DOWN = "'s'"
KEY_LEFT = "'a'"
KEY_RIGHT = "'d'"
KEY_BACK = "'b'"
KEY_J = "'j'"
KEY_K = "'k'"
KEY_L = "'l'"
KEY_H = "'h'"
def new_game(n):
matrix = []
for i in range(n):
matrix.append([0] * n)
return matrix
def add_two(mat):
a = random.randint(0, len(mat)-1)
b = random.randint(0, len(mat)-1)
while(mat[a][b] != 0):
a = random.randint(0, len(mat)-1)
b = random.randint(0, len(mat)-1)
mat[a][b] = 2
return mat
def game_state(mat):
for i in range(len(mat)):
for j in range(len(mat[0])):
if mat[i][j] == 2048:
return 'win'
for i in range(len(mat)-1):
for j in range(len(mat[0])-1):
if mat[i][j] == mat[i+1][j] or mat[i][j+1] == mat[i][j]:
return 'not over'
for i in range(len(mat)):
for j in range(len(mat[0])):
if mat[i][j] == 0:
return 'not over'
for k in range(len(mat)-1):
if mat[len(mat)-1][k] == mat[len(mat)-1][k+1]:
return 'not over'
for j in range(len(mat)-1):
if mat[j][len(mat)-1] == mat[j+1][len(mat)-1]:
return 'not over'
return 'lose'
def reverse(mat):
new = []
for i in range(len(mat)):
new.append([])
for j in range(len(mat[0])):
new[i].append(mat[i][len(mat[0])-j-1])
return new
def transpose(mat):
new = []
for i in range(len(mat[0])):
new.append([])
for j in range(len(mat)):
new[i].append(mat[j][i])
return new
def cover_up(mat):
new = [[0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0]]
done = False
for i in range(4):
count = 0
for j in range(4):
if mat[i][j] != 0:
new[i][count] = mat[i][j]
if j != count:
done = True
count += 1
return (new, done)
def merge(mat,scores):
done = False
for i in range(4):
for j in range(3):
if mat[i][j] == mat[i][j+1] and mat[i][j] != 0:
mat[i][j] *= 2
mat[i][j+1] = 0
scores += 1
done = True
return (mat, done,scores)
def up(game,scores):
print("up")
# return matrix after shifting up
game = transpose(game)
game, done = cover_up(game)
temp = merge(game,scores)
game = temp[0]
done = done or temp[1]
scores = temp[2]
game = cover_up(game)[0]
game = transpose(game)
return (game, done, scores)
def down(game,scores):
print("down")
game = reverse(transpose(game))
game, done = cover_up(game)
temp = merge(game,scores)
game = temp[0]
done = done or temp[1]
scores = temp[2]
game = cover_up(game)[0]
game = transpose(reverse(game))
return (game, done, scores)
def left(game,scores):
print("left")
# return matrix after shifting left
game, done = cover_up(game)
temp = merge(game,scores)
game = temp[0]
done = done or temp[1]
scores = temp[2]
game = cover_up(game)[0]
return (game, done, scores)
def right(game, scores):
print("right")
# return matrix after shifting right
game = reverse(game)
game, done = cover_up(game)
temp = merge(game, scores)
game = temp[0]
done = done or temp[1]
scores = temp[2]
game = cover_up(game)[0]
game = reverse(game)
return (game, done, scores)
class GameGrid(Frame):
def __init__(self):
Frame.__init__(self)
self.grid()
self.master.title('2048')
self.master.bind("" , self.key_down)
self.scores = 0
# self.gamelogic = gamelogic
self.commands = {KEY_UP: up, KEY_DOWN: down,
KEY_LEFT: left, KEY_RIGHT: right,
KEY_UP_ALT: up, KEY_DOWN_ALT: down,
KEY_LEFT_ALT: left, KEY_RIGHT_ALT: right,
KEY_H: left, KEY_L: right,
KEY_K: up, KEY_J: down}
self.grid_cells = []
self.init_grid()
self.init_matrix()
self.update_grid_cells()
self.mainloop()
def init_grid(self):
background = Frame(self, bg=BACKGROUND_COLOR_GAME,
width=SIZE, height=SIZE)
background.grid()
for i in range(GRID_LEN):
grid_row = []
for j in range(GRID_LEN):
cell = Frame(background, bg=BACKGROUND_COLOR_CELL_EMPTY,
width=SIZE / GRID_LEN,
height=SIZE / GRID_LEN)
cell.grid(row=i, column=j, padx=GRID_PADDING,
pady=GRID_PADDING)
t = Label(master=cell, text="",
bg=BACKGROUND_COLOR_CELL_EMPTY,
justify=CENTER, font=FONT, width=5, height=2)
t.grid()
grid_row.append(t)
self.grid_cells.append(grid_row)
def gen(self):
return random.randint(0, GRID_LEN - 1)
def init_matrix(self):
self.matrix = new_game(4)
self.history_matrixs = list()
self.matrix = add_two(self.matrix)
self.matrix = add_two(self.matrix)
def update_grid_cells(self):
for i in range(GRID_LEN):
for j in range(GRID_LEN):
new_number = self.matrix[i][j]
if new_number == 0:
self.grid_cells[i][j].configure(
text="", bg=BACKGROUND_COLOR_CELL_EMPTY)
else:
self.grid_cells[i][j].configure(text=str(
new_number), bg=BACKGROUND_COLOR_DICT[new_number],
fg=CELL_COLOR_DICT[new_number])
self.update_idletasks()
def key_down(self, event):
key = repr(event.char)
if key == KEY_BACK and len(self.history_matrixs) > 1:
self.matrix = self.history_matrixs.pop()
self.update_grid_cells()
print('back on step total step:', len(self.history_matrixs))
elif key in self.commands:
self.matrix, done,self.scores = self.commands[repr(event.char)](self.matrix,self.scores)
if done:
self.matrix = add_two(self.matrix)
# record last move
self.history_matrixs.append(self.matrix)
self.update_grid_cells()
done = False
if game_state(self.matrix) == 'win':
self.grid_cells[1][1].configure(
text="You", bg=BACKGROUND_COLOR_CELL_EMPTY)
self.grid_cells[1][2].configure(
text="Win!", bg=BACKGROUND_COLOR_CELL_EMPTY)
self.grid_cells[2][1].configure(
text="scores", bg=BACKGROUND_COLOR_CELL_EMPTY)
self.grid_cells[2][2].configure(
text=self.scores, bg=BACKGROUND_COLOR_CELL_EMPTY)
if game_state(self.matrix) == 'lose':
self.grid_cells[1][1].configure(
text="You", bg=BACKGROUND_COLOR_CELL_EMPTY)
self.grid_cells[1][2].configure(
text="Lose!", bg=BACKGROUND_COLOR_CELL_EMPTY)
self.grid_cells[2][1].configure(
text="scores", bg=BACKGROUND_COLOR_CELL_EMPTY)
self.grid_cells[2][2].configure(
text=self.scores, bg=BACKGROUND_COLOR_CELL_EMPTY)
def generate_next(self):
index = (self.gen(), self.gen())
while self.matrix[index[0]][index[1]] != 0:
index = (self.gen(), self.gen())
self.matrix[index[0]][index[1]] = 2
self.scores += 1
gamegrid = GameGrid()
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