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A very simple clone of the game '2048' in Python using PyGame
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import pygame | |
import random | |
S_WIDTH, S_HEIGHT = 400, 400 | |
DIV = 5 | |
T_WIDTH, T_HEIGHT = (S_WIDTH - DIV * 5) // 4, (S_HEIGHT - DIV * 5) // 4 | |
BLACK= (0,0,0) | |
COLORS = { | |
2 : (40,20,255), | |
4 : (255,0,0), | |
8 : (0,255,0), | |
16 : (0,0,255), | |
32 : (255,255,0), | |
64 : (0,255,255), | |
128 : (120,120,120), | |
256 : (120,255,60), | |
512 : (60,255,120), | |
1024: (255,120,60), | |
2048: (120,60,255), | |
4096: (0,0,130), | |
8192: (44,77,11), | |
16384:(240,30,10), | |
32768:(50,240,10), | |
65536:(255,255,255) | |
} | |
pygame.init() | |
screen = pygame.display.set_mode((S_WIDTH, S_HEIGHT)) | |
pygame.display.set_caption('2048') | |
pygame.font.init() | |
FONT = pygame.font.Font(None, 30) | |
class Tile: | |
def __init__(self, width, height): | |
self.width = width | |
self.height = height | |
self.value = int(random.choice([2]*20+[4])) | |
self.color = COLORS[self.value] | |
def merge(self, other=None): | |
if other == None: | |
return 2 | |
if self.value == other.value: | |
self.value *= 2 | |
self.color = COLORS[self.value] | |
return self.value | |
return 1 | |
class Board: | |
def __init__(self): | |
self.tiles = {} | |
for i in range(16): | |
self.tiles[i] = None | |
self.posses = [] | |
for row in range(4): | |
for column in range(4): | |
self.posses.append(( column * (T_WIDTH + DIV) + DIV , row * (T_HEIGHT + DIV) + DIV )) | |
def add_tile(self): | |
if self.is_full(): | |
return False | |
t = random.randint(0,15) | |
while self.tiles[t] != None: | |
t = random.randint(0,15) | |
self.tiles[t] = Tile(T_WIDTH, T_HEIGHT) | |
def print_tiles(self): | |
for pos, tile in self.tiles.items(): | |
if tile == None: | |
continue | |
text = FONT.render(str(tile.value), 0, BLACK) | |
t_relx, t_rely = center_text(text, tile.width, tile.height) | |
x, y = self.posses[pos] | |
pygame.draw.rect(screen, tile.color, (x, y, T_WIDTH, T_HEIGHT)) | |
screen.blit(text, (x+t_relx,y+t_rely)) | |
def is_deadlock(self): | |
#Check if no tiles can be merged by checking if | |
#neighbours' value is the same | |
if not self.is_full(): | |
return False | |
else: | |
for i in [0,1,2,4,5,6,8,9,10]: | |
val = self.tiles[i].value | |
if val == self.tiles[i+1].value: return False | |
if val == self.tiles[i+4].value: return False | |
for i in [3,7,11]: | |
val = self.tiles[i].value | |
if val == self.tiles[i+4].value: return False | |
for i in [12,13,14]: | |
val = self.tiles[i].value | |
if val == self.tiles[i+1].value: return False | |
return True | |
def is_full(self): | |
for tile in self.tiles.values(): | |
if tile == None: | |
return False | |
return True | |
def _merge(self, col, row, direction): | |
#Internal function to handle merging of tiles | |
pos = col+row*4 | |
if direction == 'up': rangemod = (pos+4, 16, 4) | |
elif direction == 'down': rangemod = (pos-4, -1, -4) | |
elif direction == 'left': rangemod = (pos+1, pos + 4 - (pos % 4) ) | |
elif direction == 'right': rangemod = (pos-1, pos - 1 - (pos % 4), -1) | |
if self.tiles[pos] == None: return | |
for posx in range(*rangemod): | |
if self.tiles[posx] == None: continue | |
ctrl = self.tiles[pos].merge(self.tiles[posx]) | |
if ctrl == 2: | |
return 2 | |
elif ctrl == 1: | |
break | |
else: | |
self.tiles[posx] = None | |
return 0 | |
def up(self): | |
moved = False | |
for col in range(4): | |
for row in range(3): | |
if self._merge(col, row, 'up') == 0: moved = True | |
for _ in range(3): | |
for col in range(4): | |
for row in range(3): | |
pos = col+row*4 | |
if self.tiles[pos] == None: | |
if self.tiles[pos+4] == None: continue | |
self.tiles[pos], self.tiles[pos+4] = self.tiles[pos+4], None | |
moved = True | |
return moved | |
def right(self): | |
moved = False | |
for row in range(4): | |
for col in range(3, 0, -1): | |
if self._merge(col, row, 'right') == 0: moved = True | |
for _ in range(3): | |
for row in range(4): | |
for col in range(3, 0, -1): | |
pos = row*4 + col | |
if self.tiles[pos] == None: | |
if self.tiles[pos-1] == None: continue | |
self.tiles[pos], self.tiles[pos-1] = self.tiles[pos-1], None | |
moved = True | |
return moved | |
def down(self): | |
moved = False | |
for col in range(4): | |
for row in range(3, -1, -1): | |
if self._merge(col, row, 'down') == 0: moved = True | |
for _ in range(3): | |
for col in range(4): | |
for row in range(3, 0, -1): | |
pos = col+row*4 | |
if self.tiles[pos] == None: | |
if self.tiles[pos-4] == None: continue | |
self.tiles[pos], self.tiles[pos-4] = self.tiles[pos-4], None | |
moved = True | |
return moved | |
def left(self): | |
moved = False | |
for row in range(4): | |
for col in range(3): | |
if self._merge(col, row, 'left') == 0: moved = True | |
for _ in range(3): | |
for row in range(4): | |
for col in range(3): | |
pos = row*4 + col | |
if self.tiles[pos] == None: | |
if self.tiles[pos+1] == None: continue | |
self.tiles[pos], self.tiles[pos+1] = self.tiles[pos+1], None | |
moved = True | |
return moved | |
def center_text(text, width, height): | |
x, y = text.get_size() | |
return ( (width - x) // 2, (height - y) // 2) | |
def main(): | |
board = Board() | |
board.add_tile() | |
moved = False | |
while not board.is_deadlock(): | |
for event in pygame.event.get(): | |
if event.type == pygame.QUIT: pygame.quit(); quit() | |
if event.type == pygame.KEYDOWN: | |
if event.key == pygame.K_ESCAPE: | |
pygame.quit(); quit() | |
if event.key == pygame.K_UP: moved = board.up() | |
elif event.key == pygame.K_RIGHT: moved = board.right() | |
elif event.key == pygame.K_LEFT: moved = board.left() | |
elif event.key == pygame.K_DOWN: moved = board.down() | |
if moved: | |
board.add_tile() | |
moved = False | |
screen.fill(BLACK) | |
board.print_tiles() | |
pygame.display.update() | |
score = sum([tile.value for tile in board.tiles.values()]) | |
print("Final score: {}".format(score)) | |
while True: | |
for event in pygame.event.get(): | |
if event.type == pygame.QUIT: pygame.quit(); quit() | |
if event.type == pygame.KEYDOWN: | |
if event.key == pygame.K_ESCAPE: | |
pygame.quit(); quit() | |
if __name__ == '__main__': | |
main() |
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