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2048.py
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# import
import sys
import time
import random
import os
import pygame as pg
from pygame.locals import Color, QUIT, MOUSEBUTTONDOWN, USEREVENT, USEREVENT
from pygame import *
from time import sleep
# 使用變數先指定參數
WINDOW_WIDTH = 300 # 遊戲畫面寬和高
WINDOW_HEIGHT = 300
WHITE = (255, 255, 255)
IMAGEWIDTH = 64
IMAGEHEIGHT = 64
FPS = 45
# pygame初始化
pg.init()
# 指定全域變數,物件
table = [[0 for i in range(4)] for i in range(4)]
newItemTable = [[0 for i in range(4)] for i in range(4)]
moveTable = [[0 for i in range(4)] for i in range(4)]
oldTable = [[0 for i in range(4)] for i in range(4)]
spriteTable = [[] for i in range(4)]
imgTable = {0: [], 2: [], 4: [], 8: [], 16: [], 32: [], 64: [],
128: [], 256: [], 512: [], 1024: [], 2048: []}
allSprite = pg.sprite.Group()
font = pg.font.Font(os.path.join('2048ByNCC', 'HanyiSentyCrayon.ttf'), 24)
class Background(pg.sprite.Sprite): # background的精靈類別
def __init__(self, image_file, location):
super().__init__() # call Sprite initializer
self.raw_image = pg.image.load(image_file).convert_alpha()
self.image = pg.transform.smoothscale(self.raw_image, (300, 300))
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = location
self.width = 300
self.height = 300
class block(pg.sprite.Sprite): # 每個Block的精靈類別
def __init__(self, width, height, x, y, image_index):
super().__init__()
# 載入圖片
self.image = imgTable[image_index][0]
# 回傳位置
self.rect = self.image.get_rect()
# 定位
self.rect.topleft = (x, y)
self.width = width
self.height = height
def update(self, i, j, direction, finishAnimation, finishMoveAnimation):
global moveTable
global table
global newItemTable
global oldTable
bx, by = self.rect.topleft
if finishAnimation:
self.rect.topleft = (10+64*j+8*j+1, 10+64*i+8*i)
# 先移回來 10+64*j+8*j, 10+64*i+8*i
self.image = imgTable[table[i][j]][0]
else:
if not finishMoveAnimation:
if moveTable[i][j] != 0:
if direction == 1: # up
self.rect.topleft = (bx, by-18)
elif direction == 2: # down
self.rect.topleft = (bx, by+18)
elif direction == 3: # left
self.rect.topleft = (bx-18, by)
else: # right
self.rect.topleft = (bx+18, by)
moveTable[i][j] -= 0.25
self.image = imgTable[oldTable[i][j]][0]
else:
if moveTable[i][j] == 0:
if newItemTable[i][j] != 0:
newItemTable[i][j] -= 0.25
wah = int(newItemTable[i][j]/0.25 + 1)
self.rect.topleft = (
10+64*j+8*j+(32-8*(4-wah)), 10+64*i+8*i+(32-8*(4-wah)))
# 先移回來 10+64*j+8*j, 10+64*i+8*i
self.image = imgTable[table[i][j]][5-wah]
else:
self.rect.topleft = (10+64*j+8*j+1, 10+64*i+8*i)
self.image = imgTable[table[i][j]][0]
# 一格花4次跑到,最後花4次放大縮小圖片,一次移動18px,
# 設定視窗
main_clock = pg.time.Clock()
screen = pg.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
# 依設定顯示視窗
pg.display.set_caption("2048 by ncc")
# 設定程式標題
BackGround = Background(os.path.join('2048ByNCC', 'bg.png'), [
0, 0]) # 指定background物件
def RandomNewItem():
while True:
for i in range(3, -1, -1): # y
for j in range(4): # x
if table[i][j] == 0:
if random.randint(1, 16) == 1:
if random.random() > 0.5:
table[i][j] = 2
else:
table[i][j] = 4
return i, j
def init():
# 亂數兩格來
rn = random.randint(1, 4) # randomNumber 三種機緣任君挑選
if rn == 1:
position = random.randint(8, 16)-1
table[position % 4][position//4] = 2
position = random.randint(1, position)-1
table[position % 4][position//4] = 2
elif rn == 2:
position = random.randint(8, 16)-1
table[position % 4][position//4] = 4
position = random.randint(1, position)-1
table[position % 4][position//4] = 2
else:
position = random.randint(8, 16)-1
table[position % 4][position//4] = 2
position = random.randint(1, position)-1
table[position % 4][position//4] = 4
# 先產生圖片的list
for i in range(1, 12, 1):
image_file = os.path.join('2048ByNCC', str(pow(2, i))+'.png')
tmpRawImg = pg.image.load(image_file).convert_alpha()
tmpImg = pg.transform.smoothscale(tmpRawImg, (IMAGEWIDTH, IMAGEHEIGHT))
imgTable[pow(2, i)].append(tmpImg)
for j in range(4):
tmpImg = pg.transform.smoothscale(tmpRawImg, ((j)*16, (j)*16))
imgTable[pow(2, i)].append(tmpImg)
# 0的另外加
image_file = os.path.join('2048ByNCC', '0.png')
tmpRawImg = pg.image.load(image_file).convert_alpha()
tmpImg = pg.transform.smoothscale(tmpRawImg, (IMAGEWIDTH, IMAGEHEIGHT))
imgTable[0].append(tmpImg)
for j in range(4):
tmpImg = pg.transform.smoothscale(tmpRawImg, ((j)*16, (j)*16))
imgTable[0].append(tmpImg)
for i in range(4):
for j in range(4):
spriteTable[i].append(
block(IMAGEWIDTH, IMAGEHEIGHT, 10+64*j+8*j+1, 10+64*i+8*i, table[i][j]))
allSprite.add(spriteTable[i][j])
# TheIndex !
# 0,0 0,1 0,2 0,3
# 1,0 1,1 1,2 1,3
# 2,0 2,1 2,2 2,3
# 3,0 3,1 3,2 3,3
def showGameOver(score):
# 加畫字
print("GameOver!")
while True:
background2 = Background(os.path.join('2048ByNCC', 'background.png'), [
0, 0]) # 指定background2物件
text = font.render("哈哈,你輸惹,偶是念誠", True, (255, 255, 255))
text2 = font.render("恭喜尼總共獲得 "+str(score)+" 分", True, (255, 255, 255))
text3 = font.render("按[ENTER]重玩、[ESC]關掉", True, (255, 255, 255))
print(score)
for event in pg.event.get():
if event.type == pg.QUIT: # 關閉程式的判斷
return # 關閉程式的程式碼
keys = pg.key.get_pressed()
if keys[K_ESCAPE]:
print("exiting")
return
if keys[K_RETURN]:
print("Restarting")
os.execl(sys.executable, sys.executable, *sys.argv)
screen.blit(background2.image, background2.rect)
screen.blit(text, (20, 20))
screen.blit(text2, (20, 80))
screen.blit(text3, (20, 140))
pg.display.update()
main_clock.tick(FPS)
# os.execl(sys.executable, sys.executable, *sys.argv)
def noMoreStep(table):
fulled = True
for i in range(4): # y
for j in range(4): # x
if table[i][j] == 0:
fulled = True
break
if fulled:
for i in range(3, 0, -1): # y
for j in range(4): # x
if table[i][j] != 0:
if table[i-1][j] == table[i][j]:
return False
if table[i-1][j] == 0:
return False
for i in range(3): # y
for j in range(4): # x
if table[i][j] != 0:
if table[i+1][j] == table[i][j]:
return False
if table[i+1][j] == 0:
return False
for i in range(3, 0, -1): # x
for j in range(4): # y
if table[j][i] != 0:
if table[j][i-1] == table[j][i]:
return False
if table[j][i-1] == 0:
return False
for i in range(3): # x
for j in range(4): # y
if table[j][i] != 0:
if table[j][i+1] == table[j][i]:
return False
if table[j][i+1] == 0:
return False
return True
def movable(table, direction):
if direction == 1:
for i in range(3, 0, -1): # y
for j in range(4): # x
if table[i][j] != 0:
if table[i-1][j] == table[i][j]:
return True
if table[i-1][j] == 0:
return True
elif direction == 2:
for i in range(3): # y
for j in range(4): # x
if table[i][j] != 0:
if table[i+1][j] == table[i][j]:
return True
if table[i+1][j] == 0:
return True
elif direction == 3:
for i in range(3, 0, -1): # x
for j in range(4): # y
if table[j][i] != 0:
if table[j][i-1] == table[j][i]:
return True
if table[j][i-1] == 0:
return True
else:
for i in range(3): # x
for j in range(4): # y
if table[j][i] != 0:
if table[j][i+1] == table[j][i]:
return True
if table[j][i+1] == 0:
return True
return False
def move(direction):
global moveTable
global table
global oldTable
for i in range(4):
for j in range(4):
newItemTable[i][j] = 0
moveTable[i][j] = 0
oldTable[i][j] = table[i][j]
needMove = [[True for i in range(4)]for j in range(4)]
if direction == 1: # up
# 由上到下,左到右,先排好
for i in range(1, 4, 1): # y
for j in range(4): # x
if (table[i][j] != 0):
for k in range(i-1, -1, -1): # 由下到上
if table[k][j] == 0:
table[k][j] = table[k+1][j]
table[k+1][j] = 0
if k == 0:
moveTable[i][j] += i-k
elif table[k][j] != 0:
moveTable[i][j] += i-k-1
break
print("up")
# 由下到上,左到右,作檢查
for i in range(3, 0, -1): # y
for j in range(4): # x
if needMove[i][j]:
if table[i][j] == table[i-1][j] and table[i][j] != 0:
# moveTable[i][j]+=1
table[i-1][j] *= 2
newItemTable[i-1][j] = 1
needMove[i-1][j] = False
table[i][j] = 0
# 由上到下,左到右,整理好
for i in range(1, 4, 1): # y
for j in range(4): # x
if (table[i][j] != 0):
if table[i-1][j] == 0:
table[i-1][j] = table[i][j]
table[i][j] = 0
# moveTable[i][j]+=i-1-k
if newItemTable[i][j] == 1: # 排改變位置的表格
newItemTable[i-1][j] = 1
newItemTable[i][j] = 0
elif direction == 2:
# 由下到上,左到右,先排好
for i in range(2, -1, -1): # y
for j in range(4): # x
if (table[i][j] != 0):
for k in range(i+1, 4, 1): # 由上到下
if table[k][j] == 0:
table[k][j] = table[k-1][j]
table[k-1][j] = 0
if k == 3:
moveTable[i][j] += k-i
elif table[k][j] != 0:
moveTable[i][j] += k-i-1
break
print("down")
# 由上到下,左到右,作檢查
for i in range(3): # y
for j in range(4): # x
if needMove[i][j]:
if table[i][j] == table[i+1][j] and table[i][j] != 0:
# moveTable[i][j]+=1
table[i+1][j] *= 2
newItemTable[i+1][j] = 1
needMove[i+1][j] = False
table[i][j] = 0
# 由下到上,左到右,整理好
for i in range(2, -1, -1): # y
for j in range(4): # x
if (table[i][j] != 0):
if table[i+1][j] == 0:
table[i+1][j] = table[i][j]
table[i][j] = 0
# moveTable[i][j]+=i-1-k
if newItemTable[i][j] == 1: # 排改變位置的表格
newItemTable[i+1][j] = 1
newItemTable[i][j] = 0
elif direction == 3:
# 由左到又,由上到下,先排好
for i in range(1, 4, 1): # x
for j in range(4): # y
if (table[j][i] != 0):
for k in range(i-1, -1, -1): # 由又到左 k=>x
if table[j][k] == 0:
table[j][k] = table[j][k+1]
table[j][k+1] = 0
if k == 0:
moveTable[j][i] += i-k
elif table[j][k] != 0:
moveTable[j][i] += i-k-1
break
print("left")
# 由又到左,由上到下,作檢查
for i in range(3, 0, -1): # x
for j in range(4): # y
if needMove[j][i]:
if table[j][i] == table[j][i-1] and table[j][i] != 0:
# moveTable[i][j]+=1
table[j][i-1] *= 2
newItemTable[j][i-1] = 1
needMove[j][i-1] = False
table[j][i] = 0
# 由左到又,由上到下,整理好
for i in range(1, 4, 1): # x
for j in range(4): # y
if (table[j][i] != 0):
if table[j][i-1] == 0:
table[j][i-1] = table[j][i]
table[j][i] = 0
# moveTable[i][j]+=i-1-k
if newItemTable[j][i] == 1: # 排改變位置的表格
newItemTable[j][i-1] = 1
newItemTable[j][i] = 0
else:
# 由又到左,由上到下,先排好
for i in range(2, -1, -1): # x
for j in range(4): # y
if (table[j][i] != 0):
for k in range(i+1, 4, 1): # 由左到又移動 k=>x
if table[j][k] == 0:
table[j][k] = table[j][k-1]
table[j][k-1] = 0
if k == 3:
moveTable[j][i] += k-i
elif table[j][k] != 0:
moveTable[j][i] += k-i-1
break
print("right")
# 由左到又,由上到下,作檢查
for i in range(3): # x
for j in range(4): # y
if needMove[j][i]:
if table[j][i] == table[j][i+1] and table[j][i] != 0:
# moveTable[i][j]+=1
table[j][i+1] *= 2
newItemTable[j][i+1] = 1
needMove[j][i+1] = False
table[j][i] = 0
# 由又到左,由上到下,整理好
for i in range(2, -1, -1): # x
for j in range(4): # y
if (table[j][i] != 0):
if table[j][i+1] == 0:
table[j][i+1] = table[j][i]
table[j][i] = 0
# moveTable[i][j]+=i-1-k
if newItemTable[j][i] == 1: # 排改變位置的表格
newItemTable[j][i+1] = 1
newItemTable[j][i] = 0
x, y = RandomNewItem()
newItemTable[x][y] = 1
def main():
init()
global Background
global table
direction = 0
finishAnimation = True
finishMoveAnimation = False
while True:
for event in pg.event.get():
if event.type == pg.QUIT: # 關閉程式的判斷
return
if not finishAnimation:
for i in range(4): # y
for j in range(4): # x
spriteTable[i][j].update(
i, j, direction, finishAnimation, finishMoveAnimation)
AMAF = False
AAF = False
finishMoveAnimation = False
for i in range(3, -1, -1): # y
for j in range(4): # x
if moveTable[i][j] == 0:
AMAF = True
else:
AMAF = False
break
if not AMAF:
break
for i in range(3, -1, -1): # y
for j in range(4): # x
if newItemTable[i][j] == 0 and moveTable[i][j] == 0:
AAF = True
else:
AAF = False
break
if not AAF:
break
if AMAF:
finishMoveAnimation = True
if AAF:
finishAnimation = True
# print("MoveTable:")
# for k in range(4):#y
# for w in range(4):#x
# print(moveTable[k][w],end=" ")
# print()
# print(" Table:")
# for i in range(4):#y
# for j in range(4):#x
# print(table[i][j],end=" ")
# print()
# print("newItemTable")
# for i in range(4):#y
# for j in range(4):#x
# print(newItemTable[i][j],end=" ")
# print()
elif finishMoveAnimation and finishAnimation:
for i in range(4): # y
for j in range(4): # x
spriteTable[i][j].update(
i, j, direction, finishAnimation, finishMoveAnimation)
finishMoveAnimation = False
score = 0
for i in range(4): # y
for j in range(4): # x
spriteTable[i][j].update(
i, j, direction, finishAnimation, finishMoveAnimation)
score += table[i][j]
if noMoreStep(table):
for i in range(4): # y
for j in range(4): # x
table[i][j] = 0
spriteTable[i][j].update(i, j, direction, True, True)
sleep(2)
showGameOver(score)
return
else:
keys = pg.key.get_pressed()
if keys[K_UP]:
direction = 1
if keys[K_DOWN]:
direction = 2
if keys[K_LEFT]:
direction = 3
if keys[K_RIGHT]:
direction = 4
if keys[K_UP] or keys[K_DOWN] or keys[K_LEFT] or keys[K_RIGHT]:
if movable(table, direction):
move(direction)
finishAnimation = False
else:
print("can't move this step!")
screen.blit(BackGround.image, BackGround.rect)
allSprite.draw(screen)
pg.display.update()
main_clock.tick(FPS)
if __name__ == '__main__':
main()
# 關閉程式的程式碼
pg.quit()