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Python入门 —— 2048实战(字符界面和图形界面)
阅读量:5742 次
发布时间:2019-06-18

本文共 32485 字,大约阅读时间需要 108 分钟。

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 pygamepip 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,pygamefrom 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_SpaceMatrix = 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 = 0Block_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.scoreclass 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.scoreclass 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.scoreclass 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.scoreclass 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 Truedef 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:

    ...

    ..
    .

1309340-20180107131117190-833914123.png

1309340-20180107131126034-1032656695.png

字符界面

用字符输出的2048游戏

第一种 (来源:"")

- 利用curses库实现2048游戏

  • 导入curses库 pip install curses

1309340-20180107113403768-168092872.png

注意:可能会出现错误

导入时:
1309340-20180107115715440-1697702987.png

pip 安装时:

1309340-20180107115742690-1779223974.png

安装不成功则点击,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)

1309340-20180107115643237-1718772038.png

  • 用户操作

    上W 下S 左A 右D 重置R 退出Q

1309340-20180107113539846-1838769502.png

  • 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 cursesfrom random import randrange, choicefrom collections import defaultdict#Defines valid inputs to not allow for input errorsactions = ['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 recongizeddef 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 moveabilitydef transpose(field):    return [list(row) for row in zip(*field)]# Inversion of matrix to determine tile moveabilitydef invert(field):    return [row[::-1] for row in field]#Defines game terms: 4x4 matrix, if you get 2048 you win anfclass 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 gamedef 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

0f334f178b074e5b877e5247c7dc2cb2.png

- 简单:

  • 安装 wx 库 pip install wxpython

  • 运行以下代码

# -*- coding: utf-8 -*-#Importing libraries to be usedimport wx import osimport randomimport copy# creating the user interface frame that the user will interact with and perform actions that will have an appropriate responseclass 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
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-> <- 上下左右箭头按键来移动方块. \ \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 infoif __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 randomimport osimport sysv = [[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] = zerosdef 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 totalScoredef 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 = 0print("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:

1309340-20180107131633487-1069670235.png

1309340-20180107131708815-1853056795.png

1309340-20180107131751909-712977278.png

转载于:https://www.cnblogs.com/darksouls/p/8227821.html

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