用4*4的二维数组保存地图,pygame.key.get_pressed()获取键盘操作
import random
import sys
import pygame
from pygame.locals import *
PIXEL=150
SCORE_PIXEL=100
SIZE=4
#地图的类
class Map:
def __init__(self,size):
self.size=size
self.score=0
self.map=[[0 for i in range(size)] for i in range(size)]
self.add()
self.add()
#新增2或4,有1/4概率产生4
def add(self):
while True:
p=random.randint(0,self.size*self.size-1)
if self.map[p // self.size][p % self.size] == 0:
x=random.randint(0,3)>0 and 2 or 4
self.map[p // self.size][p % self.size]=x
self.score+=x
break
#地图向左靠拢,其他方向的靠拢可以通过适当旋转实现,返回地图是否更新
def adjust(self):
changed=False
for a in self.map:
b=[]
last=0
for v in a:
if v!=0:
if v==last:
b.append(b.pop()<<1)
last=0
else:
b.append(v)
last=v
b+=[0]*(self.size-len(b))
for i in range(self.size):
if a[i] !=b[i]:
changed=True
a[:]=b
return changed
#逆时针旋转地图90度
def rotate90(self):
self.map=[[self.map[c][r] for c in range(self.size)] for r in reversed(range(self.size))]
#判断游戏结束
def over(self):
for r in range(self.size):
for c in range(self.size):
if self.map[r][c]==0:
return False
for r in range(self.size):
for c in range(self.size-1):
if self.map[r][c]==self.map[r][c+1]:
return False
for r in range(self.size-1):
for c in range(self.size):
if self.map[r][c]==self.map[r+1][c]:
return False
return True
def moveUp(self):
self.rotate90()
if self.adjust():
self.add()
self.rotate90()
self.rotate90()
self.rotate90()
def moveRight(self):
self.rotate90()
self.rotate90()
if self.adjust():
self.add()
self.rotate90()
self.rotate90()
def moveDown(self):
self.rotate90()
self.rotate90()
self.rotate90()
if self.adjust():
self.add()
self.rotate90()
def moveLeft(self):
if self.adjust():
self.add()
#更新屏幕
def show(map):
for i in range(SIZE):
for j in range(SIZE):
#背景颜色块
screen.blit(map.map[i][j] == 0 and block[(i*j) % 2] or block[2 +(i*j) % 2
],(PIXEL *j,PIXEL*i))
#数值显示
if map.map[i][j] !=0:
map_text=map_font.render(str(map.map[i][j]),True,(106,90,205))
text_rect=map_text.get_rect()
text_rect.center=(PIXEL*j+PIXEL/2,PIXEL*i+PIXEL/2)
screen.blit(map_text,text_rect)
#分数显示
screen.blit(score_block,(0,PIXEL*SIZE))
score_text=score_font.render((map.over() and "Game over with score" or "Score:")+str(map
.score),True,(106,90,205))
score_rect=score_text.get_rect()
score_rect.center=(PIXEL * SIZE /2,PIXEL*SIZE+SCORE_PIXEL /2 )
screen.blit(score_text,score_rect)
pygame.display.update()
map=Map(SIZE)
pygame.init()
screen=pygame.display.set_mode((PIXEL*SIZE,PIXEL*SIZE+SCORE_PIXEL))
pygame.display.set_caption("2048")
block=[pygame.Surface((PIXEL,PIXEL)) for i in range(4)]
#设置颜色
block[0].fill((152,251,152))
block[1].fill((240,255,255))
block[2].fill((0,255,152))
block[3].fill((255,255,255))
score_block=pygame.Surface((PIXEL*SIZE,SCORE_PIXEL))
score_block.fill((245,245,245))
#设置字体
map_font=pygame.font.Font(None,PIXEL)
score_font=pygame.font.Font(None,SCORE_PIXEL)
clock=pygame.time.Clock()
show(map)
while not map.over():
#12为实验参数
clock.tick(12)
for event in pygame.event.get():
if event.type==QUIT:
sys.exit()
#接收玩家操作
pressed_keys=pygame.key.get_pressed()
if pressed_keys[K_w] or pressed_keys[K_UP]:
map.moveUp()
elif pressed_keys[K_s] or pressed_keys[K_DOWN]:
map.moveDown()
elif pressed_keys[K_a] or pressed_keys[K_LEFT]:
map.moveDown()
elif pressed_keys[K_d] or pressed_keys[K_RIGHT]:
map.moveDown()
show(map)
pygame.time.delay(3000)
运行结果
来源:oschina
链接:https://my.oschina.net/u/4463976/blog/3213843