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2048py.py
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2048py.py
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# 2048.py
# Aug 22, 2015
# Written in python / pygame by DavidSousaRJ - [email protected]
# License: Creative Commons
# Sorry about some comments in portuguese!
#
# Apr 4, 2017 - [email protected]
# Make changes in how the move is implemented, since the original game
# forces the player to chose another direction if no moves is possible
# in the 'choosen' direction. The previous implementation was not handling
# this and instead spawning another block.
#
# CHANGES:
# Aug 24 - fixed colors /fonts
# BUG: game ending not working
# BUG: when a play is not possible it keeps adding a random tile
# TODO: include score, button undo and new game
import os
import sys
import pygame
import pdb;
import copy;
from pygame.locals import *
from random import randint
TABLE=[[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0]]
def isgameover(TABLE):
status=0
zerocount=0
for LINE in TABLE:
if 2048 in LINE:
status=1
return status
elif 0 not in LINE:
zerocount+=1
if zerocount==4:
#condicoes de gameover: nao ter zero e nao ter consecutivo igual
#procura consecutivos horizontal
for i in range(4):
for j in range(3):
if TABLE[i][j]==TABLE[i][j+1]: return status
#procura consecutivos na vertical
for j in range(4):
for i in range(3):
if TABLE[i][j]==TABLE[i+1][j]: return status
status=2
return status
#regras do 2048
# define a direcaoo jogada, p.ex. : cima
# para cada coluna, de cima pra baixo
# move o numero para o zero-consecutivo-mais-longe
# se o nao-zero-mais-perto e igual ao numero, combina
def moveup(pi,pj,T):
justcomb=False
while pi > 0 and (T[pi-1][pj] == 0 or (T[pi-1][pj] == T[pi][pj] and not justcomb)):
if T[pi-1][pj] == 0:
T[pi-1][pj] = T[pi][pj]
T[pi][pj]=0
pi-=1
elif T[pi-1][pj]==T[pi][pj]:
T[pi-1][pj] += T[pi][pj]
T[pi][pj] = 0
pi-=1
justcomb=True
return T
def movedown(pi,pj,T):
justcomb=False
while pi < 3 and (T[pi+1][pj] == 0 or (T[pi+1][pj] == T[pi][pj] and not justcomb)):
if T[pi+1][pj] == 0:
T[pi+1][pj] = T[pi][pj]
T[pi][pj]=0
pi+=1
elif T[pi+1][pj]==T[pi][pj]:
T[pi+1][pj] += T[pi][pj]
T[pi][pj] = 0
pi+=1
justcomb=True
return T
def moveleft(pi,pj,T):
justcomb=False
while pj > 0 and (T[pi][pj-1] == 0 or (T[pi][pj-1] == T[pi][pj] and not justcomb)):
if T[pi][pj-1] == 0:
T[pi][pj-1] = T[pi][pj]
T[pi][pj]=0
pj-=1
elif T[pi][pj-1]==T[pi][pj]:
T[pi][pj-1] += T[pi][pj]
T[pi][pj] = 0
pj-=1
justcomb=True
return T
def moveright(pi,pj,T):
justcomb=False
while pj < 3 and (T[pi][pj+1] == 0 or (T[pi][pj+1] == T[pi][pj] and not justcomb)):
if T[pi][pj+1] == 0:
T[pi][pj+1] = T[pi][pj]
T[pi][pj]=0
pj+=1
elif T[pi][pj+1]==T[pi][pj]:
T[pi][pj+1] += T[pi][pj]
T[pi][pj] = 0
pj+=1
justcomb=True
return T
def randomfill(TABLE):
# search for zero in the game table
flatTABLE = sum(TABLE,[])
if 0 not in flatTABLE:
return TABLE
empty=False
w=0
while not empty:
w=randint(0,15)
if TABLE[w//4][w%4] == 0:
empty=True
z=randint(1,5)
if z==5:
TABLE[w//4][w%4] = 4
else:
TABLE[w//4][w%4] = 2
return TABLE
def key(DIRECTION,TABLE):
if DIRECTION =='w':
for pi in range(1,4):
for pj in range(4):
if TABLE[pi][pj] !=0: TABLE=moveup(pi,pj,TABLE)
elif DIRECTION =='s':
for pi in range(2,-1,-1):
for pj in range(4):
if TABLE[pi][pj] !=0: TABLE=movedown(pi,pj,TABLE)
elif DIRECTION =='a':
for pj in range(1,4):
for pi in range(4):
if TABLE[pi][pj] !=0: TABLE=moveleft(pi,pj,TABLE)
elif DIRECTION =='d':
for pj in range(2,-1,-1):
for pi in range(4):
if TABLE[pi][pj] !=0: TABLE=moveright(pi,pj,TABLE)
return TABLE
def showtext(TABLE):
os.system('clear')
for LINE in TABLE:
for N in LINE:
print "%4s" %N,
print ""
########################################################################
# Parte Grafica
width=400
height=400
boxsize = min(width,height)//4;
margin = 5
thickness = 0
STATUS=0
colorback=(189,174,158)
colorblank=(205,193,180)
colorlight=(249,246,242)
colordark=(119,110,101)
dictcolor1={
0:colorblank,
2:(238,228,218),
4:(237,224,200),
8:(242,177,121),
16:(245,149,99),
32:(246,124,95),
64:(246,95,59),
128:(237,207,114),
256:(237,204,97),
512:(237,200,80),
1024:(237,197,63),
2048:(237,194,46) }
dictcolor2={
2:colordark,
4:colordark,
8:colorlight,
16:colorlight,
32:colorlight,
64:colorlight,
128:colorlight,
256:colorlight,
512:colorlight,
1024:colorlight,
2048:colorlight }
# Init screen
pygame.init()
screen = pygame.display.set_mode((width,height))
pygame.display.set_caption( 'Python 2048 by DavidSousaRJ' )
myfont = pygame.font.SysFont("Arial", 30, bold=True)
def gameover(STATUS):
if STATUS == 1:
label = myfont.render("You win! :)", 1, (255,255,255))
screen.blit(label, (100, 100))
elif STATUS == 2:
label = myfont.render("Game over! :(", 1, (255,255,255))
screen.blit(label, (100, 100))
pygame.display.update()
def show(TABLE):
screen.fill(colorback)
for i in range(4):
for j in range(4):
pygame.draw.rect(screen, dictcolor1[TABLE[i][j]], (j*boxsize+margin,
i*boxsize+margin,
boxsize-2*margin,
boxsize-2*margin),
thickness)
if TABLE[i][j] != 0:
label = myfont.render("%4s" %(TABLE[i][j]), 1, dictcolor2[TABLE[i][j]] )
screen.blit(label, (j*boxsize+4*margin, i*boxsize+5*margin))
pygame.display.update()
#paintCanvas
TABLE=randomfill(TABLE)
TABLE=randomfill(TABLE)
show(TABLE)
showtext(TABLE)
running=True
while True:
for event in pygame.event.get():
if event.type == QUIT:
print "quit"
pygame.quit(); sys.exit()
if event.type == pygame.KEYDOWN:
if running:
desired_key = None
if event.key == pygame.K_UP : desired_key = "w"
if event.key == pygame.K_DOWN : desired_key = "s"
if event.key == pygame.K_LEFT : desired_key = "a"
if event.key == pygame.K_RIGHT : desired_key = "d"
## Player didn't selected any direction key.
if desired_key is None:
continue
## We're passing a deep copy of TABLE to key() function
## since python will pass a "reference" to the object.
## So all modifications inside the key() function will
## modify the TABLE object and we need compare it to the
## previous state of the TABLE to check if the direction
## choosen by player was a valid one.
##
## It means that if no movement or merge was possible with
## that direction, player must choose another direction.
## Only then we spawn another block.
new_table = key(desired_key, copy.deepcopy(TABLE))
if new_table != TABLE:
TABLE=randomfill(new_table)
show(TABLE)
showtext(TABLE)
STATUS=isgameover(TABLE)
if STATUS<0:
running=False
gameover(STATUS)
#end