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import copy
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import pygame
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import random
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from map_config import *
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from button_event import *
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import sound
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ai_delay_time = 500
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sound_flag = 0
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#是否决定播放成功或者失败的音乐的标志位
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#游戏得分
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game_point = 0
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game_step = 0
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isAdd = 0
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#板的二维数组
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board = [
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[0,2,4,8],
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[0,16,32,64],
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[128,0,256,0],
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[512,1024,0,2048]
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]
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#返还row行 col列
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#board[a,b] 对应的是a行b列
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#比如说
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#board = [[0,2,4,8],
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# [0,16,32,64],
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# [128,0,256,0],
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# [512,1024,0,2048]]
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# board[0][1] = 2
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#板的栈 用于记录过去的值
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board_stack = []
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#得分的栈 用于记录过去的得分
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point_stack = []
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#步数的栈 用于记录过去的行动 0空 1上 2下 3左 4右
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step_stack = []
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#(之前弄过一个MyStack 因为有BUG只能放弃了)
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#获取得分
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def get_point():
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return game_point
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#获取步数
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def get_step():
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return game_step
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#获取任意行列的方块的值
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def get_block_num(row,col):
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return board[row][col]
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#清除地图
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def clear_map():
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for row in range(0,4):
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for col in range(0,4):
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board[row][col] = 0
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#判断里面有没有空的格子
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def isEmpty():
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for row in range(0,4):
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for col in range(0,4):
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if(board[row][col] == 0):
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return True
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return False
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#给数组添加新的块
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#有四分之一的可能产生4
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#四分之三的可能产生2
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def create_new_block():
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rows = random.randint(0,3)
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cols = random.randint(0,3)#生成行和列
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while(board[rows][cols]!=0):
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rows = random.randint(0,3)
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cols = random.randint(0,3)#如果这个位置不是空的,就继续生成行和列
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#print(rows,cols,board[rows][cols])
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value = random.randint(0,3)
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if(value == 3):
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board[rows][cols] = 4
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else:
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board[rows][cols] = 2
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#向上移动
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def move_up():
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global game_point
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global game_step
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global isAdd
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isAdd = 0
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for col in range(0,4):
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index = 0
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for row in range(1,4):
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if board[row][col] > 0:
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#当前数字等于上边数字
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#上边数字 = 上边数字 + 当前数字, 当前数字 = 0
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if board[row][col] == board[index][col]:
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board[index][col] = board[row][col] + board[index][col]
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game_point += board[row][col]
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board[row][col] = 0
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isAdd = 1
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index += 1
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#当前数字不等于上边数字
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elif board[index][col] == 0:#当前数字上边有0
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#上边数字 = 当前数字, 当前数字 = 0
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board[index][col] = board[row][col]
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board[row][col] = 0
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isAdd = 1
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else:
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index += 1
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#去除漏网之鱼
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#index相当于慢指针,j相当于快指针
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#也就是说快指针和慢指针中间可能存在一个以上的空格,或者index和j并未相邻
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#上边数字 = 0
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#数值: 上边数字 = 当前数字, 当前数字 = 0
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if board[index][col] == 0:
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board[index][col] = board[row][col]
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board[row][col] = 0
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isAdd = 1
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game_step += isAdd
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return isAdd
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#向下移动
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def move_down():
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global game_point
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global game_step
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global isAdd
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isAdd = 0
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for col in range(0,4):
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index = 3
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for row in range(2,-1,-1):
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if board[row][col] > 0:
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#当前数字等于下边数字
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#下边数字 = 下边数字 + 当前数字, 当前数字 = 0
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if board[row][col] == board[index][col]:
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board[index][col] = board[row][col] + board[index][col]
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game_point += board[row][col]
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board[row][col] = 0
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index -= 1
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isAdd = 1
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#当前数字不等于下边数字
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elif board[index][col] == 0:#当前数字上边有0
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#下边数字 = 当前数字, 当前数字 = 0
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board[index][col] = board[row][col]
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board[row][col] = 0
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isAdd = 1
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else:
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index -= 1
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#去除漏网之鱼
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#index相当于慢指针,j相当于快指针
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#也就是说快指针和慢指针中间可能存在一个以上的空格,或者index和j并未相邻
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#下边数字 = 0
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#数值: 下边数字 = 当前数字, 当前数字 = 0
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if board[index][col] == 0:
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board[index][col] = board[row][col]
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board[row][col] = 0
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isAdd = 1
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game_step += isAdd
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return isAdd
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#向左移动
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def move_left():
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global game_point
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global game_step
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global isAdd
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isAdd = 0
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for row in range(0,4):
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index = 0
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for col in range(1,4):
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if board[row][col] > 0:
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#当前数字等于下边数字
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#下边数字 = 下边数字 + 当前数字, 当前数字 = 0
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if board[row][col] == board[row][index]:
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board[row][index] = board[row][col] + board[row][index]
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game_point += board[row][col]
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board[row][col] = 0
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index += 1
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isAdd = 1
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#当前数字不等于下边数字
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elif board[row][index] == 0:#当前数字上边有0
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#下边数字 = 当前数字, 当前数字 = 0
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board[row][index] = board[row][col]
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board[row][col] = 0
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isAdd = 1
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else:
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index += 1
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#去除漏网之鱼
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#index相当于慢指针,j相当于快指针
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#也就是说快指针和慢指针中间可能存在一个以上的空格,或者index和j并未相邻
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#下边数字 = 0
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#数值: 下边数字 = 当前数字, 当前数字 = 0
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if board[row][index] == 0:
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board[row][index] = board[row][col]
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board[row][col] = 0
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isAdd = 1
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game_step += isAdd
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return isAdd
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#向右移动
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def move_right():
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global game_point
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global game_step
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global isAdd
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isAdd = 0
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for row in range(0,4):
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index = 3
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for col in range(2,-1,-1):
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if board[row][col] > 0:
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#当前数字等于下边数字
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#下边数字 = 下边数字 + 当前数字, 当前数字 = 0
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if board[row][col] == board[row][index]:
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board[row][index] = board[row][col] + board[row][index]
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game_point += board[row][col]
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board[row][col] = 0
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index -= 1
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isAdd = 1
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#当前数字不等于下边数字
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elif board[row][index] == 0:#当前数字上边有0
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#下边数字 = 当前数字, 当前数字 = 0
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board[row][index] = board[row][col]
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board[row][col] = 0
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isAdd = 1
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else:
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index -= 1
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#去除漏网之鱼
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#index相当于慢指针,j相当于快指针
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#也就是说快指针和慢指针中间可能存在一个以上的空格,或者index和j并未相邻
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#下边数字 = 0
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#数值: 下边数字 = 当前数字, 当前数字 = 0
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if board[row][index] == 0:
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board[row][index] = board[row][col]
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board[row][col] = 0
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isAdd = 1
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game_step += isAdd
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return isAdd
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#向上移动完全操作
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def go_move_up():
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global board_stack
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global point_stack
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global step_stack
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global board
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board2 = copy.deepcopy(board)
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if move_up() == 1: #往上移 只有当移动成功了 才创建新的方块 并且把当前的情况入栈
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create_new_block()
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#入栈
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board_stack.append(board2)
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point_stack.append(get_point())
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step_stack.append(1)
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#产生声音
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sound.slide_sound()
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#向下移动完全操作
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def go_move_down():
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global board_stack
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global point_stack
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global step_stack
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global board
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board2 = copy.deepcopy(board)
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if move_down() == 1: #往下移 只有当移动成功了 才创建新的方块 并且把当前的情况入栈
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create_new_block()
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#入栈
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board_stack.append(board2)
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point_stack.append(get_point())
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step_stack.append(2)
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#产生声音
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sound.slide_sound()
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#向左移动完全操作
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def go_move_left():
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global board_stack
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global point_stack
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global step_stack
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global board
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board2 = copy.deepcopy(board)
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if move_left() == 1: #往左移 只有当移动成功了 才创建新的方块 并且把当前的情况入栈
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create_new_block()
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#入栈
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board_stack.append(board2)
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point_stack.append(get_point())
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step_stack.append(3)
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#产生声音
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sound.slide_sound()
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#向右移动完全操作
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def go_move_right():
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global board_stack
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global point_stack
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global step_stack
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global board
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board2 = copy.deepcopy(board)
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if move_right() == 1: #往右移 只有当移动成功了 才创建新的方块 并且把当前的情况入栈
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create_new_block()
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#入栈
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board_stack.append(board2)
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point_stack.append(get_point())
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step_stack.append(4)
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#产生声音
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sound.slide_sound()
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#开始基础游戏(后面可能还会添加别的功能)
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def start_base_game():
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#定义全局变量
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global game_step
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global game_point
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global isAdd
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global board_stack
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global point_stack
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global step_stack
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global board
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board2 = copy.deepcopy(board)
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#清空地图 + 创建两个格子
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clear_map()
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create_new_block()
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create_new_block()
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#初始化变量
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game_step = 0
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game_point = 0
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isAdd = 0
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##清空所有的栈
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board_stack = []
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point_stack = []
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step_stack = []
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##往栈中添加当前的元素
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board_stack.append(board2)
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point_stack.append(get_point())
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step_stack.append(0)
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#声音的处理
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sound.stop_sound()
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sound.background_sound()
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ball_x = 0
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ball_y = 0
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move_enable = 0
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#基础游戏进行时
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def base_game_going():
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global ball_x,ball_y,move_enable
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global ai_delay_time
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global sound_flag
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#游戏正常
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if judge_gameover() == False and judge_gamewin() == False:
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sound_flag = 0
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for event in pygame.event.get():
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#按钮事件检测
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buttonBase.check_event(event)
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buttonReturn.check_event(event)
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buttonAI.check_event(event)
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buttonTips.check_event(event)
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buttonReshow.check_event(event)
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#键盘事件 基本键盘操作
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if event.type == pygame.KEYDOWN:
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if(event.key == pygame.K_LEFT or event.key == pygame.K_a):
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go_move_left()
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if(event.key == pygame.K_RIGHT or event.key == pygame.K_d):
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go_move_right()
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if(event.key == pygame.K_UP or event.key == pygame.K_w):
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go_move_up()
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if(event.key == pygame.K_DOWN or event.key == pygame.K_s):
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go_move_down()
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if(event.key == pygame.K_z):#Z键加快速度
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if ai_delay_time > 50:
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ai_delay_time = ai_delay_time - 50
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if(event.key == pygame.K_x):#X键减慢速度
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if ai_delay_time < 1000:
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ai_delay_time = ai_delay_time + 50
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#鼠标事件 滑动鼠标手势
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elif event.type == pygame.MOUSEBUTTONDOWN:
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ball_x,ball_y = pygame.mouse.get_pos()
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if ball_x > start_x and ball_x < start_x + box_size*4: #限制鼠标手势范围
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if ball_y > top_of_screen and ball_y < top_of_screen + box_size*4:
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move_enable = 1
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#print(ball_x,ball_y)
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elif event.type == pygame.MOUSEBUTTONUP:
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if move_enable == 1:
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move_enable = 0
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ball_x_2, ball_y_2 =pygame.mouse.get_pos()
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dX = ball_x_2 - ball_x
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dY = ball_y_2 - ball_y
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if abs(dX) > abs(dY):
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if dX < 0:
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go_move_left()
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else:
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go_move_right()
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elif abs(dX) < abs(dY):
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if dY < 0:
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go_move_up()
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elif dY > 0:
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go_move_down()
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#游戏失败
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elif judge_gameover() == True:
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if sound_flag == 0:
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sound_flag = 1
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sound.stop_sound()
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sound.fail_sound()
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for event in pygame.event.get():
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#按钮事件检测
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|
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buttonBase.check_event(event)
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buttonReturn.check_event(event)
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buttonAI.check_event(event)
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buttonTips.check_event(event)
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buttonReshow.check_event(event)
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#游戏成功
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|
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elif judge_gamewin() == True:
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if sound_flag == 0:
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sound_flag = 1
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sound.stop_sound()
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|
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sound.win_sound()
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for event in pygame.event.get():
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|
|
#按钮事件检测
|
|
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|
|
buttonBase.check_event(event)
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buttonReturn.check_event(event)
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|
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buttonAI.check_event(event)
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buttonTips.check_event(event)
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|
|
buttonReshow.check_event(event)
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|
#获取空白方格
|
|
|
|
|
def get_empty():
|
|
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|
|
lst = []
|
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|
|
for row in range(4):
|
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|
|
for col in range(4):
|
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|
|
|
if board[row][col] == 0:
|
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|
|
lst.append([row, col])
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|
|
return lst
|
|
|
|
|
|
|
|
|
|
#判断游戏是否结束
|
|
|
|
|
def judge_gameover():
|
|
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|
|
#当空白空格不为空时,即游戏未结束
|
|
|
|
|
if isEmpty() == True:
|
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|
|
return False
|
|
|
|
|
#当空白方格为空时,判断是否存在可合并的方格
|
|
|
|
|
for row in range(4):
|
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|
|
|
for col in range(3):
|
|
|
|
|
if board[row][col] == board[row][col + 1]:
|
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|
|
return False
|
|
|
|
|
|
|
|
|
|
for row in range(3):
|
|
|
|
|
for col in range(4):
|
|
|
|
|
if board[row][col] == board[row + 1][col]:
|
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|
|
return False
|
|
|
|
|
#若不满足以上两种情况,则游戏结束
|
|
|
|
|
return True
|
|
|
|
|
|
|
|
|
|
#判断游戏是否成功
|
|
|
|
|
def judge_gamewin():
|
|
|
|
|
#检查是否有2048
|
|
|
|
|
maxnum = 0
|
|
|
|
|
for row in range(0,4):
|
|
|
|
|
for col in range(0,4):
|
|
|
|
|
if(board[row][col] > maxnum):
|
|
|
|
|
maxnum = board[row][col]
|
|
|
|
|
|
|
|
|
|
if maxnum == 2048:
|
|
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|
|
return True
|
|
|
|
|
return False
|
|
|
|
|
|
|
|
|
|
#撤回功能回调函数(用于给按键事件使用)
|
|
|
|
|
def return_callback():
|
|
|
|
|
#定义全局变量
|
|
|
|
|
global game_step
|
|
|
|
|
global game_point
|
|
|
|
|
global isAdd
|
|
|
|
|
|
|
|
|
|
global board_stack
|
|
|
|
|
global point_stack
|
|
|
|
|
global step_stack
|
|
|
|
|
|
|
|
|
|
global board
|
|
|
|
|
sound.stop_sound()
|
|
|
|
|
sound.background_sound()
|
|
|
|
|
if game_step != 0:
|
|
|
|
|
board = board_stack[-1]
|
|
|
|
|
del board_stack[-1]
|
|
|
|
|
|
|
|
|
|
game_point = point_stack[-1]
|
|
|
|
|
del point_stack[-1]
|
|
|
|
|
|
|
|
|
|
del step_stack[-1]
|
|
|
|
|
|
|
|
|
|
game_step -= 1
|
|
|
|
|
sound.return_sound()
|
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