From 079d4c7de6649becdf927b131c36bd7984137065 Mon Sep 17 00:00:00 2001 From: hnu202309010107 <2215403613@qq.com> Date: Sun, 26 May 2024 21:41:06 +0800 Subject: [PATCH] Delete 'map_game.py' --- map_game.py | 518 ---------------------------------------------------- 1 file changed, 518 deletions(-) delete mode 100644 map_game.py diff --git a/map_game.py b/map_game.py deleted file mode 100644 index ae17d82..0000000 --- a/map_game.py +++ /dev/null @@ -1,518 +0,0 @@ -import copy -import pygame -import random -from map_config import * -from button_event import * -import sound - -ai_delay_time = 500 - -sound_flag = 0 -#是否决定播放成功或者失败的音乐的标志位 - -#游戏得分 -game_point = 0 -game_step = 0 -isAdd = 0 - -#板的二维数组 -board = [ - [0,2,4,8], - [0,16,32,64], - [128,0,256,0], - [512,1024,0,2048] - ] -#返还row行 col列 -#board[a,b] 对应的是a行b列 -#比如说 -#board = [[0,2,4,8], -# [0,16,32,64], -# [128,0,256,0], -# [512,1024,0,2048]] -# board[0][1] = 2 - -#板的栈 用于记录过去的值 -board_stack = [] -#得分的栈 用于记录过去的得分 -point_stack = [] -#步数的栈 用于记录过去的行动 0空 1上 2下 3左 4右 -step_stack = [] -#(之前弄过一个MyStack 因为有BUG只能放弃了) - -#获取得分 -def get_point(): - return game_point -#获取步数 -def get_step(): - return game_step - - -#获取任意行列的方块的值 -def get_block_num(row,col): - return board[row][col] - -#清除地图 -def clear_map(): - for row in range(0,4): - for col in range(0,4): - board[row][col] = 0 - -#判断里面有没有空的格子 -def isEmpty(): - for row in range(0,4): - for col in range(0,4): - if(board[row][col] == 0): - return True - return False - -#给数组添加新的块 -#有四分之一的可能产生4 -#四分之三的可能产生2 -def create_new_block(): - rows = random.randint(0,3) - cols = random.randint(0,3)#生成行和列 - - while(board[rows][cols]!=0): - rows = random.randint(0,3) - cols = random.randint(0,3)#如果这个位置不是空的,就继续生成行和列 - #print(rows,cols,board[rows][cols]) - value = random.randint(0,3) - if(value == 3): - board[rows][cols] = 4 - else: - board[rows][cols] = 2 - -#向上移动 -def move_up(): - global game_point - global game_step - global isAdd - isAdd = 0 - for col in range(0,4): - index = 0 - for row in range(1,4): - if board[row][col] > 0: - #当前数字等于上边数字 - #上边数字 = 上边数字 + 当前数字, 当前数字 = 0 - if board[row][col] == board[index][col]: - board[index][col] = board[row][col] + board[index][col] - game_point += board[row][col] - board[row][col] = 0 - isAdd = 1 - index += 1 - #当前数字不等于上边数字 - elif board[index][col] == 0:#当前数字上边有0 - #上边数字 = 当前数字, 当前数字 = 0 - board[index][col] = board[row][col] - board[row][col] = 0 - isAdd = 1 - else: - index += 1 - #去除漏网之鱼 - #index相当于慢指针,j相当于快指针 - #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 - #上边数字 = 0 - #数值: 上边数字 = 当前数字, 当前数字 = 0 - if board[index][col] == 0: - board[index][col] = board[row][col] - board[row][col] = 0 - isAdd = 1 - game_step += isAdd - return isAdd - -#向下移动 -def move_down(): - global game_point - global game_step - global isAdd - isAdd = 0 - for col in range(0,4): - index = 3 - for row in range(2,-1,-1): - if board[row][col] > 0: - #当前数字等于下边数字 - #下边数字 = 下边数字 + 当前数字, 当前数字 = 0 - if board[row][col] == board[index][col]: - board[index][col] = board[row][col] + board[index][col] - game_point += board[row][col] - board[row][col] = 0 - index -= 1 - isAdd = 1 - #当前数字不等于下边数字 - elif board[index][col] == 0:#当前数字上边有0 - #下边数字 = 当前数字, 当前数字 = 0 - board[index][col] = board[row][col] - board[row][col] = 0 - isAdd = 1 - else: - index -= 1 - #去除漏网之鱼 - #index相当于慢指针,j相当于快指针 - #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 - #下边数字 = 0 - #数值: 下边数字 = 当前数字, 当前数字 = 0 - if board[index][col] == 0: - board[index][col] = board[row][col] - board[row][col] = 0 - isAdd = 1 - game_step += isAdd - return isAdd - -#向左移动 -def move_left(): - global game_point - global game_step - global isAdd - isAdd = 0 - for row in range(0,4): - index = 0 - for col in range(1,4): - if board[row][col] > 0: - #当前数字等于下边数字 - #下边数字 = 下边数字 + 当前数字, 当前数字 = 0 - if board[row][col] == board[row][index]: - board[row][index] = board[row][col] + board[row][index] - game_point += board[row][col] - board[row][col] = 0 - index += 1 - isAdd = 1 - #当前数字不等于下边数字 - elif board[row][index] == 0:#当前数字上边有0 - #下边数字 = 当前数字, 当前数字 = 0 - board[row][index] = board[row][col] - board[row][col] = 0 - isAdd = 1 - else: - index += 1 - #去除漏网之鱼 - #index相当于慢指针,j相当于快指针 - #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 - #下边数字 = 0 - #数值: 下边数字 = 当前数字, 当前数字 = 0 - if board[row][index] == 0: - board[row][index] = board[row][col] - board[row][col] = 0 - isAdd = 1 - game_step += isAdd - return isAdd - -#向右移动 -def move_right(): - global game_point - global game_step - global isAdd - isAdd = 0 - for row in range(0,4): - index = 3 - for col in range(2,-1,-1): - if board[row][col] > 0: - #当前数字等于下边数字 - #下边数字 = 下边数字 + 当前数字, 当前数字 = 0 - if board[row][col] == board[row][index]: - board[row][index] = board[row][col] + board[row][index] - game_point += board[row][col] - board[row][col] = 0 - index -= 1 - isAdd = 1 - #当前数字不等于下边数字 - elif board[row][index] == 0:#当前数字上边有0 - #下边数字 = 当前数字, 当前数字 = 0 - board[row][index] = board[row][col] - board[row][col] = 0 - isAdd = 1 - else: - index -= 1 - #去除漏网之鱼 - #index相当于慢指针,j相当于快指针 - #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 - #下边数字 = 0 - #数值: 下边数字 = 当前数字, 当前数字 = 0 - if board[row][index] == 0: - board[row][index] = board[row][col] - board[row][col] = 0 - isAdd = 1 - game_step += isAdd - return isAdd - -#向上移动完全操作 -def go_move_up(): - global board_stack - global point_stack - global step_stack - - global board - - board2 = copy.deepcopy(board) - - 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 - create_new_block() - #入栈 - board_stack.append(board2) - point_stack.append(get_point()) - step_stack.append(1) - #产生声音 - sound.slide_sound() - -#向下移动完全操作 -def go_move_down(): - global board_stack - global point_stack - global step_stack - - global board - - board2 = copy.deepcopy(board) - - 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 - create_new_block() - #入栈 - board_stack.append(board2) - point_stack.append(get_point()) - step_stack.append(2) - #产生声音 - sound.slide_sound() - -#向左移动完全操作 -def go_move_left(): - global board_stack - global point_stack - global step_stack - - global board - - board2 = copy.deepcopy(board) - - 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 - create_new_block() - #入栈 - board_stack.append(board2) - point_stack.append(get_point()) - step_stack.append(3) - #产生声音 - sound.slide_sound() - -#向右移动完全操作 -def go_move_right(): - global board_stack - global point_stack - global step_stack - - global board - - board2 = copy.deepcopy(board) - - 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 - create_new_block() - #入栈 - board_stack.append(board2) - point_stack.append(get_point()) - step_stack.append(4) - #产生声音 - sound.slide_sound() - -#开始基础游戏(后面可能还会添加别的功能) -def start_base_game(): - #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 - - board2 = copy.deepcopy(board) - #清空地图 + 创建两个格子 - clear_map() - create_new_block() - create_new_block() - #初始化变量 - game_step = 0 - game_point = 0 - isAdd = 0 - - ##清空所有的栈 - board_stack = [] - point_stack = [] - step_stack = [] - ##往栈中添加当前的元素 - board_stack.append(board2) - point_stack.append(get_point()) - step_stack.append(0) - #声音的处理 - sound.stop_sound() - sound.background_sound() - - -ball_x = 0 -ball_y = 0 -move_enable = 0 -#基础游戏进行时 -def base_game_going(): - global ball_x,ball_y,move_enable - global ai_delay_time - global sound_flag -#游戏正常 - if judge_gameover() == False and judge_gamewin() == False: - sound_flag = 0 - for event in pygame.event.get(): - #按钮事件检测 - buttonBase.check_event(event) - buttonReturn.check_event(event) - buttonAI.check_event(event) - buttonTips.check_event(event) - buttonReshow.check_event(event) - - #键盘事件 基本键盘操作 - if event.type == pygame.KEYDOWN: - if(event.key == pygame.K_LEFT or event.key == pygame.K_a): - go_move_left() - - if(event.key == pygame.K_RIGHT or event.key == pygame.K_d): - go_move_right() - - if(event.key == pygame.K_UP or event.key == pygame.K_w): - go_move_up() - - if(event.key == pygame.K_DOWN or event.key == pygame.K_s): - go_move_down() - - if(event.key == pygame.K_z):#Z键加快速度 - if ai_delay_time > 50: - ai_delay_time = ai_delay_time - 50 - if(event.key == pygame.K_x):#X键减慢速度 - if ai_delay_time < 1000: - ai_delay_time = ai_delay_time + 50 - #鼠标事件 滑动鼠标手势 - elif event.type == pygame.MOUSEBUTTONDOWN: - ball_x,ball_y = pygame.mouse.get_pos() - if ball_x > start_x and ball_x < start_x + box_size*4: #限制鼠标手势范围 - if ball_y > top_of_screen and ball_y < top_of_screen + box_size*4: - move_enable = 1 - #print(ball_x,ball_y) - - elif event.type == pygame.MOUSEBUTTONUP: - if move_enable == 1: - move_enable = 0 - ball_x_2, ball_y_2 =pygame.mouse.get_pos() - dX = ball_x_2 - ball_x - dY = ball_y_2 - ball_y - - if abs(dX) > abs(dY): - if dX < 0: - go_move_left() - else: - go_move_right() - - elif abs(dX) < abs(dY): - if dY < 0: - go_move_up() - elif dY > 0: - go_move_down() - -#游戏失败 - elif judge_gameover() == True: - if sound_flag == 0: - sound_flag = 1 - sound.stop_sound() - sound.fail_sound() - for event in pygame.event.get(): - #按钮事件检测 - buttonBase.check_event(event) - buttonReturn.check_event(event) - buttonAI.check_event(event) - buttonTips.check_event(event) - buttonReshow.check_event(event) - -#游戏成功 - elif judge_gamewin() == True: - if sound_flag == 0: - sound_flag = 1 - sound.stop_sound() - sound.win_sound() - for event in pygame.event.get(): - #按钮事件检测 - buttonBase.check_event(event) - buttonReturn.check_event(event) - buttonAI.check_event(event) - buttonTips.check_event(event) - buttonReshow.check_event(event) - -#获取空白方格 -def get_empty(): - lst = [] - for row in range(4): - for col in range(4): - if board[row][col] == 0: - lst.append([row, col]) - return lst - -#判断游戏是否结束 -def judge_gameover(): - #当空白空格不为空时,即游戏未结束 - if isEmpty() == True: - 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): - for col in range(3): - if board[row][col] == board[row][col + 1]: - return False - - for row in range(3): - for col in range(4): - if board[row][col] == board[row + 1][col]: - 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: - 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() - - - - - - - - - - -