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@ -1,240 +1,260 @@
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# 2048
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import turtle, random
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# 定义一个类,用来画除了数字方块之外的图形
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class BackGround(turtle.Turtle):
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def __init__(self):
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super().__init__()
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self.penup()
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self.ht()
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def draw_block(self):
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self.shape('bg.gif') # 画出背景方块
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for i in allpos:
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self.goto(i)
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self.stamp()
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self.color('white', 'white') # 画出其他背景
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self.goto(-215, 120)
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self.begin_fill()
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self.goto(215, 120)
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self.goto(215, 110)
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self.goto(-215, 110)
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self.end_fill()
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self.shape('title.gif')
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self.goto(-125, 210)
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self.stamp()
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self.shape('score.gif')
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self.goto(125, 245)
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self.stamp()
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self.shape('top_score.gif')
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self.goto(125, 170)
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self.stamp()
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# 游戏失败及达成2048的提示文字
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def judge(self):
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global flag_win, flag_win_lose_text
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self.color('blue')
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judge = 0 # 判断是否还有位置可以移动
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for i in block_dic.values():
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for j in block_dic.values():
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if i.num == 0 or i.num == j.num and i.distance(j) == 100:
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judge += 1
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if judge == 0: # 无位置可移动,游戏失败
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self.write(' GAME OVER\n重新开始请按空格键', align='center', font=('黑体', 30, 'bold'))
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flag_win_lose_text = False
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if flag_win is True: # 此条件让2048达成的判断只能进行一次
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for k in block_dic.values():
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if k.num == 2048: # 游戏达成
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flag_win = False
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self.write(' 达成2048\n继续游戏请按回车键', align='center', font=('黑体', 30, 'bold'))
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flag_win_lose_text = False
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def win_lose_clear(self):
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global flag_win_lose_text
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self.clear()
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flag_win_lose_text = True
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def show_score(self): # 分值的显示
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global score, top_score
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if score > top_score:
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top_score = score
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with open('.\\score.txt', 'w') as f:
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f.write(f'{top_score}')
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self.color('white')
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self.goto(125, 210)
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self.clear()
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self.write(f'{score}', align='center', font=('Arial', 20, 'bold'))
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self.goto(125, 135)
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self.write(f'{top_score}', align='center', font=('Arial', 20, 'bold'))
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# 数字方块类
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class Block(turtle.Turtle):
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def __init__(self):
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super().__init__()
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self.ht()
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self.penup()
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self.num = 0
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def draw(self):
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self.clear()
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dic_draw = {2: '#eee6db', 4: '#efe0cd', 8: '#f5af7b',
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16: '#fb9660', 32: '#f57d5a', 64: '#f95c3d',
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128: '#eccc75', 256: '#eece61', 512: '#efc853',
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1024: '#ebc53c', 2048: '#eec430', 4096: '#aeb879',
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8192: '#aab767', 16384: '#a6b74f'}
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if self.num > 0: # 数字大于0,画出方块
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self.color(f'{dic_draw[self.num]}') # 选择颜色
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self.begin_fill()
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self.goto(self.xcor()+48, self.ycor()+48)
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self.goto(self.xcor()-96, self.ycor())
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self.goto(self.xcor(), self.ycor()-96)
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self.goto(self.xcor()+96, self.ycor())
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self.goto(self.xcor(), self.ycor()+96)
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self.end_fill()
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self.goto(self.xcor()-48, self.ycor()-68)
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if self.num > 4: # 按照数字选择数字的颜色
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self.color('white')
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else:
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self.color('#6d6058')
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self.write(f'{self.num}', align='center', font=('Arial', 27, 'bold'))
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self.goto(self.xcor(), self.ycor()+20)
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class Game():
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def init(self):
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back = BackGround() # 实例画出游戏的背景
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back.draw_block()
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for i in allpos: # 画出16个海龟对应16个数字块
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block = Block()
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block.goto(i)
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block_dic[i] = block
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game.grow()
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def restart(self): # 重开游戏的方法
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global score, flag_win_lose_text
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score = 0
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for i in block_dic.values():
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i.num = 0
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i.clear()
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win_lose_text.clear()
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game.grow()
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flag_win_lose_text = True # 此flag为游戏达成或失败出现提示语后的判断,要提示语被clear后才能继续move
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def grow(self): # 随机出现一个2或4的数字块
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block_list = []
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for i in allpos:
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if block_dic[i].num == 0:
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block_list.append(block_dic[i]) # 挑出空白方块的海龟
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turtle_choice = random.choice(block_list) # 随机选中其中一个海龟
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turtle_choice.num = random.choice([2, 2, 2, 2, 4]) # 赋属性num=2/4
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turtle_choice.draw()
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win_lose_text.judge()
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show_score_text.show_score()
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ms.update()
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def move_up(self):
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allpos1 = allpos[::4] # 切片为四列
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allpos2 = allpos[1::4]
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allpos3 = allpos[2::4]
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allpos4 = allpos[3::4]
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self.move_move(allpos1, allpos2, allpos3, allpos4)
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def move_down(self):
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allpos1 = allpos[-4::-4]
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allpos2 = allpos[-3::-4]
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allpos3 = allpos[-2::-4]
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allpos4 = allpos[-1::-4]
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self.move_move(allpos1, allpos2, allpos3, allpos4)
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def move_left(self):
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allpos1 = allpos[:4]
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allpos2 = allpos[4:8]
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allpos3 = allpos[8:12]
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allpos4 = allpos[12:16]
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self.move_move(allpos1, allpos2, allpos3, allpos4)
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def move_right(self):
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allpos1 = allpos[-1:-5:-1]
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allpos2 = allpos[-5:-9:-1]
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allpos3 = allpos[-9:-13:-1]
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allpos4 = allpos[-13:-17:-1]
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self.move_move(allpos1, allpos2, allpos3, allpos4)
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def move_move(self, allpos1, allpos2, allpos3, allpos4):
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if flag_win_lose_text is True:
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count1 = self.move(allpos1) # 四列或四行依次移动
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count2 = self.move(allpos2)
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count3 = self.move(allpos3)
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count4 = self.move(allpos4)
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if count1 or count2 or count3 or count4: # 判断是否有方块移动,有才能继续出现新的数字块
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self.grow()
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def move(self, pos_list):
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num_list = [] # 为某一列或行的数字块海龟的坐标
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for i in pos_list:
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num_list.append(block_dic[i].num) # 把这些海龟的NUM形成list
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new_num_list, count = self.list_oper(num_list) # 只是list_oper的方法形成新的list
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for j in range(len(new_num_list)): # 把新的list依次赋值给对应的海龟.num属性并调用draw()方法
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block_dic[pos_list[j]].num = new_num_list[j]
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block_dic[pos_list[j]].draw()
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return count
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def list_oper(self, num_list): # num_list的操作,假设其为【2,0,2,2】
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global score
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count = True
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temp = []
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new_temp = []
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for j in num_list:
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if j != 0:
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temp.append(j) # temp=[2,2,2]
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flag = True
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for k in range(len(temp)):
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if flag:
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if k < len(temp)-1 and temp[k] == temp[k+1]:
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new_temp.append(temp[k]*2)
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flag = False
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score += temp[k]
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import sys
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import random
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import pygame
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pygame.init() # 初始化pygame()
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size = 75 # 每个游戏方格的大小
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queue = 4 # 初始设置为4X4阵列
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game_lis = [] # 存放
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background_color = (255, 239, 213) # 背景颜色
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Dividingline_color = (255, 222, 173) # 分割线颜色
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Dividingline_width = 15 # 分割线宽度
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score_height = 75 # 得分区的高度
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score_width = 75 # 得分区的宽度
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score_color = (205, 193, 180) # 得分字体颜色
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font1 = pygame.font.SysFont('SimHei', 50) # 得分区域字体显示黑体24
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font_pos_x = Dividingline_width # 得分区域字体位置的X坐标
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font_pos_y = int(font1.size('得分')[1]) # 得分区域字体位置的Y坐标
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score = 0 # 得分初始值为0
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font3 = pygame.font.Font(None, 50) # 数字字体
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black = (0, 0, 0) # 数字颜色
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screen_height = (((size + Dividingline_width) * queue) + score_height + Dividingline_width * 2) # 屏幕高度
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screen_width = (((size + Dividingline_width) * queue) + Dividingline_width) # 屏幕宽度
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colors = {0: (205, 193, 180), # 各种方块对应的颜色
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2: (238, 228, 218),
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4: (237, 224, 200),
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8: (242, 177, 121),
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16: (245, 149, 99),
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32: (246, 124, 95),
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64: (246, 94, 59),
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128: (237, 207, 114),
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256: (237, 204, 98),
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512: (237, 200, 80),
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1024: (237, 197, 63),
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2048: (225, 187, 0)}
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# 绘制背景
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def _draw_background(screen):
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screen.fill(background_color)
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Dividingline_width_half = int(Dividingline_width / 2)
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Difference = score_height + Dividingline_width + int(Dividingline_width / 2)
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for i in range(queue + 1): # 绘制横线
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pygame.draw.line(screen, Dividingline_color,
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(0, i * (size + Dividingline_width) + Difference),
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(screen_height, i * (size + Dividingline_width) + Difference),
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Dividingline_width)
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for j in range(queue + 1): # 绘制横线
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pygame.draw.line(screen, Dividingline_color,
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(Dividingline_width_half + j * (size + Dividingline_width), Difference),
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(Dividingline_width_half + j * (size + Dividingline_width), screen_height),
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Dividingline_width)
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# 绘制得分区域
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def _draw_score(screen, font, pos_x, pos_y):
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global score
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print_text(screen, font, pos_x, 10, f'得分')
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print_text(screen, font, pos_x, pos_y + 6, f'{score}')
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# 得分区域
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def print_text(screen, font, x, y, text):
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imgText = font.render(text, True, score_color)
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screen.blit(imgText, (x, y))
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# 初始化游戏列表,存放2048数字
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def _game_list():
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for i in range(queue): # 初始设置全为0
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lis = []
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for j in range(queue):
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lis.append(0)
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game_lis.append(lis)
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# 显示游戏区域:游戏方块和数字
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def _show_game(screen):
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for i in range(queue):
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for j in range(queue):
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rect_color = colors[game_lis[i][j]] # 取出字典colors对应的值
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rect_position = [(j + 1) * Dividingline_width + j * size, # 色块的位置
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Dividingline_width * (i + 2) + size * i + score_height]
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pygame.draw.rect(screen, rect_color, (rect_position, (size, size)), 0) # 绘制色块
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if game_lis[i][j] != 0: # 只有数列里不为0的时候才会输出
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textSurfaceObj = font3.render(str(game_lis[i][j]), True, black) # get_rect()方法返回rect对象
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textRectObj = textSurfaceObj.get_rect()
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rect_position = [(j + 1) * Dividingline_width + (j + 0.5) * size, # 数字的位置
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Dividingline_width * (i + 2) + size * (i + 0.5) + score_height]
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textRectObj.center = tuple(rect_position)
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screen.blit(textSurfaceObj, textRectObj)
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# 在随机位置产生随机数
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def _random():
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random_num = random.randint(1, 2) # 随机数
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num = pow(2, random_num)
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random_pos_x = random.randint(0, queue - 1) # 随机X坐标
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random_pos_y = random.randint(0, queue - 1) # 随机Y坐标
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if game_lis[random_pos_x][random_pos_y] == 0:
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game_lis[random_pos_x][random_pos_y] = num
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else:
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_random()
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# 捕获键盘LEFT操作
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def _LEFT():
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global score
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for i in range(queue):
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while 0 in game_lis[i]:
|
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game_lis[i].remove(0)
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for j in range(len(game_lis[i]) - 1):
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if game_lis[i][j] == game_lis[i][j + 1]:
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game_lis[i][j] = game_lis[i][j] + game_lis[i][j + 1]
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score = score + game_lis[i][j]
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game_lis[i][j + 1] = 0
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while 0 in game_lis[i]:
|
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game_lis[i].remove(0)
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lis = []
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for j in range(queue - len(game_lis[i])):
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lis.append(0)
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game_lis[i] = game_lis[i] + lis
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# 捕获键盘RIGHT操作
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|
def _RIGHT():
|
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|
|
|
global score
|
|
|
|
|
for i in range(queue):
|
|
|
|
|
while 0 in game_lis[i]:
|
|
|
|
|
game_lis[i].remove(0)
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|
|
for j in range(len(game_lis[i]) - 1, 0, -1):
|
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|
|
|
if game_lis[i][j] == game_lis[i][j - 1]:
|
|
|
|
|
game_lis[i][j] = game_lis[i][j] + game_lis[i][j - 1]
|
|
|
|
|
score = score + game_lis[i][j]
|
|
|
|
|
game_lis[i][j - 1] = 0
|
|
|
|
|
while 0 in game_lis[i]:
|
|
|
|
|
game_lis[i].remove(0)
|
|
|
|
|
lis = []
|
|
|
|
|
for j in range(queue - len(game_lis[i])):
|
|
|
|
|
lis.append(0)
|
|
|
|
|
game_lis[i] = lis + game_lis[i]
|
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|
|
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|
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|
|
|
|
# 获取键盘UP操作
|
|
|
|
|
def _UP():
|
|
|
|
|
global score
|
|
|
|
|
lis = [[0, 0, 0, 0],
|
|
|
|
|
[0, 0, 0, 0],
|
|
|
|
|
[0, 0, 0, 0],
|
|
|
|
|
[0, 0, 0, 0]]
|
|
|
|
|
for i in range(queue): # 整个列表顺时针旋转90度
|
|
|
|
|
for j in range(queue):
|
|
|
|
|
lis[i][j] = game_lis[queue - 1 - j][i]
|
|
|
|
|
|
|
|
|
|
for i in range(queue):
|
|
|
|
|
while 0 in lis[i]:
|
|
|
|
|
lis[i].remove(0)
|
|
|
|
|
for j in range(len(lis[i]) - 1, 0, -1):
|
|
|
|
|
if lis[i][j] == lis[i][j - 1]:
|
|
|
|
|
lis[i][j] = lis[i][j] + lis[i][j - 1]
|
|
|
|
|
score = score + lis[i][j]
|
|
|
|
|
lis[i][j - 1] = 0
|
|
|
|
|
while 0 in lis[i]:
|
|
|
|
|
lis[i].remove(0)
|
|
|
|
|
list1 = []
|
|
|
|
|
for j in range(queue - len(lis[i])):
|
|
|
|
|
list1.append(0)
|
|
|
|
|
lis[i] = list1 + lis[i]
|
|
|
|
|
|
|
|
|
|
for i in range(queue): # 整个列表逆时针旋转90度
|
|
|
|
|
for j in range(queue):
|
|
|
|
|
game_lis[i][j] = lis[j][queue - 1 - i]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
# 获取键盘DOWN操作
|
|
|
|
|
def _DOWN():
|
|
|
|
|
global score
|
|
|
|
|
lis = [[0, 0, 0, 0],
|
|
|
|
|
[0, 0, 0, 0],
|
|
|
|
|
[0, 0, 0, 0],
|
|
|
|
|
[0, 0, 0, 0]]
|
|
|
|
|
|
|
|
|
|
for i in range(queue): # 整个列表顺时针旋转90度
|
|
|
|
|
for j in range(queue):
|
|
|
|
|
lis[i][j] = game_lis[queue - 1 - j][i]
|
|
|
|
|
|
|
|
|
|
for i in range(queue):
|
|
|
|
|
while 0 in lis[i]:
|
|
|
|
|
lis[i].remove(0)
|
|
|
|
|
for j in range(len(lis[i]) - 1):
|
|
|
|
|
if lis[i][j] == lis[i][j + 1]:
|
|
|
|
|
lis[i][j] = lis[i][j] + lis[i][j + 1]
|
|
|
|
|
score = score + lis[i][j]
|
|
|
|
|
lis[i][j + 1] = 0
|
|
|
|
|
while 0 in lis[i]:
|
|
|
|
|
lis[i].remove(0)
|
|
|
|
|
list1 = []
|
|
|
|
|
for j in range(queue - len(lis[i])):
|
|
|
|
|
list1.append(0)
|
|
|
|
|
lis[i] = lis[i] + list1
|
|
|
|
|
|
|
|
|
|
for i in range(queue): # 整个列表逆时针旋转90度
|
|
|
|
|
for j in range(queue):
|
|
|
|
|
game_lis[i][j] = lis[j][queue - 1 - i]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
# 主函数
|
|
|
|
|
def main():
|
|
|
|
|
screen = pygame.display.set_mode((screen_width, screen_height)) # 建立游戏窗口
|
|
|
|
|
pygame.display.set_caption('2048') # 设置窗口标题
|
|
|
|
|
|
|
|
|
|
_draw_background(screen) # 绘制背景
|
|
|
|
|
_game_list() # 初始化游戏列表
|
|
|
|
|
_show_game(screen) # 显示游戏方块和数字
|
|
|
|
|
_draw_score(screen, font1, font_pos_x, font_pos_y) # 绘制得分区
|
|
|
|
|
|
|
|
|
|
# 开始游戏
|
|
|
|
|
_random() # 产生随机数
|
|
|
|
|
pygame.display.flip() # 更新游戏
|
|
|
|
|
_show_game(screen) # 显示游戏方块和数字
|
|
|
|
|
_draw_score(screen, font1, font_pos_x, font_pos_y) # 绘制得分区
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
while True:
|
|
|
|
|
for event in pygame.event.get(): # get()获取事件的返回值
|
|
|
|
|
if event.type == pygame.QUIT: # 判断事件是否是退出事件,是则退出
|
|
|
|
|
pygame.quit() # 先退出pygame窗口
|
|
|
|
|
sys.exit() # 再退出pygame程序
|
|
|
|
|
|
|
|
|
|
elif event.type == pygame.KEYDOWN: # 捕获按键操作
|
|
|
|
|
if event.key == pygame.K_LEFT: # 按下左按键
|
|
|
|
|
_LEFT()
|
|
|
|
|
print("left")
|
|
|
|
|
elif event.key == pygame.K_RIGHT: # 按下右按键
|
|
|
|
|
_RIGHT()
|
|
|
|
|
print("right")
|
|
|
|
|
elif event.key == pygame.K_UP: # 按下上按键
|
|
|
|
|
_UP()
|
|
|
|
|
print("up")
|
|
|
|
|
elif event.key == pygame.K_DOWN: # 按下下按键
|
|
|
|
|
_DOWN()
|
|
|
|
|
print("down")
|
|
|
|
|
else:
|
|
|
|
|
new_temp.append(temp[k]) # new_temp=[4,2]
|
|
|
|
|
else:
|
|
|
|
|
flag = True
|
|
|
|
|
for m in range(len(num_list)-len(new_temp)):
|
|
|
|
|
new_temp.append(0) # new_temp=[4,2,0,0]
|
|
|
|
|
if new_temp == num_list:
|
|
|
|
|
count = False # 此变量判断num_list没有变化,数字块无移动
|
|
|
|
|
return(new_temp, count)
|
|
|
|
|
print("False")
|
|
|
|
|
pygame.display.flip() # 更新游戏
|
|
|
|
|
_draw_background(screen) # 绘制背景
|
|
|
|
|
_random() # 产生随机数
|
|
|
|
|
_show_game(screen) # 显示游戏方块和数字
|
|
|
|
|
_draw_score(screen, font1, font_pos_x, font_pos_y) # 绘制得分区
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if __name__ == '__main__':
|
|
|
|
|
ms = turtle.Screen() # 主窗口的设置
|
|
|
|
|
ms.setup(430, 630, 400, 50)
|
|
|
|
|
ms.bgcolor('gray')
|
|
|
|
|
ms.title('2048')
|
|
|
|
|
ms.tracer(0)
|
|
|
|
|
ms.register_shape('bg.gif')
|
|
|
|
|
ms.register_shape('title.gif')
|
|
|
|
|
ms.register_shape('score.gif')
|
|
|
|
|
ms.register_shape('top_score.gif')
|
|
|
|
|
block_dic = {} # 放数字方块海龟的字典,位置坐标为key,对应海龟为value
|
|
|
|
|
allpos = [(-150, 50), (-50, 50), (50, 50), (150, 50),
|
|
|
|
|
(-150, -50), (-50, -50), (50, -50), (150, -50),
|
|
|
|
|
(-150, -150), (-50, -150), (50, -150), (150, -150),
|
|
|
|
|
(-150, -250), (-50, -250), (50, -250), (150, -250)]
|
|
|
|
|
flag_win = True # 达成2048的判断,让达成的文字仅出现一次
|
|
|
|
|
flag_win_lose_text = True # 用来判断失败或成功的提示文字是否有被清除,不清除不能继续移动方块
|
|
|
|
|
score = 0
|
|
|
|
|
with open('.\\score.txt', 'r') as f:
|
|
|
|
|
top_score = int(f.read()) # 读取score中的数据
|
|
|
|
|
show_score_text = BackGround()
|
|
|
|
|
win_lose_text = BackGround()
|
|
|
|
|
game = Game()
|
|
|
|
|
game.init()
|
|
|
|
|
|
|
|
|
|
ms.listen()
|
|
|
|
|
ms.onkey(game.move_up, 'Up')
|
|
|
|
|
ms.onkey(game.move_down, 'Down')
|
|
|
|
|
ms.onkey(game.move_left, 'Left')
|
|
|
|
|
ms.onkey(game.move_right, 'Right')
|
|
|
|
|
ms.onkey(win_lose_text.win_lose_clear, 'Return')
|
|
|
|
|
ms.onkey(game.restart, 'space')
|
|
|
|
|
|
|
|
|
|
ms.mainloop()
|
|
|
|
|
|
|
|
|
|
main()
|
|
|
|
|