From e3f2da32d89ca04ee0a52e4196161d5b05f1eae8 Mon Sep 17 00:00:00 2001 From: hnu202309010107 <2215403613@qq.com> Date: Sun, 26 May 2024 15:06:56 +0800 Subject: [PATCH] Update README.md --- README.md | 490 ++++++++++++++++++++++++++++-------------------------- 1 file changed, 255 insertions(+), 235 deletions(-) diff --git a/README.md b/README.md index fe7208d..167c729 100644 --- a/README.md +++ b/README.md @@ -1,240 +1,260 @@ # 2048 -import turtle, random -# 定义一个类,用来画除了数字方块之外的图形 -class BackGround(turtle.Turtle): - def __init__(self): - super().__init__() - self.penup() - self.ht() - def draw_block(self): - self.shape('bg.gif') # 画出背景方块 - for i in allpos: - self.goto(i) - self.stamp() - self.color('white', 'white') # 画出其他背景 - self.goto(-215, 120) - self.begin_fill() - self.goto(215, 120) - self.goto(215, 110) - self.goto(-215, 110) - self.end_fill() - self.shape('title.gif') - self.goto(-125, 210) - self.stamp() - self.shape('score.gif') - self.goto(125, 245) - self.stamp() - self.shape('top_score.gif') - self.goto(125, 170) - self.stamp() - - # 游戏失败及达成2048的提示文字 - def judge(self): - global flag_win, flag_win_lose_text - self.color('blue') - judge = 0 # 判断是否还有位置可以移动 - for i in block_dic.values(): - for j in block_dic.values(): - if i.num == 0 or i.num == j.num and i.distance(j) == 100: - judge += 1 - if judge == 0: # 无位置可移动,游戏失败 - self.write(' GAME OVER\n重新开始请按空格键', align='center', font=('黑体', 30, 'bold')) - flag_win_lose_text = False - if flag_win is True: # 此条件让2048达成的判断只能进行一次 - for k in block_dic.values(): - if k.num == 2048: # 游戏达成 - flag_win = False - self.write(' 达成2048\n继续游戏请按回车键', align='center', font=('黑体', 30, 'bold')) - flag_win_lose_text = False - - def win_lose_clear(self): - global flag_win_lose_text - self.clear() - flag_win_lose_text = True - - def show_score(self): # 分值的显示 - global score, top_score - if score > top_score: - top_score = score - with open('.\\score.txt', 'w') as f: - f.write(f'{top_score}') - self.color('white') - self.goto(125, 210) - self.clear() - self.write(f'{score}', align='center', font=('Arial', 20, 'bold')) - self.goto(125, 135) - self.write(f'{top_score}', align='center', font=('Arial', 20, 'bold')) - -# 数字方块类 -class Block(turtle.Turtle): - def __init__(self): - super().__init__() - self.ht() - self.penup() - self.num = 0 - - def draw(self): - self.clear() - dic_draw = {2: '#eee6db', 4: '#efe0cd', 8: '#f5af7b', - 16: '#fb9660', 32: '#f57d5a', 64: '#f95c3d', - 128: '#eccc75', 256: '#eece61', 512: '#efc853', - 1024: '#ebc53c', 2048: '#eec430', 4096: '#aeb879', - 8192: '#aab767', 16384: '#a6b74f'} - if self.num > 0: # 数字大于0,画出方块 - self.color(f'{dic_draw[self.num]}') # 选择颜色 - self.begin_fill() - self.goto(self.xcor()+48, self.ycor()+48) - self.goto(self.xcor()-96, self.ycor()) - self.goto(self.xcor(), self.ycor()-96) - self.goto(self.xcor()+96, self.ycor()) - self.goto(self.xcor(), self.ycor()+96) - self.end_fill() - self.goto(self.xcor()-48, self.ycor()-68) - if self.num > 4: # 按照数字选择数字的颜色 - self.color('white') - else: - self.color('#6d6058') - self.write(f'{self.num}', align='center', font=('Arial', 27, 'bold')) - self.goto(self.xcor(), self.ycor()+20) - - -class Game(): - def init(self): - back = BackGround() # 实例画出游戏的背景 - back.draw_block() - for i in allpos: # 画出16个海龟对应16个数字块 - block = Block() - block.goto(i) - block_dic[i] = block - game.grow() - - def restart(self): # 重开游戏的方法 - global score, flag_win_lose_text - score = 0 - for i in block_dic.values(): - i.num = 0 - i.clear() - win_lose_text.clear() - game.grow() - 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 - - def grow(self): # 随机出现一个2或4的数字块 - block_list = [] - for i in allpos: - if block_dic[i].num == 0: - block_list.append(block_dic[i]) # 挑出空白方块的海龟 - turtle_choice = random.choice(block_list) # 随机选中其中一个海龟 - turtle_choice.num = random.choice([2, 2, 2, 2, 4]) # 赋属性num=2/4 - turtle_choice.draw() - win_lose_text.judge() - show_score_text.show_score() - ms.update() - - def move_up(self): - allpos1 = allpos[::4] # 切片为四列 - allpos2 = allpos[1::4] - allpos3 = allpos[2::4] - allpos4 = allpos[3::4] - self.move_move(allpos1, allpos2, allpos3, allpos4) - - def move_down(self): - allpos1 = allpos[-4::-4] - allpos2 = allpos[-3::-4] - allpos3 = allpos[-2::-4] - allpos4 = allpos[-1::-4] - self.move_move(allpos1, allpos2, allpos3, allpos4) - - def move_left(self): - allpos1 = allpos[:4] - allpos2 = allpos[4:8] - allpos3 = allpos[8:12] - allpos4 = allpos[12:16] - self.move_move(allpos1, allpos2, allpos3, allpos4) - - def move_right(self): - allpos1 = allpos[-1:-5:-1] - allpos2 = allpos[-5:-9:-1] - allpos3 = allpos[-9:-13:-1] - allpos4 = allpos[-13:-17:-1] - self.move_move(allpos1, allpos2, allpos3, allpos4) - - def move_move(self, allpos1, allpos2, allpos3, allpos4): - if flag_win_lose_text is True: - count1 = self.move(allpos1) # 四列或四行依次移动 - count2 = self.move(allpos2) - count3 = self.move(allpos3) - count4 = self.move(allpos4) - 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 - self.grow() - - def move(self, pos_list): - num_list = [] # 为某一列或行的数字块海龟的坐标 - for i in pos_list: - num_list.append(block_dic[i].num) # 把这些海龟的NUM形成list - new_num_list, count = self.list_oper(num_list) # 只是list_oper的方法形成新的list - 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 - block_dic[pos_list[j]].num = new_num_list[j] - block_dic[pos_list[j]].draw() - return count - - def list_oper(self, num_list): # num_list的操作,假设其为【2,0,2,2】 - global score - count = True - temp = [] - new_temp = [] - for j in num_list: - if j != 0: - temp.append(j) # temp=[2,2,2] - flag = True - for k in range(len(temp)): - if flag: - if k < len(temp)-1 and temp[k] == temp[k+1]: - new_temp.append(temp[k]*2) - flag = False - score += temp[k] +import sys +import random +import pygame + +pygame.init() # 初始化pygame() +size = 75 # 每个游戏方格的大小 +queue = 4 # 初始设置为4X4阵列 +game_lis = [] # 存放 +background_color = (255, 239, 213) # 背景颜色 +Dividingline_color = (255, 222, 173) # 分割线颜色 +Dividingline_width = 15 # 分割线宽度 + +score_height = 75 # 得分区的高度 +score_width = 75 # 得分区的宽度 +score_color = (205, 193, 180) # 得分字体颜色 +font1 = pygame.font.SysFont('SimHei', 50) # 得分区域字体显示黑体24 +font_pos_x = Dividingline_width # 得分区域字体位置的X坐标 +font_pos_y = int(font1.size('得分')[1]) # 得分区域字体位置的Y坐标 +score = 0 # 得分初始值为0 + +font3 = pygame.font.Font(None, 50) # 数字字体 +black = (0, 0, 0) # 数字颜色 + +screen_height = (((size + Dividingline_width) * queue) + score_height + Dividingline_width * 2) # 屏幕高度 +screen_width = (((size + Dividingline_width) * queue) + Dividingline_width) # 屏幕宽度 + +colors = {0: (205, 193, 180), # 各种方块对应的颜色 + 2: (238, 228, 218), + 4: (237, 224, 200), + 8: (242, 177, 121), + 16: (245, 149, 99), + 32: (246, 124, 95), + 64: (246, 94, 59), + 128: (237, 207, 114), + 256: (237, 204, 98), + 512: (237, 200, 80), + 1024: (237, 197, 63), + 2048: (225, 187, 0)} + + +# 绘制背景 +def _draw_background(screen): + screen.fill(background_color) + Dividingline_width_half = int(Dividingline_width / 2) + Difference = score_height + Dividingline_width + int(Dividingline_width / 2) + + for i in range(queue + 1): # 绘制横线 + pygame.draw.line(screen, Dividingline_color, + (0, i * (size + Dividingline_width) + Difference), + (screen_height, i * (size + Dividingline_width) + Difference), + Dividingline_width) + + for j in range(queue + 1): # 绘制横线 + pygame.draw.line(screen, Dividingline_color, + (Dividingline_width_half + j * (size + Dividingline_width), Difference), + (Dividingline_width_half + j * (size + Dividingline_width), screen_height), + Dividingline_width) + + +# 绘制得分区域 +def _draw_score(screen, font, pos_x, pos_y): + global score + print_text(screen, font, pos_x, 10, f'得分') + print_text(screen, font, pos_x, pos_y + 6, f'{score}') + + +# 得分区域 +def print_text(screen, font, x, y, text): + imgText = font.render(text, True, score_color) + screen.blit(imgText, (x, y)) + + +# 初始化游戏列表,存放2048数字 +def _game_list(): + for i in range(queue): # 初始设置全为0 + lis = [] + for j in range(queue): + lis.append(0) + game_lis.append(lis) + + +# 显示游戏区域:游戏方块和数字 +def _show_game(screen): + for i in range(queue): + for j in range(queue): + rect_color = colors[game_lis[i][j]] # 取出字典colors对应的值 + rect_position = [(j + 1) * Dividingline_width + j * size, # 色块的位置 + Dividingline_width * (i + 2) + size * i + score_height] + pygame.draw.rect(screen, rect_color, (rect_position, (size, size)), 0) # 绘制色块 + + if game_lis[i][j] != 0: # 只有数列里不为0的时候才会输出 + textSurfaceObj = font3.render(str(game_lis[i][j]), True, black) # get_rect()方法返回rect对象 + textRectObj = textSurfaceObj.get_rect() + rect_position = [(j + 1) * Dividingline_width + (j + 0.5) * size, # 数字的位置 + Dividingline_width * (i + 2) + size * (i + 0.5) + score_height] + textRectObj.center = tuple(rect_position) + screen.blit(textSurfaceObj, textRectObj) + + +# 在随机位置产生随机数 +def _random(): + random_num = random.randint(1, 2) # 随机数 + num = pow(2, random_num) + random_pos_x = random.randint(0, queue - 1) # 随机X坐标 + random_pos_y = random.randint(0, queue - 1) # 随机Y坐标 + if game_lis[random_pos_x][random_pos_y] == 0: + game_lis[random_pos_x][random_pos_y] = num + else: + _random() + + +# 捕获键盘LEFT操作 +def _LEFT(): + global score + for i in range(queue): + while 0 in game_lis[i]: + game_lis[i].remove(0) + for j in range(len(game_lis[i]) - 1): + 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] = game_lis[i] + lis + + +# 捕获键盘RIGHT操作 +def _RIGHT(): + global score + for i in range(queue): + while 0 in game_lis[i]: + game_lis[i].remove(0) + for j in range(len(game_lis[i]) - 1, 0, -1): + 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] + + +# 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()