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Christian
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May 29, 2024
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import pygame | ||
import random | ||
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# Initialize the pygame | ||
pygame.init() | ||
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# Constants | ||
SIZE = WIDTH, HEIGHT = 400, 450 # Increased height for the score bar | ||
TILE_SIZE = WIDTH // 4 | ||
BACKGROUND_COLOR = (187, 173, 160) | ||
TILE_COLORS = { | ||
0: (205, 193, 180), | ||
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, 97), | ||
512: (237, 200, 80), | ||
1024: (237, 197, 63), | ||
2048: (237, 194, 46) | ||
} | ||
FONT_COLOR = (119, 110, 101) | ||
FONT = pygame.font.Font(None, 50) | ||
SCORE_FONT = pygame.font.Font(None, 36) | ||
ANIMATION_SPEED = 45 # Speed of tile movement in pixels per frame | ||
FPS = 60 # Frames per second | ||
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# Initialize screen | ||
screen = pygame.display.set_mode(SIZE) | ||
pygame.display.set_caption('2048') | ||
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class Tile: | ||
def __init__(self, value, x, y): | ||
self.value = value | ||
self.x = x | ||
self.y = y | ||
self.target_x = x | ||
self.target_y = y | ||
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def set_position(self, x, y): | ||
self.target_x = x | ||
self.target_y = y | ||
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def update_position(self): | ||
# Move towards the target position each frame | ||
if self.x < self.target_x: | ||
self.x = min(self.x + ANIMATION_SPEED, self.target_x) | ||
elif self.x > self.target_x: | ||
self.x = max(self.x - ANIMATION_SPEED, self.target_x) | ||
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if self.y < self.target_y: | ||
self.y = min(self.y + ANIMATION_SPEED, self.target_y) | ||
elif self.y > self.target_y: | ||
self.y = max(self.y - ANIMATION_SPEED, self.target_y) | ||
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def draw(self, surface): | ||
rect = pygame.Rect(self.x, self.y, TILE_SIZE, TILE_SIZE) | ||
pygame.draw.rect(surface, get_tile_color(self.value), rect) | ||
if self.value != 0: | ||
text = FONT.render(str(self.value), True, FONT_COLOR) | ||
text_rect = text.get_rect(center=rect.center) | ||
surface.blit(text, text_rect) | ||
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def initialize_game(): | ||
board = [[None] * 4 for _ in range(4)] | ||
add_new_tile(board) | ||
add_new_tile(board) | ||
return board | ||
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def add_new_tile(board): | ||
empty_cells = [(i, j) for i in range(4) for j in range(4) if board[i][j] is None] | ||
if not empty_cells: | ||
return | ||
i, j = random.choice(empty_cells) | ||
value = 2 if random.random() < 0.9 else 4 | ||
board[i][j] = Tile(value, j * TILE_SIZE, i * TILE_SIZE + 50) | ||
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def get_tile_color(value): | ||
if value in TILE_COLORS: | ||
return TILE_COLORS[value] | ||
return (60, 58, 50) | ||
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def draw_board(board, score): | ||
screen.fill(BACKGROUND_COLOR) | ||
# Draw score | ||
score_text = SCORE_FONT.render(f"Score: {score}", True, FONT_COLOR) | ||
screen.blit(score_text, (10, 10)) | ||
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for row in board: | ||
for tile in row: | ||
if tile is not None: | ||
tile.draw(screen) | ||
pygame.display.flip() | ||
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def move_left(row): | ||
new_row = [tile for tile in row if tile is not None] | ||
for i in range(len(new_row) - 1): | ||
if new_row[i] is not None and new_row[i + 1] is not None and new_row[i].value == new_row[i + 1].value: | ||
new_row[i].value *= 2 | ||
new_row[i + 1] = None | ||
new_row = [tile for tile in new_row if tile is not None] | ||
while len(new_row) < 4: | ||
new_row.append(None) | ||
return new_row | ||
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def transpose(board): | ||
return [list(row) for row in zip(*board)] | ||
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def reverse(board): | ||
return [list(reversed(row)) for row in board] | ||
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def set_tile_positions(board): | ||
for i in range(4): | ||
for j in range(4): | ||
if board[i][j] is not None: | ||
board[i][j].set_position(j * TILE_SIZE, i * TILE_SIZE + 50) | ||
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def move(board, direction): | ||
if direction == 'UP': | ||
board = transpose(board) | ||
new_board = [move_left(row) for row in board] | ||
board = transpose(new_board) | ||
elif direction == 'DOWN': | ||
board = transpose(board) | ||
new_board = reverse([move_left(row) for row in reverse(board)]) | ||
board = transpose(new_board) | ||
elif direction == 'LEFT': | ||
new_board = [move_left(row) for row in board] | ||
board = new_board | ||
elif direction == 'RIGHT': | ||
new_board = reverse([move_left(row) for row in reverse(board)]) | ||
board = new_board | ||
set_tile_positions(board) | ||
return board | ||
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def boards_are_equal(board1, board2): | ||
return all((board1[i][j] is None and board2[i][j] is None) or | ||
(board1[i][j] is not None and board2[i][j] is not None and board1[i][j].value == board2[i][j].value) | ||
for i in range(4) for j in range(4)) | ||
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def game_over(board): | ||
for row in board: | ||
if any(tile is None for tile in row): | ||
return False | ||
for i in range(4): | ||
for j in range(3): | ||
if board[i][j] is not None and board[i][j + 1] is not None and board[i][j].value == board[i][j + 1].value: | ||
return False | ||
if board[j][i] is not None and board[j + 1][i] is not None and board[j][i].value == board[j + 1][i].value: | ||
return False | ||
return True | ||
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def calculate_score(board): | ||
return sum(tile.value for row in board for tile in row if tile is not None) | ||
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def main(): | ||
board = initialize_game() | ||
score = calculate_score(board) | ||
draw_board(board, score) | ||
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running = True | ||
clock = pygame.time.Clock() | ||
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while running: | ||
previous_board = [row[:] for row in board] | ||
for event in pygame.event.get(): | ||
if event.type == pygame.QUIT: | ||
running = False | ||
elif event.type == pygame.KEYDOWN: | ||
if event.key == pygame.K_w: | ||
new_board = move(board, 'UP') | ||
elif event.key == pygame.K_s: | ||
new_board = move(board, 'DOWN') | ||
elif event.key == pygame.K_a: | ||
new_board = move(board, 'LEFT') | ||
elif event.key == pygame.K_d: | ||
new_board = move(board, 'RIGHT') | ||
else: | ||
new_board = board | ||
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if not boards_are_equal(board, new_board): | ||
board = new_board | ||
add_new_tile(board) | ||
score = calculate_score(board) | ||
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# Update tile positions | ||
for row in board: | ||
for tile in row: | ||
if tile is not None: | ||
tile.update_position() | ||
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draw_board(board, score) | ||
pygame.display.flip() | ||
clock.tick(FPS) | ||
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if game_over(board): | ||
print("Game Over!") | ||
running = False | ||
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pygame.quit() | ||
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if __name__ == "__main__": | ||
main() |
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