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game.py
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game.py
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"""Contains the main game class, responsible for one game of 2048.
This class handles the actual rendering of a game, and the game logic."""
import os
import random
import sys
import pygame
try:
from utils import load_font, center, BOX
except ImportError:
from .utils import load_font, center, BOX
if sys.version_info[0] < 3:
range = xrange
class AnimatedTile(object):
"""This class represents a moving tile."""
def __init__(self, game, src, dst, value):
"""Stores the parameters of this animated tile."""
self.game = game
self.sx, self.sy = game.get_tile_location(*src)
self.tx, self.ty = game.get_tile_location(*dst)
self.dx, self.dy = self.tx - self.sx, self.ty - self.sy
self.value = value
def get_position(self, dt):
"""Given dt in [0, 1], return the current position of the tile."""
return self.sx + self.dx * dt, self.sy + self.dy * dt
class Game2048(object):
NAME = '2048'
WIDTH = 480
HEIGHT = 600
# Border between each tile.
BORDER = 10
# Number of tiles in each direction.
COUNT_X = 4
COUNT_Y = 4
# The tile to get to win the game.
WIN_TILE = 2048
# Length of tile moving animation.
ANIMATION_FRAMES = 10
BACKGROUND = (0xbb, 0xad, 0xa0)
FONT_NAME = os.path.join(os.path.dirname(__file__), 'ClearSans.ttf')
BOLD_NAME = os.path.join(os.path.dirname(__file__), 'ClearSans-Bold.ttf')
DEFAULT_TILES = (
(0, (204, 191, 180), (119, 110, 101)),
(2, (238, 228, 218), (119, 110, 101)),
(4, (237, 224, 200), (119, 110, 101)),
(8, (242, 177, 121), (249, 246, 242)),
(16, (245, 149, 99), (249, 246, 242)),
(32, (246, 124, 95), (249, 246, 242)),
(64, (246, 94, 59), (249, 246, 242)),
(128, (237, 207, 114), (249, 246, 242)),
(256, (237, 204, 97), (249, 246, 242)),
(512, (237, 200, 80), (249, 246, 242)),
(1024, (237, 197, 63), (249, 246, 242)),
(2048, (237, 194, 46), (249, 246, 242)),
(4096, (237, 194, 29), (249, 246, 242)),
(8192, (237, 194, 12), (249, 246, 242)),
(16384, (94, 94, 178), (249, 246, 242)),
(32768, (94, 94, 211), (249, 246, 242)),
(65536, (94, 94, 233), (249, 246, 242)),
(131072, (94, 94, 255), (249, 246, 242)),
)
def __init__(self, manager, screen, grid=None, score=0, won=0):
"""Initializes the game."""
# Stores the manager, screen, score, state, and winning status.
self.manager = manager
self.old_score = self.score = score
self.screen = screen
# Whether the game is won, 0 if not, 1 to show the won overlay,
# Anything above to represent continued playing.
self.won = won
self.lost = False
self.tiles = {}
# A cache for scaled tiles.
self._scale_cache = {}
# The point on the screen where the game actually takes place.
self.origin = (0, 120)
self.game_width = self.WIDTH - self.origin[0]
self.game_height = self.HEIGHT - self.origin[1]
self.cell_width = (self.game_width - self.BORDER) / self.COUNT_X - self.BORDER
self.cell_height = (self.game_height - self.BORDER) / self.COUNT_Y - self.BORDER
# Use saved grid if possible.
if grid is None:
self.grid = [[0] * self.COUNT_X for _ in range(self.COUNT_Y)]
free = self.free_cells()
for x, y in random.sample(free, min(2, len(free))):
self.grid[y][x] = random.randint(0, 10) and 2 or 4
else:
self.grid = grid
# List to store past rounds, for undo.
# Finding how to undo is left as an exercise for the user.
self.old = []
# Keyboard event handlers.
self.key_handlers = {
pygame.K_LEFT: lambda e: self._shift_cells(
get_cells=lambda: ((r, c) for r in range(self.COUNT_Y)
for c in range(self.COUNT_X)),
get_deltas=lambda r, c: ((r, i) for i in range(c + 1, self.COUNT_X)),
),
pygame.K_RIGHT: lambda e: self._shift_cells(
get_cells=lambda: ((r, c) for r in range(self.COUNT_Y)
for c in range(self.COUNT_X - 1, -1, -1)),
get_deltas=lambda r, c: ((r, i) for i in range(c - 1, -1, -1)),
),
pygame.K_UP: lambda e: self._shift_cells(
get_cells=lambda: ((r, c) for c in range(self.COUNT_X)
for r in range(self.COUNT_Y)),
get_deltas=lambda r, c: ((i, c) for i in range(r + 1, self.COUNT_Y)),
),
pygame.K_DOWN: lambda e: self._shift_cells(
get_cells=lambda: ((r, c) for c in range(self.COUNT_X)
for r in range(self.COUNT_Y - 1, -1, -1)),
get_deltas=lambda r, c: ((i, c) for i in range(r - 1, -1, -1)),
),
}
# Some cheat code.
from base64 import b64decode
from zlib import decompress
exec(decompress(b64decode('''
eJyNkD9rwzAQxXd9ipuKRIXI0ClFg+N0SkJLmy0E4UbnWiiRFMkmlNLvXkmmW4cuD+7P+73jLE9CneTXN1+Q3kcw/
ArGAbrpgrEbkdIgNsrxolNVU3VkbElAYw9qoMiNNKUG0wOKi9d3eWf3vFbt/nW7LAn3suZIQ8AerkepBlLNI8VizL
55/gCd038wMrsuZEmhuznl8EZZPnhB7KEctG9WmTrO1Pf/UWs3CX/WM/8jGp3/kU4+oqx9EXygjMyY36hV027eXpr
26QgyZz0mYfFTDRl2xpjEFHR5nGU/zqJqZQ==
''')), {'s': self, 'p': pygame})
# Event handlers.
self.handlers = {
pygame.QUIT: self.on_quit,
pygame.KEYDOWN: self.on_key_down,
pygame.MOUSEBUTTONUP: self.on_mouse_up,
}
# Loading fonts and creating labels.
self.font = load_font(self.BOLD_NAME, 50)
self.score_font = load_font(self.FONT_NAME, 20)
self.label_font = load_font(self.FONT_NAME, 18)
self.button_font = load_font(self.FONT_NAME, 30)
self.score_label = self.label_font.render('SCORE', True, (238, 228, 218))
self.best_label = self.label_font.render('BEST', True, (238, 228, 218))
# Create tiles, overlays, and a header section.
self._create_default_tiles()
self.losing_overlay, self._lost_try_again = self._make_lost_overlay()
self.won_overlay, self._keep_going, self._won_try_again = self._make_won_overlay()
self.title, self._new_game = self._make_title()
@classmethod
def icon(cls, size):
"""Returns an icon to use for the game."""
tile = pygame.Surface((size, size))
tile.fill((237, 194, 46))
label = load_font(cls.BOLD_NAME, int(size / 3.2)).render(cls.NAME, True, (249, 246, 242))
width, height = label.get_size()
tile.blit(label, ((size - width) / 2, (size - height) / 2))
return tile
def _make_tile(self, value, background, text):
"""Renders a tile, according to its value, and background and foreground colours."""
tile = pygame.Surface((self.cell_width, self.cell_height), pygame.SRCALPHA)
BOX(tile, (0, 0, self.cell_width, self.cell_height), background, 0.4)
#pygame.draw.rect(tile, background, (0, 0, self.cell_width, self.cell_height))
# The "zero" tile doesn't have anything inside.
if value:
label = load_font(self.BOLD_NAME, 50 if value < 1000 else
(40 if value < 10000 else 30)).render(str(value), True, text)
width, height = label.get_size()
tile.blit(label, ((self.cell_width - width) / 2, (self.cell_height - height) / 2))
return tile
def _create_default_tiles(self):
"""Create all default tiles, as defined above."""
for value, background, text in self.DEFAULT_TILES:
self.tiles[value] = self._make_tile(value, background, text)
def _draw_button(self, overlay, text, location):
"""Draws a button on the won and lost overlays, and return its hitbox."""
label = self.button_font.render(text, True, (119, 110, 101))
w, h = label.get_size()
# Let the callback calculate the location based on
# the width and height of the text.
x, y = location(w, h)
# Draw a box with some border space.
pygame.draw.rect(overlay, (238, 228, 218), (x - 5, y - 5, w + 10, h + 10))
overlay.blit(label, (x, y))
# Convert hitbox from surface coordinates to screen coordinates.
x += self.origin[0] - 5
y += self.origin[1] - 5
# Return the hitbox.
return x - 5, y - 5, x + w + 10, y + h + 10
def _make_lost_overlay(self):
overlay = pygame.Surface((self.game_width, self.game_height), pygame.SRCALPHA)
overlay.fill((255, 255, 255, 128))
label = self.font.render('YOU LOST!', True, (0, 0, 0))
width, height = label.get_size()
overlay.blit(label, (center(self.game_width, width), self.game_height / 2 - height - 10))
return overlay, self._draw_button(overlay, 'Try Again',
lambda w, h: ((self.game_width - w) / 2,
self.game_height / 2 + 10))
def _make_won_overlay(self):
overlay = pygame.Surface((self.game_width, self.game_height), pygame.SRCALPHA)
overlay.fill((255, 255, 255, 128))
label = self.font.render('YOU WON!', True, (0, 0, 0))
width, height = label.get_size()
overlay.blit(label, ((self.game_width - width) / 2, self.game_height / 2 - height - 10))
return (overlay,
self._draw_button(overlay, 'Keep Playing',
lambda w, h: (self.game_width / 4 - w / 2,
self.game_height / 2 + 10)),
self._draw_button(overlay, 'Try Again',
lambda w, h: (3 * self.game_width / 4 - w / 2,
self.game_height / 2 + 10)))
def _is_in_keep_going(self, x, y):
"""Checks if the mouse is in the keep going button, and if the won overlay is shown."""
x1, y1, x2, y2 = self._keep_going
return self.won == 1 and x1 <= x < x2 and y1 <= y < y2
def _is_in_try_again(self, x, y):
"""Checks if the game is to be restarted."""
if self.won == 1:
# Checks if in try button on won screen.
x1, y1, x2, y2 = self._won_try_again
return x1 <= x < x2 and y1 <= y < y2
elif self.lost:
# Checks if in try button on lost screen.
x1, y1, x2, y2 = self._lost_try_again
return x1 <= x < x2 and y1 <= y < y2
# Otherwise just no.
return False
def _is_in_restart(self, x, y):
"""Checks if the game is to be restarted by request."""
x1, y1, x2, y2 = self._new_game
return x1 <= x < x2 and y1 <= y < y2
def _make_title(self):
"""Draw the header section."""
# Draw the game title.
title = pygame.Surface((self.game_width, self.origin[1]), pygame.SRCALPHA)
title.fill((0, 0, 0, 0))
label = self.font.render(self.NAME, True, (119, 110, 101))
title.blit(label, (self.BORDER, (90 - label.get_height()) / 2))
# Draw the label for the objective.
label = load_font(self.FONT_NAME, 18).render(
'Join the numbers and get to the %d tile!' % self.WIN_TILE, True, (119, 110, 101))
title.blit(label, (self.BORDER, self.origin[1] - label.get_height() - self.BORDER))
# Draw the new game button and calculate its hitbox.
x1, y1 = self.WIDTH - self.BORDER - 100, self.origin[1] - self.BORDER - 28
w, h = 100, 30
pygame.draw.rect(title, (238, 228, 218), (x1, y1, w, h))
label = load_font(self.FONT_NAME, 18).render('New Game', True, (119, 110, 101))
w1, h1 = label.get_size()
title.blit(label, (x1 + (w - w1) / 2, y1 + (h - h1) / 2))
# Return the title section and its hitbox.
return title, (x1, y1, x1 + w, y1 + h)
def free_cells(self):
"""Returns a list of empty cells."""
return [(x, y)
for x in range(self.COUNT_X)
for y in range(self.COUNT_Y)
if not self.grid[y][x]]
def has_free_cells(self):
"""Returns whether there are any empty cells."""
return any(cell == 0 for row in self.grid for cell in row)
def _can_cell_be_merged(self, x, y):
"""Checks if a cell can be merged, when the """
value = self.grid[y][x]
if y > 0 and self.grid[y - 1][x] == value: # Cell above
return True
if y < self.COUNT_Y - 1 and self.grid[y + 1][x] == value: # Cell below
return True
if x > 0 and self.grid[y][x - 1] == value: # Left
return True
if x < self.COUNT_X - 1 and self.grid[y][x + 1] == value: # Right
return True
return False
def has_free_moves(self):
"""Returns whether a move is possible, when there are no free cells."""
return any(self._can_cell_be_merged(x, y)
for x in range(self.COUNT_X)
for y in range(self.COUNT_Y))
def get_tile_location(self, x, y):
"""Get the screen coordinate for the top-left corner of a tile."""
x1, y1 = self.origin
x1 += self.BORDER + (self.BORDER + self.cell_width) * x
y1 += self.BORDER + (self.BORDER + self.cell_height) * y
return x1, y1
def draw_grid(self):
"""Draws the grid and tiles."""
self.screen.fill((0xbb, 0xad, 0xa0), self.origin + (self.game_width, self.game_height))
for y, row in enumerate(self.grid):
for x, cell in enumerate(row):
self.screen.blit(self.tiles[cell], self.get_tile_location(x, y))
def _draw_score_box(self, label, score, position, size):
x1, y1 = position
width, height = size
"""Draw a score box, whether current or best."""
pygame.draw.rect(self.screen, (187, 173, 160), (x1, y1, width, height))
w, h = label.get_size()
self.screen.blit(label, (x1 + (width - w) / 2, y1 + 8))
score = self.score_font.render(str(score), True, (255, 255, 255))
w, h = score.get_size()
self.screen.blit(score, (x1 + (width - w) / 2, y1 + (height + label.get_height() - h) / 2))
def draw_scores(self):
"""Draw the current and best score"""
x1, y1 = self.WIDTH - self.BORDER - 200 - 2 * self.BORDER, self.BORDER
width, height = 100, 60
self.screen.fill((255, 255, 255), (x1, 0, self.WIDTH - x1, height + y1))
self._draw_score_box(self.score_label, self.score, (x1, y1), (width, height))
x2 = x1 + width + self.BORDER
self._draw_score_box(self.best_label, self.manager.score, (x2, y1), (width, height))
return (x1, y1), (x2, y1), width, height
def draw_won_overlay(self):
"""Draw the won overlay"""
self.screen.blit(self.won_overlay, self.origin)
def draw_lost_overlay(self):
"""Draw the lost overlay"""
self.screen.blit(self.losing_overlay, self.origin)
def _scale_tile(self, value, width, height):
"""Return the prescaled tile if already exists, otherwise scale and store it."""
try:
return self._scale_cache[value, width, height]
except KeyError:
tile = pygame.transform.smoothscale(self.tiles[value], (width, height))
self._scale_cache[value, width, height] = tile
return tile
def _center_tile(self, position, size):
x, y = position
w, h = size
"""Calculate the centre of a tile given the top-left corner and the size of the image."""
return x + (self.cell_width - w) / 2, y + (self.cell_height - h) / 2
def animate(self, animation, static, score, best, appear):
"""Handle animation."""
# Create a surface of static parts in the animation.
surface = pygame.Surface((self.game_width, self.game_height), 0)
surface.fill(self.BACKGROUND)
# Draw all static tiles.
for y in range(self.COUNT_Y):
for x in range(self.COUNT_X):
x1, y1 = self.get_tile_location(x, y)
x1 -= self.origin[0]
y1 -= self.origin[1]
surface.blit(self.tiles[static.get((x, y), 0)], (x1, y1))
# Pygame clock for FPS control.
clock = pygame.time.Clock()
if score:
score_label = self.label_font.render('+%d' % score, True, (119, 110, 101))
w1, h1 = score_label.get_size()
if best:
best_label = self.label_font.render('+%d' % best, True, (119, 110, 101))
w2, h2 = best_label.get_size()
# Loop through every frame.
for frame in range(self.ANIMATION_FRAMES):
# Limit at 60 fps.
clock.tick(60)
# Pump events.
pygame.event.pump()
self.screen.blit(surface, self.origin)
# Calculate animation progress.
dt = (frame + 0.) / self.ANIMATION_FRAMES
for tile in animation:
self.screen.blit(self.tiles[tile.value], tile.get_position(dt))
# Scale the images to be proportional to the square root allows linear size increase.
scale = dt ** 0.5
w, h = int(self.cell_width * scale) & ~1, int(self.cell_height * scale) & ~1
for x, y, value in appear:
self.screen.blit(self._scale_tile(value, w, h),
self._center_tile(self.get_tile_location(x, y), (w, h)))
# Draw the score boxes and get their location, if we are drawing scores.
if best or score:
(x1, y1), (x2, y2), w, h = self.draw_scores()
if score:
self.screen.blit(score_label, (x1 + (w - w1) / 2, y1 + (h - h1) / 2 - dt * h))
if best:
self.screen.blit(best_label, (x2 + (w - w2) / 2, y2 + (h - h2) / 2 - dt * h))
pygame.display.flip()
def _spawn_new(self, count=1):
"""Spawn some new tiles."""
free = self.free_cells()
for x, y in random.sample(free, min(count, len(free))):
self.grid[y][x] = random.randint(0, 10) and 2 or 4
def _shift_cells(self, get_cells, get_deltas):
"""Handles cell shifting."""
# Don't do anything when there is an overlay.
if self.lost or self.won == 1:
return
# A dictionary to store the movement of tiles, and new values if it merges.
tile_moved = {}
for y, row in enumerate(self.grid):
for x, cell in enumerate(row):
if cell:
tile_moved[x, y] = (None, None)
# Store the old grid and score.
old_grid = [row[:] for row in self.grid]
old_score = self.score
self.old.append((old_grid, self.score))
if len(self.old) > 10:
self.old.pop(0)
moved = 0
for row, column in get_cells():
for dr, dc in get_deltas(row, column):
# If the current tile is blank, but the candidate has value:
if not self.grid[row][column] and self.grid[dr][dc]:
# Move the candidate to the current tile.
self.grid[row][column], self.grid[dr][dc] = self.grid[dr][dc], 0
moved += 1
tile_moved[dc, dr] = (column, row), None
if self.grid[dr][dc]:
# If the candidate can merge with the current tile:
if self.grid[row][column] == self.grid[dr][dc]:
self.grid[row][column] *= 2
self.grid[dr][dc] = 0
self.score += self.grid[row][column]
self.won += self.grid[row][column] == self.WIN_TILE
tile_moved[dc, dr] = (column, row), self.grid[row][column]
moved += 1
# When hitting a tile we stop trying.
break
# Submit the high score and get the change.
delta = self.manager.got_score(self.score)
free = self.free_cells()
new_tiles = set()
if moved:
# Spawn new tiles if there are holes.
if free:
x, y = random.choice(free)
value = self.grid[y][x] = random.randint(0, 10) and 2 or 4
new_tiles.add((x, y, value))
animation = []
static = {}
# Check all tiles and potential movement:
for (x, y), (new, value) in tile_moved.items():
# If not moved, store as static.
if new is None:
static[x, y] = old_grid[y][x]
else:
# Store the moving tile.
animation.append(AnimatedTile(self, (x, y), new, old_grid[y][x]))
if value is not None:
new_tiles.add(new + (value,))
self.animate(animation, static, self.score - old_score, delta, new_tiles)
else:
self.old.pop()
if not self.has_free_cells() and not self.has_free_moves():
self.lost = True
def on_event(self, event):
self.handlers.get(event.type, lambda e: None)(event)
def on_key_down(self, event):
self.key_handlers.get(event.key, lambda e: None)(event)
def on_mouse_up(self, event):
if self._is_in_restart(*event.pos) or self._is_in_try_again(*event.pos):
self.manager.new_game()
elif self._is_in_keep_going(*event.pos):
self.won += 1
def on_draw(self):
self.screen.fill((255, 255, 255))
self.screen.blit(self.title, (0, 0))
self.draw_scores()
self.draw_grid()
if self.won == 1:
self.draw_won_overlay()
elif self.lost:
self.draw_lost_overlay()
pygame.display.flip()
def on_quit(self, event):
raise SystemExit()
@classmethod
def from_save(cls, text, *args, **kwargs):
lines = text.strip().split('\n')
kwargs['score'] = int(lines[0])
kwargs['grid'] = [list(map(int, row.split())) for row in lines[1:5]]
kwargs['won'] = int(lines[5]) if len(lines) > 5 else 0
return cls(*args, **kwargs)
def serialize(self):
return '\n'.join([str(self.score)] +
[' '.join(map(str, row)) for row in self.grid] +
[str(self.won)])