python pygame实现2048游戏

实现2048相对来说比较简单,用4*4的二维数组保存地图,pygame.key.get_pressed()获取键盘操作,详见代码。

效果图

代码

# -*- coding: utf-8 -*-

#!/usr/bin/python

'''

Created on May 31, 2014

@author: yuanzi

'''

import random

import sys

import pygame

from pygame.locals import *

PIXEL = 150

SCORE_PIXEL = 100

SIZE = 4

# 地图的类

class Map:

def __init__(self, size):

self.size = size

self.score = 0

self.map = [[0 for i in range(size)] for i in range(size)]

self.add()

self.add()

# 新增2或4,有1/4概率产生4

def add(self):

while True:

p = random.randint(0, self.size * self.size - 1)

if self.map[p / self.size][p % self.size] == 0:

x = random.randint(0, 3) > 0 and 2 or 4

self.map[p / self.size][p % self.size] = x

self.score += x

break

# 地图向左靠拢,其他方向的靠拢可以通过适当旋转实现,返回地图是否更新

def adjust(self):

changed = False

for a in self.map:

b = []

last = 0

for v in a:

if v != 0:

if v == last:

b.append(b.pop() << 1)

last = 0

else:

b.append(v)

last = v

b += [0] * (self.size - len(b))

for i in range(self.size):

if a[i] != b[i]:

changed = True

a[ : ] = b

return changed

# 逆时针旋转地图90度

def rotate90(self):

self.map = [[self.map[c][r] for c in range(self.size)] for r in reversed(range(self.size))]

# 判断游戏结束

def over(self):

for r in range(self.size):

for c in range(self.size):

if self.map[r][c] == 0:

return False

for r in range(self.size):

for c in range(self.size - 1):

if self.map[r][c] == self.map[r][c + 1]:

return False

for r in range(self.size - 1):

for c in range(self.size):

if self.map[r][c] == self.map[r + 1][c]:

return False

return True

def moveUp(self):

self.rotate90()

if self.adjust():

self.add()

self.rotate90()

self.rotate90()

self.rotate90()

def moveRight(self):

self.rotate90()

self.rotate90()

if self.adjust():

self.add()

self.rotate90()

self.rotate90()

def moveDown(self):

self.rotate90()

self.rotate90()

self.rotate90()

if self.adjust():

self.add()

self.rotate90()

def moveLeft(self):

if self.adjust():

self.add()

# 更新屏幕

def show(map):

for i in range(SIZE):

for j in range(SIZE):

# 背景颜色块

screen.blit(map.map[i][j] == 0 and block[(i + j) % 2] or block[2 + (i + j) % 2], (PIXEL * j, PIXEL * i))

# 数值显示

if map.map[i][j] != 0:

map_text = map_font.render(str(map.map[i][j]), True, (106, 90, 205))

text_rect = map_text.get_rect()

text_rect.center = (PIXEL * j + PIXEL / 2, PIXEL * i + PIXEL / 2)

screen.blit(map_text, text_rect)

# 分数显示

screen.blit(score_block, (0, PIXEL * SIZE))

score_text = score_font.render((map.over() and "Game over with score " or "Score: ") + str(map.score), True, (106, 90, 205))

score_rect = score_text.get_rect()

score_rect.center = (PIXEL * SIZE / 2, PIXEL * SIZE + SCORE_PIXEL / 2)

screen.blit(score_text, score_rect)

pygame.display.update()

map = Map(SIZE)

pygame.init()

screen = pygame.display.set_mode((PIXEL * SIZE, PIXEL * SIZE + SCORE_PIXEL))

pygame.display.set_caption("2048")

block = [pygame.Surface((PIXEL, PIXEL)) for i in range(4)]

# 设置颜色

block[0].fill((152, 251, 152))

block[1].fill((240, 255, 255))

block[2].fill((0, 255, 127))

block[3].fill((225, 255, 255))

score_block = pygame.Surface((PIXEL * SIZE, SCORE_PIXEL))

score_block.fill((245, 245, 245))

# 设置字体

map_font = pygame.font.Font(None, PIXEL * 2 / 3)

score_font = pygame.font.Font(None, SCORE_PIXEL * 2 / 3)

clock = pygame.time.Clock()

show(map)

while not map.over():

# 12为实验参数

clock.tick(12)

for event in pygame.event.get():

if event.type == QUIT:

sys.exit()

# 接收玩家操作

pressed_keys = pygame.key.get_pressed()

if pressed_keys[K_w] or pressed_keys[K_UP]:

map.moveUp()

elif pressed_keys[K_s] or pressed_keys[K_DOWN]:

map.moveDown()

elif pressed_keys[K_a] or pressed_keys[K_LEFT]:

map.moveLeft()

elif pressed_keys[K_d] or pressed_keys[K_RIGHT]:

map.moveRight()

show(map)

# 游戏结束

pygame.time.delay(3000)

后续可以考虑实现动画和AI。

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