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2048 main game file written in python
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# 2048 Game written using the Pygame module | |
# | |
# Lewis Deane | |
# 23/12/2014 | |
import pygame, sys, time | |
from pygame.locals import * | |
from colours import * | |
from random import * | |
TOTAL_POINTS = 0 | |
DEFAULT_SCORE = 2 | |
BOARD_SIZE = 4 | |
pygame.init() | |
SURFACE = pygame.display.set_mode((400, 500), 0, 32) | |
pygame.display.set_caption("2048") | |
myfont = pygame.font.SysFont("monospace", 25) | |
scorefont = pygame.font.SysFont("monospace", 50) | |
tileMatrix = [[0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0]] | |
undoMat = [] | |
def main(fromLoaded = False): | |
if not fromLoaded: | |
placeRandomTile() | |
placeRandomTile() | |
printMatrix() | |
while True: | |
for event in pygame.event.get(): | |
if event.type == QUIT: | |
pygame.quit() | |
sys.exit() | |
if checkIfCanGo() == True: | |
if event.type == KEYDOWN: | |
if isArrow(event.key): | |
rotations = getRotations(event.key) | |
addToUndo() | |
for i in range(0, rotations): | |
rotateMatrixClockwise() | |
if canMove(): | |
moveTiles() | |
mergeTiles() | |
placeRandomTile() | |
for j in range(0, (4 - rotations) % 4): | |
rotateMatrixClockwise() | |
printMatrix() | |
else: | |
printGameOver() | |
if event.type == KEYDOWN: | |
global BOARD_SIZE | |
if event.key == pygame.K_r: | |
reset() | |
if 50 < event.key and 56 > event.key: | |
BOARD_SIZE = event.key - 48 | |
reset() | |
if event.key == pygame.K_s: | |
saveGameState() | |
elif event.key == pygame.K_l: | |
loadGameState() | |
elif event.key == pygame.K_u: | |
undo() | |
pygame.display.update() | |
def printMatrix(): | |
SURFACE.fill(BLACK) | |
global BOARD_SIZE | |
global TOTAL_POINTS | |
for i in range(0, BOARD_SIZE): | |
for j in range(0, BOARD_SIZE): | |
pygame.draw.rect(SURFACE, getColour(tileMatrix[i][j]), (i*(400/BOARD_SIZE), j*(400/BOARD_SIZE) + 100, 400/BOARD_SIZE, 400/BOARD_SIZE)) | |
label = myfont.render(str(tileMatrix[i][j]), 1, (255,255,255)) | |
label2 = scorefont.render("Score:" + str(TOTAL_POINTS), 1, (255, 255, 255)) | |
SURFACE.blit(label, (i*(400/BOARD_SIZE) + 30, j*(400/BOARD_SIZE) + 130)) | |
SURFACE.blit(label2, (10, 20)) | |
def printGameOver(): | |
global TOTAL_POINTS | |
SURFACE.fill(BLACK) | |
label = scorefont.render("Game Over!", 1, (255,255,255)) | |
label2 = scorefont.render("Score:" + str(TOTAL_POINTS), 1, (255,255,255)) | |
label3 = myfont.render("Press r to restart!", 1, (255,255,255)) | |
SURFACE.blit(label, (50, 100)) | |
SURFACE.blit(label2, (50, 200)) | |
SURFACE.blit(label3, (50, 300)) | |
def placeRandomTile(): | |
count = 0 | |
for i in range(0, BOARD_SIZE): | |
for j in range(0, BOARD_SIZE): | |
if tileMatrix[i][j] == 0: | |
count += 1 | |
k = floor(random() * BOARD_SIZE * BOARD_SIZE) | |
while tileMatrix[floor(k / BOARD_SIZE)][k % BOARD_SIZE] != 0: | |
k = floor(random() * BOARD_SIZE * BOARD_SIZE) | |
tileMatrix[floor(k / BOARD_SIZE)][k % BOARD_SIZE] = 2 | |
def floor(n): | |
return int(n - (n % 1)) | |
def moveTiles(): | |
# We want to work column by column shifting up each element in turn. | |
for i in range(0, BOARD_SIZE): # Work through our 4 columns. | |
for j in range(0, BOARD_SIZE - 1): # Now consider shifting up each element by checking top 3 elements if 0. | |
while tileMatrix[i][j] == 0 and sum(tileMatrix[i][j:]) > 0: # If any element is 0 and there is a number to shift we want to shift up elements below. | |
for k in range(j, BOARD_SIZE - 1): # Move up elements below. | |
tileMatrix[i][k] = tileMatrix[i][k + 1] # Move up each element one. | |
tileMatrix[i][BOARD_SIZE - 1] = 0 | |
def mergeTiles(): | |
global TOTAL_POINTS | |
for i in range(0, BOARD_SIZE): | |
for k in range(0, BOARD_SIZE - 1): | |
if tileMatrix[i][k] == tileMatrix[i][k + 1] and tileMatrix[i][k] != 0: | |
tileMatrix[i][k] = tileMatrix[i][k] * 2 | |
tileMatrix[i][k + 1] = 0 | |
TOTAL_POINTS += tileMatrix[i][k] | |
moveTiles() | |
def checkIfCanGo(): | |
for i in range(0, BOARD_SIZE ** 2): | |
if tileMatrix[floor(i / BOARD_SIZE)][i % BOARD_SIZE] == 0: | |
return True | |
for i in range(0, BOARD_SIZE): | |
for j in range(0, BOARD_SIZE - 1): | |
if tileMatrix[i][j] == tileMatrix[i][j + 1]: | |
return True | |
elif tileMatrix[j][i] == tileMatrix[j + 1][i]: | |
return True | |
return False | |
def reset(): | |
global TOTAL_POINTS | |
global tileMatrix | |
TOTAL_POINTS = 0 | |
SURFACE.fill(BLACK) | |
tileMatrix = [[0 for i in range(0, BOARD_SIZE)] for j in range(0, BOARD_SIZE)] | |
main() | |
def canMove(): | |
for i in range(0, BOARD_SIZE): | |
for j in range(1, BOARD_SIZE): | |
if tileMatrix[i][j-1] == 0 and tileMatrix[i][j] > 0: | |
return True | |
elif (tileMatrix[i][j-1] == tileMatrix[i][j]) and tileMatrix[i][j-1] != 0: | |
return True | |
return False | |
def saveGameState(): | |
f = open("savedata", "w") | |
line1 = " ".join([str(tileMatrix[floor(x / BOARD_SIZE)][x % BOARD_SIZE]) for x in range(0, BOARD_SIZE**2)]) | |
f.write(line1 + "\n") | |
f.write(str(BOARD_SIZE) + "\n") | |
f.write(str(TOTAL_POINTS)) | |
f.close() | |
def loadGameState(): | |
global TOTAL_POINTS | |
global BOARD_SIZE | |
global tileMatrix | |
f = open("savedata", "r") | |
mat = (f.readline()).split(' ', BOARD_SIZE ** 2) | |
BOARD_SIZE = int(f.readline()) | |
TOTAL_POINTS = int(f.readline()) | |
for i in range(0, BOARD_SIZE ** 2): | |
tileMatrix[floor(i / BOARD_SIZE)][i % BOARD_SIZE] = int(mat[i]) | |
f.close() | |
main(True) | |
def rotateMatrixClockwise(): | |
for i in range(0, int(BOARD_SIZE/2)): | |
for k in range(i, BOARD_SIZE- i - 1): | |
temp1 = tileMatrix[i][k] | |
temp2 = tileMatrix[BOARD_SIZE - 1 - k][i] | |
temp3 = tileMatrix[BOARD_SIZE - 1 - i][BOARD_SIZE - 1 - k] | |
temp4 = tileMatrix[k][BOARD_SIZE - 1 - i] | |
tileMatrix[BOARD_SIZE - 1 - k][i] = temp1 | |
tileMatrix[BOARD_SIZE - 1 - i][BOARD_SIZE - 1 - k] = temp2 | |
tileMatrix[k][BOARD_SIZE - 1 - i] = temp3 | |
tileMatrix[i][k] = temp4 | |
def isArrow(k): | |
return(k == pygame.K_UP or k == pygame.K_DOWN or k == pygame.K_LEFT or k == pygame.K_RIGHT) | |
def getRotations(k): | |
if k == pygame.K_UP: | |
return 0 | |
elif k == pygame.K_DOWN: | |
return 2 | |
elif k == pygame.K_LEFT: | |
return 1 | |
elif k == pygame.K_RIGHT: | |
return 3 | |
def convertToLinearMatrix(): | |
mat = [] | |
for i in range(0, BOARD_SIZE ** 2): | |
mat.append(tileMatrix[floor(i / BOARD_SIZE)][i % BOARD_SIZE]) | |
mat.append(TOTAL_POINTS) | |
return mat | |
def addToUndo(): | |
undoMat.append(convertToLinearMatrix()) | |
def undo(): | |
if len(undoMat) > 0: | |
mat = undoMat.pop() | |
for i in range(0, BOARD_SIZE ** 2): | |
tileMatrix[floor(i / BOARD_SIZE)][i % BOARD_SIZE] = mat[i] | |
global TOTAL_POINTS | |
TOTAL_POINTS = mat[BOARD_SIZE ** 2] | |
printMatrix() | |
main() |
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# Colour file supporting 2048 | |
# | |
# Lewis Deane | |
# 22/12/2014 | |
BLACK = (0, 0, 0) | |
RED = (244, 67, 54) | |
PINK = (234, 30, 99) | |
PURPLE = (156, 39, 176) | |
DEEP_PURPLE = (103, 58, 183) | |
BLUE = (33, 150, 243) | |
TEAL = (0, 150, 136) | |
L_GREEN = (139, 195, 74) | |
GREEN = (60, 175, 80) | |
ORANGE = (255, 152, 0) | |
DEEP_ORANGE = (255, 87, 34) | |
BROWN = (121, 85, 72) | |
colour_dict = { 0:BLACK, 2:RED, 4:PINK, 8:PURPLE, 16:DEEP_PURPLE, 32:BLUE, 64:TEAL, 128:L_GREEN, 256:GREEN, 512:ORANGE, 1024: DEEP_ORANGE, 2048:BROWN} | |
def getColour(i): | |
return colour_dict[i] |
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