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
python" id="highlighter_270349">
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# -*- 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。
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。
原文链接:https://blog.csdn.net/u012730439/article/details/27839449