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game.py
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game.py
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import random
from tkinter import Frame, Label, CENTER
import logic
import constants as c
class GameGrid(Frame):
def __init__(self):
Frame.__init__(self)
self.grid()
self.master.title('2048')
self.master.bind("<Key>", self.key_down)
# self.gamelogic = gamelogic
self.commands = {c.KEY_UP: logic.up, c.KEY_DOWN: logic.down,
c.KEY_LEFT: logic.left, c.KEY_RIGHT: logic.right,
c.KEY_UP_ALT: logic.up, c.KEY_DOWN_ALT: logic.down,
c.KEY_LEFT_ALT: logic.left, c.KEY_RIGHT_ALT: logic.right,
c.KEY_H: logic.left, c.KEY_L: logic.right,
c.KEY_K: logic.up, c.KEY_J: logic.down}
self.grid_cells = []
self.init_grid()
self.init_matrix()
self.update_grid_cells()
self.mainloop()
def init_grid(self):
background = Frame(self, bg=c.BACKGROUND_COLOR_GAME,
width=c.SIZE, height=c.SIZE)
background.grid()
for i in range(c.GRID_LEN):
grid_row = []
for j in range(c.GRID_LEN):
cell = Frame(background, bg=c.BACKGROUND_COLOR_CELL_EMPTY,
width=c.SIZE / c.GRID_LEN,
height=c.SIZE / c.GRID_LEN)
cell.grid(row=i, column=j, padx=c.GRID_PADDING,
pady=c.GRID_PADDING)
t = Label(master=cell, text="",
bg=c.BACKGROUND_COLOR_CELL_EMPTY,
justify=CENTER, font=c.FONT, width=5, height=2)
t.grid()
grid_row.append(t)
self.grid_cells.append(grid_row)
def gen(self):
return random.randint(0, c.GRID_LEN - 1)
def init_matrix(self):
self.matrix = logic.new_game(4)
self.history_matrixs = list()
self.matrix = logic.add_two(self.matrix)
self.matrix = logic.add_two(self.matrix)
def update_grid_cells(self):
for i in range(c.GRID_LEN):
for j in range(c.GRID_LEN):
new_number = self.matrix[i][j]
if new_number == 0:
self.grid_cells[i][j].configure(
text="", bg=c.BACKGROUND_COLOR_CELL_EMPTY)
else:
self.grid_cells[i][j].configure(text=str(
new_number), bg=c.BACKGROUND_COLOR_DICT[new_number],
fg=c.CELL_COLOR_DICT[new_number])
self.update_idletasks()
def key_down(self, event):
key = repr(event.char)
if key == c.KEY_BACK and len(self.history_matrixs) > 1:
self.matrix = self.history_matrixs.pop()
self.update_grid_cells()
print('back on step total step:', len(self.history_matrixs))
elif key in self.commands:
self.matrix, done = self.commands[repr(event.char)](self.matrix)
if done:
self.matrix = logic.add_two(self.matrix)
# record last move
self.history_matrixs.append(self.matrix)
self.update_grid_cells()
done = False
if logic.game_state(self.matrix) == 'win':
self.grid_cells[1][1].configure(
text="You", bg=c.BACKGROUND_COLOR_CELL_EMPTY)
self.grid_cells[1][2].configure(
text="Win!", bg=c.BACKGROUND_COLOR_CELL_EMPTY)
if logic.game_state(self.matrix) == 'lose':
self.grid_cells[1][1].configure(
text="You", bg=c.BACKGROUND_COLOR_CELL_EMPTY)
self.grid_cells[1][2].configure(
text="Lose!", bg=c.BACKGROUND_COLOR_CELL_EMPTY)
def generate_next(self):
index = (self.gen(), self.gen())
while self.matrix[index[0]][index[1]] != 0:
index = (self.gen(), self.gen())
self.matrix[index[0]][index[1]] = 2
gamegrid = GameGrid()