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twenty_forty_eight.py
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twenty_forty_eight.py
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import pygame
import random
from copy import deepcopy
# Set winning score
WINNING_SCORE = 2048
# Color Definitions
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 153, 76)
GREEN2 = pygame.Color('green2')
GREY = (96, 96, 96)
# Display color choices
TILE_COLOR = GREEN
TILE_TEXT_COLOR = WHITE
TILE_BORDER_COLOR = WHITE
BOARD_BACKGROUND_COLOR = WHITE
SCORE_TEXT_COLOR = BLACK
MENU_COLOR = GREY
MENU_TEXT_COLOR = WHITE
MESSAGE_OVER_SCREEN_COLOR = GREEN2
# Display dimensions
DISPLAY_WIDTH = 324
DISPLAY_HEIGHT = 324
DISPLAY_UPPER_PANEL_OFFSET = 80 # score panel
DISPLAY_MENU_SIZE = 30 # panel offset from the top for menu
MENU_FONT_SIZE = 20
BORDER_SIZE = 2 # tile border size in pixels
# game object class
class Board:
"""4x4 grid of integers representing the game board"""
def __init__(self):
self.width = 4
self.height = 4
self.tile_pixel_size = 80 # size of side for square tile
self.tile_font_size = 40 # pixels for tile fonts
self.tile_border_size = BORDER_SIZE # tile border size
self.score = 0 # current score
self.board = [[0 for i in range(self.width)] for j in range(self.height)] # create empty board of 0's
def set_number(self, i, j, num):
"""set board position i,j with num greater or eq to 0"""
if i > self.width or i < 0 or j > self.height or j < 0 or num < 0:
return False
else:
self.board[i][j] = num
return True
def get_board(self):
"""deep copy and return board"""
return deepcopy(self.board)
def set_board(self, board):
self.board = deepcopy(board)
return True
def is_board_full(self):
all_full = True
for i in range(self.width):
for j in range(self.height):
if self.board[i][j] == 0:
# empty spot is found
all_full = False
return all_full
def _update(self, num):
"""helper function for update, caller has to check that there is an empty spot"""
i_rand = random.randint(0, self.width - 1)
j_rand = random.randint(0, self.height - 1)
if self.board[i_rand][j_rand] == 0:
self.board[i_rand][j_rand] = num
return True
else:
self._update(num)
def update(self, num):
"""fill a random (uniform) open spot on the board with num, if already occupied try again"""
# error checking
if self.is_board_full() or num < 0:
return False
else:
self._update(num)
def update_board(self):
"""90% chance update board with 2, 10% change update board with a 4"""
if random.randint(0, 10) == 0:
self.update(4)
else:
self.update(2)
return
def print_stdout(self):
"""prints the board to std out"""
string_line = ""
for i in range(self.width):
# print row number and all of that rows values
string_line = string_line + str(i) + " "
for j in range(self.height):
string_line = string_line + str(self.board[i][j]) + " "
print(string_line)
string_line = ""
# print column numbers at the bottom
string_line += " "
for i in range(self.height):
string_line += str(i) + " "
print(string_line)
def shift_array(self, arr, length):
"""shift the values in the array such that equal and adjacent numbers combine
and that the array has all its zeros at the higher index i.e. (2, 0, 4, 4, 8)
will become (2, 8, 8, 0, 0)"""
for n in range(length):
for m in range(n+1, length, 1):
if arr[n] == arr[m] and arr[n] != 0:
arr[n] = arr[n] + arr[m]
arr[m] = 0
self.score += arr[n]
break
elif arr[n] == 0 and arr[m] != 0:
# if current spot is 0 and next spot is occupied, put next spot into the current
# spot and check to see if the next next occupied spot can be combined
# i.e. we want (0, 0, 4, 4) -> (8, 0, 0, 0) not (4, 4, 0, 0)
arr[n] = arr[m]
arr[m] = 0
elif arr[m] != 0:
break
return arr
def shift_board_left(self):
"""shifts the board left, combines same numbers"""
for i in range(self.width):
self.board[i] = self.shift_array(self.board[i], self.height)
return
def shift_board_right(self):
"""shifts the board right, combines same numbers"""
for i in range(self.width):
self.board[i][::-1] = self.shift_array(self.board[i][::-1], self.height)
return
def shift_board_up(self):
"""shifts the board up, combines same numbers"""
for j in range(self.height):
new_col_arr = self.shift_array([row[j] for row in self.board], self.width)
for i in range(self.width):
self.board[i][j] = new_col_arr[i]
return
def shift_board_down(self):
"""shifts the board down, combines same numbers"""
for j in range(self.height):
new_col_arr = [row[j] for row in self.board]
new_col_arr = self.shift_array(new_col_arr[::-1], self.width)
for i in range(self.width):
self.board[i][j] = new_col_arr[self.width - 1 - i]
return
def top_tile_value(self):
value_top_tile = 0
for i in range(self.width):
for j in range(self.height):
if value_top_tile < self.board[i][j]:
value_top_tile = self.board[i][j]
return value_top_tile
def is_game_finished(self):
"""checks to see if the game is over, checks each element in board if spot to it's right and bottom are equal"""
if self.top_tile_value() == WINNING_SCORE:
return True
for i in range(self.width):
for j in range(self.height):
if self.board[i][j] == 0:
return False
if i + 1 < self.width and self.board[i][j] == self.board[i+1][j]:
return False
if j + 1 < self.height and self.board[i][j] == self.board[i][j+1]:
return False
return True
def draw_tile_with_border(self, i, j):
"""draws a tile with a border"""
if i < 0 or j < 0 or i >= self.width or j >= self.height:
return False
# create tile and fill in with color
tile_object = pygame.Surface((self.tile_pixel_size, self.tile_pixel_size))
tile_object.fill(TILE_COLOR)
# add text
tile_font = pygame.font.Font(None, self.tile_font_size)
tile_text = tile_font.render(str(self.board[i][j]), True, TILE_TEXT_COLOR)
text_pos = tile_text.get_rect()
text_pos.center = tile_object.get_rect().center
tile_object.blit(tile_text, text_pos)
# draw border
tile_with_border = pygame.Surface((self.tile_pixel_size + 2*self.tile_border_size, self.tile_pixel_size + 2*self.tile_border_size))
tile_with_border.fill(TILE_BORDER_COLOR)
tile_with_border.blit(tile_object, (self.tile_border_size, self.tile_border_size))
return tile_with_border
def draw_score(self):
# create score tile
score_panel = pygame.Surface((DISPLAY_WIDTH, DISPLAY_UPPER_PANEL_OFFSET))
score_panel.fill(BOARD_BACKGROUND_COLOR)
# add score text
score_font = pygame.font.Font(None, self.tile_font_size)
score_string = "Score: " + str(self.score)
score_text = score_font.render(score_string, True, SCORE_TEXT_COLOR)
text_pos = score_text.get_rect()
text_pos.centery = score_panel.get_rect().centery
score_panel.blit(score_text, text_pos)
return score_panel
def get_row(self, row_num):
if row_num < 0 or row_num >= self.width:
return False
return self.board[row_num]
def get_col(self, col_num):
if col_num < 0 or col_num >= self.height:
return False
out_board = self.height * [0]
for j in range(self.height):
out_board[j] = self.board[col_num][j]
return out_board
def get_score(self):
"""
rtype: int
"""
return self.score
def set_row(self, row_num, new_row):
if len(new_row) != self.width or row_num < 0 or row_num >= self.width:
return False
self.board[row_num] = new_row
return True
# end class Board
def draw_menu():
number_of_buttons = 5
button_size = DISPLAY_WIDTH / number_of_buttons
menu = pygame.Surface((DISPLAY_WIDTH, DISPLAY_MENU_SIZE))
menu.fill(MENU_COLOR)
# add menu options
menu_font = pygame.font.Font(None, MENU_FONT_SIZE)
top_score_string = "Top Score"
top_score_text = menu_font.render(top_score_string, True, MENU_TEXT_COLOR)
top_score_pos = top_score_text.get_rect()
top_score_pos.centery = menu.get_rect().centery
top_score_pos.left = 5
menu.blit(top_score_text, top_score_pos)
save_string = "Save"
save_text = menu_font.render(save_string, True, MENU_TEXT_COLOR)
save_pos = save_text.get_rect()
save_pos.centery = menu.get_rect().centery
save_pos.left = 1.3 * button_size
menu.blit(save_text, save_pos)
load_string = "Load"
load_text = menu_font.render(load_string, True, MENU_TEXT_COLOR)
load_pos = load_text.get_rect()
load_pos.centery = menu.get_rect().centery
load_pos.left = 2 * button_size
menu.blit(load_text, load_pos)
undo_string = "Undo"
undo_text = menu_font.render(undo_string, True, MENU_TEXT_COLOR)
undo_pos = undo_text.get_rect()
undo_pos.centery = menu.get_rect().centery
undo_pos.left = 2.7 * button_size
menu.blit(undo_text, undo_pos)
exit_string = "Exit"
exit_text = menu_font.render(exit_string, True, MENU_TEXT_COLOR)
exit_pos = exit_text.get_rect()
exit_pos.centery = menu.get_rect().centery
exit_pos.left = 4 * button_size
menu.blit(exit_text, exit_pos)
# debug
#print("{} {} {} {} {}".format(top_score_pos, save_pos, load_pos, undo_pos, exit_pos))
return menu
def get_current_top_score():
top_score_string = "top score: "
try:
ts_file = open("top_score.txt", "r")
score = ts_file.readline().split()[0]
top_score_string = top_score_string + str(score)
ts_file.close()
except IOError:
top_score_string = ""
# debug
#print("No top score available")
return -1
# debug
#print(top_score_string)
return int(score)
def set_current_top_score(score):
try:
ts_file = open("top_score.txt", "w")
ts_file.write(str(score) + "\n")
ts_file.close()
except IOError:
print("Topscore save failed")
return -1
return True
def save_score_on_exit(board):
"""check current top score, if current game score is larger then save"""
score = board.get_score()
top_score = get_current_top_score()
if top_score == -1 or score > top_score:
set_current_top_score(board.get_score())
return
def draw_message_over_screen(screen, text):
"""draws message over current screen"""
screen_rect = screen.get_rect()
font = pygame.font.Font(None, 50)
text_on_surface = font.render(text, True, MESSAGE_OVER_SCREEN_COLOR)
blink_rect = text_on_surface.get_rect()
blink_rect.center = screen_rect.center
screen.blit(text_on_surface, blink_rect)
pygame.display.flip()
return
def check_menu(mouse_position, board):
"""
:param mouse_position: (x, y) tuple of position of mouse on click event
:param board: current board object to update
:return: string explaining button pressed
Options:
top score: outputs the top score of this game
save: saves the current game to a file, values separated by whitespace (saves over the file)
load: loads save.txt and sets as the current game
undo: reverts to last move
exit: quits the game
"""
x, y = mouse_position
# debug
#print("{} {}".format(x, y))
# out of bounds of menu
if x > 281 or y > 30:
# No menu button pressed
return ""
if 83 > x >= 0:
# display top score
top_score = max(get_current_top_score(), board.get_score())
# debug
#print("Top Score: " + str(top_score))
return "Top Score: " + str(top_score)
elif 118 > x >= 83:
# save current game
save_file_name = "save.txt"
save_file = open(save_file_name, "w")
# write score to first line in save file
write_score_to_file = str(board.score) + "\n"
save_file.write(write_score_to_file)
# write board to save file, whitespace delimiter
write_to_file_string = ""
for row in range(board.width):
for col in range(board.height):
write_to_file_string = write_to_file_string + str(board.board[row][col]) + " "
write_to_file_string = write_to_file_string + "\n"
save_file.write(write_to_file_string)
save_file.close()
# debug
#print("Save Completed")
return "Save Completed"
elif 167 > x >= 128:
# load save file
load_file_name = "save.txt"
load_file = open(load_file_name, "r")
# load score
score = load_file.readline()
score = score.split()
board.score = int(score[0])
# load board
for row in range(board.width):
line = load_file.readline()
line = line.split()
for col in range(board.height):
board.board[row][col] = int(line[col])
# debug
#print("Load Completed")
return "Load Completed"
elif 216 > x >= 172:
# undo button
# debug
#print("Undo")
return "Undo"
elif 281 > x >= 256:
# exit button
# debug
#print("Exit")
save_score_on_exit(board)
pygame.quit()
quit()
# No menu button pressed
return ""
def check_menu_exit_only(mouse_position, board):
x, y = mouse_position
# debug
#print("{} {}".format(x, y))
if 281 > x >= 256:
# exit button
# debug
#print("Exit")
save_score_on_exit(board)
pygame.quit()
quit()
return True
def draw_display(display, board):
"""takes current display and draws the menu, score, and board"""
bg = pygame.Surface(game_display.get_size())
bg = bg.convert()
bg.fill(BOARD_BACKGROUND_COLOR)
display.blit(bg, (0, 0))
# draws tiles
for i in range(board.width):
for j in range(board.height):
# draw tile
tile_object = board.draw_tile_with_border(i, j)
display.blit(tile_object, (j * board.tile_pixel_size, i * board.tile_pixel_size + DISPLAY_MENU_SIZE + DISPLAY_UPPER_PANEL_OFFSET))
# draw drop down menu
menu_panel = draw_menu()
display.blit(menu_panel, (0, 0))
# draws score panel
score_panel = board.draw_score()
display.blit(score_panel, (0, DISPLAY_MENU_SIZE))
# display
pygame.display.flip()
# debug
#board.print_stdout()
return
def game_loop(screen, board):
"""main game loop"""
# initial previous board state for undo
prev_board = board.get_board()
prev_score = board.get_score()
# initialize game exit and over display message
game_exit = False
message_over_screen = ""
while not game_exit:
# event handling
for event in pygame.event.get():
if event.type == pygame.QUIT:
save_score_on_exit(board)
pygame.quit()
quit()
if event.type == pygame.MOUSEBUTTONDOWN:
# on mouse button down event, check if menu button is clicked then do action, finally display message
message_over_screen = check_menu(pygame.mouse.get_pos(), board)
if message_over_screen == "Undo":
board.set_board(prev_board)
board.score = prev_score
draw_display(screen, board)
if event.type == pygame.MOUSEBUTTONUP:
# have a string to display over screen that goes back to blank on the mouse up event
message_over_screen = ""
if event.type == pygame.KEYDOWN:
# check left, right, up, down and aswd keys to play game
# store previous board
prev_board = board.get_board()
prev_score = board.get_score()
# check keys then board shift
if event.key == pygame.K_LEFT or event.key == pygame.K_a:
board.shift_board_left()
if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
board.shift_board_right()
if event.key == pygame.K_UP or event.key == pygame.K_w:
board.shift_board_up()
if event.key == pygame.K_DOWN or event.key == pygame.K_s:
board.shift_board_down()
# check if board state changed, then update
if prev_board != board.get_board():
board.update_board()
if event.type == pygame.KEYUP:
# pass on key up
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT or event.key == pygame.K_UP \
or event.key == pygame.K_DOWN or event.key == pygame.K_a or event.key == pygame.K_d \
or event.key == pygame.K_w or event.key == pygame.K_s:
pass
# view board
draw_display(screen, board)
draw_message_over_screen(screen, message_over_screen)
game_exit = board.is_game_finished()
def game_over(screen, board):
draw_display(game_display, board)
game_exit_message = ""
if board.top_tile_value() == WINNING_SCORE:
game_exit_message += "You Won!"
else:
game_exit_message += "You Lost"
draw_message_over_screen(screen, game_exit_message)
save_score_on_exit(board)
# exit option B, game auto exits after 15 seconds
#pygame.quit()
#pygame.time.delay(15000)
#pygame.quit()
#quit()
# exit option A
# manually have to exit game with X or "exit" button
while True:
# event handling
for event in pygame.event.get():
if event.type == pygame.QUIT:
save_score_on_exit(board)
pygame.quit()
quit()
if event.type == pygame.MOUSEBUTTONDOWN:
# on mouse button down event, check if menu button is clicked then do action, finally display message
check_menu_exit_only(pygame.mouse.get_pos(), board)
return True
if __name__ == "__main__":
pygame.init()
# screen
game_display = pygame.display.set_mode((DISPLAY_WIDTH, DISPLAY_HEIGHT + DISPLAY_MENU_SIZE + DISPLAY_UPPER_PANEL_OFFSET))
pygame.display.set_caption('2048')
# background
background = pygame.Surface(game_display.get_size())
background = background.convert()
background.fill(BOARD_BACKGROUND_COLOR)
game_display.blit(background, (0, 0))
pygame.display.flip()
# initialize board
board = Board()
board.update(2)
board.update(4)
draw_display(game_display, board)
# main game loop
game_loop(game_display, board)
# game over
game_over(game_display, board)
save_score_on_exit(board)
pygame.quit()
quit()