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|
import pygame
from setup import *
two = 2 # The value of two. Do. Not. Change. It. Disastrous consequences. You have been warned.
class Tile:
width = 100
height = 100
speed = 90 / 16 # since delta is 16 when fps is 60
colours = [(238, 230, 219),
(236, 224, 200),
(239, 178, 124),
(241, 152, 102),
(243, 125, 99),
(244, 96, 66),
(236, 205, 122),
(237, 203, 103),
(236, 200, 90),
(231, 194, 88),
(232, 189, 78),
]
def __init__(self, pos):
self.position = pygame.Vector2(pos)
self.target = self.position
self.velocity = pygame.Vector2(0, 0)
self.number = two ** random.randint(1, 2) # the tile can start with 2 or 4 according to wikipedia
self.can_merge = True
self.colour = self.colours[math.floor(math.log(self.number, two)) - 1]
self.label = Label(self.get_rect().center, [[[f"{self.number=}", self]]], 20, Colour.BLACK)
@staticmethod
def get_direction(start, end):
out = end - start
if out == pygame.Vector2(0, 0):
return out
return out.normalize()
def update(self, delta, pos):
self.target = pos
self.velocity = self.get_direction(self.position, pos) * min((self.target - self.position).length(),
self.speed * delta) # so that we don't overshoot
self.position += self.velocity # We know that there will be no obstacles in the way
self.label.update(delta, x=self.get_rect().centerx, y=self.get_rect().centery)
self.colour = self.colours[math.floor(math.log(self.number, two)) - 1]
def is_good(self):
if self.position == self.target:
return True
return False
def get_rect(self):
return pygame.Rect(self.position + pygame.Vector2(5, 5),
(self.width - 10, self.height - 10)) # to account for the grid outlines
def draw(self, surf):
pygame.draw.rect(surf, self.colour, self.get_rect())
self.label.draw(surf)
class Grid:
rows = 4
cols = 4
cell_width = 100
cell_height = 100
width = cell_width * cols
height = cell_height * rows
offset = pygame.Vector2(SCREEN_WIDTH - width, SCREEN_HEIGHT - height) / 2
def __init__(self):
self.grid = self.new_grid()
self.direction = None
self.prev_direction = None
self.just_pressed = False
self.can_move = True
for i in range(2):
self.add_tile()
def new_grid(self):
return [[None for _ in range(self.cols)] for _ in range(self.rows)]
def no_legal_move(self):
def in_bounds(r, c, grid, row):
if (0 <= r <= len(grid) - 1 and
0 <= c <= len(row) - 1):
return True
return False
for r, row in enumerate(self.grid):
for c, val in enumerate(row):
if val is None:
return False
elif isinstance(val, Tile):
for i in range(-1, 2):
for j in range(-1, 2):
if (i == 0 or j == 0) and not (
i == 0 and j == 0): # so that we get the up, down, left, right no diagonal or center
if (in_bounds(r - i, c - j, self.grid, row) and
isinstance(self.grid[r - i][c - j], Tile) and
self.grid[r - i][c - j].number == self.grid[r][c].number):
return False
return True
def get_empty(self):
out = []
for r, row in enumerate(self.grid):
for c, val in enumerate(row):
if val is None:
out.append((r, c))
return out
def get_input(self):
pressed = pygame.key.get_pressed()
if pressed[pygame.K_UP]:
return "UP"
elif pressed[pygame.K_DOWN]:
return "DOWN"
elif pressed[pygame.K_LEFT]:
return "LEFT"
elif pressed[pygame.K_RIGHT]:
return "RIGHT"
return None
def update(self, delta, has_won):
self.prev_direction = self.direction
self.direction = self.get_input()
if self.prev_direction != self.direction and self.direction is not None:
self.just_pressed = True
else:
self.just_pressed = False
score_this_turn = 0
if self.can_move and self.just_pressed and has_won:
for i in range(max(self.rows, self.cols)):
if self.direction == "UP":
for r, row in enumerate(self.grid):
for c, val in enumerate(row):
if not c - 1 < 0:
if isinstance(val, Tile):
target = self.grid[r][c - 1]
if target is None:
self.grid[r][c - 1] = self.grid[r][c]
self.grid[r][c] = None
elif isinstance(target,
Tile) and target.number == val.number and target.can_merge and val.can_merge:
target.number *= two
score_this_turn += target.number
target.can_merge = False
self.grid[r][c] = None
elif self.direction == "DOWN":
for r, row in enumerate(self.grid):
for c, val in enumerate(row[::-1]):
if not c - 1 < 0:
if isinstance(val, Tile):
target = self.grid[r][len(self.grid[r]) - c]
if target is None:
self.grid[r][len(self.grid[r]) - c] = self.grid[r][len(self.grid[r]) - c - 1]
self.grid[r][len(self.grid[r]) - c - 1] = None
elif isinstance(target,
Tile) and target.number == val.number and target.can_merge and val.can_merge:
target.number *= two
score_this_turn += target.number
target.can_merge = False
self.grid[r][len(self.grid[r]) - c - 1] = None
elif self.direction == "LEFT":
for r, row in enumerate(self.grid):
for c, val in enumerate(row):
if not r - 1 < 0:
if isinstance(val, Tile):
target = self.grid[r - 1][c]
if target is None:
self.grid[r - 1][c] = self.grid[r][c]
self.grid[r][c] = None
elif isinstance(target,
Tile) and target.number == val.number and target.can_merge and val.can_merge:
target.number *= two
score_this_turn += target.number
target.can_merge = False
self.grid[r][c] = None
elif self.direction == "RIGHT":
for r, row in enumerate(self.grid[::-1]):
for c, val in enumerate(row):
if not r - 1 < 0:
if isinstance(val, Tile):
target = self.grid[len(self.grid) - r][c]
if target is None:
self.grid[len(self.grid) - r][c] = self.grid[len(self.grid) - r - 1][c]
self.grid[len(self.grid) - r - 1][c] = None
elif isinstance(target,
Tile) and target.number == val.number and target.can_merge and val.can_merge:
target.number *= two
score_this_turn += target.number
target.can_merge = False
self.grid[len(self.grid) - r - 1][c] = None
if self.just_pressed and has_won:
self.add_tile()
for r, row in enumerate(self.grid):
for c, val in enumerate(row):
if isinstance(val, Tile):
val.can_merge = True
self.can_move = self.find_can_move(delta)
return score_this_turn
def win_condition(self):
for r, row in enumerate(self.grid):
for c, val in enumerate(row):
if isinstance(val, Tile):
if val.number == two ** 11: # 2 ^ 11 = 2048
return True
return False
def add_tile(self):
if len(self.get_empty()) > 0:
r, c = random.choice(self.get_empty())
self.grid[r][c] = Tile(self.offset + pygame.Vector2(r * self.cell_width, c * self.cell_height))
def find_can_move(self, delta):
for r, row in enumerate(self.grid):
for c, val in enumerate(row):
if isinstance(val, Tile):
val.update(delta, self.offset + pygame.Vector2(r * self.cell_width, c * self.cell_height))
if not val.is_good():
return False
return True
def get_rect(self, x=0, y=0, w=1, h=1):
return pygame.Rect(self.offset + pygame.Vector2(x, y), (w, h))
def get_cell_rect(self, x, y, w=1, h=1):
return pygame.Rect(self.offset + pygame.Vector2(x, y), (self.cell_width * w, self.cell_height * h))
def draw(self, surf):
for r, row in enumerate(self.grid):
for c, val in enumerate(row):
pygame.draw.rect(surf, Colour.SQUARE_BG, self.get_cell_rect(r * self.cell_width, c * self.cell_height))
pygame.draw.rect(surf, Colour.SQUARE_OUTLINE,
self.get_cell_rect(r * self.cell_width, c * self.cell_height), 10)
if isinstance(val, Tile):
val.draw(surf)
pygame.draw.rect(surf, Colour.SQUARE_OUTLINE, self.get_rect(-5, -5, self.width + 10, self.height + 10), 10, 5)
class Effect:
speed = 0.15
def __init__(self, pos, txt):
self.label = Label(pos, txt, 15, Colour.BLACK)
self.vel_y = 0
def update(self, delta):
self.label.update(delta, y=self.label.position.y + self.vel_y)
self.vel_y -= self.speed
def is_out_of_bounds(self):
if self.label.position.y + self.label.height < 0:
return True
return False
def draw(self, surf):
self.label.draw(surf)
class Game:
# Background colour
background_colour = (250, 248, 239)
high_score = 0
has_won = False
def __init__(self):
self.win = False
self.game_over = False
self.grid = Grid()
self.win_effect = pygame.Surface((self.grid.width + 10, self.grid.height + 10))
self.win_effect_time = 0
self.game_title = two ** 11
self.title = Label((0, 0), [[[f"{self.game_title=}", self]]], 50, Colour.BLACK, centered_x=False,
centered_y=False)
self.score = 0
self.score_label = Label((0, 0), [["Score:"], [[f"{self.score=}", self]]], 15, Colour.WHITE, filled=True,
fill_colour=Colour.SQUARE_OUTLINE)
self.high_score_label = Label((0, 0), [["Best:"], [[f"{self.high_score=}", self]]], 15, Colour.WHITE,
filled=True, fill_colour=Colour.SQUARE_OUTLINE)
self.new_game_button = Button((SCREEN_WIDTH / 2, SCREEN_HEIGHT * 8 / 9), [["New Game"]], 20, self.__init__,
Colour.BLACK, filled=True, fill_colour=Colour.SQUARE_OUTLINE, outlined=True,
outline_colour=Colour.GRAY, outline_radius=5)
self.how_to_play = Label((0, 0),
[["Join the numbers and get to the ", [f"{self.game_title=}", self], " tile!"]], 15,
Colour.BLACK, centered_x=False)
self.continue_button = Button((SCREEN_WIDTH / 3, SCREEN_HEIGHT * 3 / 5), [["Keep going"]], 20, self.keep_going,
Colour.BLACK, filled=True, fill_colour=Colour.SQUARE_OUTLINE, outlined=True,
outline_colour=Colour.GRAY, outline_radius=5)
self.replay_button = Button((SCREEN_WIDTH/2, SCREEN_HEIGHT * 3 / 5), [["Try again"]], 20, self.__init__,
Colour.BLACK, filled=True, fill_colour=Colour.SQUARE_OUTLINE, outlined=True,
outline_colour=Colour.GRAY, outline_radius=5)
self.win_label = Label((SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2 - self.grid.cell_height / 4), [["You win!"]], 60,
Colour.WHITE)
self.lose_label = Label((SCREEN_WIDTH/2, SCREEN_HEIGHT/2 - self.grid.cell_height/4), [["You lose!"]], 60, Colour.WHITE)
self.effects = []
self.temp = 0
self.update(0)
def keep_going(self):
self.has_won = True
self.win = False
def update(self, delta):
if self.game_over:
self.lose_label.update(delta)
self.win_effect.fill(Colour.BLACK)
self.win_effect.set_alpha(min(75, (math.floor(255 * self.win_effect_time / 1000))))
self.win_effect_time += delta
self.replay_button.update(delta, x=SCREEN_WIDTH / 2)
self.temp = self.grid.update(delta, not self.win)
self.score += self.temp
if self.temp > 0:
self.effects.append(Effect(self.score_label.position, [[f"+{self.temp}"]]))
if self.win:
self.win_label.update(delta)
self.continue_button.update(delta)
self.replay_button.update(delta, x=SCREEN_WIDTH * 2 / 3)
self.win_effect.fill(Colour.GOLD)
self.win_effect.set_alpha(min(75, (math.floor(255 * self.win_effect_time / 10000))))
self.win_effect_time += delta
self.high_score = max(self.score, self.high_score)
if not self.has_won and self.grid.win_condition():
self.win = True
self.has_won = True
if self.grid.no_legal_move():
self.game_over = True
self.title.update(delta, x=self.grid.offset.x, y=self.grid.offset.y - self.title.height * 1.5)
self.high_score_label.update(delta, x=self.grid.offset.x + self.grid.width - self.high_score_label.width / 2,
y=self.grid.offset.y - self.high_score_label.height * 1.5)
self.score_label.update(delta,
x=self.high_score_label.position.x - self.high_score_label.width / 2 - self.score_label.width - Label.horizontal_padding,
y=self.grid.offset.y - self.high_score_label.height * 1.5)
self.how_to_play.update(delta, x=self.grid.offset.x, y=self.grid.offset.y - self.how_to_play.height)
self.new_game_button.update(delta)
for effect in self.effects:
effect.update(delta)
if effect.is_out_of_bounds():
del self.effects[self.effects.index(effect)]
def draw(self, surf):
surf.fill(self.background_colour)
self.grid.draw(surf)
self.title.draw(surf)
self.score_label.draw(surf)
self.high_score_label.draw(surf)
self.new_game_button.draw(surf)
self.how_to_play.draw(surf)
for effect in self.effects:
effect.draw(surf)
if self.win:
surf.blit(self.win_effect, self.grid.offset - pygame.Vector2(5, 5))
self.win_label.draw(surf)
self.continue_button.draw(surf)
self.replay_button.draw(surf)
elif self.game_over:
surf.blit(self.win_effect, self.grid.offset - pygame.Vector2(5,5))
self.lose_label.draw(surf)
self.replay_button.draw(surf)
"""
class Tile:
width = SCREEN_WIDTH / 2 / 4
height = SCREEN_WIDTH / 2 / 4
gravity_force = 0.1
def __init__(self, pos, collide_list, number=2 ** random.randint(1,2)):
self.position = pygame.Vector2(pos)
self.velocity = pygame.Vector2(0, 0)
self.up_direction = pygame.Vector2(0, 0)
self.collide_list = collide_list
self.collide_list.append(self)
self.can_move = True
self.number = 2
self.center = self.get_center()
self.label = Label(self.center, [[[f"{self.number=}", self]]], 20, Colour.BLACK)
def get_center(self):
return self.position + pygame.Vector2(self.width/2, self.height/2)
def get_collision_rect(self):
return pygame.Rect(self.position, (self.width, self.height))
def get_input(self):
pressed = pygame.key.get_pressed()
if pressed[pygame.K_LEFT]:
self.up_direction = pygame.Vector2(-1, 0)
return True
elif pressed[pygame.K_RIGHT]:
self.up_direction = pygame.Vector2(1, 0)
return True
elif pressed[pygame.K_UP]:
self.up_direction = pygame.Vector2(0, -1)
return True
elif pressed[pygame.K_DOWN]:
self.up_direction = pygame.Vector2(0, 1)
return True
def collided(self, thing): # called when the tile collides
self.can_move = True
if isinstance(thing, Tile):
if thing.number == self.number:
thing.number *= 2
if self in self.collide_list:
del self.collide_list[self.collide_list.index(self)]
def update(self, delta, can_move):
if can_move:
self.get_input()
self.position, self.velocity = self.move_and_collide(delta, self.position, self.velocity, self.up_direction)
self.center = self.get_center()
self.label.update(delta, x=self.center.x, y=self.center.y)
def move_and_collide(self, delta, position, velocity, up_direction=pygame.Vector2(0, 0)):
pos = position
vel = velocity
vel += up_direction * delta * self.gravity_force
pos.x += vel.x * delta
for thing in self.collide_list:
if thing == self:
continue
if self.get_collision_rect().colliderect(thing.get_collision_rect()):
if vel.x > 0:
pos.x = thing.position.x - self.width
else:
pos.x = thing.position.x + thing.width
vel.x = 0
self.collided(thing)
break
pos.y += vel.y * delta
for thing in self.collide_list:
if thing == self:
continue
if self.get_collision_rect().colliderect(thing.get_collision_rect()):
if vel.y > 0:
pos.y = thing.position.y - self.height
else:
pos.y = thing.position.y + thing.height
vel.y = 0
self.collided(thing)
break
return pos, vel
def draw(self, surf):
pygame.draw.rect(surf, Colour.RED, self.get_collision_rect())
self.label.draw(surf)
class Wall:
def __init__(self, pos, collide_list, is_vertical=True, face_right=True, visible=True):
self.position = pygame.Vector2(pos)
self.start_pos = pygame.Vector2(pos)
self.collide_list = collide_list
self.collide_list.append(self)
self.visible = visible
self.width = SCREEN_WIDTH / 2
self.height = SCREEN_HEIGHT / 2
if is_vertical:
self.end_pos = self.position + pygame.Vector2(0, self.height)
if not face_right:
self.position.x -= self.width
else:
self.end_pos = self.position + pygame.Vector2(self.width, 0)
if not face_right:
self.position.y -= self.height
self.end_point = pygame.Vector2(self.width, self.height)
def get_collision_rect(self):
return pygame.Rect(self.position, self.end_point)
def update(self, delta):
pass
def draw(self, surf):
# pygame.draw.rect(surf, Colour.BLACK, self.get_collision_rect())
if self.visible:
pygame.draw.line(surf, Colour.BLACK, self.start_pos, self.end_pos, 10)
class Game:
def __init__(self):
self.collision_list = []
self.walls = [
Wall((SCREEN_WIDTH / 4, SCREEN_HEIGHT * 3 / 4), self.collision_list, False, True),
Wall((SCREEN_WIDTH / 4, SCREEN_HEIGHT / 4), self.collision_list, False, False),
Wall((SCREEN_WIDTH * 3 / 4, SCREEN_HEIGHT / 4), self.collision_list, True, True),
Wall((SCREEN_WIDTH / 4, SCREEN_HEIGHT / 4), self.collision_list, True, False),
Wall((SCREEN_WIDTH * 3 / 4, SCREEN_HEIGHT * 3 / 4), self.collision_list, False, True, False),
Wall((SCREEN_WIDTH * 3 / 4, SCREEN_HEIGHT / 4), self.collision_list, False, False, False),
Wall((SCREEN_WIDTH/-4, SCREEN_HEIGHT / 4), self.collision_list, False, False, False),
Wall((SCREEN_WIDTH / -4, SCREEN_HEIGHT * 5 /4), self.collision_list, False, False, False)
]
self.can_move = True
self.tiles = [
Tile((SCREEN_WIDTH * 2 / 8, SCREEN_HEIGHT * 2 / 8), self.collision_list),
Tile((SCREEN_WIDTH * 3 / 8, SCREEN_HEIGHT * 3 / 8), self.collision_list),
Tile((SCREEN_WIDTH * 4 / 8, SCREEN_HEIGHT * 4 / 8), self.collision_list),
Tile((SCREEN_WIDTH * 5 / 8, SCREEN_HEIGHT * 5 / 8), self.collision_list),
]
self.title = Label((SCREEN_WIDTH/2, SCREEN_HEIGHT/8), ["2048"], 50, Colour.ORANGE)
print(self.collision_list)
def update(self, delta):
if self.check_can_move():
self.can_move = True
else:
self.can_move = False
for tile in self.tiles:
tile.update(delta, self.can_move)
print(self.collision_list)
for wall in self.walls:
wall.update(delta)
self.title.update(delta)
def check_can_move(self):
for tile in self.tiles:
if not tile.can_move:
return False
return True
def draw(self, surf):
surf.fill(background_colour)
for thing in self.collision_list:
thing.draw(surf)
self.title.draw(surf)
"""
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