202 lines
5.4 KiB
Python
202 lines
5.4 KiB
Python
#!/usr/bin/env python3
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import curses
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from random import randrange, choice # generate and place new tile
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from collections import defaultdict
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letter_codes = [ord(ch) for ch in 'WASDRQwasdrq']
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actions = ['Up', 'Left', 'Down', 'Right', 'Restart', 'Exit']
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actions_dict = dict(zip(letter_codes, actions * 2))
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def get_user_action(keyboard):
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char = "N"
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while char not in actions_dict:
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char = keyboard.getch()
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return actions_dict[char]
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def transpose(field):
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return [list(row) for row in zip(*field)]
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def invert(field):
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return [row[::-1] for row in field]
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class GameField(object):
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def __init__(self, height=4, width=4, win=2048):
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self.height = height
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self.width = width
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self.win_value = win
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self.score = 0
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self.highscore = 0
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self.reset()
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def reset(self):
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if self.score > self.highscore:
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self.highscore = self.score
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self.score = 0
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self.field = [[0 for i in range(self.width)] for j in range(self.height)]
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self.spawn()
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self.spawn()
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def move(self, direction):
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def move_row_left(row):
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def tighten(row): # squeese non-zero elements together
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new_row = [i for i in row if i != 0]
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new_row += [0 for i in range(len(row) - len(new_row))]
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return new_row
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def merge(row):
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pair = False
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new_row = []
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for i in range(len(row)):
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if pair:
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new_row.append(2 * row[i])
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self.score += 2 * row[i]
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pair = False
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else:
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if i + 1 < len(row) and row[i] == row[i + 1]:
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pair = True
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new_row.append(0)
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else:
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new_row.append(row[i])
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assert len(new_row) == len(row)
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return new_row
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return tighten(merge(tighten(row)))
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moves = {}
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moves['Left'] = lambda field: \
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[move_row_left(row) for row in field]
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moves['Right'] = lambda field: \
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invert(moves['Left'](invert(field)))
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moves['Up'] = lambda field: \
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transpose(moves['Left'](transpose(field)))
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moves['Down'] = lambda field: \
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transpose(moves['Right'](transpose(field)))
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if direction in moves:
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if self.move_is_possible(direction):
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self.field = moves[direction](self.field)
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self.spawn()
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return True
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else:
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return False
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def is_win(self):
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return any(any(i >= self.win_value for i in row) for row in self.field)
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def is_gameover(self):
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return not any(self.move_is_possible(move) for move in actions)
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def draw(self, screen):
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help_string1 = '(W)Up (S)Down (A)Left (D)Right'
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help_string2 = ' (R)Restart (Q)Exit'
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gameover_string = ' GAME OVER'
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win_string = ' YOU WIN!'
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def cast(string):
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screen.addstr(string + '\n')
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def draw_hor_separator():
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top = '┌' + ('┬──────' * self.width + '┐')[1:]
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mid = '├' + ('┼──────' * self.width + '┤')[1:]
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bot = '└' + ('┴──────' * self.width + '┘')[1:]
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separator = defaultdict(lambda: mid)
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separator[0], separator[self.height] = top, bot
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if not hasattr(draw_hor_separator, "counter"):
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draw_hor_separator.counter = 0
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cast(separator[draw_hor_separator.counter])
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draw_hor_separator.counter += 1
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def draw_row(row):
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cast(''.join('│{: ^5} '.format(num) if num > 0 else '| ' for num in row) + '│')
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screen.clear()
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cast('SCORE: ' + str(self.score))
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if 0 != self.highscore:
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cast('HIGHSCORE: ' + str(self.highscore))
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for row in self.field:
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draw_hor_separator()
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draw_row(row)
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draw_hor_separator()
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if self.is_win():
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cast(win_string)
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else:
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if self.is_gameover():
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cast(gameover_string)
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else:
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cast(help_string1)
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cast(help_string2)
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def spawn(self):
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new_element = 4 if randrange(100) > 89 else 2
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(i,j) = choice([(i,j) for i in range(self.width) for j in range(self.height) if self.field[i][j] == 0])
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self.field[i][j] = new_element
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def move_is_possible(self, direction):
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def row_is_left_movable(row):
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def change(i): # true if there'll be change in i-th tile
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if row[i] == 0 and row[i + 1] != 0: # Move
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return True
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if row[i] != 0 and row[i + 1] == row[i]: # Merge
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return True
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return False
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return any(change(i) for i in range(len(row) - 1))
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check = {}
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check['Left'] = lambda field: \
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any(row_is_left_movable(row) for row in field)
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check['Right'] = lambda field: \
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check['Left'](invert(field))
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check['Up'] = lambda field: \
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check['Left'](transpose(field))
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check['Down'] = lambda field: \
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check['Right'](transpose(field))
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if direction in check:
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return check[direction](self.field)
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else:
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return False
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def main(stdscr):
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curses.use_default_colors()
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game_field = GameField(win=32)
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state_actions = {} # Init, Game, Win, Gameover, Exit
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def init():
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game_field.reset()
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return 'Game'
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state_actions['Init'] = init
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def not_game(state):
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game_field.draw(stdscr)
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action = get_user_action(stdscr)
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responses = defaultdict(lambda: state)
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responses['Restart'], responses['Exit'] = 'Init', 'Exit'
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return responses[action]
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state_actions['Win'] = lambda: not_game('Win')
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state_actions['Gameover'] = lambda: not_game('Gameover')
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def game():
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game_field.draw(stdscr)
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action = get_user_action(stdscr)
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if action == 'Restart':
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return 'Init'
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if action == 'Exit':
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return 'Exit'
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if game_field.move(action): # move successful
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if game_field.is_win():
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return 'Win'
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if game_field.is_gameover():
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return 'Gameover'
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return 'Game'
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state_actions['Game'] = game
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state = 'Init'
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while state != 'Exit':
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state = state_actions[state]()
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curses.wrapper(main)
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