mirror of
https://github.com/kristoferssolo/2048.git
synced 2025-10-21 15:20:35 +00:00
refactor(game): delete old game
This commit is contained in:
parent
fdcda990d0
commit
8d4ef1be78
@ -1,4 +0,0 @@
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from .config import Config
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from .screens import Menu
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__all__ = ["Config", "Menu"]
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@ -1,12 +0,0 @@
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from .utils import Board, ColorScheme, Font, Header, Position, Screen, Size, Tile
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class Config:
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FONT = Font()
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COLORSCHEME = ColorScheme.ORIGINAL.value
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TILE = Tile()
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BOARD = Board()
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HEADER = Header()
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SCREEN = Screen()
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from .board import Board
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from .button import Button
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from .label import Label
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from .score_label import ScoreLabel
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from .tile import Tile
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__all__ = ["Board", "Button", "Label", "Tile", "ScoreLabel"]
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from .clickable_ui_element import ClickableUIElement
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from .movable_ui_element import MovableUIElement
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from .ui_element import UIElement
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__all__ = ["ClickableUIElement", "MovableUIElement", "UIElement"]
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@ -1,34 +0,0 @@
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from abc import abstractmethod
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from typing import Callable, Optional
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import pygame
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from py2048.utils import Position
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from .ui_element import UIElement
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class ClickableUIElement(UIElement):
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def __init__(
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self,
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hover_color: str,
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action: Optional[Callable[[], None]] = None,
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*args,
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**kwargs,
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) -> None:
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super().__init__(*args, **kwargs)
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self.action = action
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self.hover_color = hover_color
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self.is_hovered = False
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@abstractmethod
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def on_click(self, mouse_pos: Position) -> None:
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"""Handle the click event."""
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@abstractmethod
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def on_hover(self, mouse_pos: Position) -> None:
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"""Handle the hover event."""
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@abstractmethod
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def _draw_hover_background(self, surface: pygame.Surface) -> None:
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"""Draw the hover rectangle."""
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@ -1,22 +0,0 @@
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from abc import abstractmethod
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from typing import Any
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import pygame
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from py2048.utils import Direction, Position
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from .ui_element import UIElement
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class MovableUIElement(UIElement):
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def __init__(self, *args, **kwargs) -> None:
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UIElement.__init__(self, *args, **kwargs)
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@abstractmethod
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def move(self, direction: Direction) -> Any:
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"""Move the element in the given direction."""
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@property
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@abstractmethod
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def pos(self) -> Position:
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"""Return the position of the element."""
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@ -1,55 +0,0 @@
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from abc import ABC, ABCMeta, abstractmethod
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from typing import Optional
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import pygame
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from loguru import logger
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from py2048 import Config
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from py2048.utils import Position, Size
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class UIElement(ABC, metaclass=ABCMeta):
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def __init__(
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self,
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/,
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*,
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position: Position,
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bg_color: str,
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font_color: str,
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font_size: int = Config.FONT.size,
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font_family: str = Config.FONT.family,
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size: Optional[Size] = Size(50, 50),
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text: str = "",
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border_radius: int = 0,
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border_width: int = 0,
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):
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super().__init__()
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self.text = text
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self.size = size
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self.bg_color = bg_color
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self.font_color = font_color
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self.border_radius = border_radius
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self.border_width = border_width
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self.position = position
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self.x, self.y = self.position
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self.font = pygame.font.SysFont(font_family, font_size)
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@abstractmethod
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def draw(self, surface: pygame.Surface) -> None:
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"""Draw the element."""
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@abstractmethod
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def update(self) -> None:
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"""Update the element."""
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@abstractmethod
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def _draw_background(self, surface: pygame.Surface) -> None:
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"""Draw a background for the given surface."""
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@abstractmethod
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def _draw_text(self) -> None:
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"""Draw the text of the element."""
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@abstractmethod
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def _create_surface(self) -> pygame.Surface:
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"""Create a surface for the element."""
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@ -1,151 +0,0 @@
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import random
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from typing import Optional
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import pygame
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from loguru import logger
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from py2048 import Config
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from py2048.utils import Direction, Position
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from .tile import Tile
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class Board(pygame.sprite.Group):
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def __init__(self):
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super().__init__()
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self.rect = pygame.Rect(0, 0, *Config.BOARD.size)
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self.score: int = 0
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self.rect.x, self.rect.y = Config.BOARD.pos
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self._initiate_game()
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def _initiate_game(self) -> None:
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"""Initiate the game."""
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self.generate_initial_tiles()
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def draw(self, surface: pygame.Surface) -> None:
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"""Draw the board."""
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self._draw_background(surface)
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super().draw(surface)
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def _draw_background(self, surface: pygame.Surface) -> None:
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"""Draw the board background."""
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pygame.draw.rect(
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surface,
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Config.COLORSCHEME.BOARD_BG,
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self.rect,
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border_radius=Config.TILE.border.radius,
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) # background
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pygame.draw.rect(
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surface,
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Config.COLORSCHEME.BOARD_BG,
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self.rect,
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width=Config.TILE.border.width,
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border_radius=Config.TILE.border.radius,
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) # border
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def move(self, direction: Direction) -> None:
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"""Move the tiles in the specified direction."""
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tiles = self.sprites()
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tile: Tile
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match direction:
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case Direction.UP:
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tiles.sort(key=lambda tile: tile.rect.y)
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case Direction.DOWN:
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tiles.sort(key=lambda tile: tile.rect.y, reverse=True)
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case Direction.LEFT:
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tiles.sort(key=lambda tile: tile.rect.x)
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case Direction.RIGHT:
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tiles.sort(key=lambda tile: tile.rect.x, reverse=True)
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for tile in tiles:
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self.score += tile.move(direction)
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if not self._is_full():
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self.generate_random_tile()
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def generate_initial_tiles(self) -> None:
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"""Generate the initial tiles."""
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self.generate_tile(Config.TILE.initial_count)
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def generate_tile(self, amount: int = 1, *pos: Position) -> None:
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"""Generate `amount` number of tiles or at the specified positions."""
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if pos:
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for coords in pos:
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x, y = coords.x * Config.TILE.size, coords.y * Config.TILE.size
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self.add(Tile(Position(x, y), self))
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return
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for _ in range(amount):
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self.generate_random_tile()
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def generate_random_tile(self) -> None:
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"""Generate a tile with random coordinates aligned with the grid."""
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while True:
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# Generate random coordinates aligned with the grid
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x = random.randint(0, 3) * Config.TILE.size + Config.BOARD.pos.x
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y = random.randint(0, 3) * Config.TILE.size + Config.BOARD.pos.y
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tile = Tile(Position(x, y), self)
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colliding_tiles = pygame.sprite.spritecollide(
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tile, self, False
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) # check for collisions
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if not colliding_tiles:
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self.add(tile)
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return
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def _is_full(self) -> bool:
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"""Check if the board is full."""
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return len(self.sprites()) == Config.BOARD.len**2
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def _can_move(self) -> bool:
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"""Check if any movement is possible on the board."""
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tile: Tile
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for tile in self.sprites():
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if tile.can_move():
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return True
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return False
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def is_game_over(self) -> bool:
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"""Check if the game is over."""
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return self._is_full() and not self._can_move()
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def reset(self) -> None:
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"""Reset the board."""
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self.empty()
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self._initiate_game()
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def max_val(self) -> int:
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"""Return the maximum value of the tiles."""
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tile: Tile
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return int(max(tile.value for tile in self.sprites()))
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def get_tile(self, position: Position) -> Optional[Tile]:
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"""Return the tile at the specified position."""
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tile: Tile
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for tile in self.sprites():
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if tile.pos == position:
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return tile
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return None
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def get_tile_value(self, position: Position) -> int:
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"""Return the value of the tile at the specified position."""
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tile = self.get_tile(position)
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if tile:
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return tile.value
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return 0
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def matrix(self) -> list[int]:
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"""Return a 1d matrix of values of the tiles."""
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matrix: list[int] = []
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for i in range(1, Config.BOARD.len + 1):
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for j in range(1, Config.BOARD.len + 1):
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tile = self.get_tile(Position(j, i))
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if tile:
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matrix.append(tile.value)
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else:
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matrix.append(0)
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return matrix
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@ -1,71 +0,0 @@
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import sys
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from typing import Callable, Optional
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import pygame
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from attrs import define, field
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from py2048 import Config
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from py2048.utils import Direction, Position
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from .abc import ClickableUIElement
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class Button(ClickableUIElement, pygame.sprite.Sprite):
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def __init__(self, *args, **kwargs):
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pygame.sprite.Sprite.__init__(self)
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super().__init__(*args, **kwargs)
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self.image = self._create_surface()
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self.rect = self.image.get_rect()
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self.rect.topleft = self.position
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self.update()
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def draw(self, surface: pygame.Surface) -> None:
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"""Draw the button on the given surface."""
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self._draw_background(surface)
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self._draw_text()
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self.image.blit(self.image, (0, 0))
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def update(self) -> None:
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"""Update the button."""
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self._draw_background(self.image)
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self._draw_text()
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def on_click(self, mouse_pos: Position) -> None:
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"""Handle the click event."""
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if self.rect.collidepoint(mouse_pos) and self.action:
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self.action()
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def on_hover(self, mouse_pos: Position) -> None:
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pass
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def _draw_background(self, surface: pygame.Surface) -> None:
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"""Draw a rectangle on the given surface."""
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if self.size:
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pygame.draw.rect(
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surface,
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self.bg_color,
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(0, 0, *self.size),
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border_radius=Config.TILE.border.radius,
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)
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def _draw_hover_background(self, surface: pygame.Surface) -> None:
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"""Draw the hover rectangle."""
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pygame.draw.rect(
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surface,
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self.hover_color,
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self.rect,
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border_radius=self.border_radius,
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)
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def _draw_text(self) -> None:
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"""Draw the text of the element."""
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text = self.font.render(self.text, True, self.font_color)
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rect = text.get_rect(center=self.image.get_rect().center)
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self.image.blit(text, rect)
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def _create_surface(self) -> pygame.Surface:
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"""Create a surface for the element."""
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surface = pygame.Surface(self.size, pygame.SRCALPHA)
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self._draw_background(surface)
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return surface
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@ -1,52 +0,0 @@
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import pygame
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from loguru import logger
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from py2048 import Config
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from py2048.utils import Position, Size
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from .abc import UIElement
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class Label(UIElement, pygame.sprite.Sprite):
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def __init__(self, *args, **kwargs) -> None:
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pygame.sprite.Sprite.__init__(self)
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super().__init__(*args, **kwargs)
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self.image = self._create_surface()
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self.rect = self.image.get_rect()
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self.rect.topleft = self.position
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self.update()
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def draw(self, surface: pygame.Surface) -> None:
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"""Draw the element on the given surface."""
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self._draw_background(surface)
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self._draw_text()
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self.image.blit(self.image, (0, 0))
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def update(self) -> None:
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"""Update the sprite."""
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self._draw_background(self.image)
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self._draw_text()
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self.image.blit(self.image, (0, 0))
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def _draw_background(self, surface: pygame.Surface) -> None:
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"""Draw a background for the given surface."""
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if self.size:
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pygame.draw.rect(
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surface,
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self.bg_color,
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(0, 0, *self.size),
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border_radius=Config.TILE.border.radius,
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)
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def _draw_text(self) -> None:
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"""Draw the text of the element."""
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text = self.font.render(self.text, True, self.font_color)
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rect = text.get_rect(center=self.image.get_rect().center)
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self.image.blit(text, rect)
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def _create_surface(self) -> pygame.Surface:
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"""Create a surface for the element."""
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surface = pygame.Surface(self.size, pygame.SRCALPHA)
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self._draw_background(surface)
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return surface
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from typing import Optional
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import pygame
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from loguru import logger
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from py2048 import Config
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from py2048.utils import Position, Size
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from .abc import UIElement
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class ScoreLabel(UIElement, pygame.sprite.Sprite):
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def __init__(self, value: int, *args, **kwargs) -> None:
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pygame.sprite.Sprite.__init__(self)
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super().__init__(*args, **kwargs)
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self.value = value
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self.image = self._create_surface()
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self.rect = self.image.get_rect()
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self.rect.topleft = self.position
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self.update()
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def draw(self, surface: pygame.Surface) -> None:
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"""Draw the element on the given surface."""
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self._draw_background(surface)
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self._draw_text()
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def update(self) -> None:
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"""Update the sprite."""
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self._draw_background(self.image)
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self._draw_text()
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def update_score(self, score: int) -> None:
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"""Update the score value."""
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self.value = score
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self.update()
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def _draw_background(self, surface: pygame.Surface) -> None:
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"""Draw a background for the given surface."""
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if self.size:
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pygame.draw.rect(
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surface,
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self.bg_color,
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(0, 0, *self.size),
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border_radius=self.border_radius,
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)
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def _draw_text(self) -> None:
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"""Draw the text of the element."""
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centerx, centery = self.image.get_rect().center
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# Render text
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label_text = self.font.render(self.text, True, self.font_color)
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label_rect = label_text.get_rect(center=(centerx, centery - 10))
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self.image.blit(label_text, label_rect)
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# Render value
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score_text = self.font.render(f"{self.value}", True, self.font_color)
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score_rect = score_text.get_rect(center=(centerx, centery + 10))
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self.image.blit(score_text, score_rect)
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def _create_surface(self) -> pygame.Surface:
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"""Create a surface for the element."""
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surface = pygame.Surface(self.size, pygame.SRCALPHA)
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self._draw_background(surface)
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return surface
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@ -1,201 +0,0 @@
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import random
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from typing import Union
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import pygame
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from loguru import logger
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from py2048 import Config
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from py2048.utils import ColorScheme, Direction, Position, Size
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from .abc import MovableUIElement, UIElement
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def _grid_pos(position: Position) -> Position:
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"""Return the position in the grid."""
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x = (position.x - Config.BOARD.pos.x) // Config.TILE.size + 1
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y = (position.y - Config.BOARD.pos.y) // Config.TILE.size + 1
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return Position(x, y)
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class Tile(MovableUIElement, pygame.sprite.Sprite):
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def __init__(
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self,
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position: Position,
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group: pygame.sprite.Group,
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):
|
||||
pygame.sprite.Sprite.__init__(self)
|
||||
self.value = 2 if random.random() <= Config.TILE.value_probability else 4
|
||||
|
||||
super().__init__(
|
||||
position=position,
|
||||
text=f"{self.value}",
|
||||
bg_color=Config.COLORSCHEME.TILE_0,
|
||||
font_color=Config.COLORSCHEME.DARK_TEXT,
|
||||
size=Size(Config.TILE.size, Config.TILE.size),
|
||||
border_radius=Config.TILE.border.radius,
|
||||
border_width=Config.TILE.border.width,
|
||||
)
|
||||
self.group = group
|
||||
|
||||
self.image = self._create_surface()
|
||||
self.rect = self.image.get_rect()
|
||||
self.rect.topleft = self.position
|
||||
self.update()
|
||||
|
||||
def draw(self, surface: pygame.Surface) -> None:
|
||||
"""Draw the value of the tile."""
|
||||
self._draw_background(surface)
|
||||
self._draw_text()
|
||||
self.image.blit(self.image, (0, 0))
|
||||
|
||||
def update(self) -> None:
|
||||
"""Update the sprite."""
|
||||
self._draw_background(self.image)
|
||||
self.text = f"{self.value}"
|
||||
self._draw_text()
|
||||
self.image.blit(self.image, (0, 0))
|
||||
|
||||
def _draw_background(self, surface: pygame.Surface) -> None:
|
||||
"""Draw a rounded rectangle on the given surface."""
|
||||
if self.size:
|
||||
pygame.draw.rect(
|
||||
surface,
|
||||
self._get_color(),
|
||||
(0, 0, *self.size),
|
||||
border_radius=Config.TILE.border.radius,
|
||||
)
|
||||
self._draw_border(surface)
|
||||
|
||||
def _draw_border(self, surface: pygame.Surface) -> None:
|
||||
"""Draw a rounded border on the given surface."""
|
||||
if self.size:
|
||||
pygame.draw.rect(
|
||||
surface,
|
||||
(0, 0, 0, 0),
|
||||
(0, 0, *self.size),
|
||||
border_radius=Config.TILE.border.radius,
|
||||
width=Config.TILE.border.width,
|
||||
)
|
||||
|
||||
def _draw_text(self) -> None:
|
||||
"""Draw the text of the sprite."""
|
||||
text = self.font.render(self.text, True, self.font_color)
|
||||
rect = (text.get_rect(center=self.image.get_rect().center),)
|
||||
self.image.blit(text, rect)
|
||||
|
||||
def _create_surface(self) -> pygame.Surface:
|
||||
"""Create a surface for the sprite."""
|
||||
surface = pygame.Surface(self.size, pygame.SRCALPHA)
|
||||
self._draw_background(surface)
|
||||
return surface
|
||||
|
||||
def move(self, direction: Direction) -> int:
|
||||
"""
|
||||
Move the tile by `dx` and `dy`.
|
||||
If the tile collides with another tile, it will merge with it if possible.
|
||||
"""
|
||||
score = 0
|
||||
while True:
|
||||
new_x, new_y = self._calc_new_pos(direction)
|
||||
|
||||
if self._is_out_if_bounds(new_x, new_y):
|
||||
return score
|
||||
|
||||
if self._has_collision(new_x, new_y):
|
||||
collided_tile = self._get_collided_tile(new_x, new_y)
|
||||
if collided_tile and self._can_merge(collided_tile):
|
||||
score += self._merge(collided_tile)
|
||||
else:
|
||||
return score
|
||||
|
||||
self.group.remove(self)
|
||||
self.rect.topleft = new_x, new_y
|
||||
self.group.add(self)
|
||||
|
||||
def _calc_new_pos(self, direction: Direction) -> tuple[int, int]:
|
||||
"""Calculate the new position of the tile."""
|
||||
dx, dy = direction * Config.TILE.size
|
||||
return self.rect.x + dx, self.rect.y + dy
|
||||
|
||||
def _is_out_if_bounds(self, x: int, y: int) -> bool:
|
||||
"""Return whether the tile is out of bounds."""
|
||||
board_left = Config.BOARD.pos.x
|
||||
board_right = Config.BOARD.pos.x + Config.BOARD.size.width - Config.TILE.size
|
||||
board_top = Config.BOARD.pos.y
|
||||
board_bottom = Config.BOARD.pos.y + Config.BOARD.size.height - Config.TILE.size
|
||||
return not (board_left <= x <= board_right and board_top <= y <= board_bottom)
|
||||
|
||||
def _has_collision(self, x: int, y: int) -> bool:
|
||||
"""Checks whether the tile has a collision with any other tile."""
|
||||
return any(tile.rect.collidepoint(x, y) for tile in self.group if tile != self)
|
||||
|
||||
def _get_collided_tile(self, x: int, y: int) -> Union["Tile", None]:
|
||||
"""Get the tile that collides with the given tile."""
|
||||
|
||||
return next(
|
||||
(
|
||||
tile
|
||||
for tile in self.group
|
||||
if tile != self and tile.rect.collidepoint(x, y)
|
||||
),
|
||||
None,
|
||||
)
|
||||
|
||||
def _can_merge(self, other: "Tile") -> bool:
|
||||
"""Check if the tile can merge with another tile."""
|
||||
return self.value == other.value
|
||||
|
||||
def _merge(self, other: "Tile") -> int:
|
||||
"""Merge the tile with another tile."""
|
||||
self.group.remove(other)
|
||||
self.group.remove(self)
|
||||
self.value += other.value
|
||||
self.update()
|
||||
self.group.add(self)
|
||||
return self.value
|
||||
|
||||
def can_move(self) -> bool:
|
||||
"""Check if the tile can move"""
|
||||
for direction in Direction:
|
||||
new_x, new_y = self._calc_new_pos(direction)
|
||||
if not self._is_out_if_bounds(new_x, new_y) and self._has_collision(
|
||||
new_x, new_y
|
||||
):
|
||||
collided_tile = self._get_collided_tile(new_x, new_y)
|
||||
if collided_tile and self._can_merge(collided_tile):
|
||||
return True
|
||||
return False
|
||||
|
||||
def _get_color(self) -> str:
|
||||
"""Change the color of the tile based on its value."""
|
||||
color_map = {
|
||||
2: Config.COLORSCHEME.TILE_2,
|
||||
4: Config.COLORSCHEME.TILE_4,
|
||||
8: Config.COLORSCHEME.TILE_8,
|
||||
16: Config.COLORSCHEME.TILE_16,
|
||||
32: Config.COLORSCHEME.TILE_32,
|
||||
64: Config.COLORSCHEME.TILE_64,
|
||||
128: Config.COLORSCHEME.TILE_128,
|
||||
256: Config.COLORSCHEME.TILE_256,
|
||||
512: Config.COLORSCHEME.TILE_512,
|
||||
1024: Config.COLORSCHEME.TILE_1024,
|
||||
2048: Config.COLORSCHEME.TILE_2048,
|
||||
}
|
||||
return color_map.get(self.value, Config.COLORSCHEME.TILE_ELSE)
|
||||
|
||||
def __repr__(self) -> str:
|
||||
"""Return a string representation of the tile."""
|
||||
return f"Tile({id(self)}): {self.pos} num={self.value}"
|
||||
|
||||
def __str__(self) -> str:
|
||||
"""Return a string representation of the tile."""
|
||||
return self.__repr__()
|
||||
|
||||
def __hash__(self) -> int:
|
||||
"""Return a hash of the tile."""
|
||||
return hash((self.rect.x, self.rect.y))
|
||||
|
||||
@property
|
||||
def pos(self) -> Position:
|
||||
"""Return the position of the tile."""
|
||||
return _grid_pos(Position(*self.rect.topleft))
|
||||
@ -1,4 +0,0 @@
|
||||
from .game import Game
|
||||
from .menu import Menu
|
||||
|
||||
__all__ = ["Menu", "Game"]
|
||||
@ -1,114 +0,0 @@
|
||||
import neat
|
||||
import pygame
|
||||
from loguru import logger
|
||||
|
||||
from py2048 import Config
|
||||
from py2048.objects import Board, Button, ScoreLabel
|
||||
from py2048.utils import Direction, Position, Size
|
||||
|
||||
|
||||
class Game:
|
||||
def __init__(self) -> None:
|
||||
self.rect = pygame.Rect(0, 0, *Config.HEADER.size)
|
||||
self.labels = self._create_labels()
|
||||
self.buttons = self._create_buttons()
|
||||
self.board = Board()
|
||||
|
||||
def update_score(self, new_score: int) -> None:
|
||||
"""Updates the score to `new_score`."""
|
||||
self.score.update_score(new_score)
|
||||
|
||||
def draw(self, surface: pygame.Surface) -> None:
|
||||
surface.fill(Config.COLORSCHEME.BG)
|
||||
self.board.draw(surface)
|
||||
self.labels.draw(surface)
|
||||
self.buttons.draw(surface)
|
||||
pygame.display.flip()
|
||||
|
||||
def handle_events(self, event: pygame.Event) -> None:
|
||||
if event.type == pygame.MOUSEBUTTONDOWN:
|
||||
for button in self.buttons:
|
||||
button.on_click(Position(*event.pos))
|
||||
elif event.type == pygame.MOUSEMOTION:
|
||||
for button in self.buttons:
|
||||
button.on_hover(Position(*event.pos))
|
||||
elif event.type == pygame.KEYDOWN:
|
||||
if event.key in (pygame.K_LEFT, pygame.K_a, pygame.K_h):
|
||||
self.move_left()
|
||||
elif event.key in (pygame.K_RIGHT, pygame.K_d, pygame.K_l):
|
||||
self.move_right()
|
||||
elif event.key in (pygame.K_UP, pygame.K_w, pygame.K_k):
|
||||
self.move_up()
|
||||
elif event.key in (pygame.K_DOWN, pygame.K_s, pygame.K_j):
|
||||
self.move_down()
|
||||
|
||||
def move(self, direction: Direction) -> None:
|
||||
"""Moved the board in the given direction and updates the score."""
|
||||
self.board.move(direction)
|
||||
self.update_score(self.board.score)
|
||||
# if self.board.is_game_over():
|
||||
# logger.info(f"Game over! Score was {self.board.score}.")
|
||||
# self.restart()
|
||||
|
||||
def move_up(self) -> None:
|
||||
self.move(Direction.UP)
|
||||
|
||||
def move_down(self) -> None:
|
||||
self.move(Direction.DOWN)
|
||||
|
||||
def move_left(self) -> None:
|
||||
self.move(Direction.LEFT)
|
||||
|
||||
def move_right(self) -> None:
|
||||
self.move(Direction.RIGHT)
|
||||
|
||||
def restart(self) -> None:
|
||||
self.board.reset()
|
||||
self.board.score = 0
|
||||
self.update_score(0)
|
||||
|
||||
def _create_labels(self) -> pygame.sprite.Group:
|
||||
size = Size(60, 40)
|
||||
|
||||
self.score = ScoreLabel(
|
||||
value=0,
|
||||
text="Score",
|
||||
size=size,
|
||||
position=Position(
|
||||
Config.SCREEN.size.width - Config.TILE.size // 2 - size.width * 2 - 10,
|
||||
10,
|
||||
),
|
||||
bg_color=Config.COLORSCHEME.BOARD_BG,
|
||||
font_color=Config.COLORSCHEME.LIGHT_TEXT,
|
||||
font_size=16,
|
||||
border_radius=2,
|
||||
)
|
||||
highscore = ScoreLabel(
|
||||
value=2048,
|
||||
text="Best",
|
||||
size=size,
|
||||
position=Position(
|
||||
Config.SCREEN.size.width - Config.TILE.size // 2 - size.width, 10
|
||||
),
|
||||
bg_color=Config.COLORSCHEME.BOARD_BG,
|
||||
font_color=Config.COLORSCHEME.LIGHT_TEXT,
|
||||
font_size=16,
|
||||
border_radius=2,
|
||||
)
|
||||
|
||||
return pygame.sprite.Group(self.score, highscore)
|
||||
|
||||
def _create_buttons(self) -> pygame.sprite.Group:
|
||||
reset = Button(
|
||||
position=(10, 10),
|
||||
bg_color=Config.COLORSCHEME.BOARD_BG,
|
||||
font_color=Config.COLORSCHEME.LIGHT_TEXT,
|
||||
hover_color=Config.COLORSCHEME.TILE_0,
|
||||
size=(100, 30),
|
||||
text="New Game",
|
||||
border_radius=Config.TILE.border.radius,
|
||||
action=self.restart,
|
||||
font_size=16,
|
||||
border_width=2,
|
||||
)
|
||||
return pygame.sprite.Group(reset)
|
||||
@ -1,129 +0,0 @@
|
||||
import sys
|
||||
from pathlib import Path
|
||||
|
||||
import neat
|
||||
import pygame
|
||||
from ai import get_config, read_genome
|
||||
from loguru import logger
|
||||
|
||||
from py2048 import Config
|
||||
from py2048.objects import Button
|
||||
from py2048.utils import Position
|
||||
|
||||
from .game import Game
|
||||
|
||||
|
||||
class Menu:
|
||||
def __init__(self):
|
||||
pygame.init()
|
||||
pygame.display.set_caption("2048")
|
||||
self._surface: pygame.Surface = pygame.display.set_mode(Config.SCREEN.size)
|
||||
|
||||
logger.info("Initializing game")
|
||||
|
||||
self._buttons_data = {
|
||||
"Play": self.play,
|
||||
"AI": self.ai,
|
||||
"Settings": self.settings,
|
||||
"Exit": self.exit,
|
||||
}
|
||||
self._game_active = False
|
||||
self._ai_active = False
|
||||
self._setting_active = False
|
||||
self._buttons = self._create_buttons()
|
||||
|
||||
def _create_buttons(self) -> pygame.sprite.Group:
|
||||
"""Create the buttons."""
|
||||
width, height = 120, 50
|
||||
buttons = pygame.sprite.Group()
|
||||
for index, (text, action) in enumerate(self._buttons_data.items(), start=1):
|
||||
buttons.add(
|
||||
Button(
|
||||
position=(
|
||||
Config.SCREEN.size.width / 2 - width / 2,
|
||||
Config.SCREEN.size.height / len(self._buttons_data) * index
|
||||
- height,
|
||||
),
|
||||
bg_color=Config.COLORSCHEME.BOARD_BG,
|
||||
font_color=Config.COLORSCHEME.LIGHT_TEXT,
|
||||
hover_color=Config.COLORSCHEME.TILE_0,
|
||||
size=(width, height),
|
||||
text=text,
|
||||
border_radius=Config.TILE.border.radius,
|
||||
action=action,
|
||||
)
|
||||
)
|
||||
|
||||
return buttons
|
||||
|
||||
def draw(self) -> None:
|
||||
self._surface.fill(Config.COLORSCHEME.BG)
|
||||
self._buttons.draw(self._surface)
|
||||
pygame.display.flip()
|
||||
|
||||
def run(self) -> None:
|
||||
"""Run the game loop."""
|
||||
|
||||
while True:
|
||||
self._hande_events()
|
||||
|
||||
if self._game_active:
|
||||
self.game.draw(self._surface)
|
||||
elif self._ai_active:
|
||||
self._ai_move()
|
||||
self.game.draw(self._surface)
|
||||
elif self._setting_active:
|
||||
pass
|
||||
else:
|
||||
self.draw()
|
||||
|
||||
def _hande_events(self) -> None:
|
||||
"""Handle pygame events."""
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
self.exit()
|
||||
elif event.type == pygame.MOUSEBUTTONDOWN:
|
||||
for button in self._buttons:
|
||||
button.on_click(Position(*event.pos))
|
||||
elif event.type == pygame.MOUSEMOTION:
|
||||
for button in self._buttons:
|
||||
button.on_hover(Position(*event.pos))
|
||||
elif event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_q:
|
||||
self.exit()
|
||||
if self._game_active or self._ai_active:
|
||||
self.game.handle_events(event)
|
||||
|
||||
def play(self) -> None:
|
||||
logger.debug("Launching game")
|
||||
self._game_active = True
|
||||
self.game = Game()
|
||||
|
||||
def ai(self) -> None:
|
||||
logger.debug("AI")
|
||||
|
||||
self._ai_active = True
|
||||
self.game = Game()
|
||||
self.network = neat.nn.FeedForwardNetwork.create(read_genome(), get_config())
|
||||
|
||||
def _ai_move(self) -> None:
|
||||
decisions = {
|
||||
0: self.game.move_up,
|
||||
1: self.game.move_down,
|
||||
2: self.game.move_left,
|
||||
3: self.game.move_right,
|
||||
}
|
||||
|
||||
output = self.network.activate((*self.game.board.matrix(),))
|
||||
decision = output.index(max(output))
|
||||
|
||||
decisions[decision]()
|
||||
|
||||
def settings(self) -> None:
|
||||
logger.debug("Settings")
|
||||
|
||||
def exit(self) -> None:
|
||||
"""Exit the game."""
|
||||
logger.debug("Exiting")
|
||||
pygame.quit()
|
||||
sys.exit()
|
||||
@ -1,17 +0,0 @@
|
||||
from path import BASE_PATH
|
||||
|
||||
from .collections import Board, Font, Header, Position, Screen, Size, Tile
|
||||
from .color import ColorScheme
|
||||
from .enums import Direction
|
||||
|
||||
__all__ = [
|
||||
"Board",
|
||||
"ColorScheme",
|
||||
"Direction",
|
||||
"Font",
|
||||
"Position",
|
||||
"Size",
|
||||
"Tile",
|
||||
"Header",
|
||||
"Screen",
|
||||
]
|
||||
@ -1,52 +0,0 @@
|
||||
from typing import NamedTuple
|
||||
|
||||
from attr import Factory, define, field
|
||||
|
||||
|
||||
class Position(NamedTuple):
|
||||
x: int | float
|
||||
y: int | float
|
||||
|
||||
|
||||
class Size(NamedTuple):
|
||||
width: int
|
||||
height: int
|
||||
|
||||
|
||||
@define
|
||||
class Font:
|
||||
family: str = "Roboto"
|
||||
size: int = 32
|
||||
|
||||
|
||||
@define
|
||||
class Border:
|
||||
width: int
|
||||
radius: int
|
||||
|
||||
|
||||
@define
|
||||
class Tile:
|
||||
size: int = 75
|
||||
border: Border = Border(size // 20, size // 10)
|
||||
initial_count: int = 2
|
||||
value_probability: float = 0.9
|
||||
|
||||
|
||||
@define
|
||||
class Board:
|
||||
len: int = 4
|
||||
size: Size = Size(len * Tile().size, len * Tile().size)
|
||||
pos: Position = Position(Tile().size // 2, Tile().size + Tile().size // 2)
|
||||
|
||||
|
||||
@define
|
||||
class Header:
|
||||
size: Size = Size(Board().size.width + Tile().size, Tile().size)
|
||||
|
||||
|
||||
@define
|
||||
class Screen:
|
||||
size: Size = Size(
|
||||
Header().size.width, Board().size.height + Tile().size + Header().size.height
|
||||
)
|
||||
@ -1,27 +0,0 @@
|
||||
from enum import Enum
|
||||
|
||||
|
||||
class Original:
|
||||
TILE_0 = "#cdc1b4"
|
||||
TILE_2 = "#eee4da"
|
||||
TILE_4 = "#eee1c9"
|
||||
TILE_8 = "#f3b27a"
|
||||
TILE_16 = "#f69664"
|
||||
TILE_32 = "#f77c5f"
|
||||
TILE_64 = "#f75f3b"
|
||||
TILE_128 = "#edcf72"
|
||||
TILE_256 = "#edcc61"
|
||||
TILE_512 = "#edc850"
|
||||
TILE_1024 = "#edc53f"
|
||||
TILE_2048 = "#edc22e"
|
||||
TILE_ELSE = "#ff0000"
|
||||
LIGHT_TEXT = "#f9f6f2"
|
||||
DARK_TEXT = "#776e65"
|
||||
OTHER = "#000000"
|
||||
BG = "#faf8ef"
|
||||
BOARD_BG = "#bbada0"
|
||||
|
||||
|
||||
class ColorScheme(Enum):
|
||||
ORIGINAL = Original
|
||||
DARK = ... # TODO: Implement dark color scheme
|
||||
@ -1,18 +0,0 @@
|
||||
from enum import Enum
|
||||
|
||||
from .collections import Position
|
||||
|
||||
|
||||
class Direction(Enum):
|
||||
UP = Position(0, -1)
|
||||
DOWN = Position(0, 1)
|
||||
LEFT = Position(-1, 0)
|
||||
RIGHT = Position(1, 0)
|
||||
|
||||
def __mul__(self, num: int) -> Position:
|
||||
"""Multiply the direction by a constant."""
|
||||
return Position(self.value.x * num, self.value.y * num)
|
||||
|
||||
def __imul__(self, num: int) -> tuple[int, int]:
|
||||
"""Multiply the direction by a constant."""
|
||||
return Position(self.value.x * num, self.value.y * num)
|
||||
Loading…
Reference in New Issue
Block a user