mirror of
https://github.com/kristoferssolo/2048.git
synced 2025-10-21 15:20:35 +00:00
refactor(game): rename Block to Tile and organize files
This commit is contained in:
parent
61976e40aa
commit
c03be8f3cf
@ -0,0 +1,5 @@
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from .color import ColorScheme
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from .config import Config
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from .utils import BASE_PATH, Direction
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__all__ = ["Direction", "ColorScheme", "Config", "BASE_PATH"]
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@ -1,178 +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 .color import ColorScheme
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from .config import Config
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from .utils import Direction, grid_pos
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class Block(pygame.sprite.Sprite):
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def __init__(
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self, x: int, y: int, group: pygame.sprite.Group, value: int | None = 2
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):
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"""Initialize a block"""
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super().__init__()
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self.value: int = (
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value
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if value is not None
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else 2
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if random.random() <= Config.BLOCK_VALUE_PROBABILITY
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else 4
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)
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self.image = self._create_block_surface()
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self.rect = self.image.get_rect()
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self.rect.topleft = x, y
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self.font = pygame.font.SysFont(Config.FONT_FAMILY, Config.FONT_SIZE)
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self.group = group
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self.update()
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def _draw_background(self, surface: pygame.Surface) -> None:
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"""Draw a rounded rectangle with borders on the given surface."""
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rect = (0, 0, Config.BLOCK_SIZE, Config.BLOCK_SIZE)
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pygame.draw.rect(
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surface, self._get_color(), rect, border_radius=Config.BLOCK_BORDER_RADIUS
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) # background
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pygame.draw.rect(
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surface,
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(0, 0, 0, 0),
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rect,
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border_radius=Config.BLOCK_BORDER_RADIUS,
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width=Config.BLOCK_BORDER_WIDTH,
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) # border
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def _create_block_surface(self) -> pygame.Surface:
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"""Create a surface for the block."""
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block_surface = pygame.Surface(
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(Config.BLOCK_SIZE, Config.BLOCK_SIZE), pygame.SRCALPHA
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)
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self._draw_background(block_surface)
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return block_surface
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def draw(self) -> None:
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"""Draw the value of the block"""
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text = self.font.render(str(self.value), True, Config.COLORSCHEME.DARK_TEXT)
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block_surface = self._create_block_surface()
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block_center: tuple[int, int] = (Config.BLOCK_SIZE // 2, Config.BLOCK_SIZE // 2)
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text_rect: pygame.Rect = text.get_rect(center=self.image.get_rect().center)
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block_surface.blit(text, text_rect)
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self.image.blit(block_surface, (0, 0))
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def move(self, direction: Direction) -> int:
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"""Move the block by `dx` and `dy`."""
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score = 0
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while True:
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new_x, new_y = self._calc_new_pos(direction)
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if self._is_out_if_bounds(new_x, new_y):
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return score
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if self._has_collision(new_x, new_y):
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collided_block = self._get_collided_block(new_x, new_y)
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if collided_block and self._can_merge(collided_block):
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score += self._merge(collided_block)
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else:
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return score
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self.group.remove(self)
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self.rect.topleft = new_x, new_y
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self.group.add(self)
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def _calc_new_pos(self, direction: Direction) -> tuple[int, int]:
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"""Calculate the new position of the block."""
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dx, dy = direction * Config.BLOCK_SIZE
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return self.rect.x + dx, self.rect.y + dy
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def _is_out_if_bounds(self, x: int, y: int) -> bool:
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"""Return whether the block is out of bounds."""
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board_left = Config.BOARD_X
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board_right = Config.BOARD_X + Config.BOARD_WIDTH - Config.BLOCK_SIZE
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board_top = Config.BOARD_Y
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board_bottom = Config.BOARD_Y + Config.BOARD_HEIGHT - Config.BLOCK_SIZE
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return not (board_left <= x <= board_right and board_top <= y <= board_bottom)
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def _has_collision(self, x: int, y: int) -> bool:
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"""Checks whether the block has a collision with any other block."""
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return any(
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block.rect.collidepoint(x, y) for block in self.group if block != self
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)
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def _get_collided_block(self, x: int, y: int) -> Union["Block", None]:
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"""Get the block that collides with the given block."""
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return next(
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(
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block
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for block in self.group
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if block != self and block.rect.collidepoint(x, y)
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),
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None,
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)
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def _can_merge(self, other: "Block") -> bool:
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"""Check if the block can merge with another block."""
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return self.value == other.value
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def _merge(self, other: "Block") -> int:
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"""Merge the block with another block."""
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self.group.remove(other)
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self.group.remove(self)
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self.value += other.value
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self.update()
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self.group.add(self)
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return self.value
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def update(self) -> None:
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"""Update the block"""
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self.draw()
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def can_move(self) -> bool:
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"""Check if the block can move"""
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for direction in Direction:
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new_x, new_y = self._calc_new_pos(direction)
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if not self._is_out_if_bounds(new_x, new_y) and self._has_collision(
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new_x, new_y
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):
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collided_block = self._get_collided_block(new_x, new_y)
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if collided_block and self._can_merge(collided_block):
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return True
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return False
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def _get_color(self) -> ColorScheme:
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"""Change the color of the block based on its value"""
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color_map = {
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2: Config.COLORSCHEME.BLOCK_2,
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4: Config.COLORSCHEME.BLOCK_4,
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8: Config.COLORSCHEME.BLOCK_8,
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16: Config.COLORSCHEME.BLOCK_16,
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32: Config.COLORSCHEME.BLOCK_32,
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64: Config.COLORSCHEME.BLOCK_64,
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128: Config.COLORSCHEME.BLOCK_128,
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256: Config.COLORSCHEME.BLOCK_256,
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512: Config.COLORSCHEME.BLOCK_512,
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1024: Config.COLORSCHEME.BLOCK_1024,
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2048: Config.COLORSCHEME.BLOCK_2048,
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}
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return color_map.get(self.value, Config.COLORSCHEME.BLOCK_ELSE)
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def __repr__(self) -> str:
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"""Return a string representation of the block"""
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return f"Block({id(self)}): {self.pos} num={self.value}"
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def __str__(self) -> str:
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"""Return a string representation of the block"""
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return self.__repr__()
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def __hash__(self) -> int:
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"""Return a hash of the block"""
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return hash((self.rect.x, self.rect.y, self.value))
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@property
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def pos(self) -> tuple[int, int]:
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"""Return the position of the block"""
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return grid_pos(self.rect.x), grid_pos(self.rect.y)
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@ -2,19 +2,19 @@ from enum import Enum
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class Original:
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BLOCK_0 = "#cdc1b4"
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BLOCK_2 = "#eee4da"
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BLOCK_4 = "#eee1c9"
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BLOCK_8 = "#f3b27a"
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BLOCK_16 = "#f69664"
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BLOCK_32 = "#f77c5f"
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BLOCK_64 = "#f75f3b"
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BLOCK_128 = "#edcf72"
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BLOCK_256 = "#edcc61"
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BLOCK_512 = "#edc850"
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BLOCK_1024 = "#edc53f"
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BLOCK_2048 = "#edc22e"
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BLOCK_ELSE = "#ff0000"
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TILE_0 = "#cdc1b4"
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TILE_2 = "#eee4da"
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TILE_4 = "#eee1c9"
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TILE_8 = "#f3b27a"
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TILE_16 = "#f69664"
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TILE_32 = "#f77c5f"
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TILE_64 = "#f75f3b"
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TILE_128 = "#edcf72"
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TILE_256 = "#edcc61"
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TILE_512 = "#edc850"
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TILE_1024 = "#edc53f"
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TILE_2048 = "#edc22e"
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TILE_ELSE = "#ff0000"
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LIGHT_TEXT = "#f9f6f2"
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DARK_TEXT = "#776e65"
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OTHER = "#000000"
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@ -6,23 +6,22 @@ class Config:
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FONT_SIZE = 32
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COLORSCHEME = ColorScheme.ORIGINAL.value
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BLOCK_SIZE = 75
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BLOCK_BORDER_WIDTH = BLOCK_SIZE // 20
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BLOCK_BORDER_RADIUS = BLOCK_SIZE // 10
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TILE_SIZE = 75
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TILE_BORDER_WIDTH = TILE_SIZE // 20
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TILE_BORDER_RADIUS = TILE_SIZE // 10
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INITIAL_TILE_COUNT = 2
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TILE_VALUE_PROBABILITY = 0.9
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BOARD_SIZE = 4
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BOARD_WIDTH = BOARD_SIZE * BLOCK_SIZE
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BOARD_HEIGHT = BOARD_SIZE * BLOCK_SIZE
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BOARD_WIDTH = BOARD_SIZE * TILE_SIZE
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BOARD_HEIGHT = BOARD_SIZE * TILE_SIZE
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HEADER_WIDTH = BOARD_WIDTH + BLOCK_SIZE
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HEADER_HEIGHT = BLOCK_SIZE
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HEADER_WIDTH = BOARD_WIDTH + TILE_SIZE
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HEADER_HEIGHT = TILE_SIZE
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BOARD_X = BLOCK_SIZE // 2
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BOARD_Y = HEADER_HEIGHT + BLOCK_SIZE // 2
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BOARD_X = TILE_SIZE // 2
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BOARD_Y = HEADER_HEIGHT + TILE_SIZE // 2
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SCREEN_WIDTH = HEADER_WIDTH
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SCREEN_HEIGHT = BOARD_HEIGHT + BLOCK_SIZE + HEADER_HEIGHT
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SCREEN_HEIGHT = BOARD_HEIGHT + TILE_SIZE + HEADER_HEIGHT
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SCREEN_SIZE = SCREEN_WIDTH, SCREEN_HEIGHT
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INITIAL_BLOCK_COUNT = 2
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BLOCK_VALUE_PROBABILITY = 0.9
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@ -3,17 +3,15 @@ import sys
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import pygame
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from loguru import logger
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from .board import Board
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from .config import Config
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from .logger import setup_logger
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from .screens.header import Header
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from .screens.menu import Menu
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from .utils import Direction
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from .objects import Board
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from .screens import Header, Menu
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from .utils import Direction, _setup_logger
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class Game:
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def __init__(self) -> None:
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setup_logger()
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_setup_logger()
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logger.info("Initializing game")
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pygame.init()
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@ -1,15 +0,0 @@
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from pathlib import Path
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from loguru import logger
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BASE_PATH = Path(__file__).resolve().parent.parent.parent
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def setup_logger() -> None:
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logger.add(
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BASE_PATH.joinpath(".logs", "game.log"),
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format="{time} | {level} | {message}",
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level="DEBUG" if BASE_PATH.joinpath("debug").exists() else "INFO",
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rotation="1 MB",
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compression="zip",
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)
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7
src/py2048/objects/__init__.py
Normal file
7
src/py2048/objects/__init__.py
Normal file
@ -0,0 +1,7 @@
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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 .sprite import Sprite
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from .tile import Tile
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__all__ = ["Board", "Button", "Sprite", "Tile", "Label"]
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@ -3,9 +3,9 @@ import random
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import pygame
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from loguru import logger
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from .block import Block
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from .config import Config
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from .utils import Direction
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from py2048 import Config, Direction
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from .tile import Tile
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class Board(pygame.sprite.Group):
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@ -18,11 +18,11 @@ class Board(pygame.sprite.Group):
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def initiate_game(self) -> None:
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"""Initiate the game."""
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self.generate_initial_blocks()
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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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block: Block
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tile: Tile
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self._draw_background(surface)
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super().draw(surface)
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@ -33,69 +33,69 @@ class Board(pygame.sprite.Group):
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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.BLOCK_BORDER_RADIUS,
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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.BLOCK_BORDER_WIDTH,
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border_radius=Config.BLOCK_BORDER_RADIUS,
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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) -> int:
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"""Move the blocks in the specified direction."""
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"""Move the tiles in the specified direction."""
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score = 0
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blocks = self.sprites()
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block: Block
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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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blocks.sort(key=lambda block: block.rect.y)
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tiles.sort(key=lambda tile: tile.rect.y)
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case Direction.DOWN:
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blocks.sort(key=lambda block: block.rect.y, reverse=True)
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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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blocks.sort(key=lambda block: block.rect.x)
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tiles.sort(key=lambda tile: tile.rect.x)
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case Direction.RIGHT:
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blocks.sort(key=lambda block: block.rect.x, reverse=True)
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tiles.sort(key=lambda tile: tile.rect.x, reverse=True)
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for block in blocks:
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score += block.move(direction)
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for tile in tiles:
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score += tile.move(direction)
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if not self._is_full():
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self.generate_random_block()
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self.generate_random_tile()
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return score
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def generate_initial_blocks(self) -> None:
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"""Generate the initial blocks."""
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self.generate_block(Config.INITIAL_BLOCK_COUNT)
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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.INITIAL_TILE_COUNT)
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def generate_block(self, amount: int = 1, *pos: tuple[int, int]) -> None:
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"""Generate `amount` number of blocks or at the specified positions."""
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def generate_tile(self, amount: int = 1, *pos: tuple[int, int]) -> 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[0] * Config.BLOCK_SIZE, coords[1] * Config.BLOCK_SIZE
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self.add(Block(x, y, self))
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x, y = coords[0] * Config.TILE_SIZE, coords[1] * Config.TILE_SIZE
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self.add(Tile(x, y, self))
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return
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for _ in range(amount):
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self.generate_random_block()
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self.generate_random_tile()
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def generate_random_block(self) -> None:
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"""Generate a block with random coordinates aligned with the grid."""
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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.BLOCK_SIZE + Config.BOARD_X
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y = random.randint(0, 3) * Config.BLOCK_SIZE + Config.BOARD_Y
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block = Block(x, y, self)
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x = random.randint(0, 3) * Config.TILE_SIZE + Config.BOARD_X
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y = random.randint(0, 3) * Config.TILE_SIZE + Config.BOARD_Y
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tile = Tile(x, y, self)
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colliding_blocks = pygame.sprite.spritecollide(
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block, self, False
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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_blocks:
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self.add(block)
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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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@ -104,9 +104,9 @@ class Board(pygame.sprite.Group):
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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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block: Block
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for block in self.sprites():
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if block.can_move():
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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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@ -2,26 +2,32 @@ import sys
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import pygame
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from attrs import define, field
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from py2048.color import ColorScheme
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from py2048.config import Config
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@define
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class Button:
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text: str = field()
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font_family: str = field()
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font_size: int = field()
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font_color: ColorScheme = field()
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position: tuple[int, int] = field()
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width: int = field()
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height: int = field()
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action = field()
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bg_color: ColorScheme = field()
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hover_color: ColorScheme = field()
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font: pygame.Font = field(init=False)
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rendered_text: pygame.Surface = field(init=False)
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rect: pygame.Rect = field(init=False)
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is_hovered: bool = field(init=False, default=False)
|
||||
class Button(pygame.sprite.Sprite):
|
||||
def __init__(self, text: str, x: int, y: int, group: pygame.sprite.Group):
|
||||
super().__init__()
|
||||
self.text = text
|
||||
self.image = self._create_button_surface()
|
||||
|
||||
# text: str = field(kw_only=True)
|
||||
# font_family: str = field(kw_only=True)
|
||||
# font_size: int = field(kw_only=True)
|
||||
# font_color: ColorScheme = field(kw_only=True)
|
||||
# position: tuple[int, int] = field(kw_only=True)
|
||||
# width: int = field(kw_only=True)
|
||||
# height: int = field(kw_only=True)
|
||||
# action = field(kw_only=True)
|
||||
# bg_color: ColorScheme = field(kw_only=True)
|
||||
# hover_color: ColorScheme = field(kw_only=True)
|
||||
# font: pygame.Font = field(init=False)
|
||||
# rendered_text: pygame.Surface = field(init=False)
|
||||
# rect: pygame.Rect = field(init=False)
|
||||
# is_hovered: bool = field(init=False, default=False)
|
||||
|
||||
def __attrs_post_init__(self) -> None:
|
||||
"""Initialize the button."""
|
||||
@ -57,4 +63,9 @@ class Button:
|
||||
|
||||
def _draw_rect(self, surface: pygame.Surface, color: ColorScheme) -> None:
|
||||
"""Draw the button rectangle."""
|
||||
pygame.draw.rect(surface, self.bg_color, self.rect)
|
||||
pygame.draw.rect(
|
||||
surface,
|
||||
self.bg_color,
|
||||
self.rect,
|
||||
border_radius=Config.TILE_BORDER_RADIUS,
|
||||
)
|
||||
39
src/py2048/objects/sprite.py
Normal file
39
src/py2048/objects/sprite.py
Normal file
@ -0,0 +1,39 @@
|
||||
from abc import ABC, ABCMeta, abstractmethod
|
||||
|
||||
import pygame
|
||||
|
||||
from py2048 import Config, Direction
|
||||
|
||||
|
||||
class Sprite(ABC, pygame.sprite.Sprite, metaclass=ABCMeta):
|
||||
def __init__(self, x: int, y: int, group: pygame.sprite.Group):
|
||||
super().__init__()
|
||||
self.image = self._create_surface()
|
||||
self.rect = self.image.get_rect()
|
||||
self.rect.topleft = x, y
|
||||
self.font = pygame.font.SysFont(Config.FONT_FAMILY, Config.FONT_SIZE)
|
||||
self.group = group
|
||||
self.update()
|
||||
|
||||
@abstractmethod
|
||||
def draw(self, surface: pygame.Surface) -> None:
|
||||
"""Draw the sprite on the given surface."""
|
||||
|
||||
@abstractmethod
|
||||
def update(self) -> None:
|
||||
"""Update the sprite."""
|
||||
|
||||
@abstractmethod
|
||||
def move(self, direction: Direction) -> None:
|
||||
"""Move the tile by `dx` and `dy`."""
|
||||
|
||||
@abstractmethod
|
||||
def _draw_background(self, surface: pygame.Surface) -> None:
|
||||
"""Draw a rounded rectangle with borders on the given surface."""
|
||||
|
||||
@abstractmethod
|
||||
def _create_surface(self) -> pygame.Surface:
|
||||
"""Create a surface for the sprite."""
|
||||
sprite_surface = pygame.Surface((100, 100), pygame.SRCALPHA)
|
||||
self._draw_background(sprite_surface)
|
||||
return sprite_surface
|
||||
180
src/py2048/objects/tile.py
Normal file
180
src/py2048/objects/tile.py
Normal file
@ -0,0 +1,180 @@
|
||||
import random
|
||||
from typing import Union
|
||||
|
||||
import pygame
|
||||
|
||||
from py2048 import ColorScheme, Config, Direction
|
||||
|
||||
from .sprite import Sprite
|
||||
|
||||
|
||||
def _grid_pos(pos: int) -> int:
|
||||
"""Return the position in the grid."""
|
||||
return pos // Config.TILE_SIZE + 1
|
||||
|
||||
|
||||
class Tile(Sprite):
|
||||
def __init__(
|
||||
self, x: int, y: int, group: pygame.sprite.Group, value: int | None = 2
|
||||
):
|
||||
super().__init__(x, y, group)
|
||||
|
||||
self.value: int = (
|
||||
value
|
||||
if value is not None
|
||||
else 2
|
||||
if random.random() <= Config.TILE_VALUE_PROBABILITY
|
||||
else 4
|
||||
)
|
||||
self.image = self._create_surface()
|
||||
self.rect = self.image.get_rect()
|
||||
self.rect.topleft = x, y
|
||||
self.font = pygame.font.SysFont(Config.FONT_FAMILY, Config.FONT_SIZE)
|
||||
self.group = group
|
||||
self.update()
|
||||
|
||||
def _draw_background(self, surface: pygame.Surface) -> None:
|
||||
"""Draw a rounded rectangle with borders on the given surface."""
|
||||
rect = (0, 0, Config.TILE_SIZE, Config.TILE_SIZE)
|
||||
pygame.draw.rect(
|
||||
surface, self._get_color(), rect, border_radius=Config.TILE_BORDER_RADIUS
|
||||
) # background
|
||||
pygame.draw.rect(
|
||||
surface,
|
||||
(0, 0, 0, 0),
|
||||
rect,
|
||||
border_radius=Config.TILE_BORDER_RADIUS,
|
||||
width=Config.TILE_BORDER_WIDTH,
|
||||
) # border
|
||||
|
||||
def _create_surface(self) -> pygame.Surface:
|
||||
"""Create a surface for the tile."""
|
||||
sprite_surface = pygame.Surface(
|
||||
(Config.TILE_SIZE, Config.TILE_SIZE), pygame.SRCALPHA
|
||||
)
|
||||
self._draw_background(sprite_surface)
|
||||
return sprite_surface
|
||||
|
||||
def draw(self, surface: pygame.Surface) -> None:
|
||||
"""Draw the value of the tile."""
|
||||
text = self.font.render(str(self.value), True, Config.COLORSCHEME.DARK_TEXT)
|
||||
sprite_surface = self._create_surface()
|
||||
|
||||
sprite_center: tuple[int, int] = (Config.TILE_SIZE // 2, Config.TILE_SIZE // 2)
|
||||
|
||||
text_rect: pygame.Rect = text.get_rect(center=self.image.get_rect().center)
|
||||
sprite_surface.blit(text, text_rect)
|
||||
|
||||
self.image.blit(sprite_surface, (0, 0))
|
||||
|
||||
def move(self, direction: Direction) -> int:
|
||||
"""Move the tile by `dx` and `dy`."""
|
||||
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_X
|
||||
board_right = Config.BOARD_X + Config.BOARD_WIDTH - Config.TILE_SIZE
|
||||
board_top = Config.BOARD_Y
|
||||
board_bottom = Config.BOARD_Y + Config.BOARD_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 update(self) -> None:
|
||||
"""Update the sprite."""
|
||||
self.draw()
|
||||
|
||||
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) -> ColorScheme:
|
||||
"""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, self.value))
|
||||
|
||||
@property
|
||||
def pos(self) -> tuple[int, int]:
|
||||
"""Return the position of the tile."""
|
||||
return _grid_pos(self.rect.x), _grid_pos(self.rect.y)
|
||||
4
src/py2048/screens/__init__.py
Normal file
4
src/py2048/screens/__init__.py
Normal file
@ -0,0 +1,4 @@
|
||||
from .header import Header
|
||||
from .menu import Menu
|
||||
|
||||
__all__ = ["Menu", "Header"]
|
||||
@ -1,7 +1,6 @@
|
||||
import pygame
|
||||
from py2048.config import Config
|
||||
|
||||
from .elements.label import Label
|
||||
from py2048 import Config
|
||||
from py2048.objects import Label
|
||||
|
||||
|
||||
class Header:
|
||||
|
||||
@ -1,37 +1,37 @@
|
||||
import pygame
|
||||
from loguru import logger
|
||||
from py2048.config import Config
|
||||
|
||||
from .elements.button import Button
|
||||
from py2048 import Config
|
||||
from py2048.objects import Button
|
||||
|
||||
|
||||
class Menu:
|
||||
def __init__(self):
|
||||
buttons_data = {
|
||||
"Play": self.play,
|
||||
"AI": self.ai,
|
||||
"Settings": self.settings,
|
||||
"Exit": self.exit,
|
||||
}
|
||||
buttons_width, button_height = 120, 50
|
||||
self.buttons = [
|
||||
Button(
|
||||
"Play",
|
||||
Config.FONT_FAMILY,
|
||||
Config.FONT_SIZE,
|
||||
Config.COLORSCHEME.LIGHT_TEXT,
|
||||
(Config.SCREEN_WIDTH / 2 - 50, Config.SCREEN_HEIGHT / 2 - 100),
|
||||
100,
|
||||
50,
|
||||
self.play,
|
||||
Config.COLORSCHEME.BOARD_BG,
|
||||
Config.COLORSCHEME.BLOCK_0,
|
||||
),
|
||||
Button(
|
||||
"Exit",
|
||||
Config.FONT_FAMILY,
|
||||
Config.FONT_SIZE,
|
||||
Config.COLORSCHEME.LIGHT_TEXT,
|
||||
(Config.SCREEN_WIDTH / 2 - 50, Config.SCREEN_HEIGHT / 2),
|
||||
100,
|
||||
50,
|
||||
self.exit,
|
||||
Config.COLORSCHEME.BOARD_BG,
|
||||
Config.COLORSCHEME.BLOCK_0,
|
||||
text=text,
|
||||
font_family=Config.FONT_FAMILY,
|
||||
font_size=Config.FONT_SIZE,
|
||||
font_color=Config.COLORSCHEME.LIGHT_TEXT,
|
||||
position=(
|
||||
Config.SCREEN_WIDTH / 2 - 50,
|
||||
Config.SCREEN_HEIGHT / (len(buttons_data) + 1) * index
|
||||
- button_height,
|
||||
),
|
||||
width=buttons_width,
|
||||
height=button_height,
|
||||
action=action,
|
||||
bg_color=Config.COLORSCHEME.BOARD_BG,
|
||||
hover_color=Config.COLORSCHEME.TILE_0,
|
||||
)
|
||||
for index, (text, action) in enumerate(buttons_data.items(), start=1)
|
||||
]
|
||||
|
||||
def _handle_events(self, event: pygame.event.Event) -> None:
|
||||
@ -49,5 +49,11 @@ class Menu:
|
||||
def play(self) -> None:
|
||||
logger.debug("Play")
|
||||
|
||||
def ai(self) -> None:
|
||||
logger.debug("AI")
|
||||
|
||||
def settings(self) -> None:
|
||||
logger.debug("Settings")
|
||||
|
||||
def exit(self) -> None:
|
||||
logger.debug("Exit")
|
||||
|
||||
16
src/py2048/utils.py
Executable file → Normal file
16
src/py2048/utils.py
Executable file → Normal file
@ -1,11 +1,21 @@
|
||||
from enum import Enum
|
||||
from pathlib import Path
|
||||
|
||||
from loguru import logger
|
||||
|
||||
from .config import Config
|
||||
|
||||
BASE_PATH = Path(__file__).resolve().parent.parent.parent
|
||||
|
||||
def grid_pos(pos: int) -> int:
|
||||
"""Return the position in the grid."""
|
||||
return pos // Config.BLOCK_SIZE + 1
|
||||
|
||||
def _setup_logger() -> None:
|
||||
logger.add(
|
||||
BASE_PATH.joinpath(".logs", "game.log"),
|
||||
format="{time} | {level} | {message}",
|
||||
level="DEBUG" if BASE_PATH.joinpath("debug").exists() else "INFO",
|
||||
rotation="1 MB",
|
||||
compression="zip",
|
||||
)
|
||||
|
||||
|
||||
class Direction(Enum):
|
||||
|
||||
Loading…
Reference in New Issue
Block a user