#-*- coding:utf-8 -*-
import random
import curses
from itertools import chain
class Action(object):
UP = 'up'
LEFT = 'left'
DOWN = 'down'
RIGHT = 'right'
RESTART = 'restart'
EXIT = 'exit'
letter_codes = [ord(ch) for ch in 'WASDRQwasdrq']
actions = [UP, LEFT, DOWN, RIGHT, RESTART, EXIT]
actions_dict = dict(zip(letter_codes, actions * 2))
def __init__(self, stdscr):
self.stdscr = stdscr
def get(self):
char = "N"
while char not in self.actions_dict:
char = self.stdscr.getch()
return self.actions_dict[char]
class Grid(object):
def __init__(self, size):
self.size = size
self.cells = None
self.reset()
def reset(self):
self.cells = [[0 for i in range(self.size)] for j in range(self.size)]
self.add_random_item()
self.add_random_item()
def add_random_item(self):
empty_cells = [(i, j) for i in range(self.size) for j in range(self.size) if self.cells[i][j] == 0]
(i, j) = random.choice(empty_cells)
self.cells[i][j] = 4 if random.randrange(100) >= 90 else 2
def transpose(self):
self.cells = [list(row) for row in zip(*self.cells)]
def invert(self):
self.cells = [row[::-1] for row in self.cells]
@staticmethod
def move_row_left(row):
def tighten(row):
new_row = [i for i in row if i != 0]
new_row += [0 for i in range(len(row) - len(new_row))]
return new_row
def merge(row):
pair = False
new_row = []
for i in range(len(row)):
if pair:
new_row.append(2 * row[i])
# self.score += 2 * row[i]
pair = False
else:
if i + 1 < len(row) and row[i] == row[i + 1]:
pair = True
new_row.append(0)
else:
new_row.append(row[i])
assert len(new_row) == len(row)
return new_row
return tighten(merge(tighten(row)))
def move_left(self):
self.cells = [self.move_row_left(row) for row in self.cells]
def move_right(self):
self.invert()
self.move_left()
self.invert()
def move_up(self):
self.transpose()
self.move_left()
self.transpose()
def move_down(self):
self.transpose()
self.move_right()
self.transpose()
@staticmethod
def row_can_move_left(row):
def change(i):
if row[i] == 0 and row[i + 1] != 0:
return True
if row[i] != 0 and row[i + 1] == row[i]:
return True
return False
return any(change(i) for i in range(len(row) - 1))
def can_move_left(self):
return any(self.row_can_move_left(row) for row in self.cells)
def can_move_right(self):
self.invert()
can = self.can_move_left()
self.invert()
return can
def can_move_up(self):
self.transpose()
can = self.can_move_left()
self.transpose()
return can
def can_move_down(self):
self.transpose()
can = self.can_move_right()
self.transpose()
return can
class Screen(object):
help_string1 = '(W)up (S)down (A)left (D)right'
help_string2 = ' (R)Restart (Q)Exit'
over_string = ' GAME OVER'
win_string = ' YOU WIN!'
def __init__(self, screen=None, grid=None, score=0, best_score=0, over=False, win=False):
self.grid = grid
self.score = score
self.over = over
self.win = win
self.screen = screen
self.counter = 0
def cast(self, string):
self.screen.addstr(string + '\n')
def draw_row(self, row):
self.cast(''.join('|{: ^5}'.format(num) if num > 0 else '| ' for num in row) + '|')
def draw(self):
self.screen.clear()
self.cast('SCORE: ' + str(self.score))
for row in self.grid.cells:
self.cast('+-----' * self.grid.size + '+')
self.draw_row(row)
self.cast('+-----' * self.grid.size + '+')
if self.win:
self.cast(self.win_string)
else:
if self.over:
self.cast(self.over_string)
else:
self.cast(self.help_string1)
self.cast(self.help_string2)
class GameManager(object):
def __init__(self, size=4, win_num=2048):
self.size = size
self.win_num = win_num
self.reset()
def reset(self):
self.state = 'init'
self.win = False
self.over = False
self.score = 0
self.grid = Grid(self.size)
self.grid.reset()
@property
def screen(self):
return Screen(screen=self.stdscr, score=self.score, grid=self.grid, win=self.win, over=self.over)
def move(self, direction):
if self.can_move(direction):
getattr(self.grid, 'move_' + direction)()
self.grid.add_random_item()
return True
else:
return False
@property
def is_win(self):
self.win = max(chain(*self.grid.cells)) >= self.win_num
return self.win
@property
def is_over(self):
self.over = not any(self.can_move(move) for move in self.action.actions)
return self.over
def can_move(self, direction):
return getattr(self.grid, 'can_move_' + direction)()
def state_init(self):
self.reset()
return 'game'
def state_game(self):
self.screen.draw()
action = self.action.get()
if action == Action.RESTART:
return 'init'
if action == Action.EXIT:
return 'exit'
if self.move(action):
if self.is_win:
return 'win'
if self.is_over:
return 'over'
return 'game'
def _restart_or_exit(self):
self.screen.draw()
return 'init' if self.action.get() == Action.RESTART else 'exit'
def state_win(self):
return self._restart_or_exit()
def state_over(self):
return self._restart_or_exit()
def __call__(self, stdscr):
curses.use_default_colors()
self.stdscr = stdscr
self.action = Action(stdscr)
while self.state != 'exit':
self.state = getattr(self, 'state_' + self.state)()
if __name__ == '__main__':
curses.wrapper(GameManager())
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