import tkinter as tk
import color as c
import random
class Game(tk.Frame):
def __init__(self):
tk.Frame.__init__(self)
self.grid()
self.master.title("2048")
self.main_grid = tk.Frame(
self,bg=c.GRID_COLOR,bd=3,width=600,height=600
)
self.main_grid.grid(pady=(100,0))
self.make_GUI()
self.start_game()
self.master.bind("<Left>",self.left)
self.master.bind("<Right>",self.right)
self.master.bind("<Up>",self.up)
self.master.bind("<Down>",self.down)
self.mainloop()
def make_GUI(self):
#make grid
self.cells = []
for i in range(4):
row = []
for j in range(4):
cell_frame = tk.Frame(
self.main_grid,bg=c.EMPTY_CELL_COLOR,width=150,height=150
)
cell_frame.grid(row=i,column=j,padx=5,pady=5)
cell_number = tk.Label(self.main_grid,bg=c.EMPTY_CELL_COLOR,)
cell_number.grid(row=i,column=j)
cell_data = {"frame": cell_frame,"number":cell_number}
row.append(cell_data)
self.cells.append(row)
#make score header
score_frame = tk.Frame(self)
score_frame.place(relx=0.5,y=45,anchor="center")
tk.Label(
score_frame,
text= "Score",
font=c.SCORE_LABEL_FONT
).grid(row=0)
self.score_label = tk.Label(score_frame,text="0",font=c.SCORE_FONT)
self.score_label.grid(row=1)
def start_game(self):
#create matrix with all zeros
self.matrix = [[0]*4 for _ in range(4)]
#fill 2 random cells with 2s
row = random.randint(0,3)
col = random.randint(0,3)
self.matrix[row][col] = 2
self.cells[row][col]["frame"].configure(bg=c.CELL_COLORS[2])
self.cells[row][col]["number"].configure(
bg=c.CELL_COLORS[2],
fg=c.CELL_COLORS[2],
font=c.CELL_COLORS[2],
text="2"
)
while(self.matrix[row][col] != 0):
row = random.randint(0,3)
col = random.randint(0,3)
self.matrix[row][col] = 2
self.cells[row][col]["frame"].configure(bg=c.CELL_COLORS[2])
self.cells[row][col]["number"].configure(
bg=c.CELL_COLORS[2],
fg=c.CELL_COLORS[2],
font=c.CELL_COLORS[2],
text="2"
)
self.score = 0
def stack(self):
new_matrix = [[0]* 4 for _ in range(4)]
for i in range(4):
fill_position = 0
for j in range(4):
if self.matrix[i][j] != 0:
new_matrix[i][fill_position] = self.matrix[i][j]
fill_position += 1
self.matrix = new_matrix
def combine(self):
for i in range(4):
for j in range(3):
if self.matrix[i][j] != 0 and self.matrix[i][j] == self.matrix[i][j + 1]:
self.matrix[i][j] *= 2
self.matrix[i][j + 1] = 0
self.score += self.matrix[i][j]
def reverse(self):
new_matrix = []
for i in range(4):
new_matrix.append([])
for j in range(4):
new_matrix[i].append(self.matrix[i][3-j])
self.matrix = new_matrix
def transpose(self):
new_matrix = [[0] * 4 for _ in range(4)]
for i in range(4):
for j in range(4):
new_matrix[i][j] = self.matrix[j][i]
self.matrix = new_matrix
def add_new_tile(self):
row = random.randint(0,3)
col = random.randint(0,3)
while(self.matrix[row][col] != 0):
row = random.randint(0,3)
col = random.randint(0,3)
self.matrix[row][col] = random.choice([2,4])
def update_GUI(self):
for i in range(4):
for j in range(4):
cell_value = self.matrix[i][j]
if cell_value == 0:
self.cells[i][j]["frame"].configure(bg=c.EMPTY_CELL_COLOR)
self.cells[i][j]["number"].configure(bg=c.EMPTY_CELL_COLOR,text="")
else:
self.cells[i][j]["frame"].configure(bg=c.CELL_COLORS[cell_value])
self.cells[i][j]["number"].configure(
bg=c.CELL_COLORS[cell_value],
fg=c.CELL_NUMBER_COLORS[cell_value],
font=c.CELL_NUMBER_FONTS[cell_value],
text=str(cell_value)
)
self.score_label.configure(text=self.score)
self.update_idletasks()
def left(self,event):
self.stack()
self.combine()
self.stack()
self.add_new_tile()
self.update_GUI()
self.game_over()
def right(self,event):
self.reverse()
self.stack()
self.combine()
self.stack()
self.reverse()
self.add_new_tile()
self.update_GUI()
self.game_over()
def up(self,event):
self.transpose()
self.stack()
self.combine()
self.stack()
self.transpose()
self.add_new_tile()
self.update_GUI()
self.game_over()
def down(self,event):
self.transpose()
self.reverse()
self.stack()
self.combine()
self.stack()
self.reverse()
self.transpose()
self.add_new_tile()
self.update_GUI()
self.game_over()
def horizontal_move_exists(self):
for i in range(4):
for j in range(3):
if self.matrix[i][j] == self.matrix[i][j+1]:
return True
return False
def vertial_move_exists(self):
for i in range(3):
for j in range(4):
if self.matrix[i][j] == self.matrix[i+1][j]:
return True
return False
def game_over(self):
if any(2048 in row for row in self.matrix):
game_over_frame = tk.Frame(self.main_grid,borderwidth=2)
game_over_frame.place(relx=0.5,rely=0.5,anchor="center")
tk.Label(
game_over_frame,
text="YOU WIN!",
bg=c.WINNER_BG,
fg=c.GAME_OVER_FONT_COLOR,
font=c.GAME_OVER_FONT
).pack()
elif not any(0 in row for row in self.matrix) and not self.horizontal_move_exists() and not self.vertial_move_exists:
game_over_frame = tk.Frame(self.main_grid,borderwidth=2)
game_over_frame.place(relx=0.5,rely=0.5,anchor="center")
tk.Label(
game_over_frame,
text="GAME OVER!",
bg=c.LOSER_BG,
fg=c.GAME_OVER_FONT_COLOR,
font=c.GAME_OVER_FONT
).pack()
def main():
Game()
if __name__ == "__main__":
main()
color.py
GRID_COLOR = "#a39489"
EMPTY_CELL_COLOR = "#c2b3a9"
SCORE_LABEL_FONT = ("Verdana", 20)
SCORE_FONT = ("Helvetica", 32, "bold")
GAME_OVER_FONT = ("Helvetica", 48, "bold")
GAME_OVER_FONT_COLOR = "#ffffff"
WINNER_BG = "#ffcc00"
LOSER_BG = "#a39489"
CELL_COLORS = {
2: "#fcefe6",
4: "#f2e8cb",
8: "#f5b682",
16: "#f29446",
32: "#ff775c",
64: "#e64c2e",
128: "#ede291",
256: "#fce130",
512: "#ffdb4a",
1024: "#f0b922",
2048: "#fad74d"
}
CELL_NUMBER_COLORS = {
2: "#695c57",
4: "#695c57",
8: "#ffffff",
16: "#ffffff",
32: "#ffffff",
64: "#ffffff",
128: "#ffffff",
256: "#ffffff",
512: "#ffffff",
1024: "#ffffff",
2048: "#ffffff"
}
CELL_NUMBER_FONTS = {
2: ("Helvetica", 55, "bold"),
4: ("Helvetica", 55, "bold"),
8: ("Helvetica", 55, "bold"),
16: ("Helvetica", 50, "bold"),
32: ("Helvetica", 50, "bold"),
64: ("Helvetica", 50, "bold"),
128: ("Helvetica", 45, "bold"),
256: ("Helvetica", 45, "bold"),
512: ("Helvetica", 45, "bold"),
1024: ("Helvetica", 40, "bold"),
2048: ("Helvetica", 40, "bold")
}
我沒寫過 python 也不知道這遊戲在玩什麼
不過這程式的問題是在 add_new_tile()
當畫面上 16 個格子都有大於 0 的數字存在時,主程式 121 那個 while 迴圈就會無限巡迴
該處理的可能也不是 add_new_tile()
而是遊戲結束的判斷條件
也可能兩個都要處理
看看 game_over(self)
的邏輯對不對吧,如果格子填滿就要判斷遊戲是否結束,那 add_new_tile()
就不用修,要修的是判斷條件
因為是看著教程寫的,所以邏輯上應該不會有問題。我覺得可能是哪裡遺漏了什麼,我再看看把
在 121 行那個 while 迴圈前面加個判斷式就不會變成無窮迴圈
def add_new_tile(self):
row = random.randint(0,3)
col = random.randint(0,3)
if any(0 in row for row in self.matrix):
while(self.matrix[row][col] != 0):
row = random.randint(0,3)
col = random.randint(0,3)
self.matrix[row][col] = random.choice([2,4])
你如果是複製貼上,那表示教學本來的程式就有問題。
如果是自己看著打,就可能就是你打錯
例如 210 行
elif not any(0 in row for row in self.matrix) and not self.horizontal_move_exists() and not self.vertial_move_exists:
self.vertial_move_exists 就沒加括號