Python入门 —— 2048实战(字符界面和图形界面)

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2048 game (共4种实现方法)

目录:
    .. 图形界面
            ... pygame 和 numpy
    .. 字符界面
            ... 第一种 
                    ... curses 
                    ... wxpython
            ... 第二种
                    ... 极简

代码后面附有效果图。

图形界面

用python的pygame库写的2048游戏

  • 程序目前在python3环境下运行,首先安装pygame库和numpy库,pip install pygamepip install numpy

  • 安装模块完成后,进入终端来到目录,执行python box.py

    box.py代码如下:


# _*_ coding:UTF-8 _*_

import numpy,sys,random,pygame
from pygame.locals import*

Size = 4                                          #4*4行列
Block_WH = 110                                    #每个块的长度宽度
BLock_Space = 10                                  #两个块之间的间隙
Block_Size = Block_WH*Size+(Size+1)*BLock_Space
Matrix = numpy.zeros([Size,Size])                 #初始化矩阵4*4的0矩阵
Screen_Size = (Block_Size,Block_Size+110)
Title_Rect = pygame.Rect(0,0,Block_Size,110)      #设置标题矩形的大小
Score = 0

Block_Color = {
        0:(150,150,150),
        2:(255,255,255),
        4:(255,255,128),
        8:(255,255,0),
        16:(255,220,128),
        32:(255,220,0),
        64:(255,190,0),
        128:(255,160,0),
        256:(255,130,0),
        512:(255,100,0),
        1024:(255,70,0),
        2048:(255,40,0),
        4096:(255,10,0),
}                                                     #数块颜色

#基础类
class UpdateNew(object):
	"""docstring for UpdateNew"""
	def __init__(self,matrix):
		super(UpdateNew, self).__init__()
		self.matrix = matrix
		self.score  = 0
		self.zerolist = []

	def combineList(self,rowlist):
		start_num = 0
		end_num = Size-rowlist.count(0)-1
		while start_num < end_num:
			if rowlist[start_num] == rowlist[start_num+1]:
				rowlist[start_num] *= 2
				self.score += int(rowlist[start_num])                      #每次返回累加的分数
				rowlist[start_num+1:] = rowlist[start_num+2:]
				rowlist.append(0)
			start_num += 1
		return rowlist

	def removeZero(self,rowlist):
		while True:
			mid = rowlist[:]                      #拷贝一份list
			try:
				rowlist.remove(0)
				rowlist.append(0)
			except:
				pass
			if rowlist == mid:
				break;
		return self.combineList(rowlist)

	def toSequence(self,matrix):
		lastmatrix = matrix.copy()
		m,n = matrix.shape                                         #获得矩阵的行,列
		for i in range(m):
			newList = self.removeZero(list(matrix[i]))
			matrix[i] = newList
			for k in range(Size-1,Size-newList.count(0)-1,-1):     #添加所有有0的行号列号
				self.zerolist.append((i,k))
		if matrix.min() == 0 and (matrix!=lastmatrix).any():       #矩阵中有最小值0且移动后的矩阵不同,才可以添加0位置处添加随机数
			GameInit.initData(Size,matrix,self.zerolist)
		return matrix
	                      

class LeftAction(UpdateNew):
	"""docstring for LeftAction"""
	def __init__(self,matrix):
		super(LeftAction, self).__init__(matrix)

	def handleData(self):
		matrix = self.matrix.copy()                               #获得一份矩阵的复制
		newmatrix = self.toSequence(matrix)
		return newmatrix,self.score

class RightAction(UpdateNew):
	"""docstring for RightAction"""
	def __init__(self,matrix):
		super(RightAction, self).__init__(matrix)

	def handleData(self):
		matrix = self.matrix.copy()[:,::-1]
		newmatrix = self.toSequence(matrix)
		return newmatrix[:,::-1],self.score

class UpAction(UpdateNew):
	"""docstring for UpAction"""
	def __init__(self,matrix):
		super(UpAction, self).__init__(matrix)

	def handleData(self):
		matrix = self.matrix.copy().T
		newmatrix = self.toSequence(matrix)
		return newmatrix.T,self.score


class DownAction(UpdateNew):
	"""docstring for DownAction"""
	def __init__(self,matrix):
		super(DownAction, self).__init__(matrix)

	def handleData(self):
		matrix = self.matrix.copy()[::-1].T
		newmatrix = self.toSequence(matrix)
		return newmatrix.T[::-1],self.score


class GameInit(object):
	"""docstring for GameInit"""
	def __init__(self):
		super(GameInit, self).__init__()

	@staticmethod
	def getRandomLocal(zerolist = None):
		if zerolist == None:
			a = random.randint(0,Size-1)
			b = random.randint(0,Size-1)
		else:
			a,b = random.sample(zerolist,1)[0]
		return a,b

	@staticmethod
	def getNewNum():                             #随机返回2或者4
		n = random.random()
		if n > 0.8:
			n = 4
		else:
			n = 2
		return n


	@classmethod
	def initData(cls,Size,matrix = None,zerolist = None):
		if matrix is None:
			matrix = Matrix.copy()
		a,b = cls.getRandomLocal(zerolist)       #zerolist空任意返回(x,y)位置,否则返回任意一个0元素位置
		n = cls.getNewNum()
		matrix[a][b] = n
		return matrix                           #返回初始化任意位置为2或者4的矩阵

	@classmethod
	def drawSurface(cls,screen,matrix,score):
		pygame.draw.rect(screen,(255,255,255),Title_Rect)              #第一个参数是屏幕,第二个参数颜色,第三个参数rect大小,第四个默认参数
		font1 = pygame.font.SysFont(\'simsun\',48)
		font2 = pygame.font.SysFont(None,32)
		screen.blit(font1.render(\'Score:\',True,(255,127,0)),(20,25))     #font.render第一个参数是文本内容,第二个参数是否抗锯齿,第三个参数字体颜色
		screen.blit(font1.render(\'%s\' % score,True,(255,127,0)),(170,25))
		screen.blit(font2.render(\'up\',True,(255,127,0)),(360,20))
		screen.blit(font2.render(\'left  down  right\',True,(255,127,0)),(300,50))
		a,b = matrix.shape
		for i in range(a):
			for j in range(b):
				cls.drawBlock(screen,i,j,Block_Color[matrix[i][j]],matrix[i][j])


	@staticmethod
	def drawBlock(screen,row,column,color,blocknum):
		font = pygame.font.SysFont(\'stxingkai\',80)
		w = column*Block_WH+(column+1)*BLock_Space
		h = row*Block_WH+(row+1)*BLock_Space+110
		pygame.draw.rect(screen,color,(w,h,110,110))
		if blocknum != 0:
			fw,fh = font.size(str(int(blocknum)))
			screen.blit(font.render(str(int(blocknum)),True,(0,0,0)),(w+(110-fw)/2,h+(110-fh)/2))

	@staticmethod
	def keyDownPressed(keyvalue,matrix):
		if keyvalue == K_LEFT:
			return LeftAction(matrix)
		elif keyvalue == K_RIGHT:
			return RightAction(matrix)
		elif keyvalue == K_UP:
			return UpAction(matrix)
		elif keyvalue == K_DOWN:
			return DownAction(matrix)

	@staticmethod
	def gameOver(matrix):
		testmatrix = matrix.copy()
		a,b = testmatrix.shape
		for i in range(a):
			for j in range(b-1):
				if testmatrix[i][j] == testmatrix[i][j+1]:                    #如果每行存在相邻两个数相同,则游戏没有结束
					print(\'游戏没有结束\')
					return False
		for i in range(b):
			for j in range(a-1):
				if testmatrix[j][i] == testmatrix[j+1][i]:
					print(\'游戏没有结束\')
					return False
		print(\'游戏结束\')
		return True

def main():
	pygame.init()
	screen = pygame.display.set_mode(Screen_Size,0,32)      #屏幕设置
	matrix = GameInit.initData(Size)
	currentscore = 0
	GameInit.drawSurface(screen,matrix,currentscore)
	pygame.display.update()
	while True:
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				pygame.quit()
				sys.exit(0)
			elif event.type == pygame.KEYDOWN:
				actionObject = GameInit.keyDownPressed(event.key,matrix)     #创建各种动作类的对象
				matrix,score = actionObject.handleData()                     #处理数据
				currentscore += score   
				GameInit.drawSurface(screen,matrix,currentscore)
				if matrix.min() != 0:
					GameInit.gameOver(matrix)
		pygame.display.update()


if __name__ == \'__main__\':
	main()


  • 最终效果图如下:

    ...
    ..
    .


字符界面

用字符输出的2048游戏

第一种 (来源:200 行代码实现简易版 2048 游戏"")

- 利用curses库实现2048游戏

  • 导入curses库 pip install curses

注意:可能会出现错误
导入时:

pip 安装时:

安装不成功则点击这里,下载curses ,cmd到对应目录pip安装即可
例:pip install crcmod-1.7-cp36-cp36m-win_amd64.whl (64位系统的python3.6版本)

  • 用户操作

    上W 下S 左A 右D 重置R 退出Q

  • 状态机

    处理游戏主逻辑的时候我们会用到一种十分常用的技术:状态机,或者更准确的说是有限状态机(FSM)
    你会发现 2048 游戏很容易就能分解成几种状态的转换。
    state 存储当前状态, state_actions 这个词典变量作为状态转换的规则,它的 key 是状态,value 是返回下一个状态的函数:

  • Init: init()

    • Game
  • Game: game()

    • Game
    • Win
    • GameOver
    • Exit
  • Win: lambda: not_game(‘Win’)

    • Init
    • Exit
  • Gameover: lambda: not_game(‘Gameover’)

    • Init
    • Exit
  • Exit: 退出循环

    状态机会不断循环,直到达到 Exit 终结状态结束程序。

  • 代码如下:

# -*- coding: utf-8 -*-

import curses
from random import randrange, choice
from collections import defaultdict

#Defines valid inputs to not allow for input errors
actions = [\'Up\', \'Left\', \'Down\', \'Right\', \'Restart\', \'Exit\']
lettercodes = [ord(ch) for ch in \'WASDRQwasdrq\']
actions_dict = dict(zip(lettercodes, actions * 2))

# Character not in dictonary so it adds it to the dictionary to make it recongized
def get_user_action(keyboard):
    char = \'N\'
    while char not in actions_dict:
        char = keyboard.getch()
    return actions_dict[char]

# Transpose of matrix to determine tile moveability
def transpose(field):
    return [list(row) for row in zip(*field)]

# Inversion of matrix to determine tile moveability
def invert(field):
    return [row[::-1] for row in field]

#Defines game terms: 4x4 matrix, if you get 2048 you win anf
class GameField(object):
    def __init__(self, height=4, width=4, win=2048):
        self.height = height
        self.width = width
        self.win_value = 2048
        self.score = 0
        self.highscore = 0
        self.reset()
# Randomly inputs a either 2 or 4 into the board after a move has been made
    def spawn(self):
        new_element = 4 if randrange(100) > 89 else 2
        (i, j) = choice([(i, j) for i in range(self.width) for j in\\
                         range(self.height) if self.field[i][j] == 0])
        self.field[i][j] = new_element
 # resets score but if a highscore it updates highscore first
    def reset(self):
        if self.score > self.highscore:
            self.highscore = self.score
        self.score = 0
        self.field = [[0 for i in range(self.width)] for j in
                       range(self.height)]
        self.spawn()
        self.spawn()
 #Defines all the movements in the the game
    def move(self, direction):
        def move_row_left(row):
            #Collapses one row once 2 tiles are merged
            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
            #merges 2 tiles if they are equal and multiplies the value by itself of the new tile. Them upates the score accordingly
            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 same value will append the 2 tiles
                        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)))
        #Shows valid moves for each direction
        moves = {}
        moves[\'Left\'] = lambda field: [move_row_left(row) for row in field]
        moves[\'Right\'] = lambda field:\\
                invert(moves[\'Left\'](invert(field)))
        moves[\'Up\'] = lambda field:\\
                transpose(moves[\'Left\'](transpose(field)))
        moves[\'Down\'] = lambda field:\\
                transpose(moves[\'Right\'](transpose(field)))
        # if move is valid it will spawn a new random tile (2 or 4)
        if direction in moves:
            if self.move_is_possible(direction):
                self.field = moves[direction](self.field)
                self.spawn()
                return True
            else:
                return False
    # win if 2048 is reached
    def is_win(self):
        return any(any(i >= self.win_value for i in row) for row in self.field)
    #game is over if no possible moves on field
    def is_gameover(self):
        return not any(self.move_is_possible(move) for move in actions)
# Draws to screen depending on action
    def draw(self, screen):
        help_string1 = \'(W)Up (S)Down (A)Left (D)Right\'
        help_string2 = \'    (R)Restart (Q)Exit\'
        gameover_string = \'         GAME OVER\'
        win_string = \'      YOU WIN!\'
        def cast(string):
            screen.addstr(string + \'\\n\')
#seperator for horizontal tile sqaures
        def draw_hor_separator():
            line = \'+\' + (\'+------\' * self.width + \'+\')[1:]
            separator = defaultdict(lambda: line)
            if not hasattr(draw_hor_separator, "counter"):
                draw_hor_separator.counter = 0
            cast(separator[draw_hor_separator.counter])
            draw_hor_separator.counter += 1
#draws rows to create table to play game
        def draw_row(row):
            cast(\'\'.join(\'|{: ^5} \'.format(num) if num > 0 else \'|      \' for
                         num in row) + \'|\')
        screen.clear()
        cast(\'SCORE: \' + str(self.score))
        if 0 != self.highscore:
            cast(\'HGHSCORE: \' + str(self.highscore))
        for row in self.field:
            draw_hor_separator()
            draw_row(row)
        draw_hor_separator()
        if self.is_win(): # if you win print you win string
            cast(win_string)
        else:
            if self.is_gameover(): # if you lose print game over string
                cast(gameover_string)
            else:
                cast(help_string1)
        cast(help_string2)
# checks if valid move is possible for tile
    def move_is_possible(self, direction):
        def row_is_left_movable(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))
# checks the directions in which a tile can move
        check = {}
        check[\'Left\'] = lambda field:\\
                 any(row_is_left_movable(row) for row in field)
        check[\'Right\'] = lambda field:\\
                check[\'Left\'](invert(field))
        check[\'Up\'] = lambda field:\\
                check[\'Left\'](transpose(field))
        check[\'Down\'] = lambda field:\\
                check[\'Right\'](transpose(field))

        if direction in check:
            return check[direction](self.field)
        else:
            return False
# main class to run game
def main(stdscr):
    # initalize game
    def init():
        #重置游戏棋盘
        game_field.reset()
        return \'Game\'
#gives options if game is open but not in play
    def not_game(state):
        #画出 GameOver 的画面
        #读取用户输入判断是Restart还是Exit
        game_field.draw(stdscr)
        action = get_user_action(stdscr)
        responses = defaultdict(lambda: state)
        responses[\'Restart\'], responses[\'Exit\'] = \'Init\', \'Exit\'
        return responses[action]

    def game():
# based on response will act appropriately (user says restart it will restart)
        game_field.draw(stdscr)
        action = get_user_action(stdscr)
        if action == \'Restart\':
            return \'Init\'
        if action == \'Exit\':
            return \'Exit\'
        if game_field.move(action):
            if game_field.is_win():
                return \'Win\'
            if game_field.is_gameover():
                return \'Gameover\'
        return \'Game\'
# defines the 4 possible actions that the user can be in
    state_actions = {
        \'Init\' : init,
        \'Win\' : lambda: not_game(\'Win\'),
        \'Gameover\': lambda: not_game(\'Gameover\'),
        \'Game\': game
    }
    #As long as user doesnt exit keep game going
    curses.use_default_colors()
    game_field = GameField(win = 32)
    state = \'Init\'
    while state != \'Exit\':
        state = state_actions[state]()

curses.wrapper(main)


  • 运行效果

- 简单:

  • 安装 wx 库 pip install wxpython

  • 运行以下代码


# -*- coding: utf-8 -*-

#Importing libraries to be used
import wx 
import os
import random
import copy

# creating the user interface frame that the user will interact with and perform actions that will have an appropriate response
class Frame(wx.Frame):
    def __init__(self,title):
        #created a default toolbar of application with a resizeable option and minimize box 
        super(Frame,self).__init__(None,-1,title,
                style=wx.DEFAULT_FRAME_STYLE^wx.MAXIMIZE_BOX^wx.RESIZE_BORDER)
        #Setting different colours for each tile in the game
        self.colors = {0:(204,192,179),2:(238, 228, 218),4:(237, 224, 200),
                8:(242, 177, 121),16:(245, 149, 99),32:(246, 124, 95),
                64:(246, 94, 59),128:(237, 207, 114),256:(237, 207, 114),
                512:(237, 207, 114),1024:(237, 207, 114),2048:(237, 207, 114),
                4096:(237, 207, 114),8192:(237, 207, 114),16384:(237, 207, 114),
                32768:(237, 207, 114),65536:(237, 207, 114),131072:(237, 207, 114),
                262144:(237, 207, 114),524288:(237, 207, 114),1048576:(237, 207, 114),
                2097152:(237, 207, 114),4194304:(237, 207, 114),
                8388608:(237, 207, 114),16777216:(237, 207, 114),
                33554432:(237, 207, 114),67108864:(237, 207, 114),
                134217728:(237, 207, 114),268435456:(237, 207, 114),
                536870912:(237, 207, 114),1073741824:(237, 207, 114),
                2147483648:(237, 207, 114),4294967296:(237, 207, 114),
                8589934592:(237, 207, 114),17179869184:(237, 207, 114),
                34359738368:(237, 207, 114),68719476736:(237, 207, 114),
                137438953472:(237, 207, 114),274877906944:(237, 207, 114),
                549755813888:(237, 207, 114),1099511627776:(237, 207, 114),
                2199023255552:(237, 207, 114),4398046511104:(237, 207, 114),
                8796093022208:(237, 207, 114),17592186044416:(237, 207, 114),
                35184372088832:(237, 207, 114),70368744177664:(237, 207, 114),
                140737488355328:(237, 207, 114),281474976710656:(237, 207, 114),
                562949953421312:(237, 207, 114),1125899906842624:(237, 207, 114),
                2251799813685248:(237, 207, 114),4503599627370496:(237, 207, 114),
                9007199254740992:(237, 207, 114),18014398509481984:(237, 207, 114),
                36028797018963968:(237, 207, 114),72057594037927936:(237, 207, 114)}
     #Initalize game           
        self.setIcon()
        self.initGame()
    #Displays game and provides settings to move the tiles
        panel = wx.Panel(self)
        panel.Bind(wx.EVT_KEY_DOWN,self.onKeyDown)
        panel.SetFocus()
        self.initBuffer()
        self.Bind(wx.EVT_SIZE,self.onSize) 
        self.Bind(wx.EVT_PAINT, self.onPaint)
        self.Bind(wx.EVT_CLOSE,self.onClose)
        self.SetClientSize((505,720))
        self.Center()
        self.Show()
    #Puts on board so user can see
    def onPaint(self,event):
        dc = wx.BufferedPaintDC(self,self.buffer)
    # Saves score and terminates when closed
    def onClose(self,event):
        self.saveScore()
        self.Destroy()
    #   putting icon on toolbar
    def setIcon(self):
        icon = wx.Icon("icon.ico",wx.BITMAP_TYPE_ICO)
        self.SetIcon(icon)
     #Opens previous game and loads and updates score
    def loadScore(self):
        if os.path.exists("bestscore.ini"):
            ff = open("bestscore.ini")
            self.bstScore = ff.read()
            ff.close()
     #Saves score and writes to file so it may be opened later
    def saveScore(self):
        ff = open("bestscore.ini","w")
        ff.write(str(self.bstScore))
        ff.close()
     #Initalize game so when it opens it displays text, score and all data needed for the game
    def initGame(self):
        self.bgFont = wx.Font(50,wx.SWISS,wx.NORMAL,wx.BOLD,face=u"Roboto")
        self.scFont = wx.Font(36,wx.SWISS,wx.NORMAL,wx.BOLD,face=u"Roboto")
        self.smFont = wx.Font(12,wx.SWISS,wx.NORMAL,wx.NORMAL,face=u"Roboto")
        self.curScore = 0
        self.bstScore = 0
        self.loadScore()
        # 4 rows and 4 coloums for tiles ( using arrays because it easily represents system used )
        self.data = [[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0]]
        count = 0
        # First 2 tile inialized if 1 tile it must be 2 but if 2 tiles connected then its 4
        while count<2: 
            row = random.randint(0,len(self.data)-1) 
            col = random.randint(0,len(self.data[0])-1)
            if self.data[row][col]!=0: continue           
            self.data[row][col] = 2 if random.randint(0,1) else 4
            count += 1
         # empty bitmap to put pixels in for game   
    def initBuffer(self):
        w,h = self.GetClientSize()
        self.buffer = wx.EmptyBitmap(w,h)
        #Displays all drawings to the screen
    def onSize(self,event):
        self.initBuffer()
        self.drawAll()
        #Placing tiles on screen and multiplying by 2 if 2 tiles interact with one another(game logic) 
    def putTile(self):
        available = []
        for row in range(len(self.data)):
            for col in range(len(self.data[0])):
                if self.data[row][col]==0: available.append((row,col)) # add tile if empty square
        if available:
            row,col = available[random.randint(0,len(available)-1)]
            self.data[row][col] = 2 if random.randint(0,1) else 4 
            return True
        return False
    def update(self,vlist,direct): # updates score and game tiles 
        score = 0
        if direct: #up or left
            i = 1
            while i<len(vlist): 
                # if 2 tiles of equal value mesh upward it multiples the values and deletes the ith number (2 squares = 1 square)
                if vlist[i-1]==vlist[i]:
                    del vlist[i]
                    vlist[i-1] *= 2
                    score += vlist[i-1] # Adds multiplied value to score 
                    i += 1
                i += 1
        else:
            #direction moved downward same thing as above but different direction
            i = len(vlist)-1
            while i>0:
                if vlist[i-1]==vlist[i]:
                    del vlist[i]
                    vlist[i-1] *= 2
                    score += vlist[i-1]
                    i -= 1
                i -= 1      
        return score
        # The calucation and keeping logs of data for score (upward and downward movements)
    def slideUpDown(self,up):
        score = 0
        numCols = len(self.data[0])
        numRows = len(self.data)
        oldData = copy.deepcopy(self.data)
        
        for col in range(numCols):
            cvl = [self.data[row][col] for row in range(numRows) if self.data[row][col]!=0]
            if len(cvl)>=2:
                score += self.update(cvl,up)
            for i in range(numRows-len(cvl)):
                if up: cvl.append(0)
                else: cvl.insert(0,0)
            for row in range(numRows): self.data[row][col] = cvl[row]
        return oldData!=self.data,score
    
    # The calucation and keeping logs of data for score (right and left movements)
    def slideLeftRight(self,left):
        score = 0
        numRows = len(self.data)
        numCols = len(self.data[0])
        oldData = copy.deepcopy(self.data)
        
        for row in range(numRows):
            rvl = [self.data[row][col] for col in range(numCols) if self.data[row][col]!=0]
            if len(rvl)>=2:           
                score += self.update(rvl,left)
            for i in range(numCols-len(rvl)):
                if left: rvl.append(0)
                else: rvl.insert(0,0)
            for col in range(numCols): self.data[row][col] = rvl[col]
        return oldData!=self.data,score
    def isGameOver(self):
        copyData = copy.deepcopy(self.data)
        
        flag = False # Tile is not moveable or you have lost if all tiles cant move any pieces up,down, left or right 
        if not self.slideUpDown(True)[0] and not self.slideUpDown(False)[0] and \\
                not self.slideLeftRight(True)[0] and not self.slideLeftRight(False)[0]:
            flag = True #continue playing and copydata 
        if not flag: self.data = copyData
        return flag
  # Game logic to see if you can make a move or end the game
    def doMove(self,move,score):
        # if you can move put a tile and update change
        if move:
            self.putTile()
            self.drawChange(score)
            # if game is over put a message box and update best score if its the new best score
            if self.isGameOver():
                if wx.MessageBox(u"游戏结束,是否重新开始?",u"哈哈",
                        wx.YES_NO|wx.ICON_INFORMATION)==wx.YES:
                    bstScore = self.bstScore
                    self.initGame()
                    self.bstScore = bstScore
                    self.drawAll()
                    
    # when you click a directon for the tile to move, it moves in the appropriate direction
    def onKeyDown(self,event):
        keyCode = event.GetKeyCode()
                
        if keyCode==wx.WXK_UP:
            self.doMove(*self.slideUpDown(True))
        elif keyCode==wx.WXK_DOWN:
            self.doMove(*self.slideUpDown(False))
        elif keyCode==wx.WXK_LEFT:
            self.doMove(*self.slideLeftRight(True))
        elif keyCode==wx.WXK_RIGHT:
            self.doMove(*self.slideLeftRight(False))        
                
     # Creates background for the game board
    def drawBg(self,dc):
        dc.SetBackground(wx.Brush((250,248,239)))
        dc.Clear()
        dc.SetBrush(wx.Brush((187,173,160)))
        dc.SetPen(wx.Pen((187,173,160)))
        dc.DrawRoundedRectangle(15,150,475,475,5)
        #Creates a 2048 logo
    def drawLogo(self,dc):
        dc.SetFont(self.bgFont)
        dc.SetTextForeground((119,110,101))
        dc.DrawText(u"2048",15,26)
        # provides text to screen (Chinese text)
    def drawLabel(self,dc):
        dc.SetFont(self.smFont)
        dc.SetTextForeground((119,110,101))
        dc.DrawText(u"合并相同数字,得到2048吧!",15,114)
        dc.DrawText(u"怎么玩: \\n用-> <- 上下左右箭头按键来移动方块. \\
                \\n当两个相同数字的方块碰到一起时,会合成一个!",15,639)
        # Displays score to screen 
    def drawScore(self,dc):            
        dc.SetFont(self.smFont)
        scoreLabelSize = dc.GetTextExtent(u"SCORE")
        bestLabelSize = dc.GetTextExtent(u"BEST")
        curScoreBoardMinW = 15*2+scoreLabelSize[0]
        bstScoreBoardMinW = 15*2+bestLabelSize[0]
        curScoreSize = dc.GetTextExtent(str(self.curScore))
        bstScoreSize = dc.GetTextExtent(str(self.bstScore))
        curScoreBoardNedW = 10+curScoreSize[0]
        bstScoreBoardNedW = 10+bstScoreSize[0]
        curScoreBoardW = max(curScoreBoardMinW,curScoreBoardNedW)
        bstScoreBoardW = max(bstScoreBoardMinW,bstScoreBoardNedW)
        dc.SetBrush(wx.Brush((187,173,160)))
        dc.SetPen(wx.Pen((187,173,160)))
        dc.DrawRoundedRectangle(505-15-bstScoreBoardW,40,bstScoreBoardW,50,3)
        dc.DrawRoundedRectangle(505-15-bstScoreBoardW-5-curScoreBoardW,40,curScoreBoardW,50,3)
        dc.SetTextForeground((238,228,218))
        dc.DrawText(u"BEST",505-15-bstScoreBoardW+(bstScoreBoardW-bestLabelSize[0])/2,48)
        dc.DrawText(u"SCORE",505-15-bstScoreBoardW-5-curScoreBoardW+(curScoreBoardW-scoreLabelSize[0])/2,48)
        dc.SetTextForeground((255,255,255))
        dc.DrawText(str(self.bstScore),505-15-bstScoreBoardW+(bstScoreBoardW-bstScoreSize[0])/2,68)
        dc.DrawText(str(self.curScore),505-15-bstScoreBoardW-5-curScoreBoardW+(curScoreBoardW-curScoreSize[0])/2,68)
    # Put rounded rectangular tiles on screen
    def drawTiles(self,dc):
        dc.SetFont(self.scFont)
        for row in range(4):
            for col in range(4):
                value = self.data[row][col]
                color = self.colors[value]
                if value==2 or value==4:
                    dc.SetTextForeground((119,110,101))
                else:
                    dc.SetTextForeground((255,255,255))
                dc.SetBrush(wx.Brush(color))
                dc.SetPen(wx.Pen(color))
                dc.DrawRoundedRectangle(30+col*115,165+row*115,100,100,2)
                size = dc.GetTextExtent(str(value))
                while size[0]>100-15*2: # changes font size based on number within tile
                    self.scFont = wx.Font(self.scFont.GetPointSize()*4/5,wx.SWISS,wx.NORMAL,wx.BOLD,face=u"Roboto")
                    dc.SetFont(self.scFont)
                    size = dc.GetTextExtent(str(value))
                if value!=0: dc.DrawText(str(value),30+col*115+(100-size[0])/2,165+row*115+(100-size[1])/2)
    # Draws everything to the screen
    def drawAll(self):
        dc = wx.BufferedDC(wx.ClientDC(self),self.buffer)
        self.drawBg(dc)
        self.drawLogo(dc)
        self.drawLabel(dc)
        self.drawScore(dc)
        self.drawTiles(dc)
    # Calculates current score and checks if it is the best score and if so updates    
    def drawChange(self,score):
        dc = wx.BufferedDC(wx.ClientDC(self),self.buffer)
        if score:
            self.curScore += score
            if self.curScore > self.bstScore:
                self.bstScore = self.curScore
            self.drawScore(dc)
        self.drawTiles(dc)
     # Shows creator info
if __name__ == "__main__":
    app = wx.App()
    Frame(u"2048 v1.0.1 by Guolz")
    app.MainLoop()


第二种

直接运行一下代码

# -*- coding:UTF-8 -*-

import random
import os
import sys

v = [[0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0]]


def display(v, score):
	print("%4d%4d%4d%4d" % (v[0][0], v[0][1], v[0][2], v[0][3])) 
	print("%4d%4d%4d%4d" % (v[1][0], v[1][1], v[1][2], v[1][3]))
	print("%4d%4d%4d%4d" % (v[2][0], v[2][1], v[2][2], v[2][3]))
	print("%4d%4d%4d%4d" % (v[3][0], v[3][1], v[3][2], v[3][3]))
	print("Total score: %d" % score)


def init(v):
	for i in range(4):
		v[i] = [random.choice([0, 0, 0, 2, 2, 4]) for x in range(4)]


def align(vList, direction):
	for i in range(vList.count(0)):
		vList.remove(0)
	zeros = [0 for x in range(4 - len(vList))]
	if direction == \'left\':
		vList.extend(zeros)
	else:
		vList[:0] = zeros


def addSame(vList, direction):
	score = 0
	if direction == \'left\':
		for i in [0, 1, 2]:
			align(vList, direction)
			if vList[i] == vList[i + 1] != 0:
				vList[i] *= 2
				vList[i + 1] = 0
				score += vList[i]
				return {\'bool\': True, \'score\': score}
	else:
		for i in [3, 2, 1]:
			align(vList, direction)
			if vList[i] == vList[i - 1] != 0:
				vList[i] *= 2
				vList[i - 1] = 0
				score += vList[i]
				return {\'bool\': True, \'score\': score}
	return {\'bool\': False, \'score\': score}


def handle(vList, direction):
	totalScore = 0
	align(vList, direction)
	result = addSame(vList, direction)
	while result[\'bool\'] == True:
		totalScore += result[\'score\']
		align(vList, direction)
		result = addSame(vList, direction)
	return totalScore


def operation(v):
	totalScore = 0
	gameOver = False
	direction = \'left\'
	op = input(\'operator:\')
	if op in [\'a\', \'A\']:
		direction = \'left\'
		for row in range(4):
			totalScore += handle(v[row], direction)
	elif op in [\'d\', \'D\']:
		direction = \'right\'
		for row in range(4):
			totalScore += handle(v[row], direction)
	elif op in [\'w\', \'W\']:
		direction = \'left\'
		for col in range(4):
			vList = [v[row][col] for row in range(4)]
			totalScore += handle(vList, direction)
			for row in range(4):
				v[row][col] = vList[row]
	elif op in [\'s\', \'S\']:
		direction = \'right\'
		for col in range(4):
			vList = [v[row][col] for row in range(4)]
			totalScore += handle(vList, direction)
			for row in range(4):
				v[row][col] = vList[row]
	else:
		print("Invalid input,please enter a charactor in [W,S,A,D] or the lower")
		gameOver = True
		return {\'gameOver\': gameOver, \'score\': totalScore}

	N = 0
	for q in v:
		N += q.count(0)

	if N == 0:
		gameOver = True
		return {\'gameover\': gameOver, \'score\': totalScore}

	num = random.choice([2, 2, 2, 4])
	k = random.randrange(1, N + 1)
	n = 0

	for i in range(4):
		for j in range(4):
			if v[i][j] == 0:
				n += 1
				if n == k:
					v[i][j] = num
					break

	return {\'gameOver\': gameOver, \'score\': totalScore}


init(v)
score = 0
print("Input: W(Up) S(Down) A(Left) D(Right), press <CR>.")
while True:
	os.system("cls")
	display(v, score)
	result = operation(v)
	print(result["score"])
	if result[\'gameOver\'] == True:
		print("Game Over, You failed!")
		print("Your total score %d" % (score))
		sys.exit(1)
	else:
		score += result[\'score\']
		if score >= 2048:
			print("Game Over, You Win!!!")
			print("Your total score: %d" % (score))
			sys.exit(0)

最终效果图:

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