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main.py
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import random
from kivy.animation import Animation
from kivy.app import App
from kivy.core.window import Window, Keyboard
from kivy.graphics import Color, BorderImage
from kivy.properties import ListProperty, NumericProperty
from kivy.uix.widget import Widget
from kivy.utils import get_color_from_hex
from kivy.vector import Vector
spacing = 15
colors = (
'eee4da', 'ede0c8', 'f2b179', 'f59563',
'f67c5f', 'f65e3b', 'edcf72', 'edcc61',
'edc850', 'edc53f', 'edc22e')
tile_colors = {2 ** i: color for i, color in
enumerate(colors, start=1)}
key_vectors = {
Keyboard.keycodes['up']: (0, 1),
Keyboard.keycodes['right']: (1, 0),
Keyboard.keycodes['down']: (0, -1),
Keyboard.keycodes['left']: (-1, 0),
}
class Tile(Widget):
font_size = NumericProperty(24)
number = NumericProperty(2)
color = ListProperty(get_color_from_hex(tile_colors[2]))
number_color = ListProperty(get_color_from_hex('776e65'))
def __init__(self, number=2, **kwargs):
super(Tile, self).__init__(**kwargs)
self.font_size = 0.5 * self.width
self.number = number
self.update_colors()
def update_colors(self):
self.color = get_color_from_hex(tile_colors[self.number])
if self.number > 4:
self.number_color = get_color_from_hex('f9f6f2')
def resize(self, pos, size):
self.pos = pos
self.size = size
self.font_size = 0.5 * self.width
def all_cells(flip_x=False, flip_y=False):
for x in reversed(range(4)) if flip_x else range(4):
for y in reversed(range(4)) if flip_y else range(4):
yield (x, y)
class Board(Widget):
b = None
moving = False
def __init__(self, **kwargs):
super(Board, self).__init__(**kwargs)
self.resize()
def reset(self):
self.b = [[None for i in range(4)] for j in range(4)]
self.new_tile()
self.new_tile()
def new_tile(self, *args):
empty_cells = [(x, y) for x, y in all_cells()
if self.b[x][y] is None]
x, y = random.choice(empty_cells)
tile = Tile(pos=self.cell_pos(x, y),
size=self.cell_size)
self.b[x][y] = tile
self.add_widget(tile)
if len(empty_cells) == 1 and self.is_deadlocked():
print ('Game over (board is deadlocked)')
self.moving = False
def valid_cell(self, board_x, board_y):
return (0 <= board_x <= 3 and 0 <= board_y <= 3)
def can_move(self, board_x, board_y):
return (self.valid_cell(board_x, board_y) and
self.b[board_x][board_y] is None)
def can_combine(self, board_x, board_y, number):
return (self.valid_cell(board_x, board_y) and
self.b[board_x][board_y] is not None and
self.b[board_x][board_y].number == number)
def cell_pos(self, board_x, board_y):
return (self.x + board_x * (self.cell_size[0] + spacing) + spacing,
self.y + board_y * (self.cell_size[1] + spacing) + spacing)
def resize(self, *args):
self.cell_size = (0.25 * (self.width - 5 * spacing),) * 2
# redraw background
self.canvas.before.clear()
with self.canvas.before:
BorderImage(pos=self.pos, size=self.size, source='board.png')
Color(*get_color_from_hex('ccc0b4'))
for board_x, board_y in all_cells():
BorderImage(pos=self.cell_pos(board_x, board_y),
size=self.cell_size, source='cell.png')
# resize tiles
if not self.b:
return
for board_x, board_y in all_cells():
tile = self.b[board_x][board_y]
if tile:
tile.resize(pos=self.cell_pos(board_x, board_y),
size=self.cell_size)
def move(self, dir_x, dir_y):
if self.moving:
return
dir_x = int(dir_x)
dir_y = int(dir_y)
for board_x, board_y in all_cells(dir_x > 0, dir_y > 0):
tile = self.b[board_x][board_y]
if not tile:
continue
x, y = board_x, board_y
while self.can_move(x + dir_x, y + dir_y):
self.b[x][y] = None
x += dir_x
y += dir_y
self.b[x][y] = tile
if self.can_combine(x + dir_x, y + dir_y, tile.number):
self.b[x][y] = None
x += dir_x
y += dir_y
self.remove_widget(self.b[x][y])
self.b[x][y] = tile
tile.number *= 2
if (tile.number == 2048):
print('You win the game')
tile.update_colors()
if x == board_x and y == board_y:
continue # nothing has happened
anim = Animation(
pos=self.cell_pos(x, y),
duration=0.25,
transition='linear'
)
if not self.moving:
anim.on_complete = self.new_tile
self.moving = True
anim.start(tile)
def is_deadlocked(self):
for x, y in all_cells():
if self.b[x][y] is None:
return False # Step 1
number = self.b[x][y].number
if self.can_combine(x + 1, y, number) or \
self.can_combine(x, y + 1, number):
return False # Step 2
return True # Step 3
def can_combine(self, board_x, board_y, number):
return (self.valid_cell(board_x, board_y) and
self.b[board_x][board_y] is not None and
self.b[board_x][board_y].number == number)
on_pos = resize
on_size = resize
def on_key_down(self, window, key, *args):
if key in key_vectors:
self.move(*key_vectors[key])
def on_touch_up(self, touch):
v = Vector(touch.pos) - Vector(touch.opos)
if v.length() < 20:
return
if abs(v.x) > abs(v.y):
v.y = 0
else:
v.x = 0
self.move(*v.normalize())
class GameApp(App):
def on_start(self):
board = self.root.ids.board
board.reset()
Window.bind(on_key_down=board.on_key_down)
if __name__ == '__main__':
GameApp().run()