Beispiel #1
0
 def test_canMove_no_empty_cell_can_collapse(self):
     b = Board(size=2)
     b.cells = [
         [2, 2],
         [4, 8]
     ]
     self.assertTrue(b.canMove())
Beispiel #2
0
 def test_canMove_no_empty_cell_can_collapse(self):
     b = Board(size=2)
     b.cells = [
         [2, 2],
         [4, 8]
     ]
     self.assertTrue(b.canMove())
Beispiel #3
0
class Game(object):
    """
    A 2048 game
    """

    __dirs = {
        keypress.UP:    Board.UP,
        keypress.DOWN:  Board.DOWN,
        keypress.LEFT:  Board.LEFT,
        keypress.RIGHT: Board.RIGHT,
    }

    __clear = 'cls' if os.name == 'nt' else 'clear'

    COLORS = {
           2: Fore.GREEN,
           4: Fore.BLUE,
           8: Fore.CYAN,
          16: Fore.RED,
          32: Fore.MAGENTA,
          64: Fore.CYAN,
         128: Fore.BLUE,
         256: Fore.MAGENTA,
         512: Fore.GREEN,
        1024: Fore.RED,
        2048: Fore.YELLOW,
    }

    # see Game#adjustColors
    # these are color replacements for various modes
    __color_modes = {
        'dark': {
            Fore.BLUE: Fore.WHITE,
        },
        'light': {
            Fore.YELLOW: Fore.BLACK,
        },
    }

    SCORES_FILE = '%s/.term2048.scores' % os.path.expanduser('~')

    def __init__(self, scores_file=SCORES_FILE, colors=COLORS,
            mode=None, **kws):
        """
        Create a new game.
            scores_file: file to use for the best score (default
                         is ~/.term2048.scores)
            colors: dictionnary with colors to use for each tile
            mode: color mode. This adjust a few colors and can be 'dark' or
                  'light'. See the adjustColors functions for more info.
            other options are passed to the underlying Board object.
        """
        self.board = Board(**kws)
        self.score = 0
        self.scores_file = scores_file
        self.__colors = colors
        self.loadBestScore()
        self.adjustColors(mode)

    def adjustColors(self, mode='dark'):
        """
        Change a few colors depending on the mode to use. The default mode
        doesn't assume anything and avoid using white & black colors. The dark
        mode use white and avoid dark blue while the light mode use black and
        avoid yellow, to give a few examples.
        """
        rp = Game.__color_modes.get(mode, {})
        for k, color in self.__colors.items():
            self.__colors[k] = rp.get(color, color)

    def loadBestScore(self):
        """
        load local best score from the default file
        """
        if self.scores_file is None or not os.path.exists(self.scores_file):
            self.best_score = 0
            return
        try:
            f = open(self.scores_file, 'r')
            self.best_score = int(f.readline(), 10)
            f.close()
        except:
            pass # fail silently

    def saveBestScore(self):
        """
        save current best score in the default file
        """
        if self.score > self.best_score:
            self.best_score = self.score
        try:
            f = open(self.scores_file, 'w')
            f.write(str(self.best_score))
            f.close()
        except:
            pass # fail silently

    def end(self):
        """
        return True if the game is finished
        """
        return not (self.board.won() or self.board.canMove())

    def readMove(self):
        """
        read and return a move to pass to a board
        """
        k = keypress.getArrowKey()
        return Game.__dirs.get(k)

    def loop(self):
        """
        main game loop
        """
        while True:
            os.system(Game.__clear)
            print(self.__str__(margins={'left':4, 'top':4, 'bottom':4}))
            if self.board.won() or not self.board.canMove():
                break
            try:
                m = self.readMove()
            except KeyboardInterrupt:
                self.saveBestScore()
                return
            self.score += self.board.move(m)
            if self.score > self.best_score:
                self.best_score = self.score

        self.saveBestScore()
        print('You won!' if self.board.won() else 'Game Over')

    def getCellStr(self, x, y):
        """
        return a string representation of the cell located at x,y.
        """
        c = self.board.getCell(x, y)
        if c == 0:
            return '  .'

        if c == 1024:
            s = ' 1k'
        elif c == 2048:
            s = ' 2k'
        else:
            s = '%3d' % c
        return self.__colors.get(c, Fore.RESET) + s + Fore.RESET

    def boardToString(self, margins={}):
        """
        return a string representation of the current board.
        """
        b = self.board
        rg = xrange(b.size())
        left = ' '*margins.get('left', 0)
        s = '\n'.join(
            [left + ' '.join([self.getCellStr(x, y) for x in rg]) for y in rg])
        return s

    def __str__(self, margins={}):
        b = self.boardToString(margins=margins)
        top = '\n'*margins.get('top', 0)
        bottom = '\n'*margins.get('bottom', 0)
        scores = ' \tScore: %5d  Best: %5d\n' % (self.score, self.best_score)
        return top + b.replace('\n', scores, 1) + bottom
Beispiel #4
0
class mGame(Game):
    def __init__(self, vis=False):
        if vis: Game.__init__(self, scores_file=None, store_file=None)
        self.best_score=0
        self.vis=vis
        self.reset()

    def reset(self):
        try: 
            print self.score, self.best_score, self.count, self.get_frame().max()
            del self.board
        except: pass
        #self.board = Board(**kws)
        self.board = Board(goal=512)
        self.score = 0
        self.count = 0
        self.moved = False
        self.pts = 0
        #self.clear_screen = clear_screen
        #self.__colors = colors
        #self.__azmode = azmode

    def play(self, action):
        self.moved = False
        pts=self.board.move(action+1)
        self.pts=pts
        self.incScore(pts)
        if pts>0: 
            self.count+=1
            self.moved=True
        if self.vis:
            margins = {'left': 4, 'top': 4, 'bottom': 4}
            self.clearScreen()
            print(self.__str__(margins=margins))
            time.sleep(0.1)
        
    def get_state(self):
        return self.board.cells

    def get_state_fake(self, action):
        b = Board()
        b.cells=self.board.cells
        b.move(action+1)
        return b.cells

    def get_score(self):
        if self.board.won(): return 1
        elif self.pts>0: return 1- 1.0/self.pts
        return 0
        #return self.score/2048.0
        #elif not self.board.canMove(): s=-1
        #elif not self.moved: s=-5
        #return self.count/80+math.log(float(self.get_frame().max()))/5.0+s
        #return self.count/100.0
        #return self.count/100.0+math.log(float(self.get_frame().max()))

    def is_over(self):
        return self.board.won() or not self.board.canMove()
    def is_won(self):
        return self.board.won()

    @property
    def name(self):
        return "2048"
    @property
    def nb_actions(self):
        return 4

    def get_frame(self):
        ll=numpy.vectorize(lambda x:math.log(x+1))
        #s=[self.get_state_fake(1),self.get_state_fake(2),self.get_state_fake(3),self.get_state_fake(4),self.get_state()]
        s=self.get_state()
        return ll(numpy.array(s).astype('float32'))

    def draw(self):
        return self.get_state()
class Game(object):
    """
    A 2048 game
    """

    __dirs = {
        keypress.UP:      Board.UP,
        keypress.DOWN:    Board.DOWN,
        keypress.LEFT:    Board.LEFT,
        keypress.RIGHT:   Board.RIGHT,
    }

    __clear = 'cls' if os.name == 'nt' else 'clear'

    def __init__(self, **kws):
        """
        Create a new game.
        """
        self.board = Board(**kws)
        self.score = 0
        self.__colors = {
            2:    Fore.GREEN,
            4:    Fore.BLUE + Style.BRIGHT,
            8:    Fore.CYAN,
            16:   Fore.RED,
            32:   Fore.MAGENTA,
            64:   Fore.CYAN,
            128:  Fore.BLUE + Style.BRIGHT,
            256:  Fore.MAGENTA,
            512:  Fore.GREEN,
            1024: Fore.RED,
            2048: Fore.YELLOW,
            # just in case people set an higher goal they still have colors
            4096: Fore.RED,
            8192: Fore.CYAN,
        }

    def incScore(self, pts):
        """
        update the current score by adding it the specified number of points
        """
        self.score += pts

    def end(self):
        """
        return True if the game is finished
        """
        return not (self.board.won() or self.board.canMove())

    def readMove(self):
        """
        read and return a move to pass to a board
        """
        k = keypress.getKey()
        return Game.__dirs.get(k)

    def loop(self):
        """
        main game loop. returns the final score.
        """
        try:
            while True:
                os.system(Game.__clear)
                print(self.__str__(margins={'left': 4, 'top': 4, 'bottom': 4}))
                if self.board.won() or not self.board.canMove():
                    break
                m = self.readMove()
                self.incScore(self.board.move(m))

        except KeyboardInterrupt:
            return

        print('You won!' if self.board.won() else 'Game Over')
        return self.score

    def getCellStr(self, x, y):  # TODO: refactor regarding issue #11
        """
        return a string representation of the cell located at x,y.
        """
        c = self.board.getCell(x, y)

        if c == 0:
            return '  .'
        elif c == 1024:
            s = ' 1k'
        elif c == 2048:
            s = ' 2k'
        else:
            s = '%3d' % c

        return self.__colors.get(c, Fore.RESET) + s + Style.RESET_ALL

    def boardToString(self, margins={}):
        """
        return a string representation of the current board.
        """
        b = self.board
        rg = range(b.size())
        left = ' '*margins.get('left', 0)
        s = '\n'.join(
            [left + ' '.join([self.getCellStr(x, y) for x in rg]) for y in rg])
        return s

    def __str__(self, margins={}):
        b = self.boardToString(margins=margins)
        top = '\n'*margins.get('top', 0)
        bottom = '\n'*margins.get('bottom', 0)
        scores = ' \tScore: %5d\n' % (self.score)
        return top + b.replace('\n', scores, 1) + bottom
Beispiel #6
0
 def test_canMove_empty_cell(self):
     b = Board(size=2)
     self.assertTrue(b.canMove())
Beispiel #7
0
 def test_canMove_no_empty_cell(self):
     b = Board(size=1)
     b.setCell(0, 0, 42)
     self.assertFalse(b.canMove())
Beispiel #8
0
class Game(object):
    """
    A 2048 game
    """

    __dirs = {
        keypress.UP: Board.UP,
        keypress.DOWN: Board.DOWN,
        keypress.LEFT: Board.LEFT,
        keypress.RIGHT: Board.RIGHT,
        keypress.SPACE: Board.PAUSE,
    }

    __is_windows = os.name == 'nt'

    COLORS = {
        2: Fore.GREEN,
        4: Fore.BLUE + Style.BRIGHT,
        8: Fore.CYAN,
        16: Fore.RED,
        # Don't use MAGENTA directly; it doesn't display well on Windows.
        # see https://github.com/bfontaine/term2048/issues/24
        32: Fore.MAGENTA + Style.BRIGHT,
        64: Fore.CYAN,
        128: Fore.BLUE + Style.BRIGHT,
        256: Fore.MAGENTA + Style.BRIGHT,
        512: Fore.GREEN,
        1024: Fore.RED,
        2048: Fore.YELLOW,
        # just in case people set an higher goal they still have colors
        4096: Fore.RED,
        8192: Fore.CYAN,
    }

    # see Game#adjustColors
    # these are color replacements for various modes
    __color_modes = {
        'dark': {
            Fore.BLUE: Fore.WHITE,
            Fore.BLUE + Style.BRIGHT: Fore.WHITE,
        },
        'light': {
            Fore.YELLOW: Fore.BLACK,
        },
    }

    SCORES_FILE = '%s/.term2048.scores' % os.path.expanduser('~')
    STORE_FILE = '%s/.term2048.store' % os.path.expanduser('~')

    def __init__(self,
                 scores_file=SCORES_FILE,
                 colors=COLORS,
                 store_file=STORE_FILE,
                 clear_screen=True,
                 mode=None,
                 azmode=False,
                 **kws):
        """
        Create a new game.
            scores_file: file to use for the best score (default
                         is ~/.term2048.scores)
            colors: dictionnary with colors to use for each tile
            store_file: file that stores game session's snapshot
            mode: color mode. This adjust a few colors and can be 'dark' or
                  'light'. See the adjustColors functions for more info.
            other options are passed to the underlying Board object.
        """
        self.board = Board(**kws)
        self.score = 0
        self.scores_file = scores_file
        self.store_file = store_file
        self.clear_screen = clear_screen

        self.__colors = colors
        self.__azmode = azmode

        self.loadBestScore()
        self.adjustColors(mode)

    def adjustColors(self, mode='dark'):
        """
        Change a few colors depending on the mode to use. The default mode
        doesn't assume anything and avoid using white & black colors. The dark
        mode use white and avoid dark blue while the light mode use black and
        avoid yellow, to give a few examples.
        """
        rp = Game.__color_modes.get(mode, {})
        for k, color in self.__colors.items():
            self.__colors[k] = rp.get(color, color)

    def loadBestScore(self):
        """
        load local best score from the default file
        """
        try:
            with open(self.scores_file, 'r') as f:
                self.best_score = int(f.readline(), 10)
        except:
            self.best_score = 0
            return False
        return True

    def saveBestScore(self):
        """
        save current best score in the default file
        """
        if self.score > self.best_score:
            self.best_score = self.score
        try:
            with open(self.scores_file, 'w') as f:
                f.write(str(self.best_score))
        except:
            return False
        return True

    def incScore(self, pts):
        """
        update the current score by adding it the specified number of points
        """
        self.score += pts
        if self.score > self.best_score:
            self.best_score = self.score

    def readMove(self):
        """
        read and return a move to pass to a board
        """
        k = keypress.getKey()
        return Game.__dirs.get(k)

    def store(self):
        """
        save the current game session's score and data for further use
        """
        size = self.board.SIZE
        cells = []

        for i in range(size):
            for j in range(size):
                cells.append(str(self.board.getCell(j, i)))

        score_str = "%s\n%d" % (' '.join(cells), self.score)

        try:
            with open(self.store_file, 'w') as f:
                f.write(score_str)
        except:
            return False
        return True

    def restore(self):
        """
        restore the saved game score and data
        """

        size = self.board.SIZE

        try:
            with open(self.store_file, 'r') as f:
                lines = f.readlines()
                score_str = lines[0]
                self.score = int(lines[1])
        except:
            return False

        score_str_list = score_str.split(' ')
        count = 0

        for i in range(size):
            for j in range(size):
                value = score_str_list[count]
                self.board.setCell(j, i, int(value))
                count += 1

        return True

    def clearScreen(self):
        """Clear the console"""
        if self.clear_screen:
            os.system('cls' if self.__is_windows else 'clear')
        else:
            print('\n')

    def hideCursor(self):
        """
        Hide the cursor. Don't forget to call ``showCursor`` to restore
        the normal shell behavior. This is a no-op if ``clear_screen`` is
        falsy.
        """
        if not self.clear_screen:
            return
        if not self.__is_windows:
            sys.stdout.write('\033[?25l')

    def showCursor(self):
        """Show the cursor."""
        if not self.__is_windows:
            sys.stdout.write('\033[?25h')

    def loop(self):
        """
        main game loop. returns the final score.
        """
        pause_key = self.board.PAUSE
        margins = {'left': 4, 'top': 4, 'bottom': 4}

        atexit.register(self.showCursor)

        try:
            self.hideCursor()
            while True:
                self.clearScreen()
                print(self.__str__(margins=margins))
                if self.board.won() or not self.board.canMove():
                    break
                m = self.readMove()

                if (m == pause_key):
                    self.saveBestScore()
                    if self.store():
                        print("Game successfully saved. "
                              "Resume it with `term2048 --resume`.")
                        return self.score
                    print("An error ocurred while saving your game.")
                    return

                self.incScore(self.board.move(m))

        except KeyboardInterrupt:
            self.saveBestScore()
            return

        self.saveBestScore()
        print('You won!' if self.board.won() else 'Game Over')
        return self.score

    def getCellStr(self, x, y):  # TODO: refactor regarding issue #11
        """
        return a string representation of the cell located at x,y.
        """
        c = self.board.getCell(x, y)

        if c == 0:
            return '.' if self.__azmode else '  .'

        elif self.__azmode:
            az = {}
            for i in range(1, int(math.log(self.board.goal(), 2))):
                az[2**i] = chr(i + 96)

            if c not in az:
                return '?'
            s = az[c]
        elif c == 1024:
            s = ' 1k'
        elif c == 2048:
            s = ' 2k'
        else:
            s = '%3d' % c

        return self.__colors.get(c, Fore.RESET) + s + Style.RESET_ALL

    def boardToString(self, margins={}):
        """
        return a string representation of the current board.
        """
        b = self.board
        rg = range(b.size())
        left = ' ' * margins.get('left', 0)
        s = '\n'.join(
            [left + ' '.join([self.getCellStr(x, y) for x in rg]) for y in rg])
        return s

    def __str__(self, margins={}):
        b = self.boardToString(margins=margins)
        top = '\n' * margins.get('top', 0)
        bottom = '\n' * margins.get('bottom', 0)
        scores = ' \tScore: %5d  Best: %5d\n' % (self.score, self.best_score)
        return top + b.replace('\n', scores, 1) + bottom
Beispiel #9
0
class Game(object):
    """
    A 2048 game
    """

    __dirs = {
        keypress.UP:      Board.UP,
        keypress.DOWN:    Board.DOWN,
        keypress.LEFT:    Board.LEFT,
        keypress.RIGHT:   Board.RIGHT,
    }

    __clear = 'cls' if os.name == 'nt' else 'clear'

    COLORS = {
           2: Fore.GREEN,
           4: Fore.BLUE + Style.BRIGHT,
           8: Fore.CYAN,
          16: Fore.RED,
          32: Fore.MAGENTA,
          64: Fore.CYAN,
         128: Fore.BLUE + Style.BRIGHT,
         256: Fore.MAGENTA,
         512: Fore.GREEN,
        1024: Fore.RED,
        2048: Fore.YELLOW,
        # just in case people set an higher goal they still have colors
        4096: Fore.MAGENTA,
        8192: Fore.CYAN,
    }

    # see Game#adjustColors
    # these are color replacements for various modes
    __color_modes = {
        'dark': {
            Fore.BLUE: Fore.WHITE,
            Fore.BLUE + Style.BRIGHT: Fore.WHITE,
        },
        'light': {
            Fore.YELLOW: Fore.BLACK,
        },
    }

    SCORES_FILE = '%s/.term2048.scores' % os.path.expanduser('~')

    def __init__(self, scores_file=SCORES_FILE, colors=COLORS,
            clear_screen=True,
            mode=None, azmode=False, **kws):
        """
        Create a new game.
            scores_file: file to use for the best score (default
                         is ~/.term2048.scores)
            colors: dictionnary with colors to use for each tile
            mode: color mode. This adjust a few colors and can be 'dark' or
                  'light'. See the adjustColors functions for more info.
            other options are passed to the underlying Board object.
        """
        self.board = Board(**kws)
        self.score = 0
        self.scores_file = scores_file
        self.clear_screen = clear_screen

        self.__colors = colors
        self.__azmode = azmode

        self.loadBestScore()
        self.adjustColors(mode)

    def adjustColors(self, mode='dark'):
        """
        Change a few colors depending on the mode to use. The default mode
        doesn't assume anything and avoid using white & black colors. The dark
        mode use white and avoid dark blue while the light mode use black and
        avoid yellow, to give a few examples.
        """
        rp = Game.__color_modes.get(mode, {})
        for k, color in self.__colors.items():
            self.__colors[k] = rp.get(color, color)

    def loadBestScore(self):
        """
        load local best score from the default file
        """
        if self.scores_file is None or not os.path.exists(self.scores_file):
            self.best_score = 0
            return
        try:
            f = open(self.scores_file, 'r')
            self.best_score = int(f.readline(), 10)
            f.close()
        except:
            pass # fail silently

    def saveBestScore(self):
        """
        save current best score in the default file
        """
        if self.score > self.best_score:
            self.best_score = self.score
        try:
            f = open(self.scores_file, 'w')
            f.write(str(self.best_score))
            f.close()
        except:
            pass # fail silently

    def incScore(self, pts):
        """
        update the current score by adding it the specified number of points
        """
        self.score += pts
        if self.score > self.best_score:
            self.best_score = self.score

    def end(self):
        """
        return True if the game is finished
        """
        return not (self.board.won() or self.board.canMove())

    def readMove(self):
        """
        read and return a move to pass to a board
        """
        k = keypress.getKey()
        return Game.__dirs.get(k)

    def loop(self):
        """
        main game loop. returns the final score.
        """
        try:
            while True:
                if self.clear_screen:
                    os.system(Game.__clear)
                else:
                    print("\n")
                print(self.__str__(margins={'left':4, 'top':4, 'bottom':4}))
                if self.board.won() or not self.board.canMove():
                    break
                m = self.readMove()
                self.incScore(self.board.move(m))

        except KeyboardInterrupt:
            self.saveBestScore()
            return

        self.saveBestScore()
        print('You won!' if self.board.won() else 'Game Over')
        return self.score
        
    def loopAI(self,sleep_time=0.1):
        """
        main game loop. returns the final score.
        """
        try:
            while True:
                if self.clear_screen:
                    os.system(Game.__clear)
                else:
                    print("\n")
                print(self.__str__(margins={'left':4, 'top':4, 'bottom':4}))
                if self.board.won() or not self.board.canMove():
                    break
                m = AI.nextMove(self.board)
                self.incScore(self.board.move(m))
                time.sleep(0.01)

        except KeyboardInterrupt:
            self.saveBestScore()
            return

        self.saveBestScore()
        print('You won!' if self.board.won() else 'Game Over')
        return self.score

    def getCellStr(self, x, y): # TODO: refactor regarding issue #11
        """
        return a string representation of the cell located at x,y.
        """
        c = self.board.getCell(x, y)

        az = {}
        for i in range(1, int(math.log(self.board.goal(), 2))):
            az[2**i] = chr(i+96)

        if c==0 and self.__azmode:
            return '.'
        elif c == 0:
            return '  .'

        elif self.__azmode:
            if c not in az:
                return '?'
            s = az[c]
        elif c == 1024:
            s = ' 1k'
        elif c == 2048:
            s = ' 2k'
        elif c == 4096:
            s = ' 4k'
        elif c == 8192:
            s = ' 8k'
        else:
            s = '%3d' % c

        return self.__colors.get(c, Fore.RESET) + s + Style.RESET_ALL

    def boardToString(self, margins={}):
        """
        return a string representation of the current board.
        """
        b = self.board
        rg = range(b.size())
        left = ' '*margins.get('left', 0)
        s = '\n'.join(
            [left + ' '.join([self.getCellStr(x, y) for x in rg]) for y in rg])
        return s

    def __str__(self, margins={}):
        b = self.boardToString(margins=margins)
        top = '\n'*margins.get('top', 0)
        bottom = '\n'*margins.get('bottom', 0)
        scores = ' \tScore: %5d  Best: %5d\n' % (self.score, self.best_score)
        return top + b.replace('\n', scores, 1) + bottom
Beispiel #10
0
class Game(object):
    """
    A 2048 game
    """

    __dirs = {
        keypress.UP: Board.UP,
        keypress.DOWN: Board.DOWN,
        keypress.LEFT: Board.LEFT,
        keypress.RIGHT: Board.RIGHT,
    }

    __clear = 'cls' if os.name == 'nt' else 'clear'

    COLORS = {
        2: Fore.GREEN,
        4: Fore.BLUE + Style.BRIGHT,
        8: Fore.CYAN,
        16: Fore.RED,
        32: Fore.MAGENTA,
        64: Fore.CYAN,
        128: Fore.BLUE + Style.BRIGHT,
        256: Fore.MAGENTA,
        512: Fore.GREEN,
        1024: Fore.RED,
        2048: Fore.YELLOW,
        # just in case people set an higher goal they still have colors
        4096: Fore.MAGENTA,
        8192: Fore.CYAN,
    }

    # see Game#adjustColors
    # these are color replacements for various modes
    __color_modes = {
        'dark': {
            Fore.BLUE: Fore.WHITE,
            Fore.BLUE + Style.BRIGHT: Fore.WHITE,
        },
        'light': {
            Fore.YELLOW: Fore.BLACK,
        },
    }

    SCORES_FILE = '%s/.term2048.scores' % os.path.expanduser('~')

    def __init__(self,
                 scores_file=SCORES_FILE,
                 colors=COLORS,
                 clear_screen=True,
                 mode=None,
                 azmode=False,
                 **kws):
        """
        Create a new game.
            scores_file: file to use for the best score (default
                         is ~/.term2048.scores)
            colors: dictionnary with colors to use for each tile
            mode: color mode. This adjust a few colors and can be 'dark' or
                  'light'. See the adjustColors functions for more info.
            other options are passed to the underlying Board object.
        """
        self.board = Board(**kws)
        self.score = 0
        self.scores_file = scores_file
        self.clear_screen = clear_screen

        self.__colors = colors
        self.__azmode = azmode

        self.loadBestScore()
        self.adjustColors(mode)

    def adjustColors(self, mode='dark'):
        """
        Change a few colors depending on the mode to use. The default mode
        doesn't assume anything and avoid using white & black colors. The dark
        mode use white and avoid dark blue while the light mode use black and
        avoid yellow, to give a few examples.
        """
        rp = Game.__color_modes.get(mode, {})
        for k, color in self.__colors.items():
            self.__colors[k] = rp.get(color, color)

    def loadBestScore(self):
        """
        load local best score from the default file
        """
        if self.scores_file is None or not os.path.exists(self.scores_file):
            self.best_score = 0
            return
        try:
            f = open(self.scores_file, 'r')
            self.best_score = int(f.readline(), 10)
            f.close()
        except:
            pass  # fail silently

    def saveBestScore(self):
        """
        save current best score in the default file
        """
        if self.score > self.best_score:
            self.best_score = self.score
        try:
            f = open(self.scores_file, 'w')
            f.write(str(self.best_score))
            f.close()
        except:
            pass  # fail silently

    def incScore(self, pts):
        """
        update the current score by adding it the specified number of points
        """
        self.score += pts
        if self.score > self.best_score:
            self.best_score = self.score

    def end(self):
        """
        return True if the game is finished
        """
        return not (self.board.won() or self.board.canMove())

    def readMove(self):
        """
        read and return a move to pass to a board
        """
        k = keypress.getKey()
        return Game.__dirs.get(k)

    def loop(self):
        """
        main game loop. returns the final score.
        """
        try:
            while True:
                if self.clear_screen:
                    os.system(Game.__clear)
                else:
                    print("\n")
                print(self.__str__(margins={'left': 4, 'top': 4, 'bottom': 4}))
                if self.board.won() or not self.board.canMove():
                    break
                m = self.readMove()
                self.incScore(self.board.move(m))

        except KeyboardInterrupt:
            self.saveBestScore()
            return

        self.saveBestScore()
        print('You won!' if self.board.won() else 'Game Over')
        return self.score

    def loopAI(self, sleep_time=0.1):
        """
        main game loop. returns the final score.
        """
        try:
            while True:
                if self.clear_screen:
                    os.system(Game.__clear)
                else:
                    print("\n")
                print(self.__str__(margins={'left': 4, 'top': 4, 'bottom': 4}))
                if self.board.won() or not self.board.canMove():
                    break
                m = AI.nextMove(self.board)
                self.incScore(self.board.move(m))
                time.sleep(0.01)

        except KeyboardInterrupt:
            self.saveBestScore()
            return

        self.saveBestScore()
        print('You won!' if self.board.won() else 'Game Over')
        return self.score

    def getCellStr(self, x, y):  # TODO: refactor regarding issue #11
        """
        return a string representation of the cell located at x,y.
        """
        c = self.board.getCell(x, y)

        az = {}
        for i in range(1, int(math.log(self.board.goal(), 2))):
            az[2**i] = chr(i + 96)

        if c == 0 and self.__azmode:
            return '.'
        elif c == 0:
            return '  .'

        elif self.__azmode:
            if c not in az:
                return '?'
            s = az[c]
        elif c == 1024:
            s = ' 1k'
        elif c == 2048:
            s = ' 2k'
        elif c == 4096:
            s = ' 4k'
        elif c == 8192:
            s = ' 8k'
        else:
            s = '%3d' % c

        return self.__colors.get(c, Fore.RESET) + s + Style.RESET_ALL

    def boardToString(self, margins={}):
        """
        return a string representation of the current board.
        """
        b = self.board
        rg = range(b.size())
        left = ' ' * margins.get('left', 0)
        s = '\n'.join(
            [left + ' '.join([self.getCellStr(x, y) for x in rg]) for y in rg])
        return s

    def __str__(self, margins={}):
        b = self.boardToString(margins=margins)
        top = '\n' * margins.get('top', 0)
        bottom = '\n' * margins.get('bottom', 0)
        scores = ' \tScore: %5d  Best: %5d\n' % (self.score, self.best_score)
        return top + b.replace('\n', scores, 1) + bottom
Beispiel #11
0
class Game(object):
    """
    A 2048 game
    """

    __dirs = {
        keypress.UP:      Board.UP,
        keypress.DOWN:    Board.DOWN,
        keypress.LEFT:    Board.LEFT,
        keypress.RIGHT:   Board.RIGHT,
        keypress.SPACE:   Board.PAUSE,
    }

    __is_windows = os.name == 'nt'

    COLORS = {
        2:    Fore.GREEN,
        4:    Fore.BLUE + Style.BRIGHT,
        8:    Fore.CYAN,
        16:   Fore.RED,
        # Don't use MAGENTA directly; it doesn't display well on Windows.
        # see https://github.com/bfontaine/term2048/issues/24
        32:  Fore.MAGENTA + Style.BRIGHT,
        64:   Fore.CYAN,
        128:  Fore.BLUE + Style.BRIGHT,
        256:  Fore.MAGENTA + Style.BRIGHT,
        512:  Fore.GREEN,
        1024: Fore.RED,
        2048: Fore.YELLOW,
        # just in case people set an higher goal they still have colors
        4096: Fore.RED,
        8192: Fore.CYAN,
    }

    # see Game#adjustColors
    # these are color replacements for various modes
    __color_modes = {
        'dark': {
            Fore.BLUE: Fore.WHITE,
            Fore.BLUE + Style.BRIGHT: Fore.WHITE,
        },
        'light': {
            Fore.YELLOW: Fore.BLACK,
        },
    }

    SCORES_FILE = '%s/.term2048.scores' % os.path.expanduser('~')
    STORE_FILE = '%s/.term2048.store' % os.path.expanduser('~')

    def __init__(self, scores_file=SCORES_FILE, colors=None,
                 store_file=STORE_FILE, clear_screen=True,
                 mode=None, azmode=False, **kws):
        """
        Create a new game.
            scores_file: file to use for the best score (default
                         is ~/.term2048.scores)
            colors: dictionnary with colors to use for each tile
            store_file: file that stores game session's snapshot
            mode: color mode. This adjust a few colors and can be 'dark' or
                  'light'. See the adjustColors functions for more info.
            other options are passed to the underlying Board object.
        """
        self.board = Board(**kws)
        self.score = 0
        self.scores_file = scores_file
        self.store_file = store_file
        self.clear_screen = clear_screen

        self.best_score = 0

        self.__colors = colors or self.COLORS
        self.__azmode = azmode

        self.loadBestScore()
        self.adjustColors(mode)

    def adjustColors(self, mode='dark'):
        """
        Change a few colors depending on the mode to use. The default mode
        doesn't assume anything and avoid using white & black colors. The dark
        mode use white and avoid dark blue while the light mode use black and
        avoid yellow, to give a few examples.
        """
        rp = Game.__color_modes.get(mode, {})
        for k, color in self.__colors.items():
            self.__colors[k] = rp.get(color, color)

    def loadBestScore(self):
        """
        load local best score from the default file
        """
        try:
            with open(self.scores_file, 'r') as f:
                self.best_score = int(f.readline(), 10)
        except:
            return False
        return True

    def saveBestScore(self):
        """
        save current best score in the default file
        """
        if self.score > self.best_score:
            self.best_score = self.score
        try:
            with open(self.scores_file, 'w') as f:
                f.write(str(self.best_score))
        except:
            return False
        return True

    def incScore(self, pts):
        """
        update the current score by adding it the specified number of points
        """
        self.score += pts
        if self.score > self.best_score:
            self.best_score = self.score

    def readMove(self):
        """
        read and return a move to pass to a board
        """
        k = keypress.getKey()
        return Game.__dirs.get(k)

    def store(self):
        """
        save the current game session's score and data for further use
        """
        size = self.board.SIZE
        cells = []

        for i in range(size):
            for j in range(size):
                cells.append(str(self.board.getCell(j, i)))

        score_str = "%s\n%d" % (' '.join(cells), self.score)

        try:
            with open(self.store_file, 'w') as f:
                f.write(score_str)
        except:
            return False
        return True

    def restore(self):
        """
        restore the saved game score and data
        """

        size = self.board.SIZE

        try:
            with open(self.store_file, 'r') as f:
                lines = f.readlines()
                score_str = lines[0]
                self.score = int(lines[1])
        except:
            return False

        score_str_list = score_str.split(' ')
        count = 0

        for i in range(size):
            for j in range(size):
                value = score_str_list[count]
                self.board.setCell(j, i, int(value))
                count += 1

        return True

    def clearScreen(self):
        """Clear the console"""
        if self.clear_screen:
            os.system('cls' if self.__is_windows else 'clear')
        else:
            print('\n')

    def hideCursor(self):
        """
        Hide the cursor. Don't forget to call ``showCursor`` to restore
        the normal shell behavior. This is a no-op if ``clear_screen`` is
        falsy.
        """
        if not self.clear_screen:
            return
        if not self.__is_windows:
            sys.stdout.write('\033[?25l')

    def showCursor(self):
        """Show the cursor."""
        if not self.__is_windows:
            sys.stdout.write('\033[?25h')

    def loop(self):
        """
        main game loop. returns the final score.
        """
        pause_key = self.board.PAUSE
        margins = {'left': 4, 'top': 4, 'bottom': 4}

        atexit.register(self.showCursor)

        try:
            self.hideCursor()
            while True:
                self.clearScreen()
                print(self.__str__(margins=margins))
                if self.board.won() or not self.board.canMove():
                    break
                m = self.readMove()

                if m == pause_key:
                    self.saveBestScore()
                    if self.store():
                        print("Game successfully saved. "
                              "Resume it with `term2048 --resume`.")
                        return self.score

                    print("An error ocurred while saving your game.")
                    return None

                self.incScore(self.board.move(m))

        except KeyboardInterrupt:
            self.saveBestScore()
            return None

        self.saveBestScore()
        print('You won!' if self.board.won() else 'Game Over')
        return self.score

    def getCellStr(self, x, y):  # TODO: refactor regarding issue #11
        """
        return a string representation of the cell located at x,y.
        """
        c = self.board.getCell(x, y)

        if c == 0:
            return '.' if self.__azmode else '  .'

        elif self.__azmode:
            az = {}
            for i in range(1, int(math.log(self.board.goal(), 2))):
                az[2 ** i] = chr(i + 96)

            if c not in az:
                return '?'
            s = az[c]
        elif c == 1024:
            s = ' 1k'
        elif c == 2048:
            s = ' 2k'
        else:
            s = '%3d' % c

        return self.__colors.get(c, Fore.RESET) + s + Style.RESET_ALL

    def boardToString(self, margins=None):
        """
        return a string representation of the current board.
        """
        if margins is None:
            margins = {}

        b = self.board
        rg = range(b.size())
        left = ' '*margins.get('left', 0)
        s = '\n'.join(
            [left + ' '.join([self.getCellStr(x, y) for x in rg]) for y in rg])
        return s

    def __str__(self, margins=None):
        if margins is None:
            margins = {}
        b = self.boardToString(margins=margins)
        top = '\n'*margins.get('top', 0)
        bottom = '\n'*margins.get('bottom', 0)
        scores = ' \tScore: %5d  Best: %5d\n' % (self.score, self.best_score)
        return top + b.replace('\n', scores, 1) + bottom
Beispiel #12
0
class Game(object):
    """
    A 2048 game
    """

    __dirs = {
        keypress.UP: Board.UP,
        keypress.DOWN: Board.DOWN,
        keypress.LEFT: Board.LEFT,
        keypress.RIGHT: Board.RIGHT,
        keypress.SPACE: Board.PAUSE,
    }

    __clear = "cls" if os.name == "nt" else "clear"

    COLORS = {
        2: Fore.GREEN,
        4: Fore.BLUE + Style.BRIGHT,
        8: Fore.CYAN,
        16: Fore.RED,
        32: Fore.MAGENTA,
        64: Fore.CYAN,
        128: Fore.BLUE + Style.BRIGHT,
        256: Fore.MAGENTA,
        512: Fore.GREEN,
        1024: Fore.RED,
        2048: Fore.YELLOW,
        # just in case people set an higher goal they still have colors
        4096: Fore.RED,
        8192: Fore.CYAN,
    }

    # see Game#adjustColors
    # these are color replacements for various modes
    __color_modes = {
        "dark": {Fore.BLUE: Fore.WHITE, Fore.BLUE + Style.BRIGHT: Fore.WHITE},
        "light": {Fore.YELLOW: Fore.BLACK},
    }

    SCORES_FILE = "%s/.term2048.scores" % os.path.expanduser("~")
    STORE_FILE = "%s/.term2048.store" % os.path.expanduser("~")

    def __init__(
        self,
        scores_file=SCORES_FILE,
        colors=COLORS,
        store_file=STORE_FILE,
        clear_screen=True,
        mode=None,
        azmode=False,
        **kws
    ):
        """
        Create a new game.
            scores_file: file to use for the best score (default
                         is ~/.term2048.scores)
            colors: dictionnary with colors to use for each tile
            store_file: file that stores game session's snapshot
            mode: color mode. This adjust a few colors and can be 'dark' or
                  'light'. See the adjustColors functions for more info.
            other options are passed to the underlying Board object.
        """
        self.board = Board(**kws)
        self.score = 0
        self.scores_file = scores_file
        self.store_file = store_file
        self.clear_screen = clear_screen

        self.__colors = colors
        self.__azmode = azmode

        self.loadBestScore()
        self.adjustColors(mode)

    def adjustColors(self, mode="dark"):
        """
        Change a few colors depending on the mode to use. The default mode
        doesn't assume anything and avoid using white & black colors. The dark
        mode use white and avoid dark blue while the light mode use black and
        avoid yellow, to give a few examples.
        """
        rp = Game.__color_modes.get(mode, {})
        for k, color in self.__colors.items():
            self.__colors[k] = rp.get(color, color)

    def loadBestScore(self):
        """
        load local best score from the default file
        """
        try:
            with open(self.scores_file, "r") as f:
                self.best_score = int(f.readline(), 10)
        except:
            self.best_score = 0
            return False
        return True

    def saveBestScore(self):
        """
        save current best score in the default file
        """
        if self.score > self.best_score:
            self.best_score = self.score
        try:
            with open(self.scores_file, "w") as f:
                f.write(str(self.best_score))
        except:
            return False
        return True

    def incScore(self, pts):
        """
        update the current score by adding it the specified number of points
        """
        self.score += pts
        if self.score > self.best_score:
            self.best_score = self.score

    def readMove(self):
        """
        read and return a move to pass to a board
        """
        k = keypress.getKey()
        return Game.__dirs.get(k)

    def store(self):
        """
        save the current game session's score and data for further use
        """
        size = self.board.SIZE
        cells = []

        for i in range(size):
            for j in range(size):
                cells.append(str(self.board.getCell(j, i)))

        score_str = "%s\n%d" % (" ".join(cells), self.score)

        try:
            with open(self.store_file, "w") as f:
                f.write(score_str)
        except:
            return False
        return True

    def restore(self):
        """
        restore the saved game score and data
        """

        size = self.board.SIZE

        try:
            with open(self.store_file, "r") as f:
                lines = f.readlines()
                score_str = lines[0]
                self.score = int(lines[1])
        except:
            return False

        score_str_list = score_str.split(" ")
        count = 0

        for i in range(size):
            for j in range(size):
                value = score_str_list[count]
                self.board.setCell(j, i, int(value))
                count += 1

        return True

    def loop(self):
        """
        main game loop. returns the final score.
        """
        pause_key = self.board.PAUSE
        margins = {"left": 4, "top": 4, "bottom": 4}

        try:
            while True:
                if self.clear_screen:
                    os.system(Game.__clear)
                else:
                    print("\n")
                print(self.__str__(margins=margins))
                if self.board.won() or not self.board.canMove():
                    break
                m = self.readMove()

                if m == pause_key:
                    self.saveBestScore()
                    if self.store():
                        print("Game successfully saved. " "Resume it with `term2048 --resume`.")
                        return self.score
                    print("An error ocurred while saving your game.")
                    return

                self.incScore(self.board.move(m))

        except KeyboardInterrupt:
            self.saveBestScore()
            return

        self.saveBestScore()
        print("You won!" if self.board.won() else "Game Over")
        return self.score

    def getCellStr(self, x, y):  # TODO: refactor regarding issue #11
        """
        return a string representation of the cell located at x,y.
        """
        c = self.board.getCell(x, y)

        if c == 0:
            return "." if self.__azmode else "  ."

        elif self.__azmode:
            az = {}
            for i in range(1, int(math.log(self.board.goal(), 2))):
                az[2 ** i] = chr(i + 96)

            if c not in az:
                return "?"
            s = az[c]
        elif c == 1024:
            s = " 1k"
        elif c == 2048:
            s = " 2k"
        else:
            s = "%3d" % c

        return self.__colors.get(c, Fore.RESET) + s + Style.RESET_ALL

    def boardToString(self, margins={}):
        """
        return a string representation of the current board.
        """
        b = self.board
        rg = range(b.size())
        left = " " * margins.get("left", 0)
        s = "\n".join([left + " ".join([self.getCellStr(x, y) for x in rg]) for y in rg])
        return s

    def __str__(self, margins={}):
        b = self.boardToString(margins=margins)
        top = "\n" * margins.get("top", 0)
        bottom = "\n" * margins.get("bottom", 0)
        scores = " \tScore: %5d  Best: %5d\n" % (self.score, self.best_score)
        return top + b.replace("\n", scores, 1) + bottom
Beispiel #13
0
 def test_canMove_empty_cell(self):
     b = Board(size=2)
     self.assertTrue(b.canMove())
Beispiel #14
0
 def test_canMove_no_empty_cell(self):
     b = Board(size=1)
     b.setCell(0, 0, 42)
     self.assertFalse(b.canMove())