def test_canMove_no_empty_cell_can_collapse(self): b = Board(size=2) b.cells = [ [2, 2], [4, 8] ] self.assertTrue(b.canMove())
def test_canMove_no_empty_cell_can_collapse(self): b = Board(size=2) b.cells = [ [2, 2], [4, 8] ] self.assertTrue(b.canMove())
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
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
def test_canMove_empty_cell(self): b = Board(size=2) self.assertTrue(b.canMove())
def test_canMove_no_empty_cell(self): b = Board(size=1) b.setCell(0, 0, 42) self.assertFalse(b.canMove())
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
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
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
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
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
def test_canMove_empty_cell(self): b = Board(size=2) self.assertTrue(b.canMove())
def test_canMove_no_empty_cell(self): b = Board(size=1) b.setCell(0, 0, 42) self.assertFalse(b.canMove())