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2048.py
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2048.py
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"""
Clone of 2048 game.
"""
import poc_2048_gui
import random
# Directions, DO NOT MODIFY
UP = 1
DOWN = 2
LEFT = 3
RIGHT = 4
# Offsets for computing tile indices in each direction.
# DO NOT MODIFY this dictionary.
OFFSETS = {UP: (1, 0),
DOWN: (-1, 0),
LEFT: (0, 1),
RIGHT: (0, -1)}
def merge(line):
"""
Function that merges a single row or column in 2048.
"""
# replace with your code
result = create_new_list(line)
count = 0
while count < len(result) :
if(len(result) == 0 or len(result) == 1) :
break
if ( result[count] == result[count+1]) :
result[count] = result[count] * 2
result[count+1] = 0
count += 1
count += 1
if count + 1 >= len(result) :
break
result_merge = create_new_list(result)
return result_merge
def create_new_list(lst):
"""
Function that creates a new List.
"""
result = [0 for element in range(len(lst))]
count = 0
for element in lst:
if element != 0 :
result[count] = element
count += 1
return result
class TwentyFortyEight:
"""
Class to run the game logic.
"""
def __init__(self, grid_height, grid_width):
self._grid_height = grid_height
self._grid_width = grid_width
self._grid = []
self._tiles = {UP : [(0,col) for col in range(self._grid_width)],
DOWN : [(self._grid_height-1,col) for col in range(self._grid_width)],
LEFT : [(row,0) for row in range(self._grid_height)],
RIGHT : [(row,grid_width-1)for row in range(self._grid_height)] }
self.reset()
def reset(self):
"""
Reset the game so the grid is empty except for two
initial tiles.
"""
# replace with your code
self._grid = [[ row*col*0 for col in range(self._grid_width)] for row in range(self._grid_height)]
self.new_tile()
self.new_tile()
def __str__(self):
"""
Return a string representation of the grid for debugging.
"""
# replace with your code
return str(self._grid)
def get_grid_height(self):
"""
Get the height of the board.
"""
return self._grid_height
def get_grid_width(self):
"""
Get the width of the board.
"""
return self._grid_width
def move(self, direction):
"""
Move all tiles in the given direction and add
a new tile if any tiles moved.
"""
offset = OFFSETS[direction]
initial_tiles = self._tiles[direction]
flag = 0
for tile in initial_tiles:
lst_of_tiles = [tile]
lst_of_tiles_values = [self.get_tile(tile[0],tile[1])]
step = 1
while True:
row = tile[0] + step*offset[0]
col = tile[1] + step*offset[1]
step += 1
if row >= self._grid_height or row < 0 or col>=self._grid_width or col < 0 :
break
lst_of_tiles.append((row,col))
lst_of_tiles_values.append(self.get_tile(row,col))
lst_of_tiles_values_new = merge(lst_of_tiles_values)
count = 0
for tile in lst_of_tiles:
tile_value = lst_of_tiles_values_new[count]
if(lst_of_tiles_values_new[count] != lst_of_tiles_values[count]):
flag += 1
count += 1
self.set_tile(tile[0],tile[1],tile_value)
if flag > 0:
self.new_tile()
def new_tile(self):
"""
Create a new tile in a randomly selected empty
square. The tile should be 2 90% of the time and
4 10% of the time.
"""
lst_of_zero_tiles = []
for row in range(self._grid_height) :
for col in range(self._grid_width) :
if self.get_tile(row,col) == 0 :
lst_of_zero_tiles.append([row,col])
tile = random.choice(lst_of_zero_tiles)
if random.random() < 0.9 :
self.set_tile(tile[0],tile[1],2)
else :
self.set_tile(tile[0],tile[1],4)
def set_tile(self, row, col, value):
"""
Set the tile at position row, col to have the given value.
"""
self._grid[row][col] = value
def get_tile(self, row, col):
"""
Return the value of the tile at position row, col.
"""
return self._grid[row][col]
poc_2048_gui.run_gui(TwentyFortyEight(4, 4))