HarmonyOS 鸿蒙Next Python版本2048游戏

HarmonyOS 鸿蒙Next Python版本2048游戏

import pygame
import random

# 初始化Pygame
pygame.init()

# 设置窗口大小
WIDTH, HEIGHT = 400, 500
GRID_SIZE = 100
GRID_PADDING = 10
GRID_COUNT = 4

# 颜色定义
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
BACKGROUND_COLOR = (187, 173, 160)
EMPTY_TILE_COLOR = (205, 193, 180)
TILE_COLORS = {
    2: (238, 228, 218),
    4: (237, 224, 200),
    8: (242, 177, 121),
    16: (245, 149, 99),
    32: (246, 124, 95),
    64: (246, 94, 59),
    128: (237, 207, 114),
    256: (237, 204, 97),
    512: (237, 200, 80),
    1024: (237, 197, 63),
    2048: (237, 194, 46),
}

# 字体设置
FONT = pygame.font.Font(None, 50)

# 创建窗口
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("2048 Game")

# 游戏状态
grid = [[0] * GRID_COUNT for _ in range(GRID_COUNT)]
score = 0

# 生成一个新的随机数
def new_tile():
    empty_tiles = [(i, j) for i in range(GRID_COUNT) for j in range(GRID_COUNT) if grid[i][j] == 0]
    if empty_tiles:
        x, y = random.choice(empty_tiles)
        grid[x][y] = 2 if random.random() < 0.9 else 4

# 绘制网格
def draw_grid():
    screen.fill(BACKGROUND_COLOR)
    for i in range(GRID_COUNT):
        for j in range(GRID_COUNT):
            value = grid[i][j]
            color = EMPTY_TILE_COLOR if value == 0 else TILE_COLORS.get(value, WHITE)
            pygame.draw.rect(screen, color, (j * (GRID_SIZE + GRID_PADDING) + GRID_PADDING,
                                             i * (GRID_SIZE + GRID_PADDING) + GRID_PADDING,
                                             GRID_SIZE, GRID_SIZE))
            if value != 0:
                text = FONT.render(str(value), True, BLACK if value <= 4 else WHITE)
                text_rect = text.get_rect(center=(j * (GRID_SIZE + GRID_PADDING) + GRID_PADDING + GRID_SIZE // 2,
                                                  i * (GRID_SIZE + GRID_PADDING) + GRID_PADDING + GRID_SIZE // 2))
                screen.blit(text, text_rect)

# 绘制分数
def draw_score():
    score_text = FONT.render(f"Score: {score}", True, BLACK)
    score_rect = score_text.get_rect(topleft=(10, HEIGHT - 50))
    screen.blit(score_text, score_rect)

# 合并行
def merge_row(row):
    non_zero = [x for x in row if x != 0]
    merged = []
    skip = False
    for i in range(len(non_zero)):
        if skip:
            skip = False
            continue
        if i + 1 < len(non_zero) and non_zero[i] == non_zero[i + 1]:
            merged.append(2 * non_zero[i])
            global score
            score += 2 * non_zero[i]
            skip = True
        else:
            merged.append(non_zero[i])
    return merged + [0] * (GRID_COUNT - len(merged))

# 移动网格
def move_grid(direction):
    if direction == 'up':
        for j in range(GRID_COUNT):
            column = [grid[i][j] for i in range(GRID_COUNT)]
            merged_column = merge_row(column)
            for i in range(GRID_COUNT):
                grid[i][j] = merged_column[i]
    elif direction == 'down':
        for j in range(GRID_COUNT):
            column = [grid[i][j] for i in range(GRID_COUNT)][::-1]
            merged_column = merge_row(column)[::-1]
            for i in range(GRID_COUNT):
                grid[i][j] = merged_column[i]
    elif direction == 'left':
        for i in range(GRID_COUNT):
            row = grid[i]
            merged_row = merge_row(row)
            grid[i] = merged_row
    elif direction == 'right':
        for i in range(GRID_COUNT):
            row = grid[i][::-1]
            merged_row = merge_row(row)[::-1]
            grid[i] = merged_row

# 检查游戏是否结束
def is_game_over():
    for i in range(GRID_COUNT):
        for j in range(GRID_COUNT):
            if grid[i][j] == 0:
                return False
            if i > 0 and grid[i][j] == grid[i - 1][j]:
                return False
            if j > 0 and grid[i][j] == grid[i][j - 1]:
                return False
            if i < GRID_COUNT - 1 and grid[i][j] == grid[i + 1][j]:
                return False
            if j < GRID_COUNT - 1 and grid[i][j] == grid[i][j + 1]:
                return False
    return True

# 主循环
def main():
    global score
    clock = pygame.time.Clock()
    new_tile()
    new_tile()
    running = True
    while running:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_UP:
                    move_grid('up')
                elif event.key == pygame.K_DOWN:
                    move_grid('down')
                elif event.key == pygame.K_LEFT:
                    move_grid('left')
                elif event.key == pygame.K_RIGHT:
                    move_grid('right')
                if any(0 in row for row in grid):
                    new_tile()
                if is_game_over():
                    print("Game Over!")
                    running = False

        draw_grid()
        draw_score()
        pygame.display.flip()
        clock.tick(10)

    pygame.quit()

if __name__ == "__main__":
    main()

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HarmonyOS鸿蒙Next系统支持使用Python进行应用开发。针对2048游戏的实现,可以使用Python的Pygame库来开发。Pygame是一个跨平台的Python模块,专为电子游戏设计,包含图像、声音等功能的支持。

在鸿蒙Next系统上,开发者可以通过安装Python环境并加载Pygame库来实现2048游戏。游戏的实现逻辑包括初始化游戏界面、处理用户输入、更新游戏状态和渲染游戏画面等步骤。具体实现可以参考以下代码框架:

import pygame
import random

# 初始化Pygame和游戏窗口
pygame.init()
screen = pygame.display.set_mode((400, 400))
pygame.display.set_caption("2048")

# 游戏逻辑代码
def main():
    # 游戏主循环
    running = True
    while running:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False

        # 更新游戏状态和渲染
        screen.fill((255, 255, 255))
        pygame.display.flip()

    pygame.quit()

if __name__ == "__main__":
    main()

开发者需要根据2048游戏的规则,进一步完善矩阵操作、得分计算和游戏结束判断等逻辑。鸿蒙Next系统提供了对Python的良好支持,开发者可以利用其特性进行高效开发。

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