代码如下

import randomimport math__mataclass__ = type  # 使用新式类# 此类为地图模块封装的类class map2048():    # 重新设置游戏数据    def reset(self):        self.__row = 4  # 行数        self.__col = 4  # 列数        self.data = [            [0 for x in range(self.__col)]            for y in range(self.__row)]        # self.data = [[x + 4 * y for x in range(self.__col)]        #              for y in range(self.__row)]        # self.data = [[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0]]        self.fill2()        self.fill2()    def __init__(self):        self.reset()    # 获取没有数字的位置的个数    def get_space_count(self):        """        获取没有数字的方格的数量        """        count = 0        for r in self.data:            count += r.count(0)        return count    # 获取游戏的得数。    def get_score(self):        s = 0        for r in self.data:            for c in r:                s += 0 if c < 4 else c * int((math.log(c, 2) - 1.0))        return s    # 填充2到空位置,如果填度成功返回True,如果已满,则返回False,    def fill2(self):        blank_count = self.get_space_count()        if 0 == blank_count:            return False        # 生成随机位置        pos = random.randrange(0, blank_count)        offset = 0        for r in self.data:            for ci in range(self.__col):                if 0 == r[ci]:                    if offset == pos:                        r[ci] = 2                        return True                    offset += 1    # 判断游戏是否结束    def is_gameover(self):        for r in self.data:            # 如果水平方向还有0,则游戏没有结束            if r.count(0):                return False            # 水平方向如果有两个相邻的元素相同,则没有游戏结束            for i in range(self.__col - 1):                if r[i] == r[i + 1]:                    return False        for c in range(self.__col - 1):            # 竖直方向如果有两个相邻的元素相同,则没有游戏结束            for r in range(self.__row - 1):                if self.data[r][c] == self.data[r + 1][c]:                    return False        # 以上都没有,则游戏结束        return True    def left(self):        # moveflag 是否成功移动数字标志位,如果有移动则为真值,原地图不变则为假值        moveflag = False        # 将所有数字向左移动来填补左侧空格        for times in range(self.__col - 1):            for r in self.data:                for c in range(self.__col - 1):                    if 0 == r[c]:                        moveflag = True                        r[c] = r[c + 1]                        r[c + 1] = 0        # 判断是否发生碰幢,如果有碰撞则合并,合并结果靠左,右则填充空格        for r in self.data:            for c in range(self.__col - 1):                if r[c] == r[c + 1]:                    moveflag = True                    r[c] *= 2                    r[c + 1] = 0        # 再将所有数字向左移动来填补左侧空格        for times in range(self.__col - 1):            for r in self.data:                for c in range(self.__col - 1):                    if 0 == r[c]:                        moveflag = True                        r[c] = r[c + 1]                        r[c + 1] = 0        return moveflag    # 游戏右移操作    def right(self):        for r in self.data:            r.reverse()        moveflag = self.left()        for r in self.data:            r.reverse()        return moveflag    # 游戏上移操作    def up(self):        # moveflag 是否成功移动数字标志位,如果有移动则为真值,原地图不变则为假值        moveflag = False        # 将所有数字向上移动来填补上面空格        for times in range(self.__row - 1):            for c in range(self.__col):                for r in range(self.__row - 1):                    if 0 == self.data[r][c]:                        moveflag = True                        self.data[r][c] = self.data[r + 1][c]                        self.data[r + 1][c] = 0        # 判断是否发生碰幢,如果有碰撞则合并,合并结果靠上,下面填充空格        for c in range(self.__col):            for r in range(self.__row - 1):                if self.data[r][c] == self.data[r + 1][c]:                    moveflag = True                    self.data[r][c] *= 2                    self.data[r + 1][c] = 0        # 再将所有数字向上移动来填补上面空格        for times in range(self.__row - 1):            for c in range(self.__col):                for r in range(self.__row - 1):                    if 0 == self.data[r][c]:                        moveflag = True                        self.data[r][c] = self.data[r + 1][c]                        self.data[r + 1][c] = 0        return moveflag    # 游戏下移操作    def down(self):        self.data.reverse()        moveflag = self.up()        self.data.reverse()        return moveflagimport sysif (sys.version_info > (3, 0)):    from tkinter import *    from tkinter import messageboxelse:    from Tkinter import *game = map2048()keymap = {    'a': game.left,    'd': game.right,    'w': game.up,    's': game.down,    'Left': game.left,    'Right': game.right,    'Up': game.up,    'Down': game.down,    'q': exit,}game_bg_color = "#bbada0"mapcolor = {    0: ("#cdc1b4", "#776e65"),    2: ("#eee4da", "#776e65"),    4: ("#ede0c8", "#f9f6f2"),    8: ("#f2b179", "#f9f6f2"),    16: ("#f59563", "#f9f6f2"),    32: ("#f67c5f", "#f9f6f2"),    64: ("#f65e3b", "#f9f6f2"),    128: ("#edcf72", "#f9f6f2"),    256: ("#edcc61", "#f9f6f2"),    512: ("#e4c02a", "#f9f6f2"),    1024: ("#e2ba13", "#f9f6f2"),    2048: ("#ecc400", "#f9f6f2"),    4096: ("#ae84a8", "#f9f6f2"),    8192: ("#b06ca8", "#f9f6f2"),}# 游戏各方块的lable数据map_labels = []# 鼠标按下处理函数def on_mouse_down(event):    print("clicked at", event.x, event.y)# 键盘按下处理函数def on_key_down(event):    keysym = event.keysym    if keysym in keymap:        if keymap[keysym]():            game.fill2()    update_ui()    if game.is_gameover():        mb = messagebox.askyesno(title="gameover", message="游戏结束!\n是否退出游戏!")        if mb:            exit()        else:            game.reset()            update_ui()# 刷新界面函数def update_ui():    # 更改各个Label的设置    for r in range(len(game.data)):        for c in range(len(game.data[0])):            number = game.data[r][c]            label = map_labels[r][c]            label['text'] = str(number) if number else ''            label['bg'] = mapcolor[number][0]            label['foreground'] = mapcolor[number][1]    label_score['text'] = str(game.get_score())# 以下为2048的界面root = Tk()root.title('2048')# root.iconbitmap('./favicon.ico')  # 48x48 ico bitmapframe = Frame(root, width=300, height=300, bg=game_bg_color)frame.grid(sticky= N + E + W +S)# 按键事件见:http://blog.csdn.net/qq_25600055/article/details/46942035# 设置焦点能接收按键事件frame.focus_set()frame.bind("<Key>", on_key_down)# 以下绑定鼠标按下事件# frame.bind("<Button-1>", on_mouse_down)# 以下绑定鼠标移动事件# frame.bind("<Motion>", on_mouse_down)# 以下绑定鼠标抬起事件frame.bind("<ButtonRelease-1>", on_mouse_down)# 见 :http://blog.csdn.net/wjciayf/article/details/50550947# 初始化图形界面for r in range(len(game.data)):    row = []    for c in range(len(game.data[0])):        value = game.data[r][c]        text = '' if 0 == value else str(value)        label = Label(frame, text=text, width=4, height=2,                      font=("黑体", 30, "bold"))        label.grid(row=r, column=c, padx=5, pady=5, sticky= N + E + W +S)        row.append(label)    map_labels.append(row)bottom_row = len(game.data)print("button", str(bottom_row))label = Label(frame, text='分数', font=("黑体", 30, "bold"),              bg="#bbada0", fg="#eee4da")label.grid(row=bottom_row, column=0, padx=5, pady=5)label_score = Label(frame, text='0', font=("黑体", 30, "bold"),                    bg="#bbada0", fg="#ffffff")label_score.grid(row=bottom_row, columnspan=2, column=1, padx=5, pady=5)def reset_game():    game.reset()    update_ui()# restart_button = Button(frame, text='重新开始', command=reset_game)restart_button = Button(frame, text='重新开始', font=("黑体", 16, "bold"),                        # width=4, height=2,                        bg="#8f7a66", fg="#f9f6f2", command=reset_game)restart_button.grid(row=bottom_row, column=3, padx=5, pady=5)update_ui()root.mainloop()