python 实现 2048游戏

首先是需要引入curses  
在https://www.lfd.uci.edu/~gohlke/pythonlibs/#curses 下载相应版本
如果不知道你是哪个版本  打开你的python的shell
输入下面的代码
import pip._internal
print(pip._internal.pep425tags.get_supported())
如下:

下载好  win+r 进行安装 到文件路径下  pip install + 文件全名(加whl后缀)
然后就可以运行了

不过在pycharm里面运行的时候,出现了如下的错误

这是因为里面有需要在控制台来展示的东西, 再次进入到cmd然后 python 2048.py  就可以了

其中的状态机的部分还是挺有意思的,有感兴趣的可以自己了解下fsm


下面是代码

#-*- coding:utf-8 -*-
import random
import curses
from itertools import chain


class Action(object):

    UP = 'up'
    LEFT = 'left'
    DOWN = 'down'
    RIGHT = 'right'
    RESTART = 'restart'
    EXIT = 'exit'

    letter_codes = [ord(ch) for ch in 'WASDRQwasdrq']
    actions = [UP, LEFT, DOWN, RIGHT, RESTART, EXIT]
    actions_dict = dict(zip(letter_codes, actions * 2))

    def __init__(self, stdscr):
        self.stdscr = stdscr

    def get(self):
        char = "N"
        while char not in self.actions_dict:
            char = self.stdscr.getch()
        return self.actions_dict[char]


class Grid(object):

    def __init__(self, size):
        self.size = size
        self.cells = None
        self.reset()

    def reset(self):
        self.cells = [[0 for i in range(self.size)] for j in range(self.size)]
        self.add_random_item()
        self.add_random_item()

    def add_random_item(self):
        empty_cells = [(i, j) for i in range(self.size) for j in range(self.size) if self.cells[i][j] == 0]
        (i, j) = random.choice(empty_cells)
        self.cells[i][j] = 4 if random.randrange(100) >= 90 else 2

    def transpose(self):
        self.cells = [list(row) for row in zip(*self.cells)]

    def invert(self):
        self.cells = [row[::-1] for row in self.cells]

    @staticmethod
    def move_row_left(row):
        def tighten(row):
            new_row = [i for i in row if i != 0]
            new_row += [0 for i in range(len(row) - len(new_row))]
            return new_row

        def merge(row):
            pair = False
            new_row = []
            for i in range(len(row)):
                if pair:
                    new_row.append(2 * row[i])
                    # self.score += 2 * row[i]
                    pair = False
                else:
                    if i + 1 < len(row) and row[i] == row[i + 1]:
                        pair = True
                        new_row.append(0)
                    else:
                        new_row.append(row[i])
            assert len(new_row) == len(row)
            return new_row
        return tighten(merge(tighten(row)))

    def move_left(self):
        self.cells = [self.move_row_left(row) for row in self.cells]

    def move_right(self):
        self.invert()
        self.move_left()
        self.invert()

    def move_up(self):
        self.transpose()
        self.move_left()
        self.transpose()

    def move_down(self):
        self.transpose()
        self.move_right()
        self.transpose()

    @staticmethod
    def row_can_move_left(row):
        def change(i):
            if row[i] == 0 and row[i + 1] != 0:
                return True
            if row[i] != 0 and row[i + 1] == row[i]:
                return True
            return False
        return any(change(i) for i in range(len(row) - 1))

    def can_move_left(self):
        return any(self.row_can_move_left(row) for row in self.cells)

    def can_move_right(self):
        self.invert()
        can = self.can_move_left()
        self.invert()
        return can

    def can_move_up(self):
        self.transpose()
        can = self.can_move_left()
        self.transpose()
        return can

    def can_move_down(self):
        self.transpose()
        can = self.can_move_right()
        self.transpose()
        return can


class Screen(object):

    help_string1 = '(W)up (S)down (A)left (D)right'
    help_string2 = '     (R)Restart (Q)Exit'
    over_string = '           GAME OVER'
    win_string = '          YOU WIN!'

    def __init__(self, screen=None, grid=None, score=0, best_score=0, over=False, win=False):
        self.grid = grid
        self.score = score
        self.over = over
        self.win = win
        self.screen = screen
        self.counter = 0

    def cast(self, string):
        self.screen.addstr(string + '\n')

    def draw_row(self, row):
        self.cast(''.join('|{: ^5}'.format(num) if num > 0 else '|     ' for num in row) + '|')

    def draw(self):
        self.screen.clear()
        self.cast('SCORE: ' + str(self.score))
        for row in self.grid.cells:
            self.cast('+-----' * self.grid.size + '+')
            self.draw_row(row)
        self.cast('+-----' * self.grid.size + '+')

        if self.win:
            self.cast(self.win_string)
        else:
            if self.over:
                self.cast(self.over_string)
            else:
                self.cast(self.help_string1)

        self.cast(self.help_string2)


class GameManager(object):

    def __init__(self, size=4, win_num=2048):
        self.size = size
        self.win_num = win_num
        self.reset()

    def reset(self):
        self.state = 'init'
        self.win = False
        self.over = False
        self.score = 0
        self.grid = Grid(self.size)
        self.grid.reset()

    @property
    def screen(self):
        return Screen(screen=self.stdscr, score=self.score, grid=self.grid, win=self.win, over=self.over)

    def move(self, direction):
        if self.can_move(direction):
            getattr(self.grid, 'move_' + direction)()
            self.grid.add_random_item()
            return True
        else:
            return False

    @property
    def is_win(self):
        self.win = max(chain(*self.grid.cells)) >= self.win_num
        return self.win

    @property
    def is_over(self):
        self.over = not any(self.can_move(move) for move in self.action.actions)
        return self.over

    def can_move(self, direction):
        return getattr(self.grid, 'can_move_' + direction)()

    def state_init(self):
        self.reset()
        return 'game'

    def state_game(self):
        self.screen.draw()
        action = self.action.get()

        if action == Action.RESTART:
            return 'init'
        if action == Action.EXIT:
            return 'exit'
        if self.move(action):
            if self.is_win:
                return 'win'
            if self.is_over:
                return 'over'
        return 'game'

    def _restart_or_exit(self):
        self.screen.draw()
        return 'init' if self.action.get() == Action.RESTART else 'exit'

    def state_win(self):
        return self._restart_or_exit()

    def state_over(self):
        return self._restart_or_exit()

    def __call__(self, stdscr):
        curses.use_default_colors()
        self.stdscr = stdscr
        self.action = Action(stdscr)
        while self.state != 'exit':
            self.state = getattr(self, 'state_' + self.state)()


if __name__ == '__main__':
    curses.wrapper(GameManager())
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