#-*- coding: utf-8 -*-
importcursesfrom random import randrange, choice #generate and place new tile
from collections importdefaultdict#定义按键并将asc码转换为十进制整数
letter_codes = [ord(ch) for ch in ‘WASDRQwasdrq‘]#定义用户的行为
actions = [‘Up‘, ‘Left‘, ‘Down‘, ‘Right‘, ‘Restart‘, ‘Exit‘]#將按键与用户行为关联 形成dict
actions_dict = dict(zip(letter_codes, actions * 2))#阻塞+循环,直到获得用户有效输入才返回对应行为:
defget_user_action(keyboard):
char= "N"
while char not inactions_dict:
char=keyboard.getch()returnactions_dict[char]#矩阵逆转 初学者可不要在此深究
deftranspose(field):return [list(row) for row in zip(*field)]definvert(field):return [row[::-1] for row infield]classGameField(object):def __init__(self, height=4, width=4, win=2048):
self.height=height
self.width=width
self.win_value= 2048self.score=0
self.highscore=0
self.reset()defreset(self):if self.score >self.highscore:
self.highscore=self.score
self.score=0#此行循环打印行和列并赋值为0 类似与9*9乘法表
self.field = [[0 for i in range(self.width)] for j inrange(self.height)]
self.spawn()
self.spawn()#代码主流程,不过感觉并不适合初学者阅读,这个地方大家可以简易的阅读
defmove(self, direction):defmove_row_left(row):def tighten(row): #squeese non-zero elements together
new_row = [i for i in row if i !=0]
new_row+= [0 for i in range(len(row) -len(new_row))]returnnew_rowdefmerge(row):
pair=False
new_row=[]for i inrange(len(row)):ifpair:
new_row.append(2 *row[i])
self.score+= 2 *row[i]
pair=Falseelse: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)returnnew_rowreturntighten(merge(tighten(row)))
moves={}
moves[‘Left‘] = lambdafield: [move_row_left(row)for row infield]
moves[‘Right‘] = lambdafield: invert(moves[‘Left‘](invert(field)))
moves[‘Up‘] = lambdafield: transpose(moves[‘Left‘](transpose(field)))
moves[‘Down‘] = lambdafield: transpose(moves[‘Right‘](transpose(field)))if direction inmoves:ifself.move_is_possible(direction):
self.field=moves[direction](self.field)
self.spawn()returnTrueelse:returnFalsedefis_win(self):return any(any(i >= self.win_value for i in row) for row inself.field)defis_gameover(self):return not any(self.move_is_possible(move) for move inactions)defdraw(self, screen):
help_string1= ‘(W)Up (S)Down (A)Left (D)Right‘help_string2= ‘(R)Restart (Q)Exit‘gameover_string= ‘GAME OVER‘win_string= ‘YOU WIN!‘
defcast(string):
screen.addstr(string+ ‘\n‘)defdraw_hor_separator():
line= ‘+‘ + (‘+------‘ * self.width + ‘+‘)[1:]
separator= defaultdict(lambda: line)if not hasattr(draw_hor_separator, "counter"):
draw_hor_separator.counter=0
cast(separator[draw_hor_separator.counter])
draw_hor_separator.counter+= 1
defdraw_row(row):
cast(‘‘.join(‘|{: ^5}‘.format(num) if num > 0 else ‘|‘ for num in row) + ‘|‘)
screen.clear()
cast(‘SCORE:‘ +str(self.score))if 0 !=self.highscore:
cast(‘HGHSCORE:‘ +str(self.highscore))for row inself.field:
draw_hor_separator()
draw_row(row)
draw_hor_separator()ifself.is_win():
cast(win_string)else:ifself.is_gameover():
cast(gameover_string)else:
cast(help_string1)
cast(help_string2)defspawn(self):
new_element= 4 if randrange(100) > 89 else 2(i, j)= choice([(i, j) for i in range(self.width) for j in range(self.height) if self.field[i][j] ==0])
self.field[i][j]=new_elementdefmove_is_possible(self, direction):defrow_is_left_movable(row):def change(i): #true if there‘ll be change in i-th tile
if row[i] == 0 and row[i + 1] != 0: #Move
returnTrueif row[i] != 0 and row[i + 1] == row[i]: #Merge
returnTruereturnFalsereturn any(change(i) for i in range(len(row) - 1))
check={}
check[‘Left‘] = lambdafield: any(row_is_left_movable(row)for row infield)
check[‘Right‘] = lambdafield: check[‘Left‘](invert(field))
check[‘Up‘] = lambdafield: check[‘Left‘](transpose(field))
check[‘Down‘] = lambdafield: check[‘Right‘](transpose(field))if direction incheck:returncheck[direction](self.field)else:returnFalse#遊戲实现的主流程思路,重点
defmain(stdscr):definit():#重置游戏棋盘
game_field.reset()return ‘Game‘
defnot_game(state):#画出 GameOver 或者 Win 的界面
game_field.draw(stdscr)#读取用户输入得到action,判断是重启游戏还是结束游戏
action =get_user_action(stdscr)
responses= defaultdict(lambda: state) #默认是当前状态,没有行为就会一直在当前界面循环
responses[‘Restart‘], responses[‘Exit‘] = ‘Init‘, ‘Exit‘ #对应不同的行为转换到不同的状态
returnresponses[action]defgame():#画出当前棋盘状态
game_field.draw(stdscr)#读取用户输入得到action
action =get_user_action(stdscr)if action == ‘Restart‘:return ‘Init‘
if action == ‘Exit‘:return ‘Exit‘
if game_field.move(action): #move successful
ifgame_field.is_win():return ‘Win‘
ifgame_field.is_gameover():return ‘Gameover‘
return ‘Game‘state_actions={‘Init‘: init,‘Win‘: lambda: not_game(‘Win‘),‘Gameover‘: lambda: not_game(‘Gameover‘),‘Game‘: game
}
curses.use_default_colors()
game_field= GameField(win=32)
state= ‘Init‘
#状态机开始循环
while state != ‘Exit‘:
state=state_actions[state]()#curses 是python 对c中 curses的封装,并没有卵用
curses.wrapper(main)