python写2048游戏代码_Python 2048游戏实现

#-*- 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)

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