python基础游戏实验报告_Python 《Python 实现 2048 游戏》实验报告

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2048 游戏

wiki:《2048》是一款单人在线和移动端游戏,由19岁的意大利人 Gabriele Cirulli 于2014年3月开发。游戏任务是在一个网格上滑动小方块来进行组合,直到形成一个带有有数字2048的方块。

代码

# -*- coding: utf-8 -*-

import sys

import random

import curses

from itertools import chain

class Action(object):

'''

游戏控制显示

'''

UP = 'up'

LEFT = 'left'

DOWN = 'down'

RIGHT = 'right'

RESTART = 'restart'

EXIT = 'exit'

letter_codes = [ord(ch) for ch in 'WASDRQwasdrq']

# 字母编码,ord返回对应的十进制整数

actions = [UP, LEFT, DOWN, RIGHT, RESTART, EXIT]

# 用户行为

actions_dict = dict(zip(letter_codes, actions * 2))

# 将字母的十进制整数和用户行为一一对应组合起来,并转换成字典类型

# 因为不区分大小写,所以这里用户行为需要*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)]

# 初始化一个二维数组,值都是0,作为棋盘的每格。

self.add_random_item()

self.add_random_item()

def add_random_item(self):

'''

随机在某个格子输出2或4

'''

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):

'''

利用 Python 内置的 zip(*) 方法来进行矩阵转置

'''

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

def invert(self):

'''

将矩阵的每一行倒序

'''

self.cells = [row[::-1] for row in self.cells]

@staticmethod

def move_row_left(row):

'''

一行向左合并

'''

def tighten(row):

'''把零散的非零单元挤到一块'''

new_row = [i for i in row if i != 0]

# 先将非零的元素全拿出来加入到新列表

new_row += [0 for i in range(len(row) - len(new_row))]

# 按照原列表的大小,给新列表后面补零

return new_row

def merge(row):

'''对邻近元素进行合并'''

pair = False

new_row = []

for i in range(len(row)):

if pair:

new_row.append(2 * row[i])

# 合并后,加入乘 2 后的元素在 0 元素后面

GameManager.score += 2 * row[i]

# 更新分数

pair = False

else:

# 判断邻近元素能否合并

if i + 1 < len(row) and row[i] == row[i + 1]:

pair = True

new_row.append(0)

# 可以合并时,新列表加入元素 0

else:

new_row.append(row[i])

# 不能合并,新列表中加入该元素

# 断言合并后不会改变行列大小,否则报错

assert len(new_row) == len(row)

return new_row

# 先挤到一块再合并再挤到一块

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

def can_move_restart(self):

self.transpose()

can = self.can_move_down()

self.transpose()

return can

def can_move_exit(self):

self.transpose()

can = self.can_move_up()

self.transpose()

return can

class Screen(object):

'''

棋盘类

'''

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):

'''

绘制函数

'''

self.screen.addstr(string + '\n')

# addstr() 方法将传入的内容展示到终端

def draw_row(self, row):

'''

绘制竖直分割线的函数

'''

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

def draw(self):

self.screen.clear()

# 清空屏幕

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 + '+')

# 绘制分数

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)

# 绘制提示文字

class GameManager(object):

score = 0

'''

游戏状态控制类

'''

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

self.size = size

# 棋盘宽高

self.win_num = win_num

# 过关分数

self.reset()

# 重置清屏

def reset(self):

self.state = 'init'

# 初始化状态

self.win = False

# 胜利状态

self.over = False

# 失败状态

# self.score = GameManager.score

# 当前分数

self.grid = Grid(self.size)

# 创建棋盘

self.grid.reset()

# 棋盘清屏

@property

def screen(self):

'''

显示棋盘

'''

return Screen(screen=self.stdscr, score=GameManager.score, grid=self.grid, win=self.win, over=self.over)

def move(self, direction):

# 判断棋盘操作是否存在且可行

if self.can_move(direction):

getattr(self.grid, 'move_' + direction)()

# getattr会调用grid类中的move_left、move_right

# move_up、move_down

self.grid.add_random_item()

return True

else:

return False

@property

def is_win(self):

'''

判断是否胜利

'''

self.win = max(chain(*self.grid.cells)) >= self.win_num

return self.win

@property

def is_over(self):

'''

判断是否失败

'''

self.over = not any(self.can_move(move) for move in self.action.actions)

return self.over

def can_move(self, direction):

# getattr会调用grid类中的can_move__left、can_move_right

# can_move_up、can_move_down

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

def state_init(self):

'''

初始化状态

'''

self.reset()

return 'game'

def state_game(self):

'''

游戏状态

'''

self.screen.draw()

# 显示得分和棋盘

action = self.action.get()

# 获取当前用户行为

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):

'''

重置游戏或退出游戏

'''

self.screen.draw()

return 'init' if self.action.get() == Action.RESTART else 'exit'

def state_win(self):

'''

胜利状态

'''

return self._restart_or_exit()

def state_over(self):

'''

失败状态

'''

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)()

# getattr会依次调用当前类中的state_init、state_game

if __name__ == '__main__':

recursionlimit = sys.getrecursionlimit()

# 因为此游戏中的递归调用可能会超过最大递归深度,

# 这里判断python中的最大递归深度是否小于2000,

# 没有则赋值2000

if recursionlimit < 2000:

sys.setrecursionlimit(2000)

curses.wrapper(GameManager())

创建 2048.py,内容如上。

执行

python3 2048.py

289b8e6ac3ed

Screen Shot 2020-07-21 at 5.13.42 PM.png

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