import curses
from random import randrange,chioce
from collections import defaultdict
actions=['Up','Left','Down','Right','Restart','Exit']
letter_codes=[ord(ch) for ch in 'WASDRQwasdrq']
action_dict=dict(zip(letter_codes,actions*2))
def main(stdscr):
def init():
#重置游戏棋盘
game_field.reset()
return 'Game'
def not_game(state):
#画出GomeOver 或WIN 的界面
game_field.draw(stdscr)
#读取用户输入得到action,判断重启游戏还是结束游戏
action = get_user_action(stdscr)
responses = defaultdict(lambda :state)#默认当前状态
responses['Restart'],responses['Exit']='Init','Exit'
return responses[actions]
def game():
#画出当前棋盘状态
game_field.draw(stdscr)
#读取用户的action
action = get_user_action(stdscr)
if action == 'Restart':
return 'Init'
if action == 'Exit':
return 'Exit'
if game_field.move(action): # move successful
if game_field.is_win():
return 'Win'
if game_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]()
def get_user_action(keyboard):
char = 'N'
while char not in action_dict:
char = keyboard.getch()
return action_dict[char]
def transpose(field):
return [list(row) for row in zip(*field)]
def invert(field):#矩阵逆转,非逆矩阵
return [row[::-1] for row in field]
class GameField(object):
def draw(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!'
def cast(string):
screen.addstr(string + '\n')
# 绘制水平分割线
def draw_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
def draw_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 in self.field:
draw_hor_separator()
draw_row(row)
draw_hor_separator()
if self.is_win():
cast(win_string)
else:
if self.is_gameover():
cast(gameover_string)
else:
cast(help_string1)
cast(help_string2)
def init(self,height=4,width=4,win=2048):
self.height = height
self.width = width
self.win_vlaue = 2048
self.score = 0
self.highscore = 0
self.reset() #重置
def spawn(self):#随机生成2或4
new_element = 4 if randrange(100)>89 else 2
(i,j) = chioce([(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_element
def reset(self):
if self.score > self.highscore:
self.highscore = self.score
self.score = 0
self.field = [[0 for i in range(self.width)]
for j in range(self.height)]
self.spawn()
self.spawn()
def move(self,direction):
def move_row_left(row):
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]
new_row += [0 for i in range(len(row)-
len(new_row))]
return new_row
def merge(row):#相邻元素拼合
pair = False
new_row = []
for i in range(len(row)):
if pair:
new_row.append(2row[i])
self.score += 2row[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)))#先挤再合并再挤
moves = {}
moves['Left'] = lambda field: [move_row_left(row)
for row in field]
moves['Right'] = lambda field: invert(moves['Left']
(invert(field)))
moves['Up'] = lambda field: transpose(moves['Left']
(transpose(field)))
moves['Down'] = lambda field: transpose(moves['Right']
(transpose(field)))
if direction in moves:
if self.move_is_possible(direction):
self.field = movesdirection
self.spawn()
return True
else:
return False
def is_win(self):
return any(any(i >= self.win_vlaue for i in row)
for row in self.field)
def is_gameover(self):
return not any(self.move_is_possible(move) for move in actions)
def move_is_possible(self,direction):
def row_is_left_movable(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))
check = {}
check['Left'] = lambda field: any(row_is_left_movable(row)
for row in field)
check['Right'] = lambda field: check'Left'
check['Up'] = lambda field: check'Left'
check['Down'] = lambda field: check'Right'
if direction in check:
return checkdirection
else:
return False
curses.wrapper(main)