2048总结 python_Python实现2048

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

import curses #终端屏幕打印和键盘处理的库

from random import randrange, choice # generate and place new tile

from collections import defaultdict

letter_codes = [ord(ch) for ch in 'WASDRQwasdrq'] #输入键的字节码

actions = ['Up', 'Left', 'Down', 'Right', 'Restart', 'Exit']

actions_dict = dict(zip(letter_codes, actions * 2)) #动作与字节码对应

def get_user_action(keyboard):

char = "N"

while char not in actions_dict:

char = keyboard.getch()

return actions_dict[char]

#矩阵转置

def transpose(field):

return [list(row) for row in zip(*field)]

#矩阵逆转(不是逆矩阵

def invert(field):

return [row[::-1] for row in field]

class GameField(object):

def __init__(self, height=4, width=4, win=2048):

self.height = height

self.width = width

self.win_value = 2048

self.score = 0

self.highscore = 0

self.reset()

#重置棋盘

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):

# 把零散的非零单元挤到一块

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))]

return new_row

# 对邻近元素进行合并

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

# #先挤到一块再合并再挤到一块

return tighten(merge(tighten(row)))

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 = moves[direction](self.field)

self.spawn()

return True

else:

return False

def is_win(self):

return any(any(i >= self.win_value 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)

#绘制游戏界面

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)

#随机生成一个 2 或者 4

def spawn(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_element

def move_is_possible(self, direction):

def row_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 可以移动

return True

if row[i] != 0 and row[i + 1] == row[i]: # Merge 可以合并

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'](invert(field))

check['Up'] = lambda field: \

check['Left'](transpose(field))

check['Down'] = lambda field: \

check['Right'](transpose(field))

if direction in check:

return check[direction](self.field)

else:

return False

#stdscr代表屏幕

def main(stdscr):

def init():

#重置游戏棋盘

game_field.reset()

return 'Game'

def not_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

return responses[action]

def game():

#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

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]()

curses.wrapper(main)

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