大家好,给大家分享一下python小游戏设计报告,很多人还不知道这一点。下面详细解释一下。现在让我们来看看!
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的方块用python画出简单笑脸。
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