Python 2048游戏实现

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2048游戏算是一个比较完整的项目,项目中我们需要将游戏过程建模,通过有限状态机将游戏主流程模拟出来如下:

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对于游戏的整体代码中,关于矩阵逆转,移动处理逻辑算法初学者可以暂时不关注,重点在于游戏主流程代码,这样可以锻炼初学者的思维,让大家更好的学习!

此外,代码中比较常用的库与类是需要初学者去积累的。

# -*- coding: utf-8 -*-
import curses
from random import randrange, choice  # generate and place new tile
from collections import defaultdict

#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:
def get_user_action(keyboard):
    char = "N"
    while char not in actions_dict:
        char = keyboard.getch()
    return actions_dict[char]

#矩阵逆转  初学者可不要在此深究
def transpose(field):
    return [list(row) for row in zip(*field)]

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()

    def reset(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 in range(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
    def move(self, direction):
        def move_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))]
                return new_row

            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

            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)

    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)

        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 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
                    return True
                if row[i] != 0 and row[i + 1] == row[i]:  # Merge
                    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

#遊戲实现的主流程思路,重点
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 是python 对c中 curses的封装,并没有卵用
curses.wrapper(main)

 

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