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超轻量级php框架startmvc

一步步教你用Python实现2048小游戏

更新时间:2020-04-26 20:10:02 作者:startmvc
前言2048游戏规则:简单的移动方向键让数字叠加,并且获得这些数字每次叠加后的得分,

前言

2048游戏规则:简单的移动方向键让数字叠加,并且获得这些数字每次叠加后的得分,当出现2048这个数字时游戏胜利。同时每次移动方向键时,都会在这个4*4的方格矩阵的空白区域随机产生一个数字2或者4,如果方格被数字填满了,那么就GameOver了。

主逻辑图

逻辑图解:黑色是逻辑层,蓝色是外部方法,红色是类内方法,稍后即可知道~

下面容我逐行解释主逻辑main()函数,并且在其中穿叉外部定义的函数与类。

主逻辑代码解读(完整代码见文末)

主逻辑main如下,之后的是对主函数中的一些方法的解读:


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]()

逐条解读(代码框内会标注是来自外部,无标注则是来自内部):定义主函数


def main(stdscr):

 def init():
 #重置游戏棋盘
 game_field.reset()

reset出自外部定义的类,game_field=GameField的一个方法reset:

  外部:


 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()
#其中highscore为程序初始化过程中定义的一个变量。记录你win游戏的最高分数记录。

 return 'Game'

返回一个游戏进行中的状态。game_field=GameField状态在后面有定义:

主函数底部定义:


 state_actions = {
 'Init': init,
 'Win': lambda: not_game('Win'),
 'Gameover': lambda: not_game('Gameover'),
 'Game': game
 }

 def not_game(state):
 #画出 GameOver 或者 Win 的界面
 game_field.draw(stdscr)

draw是导入的类game_field=GameField中的方法:


#来自外部类
 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!'
#定义各个字符串
 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)
#这里面的draw方法的字函数我就不做多的解释了,很简单的一些概念。
#但是又运用到了很优秀的精简代码。
#有的地方建议去查一下python的一些高级概念,我就不做多的介绍了。

这里面的draw方法的字函数我就不做多的解释了,很简单的一些概念。

但是又运用到了很优秀的精简代码。

有的地方建议去查一下python的一些高级概念,我就不做多的介绍了。


 #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)

读取用户行为,函数来自于代码初始的定义


#来自外部定义的函数
def get_user_action(keyboard): 
 char = "N"
 while char not in actions_dict: 
 char = keyboard.getch()
 return actions_dict[char]

在结尾处,也即是主函数执行的第三步,定义了state = state_actions[state]()这一实例:


#主函数底部:
 state = 'Init'

 #状态机开始循环
 while state != 'Exit':
 state = state_actions[state]()

 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'
#game()函数的定义类似于上面已经讲过的not_game(),只是game()有了内部循环
#即如果不是Restart/Exit或者对move之后的状态进行判断,如果不是结束游戏,就一直在game()内部循环。

game()函数的定义类似于上面已经讲过的not_game() ,只是game()有了内部循环,即如果不是Restart/Exit或者对move之后的状态进行判断,如果不是结束游戏,就一直在game()内部循环。


 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]()
#此处的意思是:state=state_actions[state] 可以看做是:
#state=init()或者state=not_game(‘Win')或者是另外的not_game(‘Gameover')/game()

此处的意思是:state=state_actions[state] 可以看做是:state=init()或者state=not_game(‘Win')或者是另外的not_game(‘Gameover')/game()

废话不多说,上一个我的成功的图,另外,可以通过设置最后几行中的win=32来决定你最终获胜的条件!

完整代码


#-*- coding:utf-8 -*-
import curses
from random import randrange, choice # generate and place new tile
from collections import defaultdict
letter_codes = [ord(ch) for ch in 'WASDRQwasdrq']
actions = ['Up', 'Left', 'Down', 'Right', 'Restart', 'Exit']
actions_dict = dict(zip(letter_codes, actions * 2))
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 = win
 self.score = 0
 self.highscore = 0
 self.reset()

 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): # 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
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)

总结

以上就是这篇文章的全部内容了,希望本文的内容对大家的学习或者工作能带来一定的帮助,如果有疑问大家可以留言交流。

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