003:将图片转换为字符图片
004:2048游戏
003
# -*- coding=utf-8 -*-
from PIL import Image
import argparse
#import matplotlib.image as mpimg
#命令行输入参数处理
parser = argparse.ArgumentParser()
parser.add_argument('file') #输入文件
#parser.add_argument('--width', type = int, default =80) #输出字符画宽
#parser.add_argument('--height', type = int, default = 80) #输出字符画高
#获取参数
args = parser.parse_args()
IMG = args.file
#WIDTH = args.width
#HEIGHT = args.height
WIDTH=80
HEIGHT=80
ascii_char = list("$@B%8&WM#*oahkbdpqwmZO0QLCJUYXzcvunxrjft/\|()1{}[]?-_+~<>i!lI;:,\"^`'. ")
# 将256灰度映射到70个字符上
def get_char(r,g,b,alpha = 256):
if alpha == 0:
return ' '
length = len(ascii_char)
gray = int(0.2126 * r + 0.7152 * g + 0.0722 * b)
unit = (256.0 + 1)/length
return ascii_char[int(gray/unit)]
if __name__ == '__main__':
im = Image.open(IMG)
im = im.resize((WIDTH,HEIGHT), Image.NEAREST)
txt = ""
for i in range(HEIGHT):
for j in range(WIDTH):
txt += get_char(*im.getpixel((j,i)))
txt += '\n'
print(txt)
004
# -*- coding: utf-8 -*-
#导入3个模块
import curses
from random import randrange, choice # generate and place new tile
from collections import defaultdict
#定义6个按键,不区分大小写
letter_codes = [ord(ch) for ch in 'WASDRQwasdrq']
# # print(letter_codes)
actions = ['Up', 'Left', 'Down', 'Right', 'Restart', 'Exit']
#将按键和字母对应
actions_dict = dict(zip(letter_codes, actions * 2))
# print(actions_dict)
#按下按键,返回方向
def get_user_action(keyboard):
char = 'N'
while char not in actions_dict:
# 返回按下键的 ascii 码值
char = keyboard.getch()
return actions_dict[char]
#转换列表
def transpose(field):
return [list(row) for row in zip(*field)]
#反置列表
def invert(field):
return [row[::-1] for row in field]
#游戏类
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()
#重置
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()
#移动
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('HIGHSCORE: ' + 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
# 怎么画出的
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()
# 设置终结状态最大数值为 128
game_field: GameField = GameField(win=128)
state = 'Init'
# 状态机开始循环
while state != 'Exit':
state = state_actions[state]()
curses.wrapper(main)