实验楼项目:https://www.shiyanlou.com/courses/368/labs/1172/document
# _*_coding:utf-8_*_
import curses
from random import randrange,choice
from collections import defaultdict
actions=['Up','Left','Down','Right','Restart','Exit']
# ord()函数,返回输入字符对应的ASCII数值
letter_codes=[ord(ch) for ch in 'WASDRQwasdrq']
# zip()函数用于将可迭代的对象作为参数,将对象中对应的元素打包成一个个元组
# 然后返回这些元组组成到列表
action_dict=dict(zip(letter_codes,actions * 2))
# 获取用户到有效输入
def get_user_action(keyboard):
char='N'
while char not in action_dict:
char=keyboard.getch()
return action_dict[char]
# 矩阵转置
def transport(field):
return [list(row) for row in zip(*field)]
# 矩阵逆转
def invert(field):
return [row[::-1] for row in field]
# 创建一个棋盘
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()
# 棋盘操作,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(self,direction):
def move_row_left(row):
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]
new_row+=[0 for i in range(len(row)-len(new_row))]
return new_row #这里出错了!!
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])
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)))
# 通过对矩阵进行逆转与转置,可以直接从左移得到其余三个方向到移动操作
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:transport(moves['Left'](transport(field)))
moves['Down']=lambda field:transport(moves['Right'](transport(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 move_is_possible(self,direction):
def row_is_left_moveable(row):
def change(i):
if row[i]==0 and row[i+1]!=0:#可以移动
return True
if row[i]!=0 and row[i+1]==row[i]:#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_moveable(row) for row in field)
check['Right']=lambda field: check['Left'](invert(field))
check['Up']=lambda field: check['Left'](transport(field))
check['Down']=lambda field: check['Right'](transport(field))
if direction in check:
return check[direction](self.field)
else:
return False
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('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)
# 有限状态机
def main(stdscr):
def init():
game_field.reset()
return 'Game'
def not_game(state):
# 画出gameover或者Win的界面
game_field.draw(stdscr)
# 读取出用户输入得到action,判断是重启游戏还是结束游戏
action=get_user_action(stdscr)
responses=defaultdict(lambda :state)
# 对应不同到行为转换到 不同到状态
responses['Restart'],responses['Exit']='Init','Exit'
return responses[action]
def game():
# 画出当前期盼状态
game_field.draw(stdscr)
#读出用户输入到action
action=get_user_action(stdscr)
if action=='Restart':
return 'Init'
if action=='Exit':
return 'Exit'
if game_field.move(action):
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=2048)
state='Init'
# 状态机开始循环
while state!='Exit':
state=state_actions[state]()
curses.wrapper(main)
'''
总结:
1、###陌生函数—ord():返回输入字符对应的ASCII数值
2、###陌生函数—zip():用于将可迭代的对象作为参数,将对象中对应的元素打包成一个个元组,然后返回这些元组组成到列表中,如下:
>>>a = [1,2,3]
>>> b = [4,5,6]
>>> c = [4,5,6,7,8]
>>> zipped = zip(a,b) # 打包为元组的列表
输出:[(1, 4), (2, 5), (3, 6)]
3、###陌生函数—format():格式化字符串的函数,str.format(),实例如下:
print("网站名:{name}, 地址 {url}".format(name="菜鸟教程", url="www.runoob.com"))
# 通过字典设置参数
site = {"name": "菜鸟教程", "url": "www.runoob.com"}
print("网站名:{name}, 地址 {url}".format(**site))
# 通过列表索引设置参数
my_list = ['菜鸟教程', 'www.runoob.com']
print("网站名:{0[0]}, 地址 {0[1]}".format(my_list)) # "0" 是必须的
输出:三行“网站名:菜鸟教程, 地址 www.runoob.com”
3、学习怎么找错,排错!
4、curses:python中curses封装了c语言的curses,把c中复制部分简单化,比如addstr(),mvaddstr(),mvwaddstr()合并成了一个addstr()方法
5、assert:断言,python assert断言是声明其布尔值必须为真的判定,如果发生异常就说明表达示为假。可以理解assert断言语句为raise-if-not,用来测试表示式,其返回值为假,就会触发异常(应该是可以使程序直接退出)。
'''
【Python学习笔记】——2048小游戏实现
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转载自blog.csdn.net/laon_chan/article/details/79794109
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