Python編寫2048小遊戲

編程語言 Python Windows 鏡音雙子 PYTHON教育 2017-05-12

2048小遊戲都玩過嗎

當時很火

今天分享代碼解讀

Python編寫2048小遊戲

Python編寫2048小遊戲

Python編寫2048小遊戲

邏輯圖

邏輯圖解

黑色是邏輯層

藍色是外部方法

紅色是類內方法

Python編寫2048小遊戲

實驗樓

主邏輯代碼解讀

完整代碼最後

主邏輯 main

Python編寫2048小遊戲

Python編寫2048小遊戲

Python編寫2048小遊戲

Python編寫2048小遊戲

Python編寫2048小遊戲

Python編寫2048小遊戲

Python編寫2048小遊戲

Python編寫2048小遊戲

Python編寫2048小遊戲

Python編寫2048小遊戲

完整代碼

#-*- coding:utf-8 -*-import cursesfrom random import randrange, choice # generate and place new tilefrom 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 Falsedef main(stdscr):

def init():

#重置遊戲棋盤

game_field.reset() return 'Game'

def not_game(state):

#畫出 GameOver 或者 Win 的界面

game_field.draw(stdscr) #讀取用戶輸入得到action,判斷是重啟遊戲還是結束遊戲

action = get_user_action(stdscr)

responses = defaultdict(lambda: state) #默認是當前狀態,沒有行為就會一直在當前界面循環

responses['Restart'], responses['Exit'] = 'Init', 'Exit' #對應不同的行為轉換到不同的狀態

return responses[action] def game():

#畫出當前棋盤狀態

game_field.draw(stdscr) #讀取用戶輸入得到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'

#狀態機開始循環

while state != 'Exit':

state = state_actions[state]()

curses.wrapper(main)

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