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:
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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]()
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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
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def main(stdscr):
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def init():
#重置游戏棋盘
game_field.reset()
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reset出自外部定义的类,game_field=GameField
的一个方法reset:
外部:
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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。
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return 'Game'
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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:
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state_actions = {
'Init' : init,
'Win' : lambda : not_game( 'Win' ),
'Gameover' : lambda : not_game( 'Gameover' ),
'Game' : game
}
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def not_game(state):
#画出 GameOver 或者 Win 的界面
game_field.draw(stdscr)
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draw是导入的类game_field=GameField
中的方法:
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#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。
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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。
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#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)
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读取用户行为,函数来自于代码初始的定义
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#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]
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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:
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#主函数底部:
state = 'Init'
#状态机开始循环
while state ! = 'Exit' :
state = state_actions[state]()
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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]
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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。
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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。
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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()
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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
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#-*- 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)
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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。
原文链接:http://www.jianshu.com/p/7a3a7545d2fb