欧美bbbwbbbw肥妇,免费乱码人妻系列日韩,一级黄片

一步步教你用Python實(shí)現(xiàn)2048小游戲

 更新時(shí)間:2017年01月19日 10:18:25   作者:HustWolf  
相信2048這個(gè)游戲?qū)Υ蠹襾碚f一定不陌生,下面這篇文章就主要給大家介紹了怎么用Python實(shí)現(xiàn)2048小游戲,文中通過注釋與示例代碼介紹的很詳細(xì),相信對(duì)大家的理解和學(xué)習(xí)具有一定的參考借鑒價(jià)值,有需要的朋友們一起來看看吧。

前言

2048游戲規(guī)則:簡(jiǎn)單的移動(dòng)方向鍵讓數(shù)字疊加,并且獲得這些數(shù)字每次疊加后的得分,當(dāng)出現(xiàn)2048這個(gè)數(shù)字時(shí)游戲勝利。同時(shí)每次移動(dòng)方向鍵時(shí),都會(huì)在這個(gè)4*4的方格矩陣的空白區(qū)域隨機(jī)產(chǎn)生一個(gè)數(shù)字2或者4,如果方格被數(shù)字填滿了,那么就GameOver了。

主邏輯圖

邏輯圖解:黑色是邏輯層,藍(lán)色是外部方法,紅色是類內(nèi)方法,稍后即可知道~


下面容我逐行解釋主邏輯main()函數(shù),并且在其中穿叉外部定義的函數(shù)與類。

主邏輯代碼解讀(完整代碼見文末)

主邏輯main如下,之后的是對(duì)主函數(shù)中的一些方法的解讀:

def main(stdscr):
 def init():
 #重置游戲棋盤
 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,判斷是重啟游戲還是結(jié)束游戲
 action = get_user_action(stdscr)
 responses = defaultdict(lambda: state) #默認(rèn)是當(dāng)前狀態(tài),沒有行為就會(huì)一直在當(dāng)前界面循環(huán)
 responses['Restart'], responses['Exit'] = 'Init', 'Exit' #對(duì)應(yīng)不同的行為轉(zhuǎn)換到不同的狀態(tài)
 return responses[action]

 def game():
 #畫出當(dāng)前棋盤狀態(tài)
 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(tài)機(jī)開始循環(huán)
 while state != 'Exit':
 state = state_actions[state]()

逐條解讀(代碼框內(nèi)會(huì)標(biāo)注是來自外部,無標(biāo)注則是來自內(nèi)部):定義主函數(shù)

def main(stdscr):
 def init():
 #重置游戲棋盤
 game_field.reset()

reset出自外部定義的類,game_field=GameField的一個(gè)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為程序初始化過程中定義的一個(gè)變量。記錄你win游戲的最高分?jǐn)?shù)記錄。
 return 'Game'

返回一個(gè)游戲進(jìn)行中的狀態(tài)。game_field=GameField狀態(tài)在后面有定義:

主函數(shù)底部定義:

 state_actions = {
  'Init': init,
  'Win': lambda: not_game('Win'),
  'Gameover': lambda: not_game('Gameover'),
  'Game': game
 }
 def not_game(state):
 #畫出 GameOver 或者 Win 的界面
 game_field.draw(stdscr)

draw是導(dǎo)入的類game_field=GameField中的方法:

#來自外部類
 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!'
#定義各個(gè)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)
#這里面的draw方法的字函數(shù)我就不做多的解釋了,很簡(jiǎn)單的一些概念。
#但是又運(yùn)用到了很優(yōu)秀的精簡(jiǎn)代碼。
#有的地方建議去查一下python的一些高級(jí)概念,我就不做多的介紹了。

這里面的draw方法的字函數(shù)我就不做多的解釋了,很簡(jiǎn)單的一些概念。

但是又運(yùn)用到了很優(yōu)秀的精簡(jiǎn)代碼。

有的地方建議去查一下python的一些高級(jí)概念,我就不做多的介紹了。

 #讀取用戶輸入得到action,判斷是重啟游戲還是結(jié)束游戲
 action = get_user_action(stdscr)

讀取用戶行為,函數(shù)來自于代碼初始的定義

#來自外部定義的函數(shù)
def get_user_action(keyboard): 
 char = "N"
 while char not in actions_dict: 
 char = keyboard.getch()
 return actions_dict[char]

在結(jié)尾處,也即是主函數(shù)執(zhí)行的第三步,定義了state = state_actions[state]()這一實(shí)例:

#主函數(shù)底部:
 state = 'Init'

 #狀態(tài)機(jī)開始循環(huán)
 while state != 'Exit':
 state = state_actions[state]()
 responses = defaultdict(lambda: state) #默認(rèn)是當(dāng)前狀態(tài),沒有行為就會(huì)一直在當(dāng)前界面循環(huán)
 responses['Restart'], responses['Exit'] = 'Init', 'Exit' #對(duì)應(yīng)不同的行為轉(zhuǎn)換到不同的狀態(tài)
 return responses[action]
 def game():
 #畫出當(dāng)前棋盤狀態(tài)
 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'
#game()函數(shù)的定義類似于上面已經(jīng)講過的not_game(),只是game()有了內(nèi)部循環(huán)
#即如果不是Restart/Exit或者對(duì)move之后的狀態(tài)進(jìn)行判斷,如果不是結(jié)束游戲,就一直在game()內(nèi)部循環(huán)。

game()函數(shù)的定義類似于上面已經(jīng)講過的not_game() ,只是game()有了內(nèi)部循環(huán),即如果不是Restart/Exit或者對(duì)move之后的狀態(tài)進(jìn)行判斷,如果不是結(jié)束游戲,就一直在game()內(nèi)部循環(huán)。

 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(tài)機(jī)開始循環(huán)
 while state != 'Exit':
 state = state_actions[state]()
#此處的意思是: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()

此處的意思是: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()

廢話不多說,上一個(gè)我的成功的圖,另外,可以通過設(shè)置最后幾行中的win=32來決定你最終獲勝的條件!


完整代碼

#-*- 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,判斷是重啟游戲還是結(jié)束游戲
 action = get_user_action(stdscr)
 responses = defaultdict(lambda: state) #默認(rèn)是當(dāng)前狀態(tài),沒有行為就會(huì)一直在當(dāng)前界面循環(huán)
 responses['Restart'], responses['Exit'] = 'Init', 'Exit' #對(duì)應(yīng)不同的行為轉(zhuǎn)換到不同的狀態(tài)
 return responses[action]

 def game():
 #畫出當(dāng)前棋盤狀態(tài)
 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(tài)機(jī)開始循環(huán)
 while state != 'Exit':
 state = state_actions[state]()
curses.wrapper(main)

總結(jié)

以上就是這篇文章的全部內(nèi)容了,希望本文的內(nèi)容對(duì)大家的學(xué)習(xí)或者工作能帶來一定的幫助,如果有疑問大家可以留言交流。

相關(guān)文章

最新評(píng)論