一步步教你用Python實現(xiàn)2048小游戲
前言
2048游戲規(guī)則:簡單的移動方向鍵讓數(shù)字疊加,并且獲得這些數(shù)字每次疊加后的得分,當出現(xiàn)2048這個數(shù)字時游戲勝利。同時每次移動方向鍵時,都會在這個4*4的方格矩陣的空白區(qū)域隨機產生一個數(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,藍色是外部方法,紅色是類內方法,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束游戲
action = get_user_action(stdscr)
responses = defaultdict(lambda: state) #默認是當前狀態(tài),沒有行為就會一直在當前界面循環(huán)
responses['Restart'], responses['Exit'] = 'Init', 'Exit' #對應不同的行為轉換到不同的狀態(tài)
return responses[action]
def game():
#畫出當前棋盤狀態(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)機開始循環(huán)
while state != 'Exit':
state = state_actions[state]()
逐條解讀(代碼框內會標注是來自外部,無標注則是來自內部):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變量。記錄你win游戲的最高分數(shù)記錄。
return 'Game'
返回一個游戲進行中的狀態(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,很簡單的一些概念。
#但是又運用到了很優(yōu)秀的精簡代碼。
#有的地方建議去查一下python的一些高級概念,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,很簡單的一些概念。
但是又運用到了很優(yōu)秀的精簡代碼。
有的地方建議去查一下python的一些高級概念,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]()這一實例:
#主函數(shù)底部: state = 'Init' #狀態(tài)機開始循環(huán) while state != 'Exit': state = state_actions[state]()
responses = defaultdict(lambda: state) #默認是當前狀態(tài),沒有行為就會一直在當前界面循環(huán) responses['Restart'], responses['Exit'] = 'Init', 'Exit' #對應不同的行為轉換到不同的狀態(tài) return responses[action]
def game(): #畫出當前棋盤狀態(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()有了內部循環(huán) #即如果不是Restart/Exit或者對move之后的狀態(tài)進行判斷,如果不是結束游戲,就一直在game()內部循環(huán)。
game()函數(shù)的定義類似于上面已經(jīng)講過的not_game() ,只是game()有了內部循環(huán),即如果不是Restart/Exit或者對move之后的狀態(tài)進行判斷,如果不是結束游戲,就一直在game()內部循環(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,上一個我的成功的圖,另外,可以通過設置最后幾行中的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束游戲
action = get_user_action(stdscr)
responses = defaultdict(lambda: state) #默認是當前狀態(tài),沒有行為就會一直在當前界面循環(huán)
responses['Restart'], responses['Exit'] = 'Init', 'Exit' #對應不同的行為轉換到不同的狀態(tài)
return responses[action]
def game():
#畫出當前棋盤狀態(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)機開始循環(huán)
while state != 'Exit':
state = state_actions[state]()
curses.wrapper(main)
總結
以上就是這篇文章的全部內容了,希望本文的內容對大家的學習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。
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