• 2048游戏代码


    2048代码

    #-*- 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 + '
    ')
    
     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)

    更多

    https://www.jb51.net/article/103499.html

    https://blog.csdn.net/weixin_42668123/article/details/82381568

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  • 原文地址:https://www.cnblogs.com/guojieying/p/14560635.html
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