前言
2048游戲規(guī)則:簡單的移動方向鍵讓數字疊加,并且獲得這些數字每次疊加后的得分,當出現2048這個數字時游戲勝利。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)域隨機產生一個數字2或者4,如果方格被數字填滿了,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,并且在其中穿叉外部定義的函數與類。
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
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,函數來自于代碼初始的定義
#來自外部定義的函數def get_user_action(keyboard): char = "N" while char not in actions_dict: char = keyboard.getch() return actions_dict[char]
在結尾處,也即是主函數執(zhí)行的第三步,定義了state = state_actions[state]()這一實例:
#主函數底部: 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()函數的定義類似于上面已經講過的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()函數的定義類似于上面已經講過的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 cursesfrom random import randrange, choice # generate and place new tilefrom collections import defaultdictletter_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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