Python实现小游戏--2048

正文

本次是我对于Python实现2048这个曾经风靡一时的小游戏的代码解读

Python实现小游戏--2048_第1张图片

工作环境

一、主逻辑图

Python实现小游戏--2048_第2张图片

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~

Python实现小游戏--2048_第3张图片

状态机。。。游戏概念,出自实验楼

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。

二、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:

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]()

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

def main(stdscr):
def init():
        #重置游戏棋盘
        game_field.reset()

reset出自外部定义的类, game_field=GameField 的一个方法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。
return 'Game'

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

draw是导入的类 game_field=GameField 中的方法:

#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。

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。

#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)

读取用户行为,函数来自于代码初始的定义

#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]

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:

#主函数底部:
    state = 'Init'

    #状态机开始循环
    while state != 'Exit':
        state = state_actions[state]()
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'
#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。

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。

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()

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()

结束语

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!

Python实现小游戏--2048_第4张图片

2048.gif

三、完整代码

#-*- 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 + '\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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