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一步步教你用Python实现2048小游戏

2019-11-25 16:23:50
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前言

2048游戏规则:简单的移动方向键让数字叠加,并且获得这些数字每次叠加后的得分,当出现2048这个数字时游戏胜利。同时每次移动方向键时,都会在这个4*4的方格矩阵的空白区域随机产生一个数字2或者4,如果方格被数字填满了,那么就GameOver了。

主逻辑图

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~


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。

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()

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!


完整代码

#-*- 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)

总结

以上就是这篇文章的全部内容了,希望本文的内容对大家的学习或者工作能带来一定的帮助,如果有疑问大家可以留言交流。

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