Python实现小游戏--2048
<h2>开篇语</h2> <p>今天是笔者奶奶生日,昨天为此准备了不少事情,也因此花费了很多时间,今天上午接待客人,下午送我年迈的姑奶奶回家。等我抽出身来看代码已经是三点的事情了。再加上还有个“问题xx”要教导,真正开始认真看代码,已经是四点咯。然后看到五点多,爸爸叫我吃饭,我去,还没跑步,所以又是一番鸡飞狗跳。跑完回来一边压腿,一边看家人吃饭,也是醉醉的。虽然有点跑题,但是我还是要拿我的跑步的图来放一放~~~</p> <p style="text-align:center"><img src="https://simg.open-open.com/show/cab4e918d7ead47ac165f2d76c032573.jpg"></p> <p>这是定向越野~地面泥泞,公路上大大小小的石子,跑起来真是百曲千回~</p> <p>第二天了,继续坚持!yeah!</p> <h2>正文</h2> <p>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</p> <p><img src="https://simg.open-open.com/show/abe5b6494cd97e4264ebe55c65f21de2.png"></p> <p>工作环境</p> <p>一、主逻辑图</p> <p style="text-align:center"><img src="https://simg.open-open.com/show/c68cfe65ab0404d7ccfa266a36b9f9e4.jpg"></p> <p>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~</p> <p style="text-align:center"><img src="https://simg.open-open.com/show/0554db61187d50852b7e81c95ae26e6d.png"></p> <p>状态机。。。游戏概念,出自实验楼</p> <p>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。</p> <p>二、主逻辑代码解读(完整代码见文末)</p> <p>主逻辑main如下,之后的是对主函数中的一些方法的解读:</p> <pre> <code class="language-python">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]()</code></pre> <p>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</p> <pre> <code class="language-python">def main(stdscr):</code></pre> <pre> <code class="language-python">def init(): #重置游戏棋盘 game_field.reset()</code></pre> <p>reset出自外部定义的类, game_field=GameField 的一个方法reset:</p> <pre> <code class="language-python">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。</code></pre> <pre> <code class="language-python">return 'Game'</code></pre> <p>返回一个游戏进行中的状态。 game_field=GameField 状态在后面有定义:</p> <pre> <code class="language-python">主函数底部定义: state_actions = { 'Init': init, 'Win': lambda: not_game('Win'), 'Gameover': lambda: not_game('Gameover'), 'Game': game }</code></pre> <pre> <code class="language-python">def not_game(state): #画出 GameOver 或者 Win 的界面 game_field.draw(stdscr)</code></pre> <p>draw是导入的类 game_field=GameField 中的方法:</p> <pre> <code class="language-python">#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。</code></pre> <p>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。</p> <p>但是又运用到了很优秀的精简代码。</p> <p>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。</p> <pre> <code class="language-python">#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)</code></pre> <p>读取用户行为,函数来自于代码初始的定义</p> <pre> <code class="language-python">#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]</code></pre> <p>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:</p> <pre> <code class="language-python">#主函数底部: state = 'Init' #状态机开始循环 while state != 'Exit': state = state_actions[state]()</code></pre> <pre> <code class="language-python">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]</code></pre> <pre> <code class="language-python">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。</code></pre> <p>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。</p> <pre> <code class="language-python">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()</code></pre> <p>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()</p> <h2>结束语</h2> <p>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!</p> <p style="text-align:center"><img src="https://simg.open-open.com/show/dbeda3b7db135ea8f1f200d7867a6e06.gif"></p> <p>2048.gif</p> <p>三、完整代码</p> <pre> <code class="language-python">#-*- 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)</code></pre> <h2> </h2> <p> </p> <p>来自:http://www.jianshu.com/p/7a3a7545d2fb</p> <p> </p>
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