#-*- coding:utf-8 -*-
import curses
from random import randrange, choice # generate and place new tile
from collections import defaultdict # user`s action
letter_codes = [ord(ch) for ch in 'WASDRQwasdrq']
actions = ['Up', 'Left', 'Down', 'Right', 'Restart', 'Exit']
actions_dict = dict(zip(letter_codes, actions * 2)) def get_user_action(keyboard):
char = "N"
while char not in actions_dict:
char = keyboard.getch()
return actions_dict[char] 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('HIGHSCORE: ' + str(self.highscore))
for row in self.field:
#print the ---
draw_hor_separator()
#print the number we get
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) #Get a radom number from1~100,if this number is larger than 89,then print 2
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() # 设置终结状态最大数值为 2048
game_field = GameField(win=2048) state = 'Init' #状态机开始循环
while state != 'Exit':
state = state_actions[state]() curses.wrapper(main)

游戏代码来源于网络,仅供参考。

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