是个传颂厨

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仿照伯乐在线的程序写的~不过写完再pycharm运行有一定问题,不能重定向,不过用控制台直接运行就可行了。

# -*- coding: UTF-8 -*-
import curses
from random import randrange, choice
from collections import defaultdict
#用户行为
actions = ['Up', 'Left', 'Down', 'Right', 'Restart', 'Exit']
#六种行为
lettercodes = [ord(ch) for ch in 'WASDRQwasdrq']
#大写键的获取
actions_dict = dict(zip(lettercodes, actions * 2))
#输入与行为关联

def get_user_action(keyboard):#用户输入
    char = 'N'
    while char not in actions_dict:
        char = keyboard.getch()
    return actions_dict[char]
#一直循环直到输入有效值

def transpose(field):#矩阵转置
    return [list(row) for row in zip(*field)]
def invert(field):#矩阵逆转
    return [row[::-1] for row in field]

class GameField(object):#创建格子
    def __init__(self, height=4, width=4, win=2048):
        self.height = height #
        self.width = width #
        self.win_value = 2048#过关分数
        self.score = 0#当前分数
        self.highscore = 0#最高分
        self.reset()#重置

    #棋盘操作
    def spawn(self):#随即生成2or4
        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 reset(self):#重置
        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):#一行向左合并
            def tighten(row):#拼凑零散单元
                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):#合并临近元素
                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):#判断输赢
        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):#绘制游戏界面
        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 move_is_possible(self, direction):#判断移动
        def row_is_left_movable(row):
            def change(i):
                if row[i] == 0 and row[i + 1] != 0:# 可以移动
                    return True
                if row[i] != 0 and row[i + 1] == row[i]: # 可以合并
                    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):#主逻辑
    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)

不写成工程文件了,直接一个文件写完算了。。。

posted on 2016-05-12 15:20  是个传颂厨  阅读(151)  评论(0编辑  收藏  举报