基本信息
源码名称:2048小游戏源码(curses)
源码大小:6.66KB
文件格式:.py
开发语言:Python
更新时间:2019-06-17
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源码介绍
用python语句简单实现2048
windows环境安装curses 需要执行命令:pip install windows-curses
import random import curses from itertools import chain class Action(object): UP = 'up' LEFT = 'left' DOWN = 'down' RIGHT = 'right' RESTART = 'restart' EXIT = 'exit' letter_codes = [ord(ch) for ch in 'WASDRQwasdrq'] actions = [UP, LEFT, DOWN, RIGHT, RESTART, EXIT] actions_dict = dict(zip(letter_codes, actions * 2)) def __init__(self, stdscr): self.stdscr = stdscr def get(self): char = "N" while char not in self.actions_dict: char = self.stdscr.getch() return self.actions_dict[char] class Grid(object): def __init__(self, size): self.size = size self.cells = None self.reset() def reset(self): self.cells = [[0 for i in range(self.size)] for j in range(self.size)] self.add_random_item() self.add_random_item() def add_random_item(self): empty_cells = [(i, j) for i in range(self.size) for j in range(self.size) if self.cells[i][j] == 0] (i, j) = random.choice(empty_cells) self.cells[i][j] = 4 if random.randrange(100) >= 90 else 2 def transpose(self): self.cells = [list(row) for row in zip(*self.cells)] def invert(self): self.cells = [row[::-1] for row in self.cells] @staticmethod def move_row_left(row): def tighten(row): 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))) def move_left(self): self.cells = [self.move_row_left(row) for row in self.cells] def move_right(self): self.invert() self.move_left() self.invert() def move_up(self): self.transpose() self.move_left() self.transpose() def move_down(self): self.transpose() self.move_right() self.transpose() @staticmethod def row_can_move_left(row): def change(i): if row[i] == 0 and row[i 1] != 0: return True if row[i] != 0 and row[i 1] == row[i]: return True return False return any(change(i) for i in range(len(row) - 1)) def can_move_left(self): return any(self.row_can_move_left(row) for row in self.cells) def can_move_right(self): self.invert() can = self.can_move_left() self.invert() return can def can_move_up(self): self.transpose() can = self.can_move_left() self.transpose() return can def can_move_down(self): self.transpose() can = self.can_move_right() self.transpose() return can class Screen(object): help_string1 = '(W)up (S)down (A)left (D)right' help_string2 = ' (R)Restart (Q)Exit' over_string = ' GAME OVER' win_string = ' YOU WIN!' def __init__(self, screen=None, grid=None, score=0, best_score=0, over=False, win=False): self.grid = grid self.score = score self.over = over self.win = win self.screen = screen self.counter = 0 def cast(self, string): self.screen.addstr(string '\n') def draw_row(self, row): self.cast(''.join('|{: ^5}'.format(num) if num > 0 else '| ' for num in row) '|') def draw(self): self.screen.clear() self.cast('SCORE: ' str(self.score)) for row in self.grid.cells: self.cast(' -----' * self.grid.size ' ') self.draw_row(row) self.cast(' -----' * self.grid.size ' ') if self.win: self.cast(self.win_string) else: if self.over: self.cast(self.over_string) else: self.cast(self.help_string1) self.cast(self.help_string2) class GameManager(object): def __init__(self, size=4, win_num=2048): self.size = size self.win_num = win_num self.reset() def reset(self): self.state = 'init' self.win = False self.over = False self.score = 0 self.grid = Grid(self.size) self.grid.reset() @property def screen(self): return Screen(screen=self.stdscr, score=self.score, grid=self.grid, win=self.win, over=self.over) def move(self, direction): if self.can_move(direction): getattr(self.grid, 'move_' direction)() self.grid.add_random_item() return True else: return False @property def is_win(self): self.win = max(chain(*self.grid.cells)) >= self.win_num return self.win @property def is_over(self): self.over = not any(self.can_move(move) for move in self.action.actions) return self.over def can_move(self, direction): return getattr(self.grid, 'can_move_' direction)() def state_init(self): self.reset() return 'game' def state_game(self): self.screen.draw() action = self.action.get() if action == Action.RESTART: return 'init' if action == Action.EXIT: return 'exit' if self.move(action): if self.is_win: return 'win' if self.is_over: return 'over' return 'game' def _restart_or_exit(self): self.screen.draw() return 'init' if self.action.get() == Action.RESTART else 'exit' def state_win(self): return self._restart_or_exit() def state_over(self): return self._restart_or_exit() def __call__(self, stdscr): curses.use_default_colors() self.stdscr = stdscr self.action = Action(stdscr) while self.state != 'exit': self.state = getattr(self, 'state_' self.state)() if __name__ == '__main__': curses.wrapper(GameManager())