#-*- coding:utf-8 -*-
import curses #引入curses模块,curses是一个在Linux/Unix下广泛应用的图形函数库.,作用是可以绘制在DOS下的用户界面和漂亮的图形。
from random import randrange, choice # 从random模块引入randrange,choice这两个类
from collections import defaultdict #从collections引入defaultdict这个类
letter_codes = [ord(ch) for ch in 'WASDRQwasdrq'] #ord函数是把字符转换成对应的数字
actions = ['Up', 'Left', 'Down', 'Right', 'Restart', 'Exit'] #上,左,下,右,重启,退出
actions_dict = dict(zip(letter_codes, actions * 2)) #把字母与动作对应起来。 zip是把元组中的值对应起来。
#############################
W Up
A Left
S Down
D Right
R Restart
Q Exit
w Up
a Left
s Down
d Right
r Restart
Q Exit
##############################################
def get_user_action(keyboard):
char = "N" #char的初始值为N while char not in actions_dict:
char = keyboard.getch() return actions_dict[char] #阻塞+循环,直到获得用户有效输入才返回对应行为def transpose(field): return [list(row) for row in zip(*field)] #zip函数里边加*号,是把行变列,列变行。所以这句代码是行列转置def invert(field): return [row[::-1] for row in field] #这句代码是把列表前后颠倒class GameField(object): #创建一个叫做GameField的类,用来创建棋盘 def __init__(self, height=4, width=4, win=2048): 这个类三个参数 self.height = height #高 self.width = width #宽 self.win_value = win#过关分数 self.score = 0#当前分数 self.highscore = 0#最高分 self.reset()#重置棋盘 def reset(self):#定义一个reset函数 if self.score > self.highscore:#如果当前分数大于最高分,那么把当前分数赋值给最高分 self.highscore = self.score self.score = 0#当前分数恢复到0分 self.field = [[0 for i in range(self.width)] for j in range(self.height)]#横纵坐标恢复到(0,0) self.spawn()#调用spawn这个函数 self.spawn() def move(self, direction):#定义move函数 def move_row_left(row):#向左移 def tighten(row): # squeese non-zero elements together 把零散的非零单元挤到一块
new_row = [i for i in row if i != 0] #如果i不等于零,把他们赋值到new_row这个元组中
new_row += [0 for i in range(len(row) - len(new_row))]#其余位置用0补充 return new_row#返回这个元组 def merge(row):#定义merge函数,用来合并单元
pair = False#pair初始值为假
new_row = []#new_row初始值为空 for i in range(len(row)):#让i在格子里循环 if pair:如果pair为真
new_row.append(2 * row[i])#那么把把row【i】的值乘以2,追加到new_row后边 self.score += 2 * row[i]#并且得分为row【i】的值乘以2
pair = False#pair重新赋值为假 else:如果pair为真 if i + 1 < len(row) and row[i] == row[i + 1]:#如果i+1还没到边界,并且此时的row【i】=row【i+1】
pair = True #那么pair为真
new_row.append(0)#new_row后追加零 else:
new_row.append(row[i])#否则追加row【i】
assert len(new_row) == len(row) #提醒两者长度一致 return new_row return tighten(merge(tighten(row))) #反复合并,知道不能合并为止
moves = {}
moves['Left'] = lambda field: \
[move_row_left(row) for row in field]#做移动
moves['Right'] = lambda field: \
invert(moves['Left'](invert(field)))#invert是逆转
moves['Up'] = lambda field: \
transpose(moves['Left'](transpose(field)))#transpose是转置
moves['Down'] = lambda field: \
transpose(moves['Right'](transpose(field))) if direction in moves: if self.move_is_possible(direction):#如果移动方向在四个方向上, self.field = moves[direction](self.field)那么调用moves函数 self.spawn()#产生随机数 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)