2048游戏代码

import curses
import random
from itertools import chain

#创建游戏背景4x4方块
class GameField(object):
def init(self, width=4, height=4, win_score=2048):
self.width = width
self.height = height
self.score = 0 # 当前得分
self.highscore = 0 # 最高分
self.win_score = win_score
# 存储判断各个方向是否可移动的函数?
self.moves = {}
self.moves[‘Left’] = self.is_move_left
self.moves[‘Right’] = self.is_move_right
self.moves[‘Up’] = self.is_move_up
self.moves[‘Down’] = self.is_move_down
# # 存储执行各个方向移动的函数?
self.movesDict = {}
self.movesDict[‘Left’] = self.move_left
self.movesDict[‘Right’] = self.move_right
self.movesDict[‘Up’] = self.move_up
self.movesDict[‘Down’] = self.move_down

# 重置棋盘, 重新开始游戏时, 执行的操作;
def reset(self):
    # 2). 是否要更新最高分, 当前分数为0;
    if self.score > self.highscore:
        self.highscore = self.score
    self.score = 0

    # 3). 创建棋盘的数据, 默认情况下时4*4, 数值全为0;
    self.field = [[0 for j in range(self.height)] for i in range(self.width)]

    self.random_create()
    self.random_create()

# 开始游戏时, 棋盘数据会随机生成2或者4,
def random_create(self):
    # field[0][2] = 2
    while True:
        firstIndex = random.choice(range(self.height))
        secondIndex = random.choice(range(self.width))
        if self.field[firstIndex][secondIndex] == 0:
            value = random.choice([2, 4, 2, 2, 2])
            self.field[firstIndex][secondIndex] = value
            break

# 画棋盘
def draw(self, stdstr):
    def draw_sep():
        # print("+-----" * 4 + '+')
        stdstr.addstr("+-----" * self.width + '+' + '\n')

    # 2. 画每一行的格子
    def draw_one_row(row):  # [0, 2, 0, 0]   |    |  2  |    |    |
        stdstr.addstr("".join(['|  %d  ' % (item) if item != 0 else '|     ' for item in row]) + '|\n')

    stdstr.clear()
    stdstr.addstr(''.center(42, "*")+'\n')
    stdstr.addstr('2048游戏'.center(40, '*')+'\n')
    stdstr.addstr(''.center(42, '*')+'\n')
    # 3. 绘制棋盘
    for row in self.field:
        draw_sep()
        draw_one_row(row)
    draw_sep()
    stdstr.addstr("\n当前分数: %s" % (self.score))
    stdstr.addstr("\n当前最高分数: %s" % (self.highscore))
    stdstr.addstr(" \n游戏帮助: 上下左右键  (R)estart E(xit) ")
    if self.is_win():
        stdstr.addstr("\n游戏胜利\n")
    if self.is_gameover():
        stdstr.addstr("游戏失败\n")

def is_win(self):
    # return max(chain(*self.field)) >= 2048
    return max(chain(*self.field)) >= self.win_score

def is_gameover(self):
    return not any([self.is_move_left(self.field),
                    self.is_move_right(self.field),
                    self.is_move_up(self.field),
                    self.is_move_down(self.field)])


def is_row_left(self, row):  # [0, 2,2,0]
    # 任意两个元素可以向左移动?
    def is_change(index):  # index时索引值, [0,1,2,3]
        # - 如果第一个数值为0, 第二个数值不为0, 则说明可以向左移动;
        if row[index] == 0 and row[index + 1] != 0:
            return True
        # - 如果第一个数值不为0, 第二个数值与第一个元素相等, 则说明可以向左移动;
        if row[index] != 0 and row[index + 1] == row[index]:
            return True
        return False

    # 只要这一行的任意两个元素可以向左移动, 则返回True;
    return any([is_change(index) for index in range(self.width-1)])



def invert(self, field):
    """矩阵的反转"""
    return [row[::-1] for row in field]


def transpose(self, field):
    """实现矩阵的转置"""
    # zip: 实现
    # *field对列表进行解包;
    return [ list(row) for row in zip(*field)]



def is_move_left(self, field):
    # 只要棋盘的任意一行可以向左移动, 就返回True;
    return any([self.is_row_left(row) for row in field])
def is_move_right(self, field):
    # 对棋盘的每一行元素进行反转;
    invertField = self.invert(field)
    return  self.is_move_left(invertField)

def is_move_up(self, field):
    # 对棋盘的每一行元素进行转置;
    transposeField = self.transpose(field)
    return  self.is_move_left( transposeField)

def is_move_down(self, field):
    # 判断能否向下移动, 也就是对于元素进行转置, 判断转置后的棋盘能否向右移动;
    # 对棋盘的每一行元素进行反转;
    transposeField = self.transpose(field)
    return self.is_move_right(transposeField)

# 1). 先把这一行的非0 数字向前放, 0向后放;   ==== [2, 2, 2, 2]
def tight(self, row):  # [2,0,2,0]
    return sorted(row, key=lambda x: 1 if x == 0 else 0)

# 2). 依次循环判断两个数是否相等, 如果相等, 第一个*2, 第二个数为0;  【4, 0, 4, 0】
def merge(self, row):
    for index in range(self.width-1):
        if row[index] == row[index + 1]:
            row[index] *= 2
            row[index + 1] = 0
            # 如果合并完成, 分数增加row[index]
            self.score += row[index]
    return row

def move_row_left(self, row):
    return self.tight(self.merge(self.tight(row)))

def move_left(self, field):
     return [self.move_row_left(row) for row in field]

def move_right(self, field):
    field = self.invert(field)
    return self.invert(self.move_left(field))

def move_up(self, field):
    field = self.transpose(field)
    return self.transpose(self.move_left(field))

def move_down(self, field):
    field = self.transpose(field)
    return self.transpose(self.move_right(field))


def move(self, direction):
    # 1). 判断这个方向是否可以移动?
    # 2). 执行移动的操作
    # 3). 再随机生成一个2或者4

    # 确保是上下左右的按键
    if direction in self.moves:
        # 1).判断这个方向是否可以移动?
        if self.moves[direction](self.field):
            self.field = self.movesDict[direction](self.field)
            self.random_create()
    else:
        return False

def get_user_action(stdstr):
# 获取用户键盘输入的内容
action = stdstr.getch()
if action == curses.KEY_UP:
return ‘Up’
if action == curses.KEY_DOWN:
return ‘Down’
if action == curses.KEY_LEFT:
# stdstr.addstr(“left”)
return ‘Left’
if action == curses.KEY_RIGHT:
# stdstr.addstr(“right”)
return ‘Right’
# 获取字母r的ASCII码
if action == ord(‘r’):
# stdstr.addstr(“重新开始”)
return ‘Restart’
if action == ord(‘e’):
# stdstr.addstr(“退 出”)
return ‘Exit’

def main(stdstr):
game_field = GameField(width=6, height=6, win_score=8)

def init():
    game_field.reset()
    game_field.draw(stdstr)
    return 'Game'

def game():
    # 重新绘制棋盘
    game_field.draw(stdstr)
    action = get_user_action(stdstr)
    if action == 'Restart':
        return 'Init'
    if action == 'Exit':
        return 'Exit'
    if game_field.move(action):
        # move函数
        if game_field.is_win():
            return 'Win'
        if game_field.is_gameover():
            return 'Gameover'
    return 'Game'

def not_game():
    action = get_user_action(stdstr)
    if action == 'Restart':
        return 'Init'
    if action == 'Exit':
        return 'Exit'

state = 'Init'

state_dict = {
    'Init': init,
    'Game': game,
    'Win':not_game,
    'Gameover':not_game,
    'Exit': exit
}

while True:
    state = state_dict[state]()


    # if state == 'Init':
    #     # 通过初始化函数, 进入游戏状态;
    #     state = init()
    # if state == 'Game':
    #     # 执行game函数, 判断用户的操作;
    #     # 1). 继续游戏; (upo, down, left, right)
    #     # 2). 重新开始;(R)
    #     # 3). 退出;(Q)
    #
    #     state = game()
    #
    # if state == 'Win':
    #     # 没有进行游戏, 只有两种状态;
    #     # 1). 重新开始;(R)
    #     # 2). 退出;(Q)
    #     state = not_game()
    # if state == 'Gameover':
    #     state = not_game()
    # if state == 'Exit':
    #     exit()

curses.wrapper(main)

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转载自blog.csdn.net/qq_37037438/article/details/86312971