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- #_*_ coding:utf-8 _*_
- import curses
- from random import randrange , choice # generate and place new tile
- from collections import defaultdict
- 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 , idth =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.apawn()
- def move(self, direction):
- def move_row_lef(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 = Ture
- new_row.append(0)
- else:
- new_row.append(row[i])
- 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 Turn
- 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'
- win_string = 'GAME OVER!'
- 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:
- draw_hor_separator()
- draw_row(row)
- drow_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 False
- def main(stdscr):
- def init():
- # 重置游戏棋盘
- game_field.reset()
- return 'Game'
- def not_game(state):
- game_field.draw(stdscr)
- 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' #对应不同的行为转化不同的状态
- 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)
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新手玩家,网上抄的一个代码,这是第一次运行是这个状态,是什么原因,怎么解决,看不懂
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