200行Python代码实现2048


200行Python代码实现2048

一、实验说明

1. 环境登录

无需密码自动登录,系统用户名shiyanlou

2. 环境介绍

本实验环境采用带桌面的Ubuntu Linux环境,实验中会用到桌面上的程序:

  1. LX终端(LXTerminal): Linux命令行终端,打开后会进入Bash环境,可以使用Linux命令
  2. GVim:非常好用的编辑器,最简单的用法可以参考课程Vim编辑器

3. 环境使用

使用GVim编辑器输入实验所需的代码及文件,使用LX终端(LXTerminal)运行所需命令进行操作。

实验报告可以在个人主页中查看,其中含有每次实验的截图及笔记,以及每次实验的有效学习时间(指的是在实验桌面内操作的时间,如果没有操作,系统会记录为发呆时间)。这些都是您学习的真实性证明。

4. 知识点

本节实验中将学习和实践以下知识点:

  1. Python基本知识
  2. 状态机的概念

二、实验内容

是的,又是2048,这回我们是用 Python 实现,只需要200行代码,不用很麻烦很累就可以写一个 2048 游戏出来。

实验楼上已有的 2048 课程:

游戏玩法这里就不再赘述了,还会有比亲自玩一遍体会规则更快的的吗:)

2048 原版游戏地址:http://gabrielecirulli.github.io/2048

创建游戏文件 2048.py

首先导入需要的包:

import curses from random import randrange, choice from collections import defaultdict 

主逻辑

用户行为

所有的有效输入都可以转换为"上,下,左,右,游戏重置,退出"这六种行为,用 actions 表示

actions = ['Up', 'Left', 'Down', 'Right', 'Restart', 'Exit'] 

有效输入键是最常见的 W(上),A(左),S(下),D(右),R(重置),Q(退出),这里要考虑到大写键开启的情况,获得有效键值列表:

letter_codes = [ord(ch) for ch in 'WASDRQwasdrq'] 

将输入与行为进行关联:

actions_dict = dict(zip(letter_codes, actions * 2)) 

状态机

处理游戏主逻辑的时候我们会用到一种十分常用的技术:状态机,或者更准确的说是有限状态机(FSM)

你会发现 2048 游戏很容易就能分解成几种状态的转换。

此处输入图片的描述

state 存储当前状态, state_actions 这个词典变量作为状态转换的规则,它的 key 是状态,value 是返回下一个状态的函数:

  • Init: init()
    • Game
  • Game: game()
    • Game
    • Win
    • GameOver
    • Exit
  • Win: lambda: not_game('Win')
    • Init
    • Exit
  • Gameover: lambda: not_game('Gameover')
    • Init
    • Exit
  • Exit: 退出循环

状态机会不断循环,直到达到 Exit 终结状态结束程序。

下面是经过提取的主逻辑的代码,会在后面进行补全:

def main(stdscr): def init(): #重置游戏棋盘 return 'Game' def not_game(state): #画出 GameOver 或者 Win 的界面 #读取用户输入得到action,判断是重启游戏还是结束游戏 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 #读取用户输入得到action if action == 'Restart': return 'Init' if action == 'Exit': return 'Exit' #if 成功移动了一步: if 游戏胜利了: return 'Win' if 游戏失败了: return 'Gameover' return 'Game' state_actions = { 'Init': init, 'Win': lambda: not_game('Win'), 'Gameover': lambda: not_game('Gameover'), 'Game': game } state = 'Init' #状态机开始循环 while state != 'Exit': state = state_actions[state]() 

用户输入处理

阻塞+循环,直到获得用户有效输入才返回对应行为:

def get_user_action(keyboard): char = "N" while char not in actions_dict: char = keyboard.getch() return actions_dict[char] 

矩阵转置与矩阵逆转

加入这两个操作可以大大节省我们的代码量,减少重复劳动,看到后面就知道了。

矩阵转置:

def transpose(field): return [list(row) for row in zip(*field)] 

矩阵逆转(不是逆矩阵):

def invert(field): return [row[::-1] for row in field] 

创建棋盘

初始化棋盘的参数,可以指定棋盘的高和宽以及游戏胜利条件,默认是最经典的 4x4~2048。

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

棋盘操作

随机生成一个 2 或者 4

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 

重置棋盘

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.spawn() 

一行向左合并

(注:这一操作是在 move 内定义的,拆出来是为了方便阅读)

def move_row_left(row): def tighten(row): # 把零散的非零单元挤到一块 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): # 对邻近元素进行合并 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 #先挤到一块再合并再挤到一块 return tighten(merge(tighten(row))) 

棋盘走一步

通过对矩阵进行转置与逆转,可以直接从左移得到其余三个方向的移动操作

def move(self, direction): def move_row_left(row): #一行向左合并 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 

判断输赢

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) 

判断能否移动

def move_is_possible(self, direction):
    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 

绘制游戏界面

(注:这一步是在棋盘类内定义的)

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') #绘制水平分割线 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) 

完成主逻辑

完成以上工作后,我们就可以补完主逻辑了!

def 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]() 

运行

填上最后一行代码:

curses.wrapper(main) 

运行看看吧!

$ python 2048.py 

此处输入图片的描述

全部代码的注释

#-*- 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 False def 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)


全部代码

#-*- 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, width=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.spawn() def move(self, direction): def move_row_left(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 = 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): 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 False def 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) 

 

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