基於Python和numpy,自帶基於Tk最簡仿原生2048配色的圖形界面。文件代碼行數(Physical LOC)一共99,沒有統計過邏輯行數,因為是Python。
本來是想寫個最簡單的內核然后用機器學習算策略的,可是寫了幾行又不想寫了,索性加了個GUI做個最簡版的2048,所以完全沒有效率和Pythonic可言。不過只是作為2048模塊的話10ms和1ms能有什么區別呢。總之這就是一個蛋疼的作品,寫它最主要的原因是無聊。
對2048游戲規則的理解:
1) 方塊合並時從滑動所指方向開始合並,合並不遞歸,比如:
|-|2|2|2|向右滑動后,最右兩塊合並,變為|-|-|2|4|
|2|2|2|2|向右滑動后,最右和最左兩塊分別合並,變為|-|-|4|4|
2) 每次滑動后如果方塊發生了變化則生成新方塊,新方塊的取值集為{2, 4},4出現的概率是0.1,初始化游戲產生兩個新方塊。
3) 游戲的分數是累加每次合並得到的新方塊的值。
代碼分為兩個模塊:
1) 核心模塊,用一個4x4矩陣表示游戲中方塊的數值,沒有方塊的位置值為nan。基本思想是用concatenate函數實現方塊的移動,用將矩陣擴展成5x4並錯開一行和原矩陣相減得到列方向相鄰相同的方塊位置。
按照滑動方向先將矩陣中的非空元素全部排列到每行的最右,用numpy的concatenate函數和isnan函數實現
將得到的已經移動過的矩陣旋轉,然后分別在第一行和行尾插入新的空行,得到兩個5x4的矩陣
這兩個矩陣相減之后相鄰並等值的位置就會得到0,這里我們定義空值和任何值得減法仍然得到空值,在numpy中對應的是nan和任何float的加法
注意執行完上面的合並操作后,如果是一排4個方塊等值,則新合成的兩個方塊不相鄰,所以還需要再將矩陣轉回去執行一遍移動操作才能確保一排4個值都相等的情況下正確的移動並合並方塊。
模塊代碼如下:
1 from numpy import random, array, zeros, append, sum, concatenate, copy, ndenumerate, isnan, rot90, nan, int, float 2 DOWN, RIGHT, UP, LEFT = range(4) 3 4 class Game2048: 5 def __init__(self): 6 self._grid, self._score = zeros(16) + nan, 0 7 self._grid[random.choice(16, 2, replace=False)] = random.choice([2]*9+[4], 2, replace=False) # init with 2 tiles 8 self._grid = self._grid.reshape((4, 4)) # create 4x4 grid 9 10 @staticmethod 11 def _merge_down(grid): 12 merge = concatenate((grid, [zeros(4) + nan])) - concatenate(([zeros(4) + nan], grid)) # find the mergable tiles 13 merge[2][merge[3]==0], merge[1][merge[2]==0] = nan, nan # remove redundant 0 by 3 same tiles 14 score = sum(grid[merge[:4] == 0]) 15 grid[merge[:4] == 0], grid[merge[1:] == 0] = grid[merge[:4] == 0] * 2, nan # fill the merged with new number 16 return score 17 18 def _create_tiles(self): 19 avail = isnan(self._grid) 20 if avail[avail==True].size > 0: 21 new_tiles = append(random.choice([20]*9+[40]), zeros(avail[avail==True].size - 1) + nan) 22 random.shuffle(new_tiles) 23 self._grid[avail] = new_tiles 24 25 def step(self, direction): 26 self._grid[self._grid%10==0] /= 10 27 merge_v, merge_h, grid_copy = copy(self._grid), copy(rot90(self._grid)), copy(self._grid) 28 map(Game2048._merge_down, [merge_v, merge_h]) # try to merge tiles along two directions 29 if merge_v[isnan(merge_v)].size is 0 and merge_h[isnan(merge_h)].size is 0: # Check if game is over 30 return False 31 self._grid = rot90(self._grid, RIGHT - direction) 32 self._grid = array([concatenate((x[isnan(x)], x[~isnan(x)])) for x in self._grid]) # move tiles 33 self._grid = rot90(self._grid, -1) 34 self._score += Game2048._merge_down(self._grid) # merge tiles 35 self._grid = rot90(self._grid, 1) 36 self._grid = array([concatenate((x[isnan(x)], x[~isnan(x)])) for x in self._grid]) # move tiles 37 self._grid = rot90(self._grid, direction - RIGHT) 38 if not ((self._grid == grid_copy) | (isnan(self._grid) & isnan(grid_copy))).all(): 39 self._create_tiles() 40 return True 41 42 def get_grid(self): 43 grid = copy(self._grid) 44 grid[grid%10==0] /= 10 45 return grid 46 47 def get_new_tiles(self): 48 grid = zeros((4, 4), int) 49 grid[self._grid%10==0] = 1 50 return grid 51 52 def get_score(self): 53 return self._score
2) GUI模塊,直接捕捉鍵盤的上下左右4個按鍵移動方塊,窗體標題欄顯示游戲相關信息,無動畫,新出現的方塊用橙色表示,使用大多數Python版本中內置的GUI庫Tk實現,代碼如下:
1 from Tkinter import Tk, Label, Frame, BOTH 2 from tkFont import Font 3 from game2048 import Game2048, UP, DOWN, LEFT, RIGHT, ndenumerate, copy, isnan 4 5 key_map = {'Up': UP, 'Down': DOWN, 'Left': LEFT, 'Right': RIGHT} 6 color_map = {2: ('#776e65', '#eee4da'), 4: ('#776e65', '#ede0c8'), 8: ('#f9f6f2', '#f2b179'), 16: ('#f9f6f2', '#f2b179'), 7 32: ('#f9f6f2', '#f67c5f'), 64: ('#f9f6f2', '#f65e3b'), 128:('#f9f6f2', '#edcf72'), 256: ('#f9f6f2', '#edcc61'), 8 512: ('#f9f6f2', '#edc850'), 1024: ('#f9f6f2', '#edc53f'), 2048: ('#f9f6f2', '#edc22e'), 'base': '#ccc0b3'} 9 color_map.update(dict.fromkeys([2**x for x in range(12, 18)], ('#f9f6f2', '#3c3a32'))) 10 11 def input_listener(event=None, game=None, tk_root=None, labels=None): 12 key = '{}'.format(event.keysym) 13 if key in key_map and game and labels and tk_root: 14 if game.step(key_map[key]): 15 grid, new_tiles, score = game.get_grid(), game.get_new_tiles(), int(game.get_score()) 16 max_tile = int(grid[~isnan(grid)].max()) 17 tk_root.title('Move tiles to get {}! Score: {}'.format(2048 if max_tile < 2048 else max_tile * 2, score)) 18 for (i, j), value in ndenumerate(grid): 19 text = '{}'.format('' if isnan(grid[i][j]) else int(grid[i][j])) 20 font_color = color_map[32][1] if new_tiles[i][j] else color_map['base'] if isnan(value) else color_map[value][0] 21 labels[4*i+j].config(text=text, fg=font_color, bg=color_map['base'] if isnan(value) else color_map[value][1]) 22 else: 23 grid, new_tiles, score = game.get_grid(), game.get_new_tiles(), int(game.get_score()) 24 max_tile = int(grid[~isnan(grid)].max()) 25 [labels[i].config(text='' if i < 4 or i > 11 else 'GAMEOVER'[i-4], bg=color_map['base']) for i in xrange(16)] 26 tk_root.title('Game Over! Tile acheived: {}, Score: {}'.format(max_tile, score)) 27 28 if __name__ == '__main__': 29 game, root, window_size = Game2048(), Tk(), 360 30 root.title('Move tiles to get 2048! Score: 0') 31 root.geometry('{0}x{0}+111+111'.format(window_size)) 32 root.config(background='#bbada0') 33 34 grid, labels = game.get_grid(), [] 35 for (i, j), value in ndenumerate(grid): 36 frame = Frame(root, width=window_size/4-2, height=window_size/4-2) 37 font = Font(family='Helvetica', weight='bold', size=window_size/15) 38 frame.pack_propagate(0) 39 frame.place(x=j*window_size/4+1, y=i*window_size/4+1) 40 (text, color) = ('', color_map['base']) if isnan(value) else ('{}'.format(int(value)), color_map[value][0]) 41 label = Label(frame, text=text, font=font, fg=color, bg=color_map['base'] if isnan(value) else color_map[value][1]) 42 label.pack(fill=BOTH, expand=True) 43 labels.append(label) 44 45 root.bind_all('<Key>', lambda event: input_listener(event, game=game, tk_root=root, labels=labels)) 46 root.mainloop()
發布在github上了,還沒有完全測試過,歡迎fork。