python简单小游戏代码(python简单小游戏代码教程)
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python简单小游戏代码(python简单小游戏代码教程)
python简单小游戏代码(python简单小游戏代码教程)
1、data = int(datemax)#-- coding:utf-8 --draw_hor_separator.counter = 0import 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。
2、from random import randrange, cho # 从random模块引入randrange,cho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。
3、 zip是把元组中的值对应起来。
4、W UpA LeftS DownD RightR RestartQ Exitw Upa Lefts Downd Rightr RestartQ 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 transe(field): return [list(row) for row in zip(field)] #zip函数里边加号,是把行变列,列变行。
5、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#分 self.reset()#重置棋盘 def reset(self):#定义一个reset函数 if self.score > self.highscore:#如果当前分数大于分,那么把当前分数赋值给分 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 toger 把零散的非零单元挤到一块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2pair = False#pair重新赋值为 else:如果pair为真 if i + 1 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: moves['Right'] = lambda field: invert(moves['Left'](invert(field)))#invert是逆转moves['Up'] = lambda field: transe(moves['Left'](transe(field)))#transe是转置moves['Down'] = lambda field: transe(moves['Right'](transe(field))) if direction in moves: if self.move_is_sible(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_over(self): return not any(self.move_is_sible(move) for move in actions) def draw(self, screen):_string2 = ' (R)Restart (Q)Exit'over_string = ' GAME OVER'win_string = ' YOU WIN!' def cast(string):screen.addstr(string + 'line = '+' + ('+------' self.width + '+')[1:]separator = defaultdict(lambda: line) if not hasattr(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(r#############################ow)draw_hor_separator() if self.is_win():cast(over_string) else:cast(_string1)cast(_string2) def spawn(self):(i,j) = cho([(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_sible(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'](transe(field))_field.reset() return 'Game' def not_(state): #画出 GameOver 或者 Win 的界面_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 (): #画出当前棋盘状态_field.draw(stdscr) #读取用户输入得到actionaction = get_user_action(stdscr) if action == 'Restart': return 'Init' if action == 'Exit': return 'Exit' if _field.move(action): # move successful if _field.is_win(): return 'Win' if _field.is_over(): return 'Gameover' return 'Game' state_actions = { 'Init': init, 'Win': lambda: not_('Win'), 'Gameover': lambda: not_('Gameover'), 'Game': }curses.use_default_colors()_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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