2048

import curses

from itertools import chain

from random import choice

class GameField(object):

    # 初始化信息

    def __init__(self, width=4, height=4, win_value=8):

        self.width = width

        self.height = height

        self.win_value = win_value

        self.score = 0  # 当前得分

        self.highscore = 0  # 最高分

        self.moves = {}

        self.moves['Left'] = self.is_move_left

        self.moves['Right'] = self.is_move_right

        self.moves['Down'] = self.is_move_down

        self.moves['Up'] = self.is_move_up

        self.movesDict = {}

        self.movesDict['Left'] = self.move_left

        self.movesDict['Right'] = self.move_right

        self.movesDict['Down'] = self.move_down

        self.movesDict['Up'] = self.move_up

    def reset(self):  # 重置棋盘

        if self.score > self.highscore:

            self.highscore = self.score  # 更新最高分

        self.score = 0

        # 需求1: 生成4*4的棋盘, 其中数据结构选择列表嵌套列表;

        self.field = [[0 for j in range(self.width)]

                      for i in range(self.height)]

        # 在棋盘的一个随机位置插入一个数字2或者4

        self.random_create()

        self.random_create()

    def random_create(self):

        # 在棋盘的一个随机位置插入一个数字2或者4

        # field[0][3] = 2

        while True:

            i, j = choice(range(self.height)), choice(range(self.width))

            if self.field[i][j] == 0:

                self.field[i][j] = choice([2, 2, 2, 4])

                break

    def draw(self, stdscr):

        def draw_sep():

            stdscr.addstr('+' + "-----+" * self.width + '\n')

        def draw_one_row(row):

            stdscr.addstr("".join('|{:^5}'.format(num) if num != 0 else "|   " for num in row) + '|' + '\n')

        # 清屏

        stdscr.clear()

        stdscr.addstr("2048".center(50, '-') + '\n')

        stdscr.addstr("当前分数:" + str(self.score) + '\n')

        if self.highscore != 0:

            stdscr.addstr("最高分:" + str(self.highscore) + '\n')

        for row in self.field:

            draw_sep()

            draw_one_row(row)

        draw_sep()

        # 判断是否赢或者输

        if self.is_win():

            stdscr.addstr("胜利!!!!" + '\n')

        if self.is_gameover():

            stdscr.addstr("游戏结束!!!!" + '\n')

        stdscr.addstr(" 游戏帮助: 上下左右键  (R)Restart     Q(Quit)")

    def is_win(self):

        return max(chain(*self.field)) >= self.win_value

    def is_gameover(self):

        # 任何方向都不能移动的时候, 游戏结束

        return not any([self.move_is_possible(direction)

                        for direction in self.moves])

    @staticmethod

    def invert(field):

        # 矩阵进行反转

        return [row[::-1] for row in field]

        # print(invert(li))

    @staticmethod

    # 矩阵的转置

    def transpose(field):

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

    @staticmethod

    def is_row_change(row):

        # row

        # 需求3. 判断一行内容是否可移动。

        def is_change(i):  # 0

            # 判断每两个元素之间是否可移动

            if row[i] == 0 and row[i + 1] != 0:

                return True

            if row[i] != 0 and row[i] == row[i + 1]:

                return True

            return False

        return any([is_change(index) for index in range(len(row) - 1)])

    # 判断这个棋盘是否可向左移动

    def is_move_left(self, field):

        return any([self.is_row_change(row) for row in field])

    def is_move_right(self, field):

        #  对于列表元素进行反转

        field = self.invert(field)

        print(field)

        return self.is_move_left(field)

    def is_move_up(self, field):

        # 对于列表元素进行转置

        field = self.transpose(field)

        return self.is_move_left(field)

    def is_move_down(self, field):

        # 反转+ 转置

        field = self.transpose(field)

        return self.is_move_right(field)

    def move_is_possible(self, direction):  # 'left'

        # 判断用户选择的方向是否可移动

        if direction in self.moves:

            return self.moves[direction](self.field)

        else:

            return False

    # 将棋盘每一行的非0数向前移动, 0向后移动;

    @staticmethod

    def tight(row):  # [2, 0, 2, 0]

        # 最快的方式, 通过排序实现...........

        return sorted(row, key=lambda x: 1 if x == 0 else 0)

    def merge(self, row):  # [2,2,0,0]

        # [0,1,2]

        for i in range(len(row) - 1):

            # 如果两个值相等, 前一个元素*2, 后一个元素改为0。

            if row[i] == row[i + 1]:

                row[i] *= 2

                row[i + 1] = 0

                # 如果覆盖成功, 就给得分

                self.score += row[i]

        return row  # [4, 0, 0, 0]

    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_row_left(row) for row in field])

    def move_up(self, field):

        return self.transpose([self.move_row_left(row) for row in self.transpose(field)])

    def move_down(self, field):

        return self.invert(self.transpose([self.move_row_left(row)

            for row in self.invert(self.transpose(field))]))

    def move(self, direction):  # 'left'

        # 判断用户选择的方向是否可移动

        if direction in self.movesDict:

            # 判断是否可移动

            if self.move_is_possible(direction):

                self.field = self.movesDict[direction](self.field)

                self.random_create()

                return True

        else:

            return False

def get_user_action(stdscr):

    action = stdscr.getch()

    if action == curses.KEY_UP:

        return 'Up'

    if action == curses.KEY_DOWN:

        return 'Down'

    if action == curses.KEY_LEFT:

        return 'Left'

    if action == curses.KEY_RIGHT:

        return 'Right'

    if action == ord('r'):

        return 'Restart'

    if action == ord('q'):

        return 'Exit'

def main(stdscr):

    action = stdscr.getch()

    def init():

        # 初始化棋盘的操作

        game_field.reset()

        game_field.draw(stdscr)

        return 'Game'

    def game():

        game_field.draw(stdscr)

        action = get_user_action(stdscr)

        if action == 'Restart':

            return 'Init'

        if action == 'Exit':

            return 'Exit'

        if game_field.move(action):

            if game_field.is_win():

                return 'Win'

            if game_field.is_gameover():

                return 'GameOver'

        return 'Game'

    def not_game():

        game_field.draw(stdscr)

        while True:

            action = get_user_action(stdscr)

            if action == 'Restart':

                return 'Init'

            if action == 'Exit':

                return 'Exit'

    state_actions = {

        'Init': init,

        'Game': game,

        'Win': not_game,

        'GameOver': not_game,

    }

    game_field = GameField()

    state = 'Init'

    # 如果当前状态不是退出, 那么一直执行

    while state != 'Exit':

        # 执行当前状态需要操作的内容, 并返回, 下一次的状态为什么.

        state = state_actions[state]()

curses.wrapper(main)

后导入curses模块控制游戏就可以了。
简单2048小游戏

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