基于Python和numpy,自帶基于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) 方塊合并時從滑動所指方向開始合并,合并不遞歸,比如:
|-|2|2|2|向右滑動后,最右兩塊合并,變為|-|-|2|4|
|2|2|2|2|向右滑動后,最右和最左兩塊分別合并,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并得到的新方塊的值。
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并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并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并操作后,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并合并方塊。
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 @staticmethod11 def _merge_down(grid):12 merge = concatenate((grid, [zeros(4) + nan])) - concatenate(([zeros(4) + nan], grid)) # find the mergable tiles13 merge[2][merge[3]==0], merge[1][merge[2]==0] = nan, nan # remove redundant 0 by 3 same tiles14 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 number16 return score17 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_tiles24 25 def step(self, direction):26 self._grid[self._grid%10==0] /= 1027 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 directions29 if merge_v[isnan(merge_v)].size is 0 and merge_h[isnan(merge_h)].size is 0: # Check if game is over30 return False31 self._grid = rot90(self._grid, RIGHT - direction)32 self._grid = array([concatenate((x[isnan(x)], x[~isnan(x)])) for x in self._grid]) # move tiles33 self._grid = rot90(self._grid, -1)34 self._score += Game2048._merge_down(self._grid) # merge tiles35 self._grid = rot90(self._grid, 1)36 self._grid = array([concatenate((x[isnan(x)], x[~isnan(x)])) for x in self._grid]) # move tiles37 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 True41 42 def get_grid(self):43 grid = copy(self._grid)44 grid[grid%10==0] /= 1045 return grid46 47 def get_new_tiles(self):48 grid = zeros((4, 4), int)49 grid[self._grid%10==0] = 150 return grid51 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(), 36030 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。
GitHub: https://github.com/frombeijingwithlove/mini2048
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