我如何结合模运算来允许我的瓷砖跳过其他瓷砖?


def main():
    global FPSCLOCK, DISPLAYSURF, BASICFONT, RESET_SURF, RESET_RECT, NEW_SURF, NEW_RECT, SOLVE_SURF, SOLVE_RECT
    pygame.init()
    FPSCLOCK = pygame.time.Clock()
    DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
    pygame.display.set_caption('Slide Puzzle')
    BASICFONT = pygame.font.Font('freesansbold.ttf', BASICFONTSIZE)
    # Store the option buttons and their rectangles in OPTIONS.
    RESET_SURF, RESET_RECT = makeText('Reset',    TEXTCOLOR, TILECOLOR, WINDOWWIDTH - 120, WINDOWHEIGHT - 90)
    NEW_SURF,   NEW_RECT   = makeText('New Game', TEXTCOLOR, TILECOLOR, WINDOWWIDTH - 120, WINDOWHEIGHT - 60)
    SOLVE_SURF, SOLVE_RECT = makeText('Solve',    TEXTCOLOR, TILECOLOR, WINDOWWIDTH - 120, WINDOWHEIGHT - 30)
    mainBoard, solutionSeq = generateNewPuzzle(80)
    SOLVEDBOARD = getStartingBoard() # a solved board is the same as the board in a start state.
    allMoves = [] # list of moves made from the solved configuration
    while True: # main game loop
        slideTo = None # the direction, if any, a tile should slide
        msg = 'Click tile or press arrow keys to slide.' # contains the message to show in the upper left corner.
        if mainBoard == SOLVEDBOARD:
            msg = 'Solved!'
        drawBoard(mainBoard, msg)
        checkForQuit()
        for event in pygame.event.get(): # event handling loop
            if event.type == MOUSEBUTTONUP:
                spotx, spoty = getSpotClicked(mainBoard, event.pos[0], event.pos[1])
                if (spotx, spoty) == (None, None):
                    # check if the user clicked on an option button
                    if RESET_RECT.collidepoint(event.pos):
                        resetAnimation(mainBoard, allMoves) # clicked on Reset button
                        allMoves = []
                    elif NEW_RECT.collidepoint(event.pos):
                        mainBoard, solutionSeq = generateNewPuzzle(80) # clicked on New Game button
                        allMoves = []
                    elif SOLVE_RECT.collidepoint(event.pos):
                        resetAnimation(mainBoard, solutionSeq + allMoves) # clicked on Solve button
                        allMoves = []
                else:
                    # check if the clicked tile was next to the blank spot
                    blankx, blanky = getBlankPosition(mainBoard)
                    if spotx == blankx + 1 and spoty == blanky:
                        slideTo = LEFT
                    elif spotx == blankx - 1 and spoty == blanky:
                        slideTo = RIGHT
                    elif spotx == blankx and spoty == blanky + 1:
                        slideTo = UP
                    elif spotx == blankx and spoty == blanky - 1:
                        slideTo = DOWN
            elif event.type == KEYUP:
                # check if the user pressed a key to slide a tile
                if event.key in (K_LEFT, K_a) and isValidMove(mainBoard , LEFT):
                    slideTo = LEFT
                elif event.key in (K_RIGHT, K_d) and isValidMove(mainBoard , RIGHT):
                    slideTo = RIGHT
                elif event.key in (K_UP, K_w) and isValidMove(mainBoard , UP):
                    slideTo = UP
                elif event.key in (K_DOWN, K_s) and isValidMove(mainBoard , DOWN):
                    slideTo = DOWN
        if slideTo:
            slideAnimation(mainBoard, slideTo, 'Click tile or press arrow keys to slide.', 8) # show slide on screen
            makeMove(mainBoard, slideTo)
            allMoves.append(slideTo) # record the slide
        pygame.display.update()
        FPSCLOCK.tick(FPS)

def terminate():
    pygame.quit()
    sys.exit()

def checkForQuit():
    for event in pygame.event.get(QUIT): # get all the QUIT events
        terminate() # terminate if any QUIT events are present
    for event in pygame.event.get(KEYUP): # get all the KEYUP events
        if event.key == K_ESCAPE:
            terminate() # terminate if the KEYUP event was for the Esc key
        pygame.event.post(event) # put the other KEYUP event objects back

def getStartingBoard():
    # Return a board data structure with tiles in the solved state.
    # For example, if BOARDWIDTH and BOARDHEIGHT are both 3, this function
    # returns [[1, 4, 7], [2, 5, 8], [3, 6, BLANK]]
    counter = 1
    board = []
    for x in range(BOARDWIDTH):
        column = []
        for y in range(BOARDHEIGHT):
            column.append(counter)
            counter += BOARDWIDTH
        board.append(column)
        counter -= BOARDWIDTH * (BOARDHEIGHT - 1) + BOARDWIDTH - 1
    board[BOARDWIDTH-1][BOARDHEIGHT-1] = BLANK
    return board

def getBlankPosition(board):
    # Return the x and y of board coordinates of the blank space.
    for x in range(BOARDWIDTH):
        for y in range(BOARDHEIGHT):
            if board[x][y] == BLANK:
                return (x, y)

def makeMove(board, move):
    # This function does not check if the move is valid.
    blankx, blanky = getBlankPosition(board)
    if move == UP:
        board[blankx][blanky], board[blankx][blanky + 1] = board[blankx][blanky + 1], board[blankx][blanky]
    elif move == DOWN:
        board[blankx][blanky], board[blankx][blanky - 1] = board[blankx][blanky - 1], board[blankx][blanky]
    elif move == LEFT:
        board[blankx][blanky], board[blankx + 1][blanky] = board[blankx + 1][blanky], board[blankx][blanky]
    elif move == RIGHT:
        board[blankx][blanky], board[blankx - 1][blanky] = board[blankx - 1][blanky], board[blankx][blanky]

def isValidMove(board, move):
    blankx, blanky = getBlankPosition(board)
    return (move == UP and blanky != len(board[0]) - 1) or 
           (move == DOWN and blanky != 0) or 
           (move == LEFT and blankx != len(board) - 1) or 
           (move == RIGHT and blankx != 0)

def getRandomMove(board, lastMove=None):
    # start with a full list of all four moves
    validMoves = [UP, DOWN, LEFT, RIGHT]
    # remove moves from the list as they are disqualified
    if lastMove == UP or not isValidMove(board, DOWN):
        validMoves.remove(DOWN)
    if lastMove == DOWN or not isValidMove(board, UP):
        validMoves.remove(UP)
    if lastMove == LEFT or not isValidMove(board, RIGHT):
        validMoves.remove(RIGHT)
    if lastMove == RIGHT or not isValidMove(board, LEFT):
        validMoves.remove(LEFT)
    # return a random move from the list of remaining moves
    return random.choice(validMoves)

def getLeftTopOfTile(tileX, tileY):
    left = XMARGIN + (tileX * TILESIZE) + (tileX - 1)
    top = YMARGIN + (tileY * TILESIZE) + (tileY - 1)
    return (left, top)

def getSpotClicked(board, x, y):
    # from the x & y pixel coordinates, get the x & y board coordinates
    for tileX in range(len(board)):
        for tileY in range(len(board[0])):
            left, top = getLeftTopOfTile(tileX, tileY)
            tileRect = pygame.Rect(left, top, TILESIZE, TILESIZE)
            if tileRect.collidepoint(x, y):
                return (tileX, tileY)
    return (None, None)

我想允许它,我的瓷砖可以跳到棋盘的另一边,如果它是可用的。如果一个贴图在左边,而一个空槽在右边;我想让它在使用模运算的情况下跳过贴图

我已经尝试合并模算术循环,但我不确定在哪里完全把它放在。我已经在makeMove函数上尝试过了,但是出现了一个错误。

其实并不需要模来检查是否有&;wrap around&;空白时段。

根据函数getStartingBoard():

中的注释
# returns [[1, 4, 7], [2, 5, 8], [3, 6, BLANK]]

它似乎是一个二维列表,其中(x,y)的单元格将是board[y][x]

假设我们有一个BOARD_WIDTH × BOARD_HEIGHT的板,给定一个单元格的坐标(x, y),我们需要找到一个相邻单元格的列表,它是"BLANK"-我们假设它是数字0。

首先我们建立一个所有相邻单元的列表。在这个阶段,我们不关心他们是否走出董事会。它只是添加单元格,左上角,中上角…,右下角。显然,我们没有在这里包含实际引用的单元格。

然后我们遍历单元格列表,修正任何超出板边界的单元格。修复方法是简单地将维度添加到值中。因此,如果我们的x变成了-1,我们可以添加BOARD_WIDTH,所以它变成了BOARD_WIDTH-1,这是右边的列号。类似地,如果x等于BOARD_WIDTH,则减法将其包装回零。我们对y值做同样的处理

作为最后一步,我们遍历单元格列表,找到BLANK单元格,并将它们添加到列表中以供返回。

def getBlankCellsAround( board, x, y, BOARD_WIDTH, BOARD_HEIGHT ):
    """ Return a list of BLANK cells around the board position (x,y) """
    # Default cells around x,y
    cell_list = [ (x-1, y-1), (x, y-1), (x+1, y-1), 
                  (x-1, y),             (x+1, y),    
                  (x-1, y+1), (x, y+1), (x+1, y+1) ]
    # Correct any cells that are off the edge so they wrap-around
    blanks_list = []
    for cell in cell_list:
        cx, cy = cell
        if ( cx < 0 ):
            cx += BOARD_WIDTH
        elif ( cx >= BOARD_WIDTH ):
            cx -= BOARD_WIDTH    
        if ( cy < 0 ):
            cy += BOARD_HEIGHT
        elif ( cy >= BOARD_HEIGHT ):
            cy -= BOARD_HEIGHT
        if ( board[cy][cx] == 0 ):   # if it's blank, copy it to output
            blanks_list.append( ( cx, cy ) )
    # return the list of blank cells (which might be zero-length)
    return blanks_list

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