c#撸的控制台版2048小游戏
1.分析
最近心血来潮,突然想写一个2048小游戏。于是搜索了一个在线2048玩玩,熟悉熟悉规则。
只谈核心规则:(以左移为例)
1.1合并
以行为单位,忽略0位,每列依次向左进行合并,且每列只能合并一次。被合并列置0。
1.2移动
每列依次向左往0位上移动,不限次数。
1.3判定
[成功]就是合并后值为2048,[失败]则是没有任何一个方向上能进行合并或者移动了。
2.实现
一样只谈核心的东西。网上大多数的实现算法有这么几种。
2.1为每个方向上的合并和移动实现一个算法。
这种太过繁琐,其实算法逻辑都差不多,只是方向不同而已,冗余代码太多
2.2以某一个方向作为算法基础,其他方向进行矩阵旋转,直到和基础算法方向一致,处理完成之后,再旋转矩阵到原来方向。
这种做到了各个方向上一定的通用,但是增加了额外的两次矩阵运算。
其实只需实现一个方向的算法,然后抽离出和方向有关的变量,封装为参数,通过参数控制方向。
比如左方向:以行为单位,处理每列的数据。那么第一层循环将是按行的数量进行迭代。处理列索引将上0-最后一列。
比如右方向:以行为单位,处理每列的数据。那么第一层循环将是按行的数量进行迭代。处理列索引将上最后一列-0。
比如上方向:以列为单位,处理每行的数据。那么第一层循环将是按列的数量进行迭代。处理列索引将上0-最后一行。
比如下方向:以列为单位,处理每行的数据。那么第一层循环将是按列的数量进行迭代。处理列索引将上最后一行-0。
变量抽取为:
第一层循环的loop,可以传入行或者列数量。
第二层循环的起始值starti,结束值endi,因为有正和反两个方向,所以还需要一个步长step来控制方向,+1为正,-1为反。
因为是二维数组,所以还需要一个委托,来重定义[x,y]的取值和设置值。比如以行为外层循环的,返回[x,y],以列为外层循环的,返回[y,x]
因为涉及到取值和赋值,用到了指针,也可以用两个方法替代取值和赋值。
代码如下
1 private unsafe bool Move(int loop, int si, int ei, int step, Func<int, int, IntPtr> getInt)
2 {
3 //算法基于左向移动
4
5 bool moved = false;
6
7 for (int x = 0; x < loop; x++)
8 {
9 //第一步 合并
10 for (int y = si; y * step < ei; y+=step)
11 {
12 var val1 = (int*)getInt(x, y);
13
14 if (*val1 != 0)
15 {
16 for (var y2 = y + step; y2 != ei + step; y2 += step)
17 {
18 var val2 = (int*)getInt(x, y2);
19 //忽略0
20 if (*val2 == 0) continue;
21 //合并
22 if (*val1 == *val2)
23 {
24 *val1 *= 2;
25 *val2 = 0;
26 moved = true;
27
28 Score += *val1;
29
30 if (*val1 == 2048) State = GameState.Succ;
31
32 //移动处理列索引
33 y = y2;
34 }
35 else y = y2 - step;//不相等
36 break;
37 }
38 }
39
40 }
41
42 //第二步 往0位上移动
43 int? lastY = null;
44 for (int y = si; y != ei; y += step)
45 {
46 var val1 = (int*)getInt(x, y);
47
48 if (*val1 == 0)
49 {
50 var y2 = lastY ?? y + step;
51 for (; y2 != ei + step; y2 += step)
52 {
53 var val2 = (int*)getInt(x, y2);
54
55 if (*val2 != 0)
56 {
57 *val1 = *val2;
58 *val2 = 0;
59 moved = true;
60
61 lastY = y2 + step;
62 break;
63 }
64 }
65 //最后一列了
66 if (y2 == ei) break;
67 }
68 }
69 }
70
71 return moved;
72 }
调用的核心代码:
switch (direction)
{
case MoveDirection.Up:
move = Move(C, 0, R - 1, 1, (x, y) => {
fixed (int* _ = &_bs[0, 0])
{
return (IntPtr)(_ + y * C + x);
}
});
break;
case MoveDirection.Down:
move = Move(C, R - 1, 0, -1, (x, y) => {
fixed (int* _ = &_bs[0,0])
{
return (IntPtr)(_ + y * C + x);
}
});
break;
case MoveDirection.Left:
move = Move(R, 0, C - 1, 1, (x, y) => {
fixed (int* _ = &_bs[0, 0])
{
return (IntPtr)(_ + x * C + y);
}
});
break;
case MoveDirection.Right:
move = Move(R, C - 1, 0, -1, (x,y)=> {
fixed(int* _ = &_bs[0, 0])
{
return (IntPtr)(_ + x * C + y);
}
});
break;
}
2.3结果判定
网上大多数的算法都是复制一份矩阵数据,然后依次从各个方向上进行合并和移动,之后和原矩阵进行比较,如果数据相同则说明没有变化,从而判定失败。
这种太复杂,太死板了,太低效了。仔细分析可知,失败的判定其实很简单:
1.已经没有空位可以随机数字了,说明不可移动。
2.每个坐标的数字和它旁边的数字都不相等。说明不可合并。
代码如下:
/// <summary>
/// 判断是否可以合并
/// </summary>
private void CheckGame()
{
//是否已经填满 并且无法移动
for (int x = 0; x < R; x++)
{
for (int y = 0; y < C; y++)
{
if (y < C - 1 && _bs[x, y] == _bs[x, y + 1]) return;
if (x < R - 1 && _bs[x, y] == _bs[x + 1, y]) return;
}
}
State = GameState.Fail;
}
/// <summary>
/// 随机在空位生成一个数字
/// </summary>
/// <returns></returns>
private int GenerateNum()
{
var ls = new List<(int x, int y)>(R * C);
for (int x = 0; x < R; x++)
{
for (int y = 0; y < C; y++)
{
if (_bs[x, y] == 0) ls.Add((x,y));
}
}
var xy = ls[_rnd.Next(ls.Count)];
_bs[xy.x, xy.y] = _rnd.Next(10) == 9 ? 4 : 2;
return ls.Count - 1;
}
因为这个判定必然发生中随机生成数字之后,即上面move返回true时,那么调用代码:
if (move && State != GameState.Succ)
{
//有移动 随机在空位生成数字
var emptyNum = GenerateNum();
//判断是否结束
if(emptyNum == 0) CheckGame();
}
3.完整的代码如下:
Game类:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace _2048
{
public enum MoveDirection{
Up,
Down,
Left,
Right
}
public enum GameState
{
None,
Fail,
Succ,
}
public class Game
{
public static int R = 4, C = 4;
private int[,] _bs;
private Random _rnd = new Random();
public GameState State = GameState.None;
public int Score, Steps;
public (MoveDirection direction, int[,] data)? Log;
public bool ShowPre;
public Game()
{
Restart();
}
public unsafe void Move(MoveDirection direction)
{
if (State != GameState.None) return;
var move = false;
var bs = (int[,])_bs.Clone();
switch (direction)
{
case MoveDirection.Up:
move = Move(C, 0, R - 1, 1, (x, y) => {
fixed (int* _ = &_bs[0, 0])
{
return (IntPtr)(_ + y * C + x);
}
});
break;
case MoveDirection.Down:
move = Move(C, R - 1, 0, -1, (x, y) => {
fixed (int* _ = &_bs[0,0])
{
return (IntPtr)(_ + y * C + x);
}
});
break;
case MoveDirection.Left:
move = Move(R, 0, C - 1, 1, (x, y) => {
fixed (int* _ = &_bs[0, 0])
{
return (IntPtr)(_ + x * C + y);
}
});
break;
case MoveDirection.Right:
move = Move(R, C - 1, 0, -1, (x,y)=> {
fixed(int* _ = &_bs[0, 0])
{
return (IntPtr)(_ + x * C + y);
}
});
break;
}
if (move && State != GameState.Succ)
{
Steps++;
Log = (direction, bs);
//有移动 随机中空位生成数字
var emptyNum = GenerateNum();
//判断是否结束
if(emptyNum == 0) CheckGame();
}
}
/// <summary>
/// 判断是否可以合并
/// </summary>
private void CheckGame()
{
//是否已经填满 并且无法移动
for (int x = 0; x < R; x++)
{
for (int y = 0; y < C; y++)
{
if (y < C - 1 && _bs[x, y] == _bs[x, y + 1]) return;
if (x < R - 1 && _bs[x, y] == _bs[x + 1, y]) return;
}
}
State = GameState.Fail;
}
/// <summary>
/// 随机在空位生成一个数字
/// </summary>
/// <returns></returns>
private int GenerateNum()
{
var ls = new List<(int x, int y)>(R * C);
for (int x = 0; x < R; x++)
{
for (int y = 0; y < C; y++)
{
if (_bs[x, y] == 0) ls.Add((x,y));
}
}
Shuffle(ls);
var xy = ls[_rnd.Next(ls.Count)];
_bs[xy.x, xy.y] = _rnd.Next(10) == 9 ? 4 : 2;
return ls.Count - 1;
}
private IList<T> Shuffle<T>(IList<T> arr)
{
for (var i = 0; i < arr.Count; i++)
{
var index = _rnd.Next(arr.Count);
var tmp = arr[i];
arr[i] = arr[index];
arr[index] = tmp;
}
return arr;
}
/// <summary>
///
/// </summary>
/// <param name="si">开始索引</param>
/// <param name="ei">结束索引</param>
/// <param name="step">方向</param>
/// <param name="getInt">取值(重定义[x,y]可以保持算法通用 同时满足x,y方向的移动)</param>
/// <returns></returns>
private unsafe bool Move(int loop, int si, int ei, int step, Func<int, int, IntPtr> getInt)
{
//算法基于左向移动
bool moved = false;
for (int x = 0; x < loop; x++)
{
//第一步 合并
for (int y = si; y * step < ei; y+=step)
{
var val1 = (int*)getInt(x, y);
if (*val1 != 0)
{
for (var y2 = y + step; y2 != ei + step; y2 += step)
{
var val2 = (int*)getInt(x, y2);
//忽略0
if (*val2 == 0) continue;
//合并
if (*val1 == *val2)
{
*val1 *= 2;
*val2 = 0;
moved = true;
Score += *val1;
if (*val1 == 2048) State = GameState.Succ;
//移动处理列索引
y = y2;
}
else y = y2 - step;//不相等
break;
}
}
}
//第二步 往0位上移动
int? lastY = null;
for (int y = si; y != ei; y += step)
{
var val1 = (int*)getInt(x, y);
if (*val1 == 0)
{
var y2 = lastY ?? y + step;
for (; y2 != ei + step; y2 += step)
{
var val2 = (int*)getInt(x, y2);
if (*val2 != 0)
{
*val1 = *val2;
*val2 = 0;
moved = true;
lastY = y2 + step;
break;
}
}
//最后一列了
if (y2 == ei) break;
}
}
}
return moved;
}
/// <summary>
/// 重启游戏
/// </summary>
public void Restart()
{
Score = Steps = 0;
State = GameState.None;
Log = null;
_bs = new int[R, C];
for (int i = 0; i < 2; i++)
{
var x = _rnd.Next(R);
var y = _rnd.Next(C);
if (_bs[x, y] == 0) _bs[x, y] = _rnd.Next(10) == 0 ? 4 : 2;
else i--;
}
}
public void RandNum()
{
for (int x = 0; x < R; x++)
{
for (int y = 0; y < C; y++)
{
_bs[x, y] = (int)Math.Pow(2, _rnd.Next(12));
}
}
}
public void Show()
{
Console.SetCursorPosition(0, 0);
Console.WriteLine($"得分:{Score} 步数:{Steps} [R]键显示上一步操作记录(当前:{ShowPre}) ");
Console.WriteLine();
Console.WriteLine(new string('-', C * 5));
for (int x = 0; x < R; x++)
{
for (int y = 0; y < C; y++)
{
var b = _bs[x, y];
Console.Write($"{(b == 0 ? " " : b.ToString()),4}|");
}
Console.WriteLine();
Console.WriteLine(new string('-', C * 5));
}
if (ShowPre && Log != null)
{
Console.WriteLine();
Console.WriteLine(new string('=', 100));
Console.WriteLine();
var bs = Log?.data;
Console.WriteLine($"方向:{Log?.direction} ");
Console.WriteLine();
Console.WriteLine(new string('-', C * 5));
for (int x = 0; x < R; x++)
{
for (int y = 0; y < C; y++)
{
var b = bs[x, y];
Console.Write($"{(b == 0 ? " " : b.ToString()),4}|");
}
Console.WriteLine();
Console.WriteLine(new string('-', C * 5));
}
}
}
}
}
Main入口:
static void Main(string[] args)
{
Game.R = 4;
Game.C = 4;
var game = new Game();
while (true)
{
game.Show();
var key = Console.ReadKey();
switch (key.Key)
{
case ConsoleKey.UpArrow:
game.Move(MoveDirection.Up);
break;
case ConsoleKey.DownArrow:
game.Move(MoveDirection.Down);
break;
case ConsoleKey.RightArrow:
game.Move(MoveDirection.Right);
break;
case ConsoleKey.LeftArrow:
game.Move(MoveDirection.Left);
break;
case ConsoleKey.R:
game.ShowPre = !game.ShowPre;
break;
}
if (game.State == GameState.None) continue;
game.Show();
var res = MessageBox.Show("需要重新开始吗?", game.State == GameState.Succ ? "恭喜你!!!成功过关!!!" : "很遗憾!!!失败了!!!",MessageBoxButtons.YesNo);
if (res == DialogResult.Yes)
{
game.Restart();
continue;
}
break;
}
Console.ReadKey();
}