[Tutor] Improving My Simple Game Code for Speed, Memory and Learning

WolfRage wolfrage8765 at gmail.com
Mon Jan 12 01:23:58 CET 2015

```On 01/05/2015 06:21 PM, Danny Yoo wrote:
SNIP
>     if total in (17, 21, 28, ...):
Implemented, thanks.
SNIP
>
> The other comment I'd make is to start thinking about how you'd _test_
SNIP
You are right, I should. But I am fighting with myself on this topic. I
have been fighting myself for some time. As it seems the test slow me
down. I am sure latter they may speed me up, but then again I am still a
relatively new programmer and so my code is very fluid to the situation
at hand, so tests for immature code seems like a bad idea. Still you are
right.

Now I am having problem implementing a way to drop the zero values to
the bottom of the grid. I need to look at more of the column at once
possibly all of it, or remember where I was dropping. This is my latest
code any help would be appreciated.

import random

class GameTile():
def __init__(self, col, row, values=None, value=None, **kwargs):
# values is not required because the value can be directly set.
# This is to support a future feature that will allow me to build a
# board off of a list.
# id is grid (X,Y) which is equal to grid (col,row)
self.id = str(col) + ',' + str(row)
self.col = col
self.row = row
if value is None:
value = random.choice(values)
self.value = value
self.eliminated = False

def __str__(self):
return "%2d" % self.value

class GameGrid():
def __init__(self, cols=8, rows=7, **kwargs):
if cols < 3 or rows < 3:
raise ValueError("Minimum board size is 3x3! %sx%s is too
small."
% (cols, rows))
self.cols = cols
self.rows = rows
self.values = [5, 6, 11, 19, 20]
self.make_grid()

def make_grid(self):
# grid is 2d array as x, y ie [x][y].
self.grid = []
for row_num in range(self.rows):
# Do you still think this needs to be broken into a smaller
method?
row = [GameTile(row_num, col_num, self.values)
for col_num in range(self.cols)]
self.grid.append(row)
self.transposed_grid = list(zip(*self.grid))

def draw(self):
for col in self.grid:
print(end='| ')
for node in col:
print(node, end=' | ')
print()

def draw_by_id(self):
for col in self.grid:
print(end='| ')
for node in col:
print(node.id, end=' | ')
print()

def find_eliminations(self):
#First Down the columns.
i = 0
for col_list in self.transposed_grid:
while True:
try:
if self.check_total(col_list[i: i + 3]):
self.eliminate(col_list[i: i + 3])
i += 1
except ValueError:
i = 0
break
# Now across the rows.
for row_list in self.grid:
while True:
try:
if self.check_total(row_list[i: i + 3]):
self.eliminate(row_list[i: i + 3])
i += 1
except ValueError:
i = 0
break
# Set all eliminated nodes to a value of 0.
for col in self.grid:
for node in col:
if node.eliminated is True:
node.eliminated = False
node.value = 0

def check_total(self, slices):
first, second, third = slices
if first.value == second.value or second.value == third.value:
total = first.value + second.value + third.value
return total in (17, 21, 28, 29, 31, 42, 45, 46, 49, 58)

def eliminate(self, slices):
first, second, third = slices
first.eliminated = True
second.eliminated = True
third.eliminated = True

def drop_floating_nodes0(self):
i = self.rows
# first_zero_row serves as memory for how far to drop non-zero
values
first_zero_row = None
for col_list in self.transposed_grid:
while True:
low, high = col_list[i - 2: i]  # Goes Up the Rows
if high.value == 0 and low.value != 0:
if first_zero_row is None:
high.value = low.value
low.value = 0
first_zero_row = low
else:
first_zero_row.value = low.value
low.value = 0
high.value = 0
i -= 1
if i == 1:
i = self.rows
first_zero_row = None
break

def drop_floating_nodes1(self):
i = 0
for col_list in self.transposed_grid:
while True:
try:
low, high = col_list[i: i + 2]  # Goes Down the Rows
if high.value == 0 and low.value != 0:
high.value = low.value
low.value = 0
i += 1
except ValueError:
i = 0
break

grid = GameGrid(4, 8)
grid.draw()
grid.find_eliminations()
print('After Eliminations')
grid.draw()
#print()
grid.drop_floating_nodes0()
print('After Drops')
grid.draw()
```