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

WolfRage wolfrage8765 at gmail.com
Tue Jan 13 01:07:03 CET 2015


On 01/12/2015 05:00 PM, Alan Gauld wrote:
<SNIP>
> __str__methodf of the grid.
> Then the draw method becomes print(self)
>
> And you can also just use print(aGrid) etc.
<SNIP>

Implemented with some other improvements using the same idea but applied 
to several of the other functions, that provide output.

Now I am going to try and add the ability to have the table generated 
but with a set number of rows empty or pre-set to zero.

#CODE BELOW
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
         # hide_anim = hidden for animation purposes
         self.hide_anim = False
         # drop_value = value to be dropped during animation
         self.drop_value = None
         # drop_to could have inversely been a drop_from
         # drop_to = the id of where the value should be dropped too.
         self.drop_to = None

     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 __str__(self):
         output = []
         for row in self.transposed_grid:
             s = '| '
             for node in row:
                 s += str(node) + ' | '
             output.append(s)
         return '\n'.join(output)

     def make_grid(self):
         # grid is 2d array as x, y ie [x][y].
         # transposed_grid is 2d array as y, x ie [y][x]
         self.transposed_grid = []
         for row_num in range(self.rows):
             row = [GameTile(col_num, row_num, self.values)
                    for col_num in range(self.cols)]
             self.transposed_grid.append(row)
         self.grid = list(zip(*self.transposed_grid))

     def draw(self):
         print(self)

     def draw_by_id(self):
         # Why does this one use self.transposed_grid instead of self.grid ?
         output = []
         for row in self.transposed_grid:
             s = '| '
             for node in row:
                 s += str(node.id) + ' | '
             output.append(s)
         return '\n'.join(output)

     def draw_by_id_proc(self):
         # Draw Procedurally
         output = []
         for row_num in range(self.rows):
             s = '| '
             for col_num in range(self.cols):
                 s += (str(self.grid[col_num][row_num].id) + '(' + 
str(col_num) +
                     ',' + str(row_num) + ')' + ' | ')
             output.append(s)
         return '\n'.join(output)

     def draw_by_id_trans(self):
         # Why does this one use self.grid instead of self.transposed_grid ?
         output = []
         for col in self.grid:
             s = '| '
             for node in col:
                 s += str(node.id) + ' | '
             output.append(s)
         return '\n'.join(output)

     def draw_by_id_trans_proc (self):
         # Draw Transposed & Procedurally
         output = []
         for col_num in range(self.cols):
             s = '| '
             for row_num in range(self.rows):
                 s += (str(self.transposed_grid[row_num][col_num].id) + 
'(' +
                     str(col_num) + ',' + str(row_num) + ')' + ' | ')
             output.append(s)
         return '\n'.join(output)

     def find_eliminations(self):
         #First Down the columns.
         i = 0
         for col_list in self.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.transposed_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.transposed_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.grid:
             while True:
                 # Low is on Top it is low because it is the lower 
numbered row
                 # High is on Bottom it is high because it is the higher 
numbered
                 low, high = col_list[i - 2: i]  # Goes Up the Rows
                 if high.value == 0:
                     if 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
                             try:
                                 row = first_zero_row.row - 1
                                 col = first_zero_row.col
                                 first_zero_row = self.grid[col][row]
                             except:
                                 i = self.rows
                                 print('broke', col, row)
                                 print(first_zero_row.col, 
first_zero_row.row)
                                 first_zero_row = None
                                 break
                     else:
                         if first_zero_row is None:
                             first_zero_row = high
                 i -= 1
                 if i == 1:
                     i = self.rows
                     first_zero_row = None
                     break




grid = GameGrid(4, 8)
print(grid)
grid.find_eliminations()
print('After Eliminations')
print(grid)
grid.drop_floating_nodes0()
print('After Drops')
print(grid)
print('By ID')
print(grid.draw_by_id())
print('By ID & Procedurally')
print(grid.draw_by_id_proc())
print('Transposed')
print(grid.draw_by_id_trans())
print('Transposed & Procedurally')
print(grid.draw_by_id_trans_proc())



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