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python3.5 curses.error:setupterm: could not find terminal


! /Library/Frameworks/Python.framework/Versions/3.5/bin/python3.5

-- coding: utf-8 --

import curses
from random import randrange, choice
from collections import defaultdict

actions = ['Up', 'Left', 'Down', 'Right', 'Restart', 'Exit']
letter_codes = [ord(ch) for ch in 'WASDRQwasdrq']
actions_dict = dict(zip(letter_codes, actions * 2))

def main(stdscr):

game_field = GameField()

def init():
    # 重置游戏棋盘
    game_field.reset()
    return 'Game'

def not_game(state):
    # 画出 GameOver 或者 Win 的界面
    game_field.draw(stdscr)
    # 读取用户输入得到action,判断是重启游戏还是结束游戏
    action = get_user_action(stdscr)

    responses = defaultdict(lambda: state)  # 默认是当前状态,没有行为就会一直在当前界面循环
    responses['Restart'], responses['Exit'] = 'Init', 'Exit'  # 对应不同的行为转换到不同的状态
    return responses[action]

def game():
    # 画出当前棋盘状态
    game_field.draw(stdscr)
    # 读取用户输入得到action
    action = get_user_action(stdscr)

    if action == 'Restart':
        return 'Init'
    if action == 'Exit':
        return 'Exit'
    if game_field.move(action):  # move successful
        if game_field.is_win():
            return 'Win'
        if game_field.is_gameover():
            return 'Gameover'
    return 'Game'

state_actions = {
    'Init': init,
    'Win': lambda: not_game('Win'),
    'Gameover': lambda: not_game('Gameover'),
    'Game': game
}
state = 'Init'
# 状态机开始循环
while state != 'Exit':
    state = state_actions[state]()

def get_user_action(keyboard):

char = "N"
while char not in actions_dict:
    char = keyboard.getch()
return actions_dict[char]

矩阵转置

def transpose(field):

return [list(row) for row in zip(*field)]

矩阵逆转(不是逆矩阵)

def invert(field):

return [row[::-1] for row in field]

class GameField(object):

def __init__(self, height=4, width=4, win=2048):
    self.height = height  # 高
    self.width = width  # 宽
    self.win_value = 2048  # 过关分数
    self.score = 0  # 当前分数
    self.highscore = 0  # 最高分
    self.reset()  # 棋盘重置

# 随机生成一个 2 或者 4
def spawn(self):
    new_element = 4 if randrange(100) > 89 else 2
    (i, j) = choice([(i, j) for i in range(self.width) for j in range(self.height) if self.field[i][j] == 0])
    self.field[i][j] = new_element

# 棋盘重置
def reset(self):
    if self.score > self.highscore:
        self.highscore = self.score
    self.score = 0
    self.field = [[0 for i in range(self.width)] for j in range(self.height)]
    self.spawn()
    self.spawn()

def move(self, direction):
    def move_row_left(row):
        # 一行向左合并
        def tighten(row):  # 把零散的非零单元挤到一块
            new_row = [i for i in row if i != 0]
            new_row += [0 for i in range(len(row) - len(new_row))]
            return new_row

        def merge(row):  # 对邻近元素进行合并
            pair = False
            new_row = []
            for i in range(len(row)):
                if pair:
                    new_row.append(2 * row[i])
                    self.score += 2 * row[i]
                    pair = False
                else:
                    if i + 1 < len(row) and row[i] == row[i + 1]:
                        pair = True
                        new_row.append(0)
                    else:
                        new_row.append(row[i])
            assert len(new_row) == len(row)
            return new_row

        # 先挤到一块再合并再挤到一块
        return tighten(merge(tighten(row)))

    moves = {}
    moves['Left'] = lambda field: [move_row_left(row) for row in field]
    moves['Right'] = lambda field: invert(moves['Left'](invert(field)))
    moves['Up'] = lambda field: transpose(moves['Left'](transpose(field)))
    moves['Down'] = lambda field: transpose(moves['Right'](transpose(field)))
    if direction in moves:
        if self.move_is_possible(direction):
            self.field = moves[direction](self.field)
            self.spawn()
            return True
        else:
            return False

def is_win(self):
    return any(any(i >= self.win_value for i in row) for row in self.field)

def is_gameover(self):
    return not any(self.move_is_possible(move) for move in actions)

def move_is_possible(self, direction):
    def row_is_left_movable(row):
        def change(i):
            if row[i] == 0 and row[i + 1] != 0:  # 可以移动
                return True
            if row[i] != 0 and row[i + 1] == row[i]:  # 可以合并
                return True
            return False

        return any(change(i) for i in range(len(row) - 1))

    check = {}
    check['Left'] = lambda field: any(row_is_left_movable(row) for row in field)
    check['Right'] = lambda field: check['Left'](invert(field))
    check['Up'] = lambda field: check['Left'](transpose(field))
    check['Down'] = lambda field: check['Right'](transpose(field))
    if direction in check:
        return check[direction](self.field)
    else:
        return False

def draw(self, screen):
    help_string1 = '(W)Up (S)Down (A)Left (D)Right'
    help_string2 = '     (R)Restart (Q)Exit'
    gameover_string = '           GAME OVER'
    win_string = '          YOU WIN!'

    def cast(string):
        screen.addstr(string + '\n')

    # 绘制水平分割线
    def draw_hor_separator():
        line = '+' + ('+------' * self.width + '+')[1:]
        separator = defaultdict(lambda: line)
        if not hasattr(draw_hor_separator, "counter"):
            draw_hor_separator.counter = 0
        cast(separator[draw_hor_separator.counter])
        draw_hor_separator.counter += 1

    def draw_row(row):
        cast(''.join('|{: ^5} '.format(num) if num > 0 else '|      ' for num in row) + '|')

    screen.clear()
    cast('SCORE: ' + str(self.score))
    if 0 != self.highscore:
        cast('HGHSCORE: ' + str(self.highscore))
    for row in self.field:
        draw_hor_separator()
        draw_row(row)
    draw_hor_separator()
    if self.is_win():
        cast(win_string)
    else:
        if self.is_gameover():
            cast(gameover_string)
        else:
            cast(help_string1)
    cast(help_string2)

curses.wrapper(main)

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  • 巴扎黑

    巴扎黑2017-04-17 17:39:40

    直接运行 别调试应该可以
    或者直接在windows上的CMD里执行
    1) windows下没有curses,这个是没有X11 server的时候用的,你可以跑在cygwin下试试
    2) 排版还是有问题

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