[Tutor] Improving My Simple Game Code for Speed, Memory and Learning
WolfRage
wolfrage8765 at gmail.com
Mon Jan 12 20:35:27 CET 2015
So I was write as I suspected; the grid is not actually being built like
I thought it was. Sure the ID's print fine but when the grid positions
are procedurally accessed the program fails with IndexError.
python3 test1.py
| 19 | 5 | 5 | 5 |
| 11 | 6 | 19 | 11 |
| 6 | 6 | 11 | 19 |
| 11 | 20 | 6 | 5 |
| 11 | 5 | 20 | 5 |
| 20 | 20 | 11 | 11 |
| 19 | 19 | 5 | 5 |
| 11 | 19 | 19 | 5 |
After Eliminations
| 0 | 0 | 0 | 5 |
| 11 | 0 | 19 | 11 |
| 0 | 0 | 11 | 0 |
| 0 | 20 | 6 | 0 |
| 0 | 5 | 20 | 0 |
| 0 | 0 | 0 | 0 |
| 19 | 0 | 0 | 0 |
| 0 | 0 | 0 | 0 |
broke 0 5
0 6
broke 1 6
1 7
broke 2 6
2 7
broke 3 6
3 7
After Drops
| 0 | 0 | 0 | 5 |
| 0 | 0 | 19 | 0 |
| 0 | 0 | 11 | 0 |
| 0 | 20 | 6 | 0 |
| 0 | 0 | 0 | 0 |
| 0 | 0 | 0 | 0 |
| 11 | 0 | 0 | 0 |
| 19 | 5 | 20 | 11 |
Normal
| 0,0 | 1,0 | 2,0 | 3,0 |
| 0,1 | 1,1 | 2,1 | 3,1 |
| 0,2 | 1,2 | 2,2 | 3,2 |
| 0,3 | 1,3 | 2,3 | 3,3 |
| 0,4 | 1,4 | 2,4 | 3,4 |
| 0,5 | 1,5 | 2,5 | 3,5 |
| 0,6 | 1,6 | 2,6 | 3,6 |
| 0,7 | 1,7 | 2,7 | 3,7 |
Procedurally
# The first printed pair is the id, the second pair in parentheses is
# the procedurally accessed id, which should be all ordered as (column,
# row)
| 0,0 (0,0) | 1,0 (0,1) | 2,0 (0,2) | 3,0 (0,3) | Traceback (most recent
call last):
File "test1.py", line 186, in <module>
grid.draw_by_id_proc()
File "test1.py", line 75, in draw_by_id_proc
print(self.grid[col_num][row_num].id, '(' + str(col_num) + ',' +
str(row_num) + ')', end=' | ')
IndexError: list index out of range
I am attempting to fix it now. Any help is appreciated.
#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 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(col_num, row_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 draw_by_id_trans(self):
for col in self.transposed_grid:
print(end='| ')
for node in col:
print(node.id, end=' | ')
print()
def draw_by_id_proc(self):
# Draw Procedurally
for col_num in range(self.cols):
print(end='| ')
for row_num in range(self.rows):
print(self.grid[col_num][row_num].id, '(' +
str(col_num) + ',' + str(row_num) + ')', 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 is on Top, High is on Bottom
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
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()
print('Normal')
grid.draw_by_id()
#print('Tansposed')
#grid.draw_by_id_trans()
print('Procedurally')
grid.draw_by_id_proc()
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