[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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