def move_right(self, matrix): if matrix in self. right_table: self.hits += 1 return self.right_table[matrix] else: self.right_table[matrix] = game.move_right(matrix) return self.right_table[matrix]
def move_right(matrix): if matrix in RIGHT_TABLE: global HITS HITS += 1 return RIGHT_TABLE[matrix] else: RIGHT_TABLE[matrix] = game.move_right(matrix) return RIGHT_TABLE[matrix]
def action(x,i): if i == 0: return game.move_up(x) elif i == 1: return game.move_down(x) elif i == 2: return game.move_left(x) elif i == 3: return game.move_right(x)
def action(loc, board): if loc == 0: board = game.move_up(board) elif loc == 1: board = game.move_down(board) elif loc == 2: board = game.move_left(board) else: board = game.move_right(board) return board
def on_key_press(symbol, modifiers): global last_move, down_press if symbol == key.LEFT: game.active_piece, game.grid = game.move_left(game.active_piece, game.grid) last_move = 1 if symbol == key.RIGHT: game.active_piece, game.grid = game.move_right(game.active_piece, game.grid) last_move = 2 if symbol == key.UP: game.active_piece, game.grid = game.rotate_piece(game.active_piece, game.grid) last_move = 3 if symbol == key.DOWN: down_press = True
def find_best_move(matrix): best_move = None best_score = -1 matrixes = [game.move_up(matrix), game.move_down(matrix), game.move_left(matrix), game.move_right(matrix)] for i in range(4): if matrixes[i] != matrix: score = score_matrix(matrixes[i]) if score >= best_score: best_score = score best_move = i return best_move, best_score
def action(x, board): comp = 0 loc = 0 for i in range(4): if x[i] > comp: loc = i comp = x[i] if loc == 0: board = game.move_up(board) elif loc == 1: board = game.move_down(board) elif loc == 2: board = game.move_left(board) else: board = game.move_right(board) return board