pygame实现简单五子棋游戏
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2022-06-16 14:41:26
本文实例为大家分享了pygame实现简单五子棋游戏的具体代码,供大家参考,具体内容如下看代码:①gomuku2.py:import sysimport randomimport pygamefrom...
本文实例为大家分享了pygame实现简单五子棋游戏的具体代码,供大家参考,具体内容如下
看代码:
①gomuku2.py:
import sys import random import pygame from pygame.locals import * import pygame.gfxdraw from checkerboard import checkerboard, black_chessman, white_chessman, offset, point size = 30 # 棋盘每个点时间的间隔 line_points = 19 # 棋盘每行/每列点数 outer_width = 20 # 棋盘外宽度 border_width = 4 # 边框宽度 inside_width = 4 # 边框跟实际的棋盘之间的间隔 border_length = size * (line_points - 1) + inside_width * 2 + border_width # 边框线的长度 start_x = start_y = outer_width + int(border_width / 2) + inside_width # 网格线起点(左上角)坐标 screen_height = size * (line_points - 1) + outer_width * 2 + border_width + inside_width * 2 # 游戏屏幕的高 screen_width = screen_height + 200 # 游戏屏幕的宽 stone_radius = size // 2 - 3 # 棋子半径 stone_radius2 = size // 2 + 3 checkerboard_color = (0xe3, 0x92, 0x65) # 棋盘颜色 black_color = (0, 0, 0) white_color = (255, 255, 255) red_color = (200, 30, 30) blue_color = (30, 30, 200) right_info_pos_x = screen_height + stone_radius2 * 2 + 10 def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)): imgtext = font.render(text, true, fcolor) screen.blit(imgtext, (x, y)) def main(): pygame.init() screen = pygame.display.set_mode((screen_width, screen_height)) pygame.display.set_caption('五子棋') font1 = pygame.font.sysfont('simhei', 32) font2 = pygame.font.sysfont('simhei', 72) fwidth, fheight = font2.size('黑方获胜') checkerboard = checkerboard(line_points) cur_runner = black_chessman winner = none computer = ai(line_points, white_chessman) black_win_count = 0 white_win_count = 0 while true: for event in pygame.event.get(): if event.type == quit: sys.exit() elif event.type == keydown: if event.key == k_return: if winner is not none: winner = none cur_runner = black_chessman checkerboard = checkerboard(line_points) computer = ai(line_points, white_chessman) elif event.type == mousebuttondown: if winner is none: pressed_array = pygame.mouse.get_pressed() if pressed_array[0]: mouse_pos = pygame.mouse.get_pos() click_point = _get_clickpoint(mouse_pos) if click_point is not none: if checkerboard.can_drop(click_point): winner = checkerboard.drop(cur_runner, click_point) if winner is none: cur_runner = _get_next(cur_runner) computer.get_opponent_drop(click_point) ai_point = computer.ai_drop() winner = checkerboard.drop(cur_runner, ai_point) if winner is not none: white_win_count += 1 cur_runner = _get_next(cur_runner) else: black_win_count += 1 else: print('超出棋盘区域') # 画棋盘 _draw_checkerboard(screen) # 画棋盘上已有的棋子 for i, row in enumerate(checkerboard.checkerboard): for j, cell in enumerate(row): if cell == black_chessman.value: _draw_chessman(screen, point(j, i), black_chessman.color) elif cell == white_chessman.value: _draw_chessman(screen, point(j, i), white_chessman.color) _draw_left_info(screen, font1, cur_runner, black_win_count, white_win_count) if winner: print_text(screen, font2, (screen_width - fwidth)//2, (screen_height - fheight)//2, winner.name + '获胜', red_color) pygame.display.flip() def _get_next(cur_runner): if cur_runner == black_chessman: return white_chessman else: return black_chessman # 画棋盘 def _draw_checkerboard(screen): # 填充棋盘背景色 screen.fill(checkerboard_color) # 画棋盘网格线外的边框 pygame.draw.rect(screen, black_color, (outer_width, outer_width, border_length, border_length), border_width) # 画网格线 for i in range(line_points): pygame.draw.line(screen, black_color, (start_y, start_y + size * i), (start_y + size * (line_points - 1), start_y + size * i), 1) for j in range(line_points): pygame.draw.line(screen, black_color, (start_x + size * j, start_x), (start_x + size * j, start_x + size * (line_points - 1)), 1) # 画星位和天元 for i in (3, 9, 15): for j in (3, 9, 15): if i == j == 9: radius = 5 else: radius = 3 # pygame.draw.circle(screen, black, (start_x + size * i, start_y + size * j), radius) pygame.gfxdraw.aacircle(screen, start_x + size * i, start_y + size * j, radius, black_color) pygame.gfxdraw.filled_circle(screen, start_x + size * i, start_y + size * j, radius, black_color) # 画棋子 def _draw_chessman(screen, point, stone_color): # pygame.draw.circle(screen, stone_color, (start_x + size * point.x, start_y + size * point.y), stone_radius) pygame.gfxdraw.aacircle(screen, start_x + size * point.x, start_y + size * point.y, stone_radius, stone_color) pygame.gfxdraw.filled_circle(screen, start_x + size * point.x, start_y + size * point.y, stone_radius, stone_color) # 画左侧信息显示 def _draw_left_info(screen, font, cur_runner, black_win_count, white_win_count): _draw_chessman_pos(screen, (screen_height + stone_radius2, start_x + stone_radius2), black_chessman.color) _draw_chessman_pos(screen, (screen_height + stone_radius2, start_x + stone_radius2 * 4), white_chessman.color) print_text(screen, font, right_info_pos_x, start_x + 3, '玩家', blue_color) print_text(screen, font, right_info_pos_x, start_x + stone_radius2 * 3 + 3, '电脑', blue_color) print_text(screen, font, screen_height, screen_height - stone_radius2 * 8, '战况:', blue_color) _draw_chessman_pos(screen, (screen_height + stone_radius2, screen_height - int(stone_radius2 * 4.5)), black_chessman.color) _draw_chessman_pos(screen, (screen_height + stone_radius2, screen_height - stone_radius2 * 2), white_chessman.color) print_text(screen, font, right_info_pos_x, screen_height - int(stone_radius2 * 5.5) + 3, f'{black_win_count} 胜', blue_color) print_text(screen, font, right_info_pos_x, screen_height - stone_radius2 * 3 + 3, f'{white_win_count} 胜', blue_color) def _draw_chessman_pos(screen, pos, stone_color): pygame.gfxdraw.aacircle(screen, pos[0], pos[1], stone_radius2, stone_color) pygame.gfxdraw.filled_circle(screen, pos[0], pos[1], stone_radius2, stone_color) # 根据鼠标点击位置,返回游戏区坐标 def _get_clickpoint(click_pos): pos_x = click_pos[0] - start_x pos_y = click_pos[1] - start_y if pos_x < -inside_width or pos_y < -inside_width: return none x = pos_x // size y = pos_y // size if pos_x % size > stone_radius: x += 1 if pos_y % size > stone_radius: y += 1 if x >= line_points or y >= line_points: return none return point(x, y) class ai: def __init__(self, line_points, chessman): self._line_points = line_points self._my = chessman self._opponent = black_chessman if chessman == white_chessman else white_chessman self._checkerboard = [[0] * line_points for _ in range(line_points)] def get_opponent_drop(self, point): self._checkerboard[point.y][point.x] = self._opponent.value def ai_drop(self): point = none score = 0 for i in range(self._line_points): for j in range(self._line_points): if self._checkerboard[j][i] == 0: _score = self._get_point_score(point(i, j)) if _score > score: score = _score point = point(i, j) elif _score == score and _score > 0: r = random.randint(0, 100) if r % 2 == 0: point = point(i, j) self._checkerboard[point.y][point.x] = self._my.value return point def _get_point_score(self, point): score = 0 for os in offset: score += self._get_direction_score(point, os[0], os[1]) return score def _get_direction_score(self, point, x_offset, y_offset): count = 0 # 落子处我方连续子数 _count = 0 # 落子处对方连续子数 space = none # 我方连续子中有无空格 _space = none # 对方连续子中有无空格 both = 0 # 我方连续子两端有无阻挡 _both = 0 # 对方连续子两端有无阻挡 # 如果是 1 表示是边上是我方子,2 表示敌方子 flag = self._get_stone_color(point, x_offset, y_offset, true) if flag != 0: for step in range(1, 6): x = point.x + step * x_offset y = point.y + step * y_offset if 0 <= x < self._line_points and 0 <= y < self._line_points: if flag == 1: if self._checkerboard[y][x] == self._my.value: count += 1 if space is false: space = true elif self._checkerboard[y][x] == self._opponent.value: _both += 1 break else: if space is none: space = false else: break # 遇到第二个空格退出 elif flag == 2: if self._checkerboard[y][x] == self._my.value: _both += 1 break elif self._checkerboard[y][x] == self._opponent.value: _count += 1 if _space is false: _space = true else: if _space is none: _space = false else: break else: # 遇到边也就是阻挡 if flag == 1: both += 1 elif flag == 2: _both += 1 if space is false: space = none if _space is false: _space = none _flag = self._get_stone_color(point, -x_offset, -y_offset, true) if _flag != 0: for step in range(1, 6): x = point.x - step * x_offset y = point.y - step * y_offset if 0 <= x < self._line_points and 0 <= y < self._line_points: if _flag == 1: if self._checkerboard[y][x] == self._my.value: count += 1 if space is false: space = true elif self._checkerboard[y][x] == self._opponent.value: _both += 1 break else: if space is none: space = false else: break # 遇到第二个空格退出 elif _flag == 2: if self._checkerboard[y][x] == self._my.value: _both += 1 break elif self._checkerboard[y][x] == self._opponent.value: _count += 1 if _space is false: _space = true else: if _space is none: _space = false else: break else: # 遇到边也就是阻挡 if _flag == 1: both += 1 elif _flag == 2: _both += 1 score = 0 if count == 4: score = 10000 elif _count == 4: score = 9000 elif count == 3: if both == 0: score = 1000 elif both == 1: score = 100 else: score = 0 elif _count == 3: if _both == 0: score = 900 elif _both == 1: score = 90 else: score = 0 elif count == 2: if both == 0: score = 100 elif both == 1: score = 10 else: score = 0 elif _count == 2: if _both == 0: score = 90 elif _both == 1: score = 9 else: score = 0 elif count == 1: score = 10 elif _count == 1: score = 9 else: score = 0 if space or _space: score /= 2 return score # 判断指定位置处在指定方向上是我方子、对方子、空 def _get_stone_color(self, point, x_offset, y_offset, next): x = point.x + x_offset y = point.y + y_offset if 0 <= x < self._line_points and 0 <= y < self._line_points: if self._checkerboard[y][x] == self._my.value: return 1 elif self._checkerboard[y][x] == self._opponent.value: return 2 else: if next: return self._get_stone_color(point(x, y), x_offset, y_offset, false) else: return 0 else: return 0 if __name__ == '__main__': main()
②checkerboard.py:
from collections import namedtuple chessman = namedtuple('chessman', 'name value color') point = namedtuple('point', 'x y') black_chessman = chessman('黑子', 1, (45, 45, 45)) white_chessman = chessman('白子', 2, (219, 219, 219)) offset = [(1, 0), (0, 1), (1, 1), (1, -1)] class checkerboard: def __init__(self, line_points): self._line_points = line_points self._checkerboard = [[0] * line_points for _ in range(line_points)] def _get_checkerboard(self): return self._checkerboard checkerboard = property(_get_checkerboard) # 判断是否可落子 def can_drop(self, point): return self._checkerboard[point.y][point.x] == 0 def drop(self, chessman, point): """ 落子 :param chessman: :param point:落子位置 :return:若该子落下之后即可获胜,则返回获胜方,否则返回 none """ print(f'{chessman.name} ({point.x}, {point.y})') self._checkerboard[point.y][point.x] = chessman.value if self._win(point): print(f'{chessman.name}获胜') return chessman # 判断是否赢了 def _win(self, point): cur_value = self._checkerboard[point.y][point.x] for os in offset: if self._get_count_on_direction(point, cur_value, os[0], os[1]): return true def _get_count_on_direction(self, point, value, x_offset, y_offset): count = 1 for step in range(1, 5): x = point.x + step * x_offset y = point.y + step * y_offset if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value: count += 1 else: break for step in range(1, 5): x = point.x - step * x_offset y = point.y - step * y_offset if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value: count += 1 else: break return count >= 5
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。