python游戏实战项目之智能五子棋简易版

作者:顾木子吖 时间:2021-02-06 21:32:56 

导语

python游戏实战项目之智能五子棋简易版

前段时间不是制作了一款升级版本五子棋的嘛!

但是居然有粉丝私信我说:

“准备拿到代码玩一下ok过去了!太难了准备放收藏夹落灰q@q~”

python游戏实战项目之智能五子棋简易版

所噶,今天先放一个简易版本的五子棋给大家看看!学习嘛~从简单到难 还是慢慢来撒~

学玩这篇可以学下一篇难一点的撒:

Pygame实战:下五子棋吗?信不信我让你几步你也赢不了?

python游戏实战项目之智能五子棋简易版

嘿嘿!这五子棋只有人机对战了哈!不要看人机对战感觉很简单,其实代码量也超多滴。

python游戏实战项目之智能五子棋简易版

主要代码:都有注释的撒!就不一步一步介绍了。


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()

效果如下:哈哈哈哈!人机都下不赢的我23333~哭辽。

python游戏实战项目之智能五子棋简易版

python游戏实战项目之智能五子棋简易版

python游戏实战项目之智能五子棋简易版总结

哈哈哈哈 笑死我了!没办法,手残游戏党!人机其实还挺聪明的

python游戏实战项目之智能五子棋简易版

来源:https://blog.csdn.net/weixin_55822277/article/details/120332065

标签:python,五子棋,游戏
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