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Python实现五子棋人机对战 和人人对战

2023-02-14 11:02Python编程学习圈 Python

这篇文章主要介绍了Python实现五子棋人机对战 和人人对战,通过定义黑白子,落子位置以及获胜规则展开详细内容,需要的小伙伴可以参考一下

前言:

过完520,咱们来玩玩五子棋陶冶情操。快拿这个和你女朋友去对线。多的不说直接进入正题

 

人人对战

游戏规则:p1为黑子,p2为白子,黑子先手,一方达到五子相连即为获胜。

动态演示

Python实现五子棋人机对战 和人人对战

源码分享

定义黑白子,落子位置以及获胜规则。

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

人人对战.py

导入模块

如出现模块的错误,在pycharm终端输入如下指令。

import sysimport pygamefrom pygame.locals import *import pygame.gfxdrawfrom 小游戏.五子棋.checkerboard import Checkerboard, BLACK_CHESSMAN, WHITE_CHESSMAN, Point

设置棋盘和棋子参数

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

局内字体设置

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

落子循坏体

 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

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)
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)

运行框返回落子坐标

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)

执行文件:

if __name__ == '__main__':    main()

 

人机对战

动态演示

Python实现五子棋人机对战 和人人对战

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原文链接:https://juejin.cn/post/7100010727762559012

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