
import sys |
import random |
import pygame |
from pygame.locals import * |
import pygame.gfxdraw |
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 |
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() |




高级设计师
by: Python自学 发表于:2023-02-19 01:06:29 顶(1) | 踩(0) 回复
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