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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