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基于Python实现五子棋-(人机对战)

前言

快520了,咱们来玩玩五子棋陶冶情操。快拿这个和你女朋友去对线。(分了别来找我哇)。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

源码分享

cheackboard.py

定义黑白子,落子位置以及获胜规则。

from collections import namedtupleChessman = 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._checkerboardcheckerboard = property(_get_checkerboard)# 判断是否可落子
def can_drop(self, point):
return self._checkerboard[point.Y][point.X] == 0def 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.Valueif 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 Truedef _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:
breakreturn 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。

pip install 相应模块 -i https://pypi.douban.com/simple

import sys
import pygame
from pygame.locals import *
import pygame.gfxdraw
from 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)

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 Nonereturn Point(x, y)

执行文件

if __name__ == '__main__':
main()

人机对战

动态演示

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