前言周末了,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
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。
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
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
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
执行文件if __name__ == '__main__': main() 人机对战动态演示来源:blog.csdn.net/m0_70127749?type=blog(侵删) |
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