Python实现五子棋:人机对战 / 人人对战(动图演示+源码分享)

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 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。

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)
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

以上就是“Python实现五子棋:人机对战 / 人人对战(动图演示+源码分享)”的全部内容,希望对你有所帮助。

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好的,我了解你的问题。你想了解如何使用Python编写五子棋人机对战游戏,对吧? 首先,你需要安装Python的GUI库,如Tkinter或PyQt5,来创建游戏界面。接着,你需要编写五子棋的游戏逻辑。这包括实现棋盘和棋子的绘制、落子、判断胜负等功能。 对于人机对战,你需要实现AI算法来让电脑能够下棋。可以使用经典的博弈树搜索算法,或者深度学习算法来训练神经网络来进行决策。 以下是一个简单的五子棋人机对战游戏的代码示例,供你参考: ```python import tkinter as tk import random class Gobang: def __init__(self): self.root = tk.Tk() self.root.title("五子棋-人机对战") self.chessboard = Chessboard(self.root, width=500, height=500) self.chessboard.pack() self.chessboard.bind("<Button-1>", self.play) self.player = 1 self.gameover = False self.ai = AI(self.chessboard) def play(self, event): if self.gameover: return x, y = self.chessboard.get_index(event.x, event.y) if self.chessboard.chess_map[x][y] != 0: return self.chessboard.draw_chess(x, y, self.player) self.chessboard.chess_map[x][y] = self.player if self.check_win(x, y): self.gameover = True tk.messagebox.showinfo("游戏结束", "恭喜玩家{}获胜!".format(self.player)) return self.player = 3 - self.player self.ai.play() if self.check_win(self.ai.last_x, self.ai.last_y): self.gameover = True tk.messagebox.showinfo("游戏结束", "恭喜电脑获胜!") def check_win(self, x, y): directions = [(0, 1), (1, 0), (1, 1), (1, -1)] for dx, dy in directions: count = 1 tx, ty = x, y while tx + dx >= 0 and tx + dx < 15 and ty + dy >= 0 and ty + dy < 15 and self.chessboard.chess_map[tx + dx][ty + dy] == self.player: count += 1 tx += dx ty += dy tx, ty = x, y while tx - dx >= 0 and tx - dx < 15 and ty - dy >= 0 and ty - dy < 15 and self.chessboard.chess_map[tx - dx][ty - dy] == self.player: count += 1 tx -= dx ty -= dy if count >= 5: return True return False def run(self): self.root.mainloop() class Chessboard(tk.Canvas): def __init__(self, master=None, cnf={}, **kw): super().__init__(master, cnf, **kw) self.chess_map = [[0 for i in range(15)] for j in range(15)] self.last_chess = None self.draw_board() def draw_board(self): for i in range(15): self.create_line(50, 50 + i * 30, 440, 50 + i * 30) self.create_line(50 + i * 30, 50, 50 + i * 30, 440) self.create_oval(83, 83, 117, 117, fill="black") self.create_oval(413, 83, 447, 117, fill="black") self.create_oval(83, 413, 117, 447, fill="black") self.create_oval(413, 413, 447, 447, fill="black") def draw_chess(self, x, y, player): color = "black" if player == 1 else "white" self.create_oval(50 + y * 30 - 13, 50 + x * 30 - 13, 50 + y * 30 + 13, 50 + x * 30 + 13, fill=color) self.last_chess = (x, y) def get_index(self, x, y): return (round((y - 50) / 30), round((x - 50) / 30)) class AI: def __init__(self, chessboard): self.chessboard = chessboard self.last_x = -1 self.last_y = -1 def play(self): empty_list = [] for i in range(15): for j in range(15): if self.chessboard.chess_map[i][j] == 0: empty_list.append((i, j)) if not empty_list: return x, y = self.random_play(empty_list) self.chessboard.draw_chess(x, y, 2) self.chessboard.chess_map[x][y] = 2 self.last_x, self.last_y = x, y def random_play(self, empty_list): return random.choice(empty_list) if __name__ == "__main__": game = Gobang() game.run() ``` 这段代码使用了Tkinter库来创建游戏界面,使用了Canvas组件来绘制棋盘和棋子。AI算法使用了随机算法,即在可落子的点中随机选择一个点进行下棋。 当你运行这段代码时,会弹出一个窗口,你可以在窗口中进行五子棋人机对战游戏。

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