前言:
我这个五子棋作业是参考:
https://blog.csdn.net/wudingan/article/details/106812722
(实现了完整的人机对战,通俗易懂。)
我只是在此基础上做修改增加加入进入游戏界面,人人对战,回到主界面,重新开始游戏的一些小功能
使用pygame
主界面效果图
这个主界面是ps上去的,主要是为了好看,我们需要实现,点击,人机对战和人人对战两个按钮进入相应的界面,这个就需要在代码中添加这两个按钮对应的x,y范围。
1.导入必要库以及定义一些全局变量
导入必要库以及定义一些全局变量
import pygame
from pygame.locals import *
import pygame.gfxdraw
import traceback
import sys
import random
from collections import namedtuple
# 画棋盘
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 = (234, 215, 176) # 棋盘颜色,RGB值
BLACK_COLOR = (0, 0, 0) #黑棋颜色
WHITE_COLOR = (255, 255, 255) #白棋颜色
RED_COLOR = (200, 30, 30)
BLUE_COLOR = (30, 30, 200)
RIGHT_INFO_POS_X = SCREEN_HEIGHT + Stone_Radius2 * 2 + 10
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)]
pygame.init()
#背景音乐
pygame.mixer.init()
pygame.mixer_music.load('望江南.mp3')
pygame.mixer_music.play()
2.定义一些需要的函数
#画棋盘
def _draw_checkerboard(screen):
screen.fill(Checkerboard_Color) # 填充棋盘背景色
# 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)
for i in range(19): # 画网格线
pygame.draw.line(screen, BLACK_COLOR,(26, 26 + 30 * i),(26 + 30 * 18, 26 + 30 * i),1)
for j in range(19):
pygame.draw.line(screen, BLACK_COLOR, (26 + 30 * j, 26),(26 + 30 * j, 26 + 30 * 18),1)
for i in (3, 9, 15): # 画星位和天元
for j in (3, 9, 15):
if i == j == 9:
radius = 5
else:
radius = 3
pygame.gfxdraw.aacircle(screen, 26 + 30 * i, 26 + 30 * j, radius, BLACK_COLOR)
pygame.gfxdraw.filled_circle(screen, 26 + 30 * i, 26 + 30 * j, radius, BLACK_COLOR)
#画棋子
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)
# 画棋盘上已有的棋子
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, 26 + 30 * point.X, 26 + 30 * point.Y, Stone_Radius, stone_color)
pygame.gfxdraw.filled_circle(screen, 26 + 30 * point.X, 26 + 30 * point.Y, Stone_Radius, stone_color)
#文本信息提示
def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
imgText = font.render(text, True, fcolor)
screen.blit(imgText, (x, y))
def _draw_left_info_begin(screen, font): #右侧信息提示
print_text(screen, font, 324, 170, '五子棋', BLUE_COLOR)
print_text(screen, font, 310, 270, '人人对战', BLUE_COLOR)
print_text(screen, font, 310, 370, '人机对战', BLUE_COLOR)
def _draw_left_info_every(screen, font): #人人对战
print_text(screen, font, 610, 50, '当前状态', BLUE_COLOR)
#print_text(screen, font, 630, 270, '悔棋', BLUE_COLOR)
print_text(screen, font, 610, 333, '重新开始', BLUE_COLOR)
print_text(screen, font, 600, 400, '回到主界面', BLUE_COLOR)
def _draw_left_info_computer(screen,font): #人机对战
_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2), WHITE_CHESSMAN.Color)
_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2 * 4), BLACK_CHESSMAN.Color)
print_text(screen, font, 638, 29, '玩家', BLUE_COLOR)
print_text(screen, font, 638, 83, '电脑', BLUE_COLOR)
print_text(screen, font, 610, 333, '重新开始', BLUE_COLOR)
print_text(screen, font, 600, 400, '回到主界面', BLUE_COLOR)
font1 = pygame.font.SysFont('SimHei', 32) # 字体:黑体,32号
font2 = pygame.font.SysFont('SimHei', 72) # 字体:黑体,72号
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) # 游戏屏幕的高,宽
# 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)
#提示当前是谁下棋 ,人人对战时需要
def remind_chess(cur_runner):
if cur_runner == BLACK_CHESSMAN:
pygame.draw.rect(screen, Checkerboard_Color, [630, 100, 150, 50]) # 先把上一次的类容用一个矩形覆盖
print_text(screen, font1, 630, 100, '黑子', BLUE_COLOR)
else:
pygame.draw.rect(screen, Checkerboard_Color, [630, 100, 150, 50])
print_text(screen, font1, 630, 100, '白子', BLUE_COLOR)
#黑白棋轮流下
def _get_next(cur_runner):
if cur_runner == BLACK_CHESSMAN:
return WHITE_CHESSMAN
else:
return BLACK_CHESSMAN
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)
def can_drop(self, point):# 判断是否可落子
return self._checkerboard[point.Y][point.X] == 0
def drop(self, chessman, point): #落子
print(f'{chessman.Name} ({point.X}, {point.Y})') # 把黑棋/白棋落子的坐标打印出来
self._checkerboard[point.Y][point.X] = chessman.Value #point:落子位置
# 打印获胜方出来
if self._win(point):
print(f'{chessman.Name}获胜')
return chessman #return:若该子落下之后即可获胜,则返回获胜方,否则返回 None
# 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
# 数步数
def _get_count_on_direction(self, point, value, x_offset, y_offset): #数步数
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
3.主界面实现
主界面实现
#初始状态,进入游戏界面
def enter_the_game():
screen.fill(Checkerboard_Color)
#_draw_left_info_begin(screen, font1) #初始界面
Background = pygame.image.load("new_backgroud_begin.jpg").convert_alpha() #图片填充
screen.blit(Background, (0, 0))
pygame.display.flip()
clock = pygame.time.Clock()
while True:
for event in pygame.event.get():
# 点击x则关闭窗口
if event.type == pygame.QUIT:
pygame.quit()
exit()
# 点击窗口里面类容则完成相应指令
elif event.type == MOUSEBUTTONDOWN:
if event.button == 1:
x, y = event.pos[0], event.pos[1]
_draw_checkerboard(screen) #画棋盘
pygame.display.flip() # 刷新屏幕显示出来
# 如果点击‘人人对战’
if 210 < x < 500 and 270 < y < 360:
# 取消阻止
running = True
# 播放音效
# button_sound.play(0)
# 重新开始
person_computer()
person_person()
print("人机对战")
# 点击‘人机对战’
elif 210 < x < 500 and 370 < y < 460:
person_person()
print("人人对战")
clock.tick(60)
4.人人对战
人人对战
def person_person(): #人人对战
fwidth, fheight = font2.size('黑子获胜')
checkerboard = Checkerboard(Line_Points)
cur_runner = WHITE_CHESSMAN #玩家一
#remind_chess(cur_runner)
winner = None
# 设置黑白双方初始连子为0
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 == MOUSEBUTTONDOWN: # 检测鼠标落下
if winner is None: # 检测是否有一方胜出
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: # 检测鼠标是否在棋盘内点击 #玩家1
if checkerboard.can_drop(click_point):
winner = checkerboard.drop(cur_runner, click_point)
if winner is None: # 再次判断是否有胜出
# 每下一次检测一次
cur_runner = _get_next(cur_runner) #换成玩家2下棋
if click_point is not None: # 检测鼠标是否在棋盘内点击
if checkerboard.can_drop(click_point):#落子
winner = checkerboard.drop(cur_runner, click_point)
if winner is not None: #再次检测是否有胜出
white_win_count += 1
cur_runner = _get_next(cur_runner)
else:
black_win_count += 1
x, y = event.pos[0], event.pos[1]
if 610 < x < 800 and 333 < y < 360: # 点击重新开始
person_person()
elif 600 < x < 800 and 400 < y < 500: # 点击‘回到主界面’
main()
#elif 630 < x < 800 and 270 < y < 500: # 点击‘悔棋’
#main()
_draw_checkerboard(screen) # 画棋盘
for i, row in enumerate(checkerboard.checkerboard): # 画棋盘上已有的棋子
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)
remind_chess(cur_runner)
_draw_left_info_every(screen, font1)
if winner:
print_text(screen, font2, (SCREEN_WIDTH - fwidth) // 2, (SCREEN_HEIGHT - fheight) // 2, winner.Name + '获胜',
RED_COLOR)
pygame.display.flip()
5.人机对战
人机对战
class AI: #实现计算机下棋
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
# 下面这一串score(分数)的含义:评估棋格获胜分数。
# 使计算机计算获胜分值越高的棋格,就能确定能让自己的棋子最有可能达成联机的位置,也就是最佳进攻位置,
# 而一旦计算机能确定自己的最高分值的位置,计算机就具备了进攻能力。
# 同理,计算机能计算出玩家的最大分值位置,并抢先玩家获得该位置,这样计算机就具有了防御的能力。
# 在计算机下棋之前,会计算空白棋格上的获胜分数,根据分数高低获取最佳位置。
# 计算机会将棋子下在获胜分数最高的地方。
# 当已放置4颗棋子时,必须在第五个空棋格上设置绝对高的分值。也就是10000
# 当获胜组合上有部分位置已被对手的棋格占据而无法连成五子时,获胜组合上空棋格的获胜分数会直接设置为0。(四颗棋子,你把中间断了)
# 当有两组及其以上的获胜组合位置交叉时,对该位置的分数进行叠加,形成分数比周围位置明显高。(五子棋中三三相连)
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
def person_computer(): #人机对战
fwidth, fheight = font2.size('黑子获胜')
checkerboard = Checkerboard(Line_Points)
cur_runner = WHITE_CHESSMAN
winner = None
computer = AI(Line_Points, BLACK_CHESSMAN)
# 设置黑白双方初始连子为0
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 == MOUSEBUTTONDOWN: # 检测鼠标落下
if winner is None: # 检测是否有一方胜出
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: # 检测鼠标是否在棋盘内点击
if checkerboard.can_drop(click_point): #玩家落子
winner = checkerboard.drop(cur_runner, click_point)
if winner is None: # 再次判断是否有胜出
# 一个循环内检测两次,意思就是人出一次检测一下,电脑出一次检测一下。
cur_runner = _get_next(cur_runner)
computer.get_opponent_drop(click_point)
AI_point = computer.AI_drop()#电脑落子
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
x, y = event.pos[0], event.pos[1]
if 610 < x < 800 and 333 < y < 360: #点击重新开始
person_computer()
elif 600 < x < 800 and 400 < y < 500: # 点击‘回到主界面’
main()
_draw_checkerboard(screen) # 画棋盘
for i, row in enumerate(checkerboard.checkerboard): # 画棋盘上已有的棋子
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_computer(screen, font1)
if winner:
print_text(screen, font2, (SCREEN_WIDTH - fwidth) // 2, (SCREEN_HEIGHT - fheight) // 2, winner.Name + '获胜',
RED_COLOR)
pygame.display.flip()
6.主函数
主函数
def main():
try:
enter_the_game()
except SystemExit:
pass
except:
traceback.print_exc()
pygame.quit()
input()
main()