1.项目简介
在刚刚学习完python套接字的时候做的一个五子棋小游戏,可以在局域网内双人对战,也可以和电脑对战
2.实现思路
局域网对战
对于局域网功能来说,首先建立连接(tcp),然后每次下棋时将棋子的坐标发送给对方,当接收到坐标后实例化成棋子对象,这个接收时用了select函数,因为pygame需要循环渲染图片,所以要用非阻塞方式接收消息
select()的机制中提供一fd_set的数据结构,实际上是一long类型的数组, 每一个数组元素都能与一打开的文件句柄(不管是Socket句柄,还是其他文件或命名管道或设备句柄)建立联系,建立联系的工作由程序员完成, 当调用select()时,由内核根据IO状态修改fd_set的内容,由此来通知执行了select()的进程哪一Socket或文件可读或可写,主要用于Socket通信当中
主要代码如下:
1 #接收cli的消息
2 ifis_people:3 rs, ws, es =select.select(inputs, [], [], 0)4 for r inrs:5 if r istcpclisock:6 try:7 data =r.recv(BUFSIZ)8 islink =True9 print(data.decode('utf8'))10 if data.decode('utf8') == 'again':11 is_recieve1 =True12 if data.decode('utf8') == 'yes':13 is_playagain =True14 is_play =True15 if data.decode('utf8') == 'no':16 is_recieve2 =True17 islink =False18 if not is_play and notresult:19 me =storn.Storn_Black(eval(data))20 black_chesses.append(me)21 chesses.append(me)22 is_play =True23 excepterror:24 islink = False
电脑对战
电脑对战的思路也很简单,用了应该是最常见的也是最简单的方法,就是循环遍历棋盘的每一个点,判断该点的价值,选取价值最大的点落子,这个需要对五子棋的棋型有一定了解,这里介绍几种常见的棋型(约定1为己方棋子,2为对方棋子,0为空)
活四(011110):这时候四颗棋子相连,同时两端为空,已经阻止不了一方的胜利了,此时价值应该设置最高
死四(011112|10111|11011):四颗棋子,只有一个地方能形成连五,如果是自己的棋可以赢,是对方的也可以阻止对方赢棋,此时价值次高
。。。
就这样把每种棋型判断一下,获得该点的价值,主要代码如下:
1 #判断每个点的价值
2 defpoint_value(pos, white_chesses, black_chesses, identify1, identify2):3 value =04 for i in range(1,9):5 #*1111_ 活四
6 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and\7 get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and\8 get_point(pos, i, 3, white_chesses, black_chesses) == identify1 and\9 get_point(pos, i, 4, white_chesses, black_chesses) == identify1 and\10 get_point(pos, i, 5, white_chesses, black_chesses) ==0:11 value += 40000
12 #*11112 死四1
13 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and\14 get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and\15 get_point(pos, i, 3, white_chesses, black_chesses) == identify1 and\16 get_point(pos, i, 4, white_chesses, black_chesses) == identify1 and\17 get_point(pos, i, 5, white_chesses, black_chesses) ==identify2:18 value += 30000
19 #1*111 死四2
20 if get_point(pos, i, -1, white_chesses, black_chesses) == identify1 and\21 get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and\22 get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and\23 get_point(pos, i, 3, white_chesses, black_chesses) ==identify1:24 value += 30000
25 #11*11 死四3
26 if get_point(pos, i, -2, white_chesses, black_chesses) == identify1 and\27 get_point(pos, i, -1, white_chesses, black_chesses) == identify1 and\28 get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and\29 get_point(pos, i, 2, white_chesses, black_chesses) ==identify1:30 value += 30000
31 #*111_ 活三1
32 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and\33 get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and\34 get_point(pos, i, 3, white_chesses, black_chesses) == identify1 and\35 get_point(pos, i, 4, white_chesses, black_chesses) ==0:36 value += 20000
37 #*1_11_ 活三2
38 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and\39 get_point(pos, i, 2, white_chesses, black_chesses) == 0 and\40 get_point(pos, i, 3, white_chesses, black_chesses) == identify1 and\41 get_point(pos, i, 4, white_chesses, black_chesses) == identify1 and\42 get_point(pos, i, 5, white_chesses, black_chesses) ==0:43 value += 20000
44 #*1112 死三1
45 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and\46 get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and\47 get_point(pos, i, 3, white_chesses, black_chesses) == identify1 and\48 get_point(pos, i, 4, white_chesses, black_chesses) ==identify2:49 value += 15000
50 #_1_112 死三2
51 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and\52 get_point(pos, i, 2, white_chesses, black_chesses) == 0 and\53 get_point(pos, i, 3, white_chesses, black_chesses) == identify1 and\54 get_point(pos, i, 4, white_chesses, black_chesses) == identify1 and\55 get_point(pos, i, 5, white_chesses, black_chesses) ==identify2:56 value += 15000
57 #_11_12 死三3
58 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and\59 get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and\60 get_point(pos, i, 3, white_chesses, black_chesses) == 0 and\61 get_point(pos, i, 4, white_chesses, black_chesses) == identify1 and\62 get_point(pos, i, 5, white_chesses, black_chesses) ==identify2:63 value += 15000
64 #1__11 死三4
65 if get_point(pos, i, -1, white_chesses, black_chesses) == identify1 and\66 get_point(pos, i, 1, white_chesses, black_chesses) == 0 and\67 get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and\68 get_point(pos, i, 3, white_chesses, black_chesses) ==identify1:69 value += 15000
70 #1_1_1 死三5
71 if get_point(pos, i, -1, white_chesses, black_chesses) == identify1 and\72 get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and\73 get_point(pos, i, 2, white_chesses, black_chesses) == 0 and\74 get_point(pos, i, 3, white_chesses, black_chesses) ==identify1:75 value += 15000
76 #2_111_2 死三6
77 if get_point(pos, i, -1, white_chesses, black_chesses) == identify2 and\78 get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and\79 get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and\80 get_point(pos, i, 3, white_chesses, black_chesses) == identify1 and\81 get_point(pos, i, 4, white_chesses, black_chesses) == 0 and\82 get_point(pos, i, 5, white_chesses, black_chesses) ==identify2:83 value += 15000
84 #__11__ 活二1
85 if get_point(pos, i, -1, white_chesses, black_chesses) == 0 and\86 get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and\87 get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and\88 get_point(pos, i, 3, white_chesses, black_chesses) == 0 and\89 get_point(pos, i, 4, white_chesses, black_chesses) ==0:90 value += 1000
91 #_1_1_ 活二2
92 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and\93 get_point(pos, i, 2, white_chesses, black_chesses) == 0 and\94 get_point(pos, i, 3, white_chesses, black_chesses) == identify1 and\95 get_point(pos, i, 4, white_chesses, black_chesses) ==0:96 value += 1000
97 #*1__
98 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and\99 get_point(pos, i, 2, white_chesses, black_chesses) == 0 and\100 get_point(pos, i, 3, white_chesses, black_chesses) ==0:101 value += 30
102 #*1_
103 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and\104 get_point(pos, i, 2, white_chesses, black_chesses) ==0:105 value += 20
106 #*1
107 if get_point(pos, i, 1, white_chesses, black_chesses) ==identify1:108 value += 10
109 return value
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电脑选择落子位置时,要判断是进攻还是防守,需要两次遍历棋盘,获取进攻时的最大价值和防守的最大价值,主要代码如下:
1 #电脑选取落子的位置
2 defai(white_chesses, black_chesses, chesses):3 value = max1 = max2 =04 pos1 = pos2 =()5 #进攻时
6 for i in range(0,15):7 row = 28 + i * 40
8 for j in range(0,15):9 col = 28 + j * 40
10 pos =(row,col)11 ifis_empty(pos, chesses):12 continue
13 value = point_value(pos, white_chesses, black_chesses, 1, 2)14 if value >max1:15 max1 =value16 pos1 =(row,col)17
18 #防守时
19 for i in range(0,15):20 for j in range(0,15):21 row = 28 + i * 40
22 col = 28 + j * 40
23 ifis_empty((row,col), chesses):24 continue
25 value = point_value((row,col), white_chesses, black_chesses, 2, 1)26 if value >max2:27 max2 =value28 pos2 =(row,col)29 if max1 >max2:30 returnpos131 else:32 return pos2
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3.游戏截图
有不足之处还请指正