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Python实现真人对战的五子棋代码怎样写

lewis 6年前 (2019-07-04) 阅读数 9 #技术
这篇主要是介绍“Python实现真人对战的五子棋代码怎样写”的内容了,下文有实例供大家参考,对大家了解操作过程或相关知识有一定的帮助,而且实用性强,希望这篇文章能帮助大家解决Python实现真人对战的五子棋代码怎样写的问题,下面我们一起来了解看看吧。

python五子棋之人人对战,供大家参考,具体内容如下

checkerboard.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

ManAndMan.py

import sys
import pygame
from pygame.locals import *
import pygame.gfxdraw
from checkerboard import Checkerboard, BLACK_CHESSMAN, WHITE_CHESSMAN, Point

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)
BLACK_STONE_COLOR = (45, 45, 45)
WHITE_STONE_COLOR = (219, 219, 219)

RIGHT_INFO_POS_X = SCREEN_HEIGHT + Stone_Radius2 * 2 + 10


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', 36)
 font2 = pygame.font.SysFont('SimHei', 72)
 fwidth, fheight = font2.size('黑方获胜')

 checkerboard = Checkerboard(Line_Points)
 cur_runner = BLACK_CHESSMAN
 winner = None

 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)
     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 cur_runner == BLACK_CHESSMAN:
                 cur_runner = WHITE_CHESSMAN
               else:
                 cur_runner = BLACK_CHESSMAN
           else:
             print('超出棋盘区域')

   # 画棋盘
   _draw_checkerboard(screen)

   # 画棋盘上已有的棋子
   for i, row in enumerate(checkerboard.checkerboard):
     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_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + 20), BLACK_STONE_COLOR)
   _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + 20 + Stone_Radius2 * 3), WHITE_STONE_COLOR)

   if winner:
     print_text(screen, font2, (SCREEN_WIDTH - fwidth)//2, (SCREEN_HEIGHT - fheight)//2, winner.Name + '获胜', RED_COLOR)

   if cur_runner == BLACK_CHESSMAN:
     print_text(screen, font1, RIGHT_INFO_POS_X, Start_X, '获胜' if winner else '落子中', BLUE_COLOR)
   else:
     print_text(screen, font1, RIGHT_INFO_POS_X, Start_X + Stone_Radius2 * 3, '获胜' if winner else '落子中', BLUE_COLOR)

   pygame.display.flip()


# 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)


# 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)


if __name__ == '__main__':
 main()

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