用python写五子棋实现人机交互,python实现五子棋游戏

  用python写五子棋实现人机交互,python实现五子棋游戏

  这篇文章主要为大家详细介绍了如何利用计算机编程语言实现五子棋游戏(人机对战版),文中的示例代码讲解详细,感兴趣的小伙伴可以了解一下

  

目录
前言人人对战动态演示源码分享人机对战

  

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。

  从集合导入命名元组

  Chessman=namedtuple(Chessman , Name Value Color )

  Point=namedtuple(Point , X Y )

  BLACK_CHESSMAN=Chessman(黑子, 1, (45, 45, 45))

  白色棋子=棋子(白子, 2, (219, 219, 219))

  offset=[(1,0),(0,1),(1,1),(1,-1)]

  类别棋盘:

  def __init__(self,line_points):

  自我。_线点=线点

  自我棋盘=[[0]* line _ points for _ in range(line _ points)]

  def _ get _ checkerboard(self):

  回归自我。_棋盘

  棋盘=属性(_ get _棋盘)

  # 判断是否可落子

  def can_drop(自身,点):

  回归自我。_棋盘[点y][点. X]==0

  定义掉落(自己,棋子,点):

  落子

  :param chessman:

  :参数点:落子位置

  :返回:若该子落下之后即可获胜,则返回获胜方,否则返回没有人

  打印(f {棋子。姓名}({点. X},{点. Y}))

  自我。_棋盘[点y][点. X]=棋子。价值

  如果自我. win(点):

  打印(f {棋子。姓名}获胜)

  返回棋子

  # 判断是否赢了

  def _win(自己,点):

  当前值=自身。_棋盘[点y][点. X]

  对于偏移量:中的操作系统

  如果自我. get_count_on_direction(point,cur_value,os[0],os[1]):

  返回真实的

  定义_获取_计数_方向(自身,点,值,x_offset,y_offset):

  计数=1

  对于范围(1,5):中的步长

  x=点10 . x步长* x _偏移

  y=点10 . y步长* y _偏移

  如果0=x自我. line_points和0=y l

  t; 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)

  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

  

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