Python实现五子棋人机对战 和人人对战
作者:??Python编程学习圈???? 发布时间:2023-01-14 07:59:52
标签:Python,五子棋,对战
前言:
过完520,咱们来玩玩五子棋陶冶情操。快拿这个和你女朋友去对线。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
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。
import sysimport pygamefrom pygame.locals import *import pygame.gfxdrawfrom 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
来源:https://juejin.cn/post/7100010727762559012


猜你喜欢
- 之前一直使用hdfs的命令进行hdfs操作,比如:hdfs dfs -ls /user/spark/hdfs dfs -get /user/
- 默认情况下,PyCharm中如果有无法错误或者不符合PEP8规范代码下面会有波浪线,语法错误波浪线为红色(如下图的第10行),不符合PEP8
- 前言我们已经配置完Django,今天就来学学静态文件与模板的放置使用。模板在上一章节中我们的视图函数test使用了HttpResponse返
- 表分区是最近才知道的哦 ,以前自己做都是分表来实现上亿级别的数据了,下面我来给大家介绍一下mysql表分区创建与使用吧,希望对各位同学会有所
- 如果让一个ASP页面以https开始,则在该ASP页面最顶部添加如下代码: <%Response.Buffer =
- 1. ASCII 返回与指定的字符对应的十进制数; SQL> select ascii(A) A,ascii(a) a,ascii(0
- 面对网络不稳定,页面更新等问题,很可能出现程序异常的问题,所以我们要对程序进行一些异常处理。大家可能觉得处理异常是一个比较麻烦的活,但在面对
- 经常会有小朋友问我,“我想做个黑客,我该学什么编程语言?”,或者有的小朋友会说:“我要学c,我要做病毒”。其实对于这些小朋友而言他们基本都没
- 通配符:通配符描述示例%包含零个或更多字符的任意字符串。WHERE title LIKE '%computer%' 将查找处
- 错误号 错误信息5 &n
- 1.说明redis作为一个缓存数据库,在各方面都有很大作用,Python支持操作redis,如果你使用Django,有一个专为Django搭
- 远程服务器配置可以使得数据库管理员在服务器以外的主机上连接到一个SQL Server实例,以便管理员在没有建立单据连接的情况下在其他的SQL
- 以下是Python基础学习内容的学习笔记的全部内容,非常的详细,如果你对Python语言感兴趣,并且针对性的系统学习一下基础语言知识,下面的
- 管理界面是基础设施中非常重要的一部分。这是以网页和有限的可信任管理者为基础的界面,它可以让你添加,编辑和删除网站内容。Django有自己的自
- 这篇文章主要介绍了使用python脚本自动创建pip.ini配置文件代码实例,文中通过示例代码介绍的非常详细,对大家的学习或者工作具有一定的
- 本文实例为大家分享了python实现网页自动签到功能的具体代码,供大家参考,具体内容如下第1步、环境准备(用的chrome浏览器)1.安装s
- html结构如下<div class="row"> <div class="co
- 一,利用键盘响应,在不刷新本页面的情况下验证表单输入是否合法用户通过onkeydown和onkeyup事件来触发响应事件。使用方法和oncl
- 前言写过前端Javascript代码的同学肯定不会对console对象感到陌生,在调试的过程中我们经常会用console对象在控制台输出一些
- 本文实例讲述了python随机生成指定长度密码的方法。分享给大家供大家参考。具体如下:下面的python代码通过对各种字符进行随机组合生成一