python實(shí)現(xiàn)五子棋小程序
更新時(shí)間:2019年06月18日 09:00:19 作者:淺度學(xué)習(xí)
這篇文章主要為大家詳細(xì)介紹了python實(shí)現(xiàn)五子棋小程序,文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下
本文實(shí)例為大家分享了python實(shí)現(xiàn)五子棋小程序的具體代碼,供大家參考,具體內(nèi)容如下
一、結(jié)合書上例子,分三段編寫:
wuziqi.py
#coding:utf-8
from win_notwin import *
from show_qipan import *
maxx=10 #10行10列
maxy=10
qipan=[[0,0,0,0,1,0,0,2,0,0],[0,1,2,1,1,0,2,0,0,0],[0,0,0,0,1,1,0,2,0,0],[0,0,0,0,2,0,0,1,0,0],
[0,0,0,1,1,1,2,0,0,0],[0,0,0,2,0,0,0,2,0,0],[0,0,1,2,0,2,2,0,1,0],[0,0,0,2,0,0,0,1,0,0],[0,0,0,0,0,0,1,1,0,0],
[0,0,0,0,0,0,0,0,0,0]]
sqipan(qipan) #顯示初始化的棋盤
who=True
while True:
t=input("請(qǐng)輸入棋子的位置(x,y),現(xiàn)在由"+("O" if who else "X")+"方下子:").split(",")
#輸入坐標(biāo)
if len(t)==2:
x=int(t[0])
y=int(t[1])
if qipan[x][y]==0:
qipan[x][y]=1 if who else 2
who=not who
sqipan(qipan) #顯示當(dāng)前棋盤
win_not(qipan,x,y) #判斷有沒有人贏
else:
print("當(dāng)前位置已有棋子,請(qǐng)重新下子")
else :
print("輸入位置有誤,請(qǐng)輸入要下的位置,如1,1")
show_qipan.py
def sqipan(qipan):
maxx=10
maxy=10
print(" O 一 二 三 四 五 六 七 八 九")
for i in range(maxx):
print(i, " ", end="")
for j in range(maxy):
if qipan[i][j] == 0:
print("+", " ", end="") # 無棋子
elif qipan[i][j] == 1:
print("O", " ", end="") # 白色
elif qipan[i][j] == 2:
print("X", " ", end="") # 黑色
print("\n")
win_notwin.py
def win_not(qipan,x,y):
maxx=10
maxy=10
flag=qipan[x][y]
xPoint = x
yPoint = y
# 橫向
count = 0
# x=xPoint
# y=yPoint
while (x >= 0 and flag == qipan[x][y]): # 向左統(tǒng)計(jì)連續(xù)棋子數(shù)
count += 1
x -= 1
x = xPoint
y = yPoint
while (x >= 0 and flag == qipan[x][y]):
count += 1
x += 1
if (count > 5): print("縱向五子棋相連,勝利!")
count = 0
x = xPoint
y = yPoint
while (y >= 0 and flag == qipan[x][y]):
count += 1
y -= 1
y = yPoint
while (y <= maxy and flag == qipan[x][y]):
count += 1
y += 1
if (count > 5): print("橫向五子相連,勝利")
# 斜向
# 左下
count = 0
x = xPoint
y = yPoint
while (x >= 0 and y < maxy and flag == qipan[x][y]):
count += 1
x -= 1
y += 1
x = xPoint
y = yPoint
# 右上
while (x < maxx and y >= 0 and flag == qipan[x][y]):
count += 1
x += 1
y -= 1
if (count > 5): print("斜向五子棋相連,勝利")
# 斜上
count = 0
x = xPoint
y = yPoint
# 左上
while (x >= 0 and y >= 0 and flag == qipan[x][y]):
count += 1
x -= 1
y -= 1
x = xPoint
y = yPoint
while (x < maxx and y < maxy and flag == qipan[x][y]):
count += 1
x += 1
y += 1
if (count > 5):
print("斜向五子相連,勝利")
二、下面的代碼沒有驗(yàn)證
#coding:utf-8
import os
import pdb
import pickle
class Player(object):
number=0
def __init__(self,name=''):
"""
玩家類構(gòu)造方法
"""
if not name:
Player.number+=1
name='Player%d'% Player.number
self.name=name
def play(self):
"""
玩家輸入下一步落子位置
"""
t=input('Please input(x,y),now is'+self.name+':')
return t
#棋盤類
class Board(object):
class Status(object):
"""
狀態(tài)量,提供轉(zhuǎn)態(tài)常量
"""
NONE=0
WHITE=1
BLACK=2
def __init__(self,maxx=10,maxy=10):
"""
棋盤類構(gòu)造方法 確定尺寸,以及創(chuàng)建棋盤成員對(duì)象
"""
self.maxx,self.maxy=maxx,maxy
self.qipan=[[0]*maxy for i in range(maxx)]
def hasChaessman(self,xPoint,yPoint):
"""
判斷是否有棋子存在
"""
return self.qipan[xPoint][yPoint]!=Board.Status.NONE
def downPawn(self,xPoint,yPoint,who):
"""
玩家在某個(gè)位置落子
"""
if self.hasChaessman(xPoint,yPoint):
return False
else:
self.qipan[xPoint][yPoint]=Board.Status.WHITE if who else Board.Status.BLACK
return True
def inRange(self,xPoint,yPoint):
"""
玩家在某個(gè)位置落子
"""
return xPoint<self.maxx and\
yPoint<self.maxy and\
xPoint>=0 and\
yPoint>=0
def checkFiveInRow(self,xPoint,yPoint,xDir,yDir):
"""
判斷以(xpoint,ypoiny)點(diǎn)(xDir,yDir)方向上是否五子連珠
"""
count = 0
t=self.qipan[xPoint][yPoint]
x,y=xPoint,yPoint
while (self.inRange(x,y) and t==self.qipan[x][y]):
count += 1
x+=yDir
y+=yDir
x, y = xPoint, yPoint
while (self.inRange(x, y) and t == self.qipan[x][y]):
count += 1
x -= yDir
y -= yDir
return count>5
def isWin(self,xPoint,yPoint):
"""
以(xpoint,ypoiny)點(diǎn)為中心在四個(gè)方向分別判斷五子連珠
"""
pdb.set_trace()#####################
return self.checkFiveInRow(xPoint,yPoint,1,0) or \
self.checkFiveInRow(xPoint, yPoint, 0,1) or \
self.checkFiveInRow(xPoint, yPoint, 1,1) or \
self.checkFiveInRow(xPoint, yPoint, 1,-1)
def printQp(self):
"""
打印棋盤
"""
qiType=["十","O","X"]
print(' O 一 二 三 四 五 六 七 八 九')
for i in range(self.maxx):
print(i," ",end='')
print(' '.join(qiType[x] for x in self.qipan[i]))
#文件存讀檔類
class FileStatus(object):
def save(self):
"""
存檔方法
"""
fpath=input("請(qǐng)輸入保持文件的路徑:")
file=open(fpath,'w')
pickle.dump(self,file)
file.close()
def load(self):
"""
讀檔方法
"""
pass
#游戲類
class GoBang(FileStatus):
def __init__(self,qipan,white,black):
"""
游戲類構(gòu)造方法
創(chuàng)建成員變量
"""
self.qipan=qipan
self.white=white
self.black=black
self.who=True
def start(self):
"""
游戲主流方法
"""
os.system('cls')
self.printQp()
while True:
t=(self.white if self.who else self.black).play()
if t=='S':
self.save()
continue
if t=='L':
self.load()
continue
t.split(',')
if len(t)==2:
x,y=int(t[0]).int(t[1])
if self.qipan.downPawn(x,y,self.who):
os.system('cls')
self.printQp()
if self.qipan.isWin(x,y):#判斷游戲是否結(jié)束
print(self.white.name if\
self.who else self.black.name)+'Win'
break
self.who=not self.who #切換游戲角色
os.system('pause')
def load(self):
"""
重寫讀檔方法
"""
fpath=input("請(qǐng)輸入讀取文件的路徑")
file=open(fpath,'r')
status=pickle.load(file)
file.close()
#讀檔 拷貝
self.qipan=status.qipan
self.white=status.white
self.black=status.black
self.who=status.who
os.system('cls')
self.printQp()
def printQp(self):
"""
打印
"""
self.qipan.printQp()
print("按L讀取,S保存")
if __name__=='__main__':
t=GoBang(Board(),Player(),Player())
t.start()
以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
相關(guān)文章
將.py文件轉(zhuǎn)化為.exe文件的詳細(xì)過程
學(xué)Python那么久了,才知道自己不會(huì)把腳本編譯成可執(zhí)行exe文件,下面這篇文章主要給大家介紹了關(guān)于將.py文件轉(zhuǎn)化為.exe文件的相關(guān)資料,文中通過實(shí)例代碼介紹的非常詳細(xì),需要的朋友可以參考下2022-09-09
Python編寫的com組件發(fā)生R6034錯(cuò)誤的原因與解決辦法
pythoncom27.dll可能沒有包含manifest信息,或者沒有包含正確的manifest信息,或者系統(tǒng)中的c++ runtime library受到破壞都有可能造成這種現(xiàn)象2013-04-04

