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python游戲?qū)崙?zhàn)項(xiàng)目之智能五子棋簡易版

 更新時(shí)間:2021年09月18日 14:32:33   作者:顧木子吖  
利用Python實(shí)現(xiàn)智能五子棋,實(shí)現(xiàn)之后發(fā)現(xiàn)我玩不贏它!本篇為你帶來用python編寫的五子棋小游戲,文中給大家介紹的非常詳細(xì),對大家的學(xué)習(xí)或工作具有一定的參考借鑒價(jià)值

導(dǎo)語

圖片

前段時(shí)間不是制作了一款升級版本五子棋的嘛!

但是居然有粉絲私信我說:

“準(zhǔn)備拿到代碼玩一下ok過去了!太難了準(zhǔn)備放收藏夾落灰q@q~”

所噶,今天先放一個(gè)簡易版本的五子棋給大家看看!學(xué)習(xí)嘛~從簡單到難 還是慢慢來撒~

學(xué)玩這篇可以學(xué)下一篇難一點(diǎn)的撒:

Pygame實(shí)戰(zhàn):下五子棋嗎?信不信我讓你幾步你也贏不了?​​​​​​​

正文

嘿嘿!這五子棋只有人機(jī)對戰(zhàn)了哈!不要看人機(jī)對戰(zhàn)感覺很簡單,其實(shí)代碼量也超多滴。

主要代碼:都有注釋的撒!就不一步一步介紹了。

import sys
import random
import pygame
from pygame.locals import *
import pygame.gfxdraw
from checkerboard import Checkerboard, BLACK_CHESSMAN, WHITE_CHESSMAN, offset, Point
 
SIZE = 30  # 棋盤每個(gè)點(diǎn)時(shí)間的間隔
Line_Points = 19  # 棋盤每行/每列點(diǎn)數(shù)
Outer_Width = 20  # 棋盤外寬度
Border_Width = 4  # 邊框?qū)挾?
Inside_Width = 4  # 邊框跟實(shí)際的棋盤之間的間隔
Border_Length = SIZE * (Line_Points - 1) + Inside_Width * 2 + Border_Width  # 邊框線的長度
Start_X = Start_Y = Outer_Width + int(Border_Width / 2) + Inside_Width  # 網(wǎng)格線起點(diǎn)(左上角)坐標(biāo)
SCREEN_HEIGHT = SIZE * (Line_Points - 1) + Outer_Width * 2 + Border_Width + Inside_Width * 2  # 游戲屏幕的高
SCREEN_WIDTH = SCREEN_HEIGHT + 200  # 游戲屏幕的寬
 
Stone_Radius = SIZE // 2 - 3  # 棋子半徑
Stone_Radius2 = SIZE // 2 + 3
Checkerboard_Color = (0xE3, 0x92, 0x65)  # 棋盤顏色
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
 
 
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('黑方獲勝')
 
    checkerboard = Checkerboard(Line_Points)
    cur_runner = BLACK_CHESSMAN
    winner = None
    computer = AI(Line_Points, WHITE_CHESSMAN)
 
    black_win_count = 0
    white_win_count = 0
 
    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('超出棋盤區(qū)域')
        # 畫棋盤
        _draw_checkerboard(screen)
        # 畫棋盤上已有的棋子
        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_left_info(screen, font1, cur_runner, black_win_count, white_win_count)
 
        if winner:
            print_text(screen, font2, (SCREEN_WIDTH - fwidth)//2, (SCREEN_HEIGHT - fheight)//2, winner.Name + '獲勝', RED_COLOR)
 
        pygame.display.flip()
 
 
def _get_next(cur_runner):
    if cur_runner == BLACK_CHESSMAN:
        return WHITE_CHESSMAN
    else:
        return BLACK_CHESSMAN
 
# 畫棋盤
def _draw_checkerboard(screen):
    # 填充棋盤背景色
    screen.fill(Checkerboard_Color)
    # 畫棋盤網(wǎng)格線外的邊框
    pygame.draw.rect(screen, BLACK_COLOR, (Outer_Width, Outer_Width, Border_Length, Border_Length), Border_Width)
    # 畫網(wǎng)格線
    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)
    # 畫星位和天元
    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)
 
# 畫棋子
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)
 
# 畫左側(cè)信息顯示
def _draw_left_info(screen, font, cur_runner, black_win_count, white_win_count):
    _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2), BLACK_CHESSMAN.Color)
    _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2 * 4), WHITE_CHESSMAN.Color)
 
    print_text(screen, font, RIGHT_INFO_POS_X, Start_X + 3, '玩家', BLUE_COLOR)
    print_text(screen, font, RIGHT_INFO_POS_X, Start_X + Stone_Radius2 * 3 + 3, '電腦', BLUE_COLOR)
 
    print_text(screen, font, SCREEN_HEIGHT, SCREEN_HEIGHT - Stone_Radius2 * 8, '戰(zhàn)況:', BLUE_COLOR)
    _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, SCREEN_HEIGHT - int(Stone_Radius2 * 4.5)), BLACK_CHESSMAN.Color)
    _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, SCREEN_HEIGHT - Stone_Radius2 * 2), WHITE_CHESSMAN.Color)
    print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - int(Stone_Radius2 * 5.5) + 3, f'{black_win_count} 勝', BLUE_COLOR)
    print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - Stone_Radius2 * 3 + 3, f'{white_win_count} 勝', BLUE_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)
 
# 根據(jù)鼠標(biāo)點(diǎn)擊位置,返回游戲區(qū)坐標(biāo)
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)
 
 
class AI:
    def __init__(self, line_points, chessman):
        self._line_points = line_points
        self._my = chessman
        self._opponent = BLACK_CHESSMAN if chessman == WHITE_CHESSMAN else WHITE_CHESSMAN
        self._checkerboard = [[0] * line_points for _ in range(line_points)]
 
    def get_opponent_drop(self, point):
        self._checkerboard[point.Y][point.X] = self._opponent.Value
 
    def AI_drop(self):
        point = None
        score = 0
        for i in range(self._line_points):
            for j in range(self._line_points):
                if self._checkerboard[j][i] == 0:
                    _score = self._get_point_score(Point(i, j))
                    if _score > score:
                        score = _score
                        point = Point(i, j)
                    elif _score == score and _score > 0:
                        r = random.randint(0, 100)
                        if r % 2 == 0:
                            point = Point(i, j)
        self._checkerboard[point.Y][point.X] = self._my.Value
        return point
 
    def _get_point_score(self, point):
        score = 0
        for os in offset:
            score += self._get_direction_score(point, os[0], os[1])
        return score
 
    def _get_direction_score(self, point, x_offset, y_offset):
        count = 0   # 落子處我方連續(xù)子數(shù)
        _count = 0  # 落子處對方連續(xù)子數(shù)
        space = None   # 我方連續(xù)子中有無空格
        _space = None  # 對方連續(xù)子中有無空格
        both = 0    # 我方連續(xù)子兩端有無阻擋
        _both = 0   # 對方連續(xù)子兩端有無阻擋
        # 如果是 1 表示是邊上是我方子,2 表示敵方子
        flag = self._get_stone_color(point, x_offset, y_offset, True)
        if flag != 0:
            for step in range(1, 6):
                x = point.X + step * x_offset
                y = point.Y + step * y_offset
                if 0 <= x < self._line_points and 0 <= y < self._line_points:
                    if flag == 1:
                        if self._checkerboard[y][x] == self._my.Value:
                            count += 1
                            if space is False:
                                space = True
                        elif self._checkerboard[y][x] == self._opponent.Value:
                            _both += 1
                            break
                        else:
                            if space is None:
                                space = False
                            else:
                                break   # 遇到第二個(gè)空格退出
                    elif flag == 2:
                        if self._checkerboard[y][x] == self._my.Value:
                            _both += 1
                            break
                        elif self._checkerboard[y][x] == self._opponent.Value:
                            _count += 1
                            if _space is False:
                                _space = True
                        else:
                            if _space is None:
                                _space = False
                            else:
                                break
                else:
                    # 遇到邊也就是阻擋
                    if flag == 1:
                        both += 1
                    elif flag == 2:
                        _both += 1
 
        if space is False:
            space = None
        if _space is False:
            _space = None
 
        _flag = self._get_stone_color(point, -x_offset, -y_offset, True)
        if _flag != 0:
            for step in range(1, 6):
                x = point.X - step * x_offset
                y = point.Y - step * y_offset
                if 0 <= x < self._line_points and 0 <= y < self._line_points:
                    if _flag == 1:
                        if self._checkerboard[y][x] == self._my.Value:
                            count += 1
                            if space is False:
                                space = True
                        elif self._checkerboard[y][x] == self._opponent.Value:
                            _both += 1
                            break
                        else:
                            if space is None:
                                space = False
                            else:
                                break   # 遇到第二個(gè)空格退出
                    elif _flag == 2:
                        if self._checkerboard[y][x] == self._my.Value:
                            _both += 1
                            break
                        elif self._checkerboard[y][x] == self._opponent.Value:
                            _count += 1
                            if _space is False:
                                _space = True
                        else:
                            if _space is None:
                                _space = False
                            else:
                                break
                else:
                    # 遇到邊也就是阻擋
                    if _flag == 1:
                        both += 1
                    elif _flag == 2:
                        _both += 1
 
        score = 0
        if count == 4:
            score = 10000
        elif _count == 4:
            score = 9000
        elif count == 3:
            if both == 0:
                score = 1000
            elif both == 1:
                score = 100
            else:
                score = 0
        elif _count == 3:
            if _both == 0:
                score = 900
            elif _both == 1:
                score = 90
            else:
                score = 0
        elif count == 2:
            if both == 0:
                score = 100
            elif both == 1:
                score = 10
            else:
                score = 0
        elif _count == 2:
            if _both == 0:
                score = 90
            elif _both == 1:
                score = 9
            else:
                score = 0
        elif count == 1:
            score = 10
        elif _count == 1:
            score = 9
        else:
            score = 0
 
        if space or _space:
            score /= 2
 
        return score
    # 判斷指定位置處在指定方向上是我方子、對方子、空
    def _get_stone_color(self, point, x_offset, y_offset, next):
        x = point.X + x_offset
        y = point.Y + y_offset
        if 0 <= x < self._line_points and 0 <= y < self._line_points:
            if self._checkerboard[y][x] == self._my.Value:
                return 1
            elif self._checkerboard[y][x] == self._opponent.Value:
                return 2
            else:
                if next:
                    return self._get_stone_color(Point(x, y), x_offset, y_offset, False)
                else:
                    return 0
        else:
            return 0
 
 
if __name__ == '__main__':
    main()

效果如下:哈哈哈哈!人機(jī)都下不贏的我23333~哭遼。

總結(jié)

哈哈哈哈 笑死我了!沒辦法,手殘游戲黨!人機(jī)其實(shí)還挺聰明的

到此這篇關(guān)于python游戲?qū)崙?zhàn)項(xiàng)目之智能五子棋簡易版的文章就介紹到這了,更多相關(guān)python 五子棋內(nèi)容請搜索腳本之家以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持腳本之家!

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