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Python實現(xiàn)五子棋人機(jī)對戰(zhàn)?和人人對戰(zhàn)

 更新時間:2022年05月22日 10:03:36   作者:??Python編程學(xué)習(xí)圈????  
這篇文章主要介紹了Python實現(xiàn)五子棋人機(jī)對戰(zhàn)?和人人對戰(zhàn),通過定義黑白子,落子位置以及獲勝規(guī)則展開詳細(xì)內(nèi)容,需要的小伙伴可以參考一下

前言:

過完520,咱們來玩玩五子棋陶冶情操??炷眠@個和你女朋友去對線。多的不說直接進(jìn)入正題

人人對戰(zhàn)

游戲規(guī)則:p1為黑子,p2為白子,黑子先手,一方達(dá)到五子相連即為獲勝。

動態(tài)演示

源碼分享

定義黑白子,落子位置以及獲勝規(guī)則。

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)
    # 判斷是否可落子
    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:若該子落下之后即可獲勝,則返回獲勝方,否則返回 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}獲勝')
            return chessman
    # 判斷是否贏了
    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

人人對戰(zhàn).py

導(dǎo)入模塊

如出現(xiàn)模塊的錯誤,在pycharm終端輸入如下指令。

import sysimport pygamefrom pygame.locals import *import pygame.gfxdrawfrom?小游戲.五子棋.checkerboard?import?Checkerboard,?BLACK_CHESSMAN,?WHITE_CHESSMAN,?Point

設(shè)置棋盤和棋子參數(shù)

SIZE = 30  # 棋盤每個點時間的間隔
Line_Points = 19  # 棋盤每行/每列點數(shù)
Outer_Width = 20  # 棋盤外寬度
Border_Width = 4  # 邊框?qū)挾?
Inside_Width = 4  # 邊框跟實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(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

局內(nèi)字體設(shè)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

落子循壞體

 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

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)
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)

運行框返回落子坐標(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)

執(zhí)行文件:

if __name__ == '__main__':????main()

人機(jī)對戰(zhàn)

動態(tài)演示

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