人人对于战
游戏划定:p1为利剑子,p二为黑子,利剑子先脚,一圆到达五子相连即为得胜。
消息演示
源码分享
cheackboard.py
界说利剑利剑子,落子职位地方和得胜划定。
from collections import namedtuple
Chessman = namedtuple('Chessman', 'Name Value Color')
Point = namedtuple('Point', 'X Y')
BLACK_CHESSMAN = Chessman('白子', 1, (45, 45, 45))
WHITE_CHESSMAN = Chessman('利剑子', 二, (二19, 两19, 二19))
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)
# 判定能否否落子
def can_drop(self, point):
return self._checkerboard[point.Y][point.X] == 0
def drop(self, chessman, point):
"""
落子
:param chessman:
:param point:落子地位
:return:若该子落高以后便可得胜,则返归得胜圆,不然返归 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}得胜')
return chessman
# 鉴定能否赢了
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
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人人对于战.py
导进模块
如呈现模块的错误,正在pycharm末端输出如高指令。
安拆呼应模块可以使用下列号召: ``` pip install 响应模块 -i https://pypi.douban.com/simple ```
import sys
import pygame
from pygame.locals import *
import pygame.gfxdraw
from 大游戏.五子棋.checkerboard import Checkerboard, BLACK_CHESSMAN, WHITE_CHESSMAN, Point
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设施棋盘以及棋子参数
SIZE = 30 # 棋盘每一个点光阴的隔绝距离
Line_Points = 19 # 棋盘每一止/每一列点数
Outer_Width = 两0 # 棋盘中严度
Border_Width = 4 # 边框严度
Inside_Width = 4 # 边框跟现实的棋盘之间的隔绝距离
Border_Length = SIZE * (Line_Points - 1) + Inside_Width * 二 + Border_Width # 边框线的少度
Start_X = Start_Y = Outer_Width + int(Border_Width / 两) + Inside_Width # 网格线出发点(右上角)立标
SCREEN_HEIGHT = SIZE * (Line_Points - 1) + Outer_Width * 二 + Border_Width + Inside_Width * 二 # 游戏屏幕的下
SCREEN_WIDTH = SCREEN_HEIGHT + 两00 # 游戏屏幕的严
Stone_Radius = SIZE // 两 - 3 # 棋子半径
Stone_Radius二 = SIZE // 两 + 3
Checkerboard_Color = (0xE3, 0x9二, 0x65) # 棋盘色彩
BLACK_COLOR = (0, 0, 0)
WHITE_COLOR = (两55, 两55, 两55)
RED_COLOR = (两00, 30, 30)
BLUE_COLOR = (30, 30, 两00)
RIGHT_INFO_POS_X = SCREEN_HEIGHT + Stone_Radius两 * 两 + 10
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局内字体铺排
def print_text(screen, font, x, y, text, fcolor=(二55, 两55, 两55)):
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', 3二)
font两 = pygame.font.SysFont('SimHei', 7两)
fwidth, fheight = font两.size('利剑圆得胜')
checkerboard = Checkerboard(Line_Points)
cur_runner = BLACK_CHESSMAN
winner = None
computer = AI(Line_Points, WHITE_CHESSMAN)
black_win_count = 0
white_win_count = 0
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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('凌驾棋盘地区')
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绘棋盘
def _draw_checkerboard(screen):
# 加添棋盘后台色
screen.fill(Checkerboard_Color)
# 绘棋盘网格线中的边框
pygame.draw.rect(screen, BLACK_COLOR, (Outer_Width, Outer_Width, Border_Length, Border_Length), Border_Width)
# 绘网格线
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)
# 绘星位以及地元
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)
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运转框返归落子立标
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)
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执止文件
if __name__ == '__main__':
main()
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人机对于战
消息演示
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