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五子棋作为经典的棋盘游戏之一,也是挺受欢迎的,今天就来制作一个五子棋游戏,效果如图
设置参数{1.单元格大小 2.棋盘大小 3.按钮大小}
1.绘制表格 2.绘制棋子 3.更新棋子 4.回合切换
连五,活四,冲四,活三,眠三,活二,眠二
黑棋和白棋分组,遍历棋形,分别评分,得到最优解
1.选择白棋 2.选择黑棋 3.投降
代码如下(示例):
import copy import time from enum import IntEnum import pygame from pygame.locals import * time = time.strftime("%Y-%m-%d %H:%M:%S") version = str(time) # 基础参数设置 square_size = 40 # 单格的宽度(不是格数!是为了方便绘制棋盘用的变量 chess_size = square_size // 2 - 2 # 棋子大小 web_broad = 15 # 棋盘格数+1(nxn) map_w = web_broad * square_size # 棋盘长度 map_h = web_broad * square_size # 棋盘高度 info_w = 60 # 按钮界面宽度 button_w = 120 # 按钮长宽 button_h = 45 screen_w = map_w # 总窗口长宽 screen_h = map_h + info_w # 地图绘制模块 class MAP_ENUM(IntEnum): # 用数字表示当前格的情况 be_empty = 0, # 无人下 player1 = 1, # 玩家一,执白 player2 = 2, # 玩家二,执黑 out_of_range = 3, # 出界 class Map: # 地图类 def __init__(self, width, height): # 构造函数 self.width = width self.height = height self.map = [[0 for x in range(self.width)] for y in range(self.height)] # 存储棋盘的二维数组 self.steps = [] # 记录步骤先后 def get_init(self): # 重置棋盘 for y in range(self.height): for x in range(self.width): self.map[y][x] = 0 self.steps = [] def intoNextTurn(self, turn): # 进入下一回合,交换下棋人 if turn == MAP_ENUM.player1: return MAP_ENUM.player2 else: return MAP_ENUM.player1 def getLocate(self, x, y): # 输入下标,返回具体位置 map_x = x * square_size map_y = y * square_size return (map_x, map_y, square_size, square_size) # 返回位置信息 def getIndex(self, map_x, map_y): # 输入具体位置,返回下标 x = map_x // square_size y = map_y // square_size return (x, y) def isInside(self, map_x, map_y): # 是否在有效范围内 if (map_x <= 0 or map_x >= map_w or map_y <= 0 or map_y >= map_h): return False return True def isEmpty(self, x, y): # 当前格子是否已经有棋子 return (self.map[y][x] == 0) def click(self, x, y, type): # 点击的下棋动作 self.map[y][x] = type.value # 下棋 self.steps.append((x, y)) # 记录步骤信息 def printChessPiece(self, screen): # 绘制棋子 player_one = (255, 245, 238) # 象牙白 player_two = (41, 36, 33) # 烟灰 player_color = [player_one, player_two] for i in range(len(self.steps)): x, y = self.steps[i] map_x, map_y, width, height = self.getLocate(x, y) pos, radius = (map_x + width // 2, map_y + height // 2), chess_size turn = self.map[y][x] pygame.draw.circle(screen, player_color[turn - 1], pos, radius) # 画 def drawBoard(self, screen): # 画棋盘 color = (0, 0, 0) # 线色 for y in range(self.height): # 画横着的棋盘线 start_pos, end_pos = (square_size // 2, square_size // 2 + square_size * y), ( map_w - square_size // 2, square_size // 2 + square_size * y) pygame.draw.line(screen, color, start_pos, end_pos, 1) for x in range(self.width): # 画竖着的棋盘线 start_pos, end_pos = (square_size // 2 + square_size * x, square_size // 2), ( square_size // 2 + square_size * x, map_h - square_size // 2) pygame.draw.line(screen, color, start_pos, end_pos, 1) # 高级AI模块 class SITUATION(IntEnum): # 棋型 NONE = 0, # 无 SLEEP_TWO = 1, # 眠二 LIVE_TWO = 2, # 活二 SLEEP_THREE = 3, # 眠三 LIVE_THREE = 4, # 活三 CHONG_FOUR = 5, # 冲四 LIVE_FOUR = 6, # 活四 LIVE_FIVE = 7, # 活五 SITUATION_NUM = 8 # 长度 # 方便后续调用枚举内容 FIVE = SITUATION.LIVE_FIVE.value L4, L3, L2 = SITUATION.LIVE_FOUR.value, SITUATION.LIVE_THREE.value, SITUATION.LIVE_TWO.value S4, S3, S2 = SITUATION.CHONG_FOUR.value, SITUATION.SLEEP_THREE.value, SITUATION.SLEEP_TWO.value class MyChessAI(): def __init__(self, chess_len): # 构造函数 self.len = chess_len # 当前棋盘大小 # 二维数组,每一格存的是:横评分,纵评分,左斜评分,右斜评分 self.record = [[[0, 0, 0, 0] for i in range(chess_len)] for j in range(chess_len)] # 存储当前格具体棋型数量 self.count = [[0 for i in range(SITUATION_NUM)] for j in range(2)] # 位置分(同条件下越靠近棋盘中央越高) self.position_isgreat = [ [(web_broad - max(abs(i - web_broad / 2 + 1), abs(j - web_broad / 2 + 1))) for i in range(chess_len)] for j in range(chess_len)] def get_init(self): # 初始化 for i in range(self.len): for j in range(self.len): for k in range(4): self.record[i][j][k] = 0 for i in range(len(self.count)): for j in range(len(self.count[0])): self.count[i][j] = 0 self.save_count = 0 def isWin(self, board, turn): # 当前人胜利 return self.evaluate(board, turn, True) # 返回所有未下棋坐标(位置从好到坏) def genmove(self, board, turn): moves = [] for y in range(self.len): for x in range(self.len): if board[y][x] == 0: score = self.position_isgreat[y][x] moves.append((score, x, y)) moves.sort(reverse=True) return moves # 返回当前最优解下标 def search(self, board, turn): moves = self.genmove(board, turn) bestmove = None max_score = -99999 # 无穷小 for score, x, y in moves: board[y][x] = turn.value score = self.evaluate(board, turn) board[y][x] = 0 if score > max_score: max_score = score bestmove = (max_score, x, y) return bestmove # 主要用于测试的函数,现在已经没什么用 def findBestChess(self, board, turn): # time1 = time.time() score, x, y = self.search(board, turn) # time2 = time.time() # print('time:%f (%d, %d)' % ((time2 - time1), x, y)) return (x, y) # 得出一点的评分 # 直接列举所有棋型 def getScore(self, mychess, yourchess): mscore, oscore = 0, 0 if mychess[FIVE] > 0: return (10000, 0) if yourchess[FIVE] > 0: return (0, 10000) if mychess[S4] >= 2: mychess[L4] += 1 if yourchess[L4] > 0: return (0, 9050) if yourchess[S4] > 0: return (0, 9040) if mychess[L4] > 0: return (9030, 0) if mychess[S4] > 0 and mychess[L3] > 0: return (9020, 0) if yourchess[L3] > 0 and mychess[S4] == 0: return (0, 9010) if (mychess[L3] > 1 and yourchess[L3] == 0 and yourchess[S3] == 0): return (9000, 0) if mychess[S4] > 0: mscore += 2000 if mychess[L3] > 1: mscore += 500 elif mychess[L3] > 0: mscore += 100 if yourchess[L3] > 1: oscore += 2000 elif yourchess[L3] > 0: oscore += 400 if mychess[S3] > 0: mscore += mychess[S3] * 10 if yourchess[S3] > 0: oscore += yourchess[S3] * 10 if mychess[L2] > 0: mscore += mychess[L2] * 4 if yourchess[L2] > 0: oscore += yourchess[L2] * 4 if mychess[S2] > 0: mscore += mychess[S2] * 4 if yourchess[S2] > 0: oscore += yourchess[S2] * 4 return (mscore, oscore) # 自我辅助效果,counter对面效果 # 对上述得分进行进一步处理 def evaluate(self, board, turn, checkWin=False): self.get_init() if turn == MAP_ENUM.player1: me = 1 you = 2 else: me = 2 you = 1 for y in range(self.len): for x in range(self.len): if board[y][x] == me: self.evaluatePoint(board, x, y, me, you) elif board[y][x] == you: self.evaluatePoint(board, x, y, you, me) mychess = self.count[me - 1] yourchess = self.count[you - 1] if checkWin: return mychess[FIVE] > 0 # 检查是否已经胜利 else: mscore, oscore = self.getScore(mychess, yourchess) return (mscore - oscore) # 自我辅助效果,counter对面效果 def evaluatePoint(self, board, x, y, me, you): direction = [(1, 0), (0, 1), (1, 1), (1, -1)] # 四个方向 for i in range(4): if self.record[y][x][i] == 0: # 检查当前方向棋型 self.getBasicSituation(board, x, y, i, direction[i], me, you, self.count[me - 1]) else: self.save_count += 1 # 把当前方向棋型存储下来,方便后续使用 def getLine(self, board, x, y, direction, me, you): line = [0 for i in range(9)] # “光标”移到最左端 tmp_x = x + (-5 * direction[0]) tmp_y = y + (-5 * direction[1]) for i in range(9): tmp_x += direction[0] tmp_y += direction[1] if (tmp_x < 0 or tmp_x >= self.len or tmp_y < 0 or tmp_y >= self.len): line[i] = you # 出界 else: line[i] = board[tmp_y][tmp_x] return line # 把当前方向的棋型识别成具体情况(如把MMMMX识别成冲四) def getBasicSituation(self, board, x, y, dir_index, dir, me, you, count): # record赋值 def setRecord(self, x, y, left, right, dir_index, direction): tmp_x = x + (-5 + left) * direction[0] tmp_y = y + (-5 + left) * direction[1] for i in range(left, right): tmp_x += direction[0] tmp_y += direction[1] self.record[tmp_y][tmp_x][dir_index] = 1 empty = MAP_ENUM.be_empty.value left_index, right_index = 4, 4 line = self.getLine(board, x, y, dir, me, you) while right_index < 8: if line[right_index + 1] != me: break right_index += 1 while left_index > 0: if line[left_index - 1] != me: break left_index -= 1 left_range, right_range = left_index, right_index while right_range < 8: if line[right_range + 1] == you: break right_range += 1 while left_range > 0: if line[left_range - 1] == you: break left_range -= 1 chess_range = right_range - left_range + 1 if chess_range < 5: setRecord(self, x, y, left_range, right_range, dir_index, dir) return SITUATION.NONE setRecord(self, x, y, left_index, right_index, dir_index, dir) m_range = right_index - left_index + 1 if m_range == 5: count[FIVE] += 1 # 活四冲四 if m_range == 4: left_empty = right_empty = False if line[left_index - 1] == empty: left_empty = True if line[right_index + 1] == empty: right_empty = True if left_empty and right_empty: count[L4] += 1 elif left_empty or right_empty: count[S4] += 1 # 活三眠三 if m_range == 3: left_empty = right_empty = False left_four = right_four = False if line[left_index - 1] == empty: if line[left_index - 2] == me: # MXMMM setRecord(self, x, y, left_index - 2, left_index - 1, dir_index, dir) count[S4] += 1 left_four = True left_empty = True if line[right_index + 1] == empty: if line[right_index + 2] == me: # MMMXM setRecord(self, x, y, right_index + 1, right_index + 2, dir_index, dir) count[S4] += 1 right_four = True right_empty = True if left_four or right_four: pass elif left_empty and right_empty: if chess_range > 5: # XMMMXX, XXMMMX count[L3] += 1 else: # PXMMMXP count[S3] += 1 elif left_empty or right_empty: # PMMMX, XMMMP count[S3] += 1 # 活二眠二 if m_range == 2: left_empty = right_empty = False left_three = right_three = False if line[left_index - 1] == empty: if line[left_index - 2] == me: setRecord(self, x, y, left_index - 2, left_index - 1, dir_index, dir) if line[left_index - 3] == empty: if line[right_index + 1] == empty: # XMXMMX count[L3] += 1 else: # XMXMMP count[S3] += 1 left_three = True elif line[left_index - 3] == you: # PMXMMX if line[right_index + 1] == empty: count[S3] += 1 left_three = True left_empty = True if line[right_index + 1] == empty: if line[right_index + 2] == me: if line[right_index + 3] == me: # MMXMM setRecord(self, x, y, right_index + 1, right_index + 2, dir_index, dir) count[S4] += 1 right_three = True elif line[right_index + 3] == empty: # setRecord(self, x, y, right_index+1, right_index+2, dir_index, dir) if left_empty: # XMMXMX count[L3] += 1 else: # PMMXMX count[S3] += 1 right_three = True elif left_empty: # XMMXMP count[S3] += 1 right_three = True right_empty = True if left_three or right_three: pass elif left_empty and right_empty: # XMMX count[L2] += 1 elif left_empty or right_empty: # PMMX, XMMP count[S2] += 1 # 特殊活二眠二(有空格 if m_range == 1: left_empty = right_empty = False if line[left_index - 1] == empty: if line[left_index - 2] == me: if line[left_index - 3] == empty: if line[right_index + 1] == you: # XMXMP count[S2] += 1 left_empty = True if line[right_index + 1] == empty: if line[right_index + 2] == me: if line[right_index + 3] == empty: if left_empty: # XMXMX count[L2] += 1 else: # PMXMX count[S2] += 1 elif line[right_index + 2] == empty: if line[right_index + 3] == me and line[right_index + 4] == empty: # XMXXMX count[L2] += 1 # 以上都不是则为none棋型 return SITUATION.NONE # 主程序实现部分 # 控制进程按钮类(父类) class Button: def __init__(self, screen, text, x, y, color, enable): # 构造函数 self.screen = screen self.width = button_w self.height = button_h self.button_color = color self.text_color = (255, 255, 255) # 纯白 self.enable = enable self.font = pygame.font.SysFont(None, button_h * 2 // 3) self.rect = pygame.Rect(0, 0, self.width, self.height) self.rect.topleft = (x, y) self.text = text self.init_msg() # 重写pygame内置函数,初始化我们的按钮 def init_msg(self): if self.enable: self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[0]) else: self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[1]) self.msg_image_rect = self.msg_image.get_rect() self.msg_image_rect.center = self.rect.center # 根据按钮enable状态填色,具体颜色在后续子类控制 def draw(self): if self.enable: self.screen.fill(self.button_color[0], self.rect) else: self.screen.fill(self.button_color[1], self.rect) self.screen.blit(self.msg_image, self.msg_image_rect) class WhiteStartButton(Button): # 开始按钮(选白棋) def __init__(self, screen, text, x, y): # 构造函数 super().__init__(screen, text, x, y, [(26, 173, 25), (158, 217, 157)], True) def click(self, game): # 点击,pygame内置方法 if self.enable: # 启动游戏并初始化,变换按钮颜色 game.start() game.winner = None game.multiple = False self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[1]) self.enable = False return True return False def unclick(self): # 取消点击 if not self.enable: self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[0]) self.enable = True class BlackStartButton(Button): # 开始按钮(选黑棋) def __init__(self, screen, text, x, y): # 构造函数 super().__init__(screen, text, x, y, [(26, 173, 25), (158, 217, 157)], True) def click(self, game): # 点击,pygame内置方法 if self.enable: # 启动游戏并初始化,变换按钮颜色,安排AI先手 game.start() game.winner = None game.multiple = False game.useAI = True self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[1]) self.enable = False return True return False def unclick(self): # 取消点击 if not self.enable: self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[0]) self.enable = True class GiveupButton(Button): # 投降按钮(任何模式都能用 def __init__(self, screen, text, x, y): super().__init__(screen, text, x, y, [(230, 67, 64), (236, 139, 137)], False) def click(self, game): # 结束游戏,判断赢家 if self.enable: game.is_play = False if game.winner is None: game.winner = game.map.intoNextTurn(game.player) self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[1]) self.enable = False return True return False def unclick(self): # 保持不变,填充颜色 if not self.enable: self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[0]) self.enable = True class MultiStartButton(Button): # 开始按钮(多人游戏) def __init__(self, screen, text, x, y): # 构造函数 super().__init__(screen, text, x, y, [(153, 51, 250), (221, 160, 221)], True) # 紫色 def click(self, game): # 点击,pygame内置方法 if self.enable: # 启动游戏并初始化,变换按钮颜色 game.start() game.winner = None game.multiple=True self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[1]) self.enable = False return True return False def unclick(self): # 取消点击 if not self.enable: self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[0]) self.enable = True class Game: # pygame类,以下所有功能都是根据需要重写 def __init__(self, caption): pygame.init() self.screen = pygame.display.set_mode([screen_w, screen_h]) pygame.display.set_caption(caption) self.clock = pygame.time.Clock() self.buttons = [] self.buttons.append(WhiteStartButton(self.screen, 'choose white', 20, map_h)) self.buttons.append(BlackStartButton(self.screen, 'choose black', 190, map_h)) self.buttons.append(GiveupButton(self.screen, 'surrdender', 360, map_h)) self.buttons.append(MultiStartButton(self.screen, 'Multiple', 530, map_h)) self.is_play = False self.map = Map(web_broad, web_broad) self.player = MAP_ENUM.player1 self.action = None self.AI = MyChessAI(web_broad) self.useAI = False self.winner = None self.multiple = False def start(self): self.is_play = True self.player = MAP_ENUM.player1 # 白棋先手 self.map.get_init() def play(self): # 画底板 self.clock.tick(60) wood_color = (210, 180, 140) pygame.draw.rect(self.screen, wood_color, pygame.Rect(0, 0, map_w, screen_h)) pygame.draw.rect(self.screen, (255, 255, 255), pygame.Rect(map_w, 0, info_w, screen_h)) # 画按钮 for button in self.buttons: button.draw() if self.is_play and not self.isOver(): if self.useAI and not self.multiple: x, y = self.AI.findBestChess(self.map.map, self.player) self.checkClick(x, y, True) self.useAI = False if self.action is not None: self.checkClick(self.action[0], self.action[1]) self.action = None if not self.isOver(): self.changeMouseShow() if self.isOver(): self.showWinner() # self.buttons[0].enable = True # self.buttons[1].enable = True # self.buttons[2].enable = False self.map.drawBoard(self.screen) self.map.printChessPiece(self.screen) def changeMouseShow(self): # 开始游戏的时候把鼠标预览切换成预览棋子的样子 map_x, map_y = pygame.mouse.get_pos() x, y = self.map.getIndex(map_x, map_y) if self.map.isInside(map_x, map_y) and self.map.isEmpty(x, y): # 在棋盘内且当前无棋子 pygame.mouse.set_visible(False) smoke_blue = (176, 224, 230) pos, radius = (map_x, map_y), chess_size pygame.draw.circle(self.screen, smoke_blue, pos, radius) else: pygame.mouse.set_visible(True) def checkClick(self, x, y, isAI=False): # 后续处理 self.map.click(x, y, self.player) if self.AI.isWin(self.map.map, self.player): self.winner = self.player self.click_button(self.buttons[2]) else: self.player = self.map.intoNextTurn(self.player) if not isAI: self.useAI = True def mouseClick(self, map_x, map_y): # 处理下棋动作 if self.is_play and self.map.isInside(map_x, map_y) and not self.isOver(): x, y = self.map.getIndex(map_x, map_y) if self.map.isEmpty(x, y): self.action = (x, y) def isOver(self): # 中断条件 return self.winner is not None def showWinner(self): # 输出胜者 def showFont(screen, text, location_x, locaiton_y, height): font = pygame.font.SysFont(None, height) font_image = font.render(text, True, (255, 215, 0), (255, 255, 255)) # 金黄色 font_image_rect = font_image.get_rect() font_image_rect.x = location_x font_image_rect.y = locaiton_y screen.blit(font_image, font_image_rect) if self.winner == MAP_ENUM.player1: str = 'White Wins!' else: str = 'Black Wins!' showFont(self.screen, str, map_w / 5, screen_h / 8, 100) # 居上中,字号100 pygame.mouse.set_visible(True) def click_button(self, button): if button.click(self): for tmp in self.buttons: if tmp != button: tmp.unclick() def check_buttons(self, mouse_x, mouse_y): for button in self.buttons: if button.rect.collidepoint(mouse_x, mouse_y): self.click_button(button) break # 以下为pygame1.9帮助文档的示例代码 if __name__ == '__main__': game = Game(version) while True: game.play() pygame.display.update() for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() exit() elif event.type == pygame.MOUSEBUTTONDOWN: mouse_x, mouse_y = pygame.mouse.get_pos() game.mouseClick(mouse_x, mouse_y) game.check_buttons(mouse_x, mouse_y)
以上就是五子棋的源码了,需要的自己CV,想要一起探讨学习python的 点击这里,我们一起加油学。
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