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如何使用pygame实现简单五子棋游戏

发表于:2025-01-19 作者:千家信息网编辑
千家信息网最后更新 2025年01月19日,小编给大家分享一下如何使用pygame实现简单五子棋游戏,相信大部分人都还不怎么了解,因此分享这篇文章给大家参考一下,希望大家阅读完这篇文章后大有收获,下面让我们一起去了解一下吧!具体内容如下看代码:
千家信息网最后更新 2025年01月19日如何使用pygame实现简单五子棋游戏

小编给大家分享一下如何使用pygame实现简单五子棋游戏,相信大部分人都还不怎么了解,因此分享这篇文章给大家参考一下,希望大家阅读完这篇文章后大有收获,下面让我们一起去了解一下吧!

具体内容如下

看代码:

①Gomuku2.py:

import sysimport randomimport pygamefrom pygame.locals import *import pygame.gfxdrawfrom checkerboard import Checkerboard, BLACK_CHESSMAN, WHITE_CHESSMAN, offset, PointSIZE = 30  # 棋盘每个点时间的间隔Line_Points = 19  # 棋盘每行/每列点数Outer_Width = 20  # 棋盘外宽度Border_Width = 4  # 边框宽度Inside_Width = 4  # 边框跟实际的棋盘之间的间隔Border_Length = SIZE * (Line_Points - 1) + Inside_Width * 2 + Border_Width  # 边框线的长度Start_X = Start_Y = Outer_Width + int(Border_Width / 2) + Inside_Width  # 网格线起点(左上角)坐标SCREEN_HEIGHT = SIZE * (Line_Points - 1) + Outer_Width * 2 + Border_Width + Inside_Width * 2  # 游戏屏幕的高SCREEN_WIDTH = SCREEN_HEIGHT + 200  # 游戏屏幕的宽Stone_Radius = SIZE // 2 - 3  # 棋子半径Stone_Radius2 = SIZE // 2 + 3Checkerboard_Color = (0xE3, 0x92, 0x65)  # 棋盘颜色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 + 10def 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('黑方获胜')    checkerboard = Checkerboard(Line_Points)    cur_runner = BLACK_CHESSMAN    winner = None    computer = AI(Line_Points, WHITE_CHESSMAN)    black_win_count = 0    white_win_count = 0    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('超出棋盘区域')        # 画棋盘        _draw_checkerboard(screen)        # 画棋盘上已有的棋子        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 + '获胜', RED_COLOR)        pygame.display.flip()def _get_next(cur_runner):    if cur_runner == BLACK_CHESSMAN:        return WHITE_CHESSMAN    else:        return BLACK_CHESSMAN# 画棋盘def _draw_checkerboard(screen):    # 填充棋盘背景色    screen.fill(Checkerboard_Color)    # 画棋盘网格线外的边框    pygame.draw.rect(screen, BLACK_COLOR, (Outer_Width, Outer_Width, Border_Length, Border_Length), Border_Width)    # 画网格线    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)    # 画星位和天元    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)# 画棋子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)# 画左侧信息显示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, '电脑', BLUE_COLOR)    print_text(screen, font, SCREEN_HEIGHT, SCREEN_HEIGHT - Stone_Radius2 * 8, '战况:', 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} 胜', BLUE_COLOR)    print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - Stone_Radius2 * 3 + 3, f'{white_win_count} 胜', 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)# 根据鼠标点击位置,返回游戏区坐标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)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   # 落子处我方连续子数        _count = 0  # 落子处对方连续子数        space = None   # 我方连续子中有无空格        _space = None  # 对方连续子中有无空格        both = 0    # 我方连续子两端有无阻挡        _both = 0   # 对方连续子两端有无阻挡        # 如果是 1 表示是边上是我方子,2 表示敌方子        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   # 遇到第二个空格退出                    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:                    # 遇到边也就是阻挡                    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   # 遇到第二个空格退出                    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:                    # 遇到边也就是阻挡                    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    # 判断指定位置处在指定方向上是我方子、对方子、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 0if __name__ == '__main__':    main()

②checkerboard.py:

from collections import namedtupleChessman = 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)    # 判断是否可落子    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:若该子落下之后即可获胜,则返回获胜方,否则返回 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}获胜')            return chessman    # 判断是否赢了    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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