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python怎么实现人人对战的五子棋游戏

发表于:2024-11-11 作者:千家信息网编辑
千家信息网最后更新 2024年11月11日,这篇文章主要介绍"python怎么实现人人对战的五子棋游戏"的相关知识,小编通过实际案例向大家展示操作过程,操作方法简单快捷,实用性强,希望这篇"python怎么实现人人对战的五子棋游戏"文章能帮助大
千家信息网最后更新 2024年11月11日python怎么实现人人对战的五子棋游戏

这篇文章主要介绍"python怎么实现人人对战的五子棋游戏"的相关知识,小编通过实际案例向大家展示操作过程,操作方法简单快捷,实用性强,希望这篇"python怎么实现人人对战的五子棋游戏"文章能帮助大家解决问题。

checkerboard.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

ManAndMan.py

import sysimport pygamefrom pygame.locals import *import pygame.gfxdrawfrom checkerboard import Checkerboard, BLACK_CHESSMAN, WHITE_CHESSMAN, 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)BLACK_STONE_COLOR = (45, 45, 45)WHITE_STONE_COLOR = (219, 219, 219)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', 36)   font2 = pygame.font.SysFont('SimHei', 72)   fwidth, fheight = font2.size('黑方获胜')   checkerboard = Checkerboard(Line_Points)   cur_runner = BLACK_CHESSMAN   winner = None   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)           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 cur_runner == BLACK_CHESSMAN:                                   cur_runner = WHITE_CHESSMAN                               else:                                   cur_runner = BLACK_CHESSMAN                       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_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + 20), BLACK_STONE_COLOR)       _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + 20 + Stone_Radius2 * 3), WHITE_STONE_COLOR)       if winner:           print_text(screen, font2, (SCREEN_WIDTH - fwidth)//2, (SCREEN_HEIGHT - fheight)//2, winner.Name + '获胜', RED_COLOR)       if cur_runner == BLACK_CHESSMAN:           print_text(screen, font1, RIGHT_INFO_POS_X, Start_X, '获胜' if winner else '落子中', BLUE_COLOR)       else:           print_text(screen, font1, RIGHT_INFO_POS_X, Start_X + Stone_Radius2 * 3, '获胜' if winner else '落子中', BLUE_COLOR)       pygame.display.flip()# 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)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)if __name__ == '__main__':   main()

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