python-分享篇-五子棋

文章目录

  • 代码
  • 效果

代码

"""五子棋之人机对战"""

import sys
import random
import pygame
from pygame.locals import *
import pygame.gfxdraw
from checkerboard import Checkerboard, BLACK_CHESSMAN, WHITE_CHESSMAN, offset, Point

SIZE = 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 + 3
Checkerboard_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 + 10


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 0


if __name__ == '__main__':
    main()

效果

在这里插入图片描述

本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如若转载,请注明出处:/a/388277.html

如若内容造成侵权/违法违规/事实不符,请联系我们进行投诉反馈qq邮箱809451989@qq.com,一经查实,立即删除!

相关文章

计算机设计大赛 深度学习YOLOv5车辆颜色识别检测 - python opencv

文章目录 1 前言2 实现效果3 CNN卷积神经网络4 Yolov56 数据集处理及模型训练5 最后 1 前言 &#x1f525; 优质竞赛项目系列&#xff0c;今天要分享的是 &#x1f6a9; **基于深度学习YOLOv5车辆颜色识别检测 ** 该项目较为新颖&#xff0c;适合作为竞赛课题方向&#xff0…

SpringBoot整合第三方技术-缓存

&#x1f648;作者简介&#xff1a;练习时长两年半的Java up主 &#x1f649;个人主页&#xff1a;程序员老茶 &#x1f64a; ps:点赞&#x1f44d;是免费的&#xff0c;却可以让写博客的作者开心好久好久&#x1f60e; &#x1f4da;系列专栏&#xff1a;Java全栈&#xff0c;…

力扣刷题之旅:高级篇(六)—— 网络流算法:Edmonds-Karp 算法与实际应用

力扣&#xff08;LeetCode&#xff09;是一个在线编程平台&#xff0c;主要用于帮助程序员提升算法和数据结构方面的能力。以下是一些力扣上的入门题目&#xff0c;以及它们的解题代码。 目录 引言 一、Edmonds-Karp 算法简介 二、算法实现 下面是使用 Python 实现的 Edmond…

PKI - 借助Nginx实现_客户端使用自签证书供服务端验证

文章目录 Pre概述在 Nginx 中实现客户端使用自签名证书供服务器验证1. 生成客户端密钥对2. 生成自签名客户端证书3. 配置 Nginx4. 重启 Nginx 修5. 验证 在浏览器中安装客户端证书以便进行访问 Pre PKI - 借助Nginx 实现Https 服务端单向认证、服务端客户端双向认证 PKI - 数…

软件实例分享,洗车店系统管理软件会员卡电子系统教程

软件实例分享&#xff0c;洗车店系统管理软件会员卡电子系统教程 一、前言 以下软件教程以 佳易王洗车店会员管理软件V16.0为例说明 软件文件下载可以点击最下方官网卡片——软件下载——试用版软件下载 1、会员卡号可以绑定车牌号或手机号 2、卡号也可以直接使用手机号&a…

谷歌搜索技巧与 ChatGPT 实用指南:提升你的在线生产力

探索谷歌搜索技巧&#xff0c;提升搜索效率 前言 在搜索三巨头百度、必应、谷歌中&#xff0c;谷歌在搜索精确度以及多语言兼容性方面有明显的优势。其次在国内想要使用谷歌搜索你需要会科学上网&#xff08;这里不说&#xff09;。 一.排除干扰内容&#xff08;广告&#xff…

类加载过程介绍

一、类的生命周期 类被加载到jvm虚拟机内存开始&#xff0c;到卸载出内存为止&#xff0c;他的生命周期可以分为&#xff1a;加载->验证->准备->解析->初始化->使用->卸载。 其中验证、准备、解析统一称为链接阶段 1、加载 将类的字节码载入方法区中&#xf…

红日靶场(初学)

按照以前的来说一般是有两层网络的内网和外网 这个也是这样的 所以需要两张网卡&#xff0c;一个用来向外网提供web服务&#xff0c;一个是通向内网 以下就是配置 以下就是一些相关信息 外网网段是写成了192.168.111.1/24 WEB PC DC kali 开始扫描 nmap -sS -sV -Pn -T4 19…

Java基于微信小程序的畅阅读微信小程序

博主介绍&#xff1a;✌程序员徐师兄、7年大厂程序员经历。全网粉丝12w、csdn博客专家、掘金/华为云/阿里云/InfoQ等平台优质作者、专注于Java技术领域和毕业项目实战✌ &#x1f345;文末获取源码联系&#x1f345; &#x1f447;&#x1f3fb; 精彩专栏推荐订阅&#x1f447;…

leetcode(二分查找)34.在排序数组中查找元素的第一个和最后一个位置(C++详细解释)DAY11

文章目录 1.题目示例提示 2.解答思路3.实现代码结果 4.总结 1.题目 给你一个按照非递减顺序排列的整数数组 nums&#xff0c;和一个目标值 target。请你找出给定目标值在数组中的开始位置和结束位置。 如果数组中不存在目标值 target&#xff0c;返回 [-1, -1]。 你必须设计…

VitePress-16- 配置- head 的配置网页icon与插入一个script标签

作用说明 head 配置项&#xff0c;可以在页面 HTML 的 <head> 标签中呈现的其他元素。 用户添加的标签在结束 head 标签之前呈现&#xff0c;在 VitePress 标签之后。说白了&#xff0c;就是自定义一些 head 标签中的元素&#xff0c;例如 &#xff1a;页面的icon等。 由…

html从零开始7:文档流、浮动、清除浮动,定位【搬代码】

文档流 <!DOCTYPE html> <html lang"en"> <head><meta charset"UTF-8"><meta http-equiv"X-UA-Compatible" content"IEedge"><meta name"viewport" content"widthdevice-width, init…

C++类和对象-继承->基本语法、继承方式、继承中的对象模型、继承中构造和析构顺序、继承同名成员处理方式、继承同名静态成员处理方式、多继承语法、菱形继承

#include<iostream> using namespace std; //普通实现页面 //Java页面 //class Java //{ //public: // void header() // { // cout << "首页、公开课、登录、注册...&#xff08;公共头部&#xff09;" << endl; // } // voi…

Phobos捆绑某数控软件AdobeIPCBroker组件定向勒索

前言 Phobos勒索病毒最早于2019年被首次发现并开始流行起来&#xff0c;该勒索病毒的勒索提示信息特征与CrySiS(Dharma)勒索病毒非常相似&#xff0c;但是两款勒索病毒的代码特征却是完全不一样&#xff0c;近日笔者在逛某开源恶意软件沙箱的时候发现了一款Phobos勒索病毒捆绑…

sql语句学习(一)--查询

【有道云笔记】基本sql语句2—查询基础 数据库表结构 DROP TABLE IF EXISTS class; CREATE TABLE class (id int(11) NOT NULL AUTO_INCREMENT,class_num varchar(11) CHARACTER SET utf8mb4 COLLATE utf8mb4_bin NOT NULL COMMENT 班级号,class_name varchar(255) CHARACTE…

第24讲投票管理实现

投票管理实现 后端&#xff1a; package com.java1234.controller;import com.baomidou.mybatisplus.core.conditions.query.QueryWrapper; import com.baomidou.mybatisplus.extension.plugins.pagination.Page; import com.java1234.entity.*; import com.java1234.service.…

QEMU使用步骤

1、安装虚拟机环境&#xff1a;ubuntu-16.04.7-desktop-amd64.iso,下载地址&#xff1a;Index of /ubuntu-releases/16.04.7/ | 清华大学开源软件镜像站 | Tsinghua Open Source Mirror 2、安装gcc-linaro-7.3.1-2018.05-x86_64_arm-linux-gnueabihf.tar.xz到/opt目录&#xf…

SECS/GEM的HSMS通讯?金南瓜方案

High Speed SECS Message Service (HSMS) 是一种基于 TCP/IP 的协议&#xff0c;它使得 SECS 消息通信更加快速。这通常用作设备间通信的接口。 HSMS 状态逻辑变化&#xff08;序列&#xff09;&#xff1a; 1.Not Connected&#xff1a;准备初始化 TCP/IP 连接&#xff0c;但尚…

第十九篇【传奇开心果系列】Python的OpenCV库技术点案例示例:文字识别与OCR

传奇开心果短博文系列 系列短博文目录Python的OpenCV库技术点案例示例系列 短博文目录前言一、OpenCV 文字识别介绍二、图像预处理示例代码三、文字区域检测示例代码四、文字识别示例代码五、文字后处理示例代码六、OpenCV结合Tesseract OCR库实现文字识别示例代码七、OpenCV结…

【Cocos入门】物理系统(物理碰撞)

物理碰撞 物理引擎默认是关闭状态以节省资源开销。开启方法和之前的普通碰撞类似&#xff1a;cc.director.getPhysicsManager().enabled true但有一个区别&#xff0c;物理引擎的开启必须放在onLoad函数内运行&#xff0c;否则不生效。 物理碰撞组件也同样具有碰撞回调函数。…