大蟒蛇python教程共享python实现人机对战的五子棋游戏

python教程分享python实现人机对战的五子棋游戏实例为大家分享了python实现五子棋游戏的具体代码,供大家参考,具体内容如下

checkerboard.py

from collections import namedtuple    chessman = 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

manandmachine.py

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()

效果图:

python实现人机对战的五子棋游戏

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