python|python PyGame五子棋小游戏

目录

  • 前言
  • 五子棋小游戏
    • 1、简介
    • 2、环境准备
    • 3、初始化环境
    • 4、棋盘
    • 5、黑白棋子
    • 6、对局信息
    • 7、AI
    • 8、完善
  • 总结

    前言 PyGame 是一个专门设计来进行游戏开发设计的 Python 模块,允许实时电子游戏研发而无需被低级语言(如机器语言和汇编语言)束缚,使用起来非常的简单,非常适合新手拿来玩耍,本教程源码均基于 Python 3.x 版本。

    五子棋小游戏
    1、简介
    五子棋是我们小时候经常玩的两人对弈策略小游戏,规则简单:
    1、对局双方各执一色棋子,常为黑白两色;2、空棋盘开局;3、黑先、白后,交替下子,每次只能下一子;4、棋子下在棋盘的空白点上,棋子下定后,不得向其它点移动,不得从棋盘上拿掉或拿起另落别处;5、黑方的第一枚棋子可下在棋盘任意交叉点上;6、轮流下子是双方的权利,但允许任何一方放弃下子权,先形成5子连线者获胜;
    五子棋容易上手,规则简单,老少皆宜,而且趣味横生,引人入胜。它不仅能增强思维能力,提高智力,而且富含哲理,有助于修身养性。
    【python|python PyGame五子棋小游戏】
    2、环境准备
    本次教程需要提前安装好 Python 3.x 环境以及 PyGame 模块,Python 环境建议安装 Anaconda 以及 Jupyter,对于新手比较友好!
    pip install jupyterpip install pygame

    安装好 PyGame 模块之后,咱们就可以正式开写了!

    3、初始化环境
    首先需要引入以下模块:
    import sysimport randomimport pygamefrom pygame.locals import *import pygame.gfxdrawfrom collections import namedtuple

    接着我们初始化棋盘的一些变量,便于下面写代码:
    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)]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 + 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 + 10


    4、棋盘
    通过上述变量画出棋盘,主要源码如下:
    # 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 = 5else: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)


    5、黑白棋子
    有了棋盘当然少不了黑白棋子,比较简单:
    # 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)


    6、对局信息
    每一局游戏不可缺少的就是双方玩家的对局信息,主要展示双方的黑白执子以及战况,关键源码如下:
    # 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)

    画出来的整体效果如下:
    python|python PyGame五子棋小游戏
    文章图片

    至此,整个棋盘的布局就完成了!

    7、AI
    由于咱们的小游戏不可以联机,因此大部分时间应该都是人机对下,这样就需要引入 AI 人机,让电脑作为对手陪我们下棋,主要源码如下:
    class AI:def __init__(self, line_points, chessman):self._line_points = line_pointsself._my = chessmanself._opponent = BLACK_CHESSMAN if chessman == WHITE_CHESSMAN else WHITE_CHESSMANself._checkerboard = [[0] * line_points for _ in range(line_points)]def get_opponent_drop(self, point):self._checkerboard[point.Y][point.X] = self._opponent.Valuedef AI_drop(self):point = Nonescore = 0for 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 = _scorepoint = 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.Valuereturn pointdef _get_point_score(self, point):score = 0for os in offset:score += self._get_direction_score(point, os[0], os[1])return scoredef _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_offsety = point.Y + step * y_offsetif 0 <= x < self._line_points and 0 <= y < self._line_points:if flag == 1:if self._checkerboard[y][x] == self._my.Value:count += 1if space is False:space = Trueelif self._checkerboard[y][x] == self._opponent.Value:_both += 1breakelse:if space is None:space = Falseelse:break# 遇到第二个空格退出elif flag == 2:if self._checkerboard[y][x] == self._my.Value:_both += 1breakelif self._checkerboard[y][x] == self._opponent.Value:_count += 1if _space is False:_space = Trueelse:if _space is None:_space = Falseelse:breakelse:# 遇到边也就是阻挡if flag == 1:both += 1elif flag == 2:_both += 1if space is False:space = Noneif _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_offsety = point.Y - step * y_offsetif 0 <= x < self._line_points and 0 <= y < self._line_points:if _flag == 1:if self._checkerboard[y][x] == self._my.Value:count += 1if space is False:space = Trueelif self._checkerboard[y][x] == self._opponent.Value:_both += 1breakelse:if space is None:space = Falseelse:break# 遇到第二个空格退出elif _flag == 2:if self._checkerboard[y][x] == self._my.Value:_both += 1breakelif self._checkerboard[y][x] == self._opponent.Value:_count += 1if _space is False:_space = Trueelse:if _space is None:_space = Falseelse:breakelse:# 遇到边也就是阻挡if _flag == 1:both += 1elif _flag == 2:_both += 1score = 0if count == 4:score = 10000elif _count == 4:score = 9000elif count == 3:if both == 0:score = 1000elif both == 1:score = 100else:score = 0elif _count == 3:if _both == 0:score = 900elif _both == 1:score = 90else:score = 0elif count == 2:if both == 0:score = 100elif both == 1:score = 10else:score = 0elif _count == 2:if _both == 0:score = 90elif _both == 1:score = 9else:score = 0elif count == 1:score = 10elif _count == 1:score = 9else:score = 0if space or _space:score /= 2return 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_offsety = point.Y + y_offsetif 0 <= x < self._line_points and 0 <= y < self._line_points:if self._checkerboard[y][x] == self._my.Value:return 1elif self._checkerboard[y][x] == self._opponent.Value:return 2else:if next:return self._get_stone_color(Point(x, y), x_offset, y_offset, False)else:return 0else:return 0


    8、完善
    最后就是对规则的一些完善,比如落子,判断输赢以及胜利界面之类的编写,关键源码如下:
    class Checkerboard:def __init__(self, line_points):self._line_points = line_pointsself._checkerboard = [[0] * line_points for _ in range(line_points)]def _get_checkerboard(self):return self._checkerboardcheckerboard = property(_get_checkerboard)# 判断是否可落子def can_drop(self, point):return self._checkerboard[point.Y][point.X] == 0def 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.Valueif self._win(point):print(f'{chessman.Name}获胜')return chessman# 判断是否赢了def _win(self, point):cur_value = https://www.it610.com/article/self._checkerboard[point.Y][point.X]for os in offset:if self._get_count_on_direction(point, cur_value, os[0], os[1]):return Truedef _get_count_on_direction(self, point, value, x_offset, y_offset):count = 1for step in range(1, 5):x = point.X + step * x_offsety = point.Y + step * y_offsetif 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:count += 1else:breakfor step in range(1, 5):x = point.X - step * x_offsety = point.Y - step * y_offsetif 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:count += 1else:breakreturn count>= 5

    至此,整个游戏就已经制作完成,下面我们可以试玩一下:

    说来惭愧,竟不敌人机,再来一局,胜天半子,终于赢了!
    python|python PyGame五子棋小游戏
    文章图片


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