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。

    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 jupyter
    pip 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 sys
    import random
    import pygame
    from pygame.locals import *
    import pygame.gfxdraw
    from 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 + 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
    

    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 = 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)
    

    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:

    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_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
    

    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_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
    

    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!

    总结

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