本文实例为大家分享了pygame实现简单五子棋游戏的具体代码,供大家参考,具体内容如下

看代码:

①gomuku2.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()

②checkerboard.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

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