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python游戲?qū)崙?zhàn)項目之智能五子棋簡易版

發(fā)布日期:2022-01-02 16:32 | 文章來源:CSDN

導(dǎo)語

前段時間不是制作了一款升級版本五子棋的嘛!

但是居然有粉絲私信我說:

“準(zhǔn)備拿到代碼玩一下ok過去了!太難了準(zhǔn)備放收藏夾落灰q@q~”

所噶,今天先放一個簡易版本的五子棋給大家看看!學(xué)習(xí)嘛~從簡單到難 還是慢慢來撒~

學(xué)玩這篇可以學(xué)下一篇難一點的撒:

Pygame實戰(zhàn):下五子棋嗎?信不信我讓你幾步你也贏不了?​​​​​​​

正文

嘿嘿!這五子棋只有人機對戰(zhàn)了哈!不要看人機對戰(zhàn)感覺很簡單,其實代碼量也超多滴。

主要代碼:都有注釋的撒!就不一步一步介紹了。

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  # 棋盤每個點時間的間隔
Line_Points = 19  # 棋盤每行/每列點數(shù)
Outer_Width = 20  # 棋盤外寬度
Border_Width = 4  # 邊框?qū)挾?Inside_Width = 4  # 邊框跟實際的棋盤之間的間隔
Border_Length = SIZE * (Line_Points - 1) + Inside_Width * 2 + Border_Width  # 邊框線的長度
Start_X = Start_Y = Outer_Width + int(Border_Width / 2) + Inside_Width  # 網(wǎng)格線起點(左上角)坐標(biāo)
SCREEN_HEIGHT = SIZE * (Line_Points - 1) + Outer_Width * 2 + Border_Width + Inside_Width * 2  # 游戲屏幕的高
SCREEN_WIDTH = SCREEN_HEIGHT + 200  # 游戲屏幕的寬
 
Stone_Radius = SIZE // 2 - 3  # 棋子半徑
Stone_Radius2 = SIZE // 2 + 3
Checkerboard_Color = (0xE3, 0x92, 0x65)  # 棋盤顏色
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('黑方獲勝')
 
 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 = Nonecur_runner = BLACK_CHESSMANcheckerboard = 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 += 1else:
print('超出棋盤區(qū)域')
  # 畫棋盤
  _draw_checkerboard(screen)
  # 畫棋盤上已有的棋子
  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 + '獲勝', RED_COLOR)
 
  pygame.display.flip()
 
 
def _get_next(cur_runner):
 if cur_runner == BLACK_CHESSMAN:
  return WHITE_CHESSMAN
 else:
  return BLACK_CHESSMAN
 
# 畫棋盤
def _draw_checkerboard(screen):
 # 填充棋盤背景色
 screen.fill(Checkerboard_Color)
 # 畫棋盤網(wǎng)格線外的邊框
 pygame.draw.rect(screen, BLACK_COLOR, (Outer_Width, Outer_Width, Border_Length, Border_Length), Border_Width)
 # 畫網(wǎng)格線
 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)
 # 畫星位和天元
 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)
 
# 畫棋子
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)
 
# 畫左側(cè)信息顯示
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, '電腦', BLUE_COLOR)
 
 print_text(screen, font, SCREEN_HEIGHT, SCREEN_HEIGHT - Stone_Radius2 * 8, '戰(zhàn)況:', 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} 勝', BLUE_COLOR)
 print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - Stone_Radius2 * 3 + 3, f'{white_win_count} 勝', 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)
 
# 根據(jù)鼠標(biāo)點擊位置,返回游戲區(qū)坐標(biāo)
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 = _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.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# 落子處我方連續(xù)子數(shù)
  _count = 0  # 落子處對方連續(xù)子數(shù)
  space = None# 我方連續(xù)子中有無空格
  _space = None  # 對方連續(xù)子中有無空格
  both = 0 # 我方連續(xù)子兩端有無阻擋
  _both = 0# 對方連續(xù)子兩端有無阻擋
  # 如果是 1 表示是邊上是我方子,2 表示敵方子
  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 = Trueelif self._checkerboard[y][x] == self._opponent.Value:
_both += 1
breakelse:
if space is None:
 space = False
else:
 break# 遇到第二個空格退出
  elif flag == 2:if self._checkerboard[y][x] == self._my.Value:
_both += 1
breakelif self._checkerboard[y][x] == self._opponent.Value:
_count += 1
if _space is False:
 _space = Trueelse:
if _space is None:
 _space = False
else:
 break
 else:
  # 遇到邊也就是阻擋
  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 = Trueelif self._checkerboard[y][x] == self._opponent.Value:
_both += 1
breakelse:
if space is None:
 space = False
else:
 break# 遇到第二個空格退出
  elif _flag == 2:if self._checkerboard[y][x] == self._my.Value:
_both += 1
breakelif self._checkerboard[y][x] == self._opponent.Value:
_count += 1
if _space is False:
 _space = Trueelse:
if _space is None:
 _space = False
else:
 break
 else:
  # 遇到邊也就是阻擋
  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
 # 判斷指定位置處在指定方向上是我方子、對方子、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()

效果如下:哈哈哈哈!人機都下不贏的我23333~哭遼。

總結(jié)

哈哈哈哈 笑死我了!沒辦法,手殘游戲黨!人機其實還挺聰明的

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