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python实现人人对战的五子棋游戏_python_

2023-05-26 402人已围观

简介 python实现人人对战的五子棋游戏_python_

python五子棋之人人对战,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

ManAndMan.py

import sys import pygame from pygame.locals import * import pygame.gfxdraw from checkerboard import Checkerboard, BLACK_CHESSMAN, WHITE_CHESSMAN, 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) BLACK_STONE_COLOR = (45, 45, 45) WHITE_STONE_COLOR = (219, 219, 219) 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', 36)    font2 = pygame.font.SysFont('SimHei', 72)    fwidth, fheight = font2.size('黑方获胜')    checkerboard = Checkerboard(Line_Points)    cur_runner = BLACK_CHESSMAN    winner = None    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)            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 cur_runner == BLACK_CHESSMAN:                                    cur_runner = WHITE_CHESSMAN                                else:                                    cur_runner = BLACK_CHESSMAN                        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_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + 20), BLACK_STONE_COLOR)        _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + 20 + Stone_Radius2 * 3), WHITE_STONE_COLOR)        if winner:            print_text(screen, font2, (SCREEN_WIDTH - fwidth)//2, (SCREEN_HEIGHT - fheight)//2, winner.Name + '获胜', RED_COLOR)        if cur_runner == BLACK_CHESSMAN:            print_text(screen, font1, RIGHT_INFO_POS_X, Start_X, '获胜' if winner else '落子中', BLUE_COLOR)        else:            print_text(screen, font1, RIGHT_INFO_POS_X, Start_X + Stone_Radius2 * 3, '获胜' if winner else '落子中', BLUE_COLOR)        pygame.display.flip() # 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) 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) if __name__ == '__main__':    main()

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