python五子棋游戲

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)

    # 判斷是否可落子
    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:若該子落下之后即可獲勝,則返回獲勝方,否則返回 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}獲勝')
            return chessman

    # 判斷是否贏了
    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  # 棋盤每個點(diǎn)時間的間隔
Line_Points = 19  # 棋盤每行/每列點(diǎn)數(shù)
Outer_Width = 20  # 棋盤外寬度
Border_Width = 4  # 邊框?qū)挾?Inside_Width = 4  # 邊框跟實(shí)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(diǎn)(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)
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('黑方獲勝')

   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_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 + '獲勝', RED_COLOR)

       if cur_runner == BLACK_CHESSMAN:
           print_text(screen, font1, RIGHT_INFO_POS_X, Start_X, '獲勝' if winner else '落子中', BLUE_COLOR)
       else:
           print_text(screen, font1, RIGHT_INFO_POS_X, Start_X + Stone_Radius2 * 3, '獲勝' if winner else '落子中', BLUE_COLOR)

       pygame.display.flip()


# 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)


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(diǎn)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)


if __name__ == '__main__':
   main()
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