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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