五子棋游戏相信大部分人都玩过,今天我们用python来实现一次

具体代码可以访问我的GitHub地址获取

构建五子棋棋盘

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

实现五子棋人机对战

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()

运行效果如下:

python实现五子棋程序

python实现五子棋人人对战

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()

运行效果

python实现五子棋程序

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《魔兽世界》大逃杀!60人新游玩模式《强袭风暴》3月21日上线

暴雪近日发布了《魔兽世界》10.2.6 更新内容,新游玩模式《强袭风暴》即将于3月21 日在亚服上线,届时玩家将前往阿拉希高地展开一场 60 人大逃杀对战。

艾泽拉斯的冒险者已经征服了艾泽拉斯的大地及遥远的彼岸。他们在对抗世界上最致命的敌人时展现出过人的手腕,并且成功阻止终结宇宙等级的威胁。当他们在为即将于《魔兽世界》资料片《地心之战》中来袭的萨拉塔斯势力做战斗准备时,他们还需要在熟悉的阿拉希高地面对一个全新的敌人──那就是彼此。在《巨龙崛起》10.2.6 更新的《强袭风暴》中,玩家将会进入一个全新的海盗主题大逃杀式限时活动,其中包含极高的风险和史诗级的奖励。

《强袭风暴》不是普通的战场,作为一个独立于主游戏之外的活动,玩家可以用大逃杀的风格来体验《魔兽世界》,不分职业、不分装备(除了你在赛局中捡到的),光是技巧和战略的强弱之分就能决定出谁才是能坚持到最后的赢家。本次活动将会开放单人和双人模式,玩家在加入海盗主题的预赛大厅区域前,可以从强袭风暴角色画面新增好友。游玩游戏将可以累计名望轨迹,《巨龙崛起》和《魔兽世界:巫妖王之怒 经典版》的玩家都可以获得奖励。