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import pygame,sys #导入pygame和sys模块
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from pygame.locals import * #导入pygame.locals模块中的常量变量
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pygame.init() #要让众多pygame函数能够工作,需要先调用这个函数
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WINDOWWIDTH=1000 #颜色
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WINDOWHEIGHT=700
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BLACK=(50,50,50)
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SENIORASH=(143,143,143)
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TEXTCOLOR=(0,0,0)
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FPS=60 #frames per second setting
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space = 20 # 四周留下的边距
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cell_size = 40 # 每个格子大小
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cell_num = 15 #设置线条数
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def drawText(text,font,surface,x,y):
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textobj=font.render(text,1,TEXTCOLOR)
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textrect=textobj.get_rect()
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textrect.topright(x,y)
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surface.blit(textobj,textrect)
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#在死循环外创建一个列表,用来记录落子的横坐标和竖坐标。
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#创建列表记录落子位置
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chess_arr = [] #将每次落子的坐标放到列表中
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#创建一个函数判断连子情况
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##最新棋子的x,y和附近的x,y和m列表
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def get_one_dire_num(lx, ly, dx, dy, m):
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#将最后的x坐标赋值给tx
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tx = lx
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#将最后的y坐标赋值给ty
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ty = ly
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#判断连子
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s = 0
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while True:
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#判断上下左右斜方向是否有连子
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tx += dx
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ty += dy
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#如果没有的连子的话返回当前连子数量
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if tx < 0 or tx >= cell_num or ty < 0 or ty >= cell_num or m[ty][tx] == 0: return s
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#连子累加 1
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s+=1
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#区分黑白子
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flag = 1 # 1=》黑 2=》白
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#创建判断获胜的函数
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def check_win(chess_arr, flag):
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m = [[0] * cell_num for i in range(cell_num)] # 先定义一个15*15的全0的数组,不能用[[0]*cell_num]*cell_num的方式去定义因为一位数组会被重复引用
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for x, y, c in chess_arr:
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if c == flag:
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m[y][x] = 1 # 上面有棋则标1
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lx = chess_arr[-1][0] # 最后一个子的x
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ly = chess_arr[-1][1] # 最后一个子的y
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#定义个列表,里面放入上下左右斜方向各方向的坐标值:
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dire_arr = [[(-1, 0), (1, 0)], [(0, -1), (0, 1)], [(-1, -1), (1, 1)],
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[(-1, 1), (1, -1)]] # 4个方向数组,往左+往右、往上+往下、往左上+往右下、往左下+往右上,4组判断方向
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for dire1, dire2 in dire_arr: #dire1,dire2是元组
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# 往左,往上,往左上,往左下判断是否有连子
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dx, dy = dire1 #dx,dy是坐标值
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num1 = get_one_dire_num(lx, ly, dx, dy, m) #连子数量1
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# 往右,往下,往右下、往右上判断是否有连子
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dx, dy = dire2
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num2 = get_one_dire_num(lx, ly, dx, dy, m) #连子数量2
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# 不同方向加起来的连子数为5的则获胜返回True
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if num1 + num2 + 1 >= 5: return True
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return False
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#定义一个全局变量,来记录现在状态是否获胜
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game_state = 1 # 游戏状态1.表示正常进行 2.表示白胜 3.表示黑胜
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#set up the block data structure.
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player=pygame.Rect(600,0,40,40)
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playerImage=pygame.image.load('ok1.jpg')
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playerStretchedImage=pygame.transform.scale(playerImage, (400,700))
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#Loading and playing a sound effect:
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pygame.mixer.music.load('backgroundmusic.wav')
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pygame.mixer.music.play(-1,0.0)
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musicPlaying=True
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screen = pygame.display.set_mode((WINDOWWIDTH,WINDOWHEIGHT)) # 设置窗口长宽
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pygame.display.set_caption('快乐五子棋') # 设置 pygame 窗口名
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fpsClock=pygame.time.Clock() #让游戏以相同的速率运行
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#main game loop
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while True: # 死循环确保窗口一直显示
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for event in pygame.event.get(): # 遍历所有事件
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if event.type==QUIT: # 如果单击关闭窗口,则退出
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pygame.quit() #关闭 pygame 程序
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sys.exit() #结束程序
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if game_state == 1 and event.type == pygame.MOUSEBUTTONUP: # 鼠标弹起
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x, y = pygame.mouse.get_pos() # 获取鼠标位置
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xi = int(round((x - space) * 1.0 / cell_size)) # 获取到x方向上取整的序号
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yi = int(round((y - space) * 1.0 / cell_size)) # 获取到y方向上取整的序号
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if xi >= 0 and xi < cell_num and yi >= 0 and yi < cell_num and (xi, yi,1) not in chess_arr and (xi, yi,2) not in chess_arr:
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chess_arr.append((xi, yi,flag))
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#调用函数判断下的该子是否获胜
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if check_win(chess_arr, flag):
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#若状态值为 1 则表示3,否则表示2
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game_state = 2 if flag == 1 else 3
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else:
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#若状态值为 1 则表示 2 否则为 1(代表转换棋子)
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flag = 2 if flag == 1 else 1
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screen.fill(SENIORASH) #界面颜色高级灰
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#绘制棋子
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for x, y,c in chess_arr:
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chess_color = (30, 30, 30) if c == 1 else (225, 225, 225)
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pygame.draw.circle(screen, chess_color, [x * cell_size + space, y * cell_size + space], 16, 0)
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#绘制竖条
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#pygame.draw.line(窗口, 线条颜色, 开始坐标, 结束坐标, 线条大小 )
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for x in range(0, cell_size * cell_num, cell_size): #步长为格子大小
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pygame.draw.line(screen, BLACK, (x + space, 0 + space),
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(x + space, cell_size * (cell_num - 1) + space), 1)
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#绘制横条
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# 遍历竖位置点,步长为40
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# pygame.draw.line(窗口, 线条颜色, 开始坐标, 结束坐标, 线条大小 )
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for y in range(0, cell_size * cell_num, cell_size):
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pygame.draw.line(screen, BLACK, (0 + space, y + space),
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(cell_size * (cell_num - 1) + space, y + space), 1)
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# 绘制五个点
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# pygame.draw.circle(窗口,颜色,坐标,圆半径,线条大小)
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#优化落子:判断当该坐标上面有棋子则不显示黑点,即如果黑点的坐标不在棋子的坐标列表上,则绘制出来
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if (4, 4,1) not in chess_arr and (4, 4,2) not in chess_arr:
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pygame.draw.circle(screen, (0, 0, 0), (cell_size * 4 + space, cell_size * 4 + space), radius=3, width=5)
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if (10, 10, 1) not in chess_arr and (10, 10, 2) not in chess_arr:
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pygame.draw.circle(screen, (0, 0, 0), (cell_size * 10 + space, cell_size * 10 + space), radius=3, width=5)
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if (10, 4, 1) not in chess_arr and (10, 4, 2) not in chess_arr:
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pygame.draw.circle(screen, (0, 0, 0), (cell_size * 10 + space, cell_size * 4 + space),radius=3, width=5)
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if (4, 10, 1) not in chess_arr and (4 ,10, 2) not in chess_arr:
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pygame.draw.circle(screen, (0, 0, 0), (cell_size * 4 + space, cell_size * 10 + space), radius=3, width=5)
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if (7, 7, 1) not in chess_arr and (7, 7, 2) not in chess_arr:
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pygame.draw.circle(screen, (0, 0, 0), (cell_size * 7 + space, cell_size * 7 + space), radius=3, width=5)
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if game_state != 1:
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myfont = pygame.font.Font(None, 100) #字体,字体大小
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win_text = "%s win" % ('Black' if game_state == 2 else 'White')
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textImage = myfont.render(win_text, True, BLACK) #True抗锯齿
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screen.blit(textImage, (120, 600))
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for event in pygame.event.get():
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if event.type == KEYUP:
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if event.key == K_1:
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if musicPlaying:
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pygame.mixer.music.stop()
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else:
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pygame.mixer.music.play(-1,0.0)
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musicPlaying = not musicPlaying
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screen.blit(playerStretchedImage,player)
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pygame.display.update() ## 必须调用update才能看到绘图显示
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fpsClock.tick(FPS)
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