diff --git a/main.py b/main.py new file mode 100644 index 0000000..9113f79 --- /dev/null +++ b/main.py @@ -0,0 +1,437 @@ +import sys +import random +import pygame +from pygame.locals import * +import pygame.gfxdraw +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 + + +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() \ No newline at end of file