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import time
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from enum import IntEnum
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import pygame
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time = time.strftime("%Y-%m-%d %H:%M:%S")
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version = str(time)
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# 基础参数设置
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square_size = 40 # 单格的宽度(不是格数!是为了方便绘制棋盘用的变量
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chess_size = square_size // 2 - 2 # 棋子大小
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web_broad = 18 # 棋盘格数+1(nxn)
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map_w = web_broad * square_size # 棋盘长度
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map_h = web_broad * square_size # 棋盘高度
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info_w = 80 # 按钮界面宽度
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button_w = 120 # 按钮长宽
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button_h = 45
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screen_w = map_w # 总窗口长宽
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screen_h = map_h + info_w
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# 地图绘制模块
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class MAP_ENUM(IntEnum): # 用数字表示当前格的情况
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be_empty = 0, # 无人下
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player1 = 1, # 玩家一,执白
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player2 = 2, # 玩家二,执黑D:\documentation\pythonfile
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out_of_range = 3, # 出界
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class Map: # 地图类
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def __init__(self, width, height): # 构造函数
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self.width = width
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self.height = height
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self.map = [[0 for x in range(self.width)] for y in range(self.height)] # 存储棋盘的二维数组
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self.steps = [] # 记录步骤先后
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def get_init(self): # 重置棋盘
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for y in range(self.height):
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for x in range(self.width):
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self.map[y][x] = 0
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self.steps = []
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def intoNextTurn(self, turn): # 进入下一回合,交换下棋人
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if turn == MAP_ENUM.player1:
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return MAP_ENUM.player2
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else:
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return MAP_ENUM.player1
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def getLocate(self, x, y): # 输入下标,返回具体位置
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map_x = x * square_size
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map_y = y * square_size
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return (map_x, map_y, square_size, square_size) # 返回位置信息
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def getIndex(self, map_x, map_y): # 输入具体位置,返回下标
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x = map_x // square_size
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y = map_y // square_size
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return (x, y)
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def isInside(self, map_x, map_y): # 是否在有效范围内
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if (map_x <= 0 or map_x >= map_w or
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map_y <= 0 or map_y >= map_h):
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return False
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return True
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def isEmpty(self, x, y): # 当前格子是否已经有棋子
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return (self.map[y][x] == 0)
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def click(self, x, y, type): # 点击的下棋动作
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self.map[y][x] = type.value # 下棋
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self.steps.append((x, y)) # 记录步骤信息
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def printChessPiece(self, screen): # 绘制棋子
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player_one = (255, 245, 238) # 象牙白
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player_two = (41, 36, 33) # 烟灰
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player_color = [player_one, player_two]
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for i in range(len(self.steps)):
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x, y = self.steps[i]
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map_x, map_y, width, height = self.getLocate(x, y)
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pos, radius = (map_x + width // 2, map_y + height // 2), chess_size
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turn = self.map[y][x]
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pygame.draw.circle(screen, player_color[turn - 1], pos, radius) # 画
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def drawBoard(self, screen): # 画棋盘
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color = (0, 0, 0) # 线色
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for y in range(self.height):
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# 画横着的棋盘线
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start_pos, end_pos = (square_size // 2, square_size // 2 + square_size * y), (
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map_w - square_size // 2, square_size // 2 + square_size * y)
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pygame.draw.line(screen, color, start_pos, end_pos, 1)
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for x in range(self.width):
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# 画竖着的棋盘线
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start_pos, end_pos = (square_size // 2 + square_size * x, square_size // 2), (
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square_size // 2 + square_size * x, map_h - square_size // 2)
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pygame.draw.line(screen, color, start_pos, end_pos, 1)
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# 高级AI模块
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class SITUATION(IntEnum): # 棋型
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NONE = 0, # 无
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SLEEP_TWO = 1, # 眠二
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LIVE_TWO = 2, # 活二
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SLEEP_THREE = 3, # 眠三
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LIVE_THREE = 4, # 活三
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CHONG_FOUR = 5, # 冲四
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LIVE_FOUR = 6, # 活四
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LIVE_FIVE = 7, # 活五
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SITUATION_NUM = 8 # 长度
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# 方便后续调用枚举内容
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FIVE = SITUATION.LIVE_FIVE.value
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L4, L3, L2 = SITUATION.LIVE_FOUR.value, SITUATION.LIVE_THREE.value, SITUATION.LIVE_TWO.value
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S4, S3, S2 = SITUATION.CHONG_FOUR.value, SITUATION.SLEEP_THREE.value, SITUATION.SLEEP_TWO.value
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class MyChessAI():
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def __init__(self, chess_len): # 构造函数
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self.len = chess_len # 当前棋盘大小
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# 二维数组,每一格存的是:横评分,纵评分,左斜评分,右斜评分
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self.record = [[[0, 0, 0, 0] for i in range(chess_len)] for j in range(chess_len)]
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# 存储当前格具体棋型数量
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self.count = [[0 for i in range(SITUATION_NUM)] for j in range(2)]
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# 位置分(同条件下越靠近棋盘中央越高)
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self.position_isgreat = [
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[(web_broad - max(abs(i - web_broad / 2 + 1), abs(j - web_broad / 2 + 1))) for i in range(chess_len)]
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for j in range(chess_len)]
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def get_init(self): # 初始化
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for i in range(self.len):
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for j in range(self.len):
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for k in range(4):
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self.record[i][j][k] = 0
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for i in range(len(self.count)):
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for j in range(len(self.count[0])):
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self.count[i][j] = 0
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self.save_count = 0
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def isWin(self, board, turn): # 当前人胜利
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return self.evaluate(board, turn, True)
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# 返回所有未下棋坐标(位置从好到坏)
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def genmove(self, board, turn):
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moves = []
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for y in range(self.len):
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for x in range(self.len):
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if board[y][x] == 0:
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score = self.position_isgreat[y][x]
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moves.append((score, x, y))
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moves.sort(reverse=True)
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return moves
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# 返回当前最优解下标
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def search(self, board, turn):
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moves = self.genmove(board, turn)
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bestmove = None
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max_score = -99999 # 无穷小
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for score, x, y in moves:
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board[y][x] = turn.value
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score = self.evaluate(board, turn)
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board[y][x] = 0
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if score > max_score:
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max_score = score
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bestmove = (max_score, x, y)
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return bestmove
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def findBestChess(self, board, turn):
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# time1 = time.time()
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score, x, y = self.search(board, turn)
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# time2 = time.time()
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# print('time:%f (%d, %d)' % ((time2 - time1), x, y))
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return (x, y)
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# 得出一点的评分
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# 直接列举所有棋型
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def getScore(self, mychess, yourchess):
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mscore, oscore = 0, 0
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if mychess[FIVE] > 0:
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return (10000, 0)
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if yourchess[FIVE] > 0:
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return (0, 10000)
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if mychess[S4] >= 2:
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mychess[L4] += 1
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if yourchess[L4] > 0:
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return (0, 9050)
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if yourchess[S4] > 0:
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return (0, 9040)
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if mychess[L4] > 0:
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return (9030, 0)
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if mychess[S4] > 0 and mychess[L3] > 0:
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return (9020, 0)
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if yourchess[L3] > 0 and mychess[S4] == 0:
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return (0, 9010)
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if (mychess[L3] > 1 and yourchess[L3] == 0 and yourchess[S3] == 0):
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return (9000, 0)
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if mychess[S4] > 0:
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mscore += 2000
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if mychess[L3] > 1:
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mscore += 500
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elif mychess[L3] > 0:
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mscore += 100
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if yourchess[L3] > 1:
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oscore += 2000
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elif yourchess[L3] > 0:
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oscore += 400
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if mychess[S3] > 0:
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mscore += mychess[S3] * 10
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if yourchess[S3] > 0:
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oscore += yourchess[S3] * 10
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if mychess[L2] > 0:
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mscore += mychess[L2] * 4
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if yourchess[L2] > 0:
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oscore += yourchess[L2] * 4
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if mychess[S2] > 0:
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mscore += mychess[S2] * 4
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if yourchess[S2] > 0:
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oscore += yourchess[S2] * 4
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return (mscore, oscore) # 自我辅助效果,counter对面效果
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# 对上述得分进行进一步处理
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def evaluate(self, board, turn, checkWin=False):
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self.get_init()
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if turn == MAP_ENUM.player1:
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me = 1
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you = 2
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else:
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me = 2
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you = 1
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for y in range(self.len):
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for x in range(self.len):
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if board[y][x] == me:
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self.evaluatePoint(board, x, y, me, you)
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elif board[y][x] == you:
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self.evaluatePoint(board, x, y, you, me)
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mychess = self.count[me - 1]
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yourchess = self.count[you - 1]
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if checkWin:
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return mychess[FIVE] > 0 # 检查是否已经胜利
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else:
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mscore, oscore = self.getScore(mychess, yourchess)
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return (mscore - oscore) # 自我辅助效果,counter对面效果
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def evaluatePoint(self, board, x, y, me, you):
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direction = [(1, 0), (0, 1), (1, 1), (1, -1)] # 四个方向
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for i in range(4):
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if self.record[y][x][i] == 0:
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# 检查当前方向棋型
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self.getBasicSituation(board, x, y, i, direction[i], me, you, self.count[me - 1])
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else:
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self.save_count += 1
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# 把当前方向棋型存储下来,方便后续使用
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def getLine(self, board, x, y, direction, me, you):
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line = [0 for i in range(9)]
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# “光标”移到最左端
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tmp_x = x + (-5 * direction[0])
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tmp_y = y + (-5 * direction[1])
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for i in range(9):
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tmp_x += direction[0]
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tmp_y += direction[1]
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if (tmp_x < 0 or tmp_x >= self.len or tmp_y < 0 or tmp_y >= self.len):
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line[i] = you # 出界
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else:
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line[i] = board[tmp_y][tmp_x]
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return line
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# 把当前方向的棋型识别成具体情况(如把MMMMX识别成冲四)
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def getBasicSituation(self, board, x, y, dir_index, dir, me, you, count):
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# record赋值
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def setRecord(self, x, y, left, right, dir_index, direction):
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tmp_x = x + (-5 + left) * direction[0]
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tmp_y = y + (-5 + left) * direction[1]
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for i in range(left, right):
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tmp_x += direction[0]
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tmp_y += direction[1]
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self.record[tmp_y][tmp_x][dir_index] = 1
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empty = MAP_ENUM.be_empty.value
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left_index, right_index = 4, 4
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line = self.getLine(board, x, y, dir, me, you)
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while right_index < 8:
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if line[right_index + 1] != me:
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break
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right_index += 1
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while left_index > 0:
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if line[left_index - 1] != me:
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break
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left_index -= 1
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left_range, right_range = left_index, right_index
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while right_range < 8:
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if line[right_range + 1] == you:
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break
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right_range += 1
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while left_range > 0:
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if line[left_range - 1] == you:
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break
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left_range -= 1
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chess_range = right_range - left_range + 1
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if chess_range < 5:
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setRecord(self, x, y, left_range, right_range, dir_index, dir)
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return SITUATION.NONE
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setRecord(self, x, y, left_index, right_index, dir_index, dir)
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m_range = right_index - left_index + 1
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if m_range == 5:
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count[FIVE] += 1
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# 活四冲四
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if m_range == 4:
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left_empty = right_empty = False
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if line[left_index - 1] == empty:
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left_empty = True
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if line[right_index + 1] == empty:
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right_empty = True
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if left_empty and right_empty:
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count[L4] += 1
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elif left_empty or right_empty:
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count[S4] += 1
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# 活三眠三
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if m_range == 3:
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left_empty = right_empty = False
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left_four = right_four = False
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if line[left_index - 1] == empty:
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if line[left_index - 2] == me: # MXMMM
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setRecord(self, x, y, left_index - 2, left_index - 1, dir_index, dir)
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count[S4] += 1
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left_four = True
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left_empty = True
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if line[right_index + 1] == empty:
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if line[right_index + 2] == me: # MMMXM
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setRecord(self, x, y, right_index + 1, right_index + 2, dir_index, dir)
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count[S4] += 1
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right_four = True
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right_empty = True
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if left_four or right_four:
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pass
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elif left_empty and right_empty:
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if chess_range > 5: # XMMMXX, XXMMMX
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count[L3] += 1
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else: # PXMMMXP
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count[S3] += 1
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elif left_empty or right_empty: # PMMMX, XMMMP
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count[S3] += 1
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# 活二眠二
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if m_range == 2:
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left_empty = right_empty = False
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left_three = right_three = False
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if line[left_index - 1] == empty:
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if line[left_index - 2] == me:
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setRecord(self, x, y, left_index - 2, left_index - 1, dir_index, dir)
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if line[left_index - 3] == empty:
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if line[right_index + 1] == empty: # XMXMMX
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count[L3] += 1
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else: # XMXMMP
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count[S3] += 1
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left_three = True
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elif line[left_index - 3] == you: # PMXMMX
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if line[right_index + 1] == empty:
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count[S3] += 1
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left_three = True
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left_empty = True
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if line[right_index + 1] == empty:
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if line[right_index + 2] == me:
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if line[right_index + 3] == me: # MMXMM
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setRecord(self, x, y, right_index + 1, right_index + 2, dir_index, dir)
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count[S4] += 1
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right_three = True
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elif line[right_index + 3] == empty:
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# setRecord(self, x, y, right_index+1, right_index+2, dir_index, dir)
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if left_empty: # XMMXMX
|
|
|
count[L3] += 1
|
|
|
else: # PMMXMX
|
|
|
count[S3] += 1
|
|
|
right_three = True
|
|
|
elif left_empty: # XMMXMP
|
|
|
count[S3] += 1
|
|
|
right_three = True
|
|
|
right_empty = True
|
|
|
if left_three or right_three:
|
|
|
pass
|
|
|
elif left_empty and right_empty: # XMMX
|
|
|
count[L2] += 1
|
|
|
elif left_empty or right_empty: # PMMX, XMMP
|
|
|
count[S2] += 1
|
|
|
# 特殊活二眠二(有空格
|
|
|
if m_range == 1:
|
|
|
left_empty = right_empty = False
|
|
|
if line[left_index - 1] == empty:
|
|
|
if line[left_index - 2] == me:
|
|
|
if line[left_index - 3] == empty:
|
|
|
if line[right_index + 1] == you: # XMXMP
|
|
|
count[S2] += 1
|
|
|
left_empty = True
|
|
|
if line[right_index + 1] == empty:
|
|
|
if line[right_index + 2] == me:
|
|
|
if line[right_index + 3] == empty:
|
|
|
if left_empty: # XMXMX
|
|
|
count[L2] += 1
|
|
|
else: # PMXMX
|
|
|
count[S2] += 1
|
|
|
elif line[right_index + 2] == empty:
|
|
|
if line[right_index + 3] == me and line[right_index + 4] == empty: # XMXXMX
|
|
|
count[L2] += 1
|
|
|
# 以上都不是则为none棋型
|
|
|
return SITUATION.NONE
|
|
|
|
|
|
|
|
|
# 主程序实现部分
|
|
|
|
|
|
# 控制进程按钮类(父类)
|
|
|
class Button:
|
|
|
def __init__(self, screen, text, x, y, color, enable): # 构造函数
|
|
|
self.screen = screen
|
|
|
self.width = button_w
|
|
|
self.height = button_h
|
|
|
self.button_color = color
|
|
|
self.text_color = (255, 255, 255) # 纯白
|
|
|
self.enable = enable
|
|
|
self.font = pygame.font.SysFont(None, button_h * 2 // 3)
|
|
|
self.rect = pygame.Rect(0, 0, self.width, self.height)
|
|
|
self.rect.topleft = (x, y)
|
|
|
self.text = text
|
|
|
self.init_msg()
|
|
|
|
|
|
# 重写pygame内置函数,初始化我们的按钮
|
|
|
def init_msg(self):
|
|
|
if self.enable:
|
|
|
self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[0])
|
|
|
else:
|
|
|
self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[1])
|
|
|
self.msg_image_rect = self.msg_image.get_rect()
|
|
|
self.msg_image_rect.center = self.rect.center
|
|
|
|
|
|
# 根据按钮enable状态填色,具体颜色在后续子类控制
|
|
|
def draw(self):
|
|
|
if self.enable:
|
|
|
self.screen.fill(self.button_color[0], self.rect)
|
|
|
else:
|
|
|
self.screen.fill(self.button_color[1], self.rect)
|
|
|
self.screen.blit(self.msg_image, self.msg_image_rect)
|
|
|
|
|
|
|
|
|
class WhiteStartButton(Button): # 开始按钮(选白棋)
|
|
|
def __init__(self, screen, text, x, y): # 构造函数
|
|
|
super().__init__(screen, text, x, y, [(26, 173, 25), (158, 217, 157)], True)
|
|
|
|
|
|
def click(self, game): # 点击,pygame内置方法
|
|
|
if self.enable: # 启动游戏并初始化,变换按钮颜色
|
|
|
game.start()
|
|
|
game.winner = None
|
|
|
game.multiple = False
|
|
|
self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[1])
|
|
|
self.enable = False
|
|
|
return True
|
|
|
return False
|
|
|
|
|
|
def unclick(self): # 取消点击
|
|
|
if not self.enable:
|
|
|
self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[0])
|
|
|
self.enable = True
|
|
|
|
|
|
|
|
|
class BlackStartButton(Button): # 开始按钮(选黑棋)
|
|
|
def __init__(self, screen, text, x, y): # 构造函数
|
|
|
super().__init__(screen, text, x, y, [(26, 173, 25), (158, 217, 157)], True)
|
|
|
|
|
|
def click(self, game): # 点击,pygame内置方法
|
|
|
if self.enable: # 启动游戏并初始化,变换按钮颜色,安排AI先手
|
|
|
game.start()
|
|
|
game.winner = None
|
|
|
game.multiple = False
|
|
|
game.useAI = True
|
|
|
self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[1])
|
|
|
self.enable = False
|
|
|
return True
|
|
|
return False
|
|
|
|
|
|
def unclick(self): # 取消点击
|
|
|
if not self.enable:
|
|
|
self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[0])
|
|
|
self.enable = True
|
|
|
|
|
|
|
|
|
class GiveupButton(Button): # 投降按钮(任何模式都能用
|
|
|
def __init__(self, screen, text, x, y):
|
|
|
super().__init__(screen, text, x, y, [(230, 67, 64), (236, 139, 137)], False)
|
|
|
|
|
|
def click(self, game): # 结束游戏,判断赢家
|
|
|
if self.enable:
|
|
|
game.is_play = False
|
|
|
if game.winner is None:
|
|
|
game.winner = game.map.intoNextTurn(game.player)
|
|
|
self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[1])
|
|
|
self.enable = False
|
|
|
return True
|
|
|
return False
|
|
|
|
|
|
def unclick(self): # 保持不变,填充颜色
|
|
|
if not self.enable:
|
|
|
self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[0])
|
|
|
self.enable = True
|
|
|
|
|
|
|
|
|
class MultiStartButton(Button): # 开始按钮(多人游戏)
|
|
|
def __init__(self, screen, text, x, y): # 构造函数
|
|
|
super().__init__(screen, text, x, y, [(153, 51, 250), (221, 160, 221)], True) # 紫色
|
|
|
|
|
|
def click(self, game): # 点击,pygame内置方法
|
|
|
if self.enable: # 启动游戏并初始化,变换按钮颜色
|
|
|
game.start()
|
|
|
game.winner = None
|
|
|
game.multiple=True
|
|
|
self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[1])
|
|
|
self.enable = False
|
|
|
return True
|
|
|
return False
|
|
|
|
|
|
def unclick(self): # 取消点击
|
|
|
if not self.enable:
|
|
|
self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[0])
|
|
|
self.enable = True
|
|
|
|
|
|
|
|
|
class Game: # pygame类,以下所有功能都是根据需要重写
|
|
|
def __init__(self, caption):
|
|
|
pygame.init()
|
|
|
self.screen = pygame.display.set_mode([screen_w, screen_h])
|
|
|
pygame.display.set_caption(caption)
|
|
|
self.clock = pygame.time.Clock()
|
|
|
self.buttons = []
|
|
|
self.buttons.append(WhiteStartButton(self.screen, 'choose white', 20, map_h))
|
|
|
self.buttons.append(BlackStartButton(self.screen, 'choose black', 190, map_h))
|
|
|
self.buttons.append(GiveupButton(self.screen, 'surrdender', 360, map_h))
|
|
|
self.buttons.append(MultiStartButton(self.screen, 'Multiple', 530, map_h))
|
|
|
self.is_play = False
|
|
|
self.map = Map(web_broad, web_broad)
|
|
|
self.player = MAP_ENUM.player1
|
|
|
self.action = None
|
|
|
self.AI = MyChessAI(web_broad)
|
|
|
self.useAI = False
|
|
|
self.winner = None
|
|
|
self.multiple = False
|
|
|
|
|
|
def start(self):
|
|
|
self.is_play = True
|
|
|
self.player = MAP_ENUM.player1 # 白棋先手
|
|
|
self.map.get_init()
|
|
|
|
|
|
def play(self):
|
|
|
# 画底板
|
|
|
self.clock.tick(60)
|
|
|
wood_color = (210, 180, 140)
|
|
|
pygame.draw.rect(self.screen, wood_color, pygame.Rect(0, 0, map_w, screen_h))
|
|
|
pygame.draw.rect(self.screen, (255, 255, 255), pygame.Rect(map_w, 0, info_w, screen_h))
|
|
|
# 画按钮
|
|
|
for button in self.buttons:
|
|
|
button.draw()
|
|
|
if self.is_play and not self.isOver():
|
|
|
if self.useAI and not self.multiple:
|
|
|
x, y = self.AI.findBestChess(self.map.map, self.player)
|
|
|
self.checkClick(x, y, True)
|
|
|
self.useAI = False
|
|
|
if self.action is not None:
|
|
|
self.checkClick(self.action[0], self.action[1])
|
|
|
self.action = None
|
|
|
if not self.isOver():
|
|
|
self.changeMouseShow()
|
|
|
if self.isOver():
|
|
|
self.showWinner()
|
|
|
# self.buttons[0].enable = True
|
|
|
# self.buttons[1].enable = True
|
|
|
# self.buttons[2].enable = False
|
|
|
self.map.drawBoard(self.screen)
|
|
|
self.map.printChessPiece(self.screen)
|
|
|
|
|
|
def changeMouseShow(self): # 开始游戏的时候把鼠标预览切换成预览棋子的样子
|
|
|
map_x, map_y = pygame.mouse.get_pos()
|
|
|
x, y = self.map.getIndex(map_x, map_y)
|
|
|
if self.map.isInside(map_x, map_y) and self.map.isEmpty(x, y): # 在棋盘内且当前无棋子
|
|
|
pygame.mouse.set_visible(False)
|
|
|
smoke_blue = (176, 224, 230)
|
|
|
pos, radius = (map_x, map_y), chess_size
|
|
|
pygame.draw.circle(self.screen, smoke_blue, pos, radius)
|
|
|
else:
|
|
|
pygame.mouse.set_visible(True)
|
|
|
|
|
|
def checkClick(self, x, y, isAI=False): # 后续处理
|
|
|
self.map.click(x, y, self.player)
|
|
|
if self.AI.isWin(self.map.map, self.player):
|
|
|
self.winner = self.player
|
|
|
self.click_button(self.buttons[2])
|
|
|
else:
|
|
|
self.player = self.map.intoNextTurn(self.player)
|
|
|
if not isAI:
|
|
|
self.useAI = True
|
|
|
|
|
|
def mouseClick(self, map_x, map_y): # 处理下棋动作
|
|
|
if self.is_play and self.map.isInside(map_x, map_y) and not self.isOver():
|
|
|
x, y = self.map.getIndex(map_x, map_y)
|
|
|
if self.map.isEmpty(x, y):
|
|
|
self.action = (x, y)
|
|
|
|
|
|
def isOver(self): # 中断条件
|
|
|
return self.winner is not None
|
|
|
|
|
|
def showWinner(self): # 输出胜者
|
|
|
def showFont(screen, text, location_x, locaiton_y, height):
|
|
|
font = pygame.font.SysFont(None, height)
|
|
|
font_image = font.render(text, True, (255, 215, 0), (255, 255, 255)) # 金黄色
|
|
|
font_image_rect = font_image.get_rect()
|
|
|
font_image_rect.x = location_x
|
|
|
font_image_rect.y = locaiton_y
|
|
|
screen.blit(font_image, font_image_rect)
|
|
|
|
|
|
if self.winner == MAP_ENUM.player1:
|
|
|
str = 'White Wins!'
|
|
|
else:
|
|
|
str = 'Black Wins!'
|
|
|
showFont(self.screen, str, map_w / 5, screen_h / 8, 100) # 居上中,字号100
|
|
|
pygame.mouse.set_visible(True)
|
|
|
|
|
|
def click_button(self, button):
|
|
|
if button.click(self):
|
|
|
for tmp in self.buttons:
|
|
|
if tmp != button:
|
|
|
tmp.unclick()
|
|
|
|
|
|
def check_buttons(self, mouse_x, mouse_y):
|
|
|
for button in self.buttons:
|
|
|
if button.rect.collidepoint(mouse_x, mouse_y):
|
|
|
self.click_button(button)
|
|
|
break
|
|
|
|
|
|
|
|
|
# 以下为pygame1.9帮助文档的示例代码
|
|
|
if __name__ == '__main__':
|
|
|
game = Game(version)
|
|
|
while True:
|
|
|
game.play()
|
|
|
pygame.display.update()
|
|
|
for event in pygame.event.get():
|
|
|
if event.type == pygame.QUIT:
|
|
|
pygame.quit()
|
|
|
exit()
|
|
|
elif event.type == pygame.MOUSEBUTTONDOWN:
|
|
|
mouse_x, mouse_y = pygame.mouse.get_pos()
|
|
|
game.mouseClick(mouse_x, mouse_y)
|
|
|
game.check_buttons(mouse_x, mouse_y)
|