python實(shí)現(xiàn)五子棋游戲(pygame版)
本文實(shí)例為大家分享了python五子棋游戲的具體代碼,供大家參考,具體內(nèi)容如下
目錄
- 簡介
- 實(shí)現(xiàn)過程
- 結(jié)語
簡介
使用python實(shí)現(xiàn)pygame版的五子棋游戲;
環(huán)境:Windows系統(tǒng)+python3.8.0
游戲規(guī)則:
1.分兩位棋手對戰(zhàn),默認(rèn)黑棋先下;當(dāng)在棋盤點(diǎn)擊左鍵,即在該位置繪制黑棋;
2.自動切換到白棋,當(dāng)在棋盤點(diǎn)擊左鍵,即在該位置繪制白棋;
3.輪流切換棋手下棋,當(dāng)那方先形成5子連線者獲勝(橫、豎、斜、反斜四個(gè)方向都可以)。
游戲運(yùn)行效果如下:
實(shí)現(xiàn)過程
1.新建文件settings.py,用來定義一些必須的基本屬性和初始值;
class Settings(): def __init__(self): """初始化的游戲配置""" # 屏幕寬高 self.width = 700 self.height = 554 # 文字顏色和大小 self.fontsize = 14 self.fonttype = 'simsunnsimsun' # 棋盤格數(shù) self.number = 15 # 棋盤左邊距、上邊距和間隔 self.bd_left = 30 self.bd_top = 30 self.bd_space = 36 # 判斷游戲是否結(jié)束(默認(rèn)開始) self.game_active = True # 判斷哪方下棋(默認(rèn)黑子先寫) self.chess_player = 1 self.prompt_info = '當(dāng)前棋手:黑棋' # 開始校驗(yàn)輸贏(兩邊合計(jì)9,因?yàn)橐呀?jīng)有一邊5步) self.win_number = 0 # 設(shè)置背景圖、黑棋圖片、白棋圖片路徑 self.checkerboard_bg = 'images/checkerboard_bg.png' self.black_chess = 'images/black_chess.png' self.white_chess = 'images/white_chess.png' # 存儲落子數(shù)據(jù) self.move_chess = []
2.新建文件checkerboard.py,主要用來繪制背景圖和棋格線;
import sys import pygame class Checkerboard(): def __init__(self, ck_settings, screen, position): self.ck_settings = ck_settings self.screen = screen self.position = position # 顏色和坐標(biāo)大小 self.text_color = (0, 0, 0) self.font = pygame.font.SysFont(ck_settings.fonttype, ck_settings.fontsize) # 存儲棋子坐標(biāo) self.checkerboard = [] # 加載背景圖、黑棋和白棋(當(dāng)有圖片不存在時(shí),打印錯誤并退出游戲) try: self.bg_image = pygame.image.load(ck_settings.checkerboard_bg) self.black_image = pygame.image.load(ck_settings.black_chess).convert_alpha() # convert_alpha背景透明 self.white_image = pygame.image.load(ck_settings.white_chess).convert_alpha() self.chess_rect = self.black_image.get_rect() except Exception as e: print('error:', e) sys.exit() def draw_board(self): # 存儲棋子坐標(biāo) for i in range(self.ck_settings.number): self.checkerboard.append([]) for j in range(self.ck_settings.number): self.checkerboard[i].append(self.position(self.ck_settings.bd_left + i * self.ck_settings.bd_space, self.ck_settings.bd_top + j * self.ck_settings.bd_space)) # 繪制棋盤坐標(biāo) for i in range(0, self.ck_settings.number): # ord返回字符的ASCII數(shù)值,chr再返回字符 x_text = self.font.render(chr(ord('A') + i), True, self.text_color) # A-O y_text = self.font.render(str(i + 1), True, self.text_color) # 1-15 # 繪制xy軸坐標(biāo)(在棋盤背景圖繪制) self.bg_image.blit(x_text, (self.checkerboard[i][0].x - x_text.get_width() / 2, self.checkerboard[i][0].y - 20)) self.bg_image.blit(y_text, (self.checkerboard[0][i].x - 20, self.checkerboard[0][i].y - y_text.get_height() / 2)) # 繪制橫豎線(在棋盤背景圖繪制) pygame.draw.line(self.bg_image, self.text_color, self.checkerboard[0][i], self.checkerboard[self.ck_settings.number-1][i]) pygame.draw.line(self.bg_image, self.text_color, self.checkerboard[i][0], self.checkerboard[i][self.ck_settings.number-1]) # 繪制棋盤背景圖 self.screen.blit(self.bg_image, (0, 0))
3.新建文件infopanel.py,主要用來繪制棋盤右邊提示信息(暫時(shí)只有顯示下棋方和獲勝信息);
import pygame.font class Infopanel(): def __init__(self, ck_settings, screen): """初始化屬性""" self.settings = ck_settings self.screen = screen self.screen_rect = screen.get_rect() # 設(shè)置文字顏色和字體大小 self.info_color = (217, 8, 10) self.font = pygame.font.SysFont(ck_settings.fonttype, 16) def draw_info(self, info): """將文字渲染為圖像,并定位到右邊水平居中""" self.info_image = self.font.render(info, True, self.info_color) self.info_image_rect = self.info_image.get_rect() self.info_image_rect.right = self.screen_rect.right - (self.screen_rect.width - 536 - self.info_image_rect.width) / 2 self.info_image_rect.top = 50 # 繪制到屏幕 self.screen.blit(self.info_image, self.info_image_rect)
4.新建文件“game_functions.py”,存放跟游戲有關(guān)的所有業(yè)務(wù)邏輯函數(shù);
import sys import pygame # 棋 def update_board(ck_settings, cb, index_coordinates, position): """更新棋盤信息""" # 判斷棋手(黑棋或白棋) if ck_settings.chess_player == 1: ck_settings.prompt_info = '當(dāng)前棋手:白棋' img = cb.black_image chess_type = 'black' else: ck_settings.prompt_info = '當(dāng)前棋手:黑棋' img = cb.white_image chess_type = 'white' """落棋""" dropState = check_at(ck_settings, index_coordinates) if dropState: i, j = index_coordinates chess_x = cb.checkerboard[j][i].x - cb.chess_rect.width / 2 chess_y = cb.checkerboard[j][i].y - cb.chess_rect.height / 2 # 累計(jì)步數(shù)(兩邊合計(jì)) ck_settings.win_number += 1 # 落子并轉(zhuǎn)換棋手 ck_settings.move_chess.append({'type': chess_type, 'coord': position(i, j)}) cb.bg_image.blit(img, (chess_x, chess_y)) ck_settings.chess_player *= -1 # 合計(jì)9步開始校驗(yàn)輸贏 if ck_settings.win_number >= 9: check_stats(ck_settings, (i, j)) else: ck_settings.prompt_info = '已經(jīng)有其他棋子' # 檢查(i,j)位置是否已占用 def check_at(ck_settings, index_coordinates): for item in ck_settings.move_chess: if index_coordinates == item['coord']: return False return True def check_stats(ck_settings, pos): """校驗(yàn)四個(gè)方向,是否有了輸贏""" pos_i, pos_j = pos directs = [(1, 0), (0, 1), (1, 1), (1, -1)] # 橫、豎、斜、反斜 四個(gè)方向檢查 for direct in directs: line_checkerboard = [] d_x, d_y = direct last = ck_settings.move_chess[-1] line_ball = [] # 存放在一條線上的棋子 for ball in ck_settings.move_chess: # 跟最后落子判斷 if ball['type'] == last['type']: x = ball['coord'].x - last['coord'].x y = ball['coord'].y - last['coord'].y if d_x == 0: if x == 0: line_ball.append(ball['coord']) if d_y == 0: if y == 0: line_ball.append(ball['coord']) if x * d_y == y * d_x: line_ball.append(ball['coord']) if len(line_ball) >= 5: # 只有5子及以上才繼續(xù)判斷 sorted_line = sorted(line_ball) for i, item in enumerate(sorted_line): index = i + 4 if index < len(sorted_line): if d_x == 0: y1 = item.y y2 = sorted_line[index].y # 此點(diǎn)和第5個(gè)點(diǎn)比較y值,如相差為4則連成5子 if abs(y1 - y2) == 4: ck_settings.prompt_info = '黑棋獲勝' if last['type'] == 'black' else '白棋獲勝' else: x1 = item.x x2 = sorted_line[index].x # 此點(diǎn)和第5個(gè)點(diǎn)比較x值,如相差為4則連成5子 if abs(x1 - x2) == 4: ck_settings.prompt_info = '黑棋獲勝' if last['type'] == 'black' else '白棋獲勝' else: break # 事件 def check_events(ck_settings, cb, position): """監(jiān)聽事件""" for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.MOUSEBUTTONDOWN: # 點(diǎn)擊左鍵 if event.button == 1: pos = pygame.mouse.get_pos() # 獲取點(diǎn)擊實(shí)際坐標(biāo) # 判斷是否溢出 x_first = cb.checkerboard[0][0].x x_last = cb.checkerboard[ck_settings.number - 1][ck_settings.number - 1].x y_first = cb.checkerboard[0][0].y y_last = cb.checkerboard[ck_settings.number - 1][ck_settings.number - 1].y if pos[0] < x_first or pos[0] > x_last or pos[1] < y_first or pos[1] > y_last: ck_settings.prompt_info = '落子位置不正確!' else: index_coordinates = to_index(ck_settings, pos) update_board(ck_settings, cb, index_coordinates, position) def to_index(ck_settings, pos): """實(shí)際坐標(biāo)轉(zhuǎn)換為棋盤下標(biāo)""" i = round((pos[1] - ck_settings.bd_top) / ck_settings.bd_space) j = round((pos[0] - ck_settings.bd_left) / ck_settings.bd_space) return (i, j)
5.新建文件gobang.py,主函數(shù)用來初始化程序,并同步更新程序的信息;
import pygame from settings import Settings from checkerboard import Checkerboard from collections import namedtuple import game_functions as gf from infopanel import Infopanel def run_game(): """運(yùn)行游戲""" # 初始化游戲屏幕 pygame.init() # 創(chuàng)建時(shí)鐘對象 (可以控制游戲循環(huán)頻率) clock = pygame.time.Clock() # 配置實(shí)例化 ck_settings = Settings() screen = pygame.display.set_mode((ck_settings.width, ck_settings.height)) pygame.display.set_caption('五子棋游戲') # namedtuple創(chuàng)建類似于元組的數(shù)據(jù)類型,除了可以用索引訪問,能夠迭代,還能用屬性名訪問數(shù)據(jù) position = namedtuple('Position', ['x', 'y']) # 創(chuàng)建實(shí)例 cb = Checkerboard(ck_settings, screen, position) # 實(shí)例化面板信息 infopanel = Infopanel(ck_settings, screen) while ck_settings.game_active: # 繪制棋盤 cb.draw_board() # 繪制面板信息 infopanel.draw_info(ck_settings.prompt_info) # 檢查玩家事件并更新棋盤 gf.check_events(ck_settings, cb, position) # 讓最近繪制的屏幕可見 pygame.display.flip() # 通過時(shí)鐘對象指定循環(huán)頻率 clock.tick(60) # 每秒循環(huán)60次 run_game()
6.在文件gobang.py目錄路徑下,執(zhí)行命令“python gobang.py”彈出窗口,即可對其操作游玩。
結(jié)語
該游戲只是實(shí)現(xiàn)了基礎(chǔ)功能,還有很多可優(yōu)化的功能:
1.根據(jù)實(shí)際情況加上更詳細(xì)的面板信息(比如倒計(jì)時(shí)等);
2.加上開始游戲按鈕,可參考前面python實(shí)例;
3.勝負(fù)榜單等,可參考前面python實(shí)例。
以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
相關(guān)文章
python3中編碼獲取網(wǎng)頁的實(shí)例方法
在本篇文章里小編給大家整理了一篇關(guān)于python3中編碼獲取網(wǎng)頁的實(shí)例方法,有興趣的朋友們可以學(xué)習(xí)下。2020-11-11python實(shí)現(xiàn)圖片彩色轉(zhuǎn)化為素描
這篇文章主要為大家詳細(xì)介紹了python實(shí)現(xiàn)圖片彩色轉(zhuǎn)化為素描,具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下2019-01-01基于Python編寫一個(gè)監(jiān)控CPU的應(yīng)用系統(tǒng)
在使用電腦辦公時(shí),有時(shí)候不知道哪些軟件或進(jìn)程會占用大量的資源,導(dǎo)致進(jìn)行其他任務(wù)時(shí)出現(xiàn)變慢、卡頓等現(xiàn)象。因此,實(shí)時(shí)監(jiān)控系統(tǒng)的資源就變得非常重要。本文用Python編寫了一款超治愈的RunCat監(jiān)控應(yīng)用系統(tǒng),需要的可以參考一下2022-06-06Python機(jī)器學(xué)習(xí)之隨機(jī)梯度下降法的實(shí)現(xiàn)
如果當(dāng)我們數(shù)據(jù)量和樣本量非常大時(shí),每一項(xiàng)都要參與到梯度下降,那么它的計(jì)算量時(shí)非常大的,所以我們需要采用隨機(jī)梯度下降法。本文介紹了Python實(shí)現(xiàn)隨機(jī)梯度下降法的方法,希望對大家有所幫助2023-02-02Python統(tǒng)計(jì)某列不同值的個(gè)數(shù)的示例代碼
在數(shù)據(jù)分析和數(shù)據(jù)處理中,統(tǒng)計(jì)數(shù)據(jù)往往集中在特定列中不同值的出現(xiàn)次數(shù),本文主要介紹了Python統(tǒng)計(jì)某列不同值的個(gè)數(shù)的示例代碼,具有一定的參考價(jià)值,感興趣的可以了解一下2024-03-03