Initial commit: Python learning project with examples and exercises
This commit is contained in:
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# -*- coding: gbk -*-
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# python python代码/chaogao2.py
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import sys
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import random
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import pygame
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from pygame.locals import *
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import pygame.gfxdraw
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from collections import namedtuple
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Chessman = namedtuple("Chessman", "Name Value Color")
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Point = namedtuple("Point", "X Y")
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BLACK_CHESSMAN = Chessman("黑子", 1, (45, 45, 45))
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WHITE_CHESSMAN = Chessman("白子", 2, (219, 219, 219))
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offset = [(1, 0), (0, 1), (1, 1), (1, -1)]
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class Checkerboard:
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def __init__(self, line_points):
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self._line_points = line_points
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self._checkerboard = [[0] * line_points for _ in range(line_points)]
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# 记录棋局历史,每个元素为(chessman, point)元组
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self._history = []
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def _get_checkerboard(self):
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return self._checkerboard
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def _get_history(self):
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return self._history
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checkerboard = property(_get_checkerboard)
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history = property(_get_history)
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# 判断是否可落子
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def can_drop(self, point):
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return self._checkerboard[point.Y][point.X] == 0
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def drop(self, chessman, point):
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"""
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落子
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:param chessman:
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:param point:落子位置
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:return:若该子落下之后即可获胜,则返回获胜方,否则返回 None
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"""
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print(f"{chessman.Name} ({point.X}, {point.Y})")
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self._checkerboard[point.Y][point.X] = chessman.Value
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self._history.append((chessman, point))
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if self._win(point):
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print(f"{chessman.Name}获胜")
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return chessman
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def undo(self):
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"""撤销上一步"""
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if self._history:
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last_move = self._history.pop()
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self._checkerboard[last_move[1].Y][last_move[1].X] = 0
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return True
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return False
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def replay_to(self, step):
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"""
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复盘到指定步数
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:param step: 目标步数(从1开始)
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:return: 是否成功
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"""
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if step < 0 or step > len(self._history):
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return False
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# 清空棋盘
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self._checkerboard = [[0] * self._line_points for _ in range(self._line_points)]
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# 重新下到指定步数
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for i in range(step):
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chessman, point = self._history[i]
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self._checkerboard[point.Y][point.X] = chessman.Value
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return True
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# 判断是否赢了
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def _win(self, point):
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cur_value = self._checkerboard[point.Y][point.X]
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for os in offset:
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if self._get_count_on_direction(point, cur_value, os[0], os[1]):
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return True
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def _get_count_on_direction(self, point, value, x_offset, y_offset):
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count = 1
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for step in range(1, 5):
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x = point.X + step * x_offset
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y = point.Y + step * y_offset
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if (
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0 <= x < self._line_points
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and 0 <= y < self._line_points
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and self._checkerboard[y][x] == value
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):
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count += 1
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else:
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break
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for step in range(1, 5):
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x = point.X - step * x_offset
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y = point.Y - step * y_offset
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if (
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0 <= x < self._line_points
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and 0 <= y < self._line_points
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and self._checkerboard[y][x] == value
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):
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count += 1
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else:
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break
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return count >= 5
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SIZE = 30 # 棋盘每个点时间的间隔
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Line_Points = 19 # 棋盘每行/每列点数
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Outer_Width = 20 # 棋盘外宽度
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Border_Width = 4 # 边框宽度
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Inside_Width = 4 # 边框跟实际的棋盘之间的间隔
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Border_Length = (
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SIZE * (Line_Points - 1) + Inside_Width * 2 + Border_Width
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) # 边框线的长度
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Start_X = Start_Y = (
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Outer_Width + int(Border_Width / 2) + Inside_Width
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) # 网格线起点(左上角)坐标
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SCREEN_HEIGHT = (
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SIZE * (Line_Points - 1) + Outer_Width * 2 + Border_Width + Inside_Width * 2
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) # 游戏屏幕的高
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SCREEN_WIDTH = SCREEN_HEIGHT + 200 # 游戏屏幕的宽
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Stone_Radius = SIZE // 2 - 3 # 棋子半径
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Stone_Radius2 = SIZE // 2 + 3
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Checkerboard_Color = (0xE3, 0x92, 0x65) # 棋盘颜色
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BLACK_COLOR = (0, 0, 0)
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WHITE_COLOR = (255, 255, 255)
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RED_COLOR = (200, 30, 30)
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BLUE_COLOR = (30, 30, 200)
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RIGHT_INFO_POS_X = SCREEN_HEIGHT + Stone_Radius2 * 2 + 10
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# 复盘控制按钮的位置和大小
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REPLAY_BUTTON_WIDTH = 80
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REPLAY_BUTTON_HEIGHT = 30
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REPLAY_BUTTON_MARGIN = 10
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REPLAY_BUTTON_START_Y = SCREEN_HEIGHT - 200
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# 复盘按钮颜色
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BUTTON_COLOR = (180, 180, 180)
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BUTTON_HOVER_COLOR = (150, 150, 150)
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BUTTON_TEXT_COLOR = (50, 50, 50)
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def draw_button(screen, font, text, rect, color):
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"""绘制按钮"""
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pygame.draw.rect(screen, color, rect)
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text_surface = font.render(text, True, BUTTON_TEXT_COLOR)
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text_rect = text_surface.get_rect(center=rect.center)
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screen.blit(text_surface, text_rect)
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def is_point_in_rect(point, rect):
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"""判断点是否在矩形内"""
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return rect.left <= point[0] <= rect.right and rect.top <= point[1] <= rect.bottom
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def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
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imgText = font.render(text, True, fcolor)
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screen.blit(imgText, (x, y))
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def main():
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pygame.init()
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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pygame.display.set_caption("五子棋")
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font1 = pygame.font.SysFont("SimHei", 32)
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font2 = pygame.font.SysFont("SimHei", 72)
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font3 = pygame.font.SysFont("SimHei", 24) # 用于按钮文字
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fwidth, fheight = font2.size("黑方获胜")
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checkerboard = Checkerboard(Line_Points)
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cur_runner = BLACK_CHESSMAN
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winner = None
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computer = AI(Line_Points, WHITE_CHESSMAN)
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black_win_count = 0
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white_win_count = 0
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# 复盘模式相关变量
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replay_mode = False
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current_step = 0
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auto_replay = False
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auto_replay_timer = 0
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auto_replay_interval = 1000 # 自动播放间隔,毫秒
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# 临时提示消息系统
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temp_message = ""
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temp_message_time = 0
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temp_message_duration = 2000 # 消息显示时间,毫秒
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# 创建复盘控制按钮
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replay_buttons = {
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'start': pygame.Rect(SCREEN_HEIGHT + 20, REPLAY_BUTTON_START_Y,
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REPLAY_BUTTON_WIDTH, REPLAY_BUTTON_HEIGHT),
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'prev': pygame.Rect(SCREEN_HEIGHT + 20, REPLAY_BUTTON_START_Y + REPLAY_BUTTON_HEIGHT + REPLAY_BUTTON_MARGIN,
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REPLAY_BUTTON_WIDTH, REPLAY_BUTTON_HEIGHT),
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'next': pygame.Rect(SCREEN_HEIGHT + 20, REPLAY_BUTTON_START_Y + (REPLAY_BUTTON_HEIGHT + REPLAY_BUTTON_MARGIN) * 2,
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REPLAY_BUTTON_WIDTH, REPLAY_BUTTON_HEIGHT),
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'end': pygame.Rect(SCREEN_HEIGHT + 20, REPLAY_BUTTON_START_Y + (REPLAY_BUTTON_HEIGHT + REPLAY_BUTTON_MARGIN) * 3,
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REPLAY_BUTTON_WIDTH, REPLAY_BUTTON_HEIGHT),
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'auto': pygame.Rect(SCREEN_HEIGHT + 20, REPLAY_BUTTON_START_Y + (REPLAY_BUTTON_HEIGHT + REPLAY_BUTTON_MARGIN) * 4,
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REPLAY_BUTTON_WIDTH, REPLAY_BUTTON_HEIGHT)
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}
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while True:
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for event in pygame.event.get():
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if event.type == QUIT:
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sys.exit()
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elif event.type == KEYDOWN:
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if event.key == K_RETURN:
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if winner is not None:
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winner = None
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cur_runner = BLACK_CHESSMAN
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checkerboard = Checkerboard(Line_Points)
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computer = AI(Line_Points, WHITE_CHESSMAN)
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replay_mode = False
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current_step = 0
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auto_replay = False
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elif event.key == K_u: # 按U键撤销上一步
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if winner is None and not replay_mode:
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# 需要撤销两步:玩家的一步和电脑的一步
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if checkerboard.undo(): # 撤销电脑的一步
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computer.reset_checkerboard(checkerboard.checkerboard)
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if checkerboard.undo(): # 撤销玩家的一步
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computer.reset_checkerboard(checkerboard.checkerboard)
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elif event.key == K_r: # 按R键进入复盘模式
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if winner is not None:
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replay_mode = True
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current_step = len(checkerboard.history)
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checkerboard.replay_to(current_step)
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print("已进入复盘模式")
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else:
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print("只有在游戏结束后才能进入复盘模式")
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# 设置临时提示消息
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temp_message = "只有在游戏结束后才能进入复盘模式"
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temp_message_time = pygame.time.get_ticks()
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elif event.type == MOUSEBUTTONDOWN:
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mouse_pos = pygame.mouse.get_pos()
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if winner is not None and replay_mode:
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# 处理复盘按钮点击
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if is_point_in_rect(mouse_pos, replay_buttons['start']):
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current_step = 0
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checkerboard.replay_to(current_step)
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computer.reset_checkerboard(checkerboard.checkerboard)
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elif is_point_in_rect(mouse_pos, replay_buttons['prev']):
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if current_step > 0:
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current_step -= 1
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checkerboard.replay_to(current_step)
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computer.reset_checkerboard(checkerboard.checkerboard)
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elif is_point_in_rect(mouse_pos, replay_buttons['next']):
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if current_step < len(checkerboard.history):
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current_step += 1
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checkerboard.replay_to(current_step)
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computer.reset_checkerboard(checkerboard.checkerboard)
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elif is_point_in_rect(mouse_pos, replay_buttons['end']):
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current_step = len(checkerboard.history)
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checkerboard.replay_to(current_step)
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computer.reset_checkerboard(checkerboard.checkerboard)
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elif is_point_in_rect(mouse_pos, replay_buttons['auto']):
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auto_replay = not auto_replay
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if auto_replay:
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auto_replay_timer = pygame.time.get_ticks()
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elif winner is None and not replay_mode:
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pressed_array = pygame.mouse.get_pressed()
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if pressed_array[0]:
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click_point = _get_clickpoint(mouse_pos)
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if click_point is not None:
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if checkerboard.can_drop(click_point):
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winner = checkerboard.drop(cur_runner, click_point)
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if winner is None:
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cur_runner = _get_next(cur_runner)
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computer.get_opponent_drop(click_point)
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AI_point = computer.AI_drop()
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winner = checkerboard.drop(cur_runner, AI_point)
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if winner is not None:
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white_win_count += 1
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cur_runner = _get_next(cur_runner)
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else:
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black_win_count += 1
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else:
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print("超出棋盘区域")
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# 画棋盘
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_draw_checkerboard(screen)
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# 画棋盘上已有的棋子
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for i, row in enumerate(checkerboard.checkerboard):
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for j, cell in enumerate(row):
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if cell == BLACK_CHESSMAN.Value:
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_draw_chessman(screen, Point(j, i), BLACK_CHESSMAN.Color)
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elif cell == WHITE_CHESSMAN.Value:
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_draw_chessman(screen, Point(j, i), WHITE_CHESSMAN.Color)
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_draw_left_info(screen, font1, cur_runner, black_win_count, white_win_count, replay_mode, winner)
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# 显示复盘模式状态指示器
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if replay_mode:
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mode_text = "【复盘模式】"
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mode_font = pygame.font.SysFont("SimHei", 36)
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text_surface = mode_font.render(mode_text, True, (200, 50, 50))
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text_rect = text_surface.get_rect(center=(SCREEN_HEIGHT // 2, 30))
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screen.blit(text_surface, text_rect)
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if winner:
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print_text(
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screen,
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font2,
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(SCREEN_WIDTH - fwidth) // 2,
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(SCREEN_HEIGHT - fheight) // 2,
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winner.Name + "获胜",
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RED_COLOR,
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)
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# 在游戏结束后显示复盘提示
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if not replay_mode:
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print_text(
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screen,
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font3,
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SCREEN_HEIGHT + 20,
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REPLAY_BUTTON_START_Y - 40,
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"按R键进入复盘模式",
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BLUE_COLOR,
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)
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# 在复盘模式下显示控制按钮和当前步数
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if replay_mode:
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# 显示当前步数
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print_text(
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screen,
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font3,
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SCREEN_HEIGHT + 20,
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REPLAY_BUTTON_START_Y - 70,
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f"当前步数: {current_step}/{len(checkerboard.history)}",
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BLUE_COLOR,
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)
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# 显示当前回合
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if current_step > 0 and current_step <= len(checkerboard.history):
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current_player = checkerboard.history[current_step - 1][0]
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next_player = BLACK_CHESSMAN if current_player == WHITE_CHESSMAN else WHITE_CHESSMAN
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print_text(
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screen,
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font3,
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SCREEN_HEIGHT + 20,
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REPLAY_BUTTON_START_Y - 100,
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f"下一手: {next_player.Name}",
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BLUE_COLOR,
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)
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# 高亮显示最后一步棋
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if current_step > 0 and current_step <= len(checkerboard.history):
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last_move = checkerboard.history[current_step - 1]
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last_point = last_move[1]
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pygame.draw.circle(
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screen,
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RED_COLOR,
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(Start_X + SIZE * last_point.X, Start_Y + SIZE * last_point.Y),
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Stone_Radius + 2,
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2
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)
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# 绘制复盘控制按钮
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button_texts = {
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'start': '开始',
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'prev': '上一步',
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'next': '下一步',
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'end': '结束',
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'auto': '自动播放' if not auto_replay else '停止播放'
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}
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for button_name, rect in replay_buttons.items():
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# 检查鼠标是否悬停在按钮上
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if is_point_in_rect(pygame.mouse.get_pos(), rect):
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color = BUTTON_HOVER_COLOR
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else:
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color = BUTTON_COLOR
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# 自动播放按钮在激活时使用不同颜色
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if button_name == 'auto' and auto_replay:
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color = (150, 200, 150)
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draw_button(screen, font3, button_texts[button_name], rect, color)
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# 处理自动播放逻辑
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if replay_mode and auto_replay and current_step < len(checkerboard.history):
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current_time = pygame.time.get_ticks()
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if current_time - auto_replay_timer >= auto_replay_interval:
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current_step += 1
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checkerboard.replay_to(current_step)
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computer.reset_checkerboard(checkerboard.checkerboard)
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auto_replay_timer = current_time
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# 如果到达最后一步,停止自动播放
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if current_step >= len(checkerboard.history):
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auto_replay = False
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pygame.display.flip()
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def _get_next(cur_runner):
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if cur_runner == BLACK_CHESSMAN:
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return WHITE_CHESSMAN
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else:
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return BLACK_CHESSMAN
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# 画棋盘
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def _draw_checkerboard(screen):
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# 填充棋盘背景色
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screen.fill(Checkerboard_Color)
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# 画棋盘网格线外的边框
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pygame.draw.rect(
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screen,
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BLACK_COLOR,
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(Outer_Width, Outer_Width, Border_Length, Border_Length),
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||||
Border_Width,
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)
|
||||
# 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, replay_mode=False, winner=None):
|
||||
_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,
|
||||
)
|
||||
|
||||
# 添加操作提示
|
||||
if not replay_mode:
|
||||
if winner is None:
|
||||
# 游戏进行中显示撤销提示
|
||||
print_text(
|
||||
screen,
|
||||
pygame.font.SysFont("SimHei", 24),
|
||||
SCREEN_HEIGHT + 20,
|
||||
SCREEN_HEIGHT - Stone_Radius2 * 10,
|
||||
"按U键撤销上一步",
|
||||
BLUE_COLOR,
|
||||
)
|
||||
# 游戏进行中显示R键提示
|
||||
print_text(
|
||||
screen,
|
||||
pygame.font.SysFont("SimHei", 24),
|
||||
SCREEN_HEIGHT + 20,
|
||||
SCREEN_HEIGHT - Stone_Radius2 * 12,
|
||||
"游戏结束后按R键进入复盘模式",
|
||||
(150, 150, 150), # 使用灰色显示,表示当前不可用
|
||||
)
|
||||
else:
|
||||
# 游戏结束后显示R键提示(使用蓝色突出显示)
|
||||
print_text(
|
||||
screen,
|
||||
pygame.font.SysFont("SimHei", 24),
|
||||
SCREEN_HEIGHT + 20,
|
||||
SCREEN_HEIGHT - Stone_Radius2 * 10,
|
||||
"按R键进入复盘模式",
|
||||
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 reset_checkerboard(self, checkerboard):
|
||||
"""重置AI的棋盘状态,用于复盘模式"""
|
||||
for i in range(self._line_points):
|
||||
for j in range(self._line_points):
|
||||
self._checkerboard[i][j] = checkerboard[i][j]
|
||||
|
||||
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()
|
||||
Reference in New Issue
Block a user