# -*- coding: gbk -*- # python python代码/chaogao2.py 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)] # 记录棋局历史,每个元素为(chessman, point)元组 self._history = [] def _get_checkerboard(self): return self._checkerboard def _get_history(self): return self._history checkerboard = property(_get_checkerboard) history = property(_get_history) # 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 self._history.append((chessman, point)) if self._win(point): print(f"{chessman.Name}获胜") return chessman def undo(self): """撤销上一步""" if self._history: last_move = self._history.pop() self._checkerboard[last_move[1].Y][last_move[1].X] = 0 return True return False def replay_to(self, step): """ 复盘到指定步数 :param step: 目标步数(从1开始) :return: 是否成功 """ if step < 0 or step > len(self._history): return False # 清空棋盘 self._checkerboard = [[0] * self._line_points for _ in range(self._line_points)] # 重新下到指定步数 for i in range(step): chessman, point = self._history[i] self._checkerboard[point.Y][point.X] = chessman.Value return True # 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 # 复盘控制按钮的位置和大小 REPLAY_BUTTON_WIDTH = 80 REPLAY_BUTTON_HEIGHT = 30 REPLAY_BUTTON_MARGIN = 10 REPLAY_BUTTON_START_Y = SCREEN_HEIGHT - 200 # 复盘按钮颜色 BUTTON_COLOR = (180, 180, 180) BUTTON_HOVER_COLOR = (150, 150, 150) BUTTON_TEXT_COLOR = (50, 50, 50) def draw_button(screen, font, text, rect, color): """绘制按钮""" pygame.draw.rect(screen, color, rect) text_surface = font.render(text, True, BUTTON_TEXT_COLOR) text_rect = text_surface.get_rect(center=rect.center) screen.blit(text_surface, text_rect) def is_point_in_rect(point, rect): """判断点是否在矩形内""" return rect.left <= point[0] <= rect.right and rect.top <= point[1] <= rect.bottom 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) font3 = pygame.font.SysFont("SimHei", 24) # 用于按钮文字 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 # 复盘模式相关变量 replay_mode = False current_step = 0 auto_replay = False auto_replay_timer = 0 auto_replay_interval = 1000 # 自动播放间隔,毫秒 # 临时提示消息系统 temp_message = "" temp_message_time = 0 temp_message_duration = 2000 # 消息显示时间,毫秒 # 创建复盘控制按钮 replay_buttons = { 'start': pygame.Rect(SCREEN_HEIGHT + 20, REPLAY_BUTTON_START_Y, REPLAY_BUTTON_WIDTH, REPLAY_BUTTON_HEIGHT), 'prev': pygame.Rect(SCREEN_HEIGHT + 20, REPLAY_BUTTON_START_Y + REPLAY_BUTTON_HEIGHT + REPLAY_BUTTON_MARGIN, REPLAY_BUTTON_WIDTH, REPLAY_BUTTON_HEIGHT), 'next': pygame.Rect(SCREEN_HEIGHT + 20, REPLAY_BUTTON_START_Y + (REPLAY_BUTTON_HEIGHT + REPLAY_BUTTON_MARGIN) * 2, REPLAY_BUTTON_WIDTH, REPLAY_BUTTON_HEIGHT), 'end': pygame.Rect(SCREEN_HEIGHT + 20, REPLAY_BUTTON_START_Y + (REPLAY_BUTTON_HEIGHT + REPLAY_BUTTON_MARGIN) * 3, REPLAY_BUTTON_WIDTH, REPLAY_BUTTON_HEIGHT), 'auto': pygame.Rect(SCREEN_HEIGHT + 20, REPLAY_BUTTON_START_Y + (REPLAY_BUTTON_HEIGHT + REPLAY_BUTTON_MARGIN) * 4, REPLAY_BUTTON_WIDTH, REPLAY_BUTTON_HEIGHT) } 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) replay_mode = False current_step = 0 auto_replay = False elif event.key == K_u: # 按U键撤销上一步 if winner is None and not replay_mode: # 需要撤销两步:玩家的一步和电脑的一步 if checkerboard.undo(): # 撤销电脑的一步 computer.reset_checkerboard(checkerboard.checkerboard) if checkerboard.undo(): # 撤销玩家的一步 computer.reset_checkerboard(checkerboard.checkerboard) elif event.key == K_r: # 按R键进入复盘模式 if winner is not None: replay_mode = True current_step = len(checkerboard.history) checkerboard.replay_to(current_step) print("已进入复盘模式") else: print("只有在游戏结束后才能进入复盘模式") # 设置临时提示消息 temp_message = "只有在游戏结束后才能进入复盘模式" temp_message_time = pygame.time.get_ticks() elif event.type == MOUSEBUTTONDOWN: mouse_pos = pygame.mouse.get_pos() if winner is not None and replay_mode: # 处理复盘按钮点击 if is_point_in_rect(mouse_pos, replay_buttons['start']): current_step = 0 checkerboard.replay_to(current_step) computer.reset_checkerboard(checkerboard.checkerboard) elif is_point_in_rect(mouse_pos, replay_buttons['prev']): if current_step > 0: current_step -= 1 checkerboard.replay_to(current_step) computer.reset_checkerboard(checkerboard.checkerboard) elif is_point_in_rect(mouse_pos, replay_buttons['next']): if current_step < len(checkerboard.history): current_step += 1 checkerboard.replay_to(current_step) computer.reset_checkerboard(checkerboard.checkerboard) elif is_point_in_rect(mouse_pos, replay_buttons['end']): current_step = len(checkerboard.history) checkerboard.replay_to(current_step) computer.reset_checkerboard(checkerboard.checkerboard) elif is_point_in_rect(mouse_pos, replay_buttons['auto']): auto_replay = not auto_replay if auto_replay: auto_replay_timer = pygame.time.get_ticks() elif winner is None and not replay_mode: pressed_array = pygame.mouse.get_pressed() if pressed_array[0]: 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, replay_mode, winner) # 显示复盘模式状态指示器 if replay_mode: mode_text = "【复盘模式】" mode_font = pygame.font.SysFont("SimHei", 36) text_surface = mode_font.render(mode_text, True, (200, 50, 50)) text_rect = text_surface.get_rect(center=(SCREEN_HEIGHT // 2, 30)) screen.blit(text_surface, text_rect) if winner: print_text( screen, font2, (SCREEN_WIDTH - fwidth) // 2, (SCREEN_HEIGHT - fheight) // 2, winner.Name + "获胜", RED_COLOR, ) # 在游戏结束后显示复盘提示 if not replay_mode: print_text( screen, font3, SCREEN_HEIGHT + 20, REPLAY_BUTTON_START_Y - 40, "按R键进入复盘模式", BLUE_COLOR, ) # 在复盘模式下显示控制按钮和当前步数 if replay_mode: # 显示当前步数 print_text( screen, font3, SCREEN_HEIGHT + 20, REPLAY_BUTTON_START_Y - 70, f"当前步数: {current_step}/{len(checkerboard.history)}", BLUE_COLOR, ) # 显示当前回合 if current_step > 0 and current_step <= len(checkerboard.history): current_player = checkerboard.history[current_step - 1][0] next_player = BLACK_CHESSMAN if current_player == WHITE_CHESSMAN else WHITE_CHESSMAN print_text( screen, font3, SCREEN_HEIGHT + 20, REPLAY_BUTTON_START_Y - 100, f"下一手: {next_player.Name}", BLUE_COLOR, ) # 高亮显示最后一步棋 if current_step > 0 and current_step <= len(checkerboard.history): last_move = checkerboard.history[current_step - 1] last_point = last_move[1] pygame.draw.circle( screen, RED_COLOR, (Start_X + SIZE * last_point.X, Start_Y + SIZE * last_point.Y), Stone_Radius + 2, 2 ) # 绘制复盘控制按钮 button_texts = { 'start': '开始', 'prev': '上一步', 'next': '下一步', 'end': '结束', 'auto': '自动播放' if not auto_replay else '停止播放' } for button_name, rect in replay_buttons.items(): # 检查鼠标是否悬停在按钮上 if is_point_in_rect(pygame.mouse.get_pos(), rect): color = BUTTON_HOVER_COLOR else: color = BUTTON_COLOR # 自动播放按钮在激活时使用不同颜色 if button_name == 'auto' and auto_replay: color = (150, 200, 150) draw_button(screen, font3, button_texts[button_name], rect, color) # 处理自动播放逻辑 if replay_mode and auto_replay and current_step < len(checkerboard.history): current_time = pygame.time.get_ticks() if current_time - auto_replay_timer >= auto_replay_interval: current_step += 1 checkerboard.replay_to(current_step) computer.reset_checkerboard(checkerboard.checkerboard) auto_replay_timer = current_time # 如果到达最后一步,停止自动播放 if current_step >= len(checkerboard.history): auto_replay = False 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, 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()