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Python

# -*- 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}",
BLUE_COLOR,
)
print_text(
screen,
font,
RIGHT_INFO_POS_X,
SCREEN_HEIGHT - Stone_Radius2 * 3 + 3,
f"{white_win_count}",
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()