大家好我是小豪,今天给大家带来的是pygame小游戏
Ps:其实还有好多值得研究拓展的小游戏,我已经压缩上传了,想要学习的可以直接点击下面链接下载:
pygame小游戏:超级玛丽、五子棋、2048、扫雷、贪吃蛇、俄罗斯方块…
主题,如何简单实现AI智能,内容在下面一点点
今天其实主要是来请教圈内大佬一个问题。。。
我发现这个五子棋人机对战里面的字体似乎出了问题,但能力有限,只好附上代码,求大佬指教,上图:
问题就如上图这样,程序可以运行,但是最终判定输赢的时候,字体无法显示,另外写右边信息的字体也是无法显示,
下面有这个五子棋的全代码,代码中我添加了很多注释。其中下图则是如何实现人机AI智能,(伪AI智能,哈哈)
供大家一起学习,上码:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 | """五子棋之人机对战""" 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)] def _get_checkerboard(self): return self._checkerboard checkerboard = property(_get_checkerboard) # 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 """ # 把黑棋/白棋落子的坐标打印出来 print(f'{chessman.Name} ({point.X}, {point.Y})') self._checkerboard[point.Y][point.X] = chessman.Value # 打印获胜方出来 if self._win(point): print(f'{chessman.Name}获胜') return chessman # 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 # 判断是否赢了的代码,从这里往上看,代码都是正着写,反着看,写代码思路缺什么补什么,所以从这里开始看 # 声明一个函数,按方向数数,数满5个就获胜。 # 一个二维坐标上,判断上下、左右、两个45度直线,是否有五个相同的直连棋子,只要满足五颗子,则游戏结束: 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,0x是16进制表示哦 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 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) # 字体:黑体,32号 font2 = pygame.font.SysFont('SimHei', 72) # 字体:黑体,72号 fwidth, fheight = font2.size('黑方获胜') checkerboard = Checkerboard(Line_Points) cur_runner = BLACK_CHESSMAN winner = None computer = AI(Line_Points, WHITE_CHESSMAN) # 设置黑白双方初始连子为0 black_win_count = 0 white_win_count = 0 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) elif event.type == MOUSEBUTTONDOWN: # 检测鼠标落下 if winner is None: # 检测是否有一方胜出 pressed_array = pygame.mouse.get_pressed() if pressed_array[0]: mouse_pos = pygame.mouse.get_pos() click_point = _get_clickpoint(mouse_pos) if click_point is not None: # 检测鼠标是否在棋盘内点击 if checkerboard.can_drop(click_point): winner = checkerboard.drop(cur_runner, click_point) if winner is None: # 再次判断是否有胜出 # 一个循环内检测两次,意思就是人出一次检测一下,电脑出一次检测一下。 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) if winner: print_text(screen, font2, (SCREEN_WIDTH - fwidth) // 2, (SCREEN_HEIGHT - fheight) // 2, winner.Name + '获胜', RED_COLOR) 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) # 画右侧信息显示 def _draw_left_info(screen, font, cur_runner, black_win_count, white_win_count): _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) 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 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 # 下面这一串score(分数)的含义:评估棋格获胜分数。 # 使计算机计算获胜分值越高的棋格,就能确定能让自己的棋子最有可能达成联机的位置,也就是最佳进攻位置, # 而一旦计算机能确定自己的最高分值的位置,计算机就具备了进攻能力。 # 同理,计算机能计算出玩家的最大分值位置,并抢先玩家获得该位置,这样计算机就具有了防御的能力。 # 在计算机下棋之前,会计算空白棋格上的获胜分数,根据分数高低获取最佳位置。 # 计算机会将棋子下在获胜分数最高的地方。 # 当已放置4颗棋子时,必须在第五个空棋格上设置绝对高的分值。也就是10000 # 当获胜组合上有部分位置已被对手的棋格占据而无法连成五子时,获胜组合上空棋格的获胜分数会直接设置为0。(四颗棋子,你把中间断了) # 当有两组及其以上的获胜组合位置交叉时,对该位置的分数进行叠加,形成分数比周围位置明显高。(五子棋中三三相连) 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() |
好了,今天暂时到这里哦,晚上会正常给大家分享day4的内容,一起学习吧~
附上上面所有小游戏的原码出处:https://github.com/guliang21/pygame
今日份未完待续。。。