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人工智能大作业

2023-09-14 16:50| 来源: 网络整理| 查看: 265

前言: 我这个五子棋作业是参考: https://blog.csdn.net/wudingan/article/details/106812722 (实现了完整的人机对战,通俗易懂。)

我只是在此基础上做修改增加加入进入游戏界面,人人对战,回到主界面,重新开始游戏的一些小功能

使用pygame 主界面效果图 这个主界面是ps上去的,主要是为了好看,我们需要实现,点击,人机对战和人人对战两个按钮进入相应的界面,这个就需要在代码中添加这两个按钮对应的x,y范围。 在这里插入图片描述

1.导入必要库以及定义一些全局变量

导入必要库以及定义一些全局变量

import pygame from pygame.locals import * import pygame.gfxdraw import traceback import sys import random from collections import namedtuple # 画棋盘 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 = (234, 215, 176) # 棋盘颜色,RGB值 BLACK_COLOR = (0, 0, 0) #黑棋颜色 WHITE_COLOR = (255, 255, 255) #白棋颜色 RED_COLOR = (200, 30, 30) BLUE_COLOR = (30, 30, 200) RIGHT_INFO_POS_X = SCREEN_HEIGHT + Stone_Radius2 * 2 + 10 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)] pygame.init() #背景音乐 pygame.mixer.init() pygame.mixer_music.load('望江南.mp3') pygame.mixer_music.play() 2.定义一些需要的函数 #画棋盘 def _draw_checkerboard(screen): screen.fill(Checkerboard_Color) # 填充棋盘背景色 # 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) for i in range(19): # 画网格线 pygame.draw.line(screen, BLACK_COLOR,(26, 26 + 30 * i),(26 + 30 * 18, 26 + 30 * i),1) for j in range(19): pygame.draw.line(screen, BLACK_COLOR, (26 + 30 * j, 26),(26 + 30 * j, 26 + 30 * 18),1) for i in (3, 9, 15): # 画星位和天元 for j in (3, 9, 15): if i == j == 9: radius = 5 else: radius = 3 pygame.gfxdraw.aacircle(screen, 26 + 30 * i, 26 + 30 * j, radius, BLACK_COLOR) pygame.gfxdraw.filled_circle(screen, 26 + 30 * i, 26 + 30 * j, radius, BLACK_COLOR) #画棋子 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) # 画棋盘上已有的棋子 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, 26 + 30 * point.X, 26 + 30 * point.Y, Stone_Radius, stone_color) pygame.gfxdraw.filled_circle(screen, 26 + 30 * point.X, 26 + 30 * point.Y, Stone_Radius, stone_color) #文本信息提示 def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)): imgText = font.render(text, True, fcolor) screen.blit(imgText, (x, y)) def _draw_left_info_begin(screen, font): #右侧信息提示 print_text(screen, font, 324, 170, '五子棋', BLUE_COLOR) print_text(screen, font, 310, 270, '人人对战', BLUE_COLOR) print_text(screen, font, 310, 370, '人机对战', BLUE_COLOR) def _draw_left_info_every(screen, font): #人人对战 print_text(screen, font, 610, 50, '当前状态', BLUE_COLOR) #print_text(screen, font, 630, 270, '悔棋', BLUE_COLOR) print_text(screen, font, 610, 333, '重新开始', BLUE_COLOR) print_text(screen, font, 600, 400, '回到主界面', BLUE_COLOR) def _draw_left_info_computer(screen,font): #人机对战 _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2), WHITE_CHESSMAN.Color) _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2 * 4), BLACK_CHESSMAN.Color) print_text(screen, font, 638, 29, '玩家', BLUE_COLOR) print_text(screen, font, 638, 83, '电脑', BLUE_COLOR) print_text(screen, font, 610, 333, '重新开始', BLUE_COLOR) print_text(screen, font, 600, 400, '回到主界面', BLUE_COLOR) font1 = pygame.font.SysFont('SimHei', 32) # 字体:黑体,32号 font2 = pygame.font.SysFont('SimHei', 72) # 字体:黑体,72号 screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) # 游戏屏幕的高,宽 # 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 Stone_Radius: y += 1 if x >= Line_Points or y >= Line_Points: return None return Point(x, y) #提示当前是谁下棋 ,人人对战时需要 def remind_chess(cur_runner): if cur_runner == BLACK_CHESSMAN: pygame.draw.rect(screen, Checkerboard_Color, [630, 100, 150, 50]) # 先把上一次的类容用一个矩形覆盖 print_text(screen, font1, 630, 100, '黑子', BLUE_COLOR) else: pygame.draw.rect(screen, Checkerboard_Color, [630, 100, 150, 50]) print_text(screen, font1, 630, 100, '白子', BLUE_COLOR) #黑白棋轮流下 def _get_next(cur_runner): if cur_runner == BLACK_CHESSMAN: return WHITE_CHESSMAN else: return BLACK_CHESSMAN 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) def can_drop(self, point):# 判断是否可落子 return self._checkerboard[point.Y][point.X] == 0 def drop(self, chessman, point): #落子 print(f'{chessman.Name} ({point.X}, {point.Y})') # 把黑棋/白棋落子的坐标打印出来 self._checkerboard[point.Y][point.X] = chessman.Value #point:落子位置 # 打印获胜方出来 if self._win(point): print(f'{chessman.Name}获胜') return chessman #return:若该子落下之后即可获胜,则返回获胜方,否则返回 None # 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 # 数步数 def _get_count_on_direction(self, point, value, x_offset, y_offset): #数步数 count = 1 for step in range(1, 5): x = point.X + step * x_offset y = point.Y + step * y_offset if 0


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