1. 实现效果
Python五子棋小游戏
2. 游戏规则
规则说明,五子棋人机对战游戏规则如下:
Ⅰ 默认规则 - 五子棋规则
- 对局双方:各执一色棋子,一方持黑色棋子,另一方持白色棋子。
- 棋盘与开局:空棋盘开局,黑先、白后,交替下子,每次只能下一子。
- 棋子落点:棋子下在棋盘的空白点上,下定后不得向其它点移动,也不得从棋盘上拿掉或拿起另落别处。
- 黑方首子:黑方的第一枚棋子可下在棋盘任意交叉点上。
- 轮流下子:轮流下子是双方的权利。
Ⅱ 设定规则
- 双方(用户与程序)分别使用黑白两色的棋子,设定为玩家执黑,先下第一颗,程序执白。
- 棋盘设为常规的15道盘,即15×15的方格。
- 下在棋盘直线与横线的交叉点上,先形成五子连珠者获胜。
Ⅲ 其他规则
- 高亮规则:动态高亮显示最新落子,便于观察程序上一步落在何处。
- 防守机制:检查对方是否可以形成三子或四子
- 获胜后不要退出窗口,而是停留,不然不知道怎么输的😂
- 细节:1. 棋盘格外围边框加粗且为深色,棋盘格框线变细,高亮框线变细 2.一旦有一方赢就无法再落子了(主要是白子会在黑子赢了之后还落子) 3. 判平局 4. 棋子下在格线交叉点,而非格内。
3. 环境配置
程序中会用到的库:
python
import sys
import random
import pygame
其中sys库和random是python的内置库,不需要安装,pygame是三方库,需要安装。
先安装 pygame,如果还没有安装,可以使用以下命令:
bash
pip install pygame
4. 代码实现
变量说明
python
# 常量定义
BOARD_SIZE = 15 # 棋盘是15×15
CELL_SIZE = 40 # 每个棋格的大小
WIDTH = BOARD_SIZE * CELL_SIZE # 棋盘的大小 宽 = 15×40
HEIGHT = BOARD_SIZE * CELL_SIZE # 棋盘高度
BACKGROUND_COLOR = (250, 224, 161) # 棋盘的背景色
GRID_COLOR = (0, 0, 0) # 棋盘格线 调成(200, 200, 200)会很好看
HIGHLIGHT_COLOR = (255, 182, 193) # 高亮颜色, 粉色
BORDER_COLOR = (139, 69, 19) # 棋盘外围边框颜色
# 棋盘状态
EMPTY = 0 # 未落子
BLACK = 1 # 落黑子
WHITE = 2 # 落白子
棋盘绘制
画棋盘、棋格、棋子、高亮框框、高亮圈圈
python
def draw_board(screen, board, last_move):
screen.fill(BACKGROUND_COLOR)
for x in range(BOARD_SIZE):
for y in range(BOARD_SIZE):
rect = pygame.Rect(x * CELL_SIZE, y * CELL_SIZE, CELL_SIZE, CELL_SIZE)
pygame.draw.rect(screen, GRID_COLOR, rect, 1)
if board[x][y] == BLACK:
pygame.draw.circle(screen, (0, 0, 0), rect.center, CELL_SIZE // 2 - 5)
elif board[x][y] == WHITE:
pygame.draw.circle(screen, (255, 255, 255), rect.center, CELL_SIZE // 2 - 5)
if last_move:
# row, col = latest_move
# 方形高亮 棋格
highlight_rect = pygame.Rect(last_move[0] * CELL_SIZE, last_move[1] * CELL_SIZE, CELL_SIZE, CELL_SIZE)
pygame.draw.rect(screen, HIGHLIGHT_COLOR, highlight_rect, 2)
# 圆形高亮 棋子
highlight_center = (last_move[0] * CELL_SIZE + CELL_SIZE // 2, last_move[1] * CELL_SIZE + CELL_SIZE // 2)
highlight_radius = CELL_SIZE // 2 - 5 # 与棋子相同的半径
pygame.draw.circle(screen, HIGHLIGHT_COLOR, highlight_center, highlight_radius+1.5, 2) # 用圆形高亮, 1.5是为了补偿高亮,高亮是2
pygame.draw.rect(screen, BORDER_COLOR, (0, 0, CELL_SIZE * BOARD_SIZE, CELL_SIZE * BOARD_SIZE), 5)# 绘制边框
判断赢家
在任意方达到五子的时候,判断赢了
python
def check_winner(board, player):
for x in range(BOARD_SIZE):
for y in range(BOARD_SIZE):
if board[x][y] == player:
# 检查水平方向
if x + 4 < BOARD_SIZE and all(board[x + i][y] == player for i in range(5)):
return True
# 检查垂直方向
if y + 4 < BOARD_SIZE and all(board[x][y + i] == player for i in range(5)):
return True
# 检查斜向(左上到右下)
if x + 4 < BOARD_SIZE and y + 4 < BOARD_SIZE and all(board[x + i][y + i] == player for i in range(5)):
return True
# 检查斜向(右上到左下)
if x - 4 >= 0 and y + 4 < BOARD_SIZE and all(board[x - i][y + i] == player for i in range(5)):
return True
return False
程序落子(随机)
一开始纯随机,棋子分布散乱,很容易白子就输了,没有难度和趣味性。后来程序才加策略,提高白子获胜率。
python
def get_random_move(board):
empty_cells = [(x, y) for x in range(BOARD_SIZE) for y in range(BOARD_SIZE) if board[x][y] == EMPTY]
return random.choice(empty_cells) if empty_cells else None
防御机制
程序检测玩家连续棋子的数量是否对自身存在威胁性。
python
def check_threats(board, player):
three_in_a_row_positions = []
for x in range(BOARD_SIZE):
for y in range(BOARD_SIZE):
if board[x][y] == EMPTY:
board[x][y] = player # 模拟落子
if check_winner(board, player):
board[x][y] = EMPTY
return [(x, y)] # 直接获胜
# 检测是否出现三子的情况
if count_consecutive(board, x, y, player) == 3:
three_in_a_row_positions.append((x, y))
board[x][y] = EMPTY
return three_in_a_row_positions
def get_defensive_move(board):
# 检查对方是否可以形成三子或四子
for position in check_threats(board, BLACK):
return position # 返回防守位置
return None
def count_consecutive(board, x, y, player):
# 检查周围的棋子数量
count = 0
for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1), (-1, -1), (1, 1), (-1, 1), (1, -1)]:
temp_count = 0
for step in range(1, 5): # 只检测四个方向
nx, ny = x + dx * step, y + dy * step
if 0 <= nx < BOARD_SIZE and 0 <= ny < BOARD_SIZE and board[nx][ny] == player:
temp_count += 1
else:
break
count += temp_count
return count
追踪策略
为了便于堵截玩家,提高难度。
python
def get_preferred_move(board):
preferred_moves = []
for x in range(BOARD_SIZE):
for y in range(BOARD_SIZE):
if board[x][y] == EMPTY:
# 优先选择靠近黑子的位置
for dx in [-1, 0, 1]:
for dy in [-1, 0, 1]:
nx, ny = x + dx, y + dy
if 0 <= nx < BOARD_SIZE and 0 <= ny < BOARD_SIZE and board[nx][ny] == BLACK:
preferred_moves.append((x, y))
break
return random.choice(preferred_moves) if preferred_moves else get_random_move(board)
主函数
python
def main():
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("五子棋")
game_over = False # 游戏是否结束
board = [[EMPTY for _ in range(BOARD_SIZE)] for _ in range(BOARD_SIZE)]
last_move = None
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if game_over:
continue # 如果游戏结束,不处理任何落子
# 检查是否平局
if all(board[x][y] != EMPTY for x in range(BOARD_SIZE) for y in range(BOARD_SIZE)):
game_over = True
print("游戏平局!")
if event.type == pygame.MOUSEBUTTONDOWN:
x, y = event.pos
x //= CELL_SIZE
y //= CELL_SIZE
if 0 <= x < BOARD_SIZE and 0 <= y < BOARD_SIZE and board[x][y] == EMPTY:
board[x][y] = BLACK
last_move = (x, y)
if check_winner(board, BLACK):
game_over = True
print("黑方获胜!")
#pygame.quit()
#sys.exit()
# 白方落子
if not game_over and not (all(board[x][y] != EMPTY for x in range(BOARD_SIZE) for y in range(BOARD_SIZE))):
move = get_defensive_move(board)
if move is None: # 若没有可防守的位置,落子
move = get_preferred_move(board)
board[move[0]][move[1]] = WHITE
last_move = move
if check_winner(board, WHITE):
game_over = True
print("白方获胜!")
# pygame.quit()
# sys.exit()
draw_board(screen, board, last_move)
pygame.display.flip()
pygame.quit()
完整代码
python
import pygame
import sys
import random
# 常量定义
BOARD_SIZE = 15
CELL_SIZE = 40
WIDTH = BOARD_SIZE * CELL_SIZE
HEIGHT = BOARD_SIZE * CELL_SIZE
BACKGROUND_COLOR = (250, 224, 161)
GRID_COLOR = (245, 245, 220) #GRID_COLOR = (0, 0, 0)
FADED_GRID_COLOR = (200, 200, 200) # 使用一个更亮的颜色来模仿淡化效果 淡化的格线颜色 (220, 220, 220)
HIGHLIGHT_COLOR = (255, 182, 193) # 粉色高亮颜色
BORDER_COLOR = (139, 69, 19) # 边框颜色
# 棋盘状态
EMPTY = 0
BLACK = 1
WHITE = 2
def draw_board(screen, board, last_move):
screen.fill(BACKGROUND_COLOR)
for x in range(BOARD_SIZE):
for y in range(BOARD_SIZE):
rect = pygame.Rect(x * CELL_SIZE, y * CELL_SIZE, CELL_SIZE, CELL_SIZE)
pygame.draw.rect(screen, GRID_COLOR, rect, 1)
# 在每个格子内绘制2份纵横线
for i in range(1, 2):
# 横线
pygame.draw.line(screen, FADED_GRID_COLOR, (x * CELL_SIZE, y * CELL_SIZE + i * (CELL_SIZE // 2)),
(x * CELL_SIZE + CELL_SIZE, y * CELL_SIZE + i * (CELL_SIZE // 2)), 1)
# 竖线
pygame.draw.line(screen, FADED_GRID_COLOR, (x * CELL_SIZE + i * (CELL_SIZE // 2), y * CELL_SIZE),
(x * CELL_SIZE + i * (CELL_SIZE // 2), y * CELL_SIZE + CELL_SIZE), 1)
# 绘制交叉点
pygame.draw.circle(screen, (0, 0, 0), (x * CELL_SIZE + CELL_SIZE - CELL_SIZE/2, y * CELL_SIZE + CELL_SIZE - CELL_SIZE/2), 2) # 使用半径为2的圆点
if board[x][y] == BLACK:
pygame.draw.circle(screen, (0, 0, 0), rect.center, CELL_SIZE // 2 - 5)
elif board[x][y] == WHITE:
pygame.draw.circle(screen, (255, 255, 255), rect.center, CELL_SIZE // 2 - 5)
if last_move:
# row, col = latest_move
# 方形高亮 棋格
highlight_rect = pygame.Rect(last_move[0] * CELL_SIZE, last_move[1] * CELL_SIZE, CELL_SIZE, CELL_SIZE)
pygame.draw.rect(screen, HIGHLIGHT_COLOR, highlight_rect, 2)
# 圆形高亮 棋子
highlight_center = (last_move[0] * CELL_SIZE + CELL_SIZE // 2, last_move[1] * CELL_SIZE + CELL_SIZE // 2)
highlight_radius = CELL_SIZE // 2 - 5 # 与棋子相同的半径
pygame.draw.circle(screen, HIGHLIGHT_COLOR, highlight_center, highlight_radius+1.5, 2) # 用圆形高亮, 1.5是为了补偿高亮,高亮是2
pygame.draw.rect(screen, BORDER_COLOR, (0, 0, CELL_SIZE * BOARD_SIZE, CELL_SIZE * BOARD_SIZE), 5)# 绘制边框
def check_winner(board, player):
for x in range(BOARD_SIZE):
for y in range(BOARD_SIZE):
if board[x][y] == player:
# 检查水平方向
if x + 4 < BOARD_SIZE and all(board[x + i][y] == player for i in range(5)):
return True
# 检查垂直方向
if y + 4 < BOARD_SIZE and all(board[x][y + i] == player for i in range(5)):
return True
# 检查斜向(左上到右下)
if x + 4 < BOARD_SIZE and y + 4 < BOARD_SIZE and all(board[x + i][y + i] == player for i in range(5)):
return True
# 检查斜向(右上到左下)
if x - 4 >= 0 and y + 4 < BOARD_SIZE and all(board[x - i][y + i] == player for i in range(5)):
return True
return False
def check_threats(board, player):
three_in_a_row_positions = []
for x in range(BOARD_SIZE):
for y in range(BOARD_SIZE):
if board[x][y] == EMPTY:
board[x][y] = player # 模拟落子
if check_winner(board, player):
board[x][y] = EMPTY
return [(x, y)] # 直接获胜
# 检测是否出现三子的情况
if count_consecutive(board, x, y, player) == 3:
three_in_a_row_positions.append((x, y))
board[x][y] = EMPTY
return three_in_a_row_positions
def count_consecutive(board, x, y, player):
# 检查周围的棋子数量
count = 0
for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1), (-1, -1), (1, 1), (-1, 1), (1, -1)]:
temp_count = 0
for step in range(1, 5): # 只检测四个方向
nx, ny = x + dx * step, y + dy * step
if 0 <= nx < BOARD_SIZE and 0 <= ny < BOARD_SIZE and board[nx][ny] == player:
temp_count += 1
else:
break
count += temp_count
return count
def get_defensive_move(board):
# 检查对方是否可以形成三子或四子
for position in check_threats(board, BLACK):
return position # 返回防守位置
return None
def get_random_move(board):
empty_cells = [(x, y) for x in range(BOARD_SIZE) for y in range(BOARD_SIZE) if board[x][y] == EMPTY]
return random.choice(empty_cells) if empty_cells else None
def get_preferred_move(board):
preferred_moves = []
for x in range(BOARD_SIZE):
for y in range(BOARD_SIZE):
if board[x][y] == EMPTY:
# 优先选择靠近黑子的位置
for dx in [-1, 0, 1]:
for dy in [-1, 0, 1]:
nx, ny = x + dx, y + dy
if 0 <= nx < BOARD_SIZE and 0 <= ny < BOARD_SIZE and board[nx][ny] == BLACK:
preferred_moves.append((x, y))
break
return random.choice(preferred_moves) if preferred_moves else get_random_move(board)
def main():
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("五子棋")
game_over = False # 游戏是否结束
board = [[EMPTY for _ in range(BOARD_SIZE)] for _ in range(BOARD_SIZE)]
last_move = None
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if game_over:
continue # 如果游戏结束,不处理任何落子
# 检查是否平局
if all(board[x][y] != EMPTY for x in range(BOARD_SIZE) for y in range(BOARD_SIZE)):
game_over = True
print("游戏平局!")
if event.type == pygame.MOUSEBUTTONDOWN:
x, y = event.pos
x //= CELL_SIZE
y //= CELL_SIZE
if 0 <= x < BOARD_SIZE and 0 <= y < BOARD_SIZE and board[x][y] == EMPTY:
board[x][y] = BLACK
last_move = (x, y)
if check_winner(board, BLACK):
game_over = True
print("黑方获胜!")
#pygame.quit()
#sys.exit()
# 白方落子
if not game_over and not (all(board[x][y] != EMPTY for x in range(BOARD_SIZE) for y in range(BOARD_SIZE))):
move = get_defensive_move(board)
if move is None: # 若没有可防守的位置,落子
move = get_preferred_move(board)
board[move[0]][move[1]] = WHITE
last_move = move
if check_winner(board, WHITE):
game_over = True
print("白方获胜!")
# pygame.quit()
# sys.exit()
draw_board(screen, board, last_move)
pygame.display.flip()
pygame.quit()
if __name__ == "__main__":
main()