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本文實例為大家分享了python五子棋游戲的具體代碼,供大家參考,具體內容如下
1.項目簡介
在剛剛學習完python套接字的時候做的一個五子棋小游戲,可以在局域網內雙人對戰,也可以和電腦對戰
2.實現思路
局域網對戰
對于局域網功能來說,首先建立連接(tcp),然后每次下棋時將棋子的坐標發送給對方,當接收到坐標后實例化成棋子對象,這個接收時用了select函數,因為pygame需要循環渲染圖片,所以要用非阻塞方式接收消息
select()的機制中提供一fd_set的數據結構,實際上是一long類型的數組, 每一個數組元素都能與一打開的文件句柄(不管是Socket句柄,還是其他文件或命名管道或設備句柄)建立聯系,建立聯系的工作由程序員完成, 當調用select()時,由內核根據IO狀態修改fd_set的內容,由此來通知執行了select()的進程哪一Socket或文件可讀或可寫,主要用于Socket通信當中
主要代碼如下:
# 接收cli的消息 if is_people: rs, ws, es = select.select(inputs, [], [], 0) for r in rs: if r is tcpclisock: try: data = r.recv(BUFSIZ) islink = True print(data.decode('utf8')) if data.decode('utf8') == 'again': is_recieve1 = True if data.decode('utf8') == 'yes': is_playagain = True is_play = True if data.decode('utf8') == 'no': is_recieve2 = True islink = False if not is_play and not result: me = storn.Storn_Black(eval(data)) black_chesses.append(me) chesses.append(me) is_play = True except error: islink = False
電腦對戰
電腦對戰的思路也很簡單,用了應該是最常見的也是最簡單的方法,就是循環遍歷棋盤的每一個點,判斷該點的價值,選取價值最大的點落子,這個需要對五子棋的棋型有一定了解,這里介紹幾種常見的棋型(約定1為己方棋子,2為對方棋子,0為空)
活四(011110):這時候四顆棋子相連,同時兩端為空,已經阻止不了一方的勝利了,此時價值應該設置最高
死四(011112|10111|11011):四顆棋子,只有一個地方能形成連五,如果是自己的棋可以贏,是對方的也可以阻止對方贏棋,此時價值次高
就這樣把每種棋型判斷一下,獲得該點的價值,主要代碼如下:
# 判斷每個點的價值 def point_value(pos, white_chesses, black_chesses, identify1, identify2): value = 0 for i in range(1,9): # *1111_ 活四 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 3, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 4, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 5, white_chesses, black_chesses) == 0: value += 40000 # *11112 死四1 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 3, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 4, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 5, white_chesses, black_chesses) == identify2: value += 30000 # 1*111 死四2 if get_point(pos, i, -1, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 3, white_chesses, black_chesses) == identify1: value += 30000 # 11*11 死四3 if get_point(pos, i, -2, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, -1, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 2, white_chesses, black_chesses) == identify1: value += 30000 # *111_ 活三1 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 3, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 4, white_chesses, black_chesses) == 0: value += 20000 # *1_11_ 活三2 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 2, white_chesses, black_chesses) == 0 and \ get_point(pos, i, 3, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 4, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 5, white_chesses, black_chesses) == 0: value += 20000 # *1112 死三1 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 3, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 4, white_chesses, black_chesses) == identify2: value += 15000 # _1_112 死三2 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 2, white_chesses, black_chesses) == 0 and \ get_point(pos, i, 3, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 4, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 5, white_chesses, black_chesses) == identify2: value += 15000 # _11_12 死三3 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 3, white_chesses, black_chesses) == 0 and \ get_point(pos, i, 4, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 5, white_chesses, black_chesses) == identify2: value += 15000 # 1__11 死三4 if get_point(pos, i, -1, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 1, white_chesses, black_chesses) == 0 and \ get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 3, white_chesses, black_chesses) == identify1: value += 15000 # 1_1_1 死三5 if get_point(pos, i, -1, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 2, white_chesses, black_chesses) == 0 and \ get_point(pos, i, 3, white_chesses, black_chesses) == identify1: value += 15000 # 2_111_2 死三6 if get_point(pos, i, -1, white_chesses, black_chesses) == identify2 and \ get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 3, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 4, white_chesses, black_chesses) == 0 and \ get_point(pos, i, 5, white_chesses, black_chesses) == identify2: value += 15000 # __11__ 活二1 if get_point(pos, i, -1, white_chesses, black_chesses) == 0 and \ get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 3, white_chesses, black_chesses) == 0 and \ get_point(pos, i, 4, white_chesses, black_chesses) == 0: value += 1000 # _1_1_ 活二2 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 2, white_chesses, black_chesses) == 0 and \ get_point(pos, i, 3, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 4, white_chesses, black_chesses) == 0: value += 1000 # *1__ if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 2, white_chesses, black_chesses) == 0 and \ get_point(pos, i, 3, white_chesses, black_chesses) == 0: value += 30 # *1_ if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ get_point(pos, i, 2, white_chesses, black_chesses) == 0: value += 20 # *1 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1: value += 10 return value
電腦選擇落子位置時,要判斷是進攻還是防守,需要兩次遍歷棋盤,獲取進攻時的最大價值和防守的最大價值,主要代碼如下:
# 電腦選取落子的位置 def ai(white_chesses, black_chesses, chesses): value = max1 = max2 = 0 pos1 = pos2 = () # 進攻時 for i in range(0,15): row = 28 + i * 40 for j in range(0,15): col = 28 + j * 40 pos = (row,col) if is_empty(pos, chesses): continue value = point_value(pos, white_chesses, black_chesses, 1, 2) if value > max1: max1 = value pos1 = (row,col) # 防守時 for i in range(0,15): for j in range(0,15): row = 28 + i * 40 col = 28 + j * 40 if is_empty((row,col), chesses): continue value = point_value((row,col), white_chesses, black_chesses, 2, 1) if value > max2: max2 = value pos2 = (row,col) if max1 > max2: return pos1 else: return pos2
3.游戲截圖
以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支持億速云。
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