python 围棋代码
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Python 大作业——五子棋游戏姓名:学号:姓名:学号:一游戏介绍:我们设计的是五子棋游戏,支持两人一个鼠标对下,黑方用左键单击,白方用右键单击,谁先下均可,落子无悔,下过的棋子对方点击后不会变色,程序可自行判断输赢并在五子连珠时弹出结果对话框,游戏双方需遵守不在空地点击和一次下一子的规则。
二游戏代码设计:代码均为原创,没有借鉴和抄袭,首先是用户GUI界面设计,点击start进入游戏界面,点击quit则退出程序,为了方便判断和记录,我们按从左到右,从上到下的顺序给15x15=225颗棋子编号225,左键绑定函数callback1,点击后可算出它位于哪颗棋子上再画出来黑子,并把对应编号计入record这个列表,之后进入判断函数。
右键绑定函数callback2,点击后画出白子,对应编号计入recor这个列表,之后进入判断函数,其中总列表rec的作用是使棋子不被下第二遍。
三作业感想这个游戏虽然很小但是可以供室友们晚上娱乐之用,我们倾注了很多心血,之前采用模块化编程失败了很多次,有事件响应问题,参数传递问题,到第七个程序才成功,感谢张同珍老师指点了很多,我们学会了使用类,受益匪浅,对Python产生了浓厚的兴趣。
四过程截图五、实验代码from Tkinter import *from tkMessageBox import *class Game:def __init__(self):self.A=[]self.B=[]self.record=set()self.recor=set()self.rec=self.record|self.recorself.root=Tk()self.root.geometry("180x250")self.root.title("Wu Zi Qi Game")self.r=Canvas(self.root,width=180,height=210,bg="purple")pic=PhotoImage(file="beijing.gif")self.r.create_image(90,100,image=pic)self.r.place(x=0,y=15)Label(self.root,text="***Wu Zi Qi Game***",fg="red").place(x=20,y=0)Button(self.root,text="start",command=self.start).place(x=30,y=230)Button(self.root,text="quit ",command=self.root.destroy).place(x=100,y=230) self.r.mainloop()def start(self):self.root.destroy()self.top=Tk()self.top.title("Game Start")self.c=Canvas(self.top,width=480,height=480,bg="white")self.c.pack()self.c.create_rectangle(25,25,455,455,fill="gray")for i in range(30,451,30):for j in range(30,451,30):self.c.create_oval(i-2,j-2,i+2,j+2,fill="blue")for i in range(1,16):self.c.create_line(30,30*i,450,30*i)self.c.create_line(30*i,30,30*i,450)self.c.create_oval(234,234,246,246,fill="black")self.c.create_oval(115,115,125,125,fill="black")self.c.create_oval(355,115,365,125,fill="black")self.c.create_oval(115,355,125,365,fill="black")self.c.create_oval(355,355,365,365,fill="black")self.c.bind("<Button-1>",self.callback1)self.c.bind("<Button-3>",self.callback2)self.c.mainloop()def callback1(self,event):u,v=event.x,event.ys=u/15if s%2==1:self.x=(s+1)/2else:self.x=s/2l=v/15if l%2==1:self.y=(l+1)/2else:self.y=l/2g=(self.y-1)*15+self.xwhile g not in self.rec:self.c.create_oval(self.x*30-12,self.y*30-12,self.x*30+12,self.y*30+12,fill="black") self.A.append(g)self.record=set(self.A)self.rec=self.record|self.recorjudge=panduan(g,self.record)if judge==1:answer=showinfo("Game over","Black wins!")self.top.destroy()def callback2(self,event):u,v=event.x,event.ys=u/15if s%2==1:self.m=(s+1)/2else:self.m=s/2l=v/15if l%2==1:self.n=(l+1)/2else:self.n=l/2k=(self.n-1)*15+self.mwhile k not in self.rec:self.c.create_oval(self.m*30-12,self.n*30-12,self.m*30+12,self.n*30+12,fill="white") self.B.append(k)self.recor=set(self.B)self.rec=self.record|self.recorjudge=panduan(k,self.recor)if judge==1:answer=showinfo("Game over","White wins!")self.top.destroy()def panduan(g,record):#判断横排是否出现赢的情况if {g-4,g-3,g-2,g-1}<=record:return 1elif {g-3,g-2,g-1,g+1}<=record:return 1elif {g-2,g-1,g+1,g+2}<=record:return 1elif {g-1,g+1,g+2,g+3}<=record:return 1elif {g+1,g+2,g+3,g+4}<=record:return 1#判断竖列是否出现赢的情况elif {g-60,g-45,g-30,g-15}<=record:return 1elif {g-45,g-30,g-15,g+15}<=record:return 1elif {g-30,g-15,g+15,g+30}<=record:return 1elif {g-15,g+15,g+30,g+45}<=record: return 1elif {g+15,g+30,g+45,g+60}<=record: return 1#判断\列是否出现赢的情况elif {g-16,g-32,g-48,g-64}<=record:return 1elif {g-48,g-32,g-16,g+16}<=record:return 1elif {g-32,g-16,g+16,g+32}<=record:return 1elif {g-16,g+16,g+32,g+48}<=record: return 1elif {g+16,g+32,g+48,g+60}<=record: return 1#判断/列是否出现赢的情况elif {g-14,g-28,g-42,g-56}<=record:return 1elif {g-14,g-28,g-42,g+14}<=record:return 1elif {g-14,g-28,g+14,g+28}<=record:return 1elif {g-14,g+14,g+28,g+42}<=record:elif {g+14,g+28,g+42,g+56}<=record:return 1else:return 0def main():print "欢迎来到五子棋战场!黑方用左键,白方用右键,谁先下都可以,落子无悔,不要在棋盘周围空地点击。
python⼊门游戏之井字棋实例代码⽬录井字棋简介实例代码总结井字棋简介井字棋⼜称三⼦棋,英⽂名为Tic Tac Toe。
具体玩法为在⼀个3x3的棋盘上,⼀个玩家⽤X做棋⼦,另⼀个玩家⽤O做棋⼦,谁先在棋盘上的⼀⾏、⼀列或对⾓线上画满三个棋⼦,即可获胜,如果棋盘下满⽆⼈胜出,即为平局。
实例代码#要⽤的函数,可以在主程序⽤到时再看def panduan1(a,b):#判断是否获胜,返回1则证明此颜⾊的棋获胜x=0if x==0:for i in range(3):#检索⼆维数组的第i⾏q=0;p=0for j in range(3):#检索第i⾏列表的所有元素if a[i][j]==b:q+=1#i⾏每有⼀个与所给的b棋的颜⾊相同,q就加⼀if q==3:#如果此⾏三个元素都与所给棋的颜⾊相同,则返回1return 1if a[j][i]==b:#i,j位置颠倒,变为检测每列的三个元素p+=1#i列每有⼀个与所给的b棋的颜⾊相同,q就加⼀if p==3:#如果此列三个元素都与所给棋的颜⾊相同,则返回1return 1q=0;w=0for i in range(3):#判断对⾓线上的三个元素棋的颜⾊是否与b棋相同if a[i][i]==b:#判断正对⾓线q+=1#正对⾓线每有⼀个棋⼦与b颜⾊相同,q就加⼀if a[i][2-i]==b:#判断另⼀条对⾓线w+=1#负对⾓线每有⼀个棋⼦与b颜⾊相同,w就加⼀if q==3 or w==3:#其中⼀条对⾓线和b棋颜⾊全部相同,则返回1return 1return 0#以上条件都未返回值,则运⾏到这⼀步,返回0def xiaqi(all,qi,a):#将指定qi棋(⽩棋或⿊棋)下到指定的a位置all[int(qi[1])-1][int(qi[0])-1]=adef shuru1():#输⼊要下的位置并返回对应的9键位置列表x=input()#输⼊要下棋盘的位置suoyou='123456789'if suoyou.find(x)==-1:#限制范围为1-9,模拟的⼿机的9键位置print('输⼊不符合要求:')return 'no'#不合要求返回noy=0sum=''#存棋下的位置for j in range(1,4):#⾏号,整个循环循环x次,因为被下边break语句限制for z in range(1,4):#列号y+=1#循环⼀次加⼀,⽤于匹配是否和输⼊的数⼀样sum=str(z)+','+str(j)#键盘的9个键和相应的坐标all[j][z]if y==int(x):#匹配是否和输⼊的数⼀样,从1开始,匹配⼀样则返回9键对应位置列表并中断循环,⽐如输⼊2,返回[2,1],对应9键第⼀⾏第⼆列return(sum.split(','))#返回对应9键的位置列表breakdef panduan2(all,x):#判断棋盘此位置是否已有棋⼦hang=int(x[1])lie=int(x[0])if all[hang-1][lie-1]!='-':#只需要判断此位置是否为'-'号即可return 1#返回1,就是此位置已有棋⼦else:return 0#返回0,就是此位置没有棋⼦def dayin(all):#打印函数:⽤于打印棋盘现在的状况for i in range(3):print(' '.join(all[i]))#主程序开始all=[['-','-','-'],['-','-','-'],['-','-','-']]#建⽴棋盘,“-”号代表棋盘⽆棋⼦t=0;w=0print('游戏开始!\n⿊棋先:')while t==0 and w==0:#利⽤t,w来分别表明⿊⽩两棋的获胜,1为获胜,初始为0是为了进⾏⼀个整体循环,直到有⼀⽅获胜,则跳出循环dayin(all)print('轮到⿊棋了:')#先下⿊棋,标识符为'1'hei=shuru1()#输⼊⿊棋要下的位置while hei=='no' or panduan2(all,hei)==1:#设置重新输⼊判断命令,在输⼊的数不为1-9的数字或此位置有棋时重新输⼊,直到输⼊正确时退出循环dayin(all)#有误时先再次打印⼀次棋盘print('请重新输⼊:')hei=shuru1()#再次输⼊1-9数字xiaqi(all,hei,'1')#下⿊棋t=panduan1(all,'1')#判断⿊棋是否获胜,是则返回1dayin(all)#再次打印此时棋盘if t==1:#判断hei返回是否为1,是的话代表hei棋获胜,并退出循环print('⿊棋赢!')breakall1=all[0]+all[1]+all[2]#将棋盘加成⼀个字符串,利于判断是否还有空位置可下棋if all1.count('-')==0:#如果没有'-'号,则棋盘被下满,平局,退出循环dayin(all)#再次打印棋盘,为了好看,可以将这句挪到print下边print('平局!')breakprint('轮到⽩棋了:')#以下内容和⿊棋下法⼀样,是⽩棋的下法,⽩棋标识为'0'bai=shuru1()while bai=='no' or panduan2(all,bai)==1:dayin(all)print('请重新输⼊:')bai=shuru1()xiaqi(all,bai,'0')w=panduan1(all,'0')if w==1:print('⽩棋赢!')dayin(all)all1=all[0]+all[1]+all[2]if all1.count('-')==0:dayin(all)print('平局!')breakprint('游戏结束!')运⾏结果在这啦,快和你的⼩伙伴⼀块玩吧:总结到此这篇关于python⼊门游戏之井字棋的⽂章就介绍到这了,更多相关python⼊门游戏井字棋内容请搜索以前的⽂章或继续浏览下⾯的相关⽂章希望⼤家以后多多⽀持!。
python单机五⼦棋的代码实现⽰例五⼦棋相信⼤家都玩过,那么你们有没有试过⾃⼰动⼿编写过五⼦棋呢?今天来带着⼤家实现以下五⼦棋。
def initChessSquare(x,y): #初始化棋盘for i in range(15): # 每⼀⾏的交叉点坐标rowlist = []for j in range(15): # 每⼀列的交叉点坐标pointX = x+ j*40pointY = y+ i*40sp = StornPoint(pointX,pointY,0)rowlist.append(sp)initChessList.append(rowlist)创建初始化棋盘⽅法initChessSquare(x,y):根据棋盘图⽚的交叉点个数,遍历其所有交叉点坐标。
def eventHander(): #监听各种事件for event in pygame.event.get():global initRoleif event.type == QUIT:#事件类型为退出时pygame.quit()sys.exit()if event.type == MOUSEBUTTONDOWN: #当点击⿏标时x,y = pygame.mouse.get_pos() #获取点击⿏标的位置坐标i=0j=0for temp in initChessList:for point in temp:if x>=point.x-10 and x<=point.x+10 and y>=point.y-10 and y<=point.y+10:if point.value == 0 and initRole == 1: #当棋盘位置为空;棋⼦类型为⽩棋point.value = 1 #⿏标点击时,棋⼦为⽩棋judgeResult(i,j,1)initRole = 2 #切换⾓⾊elif point.value == 0 and initRole ==2: #当棋盘位置为空;棋⼦类型为⿊棋point.value = 2 #⿏标点击时,棋⼦为⿊棋judgeResult(i,j,2)initRole = 1 #切换⾓⾊breakj+=1i+=1j=0这⾥是检查事件。
python五⼦棋以后不更新了,把以前的⼀些东西发出来。
这是⼀个命令⾏环境的五⼦棋程序。
使⽤了minimax算法。
除了百度各个棋型的打分⽅式,所有代码皆为本⼈所撸。
本程序结构与之前的井字棋、⿊⽩棋⼀模⼀样。
有⼀点⼩问题,没时间弄了,就这样吧。
⼀、效果图(略)⼆、完整代码from functools import wrapsimport timeimport csv'''五⼦棋 Gobang作者:hhh5460时间:20181213'''#1.初始化棋盘#------------def init_board():'''初始化棋盘棋盘规格 15*15如下所⽰:board = [[. . . . . . . . . . . . . . .],[. . . . . . . . . . . . . . .],[. . . . . . . . . . . . . . .],[. . . . . . . . . . . . . . .],[. . . . . . . . . . . . . . .],[. . . . . . . . . . . . . . .],[. . . . . . . . . . . . . . .],[. . . . . . . . . . . . . . .],[. . . . . . . . . . . . . . .],[. . . . . . . . . . . . . . .],[. . . . . . . . . . . . . . .],[. . . . . . . . . . . . . . .],[. . . . . . . . . . . . . . .],[. . . . . . . . . . . . . . .],[. . . . . . . . . . . . . . .]]其中:. – 未被占⽤X – 被⿊棋占⽤O – 被⽩棋占⽤'''print('Init board...')time.sleep(0.5)n = 15board = [['.'for _ in range(n)] for _ in range(n)]return board#2.确定玩家,执⿊先⾛#--------------------def get_player():'''⼈类玩家选择棋⼦颜⾊(⿊'X'先⾛)'''humancolor = input("Enter your color. (ex. 'X' or 'O'):").upper()computercolor = ['X', 'O'][humancolor == 'X']return computercolor, humancolor#3.进⼊循环#----------#4.打印棋盘、提⽰⾛⼦#------------------------------def print_board(board): #ok'''打印棋盘、⽐分开局:1 2 3 4 5 6 7 8 9 a b c d e f1 . . . . . . . . . . . . . . .2 . . . . . . . . . . . . . . .3 . . . . . . . . . . . . . . .4 . . . . . . . . . . . . . . .5 . . . . . . . . . . . . . . .6 . . . . . . . . . . . . . . .7 . . . . . . . . . . . . . . .8 . . . . . . . . . . . . . . .9 . . . . . . . . . . . . . . .a . . . . . . . . . . . . . . .b . . . . . . . . . . . . . . .c . . . . . . . . . . . . . . .d . . . . . . . . . . . . . . .e . . . . . . . . . . . . . . .f . . . . . . . . . . . . . . .'''axises = list('123456789abcdef')print('', ''.join(axises))for i, v in enumerate(axises):print(v, ''.join(board[i]))#5.思考⾛法、放弃终⽌#--------------------def get_human_move(board, color): #ok'''取⼈类玩家⾛法'''giveup = True # 放弃标志legal_moves = _get_legal_moves(board, color)#print(','.join([translate_move(move) for move in legal_moves]), len(legal_moves))while True:_move = input("Enter your move.(ex.'cd' means row=c col=d): ").lower()move = translate_move(_move)if move in legal_moves:giveup = False # 不放弃breakreturn move, giveupdef _get_all_lianxin(board, move, color): #ok'''取当前点位落⼦后连星1.按照棋盘两连、三连、四连的个数 double triple quadra penta'''n = len(board)uncolor = ['X', 'O'][color == 'X'] # 反⾊lianxin = [] # 连星数,len(lianxin) == 4directions = ((0,1),(1,0),(1,1),(1,-1)) # 东, 南, 东南, 西南for direction in directions:dr, dc = direction # 步幅#r, c = move # 起点count = 1 # 连星数,算上起点(落⼦位置)jump_count = [0, 0] # 顺、反⽅向跳开⼀个空格之后的连星数jump_flag = [False, False] # 顺、反⽅向跳开⼀个空格的标志block = [False, False] # 顺、反⽅向是否堵死#name = ['','']for i,v in enumerate([1, -1]): # 顺、反⽅向分别⽤1、-1表⽰dr, dc = v*dr, v*dc # 步幅r, c = move[0]+dr, move[1]+dc # 先⾛⼀步while True:if not _is_on_board(board, [r, c]) or board[r][c] == uncolor: # 不在棋盘内,或对⽅棋⼦block[i] = True # 被堵死breakif board[r][c] == '.': # 为空if not _is_on_board(board, [r+dr, c+dc]) or board[r+dr][c+dc] != color: # 且下⼀格,不在棋盘内、或者⾮⼰⽅棋⼦breakif jump_flag[i] == True: # 前⾯已经跳了⼀格了,则终⽌break# 能⼒所限,不考虑⼜跳⼀格的情况!!!else:jump_flag[i] = Trueelif board[r][c] == color:if jump_flag[i] == True:jump_count[i] += 1else:count += 1r, c = r + dr, c + dc # 步进lianxin.append([count, jump_count, block])return lianxindef _move_score(board, move): #ok'''对该落⼦位置“打分”这个逻辑太复杂了,代码⼜长⼜臭!!暂时不考虑简化棋型分值:0.活五 +1000001.死五 +1000002.活四 +100003.死四 +10004.活三 +10005.死三 +1006.活⼆ +1007.死⼆ +108.活⼀ +109.死⼀ +2特别说明:10.跳N 两边棋型分相加 * 上⼀级分值的20% ?商榷lianxin == [[2,[0,0],[True,False]],[1,[0,0],[True,False]],[3,[1,0],[False,False]],[3,[2,1],[True,False]]]'''# 死⼀, 活⼀, 死⼆, 活⼆, 死三, 活三, 死四, 活四, 死五, 活五scores = [ 2, 10, 10, 100, 100, 1000, 1000, 10000,100000,100000]sum_score = 0for color in ['X','O']:for lianxin in _get_all_lianxin(board, move, color):count, jump_count, block = lianxinif jump_count[0] > 0 and jump_count[1] > 0: # 情况⼀:两边跳if block[0] == True and block[1] == True:if count + jump_count[0] + jump_count[1] + 2 < 5: continueelse:# 这边跳了if block[0] == True: # 有跳的,先把分数加了再说(查表加分)sum_score += scores[jump_count[0]*2-2] # 加死的分sum_score += min(scores[(jump_count[0]+count)*2-2] * 0.2, 200) # 上⼀级的20% else:sum_score += scores[jump_count[0]*2-1] # 加活的分sum_score += min(scores[(jump_count[0]+count)*2-1] * 0.2, 200) # 上⼀级的20% # 这边也跳了if block[1] == True: # 有跳的,先把分数加了再说(查表加分)sum_score += scores[jump_count[1]*2-2] # 加死的分sum_score += min(scores[(jump_count[1]+count)*2-2] * 0.2, 200) # 上⼀级的20% else:sum_score += scores[jump_count[1]*2-1] # 加活的分sum_score += min(scores[(jump_count[1]+count)*2-1] * 0.2, 200) # 上⼀级的20% # 中间sum_score += scores[count*2-1] # 中间加活的分elif jump_count[0] > 0 and jump_count[1] == 0: # 情况⼆:有⼀边跳if block[0] == True and block[1] == True:if count + jump_count[0] + jump_count[1] + 1 < 5: continueelse:# 跳的这边if block[0] == True: # 先把跳那边的分数加了再说(查表加分)sum_score += scores[jump_count[0]*2-2] # 加死的分sum_score += min(scores[(jump_count[0]+count)*2-2] * 0.2, 200) # 上⼀级的20% else:sum_score += scores[jump_count[0]*2-1] # 加活的分sum_score += min(scores[(jump_count[0]+count)*2-1] * 0.2, 200) # 上⼀级的20% # 没跳的那边if block[1] == True:sum_score += scores[count*2-2] # 加死的分else:sum_score += scores[count*2-1] # 加活的分elif jump_count[1] > 0 and jump_count[0] == 0: # 情况三:另⼀边跳if block[0] == True and block[1] == True:if count + jump_count[0] + jump_count[1] + 1 < 5: continueelse:# 跳的这边if block[1] == True: # 先把跳那边的分数加了再说(查表加分)sum_score += scores[jump_count[1]*2-2] # 加死的分sum_score += min(scores[(jump_count[1]+count)*2-2] * 0.2, 200) # 上⼀级的20% else:sum_score += scores[jump_count[1]*2-1] # 加活的分sum_score += min(scores[(jump_count[1]+count)*2-1] * 0.2, 200) # 上⼀级的20% # 没跳的那边if block[0] == True:sum_score += scores[count*2-2] # 加死的分else:sum_score += scores[count*2-1] # 加活的分elif jump_count[0] == 0 and jump_count[1] == 0: # 情况四:两边都没跳if block[0] and block[1]: # 两边都堵死了if count == 5: # 等于5才加,否则不加sum_score += scores[count*2-2] # -1,-2⼀样elif block[0] or block[1]: # 只堵死⼀边sum_score += scores[count*2-2] # 加死的分else:sum_score += scores[count*2-1] # 加活的分return sum_scoredef _get_center_enmpty_points(board): #ok'''取中⼼点附近的空位从中⼼点逐圈顺时针扫描,若连续两圈未有棋⼦,则停⽌'''n = len(board)center_point = [n//2, n//2] # 中⼼点[7,7],即'88'c1 = 0 # 空圈计数legal_moves = [] # 保存空位for i in range(8): #从内到外扫描8圈c2 = True # 空圈标志if i == 0:points = [[n//2, n//2]]else:# points = [第7-i⾏] + [第7+i列] + [第7+i⾏] + [第7-i列] # 从左上开始,顺时针⼀圈points = [[7-i,c] for c in range(7-i,7+i)] + \[[r,7+i] for r in range(7-i,7+i)] + \[[7+i,c] for c in range(7+i,7-i,-1)] + \[[r,7-i] for r in range(7+i,7-i,-1)]for point in points:if board[point[0]][point[1]] == '.': # 遇到空位,则legal_moves.append(point) # 保存点位else:c2 = False # 此圈⾮空if c2 == True: # 若此圈为空,空圈计数器加1c1 += 1if c1 == 2: breakelse: # 否则,清零c1 = 0return legal_moves # 越前,棋盘点位分值越⾼!def minimax(board, color, maximizingPlayer, depth):'''极⼤极⼩算法其中:maximizingPlayer = True #⼰⽅⽤例:_, move = minimax(board, 'X', True, 4) # 假设计算机执⿊'X'#参见: https:///wiki/Minimaxfunction minimax(node, depth, maximizingPlayer) isif depth = 0 or node is a terminal node thenreturn the heuristic value of nodeif maximizingPlayer thenvalue := −∞for each child of node dovalue := max(value, minimax(child, depth − 1, FALSE))return valueelse (* minimizing player *)value := +∞for each child of node dovalue := min(value, minimax(child, depth − 1, TRUE))return value(* Initial call *)minimax(origin, depth, TRUE)'''passdef get_computer_move(board, color):'''取计算机玩家⾛法计算机⾛⼦策略:1.对所有合法的落⼦位置逐个“打分”(如何“打分”,决定了计算机下棋的⽔平)2.取所有分值最⾼的落⼦位置'''print('Computer is thinking...', end='')legal_moves = _get_legal_moves(board, color)scores = [_move_score(board, move) for move in legal_moves]max_score = max(scores) # 最⾼分值best_move = legal_moves[scores.index(max_score)]print("'{}'".format(translate_move(best_move)))return best_movedef _is_legal_move(board, move): #ok'''判断落⼦位置是否合法说明:只要在棋盘内,且为空,即合法'''if _is_on_board(board, move) and board[move[0]][move[1]] == '.':return Truereturn Falsedef _get_legal_moves(board, color): #ok'''取当前颜⾊棋⼦所有的合法⾛法返回格式:[[x1,y1], [x2,y2], ...]'''legal_moves = _get_center_enmpty_points(board)return legal_movesdef _is_on_board(board, move): #ok'''判断点位是否在棋盘范围内'''n = len(board)return move[0] in range(n) and move[1] in range(n)def translate_move(move): #ok'''转换坐标如'1a'可转换为[0,9];⼜如[9,10]转换为'ab'此函数,只是为了⽅便,不是必要的'''axises = list('123456789abcdef')if type(move) is str: # 如'cd'row = axises.index(move[0])col = axises.index(move[1])_move = [row, col] # 得[2,3]elif type(move) is list: # 如[2,3]row = axises[move[0]]col = axises[move[1]]_move = '{}{}'.format(row, col) # 得'cd'return _move#6.落⼦#----------def do_move(board, move, color): #ok'''在当前位置落⼦'''assert board[move[0]][move[1]] == '.'board[move[0]][move[1]] = color#7.判断局⾯、是否终⽌#------------------------------def check_board(board, color): #ok'''检查棋盘返回:是否胜利'''n = len(board)directions = ((0,1),(1,0),(1,1),(1,-1)) # 东, 南, 东南, 西南# 四个搜索⽅向的起点(坐标),分四组。
Python编程tkinter库Canvas实现涂鸦颜⾊表及围棋盘⽰例⽬录tkinter库Canvas操作三个实例实例⼀:涂鸦运⾏效果图:其它作图函数:实例⼆:颜⾊表运⾏效果图:实例三:围棋盘运⾏效果图:tkinter库Canvas操作三个实例实例⼀:涂鸦import tkinter as tkimport pyautogui as agfrom time import sleepdef paint(event):x1, y1 = (event.x - 1), (event.y - 1)x2, y2 = (event.x + 1), (event.y + 1)tCanvas.create_oval(x1, y1, x2, y2, fill = "black")def moveRect(w,h):ag.moveRel(w,0, duration=w/1000) # moveRel移动 # dragRel拖曳ag.moveRel(0,h, duration=h/1000)ag.moveRel(-w,0, duration=w/1000)ag.moveRel(0,-h, duration=h/1000)sleep(0.5)win = ()X,Y=ag.size()winPos = "640x480+"winPos += str((X-640)//2)+"+"winPos += str((Y-480)//2)win.geometry(winPos)win.resizable(False, False)win.title('桌⾯分辨率:'+str(X)+"x"+str(Y))win.update()tCanvas = tk.Canvas(win, width = win.winfo_width(), height = 400, bg = 'white')tCanvas.pack(side = "top")tCanvas.bind("<B1-Motion>", paint)tCanvas.update()bel(win, text = "画布作图").pack(side = "bottom")x0,y0 = 150,60w,h = 350,160x , y = win.winfo_rootx()+x0, win.winfo_rooty()+y0ag.moveTo(x, y, duration=0.5)moveRect(w,h)#画直线tCanvas.create_line(x0, y0, x0+w, y0)tCanvas.create_line(x0+w, y0, x0+w, y0+h)#可以把左上和右下两个坐标点⼀起赋值给变量coord = x0+w, y0+h, x0, y0+htCanvas.create_line(coord)coord = x0, y0+h, x0, y0tCanvas.create_line(coord, fill = 'blue')tCanvas.update()moveRect(w-h/3,h)#画矩形coord = x0+1,y0+1,x0+w-1-h/3,y0+h-1tCanvas.create_rectangle(coord,fill='limegreen')tCanvas.update()moveRect(h,h)#画圆或椭圆coord = x0,y0,x0+h,y0+htCanvas.create_oval(coord,fill='deepskyblue')tCanvas.update()x0=x0+h/2ag.moveRel(h/2,0)moveRect(w-h/2,h)coord = x0,y0,x0+w-h/2,y0+htCanvas.create_oval(coord,fill='deeppink')tCanvas.update()#画扇形、⼸形或⼀段弧#type = PIESLICE 扇形、CHORD ⼸形、ARC 弧形sleep(1)coord = 100, 100, 300, 300tCanvas.create_arc(coord,start=0,extent=180,fill='gold')tCanvas.update()sleep(1)coord = 240, 60, 490, 310#颜⾊也可⽤6位16进制数的GRB值表⽰tCanvas.create_arc(coord,style=tk.CHORD,start=10,fill='#7CFC00')tCanvas.update()sleep(1)coord = 180, 10, 470, 300tCanvas.create_arc(coord,style=tk.ARC,width=3,dash=6,extent=-180)#参数有很多,可以上⽹搜相关参数表win.mainloop()运⾏效果图:注:程序运⾏时,按下⿏标左键就可以在画布上作图,上图 python 字样就是本⼈所画 ^_^其它作图函数:# 多边形、三⾓形tCanvas.create_polygon((10,100,10,180,100,180),fill='blue')# ⽂字tCanvas.create_text((150,50),text=u'输出⽂字',anchor=E)# 位图bmap={1:'error',2:'info',3:'question',4:'hourglass'}for i in bmap:tCanvas.create_bitmap((20*i,20),bitmap=bmap[i])# 调⼊图⽚img=PhotoImage(file='D:/pictures/exam.gif')tCanvas.create_image((200,200),image=img)tCanvas.pack()实例⼆:颜⾊表import tkinter as tkimport pyautogui as agwin = ()X,Y=ag.size()W,H=1200,800winPos = str(W)+"x"+str(H)+"+"winPos += str((X-W)//2)+"+"winPos += str((Y-H)//2)win.geometry(winPos)win.resizable(False, False)win.title('桌⾯分辨率:'+str(X)+"x"+str(Y)+' '*6+'窗⼝⼤⼩:'+str(W)+"x"+str(H))win.update()colorTuple=(('black', '#000000'),('navy', '#000080'),('darkblue', '#00008B'),('mediumblue', '#0000CD'),('blue', '#0000FF'),('darkgreen', '#006400'),('green', '#008000'),('teal', '#008080'),('darkcyan', '#008B8B'),('deepskyblue', '#00BFFF'),('darkturquoise', '#00CED1'),('mediumspringgreen', '#00FA9A'),('lime', '#00FF00'),('springgreen', '#00FF7F'),('aqua', '#00FFFF'),('cyan', '#00FFFF'),('midnightblue', '#191970'),('dodgerblue', '#1E90FF'),('lightseagreen', '#20B2AA'),('forestgreen', '#228B22'),('seagreen', '#2E8B57'),('darkslategray', '#2F4F4F'),('limegreen', '#32CD32'),('mediumseagreen', '#3CB371'),('turquoise', '#40E0D0'),('royalblue', '#4169E1'),('steelblue', '#4682B4'),('darkslateblue', '#483D8B'),('mediumturquoise', '#48D1CC'),('indigo', '#4B0082'),('darkolivegreen', '#556B2F'),('cadetblue', '#5F9EA0'),('cornflowerblue', '#6495ED'),('mediumaquamarine', '#66CDAA'),('dimgray', '#696969'),('slateblue', '#6A5ACD'),('olivedrab', '#6B8E23'),('slategray', '#708090'),('lightslategray', '#778899'),('mediumslateblue', '#7B68EE'),('lawngreen', '#7CFC00'),('chartreuse', '#7FFF00'),('aquamarine', '#7FFFD4'),('maroon', '#800000'),('purple', '#800080'),('olive', '#808000'),('gray', '#808080'),('skyblue', '#87CEEB'),('lightskyblue', '#87CEFA'),('blueviolet', '#8A2BE2'),('darkred', '#8B0000'),('darkmagenta', '#8B008B'),('saddlebrown', '#8B4513'),('darkseagreen', '#8FBC8F'),('lightgreen', '#90EE90'),('mediumpurple', '#9370DB'),('darkviolet', '#9400D3'),('palegreen', '#98FB98'),('darkorchid', '#9932CC'),('yellowgreen', '#9ACD32'),('sienna', '#A0522D'),('brown', '#A52A2A'),('darkgray', '#A9A9A9'),('lightblue', '#ADD8E6'),('greenyellow', '#ADFF2F'),('paleturquoise', '#AFEEEE'),('lightsteelblue', '#B0C4DE'),('powderblue', '#B0E0E6'),('firebrick', '#B22222'),('darkgoldenrod', '#B8860B'),('mediumorchid', '#BA55D3'),('rosybrown', '#BC8F8F'),('darkkhaki', '#BDB76B'),('silver', '#C0C0C0'),('mediumvioletred', '#C71585'),('indianred', '#CD5C5C'),('peru', '#CD853F'),('chocolate', '#D2691E'),('tan', '#D2B48C'),('lightgray', '#D3D3D3'),('thistle', '#D8BFD8'),('orchid', '#DA70D6'),('goldenrod', '#DAA520'),('palevioletred', '#DB7093'),('crimson', '#DC143C'),('gainsboro', '#DCDCDC'),('plum', '#DDA0DD'),('burlywood', '#DEB887'),('lightcyan', '#E0FFFF'),('lavender', '#E6E6FA'),('darksalmon', '#E9967A'),('violet', '#EE82EE'),('palegoldenrod', '#EEE8AA'),('lightcoral', '#F08080'),('khaki', '#F0E68C'),('aliceblue', '#F0F8FF'),('honeydew', '#F0FFF0'),('azure', '#F0FFFF'),('wheat', '#F5DEB3'),('beige', '#F5F5DC'),('whitesmoke', '#F5F5F5'),('mintcream', '#F5FFFA'),('ghostwhite', '#F8F8FF'),('salmon', '#FA8072'),('sandybrown', '#FAA460'),('antiquewhite', '#FAEBD7'),('linen', '#FAF0E6'),('lightgoldenrodyellow', '#FAFAD2'),('oldlace', '#FDF5E6'),('red', '#FF0000'),('fuchsia', '#FF00FF'),('magenta', '#FF00FF'),('deeppink', '#FF1493'),('orangered', '#FF4500'),('tomato', '#FF6347'),('hotpink', '#FF69B4'),('coral', '#FF7F50'),('darkorange', '#FF8C00'),('lightsalmon', '#FFA07A'),('orange', '#FFA500'),('lightpink', '#FFB6C1'),('pink', '#FFC0CB'),('gold', '#FFD700'),('peachpuff', '#FFDAB9'),('navajowhite', '#FFDEAD'),('moccasin', '#FFE4B5'),('bisque', '#FFE4C4'),('mistyrose', '#FFE4E1'),('blanchedalmond', '#FFEBCD'),('papayawhip', '#FFEFD5'),('lavenderblush', '#FFF0F5'),('seashell', '#FFF5EE'),('cornsilk', '#FFF8DC'),('lemonchiffon', '#FFFACD'),('floralwhite', '#FFFAF0'),('snow', '#FFFAFA'),('yellow', '#FFFF00'),('lightyellow', '#FFFFE0'),('ivory', '#FFFFF0'),('white', '#FFFFFF'))tv = tk.Canvas(win, width = win.winfo_width(), height = win.winfo_height()) tv.pack(side = "top")i = 0rows = 35w, h = 40, 10w1, h1, h2 = 100, 28, 22for ct in colorTuple:j = (i//rows) * 300k = i * h2 - (i//rows) * h2 * rowsx,y = j + w, k + hcoord = x, y, j + w1, k + h1tv.create_rectangle(coord,fill=ct[1])tv.create_text((x+70,y+9),text=ct[1],anchor=tk.W,font=("宋体",9))tv.create_text((x+120,y+9),text=ct[0],anchor=tk.W,font=("宋体",9))i+=1tv.update()for i in colorTuple:print(i[0],'\t' if len(i[0])>14 else '\t\t' if len(i[0])>6 else '\t\t\t',i[1])运⾏效果图:这些颜⾊已经⾜够多了,但据说装了seaborn扩展的话xkcd_rgb包含的颜⾊数(有英⽂名称的)会有更多......实例三:围棋盘import tkinter as tkimport pyautogui as agwin = ()X,Y=ag.size()W,H=800,800winPos = str(W)+"x"+str(H)+"+"winPos += str((X-W)//2)+"+"winPos += str((Y-H)//2)win.geometry(winPos)win.resizable(False, False)win.title('桌⾯分辨率:'+str(X)+"x"+str(Y)+' '*6+'窗⼝⼤⼩:'+str(W)+"x"+str(H))win.update()tv = tk.Canvas(win, width = win.winfo_width(), height = win.winfo_height())tv.pack(side = "top")for i in range(18):coord = 40, 40, 760, i*40 + 80tv.create_rectangle(coord)coord = 40, 40, i*40 + 80, 760tv.create_rectangle(coord)coord = 40, 40, 760, 760tv.create_rectangle(coord,width=2)x = (160,160,160,400,400,400,640,640,640)y = (160,400,640,160,400,640,160,400,640)for i in range(9):tv.create_oval(x[i]-2,y[i]-2,x[i]+2,y[i]+2,fill='black')tv.update()运⾏效果图:实例⼀中⽤到的 pyautogui,相关⽂章请见:《》以上就是Python编程tkinter库Canvas实现涂鸦颜⾊表及围棋盘⽰例的详细内容,更多关于Python编程tkinter库Canvas实现涂鸦颜⾊表围棋盘的资料请关注其它相关⽂章!。
python实现五⼦棋游戏(pygame版)本⽂实例为⼤家分享了python五⼦棋游戏的具体代码,供⼤家参考,具体内容如下⽬录简介实现过程结语简介使⽤python实现pygame版的五⼦棋游戏;环境:Windows系统+python3.8.0游戏规则:1.分两位棋⼿对战,默认⿊棋先下;当在棋盘点击左键,即在该位置绘制⿊棋;2.⾃动切换到⽩棋,当在棋盘点击左键,即在该位置绘制⽩棋;3.轮流切换棋⼿下棋,当那⽅先形成5⼦连线者获胜(横、竖、斜、反斜四个⽅向都可以)。
游戏运⾏效果如下:实现过程1.新建⽂件settings.py,⽤来定义⼀些必须的基本属性和初始值;class Settings():def __init__(self):"""初始化的游戏配置"""# 屏幕宽⾼self.width = 700self.height = 554# ⽂字颜⾊和⼤⼩self.fontsize = 14self.fonttype = 'simsunnsimsun'# 棋盘格数self.number = 15# 棋盘左边距、上边距和间隔self.bd_left = 30self.bd_top = 30self.bd_space = 36# 判断游戏是否结束(默认开始)self.game_active = True# 判断哪⽅下棋(默认⿊⼦先写)self.chess_player = 1self.prompt_info = '当前棋⼿:⿊棋'# 开始校验输赢(两边合计9,因为已经有⼀边5步)self.win_number = 0# 设置背景图、⿊棋图⽚、⽩棋图⽚路径self.checkerboard_bg = 'images/checkerboard_bg.png'self.black_chess = 'images/black_chess.png'self.white_chess = 'images/white_chess.png'# 存储落⼦数据self.move_chess = []2.新建⽂件checkerboard.py,主要⽤来绘制背景图和棋格线;import sysimport pygameclass Checkerboard():def __init__(self, ck_settings, screen, position):self.ck_settings = ck_settingsself.screen = screenself.position = position# 颜⾊和坐标⼤⼩self.text_color = (0, 0, 0)self.font = pygame.font.SysFont(ck_settings.fonttype, ck_settings.fontsize)# 存储棋⼦坐标self.checkerboard = []# 加载背景图、⿊棋和⽩棋(当有图⽚不存在时,打印错误并退出游戏)try:self.bg_image = pygame.image.load(ck_settings.checkerboard_bg)self.black_image = pygame.image.load(ck_settings.black_chess).convert_alpha() # convert_alpha背景透明self.white_image = pygame.image.load(ck_settings.white_chess).convert_alpha()self.chess_rect = self.black_image.get_rect()except Exception as e:print('error:', e)sys.exit()def draw_board(self):# 存储棋⼦坐标for i in range(self.ck_settings.number):self.checkerboard.append([])for j in range(self.ck_settings.number):self.checkerboard[i].append(self.position(self.ck_settings.bd_left + i * self.ck_settings.bd_space, self.ck_settings.bd_top + j * self.ck_settings.bd_space)) # 绘制棋盘坐标for i in range(0, self.ck_settings.number):# ord返回字符的ASCII数值,chr再返回字符x_text = self.font.render(chr(ord('A') + i), True, self.text_color) # A-Oy_text = self.font.render(str(i + 1), True, self.text_color) # 1-15# 绘制xy轴坐标(在棋盘背景图绘制)self.bg_image.blit(x_text, (self.checkerboard[i][0].x - x_text.get_width() / 2, self.checkerboard[i][0].y - 20))self.bg_image.blit(y_text, (self.checkerboard[0][i].x - 20, self.checkerboard[0][i].y - y_text.get_height() / 2))# 绘制横竖线(在棋盘背景图绘制)pygame.draw.line(self.bg_image, self.text_color, self.checkerboard[0][i], self.checkerboard[self.ck_settings.number-1][i])pygame.draw.line(self.bg_image, self.text_color, self.checkerboard[i][0], self.checkerboard[i][self.ck_settings.number-1])# 绘制棋盘背景图self.screen.blit(self.bg_image, (0, 0))3.新建⽂件infopanel.py,主要⽤来绘制棋盘右边提⽰信息(暂时只有显⽰下棋⽅和获胜信息);import pygame.fontclass Infopanel():def __init__(self, ck_settings, screen):"""初始化属性"""self.settings = ck_settingsself.screen = screenself.screen_rect = screen.get_rect()# 设置⽂字颜⾊和字体⼤⼩_color = (217, 8, 10)self.font = pygame.font.SysFont(ck_settings.fonttype, 16)def draw_info(self, info):"""将⽂字渲染为图像,并定位到右边⽔平居中"""_image = self.font.render(info, True, _color)_image_rect = _image.get_rect()_image_rect.right = self.screen_rect.right - (self.screen_rect.width - 536 - _image_rect.width) / 2_image_rect.top = 50# 绘制到屏幕self.screen.blit(_image, _image_rect)4.新建⽂件“game_functions.py”,存放跟游戏有关的所有业务逻辑函数;import sysimport pygame# 棋def update_board(ck_settings, cb, index_coordinates, position):"""更新棋盘信息"""# 判断棋⼿(⿊棋或⽩棋)if ck_settings.chess_player == 1:ck_settings.prompt_info = '当前棋⼿:⽩棋'img = cb.black_imagechess_type = 'black'else:ck_settings.prompt_info = '当前棋⼿:⿊棋'img = cb.white_imagechess_type = 'white'"""落棋"""dropState = check_at(ck_settings, index_coordinates)if dropState:i, j = index_coordinateschess_x = cb.checkerboard[j][i].x - cb.chess_rect.width / 2chess_y = cb.checkerboard[j][i].y - cb.chess_rect.height / 2# 累计步数(两边合计)ck_settings.win_number += 1# 落⼦并转换棋⼿ck_settings.move_chess.append({'type': chess_type, 'coord': position(i, j)}) cb.bg_image.blit(img, (chess_x, chess_y))ck_settings.chess_player *= -1# 合计9步开始校验输赢if ck_settings.win_number >= 9:check_stats(ck_settings, (i, j))else:ck_settings.prompt_info = '已经有其他棋⼦'# 检查(i,j)位置是否已占⽤def check_at(ck_settings, index_coordinates):for item in ck_settings.move_chess:if index_coordinates == item['coord']:return Falsereturn Truedef check_stats(ck_settings, pos):"""校验四个⽅向,是否有了输赢"""pos_i, pos_j = posdirects = [(1, 0), (0, 1), (1, 1), (1, -1)] # 横、竖、斜、反斜四个⽅向检查for direct in directs:line_checkerboard = []d_x, d_y = directlast = ck_settings.move_chess[-1]line_ball = [] # 存放在⼀条线上的棋⼦for ball in ck_settings.move_chess:# 跟最后落⼦判断if ball['type'] == last['type']:x = ball['coord'].x - last['coord'].xy = ball['coord'].y - last['coord'].yif d_x == 0:if x == 0:line_ball.append(ball['coord'])if d_y == 0:if y == 0:line_ball.append(ball['coord'])if x * d_y == y * d_x:line_ball.append(ball['coord'])if len(line_ball) >= 5: # 只有5⼦及以上才继续判断sorted_line = sorted(line_ball)for i, item in enumerate(sorted_line):index = i + 4if index < len(sorted_line):if d_x == 0:y1 = item.yy2 = sorted_line[index].y# 此点和第5个点⽐较y值,如相差为4则连成5⼦if abs(y1 - y2) == 4:ck_settings.prompt_info = '⿊棋获胜' if last['type'] == 'black' else '⽩棋获胜' else:x1 = item.xx2 = sorted_line[index].x# 此点和第5个点⽐较x值,如相差为4则连成5⼦if abs(x1 - x2) == 4:ck_settings.prompt_info = '⿊棋获胜' if last['type'] == 'black' else '⽩棋获胜' else:break# 事件def check_events(ck_settings, cb, position):"""监听事件"""for event in pygame.event.get():if event.type == pygame.QUIT:sys.exit()elif event.type == pygame.MOUSEBUTTONDOWN:# 点击左键if event.button == 1:pos = pygame.mouse.get_pos() # 获取点击实际坐标# 判断是否溢出x_first = cb.checkerboard[0][0].xx_last = cb.checkerboard[ck_settings.number - 1][ck_settings.number - 1].xy_first = cb.checkerboard[0][0].yy_last = cb.checkerboard[ck_settings.number - 1][ck_settings.number - 1].yif pos[0] < x_first or pos[0] > x_last or pos[1] < y_first or pos[1] > y_last:ck_settings.prompt_info = '落⼦位置不正确!'else:index_coordinates = to_index(ck_settings, pos)update_board(ck_settings, cb, index_coordinates, position)def to_index(ck_settings, pos):"""实际坐标转换为棋盘下标"""i = round((pos[1] - ck_settings.bd_top) / ck_settings.bd_space)j = round((pos[0] - ck_settings.bd_left) / ck_settings.bd_space)return (i, j)5.新建⽂件gobang.py,主函数⽤来初始化程序,并同步更新程序的信息;import pygamefrom settings import Settingsfrom checkerboard import Checkerboardfrom collections import namedtupleimport game_functions as gffrom infopanel import Infopaneldef run_game():"""运⾏游戏"""# 初始化游戏屏幕pygame.init()# 创建时钟对象 (可以控制游戏循环频率)clock = pygame.time.Clock()# 配置实例化ck_settings = Settings()screen = pygame.display.set_mode((ck_settings.width, ck_settings.height))pygame.display.set_caption('五⼦棋游戏')# namedtuple创建类似于元组的数据类型,除了可以⽤索引访问,能够迭代,还能⽤属性名访问数据position = namedtuple('Position', ['x', 'y'])# 创建实例cb = Checkerboard(ck_settings, screen, position)# 实例化⾯板信息infopanel = Infopanel(ck_settings, screen)while ck_settings.game_active:# 绘制棋盘cb.draw_board()# 绘制⾯板信息infopanel.draw_info(ck_settings.prompt_info)# 检查玩家事件并更新棋盘gf.check_events(ck_settings, cb, position)# 让最近绘制的屏幕可见pygame.display.flip()# 通过时钟对象指定循环频率clock.tick(60) # 每秒循环60次run_game()6.在⽂件gobang.py⽬录路径下,执⾏命令“python gobang.py”弹出窗⼝,即可对其操作游玩。
python实现围棋游戏(纯tkintergui)1. 开始前本程序基于tkinter⽣成GUI,使⽤前请确保已经安装好tkinter对于windows⽤户,您可能已经安装了tkinter,cmd中输⼊python -c 'import tkinter',如果没有出错则已安装tkinter对于linux⽤户,您可能未安装tkinter,使⽤包管理⼯具搜索tkinter,如:apt search tkinter,pacman -Ss tkinter,yum search tkinter,选择符合要求的软件包,然后安装,如果未找到,请⾃⾏下载并编译源代码,再安装。
2.完整代码#!/usr/bin/python3# 使⽤Python内置GUI模块tkinterfrom tkinter import *# ttk覆盖tkinter部分对象,ttk对tkinter进⾏了优化from tkinter.ttk import *# 深拷贝时需要⽤到copy模块import copyimport tkinter.messagebox# 围棋应⽤对象定义class Application(Tk):# 初始化棋盘,默认九路棋盘def __init__(self,my_mode_num=9):Tk.__init__(self)# 模式,九路棋:9,⼗三路棋:13,⼗九路棋:19self.mode_num=my_mode_num# 窗⼝尺⼨设置,默认:1.8self.size=1.8# 棋盘每格的边长self.dd=360*self.size/(self.mode_num-1)# 相对九路棋盘的矫正⽐例self.p=1 if self.mode_num==9 else (2/3 if self.mode_num==13 else 4/9)# 定义棋盘阵列,超过边界:-1,⽆⼦:0,⿊棋:1,⽩棋:2self.positions=[[0 for i in range(self.mode_num+2)] for i in range(self.mode_num+2)]# 初始化棋盘,所有超过边界的值置-1for m in range(self.mode_num+2):for n in range(self.mode_num+2):if (m*n==0 or m==self.mode_num+1 or n==self.mode_num+1):self.positions[m][n]=-1# 拷贝三份棋盘“快照”,悔棋和判断“打劫”时需要作参考st_3_positions=copy.deepcopy(self.positions)st_2_positions=copy.deepcopy(self.positions)st_1_positions=copy.deepcopy(self.positions)# 记录⿏标经过的地⽅,⽤于显⽰shadow时self.cross_last=None# 当前轮到的玩家,⿊:0,⽩:1,执⿊先⾏self.present=0# 初始停⽌运⾏,点击“开始游戏”运⾏游戏self.stop=True# 悔棋次数,次数⼤于0才可悔棋,初始置0(初始不能悔棋),悔棋后置0,下棋或弃⼿时恢复为1,以禁⽌连续悔棋self.regretchance=0# 图⽚资源,存放在当前⽬录下的/Pictures/中self.photoW=PhotoImage(file = "./Pictures/W.png")self.photoB=PhotoImage(file = "./Pictures/B.png")self.photoBD=PhotoImage(file = "./Pictures/"+"BD"+"-"+str(self.mode_num)+".png")self.photoWD=PhotoImage(file = "./Pictures/"+"WD"+"-"+str(self.mode_num)+".png")self.photoBU=PhotoImage(file = "./Pictures/"+"BU"+"-"+str(self.mode_num)+".png")self.photoWU=PhotoImage(file = "./Pictures/"+"WU"+"-"+str(self.mode_num)+".png")# ⽤于⿊⽩棋⼦图⽚切换的列表self.photoWBU_list=[self.photoBU,self.photoWU]self.photoWBD_list=[self.photoBD,self.photoWD]# 窗⼝⼤⼩self.geometry(str(int(600*self.size))+'x'+str(int(400*self.size)))# 画布控件,作为容器self.canvas_bottom=Canvas(self,bg='#369',bd=0,width=600*self.size,height=400*self.size)self.canvas_bottom.place(x=0,y=0)# ⼏个功能按钮self.startButton=Button(self,text='开始游戏',command=self.start)self.startButton.place(x=480*self.size,y=200*self.size)self.passmeButton=Button(self,text='弃⼀⼿',command=self.passme)self.passmeButton.place(x=480*self.size,y=225*self.size)self.regretButton=Button(self,text='悔棋',command=self.regret)self.regretButton.place(x=480*self.size,y=250*self.size)# 初始悔棋按钮禁⽤self.regretButton['state']=DISABLEDself.replayButton=Button(self,text='重新开始',command=self.reload)self.replayButton.place(x=480*self.size,y=275*self.size)self.newGameButton1=Button(self,text=('⼗三' if self.mode_num==9 else '九')+'路棋',command=self.newGame1)self.newGameButton1.place(x=480*self.size,y=300*self.size)self.newGameButton2=Button(self,text=('⼗三' if self.mode_num==19 else '⼗九')+'路棋',command=self.newGame2)self.newGameButton2.place(x=480*self.size,y=325*self.size)self.quitButton=Button(self,text='退出游戏',command=self.quit)self.quitButton.place(x=480*self.size,y=350*self.size)# 画棋盘,填充颜⾊self.canvas_bottom.create_rectangle(0*self.size,0*self.size,400*self.size,400*self.size,fill='#c51')# 刻画棋盘线及九个点# 先画外框粗线self.canvas_bottom.create_rectangle(20*self.size,20*self.size,380*self.size,380*self.size,width=3)# 棋盘上的九个定位点,以中点为模型,移动位置,以作出其余⼋个点for m in [-1,0,1]:for n in [-1,0,1]:self.oringinal=self.canvas_bottom.create_oval(200*self.size-self.size*2,200*self.size-self.size*2,200*self.size+self.size*2,200*self.size+self.size*2,fill='#000')self.canvas_bottom.move(self.oringinal,m*self.dd*(2 if self.mode_num==9 else (3 if self.mode_num==13 else 6)),n*self.dd*(2 if self.mode_num==9 else (3 if self.mode_num==13 else 6)))# 画中间的线条for i in range(1,self.mode_num-1):self.canvas_bottom.create_line(20*self.size,20*self.size+i*self.dd,380*self.size,20*self.size+i*self.dd,width=2)self.canvas_bottom.create_line(20*self.size+i*self.dd,20*self.size,20*self.size+i*self.dd,380*self.size,width=2)# 放置右侧初始图⽚self.pW=self.canvas_bottom.create_image(500*self.size+11, 65*self.size,image=self.photoW)self.pB=self.canvas_bottom.create_image(500*self.size-11, 65*self.size,image=self.photoB)# 每张图⽚都添加image标签,⽅便reload函数删除图⽚self.canvas_bottom.addtag_withtag('image',self.pW)self.canvas_bottom.addtag_withtag('image',self.pB)# ⿏标移动时,调⽤shadow函数,显⽰随⿏标移动的棋⼦self.canvas_bottom.bind('<Motion>',self.shadow)# ⿏标左键单击时,调⽤getdown函数,放下棋⼦self.canvas_bottom.bind('<Button-1>',self.getDown)# 设置退出快捷键<Ctrl>+<D>,快速退出游戏self.bind('<Control-KeyPress-d>',self.keyboardQuit)# 开始游戏函数,点击“开始游戏”时调⽤def start(self):# 删除右侧太极图self.canvas_bottom.delete(self.pW)self.canvas_bottom.delete(self.pB)# 利⽤右侧图案提⽰开始时谁先落⼦if self.present==0:self.create_pB()self.del_pW()else:self.create_pW()self.del_pB()# 开始标志,解除stopself.stop=None# 放弃⼀⼿函数,跳过落⼦环节def passme(self):# 悔棋恢复if not self.regretchance==1:self.regretchance+=1else:self.regretButton['state']=NORMAL# 拷贝棋盘状态,记录前三次棋局st_3_positions=copy.deepcopy(st_2_positions)st_2_positions=copy.deepcopy(st_1_positions)st_1_positions=copy.deepcopy(self.positions)self.canvas_bottom.delete('image_added_sign')# 轮到下⼀玩家if self.present==0:self.create_pW()self.del_pB()self.present=1else:self.create_pB()self.del_pW()self.present=0# 悔棋函数,可悔棋⼀回合,下两回合不可悔棋def regret(self):# 判定是否可以悔棋,以前第三盘棋局复原棋盘if self.regretchance==1:self.regretchance=0self.regretButton['state']=DISABLEDlist_of_b=[]list_of_w=[]self.canvas_bottom.delete('image')if self.present==0:self.create_pB()else:self.create_pW()for m in range(1,self.mode_num+1):for n in range(1,self.mode_num+1):self.positions[m][n]=0for m in range(len(st_3_positions)):for n in range(len(st_3_positions[m])):if st_3_positions[m][n]==1:list_of_b+=[[n,m]]elif st_3_positions[m][n]==2:list_of_w+=[[n,m]]self.recover(list_of_b,0)self.recover(list_of_w,1)st_1_positions=copy.deepcopy(st_3_positions)for m in range(1,self.mode_num+1):for n in range(1,self.mode_num+1):st_2_positions[m][n]=0st_3_positions[m][n]=0# 重新加载函数,删除图⽚,序列归零,设置⼀些初始参数,点击“重新开始”时调⽤def reload(self):if self.stop==1:self.stop=0self.canvas_bottom.delete('image')self.regretchance=0self.present=0self.create_pB()for m in range(1,self.mode_num+1):for n in range(1,self.mode_num+1):self.positions[m][n]=0st_3_positions[m][n]=0st_2_positions[m][n]=0st_1_positions[m][n]=0# 以下四个函数实现了右侧太极图的动态创建与删除def create_pW(self):self.pW=self.canvas_bottom.create_image(500*self.size+11, 65*self.size,image=self.photoW)self.canvas_bottom.addtag_withtag('image',self.pW)def create_pB(self):self.pB=self.canvas_bottom.create_image(500*self.size-11, 65*self.size,image=self.photoB)self.canvas_bottom.addtag_withtag('image',self.pB)def del_pW(self):self.canvas_bottom.delete(self.pW)def del_pB(self):self.canvas_bottom.delete(self.pB)# 显⽰⿏标移动下棋⼦的移动def shadow(self,event):if not self.stop:# 找到最近格点,在当前位置靠近的格点出显⽰棋⼦图⽚,并删除上⼀位置的棋⼦图⽚if (20*self.size<event.x<380*self.size) and (20*self.size<event.y<380*self.size):dx=(event.x-20*self.size)%self.dddy=(event.y-20*self.size)%self.ddself.cross=self.canvas_bottom.create_image(event.x-dx+round(dx/self.dd)*self.dd+22*self.p, event.y-dy+round(dy/self.dd)*self.dd-27*self.p,image=self.photoWBU_list[self.present])self.canvas_bottom.addtag_withtag('image',self.cross)if self.cross_last!=None:self.canvas_bottom.delete(self.cross_last)self.cross_last=self.cross# 落⼦,并驱动玩家的轮流下棋⾏为def getDown(self,event):if not self.stop:# 先找到最近格点if (20*self.size-self.dd*0.4<event.x<self.dd*0.4+380*self.size) and (20*self.size-self.dd*0.4<event.y<self.dd*0.4+380*self.size):dx=(event.x-20*self.size)%self.dddy=(event.y-20*self.size)%self.ddx=int((event.x-20*self.size-dx)/self.dd+round(dx/self.dd)+1)y=int((event.y-20*self.size-dy)/self.dd+round(dy/self.dd)+1)# 判断位置是否已经被占据if self.positions[y][x]==0:# 未被占据,则尝试占据,获得占据后能杀死的棋⼦列表self.positions[y][x]=self.present+1self.image_added=self.canvas_bottom.create_image(event.x-dx+round(dx/self.dd)*self.dd+4*self.p, event.y-dy+round(dy/self.dd)*self.dd-5*self.p,image=self.photoWBD_list[self.present]) self.canvas_bottom.addtag_withtag('image',self.image_added)# 棋⼦与位置标签绑定,⽅便“杀死”self.canvas_bottom.addtag_withtag('position'+str(x)+str(y),self.image_added)deadlist=self.get_deadlist(x,y)self.kill(deadlist)# 判断是否重复棋局if not st_2_positions==self.positions:# 判断是否属于有⽓和杀死对⽅其中之⼀if len(deadlist)>0 or self.if_dead([[x,y]],self.present+1,[x,y])==False:# 当不重复棋局,且属于有⽓和杀死对⽅其中之⼀时,落下棋⼦有效if not self.regretchance==1:self.regretchance+=1else:self.regretButton['state']=NORMALst_3_positions=copy.deepcopy(st_2_positions)st_2_positions=copy.deepcopy(st_1_positions)st_1_positions=copy.deepcopy(self.positions)# 删除上次的标记,重新创建标记self.canvas_bottom.delete('image_added_sign')self.image_added_sign=self.canvas_bottom.create_oval(event.x-dx+round(dx/self.dd)*self.dd+0.5*self.dd, event.y-dy+round(dy/self.dd)*self.dd+0.5*self.dd,event.x-dx+round(dx/self.dd)*self.dd-0.5*self.dd, event.y-dy+round(dy/self.dd)*self.dd-0.5*self.dd,w self.canvas_bottom.addtag_withtag('image',self.image_added_sign)self.canvas_bottom.addtag_withtag('image_added_sign',self.image_added_sign)if self.present==0:self.create_pW()self.del_pB()self.present=1else:self.create_pB()self.del_pW()self.present=0else:# 不属于杀死对⽅或有⽓,则判断为⽆⽓,警告并弹出警告框self.positions[y][x]=0self.canvas_bottom.delete('position'+str(x)+str(y))self.bell()self.showwarningbox('⽆⽓',"你被包围了!")else:# 重复棋局,警告打劫self.positions[y][x]=0self.canvas_bottom.delete('position'+str(x)+str(y))self.recover(deadlist,(1 if self.present==0 else 0))self.bell()self.showwarningbox("打劫","此路不通!")else:# 覆盖,声⾳警告self.bell()else:# 超出边界,声⾳警告self.bell()# 判断棋⼦(种类为yourChessman,位置为yourPosition)是否⽆⽓(死亡),有⽓则返回False,⽆⽓则返回⽆⽓棋⼦的列表# 本函数是游戏规则的关键,初始deadlist只包含了⾃⼰的位置,每次执⾏时,函数尝试寻找yourPosition周围有没有空的位置,有则结束,返回False代表有⽓;# 若找不到,则找⾃⼰四周的同类(不在deadlist中的)是否有⽓,即调⽤本函数,⽆⽓,则把该同类加⼊到deadlist,然后找下⼀个邻居,只要有⼀个有⽓,返回False代表有⽓;# 若四周没有⼀个有⽓的同类,返回deadlist,⾄此结束递归# def if_dead(self,deadlist,yourChessman,yourPosition):def if_dead(self,deadList,yourChessman,yourPosition):for i in [-1,1]:if [yourPosition[0]+i,yourPosition[1]] not in deadList:if self.positions[yourPosition[1]][yourPosition[0]+i]==0:return Falseif [yourPosition[0],yourPosition[1]+i] not in deadList:if self.positions[yourPosition[1]+i][yourPosition[0]]==0:return Falseif ([yourPosition[0]+1,yourPosition[1]] not in deadList) and (self.positions[yourPosition[1]][yourPosition[0]+1]==yourChessman):midvar=self.if_dead(deadList+[[yourPosition[0]+1,yourPosition[1]]],yourChessman,[yourPosition[0]+1,yourPosition[1]])if not midvar:return Falseelse:deadList+=copy.deepcopy(midvar)if ([yourPosition[0]-1,yourPosition[1]] not in deadList) and (self.positions[yourPosition[1]][yourPosition[0]-1]==yourChessman):midvar=self.if_dead(deadList+[[yourPosition[0]-1,yourPosition[1]]],yourChessman,[yourPosition[0]-1,yourPosition[1]])if not midvar:return Falseelse:deadList+=copy.deepcopy(midvar)if ([yourPosition[0],yourPosition[1]+1] not in deadList) and (self.positions[yourPosition[1]+1][yourPosition[0]]==yourChessman):midvar=self.if_dead(deadList+[[yourPosition[0],yourPosition[1]+1]],yourChessman,[yourPosition[0],yourPosition[1]+1])if not midvar:return Falseelse:deadList+=copy.deepcopy(midvar)if ([yourPosition[0],yourPosition[1]-1] not in deadList) and (self.positions[yourPosition[1]-1][yourPosition[0]]==yourChessman):midvar=self.if_dead(deadList+[[yourPosition[0],yourPosition[1]-1]],yourChessman,[yourPosition[0],yourPosition[1]-1])if not midvar:return Falseelse:deadList+=copy.deepcopy(midvar)return deadList# 警告消息框,接受标题和警告信息def showwarningbox(self,title,message):self.canvas_bottom.delete(self.cross)tkinter.messagebox.showwarning(title,message)# 落⼦后,依次判断四周是否有棋⼦被杀死,并返回死棋位置列表def get_deadlist(self,x,y):deadlist=[]for i in [-1,1]:if self.positions[y][x+i]==(2 if self.present==0 else 1) and ([x+i,y] not in deadlist):killList=self.if_dead([[x+i,y]],(2 if self.present==0 else 1),[x+i,y])if not killList==False:deadlist+=copy.deepcopy(killList)if self.positions[y+i][x]==(2 if self.present==0 else 1) and ([x,y+i] not in deadlist):killList=self.if_dead([[x,y+i]],(2 if self.present==0 else 1),[x,y+i])if not killList==False:deadlist+=copy.deepcopy(killList)return deadlist# 恢复位置列表list_to_recover为b_or_w指定的棋⼦def recover(self,list_to_recover,b_or_w):if len(list_to_recover)>0:for i in range(len(list_to_recover)):self.positions[list_to_recover[i][1]][list_to_recover[i][0]]=b_or_w+1self.image_added=self.canvas_bottom.create_image(20*self.size+(list_to_recover[i][0]-1)*self.dd+4*self.p, 20*self.size+(list_to_recover[i][1]-1)*self.dd-5*self.p,image=self.photoWBD_list[b_or_w])self.canvas_bottom.addtag_withtag('image',self.image_added)self.canvas_bottom.addtag_withtag('position'+str(list_to_recover[i][0])+str(list_to_recover[i][1]),self.image_added)# 杀死位置列表killList中的棋⼦,即删除图⽚,位置值置0def kill(self,killList):if len(killList)>0:for i in range(len(killList)):self.positions[killList[i][1]][killList[i][0]]=0self.canvas_bottom.delete('position'+str(killList[i][0])+str(killList[i][1]))# 键盘快捷键退出游戏def keyboardQuit(self,event):self.quit()# 以下两个函数修改全局变量值,newApp使主函数循环,以建⽴不同参数的对象def newGame1(self):global mode_num,newAppmode_num=(13 if self.mode_num==9 else 9)newApp=Trueself.quit()def newGame2(self):global mode_num,newAppmode_num=(13 if self.mode_num==19 else 19)newApp=Trueself.quit()# 声明全局变量,⽤于新建Application对象时切换成不同模式的游戏global mode_num,newAppmode_num=9newApp=Falseif __name__=='__main__':# 循环,直到不切换游戏模式while True:newApp=Falseapp=Application(mode_num)app.title('围棋')app.mainloop()if newApp:app.destroy()else:break3.运⾏效果以上就是python 实现围棋游戏的详细内容,更多关于python 围棋的资料请关注其它相关⽂章!。
python围棋游戏设计的报告Python围棋游戏设计报告一、需求概述本项目是一款Python编写的围棋游戏程序,旨在为用户提供一个简单易用、功能齐全的围棋游戏。
主要功能包括:双人对弈、计分、悔棋、保存进度等。
二、设计思路1.图形化界面设计采用Pygame模块,设计游戏主界面。
游戏主界面包括棋盘、计分、游戏状态等组件。
2.数据结构设计为了实现围棋规则,需要先定义棋盘和棋子的数据结构。
通过二维列表来记录棋盘状态,0代表空子,1代表黑子,2代表白子。
3.游戏逻辑设计通过Pygame的事件模块,实现鼠标点击棋盘的交互。
通过判断是否为合法落子位置来确定下子有效性。
在落子后需要判断是否形成了禁手等规则。
4.悔棋、计分、保存进度悔棋操作通过保存历史棋局状态实现,计分通过计算己方和对方的棋子数量实现,保存进度则通过pickle模块实现。
三、编程实现1.导入必要的模块和库:```import pygame, sysfrom pygame.locals import *import pickle```2.初始化游戏界面,包括界面大小、标题、颜色等参数。
```pygame.init()FPS = 30fpsClock = pygame.time.Clock()WIDTH = 640HEIGHT = 740BOARD_SIZE = 600BORDER_SIZE = 20TITLE_SIZE = 40WHITE = (255,255,255)BLACK = (0,0,0)BG_COLOR = (205, 170, 125)TITLE_COLOR = (50, 50, 50)```3.定义棋盘和棋子数据结构:```GRID_SIZE = 30 #网格间隔GRID_NUM = BOARD_SIZE / GRID_SIZE #网格数量board = [[0 for x in range(GRID_NUM)] for y in range(GRID_NUM)]def getRowCol(pos):x, y = posrow = min(range(0, BOARD_SIZE+1, GRID_SIZE), key=lambda i: abs(i-y))col = min(range(0, BOARD_SIZE+1, GRID_SIZE), key=lambda i: abs(i-x))return row, coldef drawBoard():for row in range(GRID_NUM):pygame.draw.line(DISPLAYSURF, BLACK, (BORDER_SIZE, BORDER_SIZE+GRID_SIZE*row), (BORDER_SIZE+BOARD_SIZE, BORDER_SIZE+GRID_SIZE*row), 1)for col in range(GRID_NUM):pygame.draw.line(DISPLAYSURF, BLACK, (BORDER_SIZE+GRID_SIZE*col, BORDER_SIZE), (BORDER_SIZE+GRID_SIZE*col, BORDER_SIZE+BOARD_SIZE), 1)center = (BORDER_SIZE+GRID_SIZE*col, BORDER_SIZE+GRID_SIZE*row)radius = GRID_SIZE / 2 - 2if board[row][col] == 1:pygame.draw.circle(DISPLAYSURF, BLACK, center, radius)elif board[row][col] == 2:pygame.draw.circle(DISPLAYSURF, WHITE, center, radius)```4.判断落子有效性:```def checkValid(row, col, color):if row < 0 or col < 0 or row >= GRID_NUM or col >= GRID_NUM or board[row][col] != 0: return Falseboard[row][col] = colorif hasAir(row, col):return Trueif hasCapture(row, col, color):return Trueif checkForbidden(row, col, color):return Falseif hasSelfCapture(row, col, color):return Falsereturn True```5.判断棋盘空气、提子、禁手和自杀等规则:```def hasAir(row, col):if row > 0 and board[row-1][col] == 0:return Trueif row < GRID_NUM-1 and board[row+1][col] == 0:return Trueif col > 0 and board[row][col-1] == 0:return Trueif col < GRID_NUM-1 and board[row][col+1] == 0:return Truereturn Falsedef hasCapture(row, col, color):capture = Falsedirections = [(-1, 0), (1, 0), (0, -1), (0, 1)]for d in directions:r, c = row + d[0], col + d[1]if r < 0 or c < 0 or r >= GRID_NUM or c >= GRID_NUM or board[r][c] == color: continueif board[r][c] != 0 and not hasAir(r, c):for dr, dc in [(0, 1), (0, -1), (1, 0), (-1, 0)]:tr, tc = r+dr, c+dcif tr < 0 or tc < 0 or tr >= GRID_NUM or tc >= GRID_NUM:continueif board[tr][tc] == color:board[r][c] = 0capture = Truebreakreturn capturedef hasSelfCapture(row, col, color):board[row][col] = colorif hasAir(row, col):return Falsefor r in range(GRID_NUM):for c in range(GRID_NUM):if board[r][c] != color:continueif hasAir(r, c):return Falseif hasCapture(r, c, color):return Falsereturn Truedef checkForbidden(row, col, color):if not hasCapture(row, col, 3-color):return Falseif not hasAir(row, col):return Truereturn False```6.游戏主循环:```while True:mouseX, mouseY = pygame.mouse.get_pos()for event in pygame.event.get():if event.type == QUIT:pygame.quit()sys.exit()elif event.type == MOUSEBUTTONDOWN:if event.button == 1:row, col = getRowCol((mouseX, mouseY)) if checkValid(row, col, turn):history.append([row, col])turn = 3 - turnelif event.button == 3 and len(history) > 0: x, y = history.pop()board[x][y] = 0turn = 3 - turnelif event.button == 4:sx = pygame.mouse.get_pos()[0]sy = pygame.mouse.get_pos()[1]board = loadGame(sx, sy)elif event.button == 5:sx = pygame.mouse.get_pos()[0]sy = pygame.mouse.get_pos()[1]saveGame(sx, sy)#绘制游戏界面DISPLAYSURF.fill(BG_COLOR)drawBoard()drawScore()drawTitle()pygame.display.update()fpsClock.tick(FPS)```7.保存、读取棋局进度:```def saveGame(sx, sy):fname = "game.sav"x = sx-20y = sy-20if x < 0 or y < 0 or x+350 > WIDTH or y+250 > HEIGHT:returnf = open(fname, "wb")pickle.dump(board, f)pickle.dump(turn, f)pickle.dump(history, f)f.close()font = pygame.font.Font(None, 24)label = font.render("Game saved successfully.", True, BLACK) DISPLAYSURF.blit(label, (x, y+30))pygame.display.update()def loadGame(sx, sy):fname = "game.sav"x = sx-20y = sy-20if x < 0 or y < 0 or x+350 > WIDTH or y+250 > HEIGHT:return boardif not os.path.isfile(fname):font = pygame.font.Font(None, 24)label = font.render("No saved game found.", True, BLACK) DISPLAYSURF.blit(label, (x, y+30))pygame.display.update()return boardf = open(fname, "rb")board = pickle.load(f)turn = pickle.load(f)history = pickle.load(f)f.close()font = pygame.font.Font(None, 24)label = font.render("Game loaded successfully.", True, BLACK)DISPLAYSURF.blit(label, (x, y+30))pygame.display.update()return board```四、总结通过本项目的完成,我们可以深入理解围棋规则及其实现方法,加深Python编程基础,掌握使用Pygame制作图像化游戏的方法。
python 围棋代码摘要:1.引言2.Python围棋代码简介3.安装Python围棋库4.运行Python围棋代码5.Python围棋代码的实现原理6.结论正文:围棋,起源于中国,是一种具有深厚历史底蕴的棋类游戏。
近年来,随着人工智能的发展,围棋程序的研究也取得了显著成果。
Python作为一种广泛应用于人工智能领域的编程语言,有很多开源的围棋库供开发者使用。
本文将介绍如何使用Python编写围棋代码。
首先,我们需要安装一个Python围棋库。
目前比较流行的库是`gogui`和`katago`。
安装方法如下:```pip install gogui```或```pip install katago```安装完成后,可以通过运行以下代码来启动Python围棋程序:```pythonimport gogui```或```pythonimport katago```这将根据安装的库自动调用相应的围棋程序。
Python围棋代码的实现原理主要依赖于蒙特卡洛树搜索(Monte Carlo Tree Search, MCTS)算法。
MCTS是一种随机模拟的方法,通过多次随机模拟进行搜索和选择。
这种方法在围棋这类游戏中表现出色,因为游戏状态空间巨大,而随机模拟可以有效避免陷入局部最优解。
当然,Python围棋代码还可以进一步优化。
例如,可以通过调整搜索参数、使用更高级的搜索算法、加入人工神经网络等方法提高程序的棋力。
总之,Python作为一种功能丰富且易于学习的编程语言,结合围棋库可以方便地实现围棋程序。
Python五子棋游戏代码五子棋游戏涉及到的内容较多,这里给出一个简化版的五子棋游戏实现。
首先需要安装pygame库,可以使用以下命令安装:bashpip install pygame接下来是五子棋游戏的代码:import pygameimport sys# 初始化pygamepygame.init()# 设置屏幕大小screen_size = (600, 600)screen = pygame.display.set_mode(screen_size)# 设置颜色white = (255, 255, 255)black = (0, 0, 0)# 加载棋盘图片board_image = pygame.image.load("board.png")# 设置棋盘大小board_size = board_image.get_rect().size# 设置棋盘坐标def get_position(x, y):return x * board_size[0], y * board_size[1]# 绘制棋盘def draw_board():for x in range(15):for y in range(15):rect = get_position(x, y)screen.blit(board_image, rect)pygame.draw.line(screen, black, get_position(x, y), get_position((x + 1) % 15, y), 2)pygame.draw.line(screen, black, get_position(x, y), get_position((x - 1) % 15, y), 2)# 主循环player = 1while True:for event in pygame.event.get():if event.type == pygame.QUIT:sys.exit()elif event.type == pygame.MOUSEBUTTONDOWN:x, y = event.posx, y = x // board_size[0], y // board_size[1]if board_image.get_at((x, y)) == (0, 0, 0):if player == 1:player = 2else:player = 1screen.fill(white)draw_board()pygame.display.flip()注意:这个示例需要你提供一张名为"board.png"的棋盘图片。
python 围棋代码
摘要:
1.Python 在围棋编程中的应用
2.围棋编程的基本思路
3.Python 围棋代码实例解析
4.Python 围棋编程的优点与局限性
正文:
Python 在围棋编程中的应用
Python 作为一门广泛应用于数据分析、人工智能和自动化等领域的编程语言,其在围棋编程领域的应用也日益受到关注。
围棋作为一项古老而又博大精深的智力运动,通过计算机编程实现围棋AI 已成为许多开发者追求的目标。
Python 以其简洁易懂的语法和丰富的库支持,为围棋编程提供了便利。
围棋编程的基本思路
围棋编程的基本思路是利用计算机对棋局进行评估,并根据评估结果生成最佳的落子策略。
具体来说,程序需要完成以下几个步骤:
1.表示棋盘:用Python 中的二维数组或类对象表示棋盘,以便于后续计算。
2.评估棋局:编写代码实现对当前棋局的评估,常用的方法有MinMax 算法、Alpha-Beta 剪枝等。
3.搜索策略:根据评估结果,编写搜索算法来生成最佳落子位置。
常见的搜索策略有宽度优先搜索(BFS)、深度优先搜索(DFS)和蒙特卡洛树搜索
(MCTS)等。
4.模拟对局:编写代码模拟棋局进行,根据搜索策略生成双方的落子,并更新棋盘状态。
5.重复1-4 步,直到棋局结束。