python小项目之五子棋游戏
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
1.项目简介
在刚刚学习完python套接字的时候做的一个五子棋小游戏,可以在局域网内双人对战,也可以和电脑对战
2.实现思路
局域网对战
对于局域网功能来说,首先建立连接(tcp),然后每次下棋时将棋子的坐标发送给对方,当接收到坐标后实例化成棋子对象,这个接收时用了select函数,因为pygame需要循环渲染图片,所以要用非阻塞方式接收消息
select()的机制中提供一fd_set的数据结构,实际上是一long类型的数组, 每一个数组元素都能与一打开的文件句柄(不管是Socket句柄,还是其他文件或命名管道或设备句柄)建立联系,建立联系的工作由程序员完成, 当调用select()时,由内核根据IO状态修改fd_set的内容,由此来通知执行了select()的进程哪一Socket或文件可读或可写,主要用于Socket通信当中
主要代码如下:
# 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
电脑对战
电脑对战的思路也很简单,用了应该是最常见的也是最简单的方法,就是循环遍历棋盘的每一个点,判断该点的价值,选取价值最大的点落子,这个需要对五子棋的棋型有一定了解,这里介绍几种常见的棋型(约定1为己方棋子,2为对方棋子,0为空)
活四(011110):这时候四颗棋子相连,同时两端为空,已经阻止不了一方的胜利了,此时价值应该设置最高
死四(011112|10111|11011):四颗棋子,只有一个地方能形成连五,如果是自己的棋可以赢,是对方的也可以阻止对方赢棋,此时价值次高
就这样把每种棋型判断一下,获得该点的价值,主要代码如下:
# 判断每个点的价值 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
电脑选择落子位置时,要判断是进攻还是防守,需要两次遍历棋盘,获取进攻时的最大价值和防守的最大价值,主要代码如下:
# 电脑选取落子的位置 def ai(white_chesses, black_chesses, chesses): value = max1 = max2 = 0 pos1 = pos2 = () # 进攻时 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) # 防守时 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.游戏截图
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。
下一篇:使用python实现希尔、计数、基数基础排序的代码