Heim > Backend-Entwicklung > Python-Tutorial > Wie schreibe ich ein Backgammon-Spiel für zwei Spieler in Python?

Wie schreibe ich ein Backgammon-Spiel für zwei Spieler in Python?

PHPz
Freigeben: 2023-05-09 09:07:07
nach vorne
1492 Leute haben es durchsucht

checkerboard.py

from collections import namedtuple

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)]


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)

    # 判断是否可落子
    def can_drop(self, point):
        return self._checkerboard[point.Y][point.X] == 0

    def drop(self, chessman, point):
        """
        落子
        :param chessman:
        :param point:落子位置
        :return:若该子落下之后即可获胜,则返回获胜方,否则返回 None
        """
        print(f'{chessman.Name} ({point.X}, {point.Y})')
        self._checkerboard[point.Y][point.X] = chessman.Value

        if self._win(point):
            print(f'{chessman.Name}获胜')
            return chessman

    # 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

    def _get_count_on_direction(self, point, value, x_offset, y_offset):
        count = 1
        for step in range(1, 5):
            x = point.X + step * x_offset
            y = point.Y + step * y_offset
            if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:
                count += 1
            else:
                break
        for step in range(1, 5):
            x = point.X - step * x_offset
            y = point.Y - step * y_offset
            if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:
                count += 1
            else:
                break

        return count >= 5
Nach dem Login kopieren

ManAndMan.py

import sys
import pygame
from pygame.locals import *
import pygame.gfxdraw
from checkerboard import Checkerboard, BLACK_CHESSMAN, WHITE_CHESSMAN, Point

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 = (0xE3, 0x92, 0x65)  # 棋盘颜色
BLACK_COLOR = (0, 0, 0)
WHITE_COLOR = (255, 255, 255)
RED_COLOR = (200, 30, 30)
BLUE_COLOR = (30, 30, 200)
BLACK_STONE_COLOR = (45, 45, 45)
WHITE_STONE_COLOR = (219, 219, 219)

RIGHT_INFO_POS_X = SCREEN_HEIGHT + Stone_Radius2 * 2 + 10


def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
   imgText = font.render(text, True, fcolor)
   screen.blit(imgText, (x, y))


def main():
   pygame.init()
   screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
   pygame.display.set_caption(&#39;五子棋&#39;)

   font1 = pygame.font.SysFont(&#39;SimHei&#39;, 36)
   font2 = pygame.font.SysFont(&#39;SimHei&#39;, 72)
   fwidth, fheight = font2.size(&#39;黑方获胜&#39;)

   checkerboard = Checkerboard(Line_Points)
   cur_runner = BLACK_CHESSMAN
   winner = None

   while True:
       for event in pygame.event.get():
           if event.type == QUIT:
               sys.exit()
           elif event.type == KEYDOWN:
               if event.key == K_RETURN:
                   if winner is not None:
                       winner = None
                       cur_runner = BLACK_CHESSMAN
                       checkerboard = Checkerboard(Line_Points)
           elif event.type == MOUSEBUTTONDOWN:
               if winner is None:
                   pressed_array = pygame.mouse.get_pressed()
                   if pressed_array[0]:
                       mouse_pos = pygame.mouse.get_pos()
                       click_point = _get_clickpoint(mouse_pos)
                       if click_point is not None:
                           if checkerboard.can_drop(click_point):
                               winner = checkerboard.drop(cur_runner, click_point)
                               if cur_runner == BLACK_CHESSMAN:
                                   cur_runner = WHITE_CHESSMAN
                               else:
                                   cur_runner = BLACK_CHESSMAN
                       else:
                           print(&#39;超出棋盘区域&#39;)

       # 画棋盘
       _draw_checkerboard(screen)

       # 画棋盘上已有的棋子
       for i, row in enumerate(checkerboard.checkerboard):
           for j, cell in enumerate(row):
               if cell == BLACK_CHESSMAN.Value:
                   _draw_chessman(screen, Point(j, i), BLACK_CHESSMAN.Color)
               elif cell == WHITE_CHESSMAN.Value:
                   _draw_chessman(screen, Point(j, i), WHITE_CHESSMAN.Color)

       _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + 20), BLACK_STONE_COLOR)
       _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + 20 + Stone_Radius2 * 3), WHITE_STONE_COLOR)

       if winner:
           print_text(screen, font2, (SCREEN_WIDTH - fwidth)//2, (SCREEN_HEIGHT - fheight)//2, winner.Name + &#39;获胜&#39;, RED_COLOR)

       if cur_runner == BLACK_CHESSMAN:
           print_text(screen, font1, RIGHT_INFO_POS_X, Start_X, &#39;获胜&#39; if winner else &#39;落子中&#39;, BLUE_COLOR)
       else:
           print_text(screen, font1, RIGHT_INFO_POS_X, Start_X + Stone_Radius2 * 3, &#39;获胜&#39; if winner else &#39;落子中&#39;, BLUE_COLOR)

       pygame.display.flip()


# 画棋盘
def _draw_checkerboard(screen):
   # 填充棋盘背景色
   screen.fill(Checkerboard_Color)
   # 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)
   # 画网格线
   for i in range(Line_Points):
       pygame.draw.line(screen, BLACK_COLOR,
                        (Start_Y, Start_Y + SIZE * i),
                        (Start_Y + SIZE * (Line_Points - 1), Start_Y + SIZE * i),
                        1)
   for j in range(Line_Points):
       pygame.draw.line(screen, BLACK_COLOR,
                        (Start_X + SIZE * j, Start_X),
                        (Start_X + SIZE * j, Start_X + SIZE * (Line_Points - 1)),
                        1)
   # 画星位和天元
   for i in (3, 9, 15):
       for j in (3, 9, 15):
           if i == j == 9:
               radius = 5
           else:
               radius = 3
           # pygame.draw.circle(screen, BLACK, (Start_X + SIZE * i, Start_Y + SIZE * j), radius)
           pygame.gfxdraw.aacircle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)
           pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)


# 画棋子
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, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)
   pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)


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)


# 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 < -Inside_Width or pos_y < -Inside_Width:
       return None
   x = pos_x // SIZE
   y = pos_y // SIZE
   if pos_x % SIZE > Stone_Radius:
       x += 1
   if pos_y % SIZE > Stone_Radius:
       y += 1
   if x >= Line_Points or y >= Line_Points:
       return None

   return Point(x, y)


if __name__ == &#39;__main__&#39;:
   main()
Nach dem Login kopieren

Wie schreibe ich ein Backgammon-Spiel für zwei Spieler in Python?

Das obige ist der detaillierte Inhalt vonWie schreibe ich ein Backgammon-Spiel für zwei Spieler in Python?. Für weitere Informationen folgen Sie bitte anderen verwandten Artikeln auf der PHP chinesischen Website!

Verwandte Etiketten:
Quelle:yisu.com
Erklärung dieser Website
Der Inhalt dieses Artikels wird freiwillig von Internetnutzern beigesteuert und das Urheberrecht liegt beim ursprünglichen Autor. Diese Website übernimmt keine entsprechende rechtliche Verantwortung. Wenn Sie Inhalte finden, bei denen der Verdacht eines Plagiats oder einer Rechtsverletzung besteht, wenden Sie sich bitte an admin@php.cn
Beliebte Tutorials
Mehr>
Neueste Downloads
Mehr>
Web-Effekte
Quellcode der Website
Website-Materialien
Frontend-Vorlage