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python小项目之五子棋游戏

Python  /  管理员 发布于 7年前   190

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。


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