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python 五子棋小游戏

1. 实现效果

Python五子棋小游戏


2. 游戏规则

规则说明,五子棋人机对战游戏规则如下:‌

Ⅰ 默认规则 - 五子棋规则

  • 对局双方‌:各执一色棋子,一方持黑色棋子,另一方持白色棋子。
  • 棋盘与开局‌:空棋盘开局,黑先、白后,交替下子,每次只能下一子。
  • 棋子落点‌:棋子下在棋盘的空白点上,下定后不得向其它点移动,也不得从棋盘上拿掉或拿起另落别处。
  • 黑方首子‌:黑方的第一枚棋子可下在棋盘任意交叉点上。
  • 轮流下子‌:轮流下子是双方的权利。

Ⅱ 设定规则

  • 双方(用户与程序)分别使用黑白两色的棋子,设定为玩家执黑,先下第一颗,程序执白。
  • 棋盘设为常规的15道盘,即15×15的方格。
  • 下在棋盘直线与横线的交叉点上,先形成五子连珠者获胜。

Ⅲ 其他规则

  • 高亮规则:动态高亮显示最新落子,便于观察程序上一步落在何处。
  • 防守机制:检查对方是否可以形成三子或四子
  • 获胜后不要退出窗口,而是停留,不然不知道怎么输的😂
  • 细节:1. 棋盘格外围边框加粗且为深色,棋盘格框线变细,高亮框线变细 2.一旦有一方赢就无法再落子了(主要是白子会在黑子赢了之后还落子) 3. 判平局 4. 棋子下在格线交叉点,而非格内。

3. 环境配置

程序中会用到的库:

import sys
import random
import pygame

其中sys库和random是python的内置库,不需要安装,pygame是三方库,需要安装。
先安装 pygame,如果还没有安装,可以使用以下命令:

pip install pygame

4. 代码实现

变量说明

# 常量定义
BOARD_SIZE = 15 					# 棋盘是15×15
CELL_SIZE = 40 						# 每个棋格的大小
WIDTH = BOARD_SIZE * CELL_SIZE		# 棋盘的大小 宽 = 15×40
HEIGHT = BOARD_SIZE * CELL_SIZE 	# 棋盘高度
BACKGROUND_COLOR = (250, 224, 161)  # 棋盘的背景色
GRID_COLOR = (0, 0, 0)				# 棋盘格线 调成(200, 200, 200)会很好看
HIGHLIGHT_COLOR = (255, 182, 193) 	# 高亮颜色, 粉色
BORDER_COLOR = (139, 69, 19)  		# 棋盘外围边框颜色# 棋盘状态
EMPTY = 0 # 未落子
BLACK = 1 # 落黑子
WHITE = 2 # 落白子

棋盘绘制

画棋盘、棋格、棋子、高亮框框、高亮圈圈

def draw_board(screen, board, last_move):screen.fill(BACKGROUND_COLOR)for x in range(BOARD_SIZE):for y in range(BOARD_SIZE):rect = pygame.Rect(x * CELL_SIZE, y * CELL_SIZE, CELL_SIZE, CELL_SIZE)pygame.draw.rect(screen, GRID_COLOR, rect, 1)if board[x][y] == BLACK:pygame.draw.circle(screen, (0, 0, 0), rect.center, CELL_SIZE // 2 - 5)elif board[x][y] == WHITE:pygame.draw.circle(screen, (255, 255, 255), rect.center, CELL_SIZE // 2 - 5)if last_move:# row, col = latest_move# 方形高亮 棋格highlight_rect = pygame.Rect(last_move[0] * CELL_SIZE, last_move[1] * CELL_SIZE, CELL_SIZE, CELL_SIZE)pygame.draw.rect(screen, HIGHLIGHT_COLOR, highlight_rect, 2)# 圆形高亮 棋子highlight_center = (last_move[0] * CELL_SIZE + CELL_SIZE // 2, last_move[1] * CELL_SIZE + CELL_SIZE // 2)highlight_radius = CELL_SIZE // 2 - 5  # 与棋子相同的半径pygame.draw.circle(screen, HIGHLIGHT_COLOR, highlight_center, highlight_radius+1.5, 2)  # 用圆形高亮, 1.5是为了补偿高亮,高亮是2pygame.draw.rect(screen, BORDER_COLOR, (0, 0, CELL_SIZE * BOARD_SIZE, CELL_SIZE * BOARD_SIZE), 5)# 绘制边框

判断赢家

在任意方达到五子的时候,判断赢了

def check_winner(board, player):for x in range(BOARD_SIZE):for y in range(BOARD_SIZE):if board[x][y] == player:# 检查水平方向if x + 4 < BOARD_SIZE and all(board[x + i][y] == player for i in range(5)):return True# 检查垂直方向if y + 4 < BOARD_SIZE and all(board[x][y + i] == player for i in range(5)):return True# 检查斜向(左上到右下)if x + 4 < BOARD_SIZE and y + 4 < BOARD_SIZE and all(board[x + i][y + i] == player for i in range(5)):return True# 检查斜向(右上到左下)if x - 4 >= 0 and y + 4 < BOARD_SIZE and all(board[x - i][y + i] == player for i in range(5)):return Truereturn False

程序落子(随机)

一开始纯随机,棋子分布散乱,很容易白子就输了,没有难度和趣味性。后来程序才加策略,提高白子获胜率。

def get_random_move(board):empty_cells = [(x, y) for x in range(BOARD_SIZE) for y in range(BOARD_SIZE) if board[x][y] == EMPTY]return random.choice(empty_cells) if empty_cells else None

防御机制

程序检测玩家连续棋子的数量是否对自身存在威胁性。

def check_threats(board, player):three_in_a_row_positions = []for x in range(BOARD_SIZE):for y in range(BOARD_SIZE):if board[x][y] == EMPTY:board[x][y] = player  # 模拟落子if check_winner(board, player):board[x][y] = EMPTYreturn [(x, y)]  # 直接获胜# 检测是否出现三子的情况if count_consecutive(board, x, y, player) == 3:three_in_a_row_positions.append((x, y))board[x][y] = EMPTYreturn three_in_a_row_positionsdef get_defensive_move(board):# 检查对方是否可以形成三子或四子for position in check_threats(board, BLACK):return position  # 返回防守位置return Nonedef count_consecutive(board, x, y, player):# 检查周围的棋子数量count = 0for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1), (-1, -1), (1, 1), (-1, 1), (1, -1)]:temp_count = 0for step in range(1, 5):  # 只检测四个方向nx, ny = x + dx * step, y + dy * stepif 0 <= nx < BOARD_SIZE and 0 <= ny < BOARD_SIZE and board[nx][ny] == player:temp_count += 1else:breakcount += temp_countreturn count

追踪策略

为了便于堵截玩家,提高难度。

def get_preferred_move(board):preferred_moves = []for x in range(BOARD_SIZE):for y in range(BOARD_SIZE):if board[x][y] == EMPTY:# 优先选择靠近黑子的位置for dx in [-1, 0, 1]:for dy in [-1, 0, 1]:nx, ny = x + dx, y + dyif 0 <= nx < BOARD_SIZE and 0 <= ny < BOARD_SIZE and board[nx][ny] == BLACK:preferred_moves.append((x, y))breakreturn random.choice(preferred_moves) if preferred_moves else get_random_move(board)

主函数

def main():pygame.init()screen = pygame.display.set_mode((WIDTH, HEIGHT))pygame.display.set_caption("五子棋")game_over = False  # 游戏是否结束board = [[EMPTY for _ in range(BOARD_SIZE)] for _ in range(BOARD_SIZE)]last_move = Nonewhile True:for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()if game_over:continue  # 如果游戏结束,不处理任何落子# 检查是否平局if all(board[x][y] != EMPTY for x in range(BOARD_SIZE) for y in range(BOARD_SIZE)):game_over = Trueprint("游戏平局!")if event.type == pygame.MOUSEBUTTONDOWN:x, y = event.posx //= CELL_SIZEy //= CELL_SIZEif 0 <= x < BOARD_SIZE and 0 <= y < BOARD_SIZE and board[x][y] == EMPTY:board[x][y] = BLACKlast_move = (x, y)if check_winner(board, BLACK):game_over = Trueprint("黑方获胜!")#pygame.quit()#sys.exit()# 白方落子if not game_over and not (all(board[x][y] != EMPTY for x in range(BOARD_SIZE) for y in range(BOARD_SIZE))):move = get_defensive_move(board)if move is None:  # 若没有可防守的位置,落子move = get_preferred_move(board)board[move[0]][move[1]] = WHITElast_move = moveif check_winner(board, WHITE):game_over = Trueprint("白方获胜!")# pygame.quit()# sys.exit()draw_board(screen, board, last_move)pygame.display.flip()pygame.quit()

完整代码

import pygame
import sys
import random# 常量定义
BOARD_SIZE = 15
CELL_SIZE = 40
WIDTH = BOARD_SIZE * CELL_SIZE
HEIGHT = BOARD_SIZE * CELL_SIZE
BACKGROUND_COLOR = (250, 224, 161)
GRID_COLOR = (245, 245, 220) #GRID_COLOR = (0, 0, 0)
FADED_GRID_COLOR = (200, 200, 200)  #  使用一个更亮的颜色来模仿淡化效果 淡化的格线颜色 (220, 220, 220)
HIGHLIGHT_COLOR = (255, 182, 193) # 粉色高亮颜色
BORDER_COLOR = (139, 69, 19)  # 边框颜色
# 棋盘状态
EMPTY = 0
BLACK = 1
WHITE = 2def draw_board(screen, board, last_move):screen.fill(BACKGROUND_COLOR)for x in range(BOARD_SIZE):for y in range(BOARD_SIZE):rect = pygame.Rect(x * CELL_SIZE, y * CELL_SIZE, CELL_SIZE, CELL_SIZE)pygame.draw.rect(screen, GRID_COLOR, rect, 1)# 在每个格子内绘制2份纵横线for i in range(1, 2):# 横线pygame.draw.line(screen, FADED_GRID_COLOR, (x * CELL_SIZE, y * CELL_SIZE + i * (CELL_SIZE // 2)),(x * CELL_SIZE + CELL_SIZE, y * CELL_SIZE + i * (CELL_SIZE // 2)), 1)# 竖线pygame.draw.line(screen, FADED_GRID_COLOR, (x * CELL_SIZE + i * (CELL_SIZE // 2), y * CELL_SIZE),(x * CELL_SIZE + i * (CELL_SIZE // 2), y * CELL_SIZE + CELL_SIZE), 1)# 绘制交叉点pygame.draw.circle(screen, (0, 0, 0), (x * CELL_SIZE + CELL_SIZE - CELL_SIZE/2, y * CELL_SIZE + CELL_SIZE - CELL_SIZE/2), 2)  # 使用半径为2的圆点if board[x][y] == BLACK:pygame.draw.circle(screen, (0, 0, 0), rect.center, CELL_SIZE // 2 - 5)elif board[x][y] == WHITE:pygame.draw.circle(screen, (255, 255, 255), rect.center, CELL_SIZE // 2 - 5)if last_move:# row, col = latest_move# 方形高亮 棋格highlight_rect = pygame.Rect(last_move[0] * CELL_SIZE, last_move[1] * CELL_SIZE, CELL_SIZE, CELL_SIZE)pygame.draw.rect(screen, HIGHLIGHT_COLOR, highlight_rect, 2)# 圆形高亮 棋子highlight_center = (last_move[0] * CELL_SIZE + CELL_SIZE // 2, last_move[1] * CELL_SIZE + CELL_SIZE // 2)highlight_radius = CELL_SIZE // 2 - 5  # 与棋子相同的半径pygame.draw.circle(screen, HIGHLIGHT_COLOR, highlight_center, highlight_radius+1.5, 2)  # 用圆形高亮, 1.5是为了补偿高亮,高亮是2pygame.draw.rect(screen, BORDER_COLOR, (0, 0, CELL_SIZE * BOARD_SIZE, CELL_SIZE * BOARD_SIZE), 5)# 绘制边框def check_winner(board, player):for x in range(BOARD_SIZE):for y in range(BOARD_SIZE):if board[x][y] == player:# 检查水平方向if x + 4 < BOARD_SIZE and all(board[x + i][y] == player for i in range(5)):return True# 检查垂直方向if y + 4 < BOARD_SIZE and all(board[x][y + i] == player for i in range(5)):return True# 检查斜向(左上到右下)if x + 4 < BOARD_SIZE and y + 4 < BOARD_SIZE and all(board[x + i][y + i] == player for i in range(5)):return True# 检查斜向(右上到左下)if x - 4 >= 0 and y + 4 < BOARD_SIZE and all(board[x - i][y + i] == player for i in range(5)):return Truereturn Falsedef check_threats(board, player):three_in_a_row_positions = []for x in range(BOARD_SIZE):for y in range(BOARD_SIZE):if board[x][y] == EMPTY:board[x][y] = player  # 模拟落子if check_winner(board, player):board[x][y] = EMPTYreturn [(x, y)]  # 直接获胜# 检测是否出现三子的情况if count_consecutive(board, x, y, player) == 3:three_in_a_row_positions.append((x, y))board[x][y] = EMPTYreturn three_in_a_row_positionsdef count_consecutive(board, x, y, player):# 检查周围的棋子数量count = 0for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1), (-1, -1), (1, 1), (-1, 1), (1, -1)]:temp_count = 0for step in range(1, 5):  # 只检测四个方向nx, ny = x + dx * step, y + dy * stepif 0 <= nx < BOARD_SIZE and 0 <= ny < BOARD_SIZE and board[nx][ny] == player:temp_count += 1else:breakcount += temp_countreturn countdef get_defensive_move(board):# 检查对方是否可以形成三子或四子for position in check_threats(board, BLACK):return position  # 返回防守位置return Nonedef get_random_move(board):empty_cells = [(x, y) for x in range(BOARD_SIZE) for y in range(BOARD_SIZE) if board[x][y] == EMPTY]return random.choice(empty_cells) if empty_cells else Nonedef get_preferred_move(board):preferred_moves = []for x in range(BOARD_SIZE):for y in range(BOARD_SIZE):if board[x][y] == EMPTY:# 优先选择靠近黑子的位置for dx in [-1, 0, 1]:for dy in [-1, 0, 1]:nx, ny = x + dx, y + dyif 0 <= nx < BOARD_SIZE and 0 <= ny < BOARD_SIZE and board[nx][ny] == BLACK:preferred_moves.append((x, y))breakreturn random.choice(preferred_moves) if preferred_moves else get_random_move(board)def main():pygame.init()screen = pygame.display.set_mode((WIDTH, HEIGHT))pygame.display.set_caption("五子棋")game_over = False  # 游戏是否结束board = [[EMPTY for _ in range(BOARD_SIZE)] for _ in range(BOARD_SIZE)]last_move = Nonewhile True:for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()if game_over:continue  # 如果游戏结束,不处理任何落子# 检查是否平局if all(board[x][y] != EMPTY for x in range(BOARD_SIZE) for y in range(BOARD_SIZE)):game_over = Trueprint("游戏平局!")if event.type == pygame.MOUSEBUTTONDOWN:x, y = event.posx //= CELL_SIZEy //= CELL_SIZEif 0 <= x < BOARD_SIZE and 0 <= y < BOARD_SIZE and board[x][y] == EMPTY:board[x][y] = BLACKlast_move = (x, y)if check_winner(board, BLACK):game_over = Trueprint("黑方获胜!")#pygame.quit()#sys.exit()# 白方落子if not game_over and not (all(board[x][y] != EMPTY for x in range(BOARD_SIZE) for y in range(BOARD_SIZE))):move = get_defensive_move(board)if move is None:  # 若没有可防守的位置,落子move = get_preferred_move(board)board[move[0]][move[1]] = WHITElast_move = moveif check_winner(board, WHITE):game_over = Trueprint("白方获胜!")# pygame.quit()# sys.exit()draw_board(screen, board, last_move)pygame.display.flip()pygame.quit()
if __name__ == "__main__":main()


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