python四子棋游戏

来源:互联网 发布:众筹源码 编辑:程序博客网 时间:2024/06/18 16:32

实验楼上的一门课,改了部分代码,pygame部分只看了程序框架。课程链接,程序调用了几张图片,在课程链接里能找到。不知道先手是不是有必胜的算法,感觉很难赢AI。

#-*-coding:utf-8-*-#!/usr/bin/pythonimport random, copy, sys, pygamefrom pygame.locals import *BOARDWIDTH = 7  # 棋子盘的宽度栏数BOARDHEIGHT = 6 # 棋子盘的高度栏数assert BOARDWIDTH >= 4 and BOARDHEIGHT >= 4, 'Board must be at least 4x4.'#python assert断言是声明其布尔值必须为真的判定,如果发生异常就说明表达示为假。#可以理解assert断言语句为raise-if-not,用来测试表示式,其返回值为假,就会触发异常。DIFFICULTY = 2 # 难度系数,计算机能够考虑的移动级别               #这里2表示,考虑对手走棋的7种可能性及如何应对对手的7种走法SPACESIZE = 50 # 棋子的大小FPS = 30 # 屏幕的更新频率,即30/sWINDOWWIDTH = 640  # 游戏屏幕的宽度像素WINDOWHEIGHT = 480 # 游戏屏幕的高度像素XMARGIN = int((WINDOWWIDTH - BOARDWIDTH * SPACESIZE) / 2)#X边缘坐标量,即格子栏的最左边YMARGIN = int((WINDOWHEIGHT - BOARDHEIGHT * SPACESIZE) / 2)#Y边缘坐标量,即格子栏的最上边BRIGHTBLUE = (0, 50, 255)#蓝色WHITE = (255, 255, 255)#白色BGCOLOR = BRIGHTBLUETEXTCOLOR = WHITERED = 'red'BLACK = 'black'EMPTY = NoneHUMAN = 'human'COMPUTER = 'computer'def main():    global FPSCLOCK, DISPLAYSURF, REDPILERECT, BLACKPILERECT, REDTOKENIMG    global BLACKTOKENIMG, BOARDIMG, ARROWIMG, ARROWRECT, HUMANWINNERIMG    global COMPUTERWINNERIMG, WINNERRECT, TIEWINNERIMG    pygame.init()    FPSCLOCK = pygame.time.Clock()    #创建游戏窗口    DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))    #游戏窗口标题    pygame.display.set_caption('Four in a Row')    REDPILERECT = pygame.Rect(int(SPACESIZE / 2), WINDOWHEIGHT - int(3 * SPACESIZE / 2), SPACESIZE, SPACESIZE)    #创建窗口左下和右下角的棋子    BLACKPILERECT = pygame.Rect(WINDOWWIDTH - int(3 * SPACESIZE / 2), WINDOWHEIGHT - int(3 * SPACESIZE / 2), SPACESIZE, SPACESIZE)    #载入红色棋子图片    REDTOKENIMG = pygame.image.load('images/4rowred.png')        #将红色棋子图片缩放为SPACESIZE    REDTOKENIMG = pygame.transform.smoothscale(REDTOKENIMG, (SPACESIZE, SPACESIZE))    #黑色棋子    BLACKTOKENIMG = pygame.image.load('images/4rowblack.png')    #将黑色棋子图片缩放为SPACESIZE    BLACKTOKENIMG = pygame.transform.smoothscale(BLACKTOKENIMG, (SPACESIZE, SPACESIZE))    #载入棋子面板图片    BOARDIMG = pygame.image.load('images/4rowboard.png')    #将棋子面板图片缩放为SPACESIZE    BOARDIMG = pygame.transform.smoothscale(BOARDIMG, (SPACESIZE, SPACESIZE))    #载入人胜利时图片    HUMANWINNERIMG = pygame.image.load('images/4rowhumanwinner.png')    #载入AI胜利时图片    COMPUTERWINNERIMG = pygame.image.load('images/4rowcomputerwinner.png')    #载入平局图片    TIEWINNERIMG = pygame.image.load('images/4rowtie.png')    #返回Rect实例    WINNERRECT = HUMANWINNERIMG.get_rect()    #游戏窗口中间位置坐标    WINNERRECT.center = (int(WINDOWWIDTH / 2), int(WINDOWHEIGHT / 2))    #载入操作提示图片    ARROWIMG = pygame.image.load('images/4rowarrow.png')    #返回Rect实例    ARROWRECT = ARROWIMG.get_rect()    #操作提示的左位置    ARROWRECT.left = REDPILERECT.right + 10     #将操作提示与下方红色棋子实例在纵向对齐    ARROWRECT.centery = REDPILERECT.centery     isFirstGame = True     while True:        runGame(isFirstGame)        isFirstGame = Falsedef runGame(isFirstGame):    if isFirstGame:        turn = COMPUTER        showHelp = True    else:        if random.randint(0, 1) == 0:            turn = COMPUTER        else:            turn = HUMAN        showHelp = False    mainBoard = getNewBoard()    while True:        if isBoardFull(mainBoard):            winnerImg = TIEWINNERIMG            break         if turn == HUMAN:            getHumanMove(mainBoard, showHelp)            if showHelp:                showHelp = False            if isWinner(mainBoard, RED):                winnerImg = HUMANWINNERIMG                break            turn = COMPUTER         else:            column = getComputerMove(mainBoard)            animateComputerMoving(mainBoard, column)            makeMove(mainBoard, BLACK, column)            if isWinner(mainBoard, BLACK):                winnerImg = COMPUTERWINNERIMG                break            turn = HUMAN     while True:        drawBoard(mainBoard)        DISPLAYSURF.blit(winnerImg, WINNERRECT)        pygame.display.update()        FPSCLOCK.tick()        for event in pygame.event.get():            if event.type == QUIT or (event.type == KEYUP and event.key == K_ESCAPE):                pygame.quit()                sys.exit()            elif event.type == MOUSEBUTTONUP:                returndef makeMove(board, player, column):    lowest = getLowestEmptySpace(board, column)    if lowest != -1:        board[column][lowest] = playerdef drawBoard(board, extraToken=None):    #DISPLAYSURF 是我们的界面,在初始化变量模块中有定义    DISPLAYSURF.fill(BGCOLOR)#将游戏窗口背景色填充为蓝色    spaceRect = pygame.Rect(0, 0, SPACESIZE, SPACESIZE)#创建Rect实例    for x in range(BOARDWIDTH):        #确定每一列中每一行中的格子的左上角的位置坐标        for y in range(BOARDHEIGHT):            spaceRect.topleft = (XMARGIN + (x * SPACESIZE), YMARGIN + (y * SPACESIZE))            #x =0,y =0时,即第一列第一行的格子。            if board[x][y] == RED:#如果格子值为红色                #则在在游戏窗口的spaceRect中画红色棋子                DISPLAYSURF.blit(REDTOKENIMG, spaceRect)            elif board[x][y] == BLACK: #否则画黑色棋子                DISPLAYSURF.blit(BLACKTOKENIMG, spaceRect)    # extraToken 是包含了位置信息和颜色信息的变量    # 用来显示指定的棋子    if extraToken != None:        if extraToken['color'] == RED:            DISPLAYSURF.blit(REDTOKENIMG,(extraToken['x'],            extraToken['y'], SPACESIZE, SPACESIZE))        elif extraToken['color'] == BLACK:            DISPLAYSURF.blit(BLACKTOKENIMG, (extraToken['x'], extraToken['y'], SPACESIZE, SPACESIZE))    # 画棋子面板    for x in range(BOARDWIDTH):        for y in range(BOARDHEIGHT):            spaceRect.topleft = (XMARGIN + (x * SPACESIZE), YMARGIN + (y * SPACESIZE))            DISPLAYSURF.blit(BOARDIMG, spaceRect)    # 画游戏窗口中左下角和右下角的棋子    DISPLAYSURF.blit(REDTOKENIMG, REDPILERECT) # 左边的红色棋子    DISPLAYSURF.blit(BLACKTOKENIMG, BLACKPILERECT) # 右边的黑色棋子def getNewBoard():    board = []    for x in range(BOARDWIDTH):        board.append([EMPTY] * BOARDHEIGHT)    return board #返回board列表,其值为BOARDHEIGHT数量的Nonedef getHumanMove(board, isFirstMove):    draggingToken = False    tokenx, tokeny = None, None    while True:        # pygame.event.get()来处理所有的事件        for event in pygame.event.get():             #停止,退出            if event.type == QUIT:                pygame.quit()                sys.exit()            #如果事件类型为鼠标按下,notdraggingToken为True,鼠标点击的位置在REDPILERECT里面            elif event.type == MOUSEBUTTONDOWN and not draggingToken and REDPILERECT.collidepoint(event.pos):                draggingToken = True                tokenx, tokeny = event.pos            #如果开始拖动了红色棋子            elif event.type == MOUSEMOTION and draggingToken:                #更新被拖拽的棋子的位置                tokenx, tokeny = event.pos            elif event.type == MOUSEBUTTONUP and draggingToken:                #如果棋子被拖拽在board的正上方                if tokeny < YMARGIN and tokenx > XMARGIN and tokenx < WINDOWWIDTH - XMARGIN:                    #根据棋子的x坐标确定棋子会落的列(0,1...6)                    column = int((tokenx - XMARGIN) / SPACESIZE)                    if isValidMove(board, column):                        #棋子掉落,显示掉落效果                        animateDroppingToken(board, column, RED)                        #将空格中最下面的格子设为红色                        board[column][getLowestEmptySpace(board, column)] = RED                        #落入的格子中划红色棋子                        drawBoard(board)                        #窗口更新                        pygame.display.update()                        return                tokenx, tokeny = None, None                draggingToken = False        if tokenx != None and tokeny != None:            #如果拖动了棋子,则显示拖动的棋子,并且通过调整x,y的坐标使拖动时,鼠标始终位于棋子的中心位置。            drawBoard(board, {'x':tokenx - int(SPACESIZE / 2), 'y':tokeny - int(SPACESIZE / 2), 'color':RED})        else:            #当为无效移动时,鼠标松开后,因为此时board中所有格子的值均为none            #调用drawBoard时,进行的操作是显示下面的两个棋子,相当于棋子回到到开始拖动的地方            drawBoard(board)        if isFirstMove:            #AI先走,显示提示操作图片            DISPLAYSURF.blit(ARROWIMG, ARROWRECT)        pygame.display.update()        FPSCLOCK.tick()def animateDroppingToken(board, column, color):    x = XMARGIN + column * SPACESIZE    y = YMARGIN - SPACESIZE    dropSpeed = 1.0#棋子降落的速度    lowestEmptySpace = getLowestEmptySpace(board, column)    while True:        y += int(dropSpeed)#y的坐标以dropSpeed叠加        dropSpeed += 0.5#dropSpeed也在加速,即棋子下落的加速度为0.5        #判断到达最下面的空格        if int((y - YMARGIN) / SPACESIZE) >= lowestEmptySpace:            return        #y不断变化,不断绘制红色棋子,形成不断降落的效果        drawBoard(board, {'x':x, 'y':y, 'color':color})        pygame.display.update()        FPSCLOCK.tick()def animateComputerMoving(board, column):    x = BLACKPILERECT.left    y = BLACKPILERECT.top    speed = 1.0    while y > (YMARGIN - SPACESIZE):        y -= int(speed)        speed += 0.5        drawBoard(board, {'x':x, 'y':y, 'color':BLACK})        pygame.display.update()        FPSCLOCK.tick()    y = YMARGIN - SPACESIZE    speed = 1.0    while x > (XMARGIN + column * SPACESIZE):        x -= int(speed)        speed += 0.5        drawBoard(board, {'x':x, 'y':y, 'color':BLACK})        pygame.display.update()        FPSCLOCK.tick()    animateDroppingToken(board, column, BLACK)def getComputerMove(board):    potentialMoves = getPotentialMoves(board, BLACK, DIFFICULTY)                                   bestMoves = []    bestMoveFitness = -BOARDWIDTH    for i in range(len(potentialMoves)):        if potentialMoves[i]>bestMoveFitness and isValidMove(board,i):            bestMoveFitness = potentialMoves[i]                                                         for i in range(len(potentialMoves)):                if potentialMoves[i] == bestMoveFitness and isValidMove(board, i):            bestMoves.append(i)       return random.choice(bestMoves)def getPotentialMoves(board, tile, depth):    if depth == 0 or isBoardFull(board):        return [0] * BOARDWIDTH    #确定对手棋子颜色    if tile == RED:        enemyTile = BLACK    else:        enemyTile = RED    #初始一个潜在的移动列表,其数值全部为0    potentialMoves = [0] * BOARDWIDTH    for firstMove in range(BOARDWIDTH):        #对每一栏进行遍历,将双方中的任一方的移动称为firstMove        #则另外一方的移动就称为对手,counterMove。        #这里我们的firstMove为AI,对手为玩家。        dupeBoard = copy.deepcopy(board)#可换成回溯的方式,那样就不用每次都深拷贝了        #这里用深复制是为了让board和dupeBoard不互相影响        if not isValidMove(dupeBoard, firstMove):            continue        #如果是有效移动,则设置相应的格子颜色        makeMove(dupeBoard, tile, firstMove)        if isWinner(dupeBoard, tile):            potentialMoves[firstMove] = 1            #获胜的棋子自动获得一个很高的数值来表示其获胜的几率            #数值越大,获胜可能性越大,对手获胜可能性越小。            break            #不要干扰计算其他的移动         else:            if isBoardFull(dupeBoard):                #如果dupeBoard中没有空格,无法移动                potentialMoves[firstMove] = 0            else:                for counterMove in range(BOARDWIDTH):                    #考虑对手移动                    dupeBoard2 = copy.deepcopy(dupeBoard)                    if not isValidMove(dupeBoard2, counterMove):                        continue                    makeMove(dupeBoard2, enemyTile, counterMove)                    #玩家获胜                    if isWinner(dupeBoard2, enemyTile):                        potentialMoves[firstMove] = -1                        break                    else:                        #递归调用                        results = getPotentialMoves(dupeBoard2, tile, depth - 1)                        potentialMoves[firstMove] += (sum(results)*1.0 / BOARDWIDTH) / BOARDWIDTH #求适应度fitness    return potentialMovesdef getLowestEmptySpace(board, column):    for y in range(BOARDHEIGHT-1, -1, -1):        if board[column][y] == EMPTY:            return y    return -1def isValidMove(board, column):    if column < 0 or column >= (BOARDWIDTH) or board[column][0] != EMPTY:        return False    return Truedef isBoardFull(board):    for x in range(BOARDWIDTH):        for y in range(BOARDHEIGHT):            if board[x][y] == EMPTY:                return False    return Truedef isWinner(board, tile):    for x in range(BOARDWIDTH - 3):        for y in range(BOARDHEIGHT):            if board[x][y] == tile and board[x+1][y] == tile and board[x+2][y] == tile and board[x+3][y] == tile:                return True    for x in range(BOARDWIDTH):        for y in range(BOARDHEIGHT - 3):            if board[x][y] == tile and board[x][y+1] == tile and board[x][y+2] == tile and board[x][y+3] == tile:                return True    for x in range(BOARDWIDTH - 3):        for y in range(3, BOARDHEIGHT):            if board[x][y] == tile and board[x+1][y-1] == tile and board[x+2][y-2] == tile and board[x+3][y-3] == tile:                return True    for x in range(BOARDWIDTH - 3):        for y in range(BOARDHEIGHT - 3):            if board[x][y] == tile and board[x+1][y+1] == tile and board[x+2][y+2] == tile and board[x+3][y+3] == tile:                return True    return Falseif __name__ == '__main__':    main()

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