这个应该是玩起来最最简单的了…
运气好,点了四下都没踩雷哈哈…
我是菜鸡,玩不赢电脑人…
害,这个是最惊心动魄的,为了我的小心脏,不玩了不玩了…
女朋友:你就是借机在玩游戏,逮到了
啊这…
那我不吹牛逼了,我们来敲代码吧~
方块部分
这部分代码单独保存py文件,这里我命名为 blocks.py
方块形状的设计,一开始我是做成 4 × 4,长宽最长都是4的话旋转的时候就不考虑怎么转了,就是从一个图形替换成另一个。
要实现这个功能,只要固定左上角的坐标就可以了。
import random
from collections import namedtuple
Point = namedtuple('Point', 'X Y')
Shape = namedtuple('Shape', 'X Y Width Height')
Block = namedtuple('Block', 'template start_pos end_pos name next')
# S形方块
S_BLOCK = [Block(['.OO',
'OO.',
'...'], Point(0, 0), Point(2, 1), 'S', 1),
Block(['O..',
'OO.',
'.O.'], Point(0, 0), Point(1, 2), 'S', 0)]
# Z形方块
Z_BLOCK = [Block(['OO.',
'.OO',
'...'], Point(0, 0), Point(2, 1), 'Z', 1),
Block(['.O.',
'OO.',
'O..'], Point(0, 0), Point(1, 2), 'Z', 0)]
# I型方块
I_BLOCK = [Block(['.O..',
'.O..',
'.O..',
'.O..'], Point(1, 0), Point(1, 3), 'I', 1),
Block(['....',
'....',
'OOOO',
'....'], Point(0, 2), Point(3, 2), 'I', 0)]
# O型方块
O_BLOCK = [Block(['OO',
'OO'], Point(0, 0), Point(1, 1), 'O', 0)]
# J型方块
J_BLOCK = [Block(['O..',
'OOO',
'...'], Point(0, 0), Point(2, 1), 'J', 1),
Block(['.OO',
'.O.',
'.O.'], Point(1, 0), Point(2, 2), 'J', 2),
Block(['...',
'OOO',
'..O'], Point(0, 1), Point(2, 2), 'J', 3),
Block(['.O.',
'.O.',
'OO.'], Point(0, 0), Point(1, 2), 'J', 0)]
# L型方块
L_BLOCK = [Block(['..O',
'OOO',
'...'], Point(0, 0), Point(2, 1), 'L', 1),
Block(['.O.',
'.O.',
'.OO'], Point(1, 0), Point(2, 2), 'L', 2),
Block(['...',
'OOO',
'O..'], Point(0, 1), Point(2, 2), 'L', 3),
Block(['OO.',
'.O.',
'.O.'], Point(0, 0), Point(1, 2), 'L', 0)]
# T型方块
T_BLOCK = [Block(['.O.',
'OOO',
'...'], Point(0, 0), Point(2, 1), 'T', 1),
Block(['.O.',
'.OO',
'.O.'], Point(1, 0), Point(2, 2), 'T', 2),
Block(['...',
'OOO',
'.O.'], Point(0, 1), Point(2, 2), 'T', 3),
Block(['.O.',
'OO.',
'.O.'], Point(0, 0), Point(1, 2), 'T', 0)]
BLOCKS = {'O': O_BLOCK,
'I': I_BLOCK,
'Z': Z_BLOCK,
'T': T_BLOCK,
'L': L_BLOCK,
'S': S_BLOCK,
'J': J_BLOCK}
def get_block():
block_name = random.choice('OIZTLSJ')
b = BLOCKS[block_name]
idx = random.randint(0, len(b) - 1)
return b[idx]
def get_next_block(block):
b = BLOCKS[block.name]
return b[block.next]
游戏主代码
import sys
import time
import pygame
from pygame.locals import *
import blocks
SIZE = 30 # 每个小方格大小
BLOCK_HEIGHT = 25 # 游戏区高度
BLOCK_WIDTH = 10 # 游戏区宽度
BORDER_WIDTH = 4 # 游戏区边框宽度
BORDER_COLOR = (40, 40, 200) # 游戏区边框颜色
SCREEN_WIDTH = SIZE * (BLOCK_WIDTH + 5) # 游戏屏幕的宽
SCREEN_HEIGHT = SIZE * BLOCK_HEIGHT # 游戏屏幕的高
BG_COLOR = (40, 40, 60) # 背景色
BLOCK_COLOR = (20, 128, 200) #
BLACK = (0, 0, 0)
RED = (200, 30, 30) # GAME OVER 的字体颜色
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('俄罗斯方块')
font1 = pygame.font.SysFont('SimHei', 24) # 黑体24
font2 = pygame.font.Font(None, 72) # GAME OVER 的字体
font_pos_x = BLOCK_WIDTH * SIZE + BORDER_WIDTH + 10 # 右侧信息显示区域字体位置的X坐标
gameover_size = font2.size('GAME OVER')
font1_height = int(font1.size('得分')[1])
cur_block = None # 当前下落方块
next_block = None # 下一个方块
cur_pos_x, cur_pos_y = 0, 0
game_area = None # 整个游戏区域
game_over = True
start = False # 是否开始,当start = True,game_over = True 时,才显示 GAME OVER
score = 0 # 得分
orispeed = 0.5 # 原始速度
speed = orispeed # 当前速度
pause = False # 暂停
last_drop_time = None # 上次下落时间
last_press_time = None # 上次按键时间
def _dock():
nonlocal cur_block, next_block, game_area, cur_pos_x, cur_pos_y, game_over, score, speed
for _i in range(cur_block.start_pos.Y, cur_block.end_pos.Y + 1):
for _j in range(cur_block.start_pos.X, cur_block.end_pos.X + 1):
if cur_block.template[_i][_j] != '.':
game_area[cur_pos_y + _i][cur_pos_x + _j] = '0'
if cur_pos_y + cur_block.start_pos.Y <= 0:
game_over = True
else:
# 计算消除
remove_idxs = []
for _i in range(cur_block.start_pos.Y, cur_block.end_pos.Y + 1):
if all(_x == '0' for _x in game_area[cur_pos_y + _i]):
remove_idxs.append(cur_pos_y + _i)
if remove_idxs:
# 计算得分
remove_count = len(remove_idxs)
if remove_count == 1:
score += 100
elif remove_count == 2:
score += 300
elif remove_count == 3:
score += 700
elif remove_count == 4:
score += 1500
speed = orispeed - 0.03 * (score // 10000)
# 消除
_i = _j = remove_idxs[-1]
while _i >= 0:
while _j in remove_idxs:
_j -= 1
if _j < 0:
game_area[_i] = ['.'] * BLOCK_WIDTH
else:
game_area[_i] = game_area[_j]
_i -= 1
_j -= 1
cur_block = next_block
next_block = blocks.get_block()
cur_pos_x, cur_pos_y = (BLOCK_WIDTH - cur_block.end_pos.X - 1) // 2, -1 - cur_block.end_pos.Y
def _judge(pos_x, pos_y, block):
nonlocal game_area
for _i in range(block.start_pos.Y, block.end_pos.Y + 1):
if pos_y + block.end_pos.Y >= BLOCK_HEIGHT:
return False
for _j in range(block.start_pos.X, block.end_pos.X + 1):
if pos_y + _i >= 0 and block.template[_i][_j] != '.' and game_area[pos_y + _i][pos_x + _j] != '.':
return False
return True
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
elif event.type == KEYDOWN:
if event.key == K_RETURN:
if game_over:
start = True
game_over = False
score = 0
last_drop_time = time.time()
last_press_time = time.time()
game_area = [['.'] * BLOCK_WIDTH for _ in range(BLOCK_HEIGHT)]
cur_block = blocks.get_block()
next_block = blocks.get_block()
cur_pos_x, cur_pos_y = (BLOCK_WIDTH - cur_block.end_pos.X - 1) // 2, -1 - cur_block.end_pos.Y
elif event.key == K_SPACE:
if not game_over:
pause = not pause
elif event.key in (K_w, K_UP):
if 0 <= cur_pos_x <= BLOCK_WIDTH - len(cur_block.template[0]):
_next_block = blocks.get_next_block(cur_block)
if _judge(cur_pos_x, cur_pos_y, _next_block):
cur_block = _next_block
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
if not game_over and not pause:
if time.time() - last_press_time > 0.1:
last_press_time = time.time()
if cur_pos_x > - cur_block.start_pos.X:
if _judge(cur_pos_x - 1, cur_pos_y, cur_block):
cur_pos_x -= 1
if event.key == pygame.K_RIGHT:
if not game_over and not pause:
if time.time() - last_press_time > 0.1:
last_press_time = time.time()
# 不能移除右边框
if cur_pos_x + cur_block.end_pos.X + 1 < BLOCK_WIDTH:
if _judge(cur_pos_x + 1, cur_pos_y, cur_block):
cur_pos_x += 1
if event.key == pygame.K_DOWN:
if not game_over and not pause:
if time.time() - last_press_time > 0.1:
last_press_time = time.time()
if not _judge(cur_pos_x, cur_pos_y + 1, cur_block):
_dock()
else:
last_drop_time = time.time()
cur_pos_y += 1
_draw_background(screen)
_draw_game_area(screen, game_area)
_draw_gridlines(screen)
_draw_info(screen, font1, font_pos_x, font1_height, score)
# 画显示信息中的下一个方块
_draw_block(screen, next_block, font_pos_x, 30 + (font1_height + 6) * 5, 0, 0)
if not game_over:
cur_drop_time = time.time()
if cur_drop_time - last_drop_time > speed:
if not pause:
if not _judge(cur_pos_x, cur_pos_y + 1, cur_block):
_dock()
else:
last_drop_time = cur_drop_time
cur_pos_y += 1
else:
if start:
print_text(screen, font2,
(SCREEN_WIDTH - gameover_size[0]) // 2, (SCREEN_HEIGHT - gameover_size[1]) // 2,
'GAME OVER', RED)
# 画当前下落方块
_draw_block(screen, cur_block, 0, 0, cur_pos_x, cur_pos_y)
pygame.display.flip()
# 画背景
def _draw_background(screen):
# 填充背景色
screen.fill(BG_COLOR)
# 画游戏区域分隔线
pygame.draw.line(screen, BORDER_COLOR,
(SIZE * BLOCK_WIDTH + BORDER_WIDTH // 2, 0),
(SIZE * BLOCK_WIDTH + BORDER_WIDTH // 2, SCREEN_HEIGHT), BORDER_WIDTH)
# 画网格线
def _draw_gridlines(screen):
# 画网格线 竖线
for x in range(BLOCK_WIDTH):
pygame.draw.line(screen, BLACK, (x * SIZE, 0), (x * SIZE, SCREEN_HEIGHT), 1)
# 画网格线 横线
for y in range(BLOCK_HEIGHT):
pygame.draw.line(screen, BLACK, (0, y * SIZE), (BLOCK_WIDTH * SIZE, y * SIZE), 1)
# 画已经落下的方块
def _draw_game_area(screen, game_area):
if game_area:
for i, row in enumerate(game_area):
for j, cell in enumerate(row):
if cell != '.':
pygame.draw.rect(screen, BLOCK_COLOR, (j * SIZE, i * SIZE, SIZE, SIZE), 0)
# 画单个方块
def _draw_block(screen, block, offset_x, offset_y, pos_x, pos_y):
if block:
for i in range(block.start_pos.Y, block.end_pos.Y + 1):
for j in range(block.start_pos.X, block.end_pos.X + 1):
if block.template[i][j] != '.':
pygame.draw.rect(screen, BLOCK_COLOR,
(offset_x + (pos_x + j) * SIZE, offset_y + (pos_y + i) * SIZE, SIZE, SIZE), 0)
# 画得分等信息
def _draw_info(screen, font, pos_x, font_height, score):
print_text(screen, font, pos_x, 10, f'得分: ')
print_text(screen, font, pos_x, 10 + font_height + 6, f'{score}')
print_text(screen, font, pos_x, 20 + (font_height + 6) * 2, f'速度: ')
print_text(screen, font, pos_x, 20 + (font_height + 6) * 3, f'{score // 10000}')
print_text(screen, font, pos_x, 30 + (font_height + 6) * 4, f'下一个:')
if __name__ == '__main__':
main()
地雷部分
一样的,单独保存py文件,mineblock.py
import random
from enum import Enum
BLOCK_WIDTH = 30
BLOCK_HEIGHT = 16
SIZE = 20 # 块大小
MINE_COUNT = 99 # 地雷数
class BlockStatus(Enum):
normal = 1 # 未点击
opened = 2 # 已点击
mine = 3 # 地雷
flag = 4 # 标记为地雷
ask = 5 # 标记为问号
bomb = 6 # 踩中地雷
hint = 7 # 被双击的周围
double = 8 # 正被鼠标左右键双击
class Mine:
def __init__(self, x, y, value=0):
self._x = x
self._y = y
self._value = 0
self._around_mine_count = -1
self._status = BlockStatus.normal
self.set_value(value)
def __repr__(self):
return str(self._value)
# return f'({self._x},{self._y})={self._value}, status={self.status}'
def get_x(self):
return self._x
def set_x(self, x):
self._x = x
x = property(fget=get_x, fset=set_x)
def get_y(self):
return self._y
def set_y(self, y):
self._y = y
y = property(fget=get_y, fset=set_y)
def get_value(self):
return self._value
def set_value(self, value):
if value:
self._value = 1
else:
self._value = 0
value = property(fget=get_value, fset=set_value, doc='0:非地雷 1:雷')
def get_around_mine_count(self):
return self._around_mine_count
def set_around_mine_count(self, around_mine_count):
self._around_mine_count = around_mine_count
around_mine_count = property(fget=get_around_mine_count, fset=set_around_mine_count, doc='四周地雷数量')
def get_status(self):
return self._status
def set_status(self, value):
self._status = value
status = property(fget=get_status, fset=set_status, doc='BlockStatus')
class MineBlock:
def __init__(self):
self._block = [[Mine(i, j) for i in range(BLOCK_WIDTH)] for j in range(BLOCK_HEIGHT)]
# 埋雷
for i in random.sample(range(BLOCK_WIDTH * BLOCK_HEIGHT), MINE_COUNT):
self._block[i // BLOCK_WIDTH][i % BLOCK_WIDTH].value = 1
def get_block(self):
return self._block
block = property(fget=get_block)
def getmine(self, x, y):
return self._block[y][x]
def open_mine(self, x, y):
# 踩到雷了
if self._block[y][x].value:
self._block[y][x].status = BlockStatus.bomb
return False
# 先把状态改为 opened
self._block[y][x].status = BlockStatus.opened
around = _get_around(x, y)
_sum = 0
for i, j in around:
if self._block[j][i].value:
_sum += 1
self._block[y][x].around_mine_count = _sum
# 如果周围没有雷,那么将周围8个未中未点开的递归算一遍
# 这就能实现一点出现一大片打开的效果了
if _sum == 0:
for i, j in around:
if self._block[j][i].around_mine_count == -1:
self.open_mine(i, j)
return True
def double_mouse_button_down(self, x, y):
if self._block[y][x].around_mine_count == 0:
return True
self._block[y][x].status = BlockStatus.double
around = _get_around(x, y)
sumflag = 0 # 周围被标记的雷数量
for i, j in _get_around(x, y):
if self._block[j][i].status == BlockStatus.flag:
sumflag += 1
# 周边的雷已经全部被标记
result = True
if sumflag == self._block[y][x].around_mine_count:
for i, j in around:
if self._block[j][i].status == BlockStatus.normal:
if not self.open_mine(i, j):
result = False
else:
for i, j in around:
if self._block[j][i].status == BlockStatus.normal:
self._block[j][i].status = BlockStatus.hint
return result
def double_mouse_button_up(self, x, y):
self._block[y][x].status = BlockStatus.opened
for i, j in _get_around(x, y):
if self._block[j][i].status == BlockStatus.hint:
self._block[j][i].status = BlockStatus.normal
def _get_around(x, y):
"""返回(x, y)周围的点的坐标"""
# 这里注意,range 末尾是开区间,所以要加 1
return [(i, j) for i in range(max(0, x - 1), min(BLOCK_WIDTH - 1, x + 1) + 1)
for j in range(max(0, y - 1), min(BLOCK_HEIGHT - 1, y + 1) + 1) if i != x or j != y]
素材
左侧扫码获取
主代码
import sys
import time
from enum import Enum
import pygame
from pygame.locals import *
from mineblock import *
# 游戏屏幕的宽
SCREEN_WIDTH = BLOCK_WIDTH * SIZE
# 游戏屏幕的高
SCREEN_HEIGHT = (BLOCK_HEIGHT + 2) * SIZE
class GameStatus(Enum):
readied = 1,
started = 2,
over = 3,
win = 4
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('扫雷')
font1 = pygame.font.Font('resources/a.TTF', SIZE * 2) # 得分的字体
fwidth, fheight = font1.size('999')
red = (200, 40, 40)
# 加载资源图片,因为资源文件大小不一,所以做了统一的缩放处理
img0 = pygame.image.load('resources/0.bmp').convert()
img0 = pygame.transform.smoothscale(img0, (SIZE, SIZE))
img1 = pygame.image.load('resources/1.bmp').convert()
img1 = pygame.transform.smoothscale(img1, (SIZE, SIZE))
img2 = pygame.image.load('resources/2.bmp').convert()
img2 = pygame.transform.smoothscale(img2, (SIZE, SIZE))
img3 = pygame.image.load('resources/3.bmp').convert()
img3 = pygame.transform.smoothscale(img3, (SIZE, SIZE))
img4 = pygame.image.load('resources/4.bmp').convert()
img4 = pygame.transform.smoothscale(img4, (SIZE, SIZE))
img5 = pygame.image.load('resources/5.bmp').convert()
img5 = pygame.transform.smoothscale(img5, (SIZE, SIZE))
img6 = pygame.image.load('resources/6.bmp').convert()
img6 = pygame.transform.smoothscale(img6, (SIZE, SIZE))
img7 = pygame.image.load('resources/7.bmp').convert()
img7 = pygame.transform.smoothscale(img7, (SIZE, SIZE))
img8 = pygame.image.load('resources/8.bmp').convert()
img8 = pygame.transform.smoothscale(img8, (SIZE, SIZE))
img_blank = pygame.image.load('resources/blank.bmp').convert()
img_blank = pygame.transform.smoothscale(img_blank, (SIZE, SIZE))
img_flag = pygame.image.load('resources/flag.bmp').convert()
img_flag = pygame.transform.smoothscale(img_flag, (SIZE, SIZE))
img_ask = pygame.image.load('resources/ask.bmp').convert()
img_ask = pygame.transform.smoothscale(img_ask, (SIZE, SIZE))
img_mine = pygame.image.load('resources/mine.bmp').convert()
img_mine = pygame.transform.smoothscale(img_mine, (SIZE, SIZE))
img_blood = pygame.image.load('resources/blood.bmp').convert()
img_blood = pygame.transform.smoothscale(img_blood, (SIZE, SIZE))
img_error = pygame.image.load('resources/error.bmp').convert()
img_error = pygame.transform.smoothscale(img_error, (SIZE, SIZE))
face_size = int(SIZE * 1.25)
img_face_fail = pygame.image.load('resources/face_fail.bmp').convert()
img_face_fail = pygame.transform.smoothscale(img_face_fail, (face_size, face_size))
img_face_normal = pygame.image.load('resources/face_normal.bmp').convert()
img_face_normal = pygame.transform.smoothscale(img_face_normal, (face_size, face_size))
img_face_success = pygame.image.load('resources/face_success.bmp').convert()
img_face_success = pygame.transform.smoothscale(img_face_success, (face_size, face_size))
face_pos_x = (SCREEN_WIDTH - face_size) // 2
face_pos_y = (SIZE * 2 - face_size) // 2
img_dict = {
0: img0,
1: img1,
2: img2,
3: img3,
4: img4,
5: img5,
6: img6,
7: img7,
8: img8
}
bgcolor = (225, 225, 225) # 背景色
block = MineBlock()
game_status = GameStatus.readied
start_time = None # 开始时间
elapsed_time = 0 # 耗时
while True:
# 填充背景色
screen.fill(bgcolor)
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
mouse_x, mouse_y = event.pos
x = mouse_x // SIZE
y = mouse_y // SIZE - 2
b1, b2, b3 = pygame.mouse.get_pressed()
if game_status == GameStatus.started:
# 鼠标左右键同时按下,如果已经标记了所有雷,则打开周围一圈
# 如果还未标记完所有雷,则有一个周围一圈被同时按下的效果
if b1 and b3:
mine = block.getmine(x, y)
if mine.status == BlockStatus.opened:
if not block.double_mouse_button_down(x, y):
game_status = GameStatus.over
elif event.type == MOUSEBUTTONUP:
if y < 0:
if face_pos_x <= mouse_x <= face_pos_x + face_size \
and face_pos_y <= mouse_y <= face_pos_y + face_size:
game_status = GameStatus.readied
block = MineBlock()
start_time = time.time()
elapsed_time = 0
continue
if game_status == GameStatus.readied:
game_status = GameStatus.started
start_time = time.time()
elapsed_time = 0
if game_status == GameStatus.started:
mine = block.getmine(x, y)
if b1 and not b3: # 按鼠标左键
if mine.status == BlockStatus.normal:
if not block.open_mine(x, y):
game_status = GameStatus.over
elif not b1 and b3: # 按鼠标右键
if mine.status == BlockStatus.normal:
mine.status = BlockStatus.flag
elif mine.status == BlockStatus.flag:
mine.status = BlockStatus.ask
elif mine.status == BlockStatus.ask:
mine.status = BlockStatus.normal
elif b1 and b3:
if mine.status == BlockStatus.double:
block.double_mouse_button_up(x, y)
flag_count = 0
opened_count = 0
for row in block.block:
for mine in row:
pos = (mine.x * SIZE, (mine.y + 2) * SIZE)
if mine.status == BlockStatus.opened:
screen.blit(img_dict[mine.around_mine_count], pos)
opened_count += 1
elif mine.status == BlockStatus.double:
screen.blit(img_dict[mine.around_mine_count], pos)
elif mine.status == BlockStatus.bomb:
screen.blit(img_blood, pos)
elif mine.status == BlockStatus.flag:
screen.blit(img_flag, pos)
flag_count += 1
elif mine.status == BlockStatus.ask:
screen.blit(img_ask, pos)
elif mine.status == BlockStatus.hint:
screen.blit(img0, pos)
elif game_status == GameStatus.over and mine.value:
screen.blit(img_mine, pos)
elif mine.value == 0 and mine.status == BlockStatus.flag:
screen.blit(img_error, pos)
elif mine.status == BlockStatus.normal:
screen.blit(img_blank, pos)
print_text(screen, font1, 30, (SIZE * 2 - fheight) // 2 - 2, '%02d' % (MINE_COUNT - flag_count), red)
if game_status == GameStatus.started:
elapsed_time = int(time.time() - start_time)
print_text(screen, font1, SCREEN_WIDTH - fwidth - 30, (SIZE * 2 - fheight) // 2 - 2, '%03d' % elapsed_time, red)
if flag_count + opened_count == BLOCK_WIDTH * BLOCK_HEIGHT:
game_status = GameStatus.win
if game_status == GameStatus.over:
screen.blit(img_face_fail, (face_pos_x, face_pos_y))
elif game_status == GameStatus.win:
screen.blit(img_face_success, (face_pos_x, face_pos_y))
else:
screen.blit(img_face_normal, (face_pos_x, face_pos_y))
pygame.display.update()
if __name__ == '__main__':
main()
五子棋就没那么多七七八八的素材和其它代码了
import sys
import random
import pygame
from pygame.locals import *
import pygame.gfxdraw
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
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)
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('五子棋')
font1 = pygame.font.SysFont('SimHei', 32)
font2 = pygame.font.SysFont('SimHei', 72)
fwidth, fheight = font2.size('黑方获胜')
checkerboard = Checkerboard(Line_Points)
cur_runner = BLACK_CHESSMAN
winner = None
computer = AI(Line_Points, WHITE_CHESSMAN)
black_win_count = 0
white_win_count = 0
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)
computer = AI(Line_Points, WHITE_CHESSMAN)
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 winner is None:
cur_runner = _get_next(cur_runner)
computer.get_opponent_drop(click_point)
AI_point = computer.AI_drop()
winner = checkerboard.drop(cur_runner, AI_point)
if winner is not None:
white_win_count += 1
cur_runner = _get_next(cur_runner)
else:
black_win_count += 1
else:
print('超出棋盘区域')
# 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_left_info(screen, font1, cur_runner, black_win_count, white_win_count)
if winner:
print_text(screen, font2, (SCREEN_WIDTH - fwidth)//2, (SCREEN_HEIGHT - fheight)//2, winner.Name + '获胜', RED_COLOR)
pygame.display.flip()
def _get_next(cur_runner):
if cur_runner == BLACK_CHESSMAN:
return WHITE_CHESSMAN
else:
return BLACK_CHESSMAN
# 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)
# 画左侧信息显示
def _draw_left_info(screen, font, cur_runner, black_win_count, white_win_count):
_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2), BLACK_CHESSMAN.Color)
_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2 * 4), WHITE_CHESSMAN.Color)
print_text(screen, font, RIGHT_INFO_POS_X, Start_X + 3, '玩家', BLUE_COLOR)
print_text(screen, font, RIGHT_INFO_POS_X, Start_X + Stone_Radius2 * 3 + 3, '电脑', BLUE_COLOR)
print_text(screen, font, SCREEN_HEIGHT, SCREEN_HEIGHT - Stone_Radius2 * 8, '战况:', BLUE_COLOR)
_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, SCREEN_HEIGHT - int(Stone_Radius2 * 4.5)), BLACK_CHESSMAN.Color)
_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, SCREEN_HEIGHT - Stone_Radius2 * 2), WHITE_CHESSMAN.Color)
print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - int(Stone_Radius2 * 5.5) + 3, f'{black_win_count} 胜', BLUE_COLOR)
print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - Stone_Radius2 * 3 + 3, f'{white_win_count} 胜', BLUE_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)
class AI:
def __init__(self, line_points, chessman):
self._line_points = line_points
self._my = chessman
self._opponent = BLACK_CHESSMAN if chessman == WHITE_CHESSMAN else WHITE_CHESSMAN
self._checkerboard = [[0] * line_points for _ in range(line_points)]
def get_opponent_drop(self, point):
self._checkerboard[point.Y][point.X] = self._opponent.Value
def AI_drop(self):
point = None
score = 0
for i in range(self._line_points):
for j in range(self._line_points):
if self._checkerboard[j][i] == 0:
_score = self._get_point_score(Point(i, j))
if _score > score:
score = _score
point = Point(i, j)
elif _score == score and _score > 0:
r = random.randint(0, 100)
if r % 2 == 0:
point = Point(i, j)
self._checkerboard[point.Y][point.X] = self._my.Value
return point
def _get_point_score(self, point):
score = 0
for os in offset:
score += self._get_direction_score(point, os[0], os[1])
return score
def _get_direction_score(self, point, x_offset, y_offset):
count = 0 # 落子处我方连续子数
_count = 0 # 落子处对方连续子数
space = None # 我方连续子中有无空格
_space = None # 对方连续子中有无空格
both = 0 # 我方连续子两端有无阻挡
_both = 0 # 对方连续子两端有无阻挡
# 如果是 1 表示是边上是我方子,2 表示敌方子
flag = self._get_stone_color(point, x_offset, y_offset, True)
if flag != 0:
for step in range(1, 6):
x = point.X + step * x_offset
y = point.Y + step * y_offset
if 0 <= x < self._line_points and 0 <= y < self._line_points:
if flag == 1:
if self._checkerboard[y][x] == self._my.Value:
count += 1
if space is False:
space = True
elif self._checkerboard[y][x] == self._opponent.Value:
_both += 1
break
else:
if space is None:
space = False
else:
break # 遇到第二个空格退出
elif flag == 2:
if self._checkerboard[y][x] == self._my.Value:
_both += 1
break
elif self._checkerboard[y][x] == self._opponent.Value:
_count += 1
if _space is False:
_space = True
else:
if _space is None:
_space = False
else:
break
else:
# 遇到边也就是阻挡
if flag == 1:
both += 1
elif flag == 2:
_both += 1
if space is False:
space = None
if _space is False:
_space = None
_flag = self._get_stone_color(point, -x_offset, -y_offset, True)
if _flag != 0:
for step in range(1, 6):
x = point.X - step * x_offset
y = point.Y - step * y_offset
if 0 <= x < self._line_points and 0 <= y < self._line_points:
if _flag == 1:
if self._checkerboard[y][x] == self._my.Value:
count += 1
if space is False:
space = True
elif self._checkerboard[y][x] == self._opponent.Value:
_both += 1
break
else:
if space is None:
space = False
else:
break # 遇到第二个空格退出
elif _flag == 2:
if self._checkerboard[y][x] == self._my.Value:
_both += 1
break
elif self._checkerboard[y][x] == self._opponent.Value:
_count += 1
if _space is False:
_space = True
else:
if _space is None:
_space = False
else:
break
else:
# 遇到边也就是阻挡
if _flag == 1:
both += 1
elif _flag == 2:
_both += 1
score = 0
if count == 4:
score = 10000
elif _count == 4:
score = 9000
elif count == 3:
if both == 0:
score = 1000
elif both == 1:
score = 100
else:
score = 0
elif _count == 3:
if _both == 0:
score = 900
elif _both == 1:
score = 90
else:
score = 0
elif count == 2:
if both == 0:
score = 100
elif both == 1:
score = 10
else:
score = 0
elif _count == 2:
if _both == 0:
score = 90
elif _both == 1:
score = 9
else:
score = 0
elif count == 1:
score = 10
elif _count == 1:
score = 9
else:
score = 0
if space or _space:
score /= 2
return score
# 判断指定位置处在指定方向上是我方子、对方子、空
def _get_stone_color(self, point, x_offset, y_offset, next):
x = point.X + x_offset
y = point.Y + y_offset
if 0 <= x < self._line_points and 0 <= y < self._line_points:
if self._checkerboard[y][x] == self._my.Value:
return 1
elif self._checkerboard[y][x] == self._opponent.Value:
return 2
else:
if next:
return self._get_stone_color(Point(x, y), x_offset, y_offset, False)
else:
return 0
else:
return 0
if __name__ == '__main__':
main()
import random
import sys
import time
import pygame
from pygame.locals import *
from collections import deque
SCREEN_WIDTH = 600 # 屏幕宽度
SCREEN_HEIGHT = 480 # 屏幕高度
SIZE = 20 # 小方格大小
LINE_WIDTH = 1 # 网格线宽度
# 游戏区域的坐标范围
SCOPE_X = (0, SCREEN_WIDTH // SIZE - 1)
SCOPE_Y = (2, SCREEN_HEIGHT // SIZE - 1)
# 食物的分值及颜色
FOOD_STYLE_LIST = [(10, (255, 100, 100)), (20, (100, 255, 100)), (30, (100, 100, 255))]
LIGHT = (100, 100, 100)
DARK = (200, 200, 200) # 蛇的颜色
BLACK = (0, 0, 0) # 网格线颜色
RED = (200, 30, 30) # 红色,GAME OVER 的字体颜色
BGCOLOR = (40, 40, 60) # 背景色
def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
imgText = font.render(text, True, fcolor)
screen.blit(imgText, (x, y))
# 初始化蛇
def init_snake():
snake = deque()
snake.append((2, SCOPE_Y[0]))
snake.append((1, SCOPE_Y[0]))
snake.append((0, SCOPE_Y[0]))
return snake
def create_food(snake):
food_x = random.randint(SCOPE_X[0], SCOPE_X[1])
food_y = random.randint(SCOPE_Y[0], SCOPE_Y[1])
while (food_x, food_y) in snake:
# 如果食物出现在蛇身上,则重来
food_x = random.randint(SCOPE_X[0], SCOPE_X[1])
food_y = random.randint(SCOPE_Y[0], SCOPE_Y[1])
return food_x, food_y
def get_food_style():
return FOOD_STYLE_LIST[random.randint(0, 2)]
def main():
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption('贪吃蛇')
font1 = pygame.font.SysFont('SimHei', 24) # 得分的字体
font2 = pygame.font.Font(None, 72) # GAME OVER 的字体
fwidth, fheight = font2.size('GAME OVER')
# 如果蛇正在向右移动,那么快速点击向下向左,由于程序刷新没那么快,向下事件会被向左覆盖掉,导致蛇后退,直接GAME OVER
# b 变量就是用于防止这种情况的发生
b = True
# 蛇
snake = init_snake()
# 食物
food = create_food(snake)
food_style = get_food_style()
# 方向
pos = (1, 0)
game_over = True
start = False # 是否开始,当start = True,game_over = True 时,才显示 GAME OVER
score = 0 # 得分
orispeed = 0.5 # 原始速度
speed = orispeed
last_move_time = None
pause = False # 暂停
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
elif event.type == KEYDOWN:
if event.key == K_RETURN:
if game_over:
start = True
game_over = False
b = True
snake = init_snake()
food = create_food(snake)
food_style = get_food_style()
pos = (1, 0)
# 得分
score = 0
last_move_time = time.time()
elif event.key == K_SPACE:
if not game_over:
pause = not pause
elif event.key in (K_w, K_UP):
# 这个判断是为了防止蛇向上移时按了向下键,导致直接 GAME OVER
if b and not pos[1]:
pos = (0, -1)
b = False
elif event.key in (K_s, K_DOWN):
if b and not pos[1]:
pos = (0, 1)
b = False
elif event.key in (K_a, K_LEFT):
if b and not pos[0]:
pos = (-1, 0)
b = False
elif event.key in (K_d, K_RIGHT):
if b and not pos[0]:
pos = (1, 0)
b = False
# 填充背景色
screen.fill(BGCOLOR)
# 画网格线 竖线
for x in range(SIZE, SCREEN_WIDTH, SIZE):
pygame.draw.line(screen, BLACK, (x, SCOPE_Y[0] * SIZE), (x, SCREEN_HEIGHT), LINE_WIDTH)
# 画网格线 横线
for y in range(SCOPE_Y[0] * SIZE, SCREEN_HEIGHT, SIZE):
pygame.draw.line(screen, BLACK, (0, y), (SCREEN_WIDTH, y), LINE_WIDTH)
if not game_over:
curTime = time.time()
if curTime - last_move_time > speed:
if not pause:
b = True
last_move_time = curTime
next_s = (snake[0][0] + pos[0], snake[0][1] + pos[1])
if next_s == food:
# 吃到了食物
snake.appendleft(next_s)
score += food_style[0]
speed = orispeed - 0.03 * (score // 100)
food = create_food(snake)
food_style = get_food_style()
else:
if SCOPE_X[0] <= next_s[0] <= SCOPE_X[1] and SCOPE_Y[0] <= next_s[1] <= SCOPE_Y[1] \
and next_s not in snake:
snake.appendleft(next_s)
snake.pop()
else:
game_over = True
# 画食物
if not game_over:
# 避免 GAME OVER 的时候把 GAME OVER 的字给遮住了
pygame.draw.rect(screen, food_style[1], (food[0] * SIZE, food[1] * SIZE, SIZE, SIZE), 0)
# 画蛇
for s in snake:
pygame.draw.rect(screen, DARK, (s[0] * SIZE + LINE_WIDTH, s[1] * SIZE + LINE_WIDTH,
SIZE - LINE_WIDTH * 2, SIZE - LINE_WIDTH * 2), 0)
print_text(screen, font1, 30, 7, f'速度: {score//100}')
print_text(screen, font1, 450, 7, f'得分: {score}')
if game_over:
if start:
print_text(screen, font2, (SCREEN_WIDTH - fwidth) // 2, (SCREEN_HEIGHT - fheight) // 2, 'GAME OVER', RED)
pygame.display.update()
if __name__ == '__main__':
main()
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