井字棋(人机对战)

基于pygame实现的井字棋(人机对战)游戏

这款井字棋小游戏中,你将对战很笨的人工智能NanaGo。后续有时间将会对AI内部函数进行完善,make NanaGo great again

AI内部函数

这个ai很笨,只会按照顺序落子。他的核心逻辑就只是for循环。

1
2
3
4
5
6
7
8
9
10
11
def __computer_chess(self):
"""
电脑下棋。从左上角开始依次遍历,然后下到第一个empty的地方

"""
for c in range(3):
for r in range(3):
if self.__chess_map[r][c] == ChessType.EMPTY:
self.__chess_map[r][c] = ChessType.FORK
return

完整代码

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
import enum
import random
from typing import List, Tuple, Optional

import pygame # 需先手动下载pygame库:pip install pygame

BG_COLOR = pygame.Color("#EEEEEE") # 背景
BOARD_COLAR = pygame.Color("#E96666") # 边框
CIRCLE_CHESS_COLOR = pygame.Color("#3CA273") # 画圈圈的棋子的颜色
FORK_CHESS_COLOR = pygame.Color("#5570C2") # 画叉的棋子的颜色
WIN_LINE_COLOR = pygame.Color("#FFA801") # 获胜划线
CIRCLE_WIN_HINT_TEXT_COLOR = pygame.Color("#029999") # 画圈获胜文本
FORK_WIN_HINT_TEXT_COLOR = pygame.Color("#E94466") # 画叉获胜文本
TIE_HINT_TEXT_COLOR = pygame.Color("#FAC888") # 平局文本
RESTART_HINT_TEXT_COLOR = pygame.Color("#91CBBB") #重新开始


def main():
# 初试化
pygame.init()
pygame.display.set_caption("井字棋AI_NanaGo")
screen = pygame.display.set_mode((500,500))
clock = pygame.time.Clock()

scene = GameScene()

while True:
for event in pygame.event.get():
# 退出判断
if event.type == pygame.QUIT:
pygame.quit()
return

# 处理鼠标的输入,传递到我的场景中进行处理
if event.type == pygame.MOUSEBUTTONDOWN:
if event.dict["button"] == pygame.BUTTON_LEFT:
pos = event.dict["pos"] #pos is a tuple
scene.on_mouse_left_button_down(pos[0], pos[1])

elif event.type == pygame.MOUSEMOTION:
#鼠标移动
pos = event.dict["pos"] #pos is a tuple
scene.on_mouse_motion(pos[0], pos[1])


#绘制场景
scene.draw(screen)

#更新屏幕
pygame.display.flip()

#限制帧率
clock.tick(30)



class ChessType(enum.Enum):
"""
棋子类型,画圈圈的是人类,画叉的是电脑AI
"""
EMPTY = 0
"""空位,没有被下子"""

CIRCLE = 1
FORK = 2


class GameStatus(enum.Enum):
"""
游戏状态
"""
PLAYING = 0
CIRCLE_WIN = 1
FORK_WIN = 2

TIE = 3
"""平局"""



class GameScene:
"""
游戏场景
"""
__game_status: GameStatus = None
__chess_map: List[List[ChessType]] = None
__curr_mouse_down_pos: Optional[Tuple[int, int]] = None
__curr_mouse_motion_pos: Optional[Tuple[int, int]] = None
__win_pos_start: Optional[Tuple[int, int]] = None
__win_pos_end: Optional[Tuple[int, int]] = None
__circle_win_hint_text: pygame.Surface = None
__fork_win_hint_text: pygame.Surface = None
__tie_hint_text: pygame.Surface = None
__restart_text: pygame.Surface = None


def __init__(self):
font = pygame.font.Font(pygame.font.get_default_font(), 25)
self.__circle_win_hint_text = font.render("You Win", True, CIRCLE_WIN_HINT_TEXT_COLOR)
self.__fork_win_hint_text = font.render("NanaGo Win", True, FORK_WIN_HINT_TEXT_COLOR)
self.__tie_hint_text = font.render("Tie", True, TIE_HINT_TEXT_COLOR)
self.__restart_text = font.render("Click for a new game", True, RESTART_HINT_TEXT_COLOR)
self.__init()


def __init(self):
print("初始化ing")
self.__game_status = GameStatus.PLAYING

self.__chess_map = [
[ChessType.EMPTY,ChessType.EMPTY,ChessType.EMPTY],
[ChessType.EMPTY,ChessType.EMPTY,ChessType.EMPTY],
[ChessType.EMPTY,ChessType.EMPTY,ChessType.EMPTY]
]

self.__curr_mouse_down_pos = None
self.__win_pos_start = None
self.__win_pos_end = None


if random.random() > 0.5:
print("电脑先手")
self.__computer_chess()
self.__check_game_over()
else:
print("人类先手")



def __computer_chess(self):
"""
电脑下棋。从左上角开始依次遍历,然后下到第一个empty的地方

"""
for c in range(3):
for r in range(3):
if self.__chess_map[r][c] == ChessType.EMPTY:
self.__chess_map[r][c] = ChessType.FORK
return



def __check_game_over(self):
for c in range(3):
circle_count = 0
fork_count = 0
for r in range(3):
if self.__chess_map[r][c] == ChessType.CIRCLE:
circle_count += 1
elif self.__chess_map[r][c] == ChessType.FORK:
fork_count += 1

if circle_count == 3:
self.__game_status = GameStatus.CIRCLE_WIN
self.__win_pos_start = (0, c)
self.__win_pos_end = (2, c)
print("人类获胜")
break

if fork_count == 3:
self.__game_status = GameStatus.FORK_WIN
self.__win_pos_start = (0, c)
self.__win_pos_end = (2, c)
print("电脑获胜")
break

if self.__game_status != GameStatus.PLAYING:
return

for r in range(3):
circle_count = 0
fork_count = 0
for c in range(3):
if self.__chess_map[r][c] == ChessType.CIRCLE:
circle_count += 1
elif self.__chess_map[r][c] == ChessType.FORK:
fork_count += 1

if circle_count == 3:
self.__game_status = GameStatus.CIRCLE_WIN
self.__win_pos_start = (r, 0)
self.__win_pos_end = (r, 2)
print("人类获胜")
break

if fork_count == 3:
self.__game_status = GameStatus.FORK_WIN
self.__win_pos_start = (r, 0)
self.__win_pos_end = (r, 2)
print("电脑获胜")
break

if self.__game_status != GameStatus.PLAYING:
return

if self.__chess_map[0][0] == ChessType.CIRCLE and self.__chess_map[1][1] == ChessType.CIRCLE and self.__chess_map[2][2] == ChessType.CIRCLE:
self.__game_status = GameStatus.CIRCLE_WIN
self.__win_pos_start = (0,0)
self.__win_pos_end = (2,2)
elif self.__chess_map[0][0] == ChessType.FORK and self.__chess_map[1][1] == ChessType.FORK and self.__chess_map[2][2] == ChessType.FORK:
self.__game_status = GameStatus.FORK_WIN
self.__win_pos_start = (0,0)
self.__win_pos_end = (2,2)
elif self.__chess_map[2][0] == ChessType.CIRCLE and self.__chess_map[1][1] == ChessType.CIRCLE and self.__chess_map[0][2] == ChessType.CIRCLE:
self.__game_status = GameStatus.CIRCLE_WIN
self.__win_pos_start = (2,0)
self.__win_pos_end = (0, 2)
elif self.__chess_map[2][0] == ChessType.FORK and self.__chess_map[1][1] == ChessType.FORK and self.__chess_map[0][2] == ChessType.FORK:
self.__game_status = GameStatus.FORK_WIN
self.__win_pos_start = (2,0)
self.__win_pos_end = (0,2)

if self.__game_status != GameStatus.PLAYING:
return

has_empty = False
for r in range(3):
for c in range(3):
if self.__chess_map[r][c] == ChessType.EMPTY:
has_empty = True
break
if has_empty == True:
break
if not has_empty:
self.__game_status == GameStatus.TIE

def __get_mouse_on_board_pos(self,
board_pos: Tuple[int, int],
cell_size: int,
mouse_pos:Tuple[int, int]) ->Tuple[int, int]:
"""
获取当前鼠标位置在棋盘中的行列位置(index)(eg(0,0)(0,1)(0,2),...(2,0)(2,1)(2,2)),鼠标没有在棋盘中返回(-1,-1)
"""

assert self #为了防止报错或者warning
board_x, board_y = board_pos[0], board_pos[1]
mouse_x, mouse_y = mouse_pos[0], mouse_pos[1]

x, y = mouse_x - board_x, mouse_y - board_y #用相对距离

if x < 0 or y < 0 or x >= cell_size * 3 or y >= cell_size * 3:
return -1, -1
# 竖直方向表示行,水平方向表示列
return y // cell_size, x // cell_size

def on_mouse_left_button_down(self, pos_x: int, pos_y: int):
"""
鼠标左键按下
"""
self.__curr_mouse_down_pos = (pos_x, pos_y)

def on_mouse_motion(self, pos_x:int, pos_y:int):
self.__curr_mouse_motion_pos = (pos_x, pos_y)


def draw(self, screen: pygame.Surface):
#填充背景
screen.fill(BG_COLOR)

#绘制棋盘
board_cell_size = 100
board_x = round(screen.get_width() / 2 - (3 * board_cell_size) / 2)
board_y = round(screen.get_height() / 2 - (3 * board_cell_size) / 2)
self.__draw_board(screen, (board_x,board_y),board_cell_size,3)

# 如果处于游戏中,判断鼠标(人类)是否有落子
if self.__game_status == GameStatus.PLAYING and self.__curr_mouse_down_pos:
row, col = self.__get_mouse_on_board_pos((board_x, board_y), board_cell_size, self.__curr_mouse_down_pos)
# 人类落子
self.__chess_map[row][col] = ChessType.CIRCLE
print(f"人类(点击落子):({row}, {col}) <- 圈")
self.__check_game_over()
if self.__game_status == GameStatus.PLAYING:
self.__computer_chess()
self.__check_game_over()
self.__curr_mouse_down_pos = None

if self.__game_status != GameStatus.PLAYING and self.__curr_mouse_down_pos:
self.__init()

self.__draw_chess(screen, (board_x,board_y),board_cell_size,20,5)
self.__draw_win_line(screen, (board_x,board_y),board_cell_size,3)
self.__draw_hint_text(screen, (board_x,board_y),board_cell_size)

def __draw_board(self, screen:pygame.Surface, board_pos:Tuple[int, int], cell_size:int, line_width:int):
"""
绘制棋盘
"""
assert self
x, y = board_pos[0], board_pos[1]
#横线
x1 = x
x2 = x + 3 * cell_size
y1 = y + cell_size
y2 = y + 2 * cell_size
pygame.draw.line(screen,BOARD_COLAR,(x1,y1),(x2, y1),line_width)
pygame.draw.line(screen,BOARD_COLAR,(x1,y2),(x2, y2),line_width)


y1 = y
y2 = y + 3 * cell_size
x1 = x + cell_size
x2 = x + 2 * cell_size
pygame.draw.line(screen,BOARD_COLAR,(x1,y1),(x1, y2),line_width)
pygame.draw.line(screen,BOARD_COLAR,(x2,y1),(x2, y2),line_width)


def __draw_chess(self,
screen:pygame.Surface,
board_pos:Tuple[int,int],
board_cell_size:int,
padding:int,
border_width:int):
"""
绘制棋子
"""

board_x, board_y = board_pos[0], board_pos[1]
for r in range(len(self.__chess_map)):
row = self.__chess_map[r]
for c in range(len(row)):
chess = row[c]
if chess == ChessType.CIRCLE:
self.__draw_circle_chess(screen,
(board_x + c * board_cell_size, board_y + r * board_cell_size),
board_cell_size,
padding,
border_width)
elif chess == ChessType.FORK:
self.__draw_fork_chess(screen,
(board_x + c * board_cell_size, board_y + r * board_cell_size),
board_cell_size,
padding,
border_width)

def __draw_circle_chess(self,
screen:pygame.Surface,
chess_pos:Tuple[int,int],
board_cell_size:int,
padding:int,
border_width:int):
"""
绘制圆棋子
"""
assert self
chess_x, chess_y = chess_pos[0], chess_pos[1]
center = round(chess_x + board_cell_size / 2), round(chess_y + board_cell_size / 2)
radius = round(board_cell_size / 2 - padding)
pygame.draw.circle(screen, CIRCLE_CHESS_COLOR, center, radius, border_width)

def __draw_fork_chess(self,
screen:pygame.Surface,
chess_pos:Tuple[int,int],
board_cell_size:int,
padding:int,
border_width:int):
"""
绘制叉棋子
"""
assert self
chess_x, chess_y = chess_pos[0], chess_pos[1]
pygame.draw.line(screen, FORK_CHESS_COLOR, (chess_x + padding, chess_y + padding), (chess_x + board_cell_size - padding, chess_y + board_cell_size - padding ), border_width)
pygame.draw.line(screen, FORK_CHESS_COLOR, (chess_x + board_cell_size - padding, chess_y + padding), (chess_x + padding, chess_y + board_cell_size - padding ), border_width)


def __draw_win_line(self,
screen:pygame.Surface,
board_pos:Tuple[int,int],
cell_size:int,
line_width:int):
"""
绘制获胜曲线
"""
if (not self.__win_pos_start) or (not self.__win_pos_end):
return

board_x, board_y = board_pos[0], board_pos[1]
pos_start_row, pos_start_col = self.__win_pos_start[0], self.__win_pos_start[1]
pos_end_row, pos_end_col = self.__win_pos_end[0], self.__win_pos_end[1]

half_cell_size = round(cell_size / 2)

start = (board_x + pos_start_col * cell_size + half_cell_size, board_y + pos_start_row * cell_size + half_cell_size)
end = (board_x + pos_end_col * cell_size + half_cell_size, board_y + pos_end_row * cell_size + half_cell_size)

pygame.draw.line(screen, WIN_LINE_COLOR, start, end, line_width)




def __draw_hint_text(self,
screen:pygame.Surface,
board_pos:Tuple[int,int],
cell_size:int,
):
board_y = board_pos[1]

if self.__game_status == GameStatus.CIRCLE_WIN:
screen.blit(self.__circle_win_hint_text, (screen.get_width() / 2 - self.__circle_win_hint_text.get_width() / 2, board_y / 2 - self.__circle_win_hint_text.get_height() / 2))
elif self.__game_status == GameStatus.FORK_WIN:
screen.blit(self.__fork_win_hint_text, (screen.get_width() / 2 - self.__fork_win_hint_text.get_width() / 2, board_y / 2 - self.__fork_win_hint_text.get_height() / 2))
elif self.__game_status == GameStatus.TIE:
screen.blit(self.__tie_hint_text, (screen.get_width() / 2 - self.__tie_hint_text.get_width() / 2, board_y / 2 - self.__tie_hint_text.get_height() / 2))


if self.__game_status != GameStatus.PLAYING:
#重新开始的提示
screen.blit(self.__restart_text, (screen.get_width() / 2 - self.__restart_text.get_width() / 2, (screen.get_height() + (board_y + cell_size * 3)) / 2 - self.__restart_text.get_height() / 2))




if __name__ == "__main__":
main()

评论