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| import enum import random from typing import List, Tuple, Optional
import pygame
BG_COLOR = pygame.Color("#EEEEEE") BOARD_COLAR = pygame.Color("#E96666") CIRCLE_CHESS_COLOR = pygame.Color("#3CA273") FORK_CHESS_COLOR = pygame.Color("#5570C2") WIN_LINE_COLOR = pygame.Color("#FFA801") CIRCLE_WIN_HINT_TEXT_COLOR = pygame.Color("#029999") FORK_WIN_HINT_TEXT_COLOR = pygame.Color("#E94466") TIE_HINT_TEXT_COLOR = pygame.Color("#FAC888") RESTART_HINT_TEXT_COLOR = pygame.Color("#91CBBB")
def main(): 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(): if event.type == pygame.QUIT: pygame.quit() return if event.type == pygame.MOUSEBUTTONDOWN: if event.dict["button"] == pygame.BUTTON_LEFT: pos = event.dict["pos"] scene.on_mouse_left_button_down(pos[0], pos[1]) elif event.type == pygame.MOUSEMOTION: pos = event.dict["pos"] scene.on_mouse_motion(pos[0], pos[1])
scene.draw(screen)
pygame.display.flip()
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 """
""" v1, 从左上角开始依次遍历,然后下到第一个empty的地方 """
""" v2, 穷举法遍历
""" if self.__game_status != GameStatus.PLAYING: return
for row in range(3): fork_count = 0 empty_col = -1 for col in range(3): if self.__chess_map[row][col] == ChessType.FORK: fork_count += 1 elif self.__chess_map[row][col] == ChessType.EMPTY: empty_col = col if fork_count == 2 and empty_col >= 0: self.__chess_map[row][empty_col] = ChessType.FORK print(f"电脑(横向进攻): ({row}, {empty_col}) <- 叉") return
for col in range(3): fork_count = 0 empty_row = -1 for row in range(3): if self.__chess_map[row][col] == ChessType.FORK: fork_count += 1 elif self.__chess_map[row][col] == ChessType.EMPTY: empty_row = row if fork_count == 2 and empty_row >= 0: self.__chess_map[empty_row][col] = ChessType.FORK print(f"电脑(纵向进攻): ({empty_row}, {col}) <- 叉") return
fork_count = 0 empty_row, empty_col = -1, -1
if self.__chess_map[0][0] == ChessType.FORK: fork_count += 1 elif self.__chess_map[0][0] == ChessType.EMPTY: empty_row, empty_col = 0, 0
if self.__chess_map[1][1] == ChessType.FORK: fork_count += 1 elif self.__chess_map[1][1] == ChessType.EMPTY: empty_row, empty_col = 1, 1
if self.__chess_map[2][2] == ChessType.FORK: fork_count += 1 elif self.__chess_map[2][2] == ChessType.EMPTY: empty_row, empty_col = 2, 2
if fork_count == 2 and empty_row >= 0: self.__chess_map[empty_row][empty_col] = ChessType.FORK print(f"电脑(对角线\\进攻): ({empty_row}, {empty_col}) <- 叉") return
fork_count = 0 empty_row, empty_col = -1, -1
if self.__chess_map[2][0] == ChessType.FORK: fork_count += 1 elif self.__chess_map[2][0] == ChessType.EMPTY: empty_row, empty_col = 2, 0
if self.__chess_map[1][1] == ChessType.FORK: fork_count += 1 elif self.__chess_map[1][1] == ChessType.EMPTY: empty_row, empty_col = 1, 1
if self.__chess_map[0][2] == ChessType.FORK: fork_count += 1 elif self.__chess_map[0][2] == ChessType.EMPTY: empty_row, empty_col = 0, 2
if fork_count == 2 and empty_row >= 0: self.__chess_map[empty_row][empty_col] = ChessType.FORK print(f"电脑(对角线/进攻): ({empty_row}, {empty_col}) <- 叉") return
for row in range(3): circle_count = 0 empty_col = -1 for col in range(3): if self.__chess_map[row][col] == ChessType.CIRCLE: circle_count += 1 elif self.__chess_map[row][col] == ChessType.EMPTY: empty_col = col if circle_count == 2 and empty_col >= 0: self.__chess_map[row][empty_col] = ChessType.FORK print(f"电脑(横向防守): ({row}, {empty_col}) <- 叉") return
for col in range(3): circle_count = 0 empty_row = -1 for row in range(3): if self.__chess_map[row][col] == ChessType.CIRCLE: circle_count += 1 elif self.__chess_map[row][col] == ChessType.EMPTY: empty_row = row if circle_count == 2 and empty_row >= 0: self.__chess_map[empty_row][col] = ChessType.FORK print(f"电脑(纵向防守): ({empty_row}, {col}) <- 叉") return
circle_count = 0 empty_row, empty_col = -1, -1
if self.__chess_map[0][0] == ChessType.CIRCLE: circle_count += 1 elif self.__chess_map[0][0] == ChessType.EMPTY: empty_row, empty_col = 0, 0
if self.__chess_map[1][1] == ChessType.CIRCLE: circle_count += 1 elif self.__chess_map[1][1] == ChessType.EMPTY: empty_row, empty_col = 1, 1
if self.__chess_map[2][2] == ChessType.CIRCLE: circle_count += 1 elif self.__chess_map[2][2] == ChessType.EMPTY: empty_row, empty_col = 2, 2
if circle_count == 2 and empty_row >= 0 and empty_col >= 0: self.__chess_map[empty_row][empty_col] = ChessType.FORK print(f"电脑(对角线\\防守): ({empty_row}, {empty_col}) <- 叉") return
circle_count = 0 empty_row, empty_col = -1, -1
if self.__chess_map[2][0] == ChessType.CIRCLE: circle_count += 1 elif self.__chess_map[2][0] == ChessType.EMPTY: empty_row, empty_col = 2, 0
if self.__chess_map[1][1] == ChessType.CIRCLE: circle_count += 1 elif self.__chess_map[1][1] == ChessType.EMPTY: empty_row, empty_col = 1, 1
if self.__chess_map[0][2] == ChessType.CIRCLE: circle_count += 1 elif self.__chess_map[0][2] == ChessType.EMPTY: empty_row, empty_col = 0, 2
if circle_count == 2 and empty_row >= 0 and empty_col >= 0: self.__chess_map[empty_row][empty_col] = ChessType.FORK print(f"电脑(对角线/防守): ({empty_row}, {empty_col}) <- 叉") return
angles = [(0, 0), (0, 2), (2, 0), (2, 2)] random.shuffle(angles) for angle in angles: row, col = angle[0], angle[1] if self.__chess_map[row][col] == ChessType.EMPTY: self.__chess_map[row][col] = ChessType.FORK print(f"电脑(优先占角): ({row}, {col}) <- 叉") return
if self.__chess_map[1][1] == ChessType.EMPTY: self.__chess_map[1][1] = ChessType.FORK print(f"电脑(占中心): (1, 1) <- 叉") return
empty_count = 0 for row in range(3): for col in range(3): if self.__chess_map[row][col] == ChessType.EMPTY: empty_count += 1 if empty_count <= 0: return new_fork_chess_pos = random.randrange(empty_count) empty_pos = 0 print("new_fork_chess_pos", new_fork_chess_pos) print("empty_count", empty_count) for row in range(3): is_pass = False for col in range(3): if self.__chess_map[row][col] == ChessType.EMPTY: if empty_pos != new_fork_chess_pos: empty_pos += 1 continue self.__chess_map[row][col] = ChessType.FORK print(f"电脑(随机落子): ({row}, {col}) <- 叉") is_pass = True break if is_pass: break
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 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
if x < 0 or y < 0 or x >= cell_size * 3 or y >= cell_size * 3: return -1, -1 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): screen.fill(BG_COLOR)
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)
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) 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] 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: 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__": print("pygame is called") main()
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