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AI人机对战五子棋游戏【Python(pygame)+AI】并实现软件输出

时间:2019-02-16 12:16:54

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AI人机对战五子棋游戏【Python(pygame)+AI】并实现软件输出

注意:本篇文章是基于清华大学出版社,陈强教授编写的《Python项目实战开发》一书来行文的,具体有写的不清楚的地方,建议参考陈强教授写的具体内容,若写的有错误的地方,欢迎大家及时指出,更改。同时,本文适用于有一定Python基础的同学阅读学习,能够理解一定的算法思想。

对于pygame模块不是很清楚的可以参考文章点击这里

目录

1.系统架构分析

1.1五子棋的基本棋型

1.2功能模块

2.具体实现

2.1设置基础参数

2.2绘制棋盘

2.3编写函数intoNextTurn()

2.4编写函数getLocate()

2.5编写函数getIdex()

2.6编写函数isInside()

2.7编写函数isEmpty()

2.8编写函数printChessPiece()

2.9实现AI功能

2.9.1方法分析

2.9.2功能实现

2.10实现按钮功能

2.11实现重写功能(即游戏的调用函数)

3.完整代码及运行结果图

4.软件封装

4.1pyinstaller的简介

4.2pyinstaller的安装

4.3准备

4.4程序打包

1.系统架构分析

1.1五子棋的基本棋型

对五子棋游戏来说,有常见的七种基本棋型:连五,活四,冲四,活三,眠三,活二,眠二。

①连五:顾名思义,五颗同色棋子连在一起。

②活四:有两个连五点(即有两个点可以形成五)。

③冲四:有一个连五点,均为冲四棋型。

④活三:可以形成活四的三,代表两种最基本的活三棋型。活三棋型是进攻中最常见的一种,因为活三之后,如果对方不以理会,将可以下一手将活三变成活四,而活四是已经无法单纯防守住了。所以,当面对活三的时候,需要非常谨慎对待。在自己没有更好的进攻手段的情况下,需要对其进行防守,以防止其形成可怕的活四棋型。

⑤眠三:只能够形成冲四的三。眠三的棋型与活三的棋型相比,危险系数下降不少,因为眠三棋型即使不去防守,下一手它也只能形成冲四,而对于单纯的冲四棋型,是可以防守住的。

⑥活二:能够形成活三的二,是三种基本的活二棋型。活二棋型看起来似乎很无害,因为下一手棋才能形成活三,等形成活三,再防守也不迟。但其实活二棋型是非常重要的,尤其是在开局阶段,形成较多的活二棋型的话,将活二变成活三时,才能够令自己的活三绵绵不绝微风里,让对手防不胜防。

⑦眠二:能够形成眠三的二。

1.2功能模块

根据五子棋的游戏规则和基本棋型分析项目架构,最终得出的功能模块如下图:

2.具体实现

2.1设置基础参数

在实例文件中,会多次用到这些基础参数,例如:设置棋盘单元格的大小,棋盘的大小,按钮的位置和大小信息等,故将这些基础参数写在代码前面,如下:

# 基础参数设置square_size = 40 # 单格的宽度(不是格数!是为了方便绘制棋盘用的变量chess_size = square_size // 2 - 2 # 棋子大小web_broad = 15 # 棋盘格数+1(nxn)map_w = web_broad * square_size # 棋盘长度map_h = web_broad * square_size # 棋盘高度info_w = 60 # 按钮界面宽度button_w = 120 # 按钮长宽button_h = 45screen_w = map_w # 总窗口长宽screen_h = map_h + info_w

2.2绘制棋盘

在实例文件中,使用如下MAP_ENUM和Map两个类,来绘制棋盘的界面。

在MAP_ENUM类中使用的数字表示当前格子的使用情况,

class MAP_ENUM(IntEnum): # 用数字表示当前格的情况be_empty = 0, # 无人下player1 = 1, # 玩家一,执白player2 = 2, # 玩家二,执黑out_of_range = 3, # 出界

在Map类中,使用self.map初始化二维数组来表示棋盘的大小,该数组中的值与类MAP_ENUM中的值对应,0表示空,该处没人下棋,1表示玩家一下的棋(在实例中为白棋),2表示玩家二下的棋,3表示超出允许下棋的界面,用self.steps来按顺序保存一下的棋子。

class Map: # 地图类def __init__(self, width, height): # 构造函数self.width = widthself.height = heightself.map = [[0 for x in range(self.width)] for y in range(self.height)] # 存储棋盘的二维数组self.steps = [] # 记录步骤先后def get_init(self): # 重置棋盘for y in range(self.height):for x in range(self.width):self.map[y][x] = 0self.steps = []

2.3编写函数intoNextTurn()

编写intoNextTurn()函数,意思是进入下一回合的比赛,交换下棋人。

def intoNextTurn(self, turn): # 进入下一回合,交换下棋人if turn == MAP_ENUM.player1:return MAP_ENUM.player2else:return MAP_ENUM.player1

2.4编写函数getLocate()

编写getLocate()函数,功能是根据出入的下标返回棋子的具体位置。

def getLocate(self, x, y): # 输入下标,返回具体位置map_x = x * square_sizemap_y = y * square_sizereturn (map_x, map_y, square_size, square_size) # 返回位置信息

2.5编写函数getIdex()

编写getIdex()函数,功能是根据输入的具体位置,返回棋子的下标。

def getIndex(self, map_x, map_y): # 输入具体位置,返回下标x = map_x // square_sizey = map_y // square_sizereturn (x, y)

2.6编写函数isInside()

编写isInside()函数,功能是判断当前位置是否在棋盘的有效位置,即没有出界。

def isInside(self, map_x, map_y): # 是否在有效范围内if (map_x <= 0 or map_x >= map_w ormap_y <= 0 or map_y >= map_h):return Falsereturn True

2.7编写函数isEmpty()

编写isEmpty()函数,功能是判断当前的格子是否已经存在棋子。

def isEmpty(self, x, y): # 当前格子是否已经有棋子return (self.map[y][x] == 0)

2.8编写函数printChessPiece()

编写printChessPiece()函数,功能是在棋盘中绘制已经下的棋子,并且会按照下棋的顺序加上序号,在绘制时会区分黑棋和白棋。

def printChessPiece(self, screen): # 绘制棋子player_one = (255, 245, 238) # 象牙白player_two = (41, 36, 33) # 烟灰player_color = [player_one, player_two]for i in range(len(self.steps)):x, y = self.steps[i]map_x, map_y, width, height = self.getLocate(x, y)pos, radius = (map_x + width // 2, map_y + height // 2), chess_sizeturn = self.map[y][x]pygame.draw.circle(screen, player_color[turn - 1], pos, radius) # 画棋子def drawBoard(self, screen): # 画棋盘color = (0, 0, 0) # 线色for y in range(self.height):# 画横着的棋盘线start_pos, end_pos = (square_size // 2, square_size // 2 + square_size * y), (map_w - square_size // 2, square_size // 2 + square_size * y)pygame.draw.line(screen, color, start_pos, end_pos, 1)for x in range(self.width):# 画竖着的棋盘线start_pos, end_pos = (square_size // 2 + square_size * x, square_size // 2), (square_size // 2 + square_size * x, map_h - square_size // 2)pygame.draw.line(screen, color, start_pos, end_pos, 1)

2.9实现AI功能

2.9.1方法分析

在文章的一开始,已经说明了,五子棋游戏有七种基本棋型,那么究竟如何记录棋盘上个的棋型个数呢?我们可以创建黑棋和白棋两个数组,记录棋盘上的黑棋和白棋分别形成的所有棋型的个数,然后按照一定的评分规则进行评分。本文的记录棋型的方法就是对整个棋盘进行遍历,对于每一个白棋或者黑棋,以它为中心,记录符合棋型的个数。具体诗仙女如下:

1)遍历棋盘上的每个点,对这个点所在的四个方向(水平,竖直,\,/)形成的四条线进行评估。

2)对于一条具体的线,以它为中心,取这条线为方向上的前后各四个点,组成一个长度为9的数组。

3)找出这个长度为9的数组里面和中心点相同颜色的棋子有多少,在进行下一次评估的时候要将在数组内的同色棋子排除,避免重复统计棋型。

4)根据棋盘上的黑棋和白棋的棋型信息,按照一定的评分规则进行评分。值得注意一点的是,在评分的时候要标记最后一步棋是什么颜色的,因为,假设,最后一步是黑棋下的(评分规则是黑棋得分-白棋得分),那么在相同棋型和相同个数的情况下,即评分相同,白棋会占优,因为下一步是白棋下。本实例按照下面的评分规则进行依次匹配:

黑棋连五,评分为10000,

白棋连五,评分为-10000,

黑棋有两个冲四,可以当成一个活四,

白棋有活四,评分为-9050,

白棋有冲四,评分为-9040,

黑棋有活四,评分为9030,

黑棋有冲四和活三,评分为9020,

黑棋没有冲四,且白棋有活三,评分为9010,

黑棋有2个活三,且白棋没有活三或眠三,评分为9000,

最后针对黑棋或者白棋的活三,眠三,活二,眠二的个数进行依次增加分数,具体评分值为(黑棋得分-白棋得分)。

2.9.2功能实现

有了上面的评分标准后,当轮到AI下棋的时候,只要针对当前的棋型,找到一个最有利的位置进行下棋即可。下面进行编写评估函数,来获取最有利的位置:

先遍历整个棋盘的每一个空点,并在这个空点上下棋,获取新的棋局评分,

如果是比之前更高的得分,则保存该位置,

然后将这个位置恢复为空点,

最后获取最高得分的位置。

在实例文件中,通过类MyChessAI实现AI的功能,实现流程如下:

1)使用构造函数试下初始化的功能,在数组record中记录所有位置的4个方向是否被检测过,使用二维数组count记录白棋和黑棋的棋型个数统计。通过position_isgreat方法给棋盘上的每个位置设置一个初始分数,越靠近棋盘中心,分数越高,这样在最初没有任何棋型的时候,AI会优先选择靠近中心的位置。

class MyChessAI():def __init__(self, chess_len): # 构造函数self.len = chess_len # 当前棋盘大小# 二维数组,每一格存的是:横评分,纵评分,左斜评分,右斜评分self.record = [[[0, 0, 0, 0] for i in range(chess_len)] for j in range(chess_len)]# 存储当前格具体棋型数量self.count = [[0 for i in range(SITUATION_NUM)] for j in range(2)]# 位置分(同条件下越靠近棋盘中央越高)self.position_isgreat = [[(web_broad - max(abs(i - web_broad / 2 + 1), abs(j - web_broad / 2 + 1))) for i in range(chess_len)]for j in range(chess_len)]def get_init(self): # 初始化for i in range(self.len):for j in range(self.len):for k in range(4):self.record[i][j][k] = 0for i in range(len(self.count)):for j in range(len(self.count[0])):self.count[i][j] = 0self.save_count = 0def isWin(self, board, turn): # 当前人胜利return self.evaluate(board, turn, True)

2)编写函数genmove(),功能是返回所有没有下棋的坐标(位置从好到坏)。

def genmove(self, board, turn):moves = []for y in range(self.len):for x in range(self.len):if board[y][x] == 0:score = self.position_isgreat[y][x]moves.append((score, x, y))moves.sort(reverse=True)return moves

3)编写search()函数,功能是返回当前最优解的下标。先通过函数genmove()获取棋盘上所有的点,然后一次尝试,获得评分最高的位置,并且返回。

def search(self, board, turn):moves = self.genmove(board, turn)bestmove = Nonemax_score = -99999 # 无穷小for score, x, y in moves:board[y][x] = turn.valuescore = self.evaluate(board, turn)board[y][x] = 0if score > max_score:max_score = scorebestmove = (max_score, x, y)return bestmove

4)编写函数getScore(),功能是对黑棋和白棋进行评分。

def getScore(self, mychess, yourchess):mscore, oscore = 0, 0if mychess[FIVE] > 0:return (10000, 0)if yourchess[FIVE] > 0:return (0, 10000)if mychess[S4] >= 2:mychess[L4] += 1if yourchess[L4] > 0:return (0, 9050)if yourchess[S4] > 0:return (0, 9040)if mychess[L4] > 0:return (9030, 0)if mychess[S4] > 0 and mychess[L3] > 0:return (9020, 0)if yourchess[L3] > 0 and mychess[S4] == 0:return (0, 9010)if (mychess[L3] > 1 and yourchess[L3] == 0 and yourchess[S3] == 0):return (9000, 0)if mychess[S4] > 0:mscore += 2000if mychess[L3] > 1:mscore += 500elif mychess[L3] > 0:mscore += 100if yourchess[L3] > 1:oscore += 2000elif yourchess[L3] > 0:oscore += 400if mychess[S3] > 0:mscore += mychess[S3] * 10if yourchess[S3] > 0:oscore += yourchess[S3] * 10if mychess[L2] > 0:mscore += mychess[L2] * 4if yourchess[L2] > 0:oscore += yourchess[L2] * 4if mychess[S2] > 0:mscore += mychess[S2] * 4if yourchess[S2] > 0:oscore += yourchess[S2] * 4return (mscore, oscore) # 自我辅助效果,counter对面效果

5)编写evaluate()函数,功能是对上面的得分进行进一步的处理,参数turn表示最后一步棋是谁下的,根据turn的值决定的me(表示自己棋的值)和you(表示对手棋的值,下一步有对手下),在对棋型评分时会用到。checkWin用来判断是否有一方获胜。

def evaluate(self, board, turn, checkWin=False):self.get_init()if turn == MAP_ENUM.player1:me = 1you = 2else:me = 2you = 1for y in range(self.len):for x in range(self.len):if board[y][x] == me:self.evaluatePoint(board, x, y, me, you)elif board[y][x] == you:self.evaluatePoint(board, x, y, you, me)mychess = self.count[me - 1]yourchess = self.count[you - 1]if checkWin:return mychess[FIVE] > 0 # 检查是否已经胜利else:mscore, oscore = self.getScore(mychess, yourchess)return (mscore - oscore) # 自我辅助效果,counter对面效果

6)编写函数evaluatePoint(),功能是对某一个位置的4个方向分别进行检查。

def evaluatePoint(self, board, x, y, me, you):direction = [(1, 0), (0, 1), (1, 1), (1, -1)] # 四个方向for i in range(4):if self.record[y][x][i] == 0:# 检查当前方向棋型self.getBasicSituation(board, x, y, i, direction[i], me, you, self.count[me - 1])else:self.save_count += 1

7)编写getLine()函数,功能是把当前方向的棋型存储下来,方便后续的使用。改函数能够根据棋子的位置和方向,获取上面说的长度为9的线。如果线上的位置超出了棋盘的范围,就将这个位置设置为对手的值,因为超出范围和被对手的棋当着,对棋型判断的结果是相同的。

def getLine(self, board, x, y, direction, me, you):line = [0 for i in range(9)]# “光标”移到最左端tmp_x = x + (-5 * direction[0])tmp_y = y + (-5 * direction[1])for i in range(9):tmp_x += direction[0]tmp_y += direction[1]if (tmp_x < 0 or tmp_x >= self.len or tmp_y < 0 or tmp_y >= self.len):line[i] = you # 出界else:line[i] = board[tmp_y][tmp_x]return line

8)编写函数getBasicSituation(),功能是把当前方向的棋型识别成具体的情况,例如把MMMMX识别成活四冲四,活三眠三等。

def getBasicSituation(self, board, x, y, dir_index, dir, me, you, count):# record赋值def setRecord(self, x, y, left, right, dir_index, direction):tmp_x = x + (-5 + left) * direction[0]tmp_y = y + (-5 + left) * direction[1]for i in range(left, right):tmp_x += direction[0]tmp_y += direction[1]self.record[tmp_y][tmp_x][dir_index] = 1empty = MAP_ENUM.be_empty.valueleft_index, right_index = 4, 4line = self.getLine(board, x, y, dir, me, you)while right_index < 8:if line[right_index + 1] != me:breakright_index += 1while left_index > 0:if line[left_index - 1] != me:breakleft_index -= 1left_range, right_range = left_index, right_indexwhile right_range < 8:if line[right_range + 1] == you:breakright_range += 1while left_range > 0:if line[left_range - 1] == you:breakleft_range -= 1chess_range = right_range - left_range + 1if chess_range < 5:setRecord(self, x, y, left_range, right_range, dir_index, dir)return SITUATION.NONEsetRecord(self, x, y, left_index, right_index, dir_index, dir)m_range = right_index - left_index + 1if m_range == 5:count[FIVE] += 1# 活四冲四if m_range == 4:left_empty = right_empty = Falseif line[left_index - 1] == empty:left_empty = Trueif line[right_index + 1] == empty:right_empty = Trueif left_empty and right_empty:count[L4] += 1elif left_empty or right_empty:count[S4] += 1# 活三眠三if m_range == 3:left_empty = right_empty = Falseleft_four = right_four = Falseif line[left_index - 1] == empty:if line[left_index - 2] == me: # MXMMMsetRecord(self, x, y, left_index - 2, left_index - 1, dir_index, dir)count[S4] += 1left_four = Trueleft_empty = Trueif line[right_index + 1] == empty:if line[right_index + 2] == me: # MMMXMsetRecord(self, x, y, right_index + 1, right_index + 2, dir_index, dir)count[S4] += 1right_four = Trueright_empty = Trueif left_four or right_four:passelif left_empty and right_empty:if chess_range > 5: # XMMMXX, XXMMMXcount[L3] += 1else: # PXMMMXPcount[S3] += 1elif left_empty or right_empty: # PMMMX, XMMMPcount[S3] += 1# 活二眠二if m_range == 2:left_empty = right_empty = Falseleft_three = right_three = Falseif line[left_index - 1] == empty:if line[left_index - 2] == me:setRecord(self, x, y, left_index - 2, left_index - 1, dir_index, dir)if line[left_index - 3] == empty:if line[right_index + 1] == empty: # XMXMMXcount[L3] += 1else: # XMXMMPcount[S3] += 1left_three = Trueelif line[left_index - 3] == you: # PMXMMXif line[right_index + 1] == empty:count[S3] += 1left_three = Trueleft_empty = Trueif line[right_index + 1] == empty:if line[right_index + 2] == me:if line[right_index + 3] == me: # MMXMMsetRecord(self, x, y, right_index + 1, right_index + 2, dir_index, dir)count[S4] += 1right_three = Trueelif line[right_index + 3] == empty:# setRecord(self, x, y, right_index+1, right_index+2, dir_index, dir)if left_empty: # XMMXMXcount[L3] += 1else: # PMMXMXcount[S3] += 1right_three = Trueelif left_empty: # XMMXMPcount[S3] += 1right_three = Trueright_empty = Trueif left_three or right_three:passelif left_empty and right_empty: # XMMXcount[L2] += 1elif left_empty or right_empty: # PMMX, XMMPcount[S2] += 1# 特殊活二眠二(有空格if m_range == 1:left_empty = right_empty = Falseif line[left_index - 1] == empty:if line[left_index - 2] == me:if line[left_index - 3] == empty:if line[right_index + 1] == you: # XMXMPcount[S2] += 1left_empty = Trueif line[right_index + 1] == empty:if line[right_index + 2] == me:if line[right_index + 3] == empty:if left_empty: # XMXMXcount[L2] += 1else: # PMXMXcount[S2] += 1elif line[right_index + 2] == empty:if line[right_index + 3] == me and line[right_index + 4] == empty: # XMXXMXcount[L2] += 1# 以上都不是则为none棋型return SITUATION.NONE

2.10实现按钮功能

该游戏的界面上会有四个按钮:

Pick White:选择白棋

Pick Black:选择黑棋

Surrender:投降

Multiple:多人对战

1)编写游戏的按钮类button,这是一个父类,通过函数draw()根据按钮的enablel状态填色。

class Button:def __init__(self, screen, text, x, y, color, enable): # 构造函数self.screen = screenself.width = button_wself.height = button_hself.button_color = colorself.text_color = (255, 255, 255) # 纯白self.enable = enableself.font = pygame.font.SysFont(None, button_h * 2 // 3)self.rect = pygame.Rect(0, 0, self.width, self.height)self.rect.topleft = (x, y)self.text = textself.init_msg()# 重写pygame内置函数,初始化我们的按钮def init_msg(self):if self.enable:self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[0])else:self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[1])self.msg_image_rect = self.msg_image.get_rect()self.msg_image_rect.center = self.rect.center# 根据按钮enable状态填色,具体颜色在后续子类控制def draw(self):if self.enable:self.screen.fill(self.button_color[0], self.rect)else:self.screen.fill(self.button_color[1], self.rect)self.screen.blit(self.msg_image, self.msg_image_rect)

2)编写类WhiteStartButton,实现选择白棋的功能。

class WhiteStartButton(Button): # 开始按钮(选白棋)def __init__(self, screen, text, x, y): # 构造函数super().__init__(screen, text, x, y, [(26, 173, 25), (158, 217, 157)], True)def click(self, game): # 点击,pygame内置方法if self.enable: # 启动游戏并初始化,变换按钮颜色game.start()game.winner = Nonegame.multiple = Falseself.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[1])self.enable = Falsereturn Truereturn Falsedef unclick(self): # 取消点击if not self.enable:self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[0])self.enable = True

3)编写类BlackStartButton,实现选择黑棋的功能。

class BlackStartButton(Button): # 开始按钮(选黑棋)def __init__(self, screen, text, x, y): # 构造函数super().__init__(screen, text, x, y, [(26, 173, 25), (158, 217, 157)], True)def click(self, game): # 点击,pygame内置方法if self.enable: # 启动游戏并初始化,变换按钮颜色,安排AI先手game.start()game.winner = Nonegame.multiple = Falsegame.useAI = Trueself.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[1])self.enable = Falsereturn Truereturn Falsedef unclick(self): # 取消点击if not self.enable:self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[0])self.enable = True

4)编写类GiveupButton,实现投降功能。

class GiveupButton(Button): # 投降按钮(任何模式都能用def __init__(self, screen, text, x, y):super().__init__(screen, text, x, y, [(230, 67, 64), (236, 139, 137)], False)def click(self, game): # 结束游戏,判断赢家if self.enable:game.is_play = Falseif game.winner is None:game.winner = game.map.intoNextTurn(game.player)self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[1])self.enable = Falsereturn Truereturn Falsedef unclick(self): # 保持不变,填充颜色if not self.enable:self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[0])self.enable = True

5)编写类MultiStartButton,实现多人对战功能。

class MultiStartButton(Button): # 开始按钮(多人游戏)def __init__(self, screen, text, x, y): # 构造函数super().__init__(screen, text, x, y, [(153, 51, 250), (221, 160, 221)], True) # 紫色def click(self, game): # 点击,pygame内置方法if self.enable: # 启动游戏并初始化,变换按钮颜色game.start()game.winner = Nonegame.multiple=Trueself.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[1])self.enable = Falsereturn Truereturn Falsedef unclick(self): # 取消点击if not self.enable:self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[0])self.enable = True

2.11实现重写功能(即游戏的调用函数)

为了更好地在主函数中规划和控住整个游戏的代码,编写Game类,在Game类中调用上面的功能函数,然后分别绘制棋盘、按钮和判断获胜的一方。

1)通过__init__(self, caption)实现初始化处理,设置按钮的内容和可用性。

class Game: # pygame类,以下所有功能都是根据需要重写def __init__(self, caption):# 使用pygame之前必须初始化pygame.init()self.screen = pygame.display.set_mode([screen_w, screen_h]) # 设置主屏窗口pygame.display.set_caption(caption) #设置窗口标题,即游戏名称self.clock = pygame.time.Clock()self.buttons = []self.buttons.append(WhiteStartButton(self.screen, 'Pick White', 10, map_h))self.buttons.append(BlackStartButton(self.screen, 'Pick Black', 170, map_h))self.buttons.append(GiveupButton(self.screen, 'Surrender', 330, map_h))self.buttons.append(MultiStartButton(self.screen, 'Multiple', 490, map_h))self.is_play = Falseself.map = Map(web_broad, web_broad)self.player = MAP_ENUM.player1self.action = Noneself.AI = MyChessAI(web_broad)self.useAI = Falseself.winner = Noneself.multiple = False

2)定义函数start(self),功能为开始游戏,默认白棋先下。

def start(self):self.is_play = Trueself.player = MAP_ENUM.player1 # 白棋先手self.map.get_init()

3)定义函数play(self),绘制出棋盘和按钮。

def play(self):# 画底板self.clock.tick(60)wood_color = (210, 180, 140)pygame.draw.rect(self.screen, wood_color, pygame.Rect(0, 0, map_w, screen_h))pygame.draw.rect(self.screen, (255, 255, 255), pygame.Rect(map_w, 0, info_w, screen_h))# 画按钮for button in self.buttons:button.draw()if self.is_play and not self.isOver():if self.useAI and not self.multiple:x, y = self.AI.findBestChess(self.map.map, self.player)self.checkClick(x, y, True)self.useAI = Falseif self.action is not None:self.checkClick(self.action[0], self.action[1])self.action = Noneif not self.isOver():self.changeMouseShow()if self.isOver():self.showWinner()# self.buttons[0].enable = True# self.buttons[1].enable = True# self.buttons[2].enable = Falseself.map.drawBoard(self.screen)self.map.printChessPiece(self.screen)

4)定义函数changeMouseShow(self),在开始游戏的时候吧鼠标指针切换成棋子的形态。

def changeMouseShow(self): # 开始游戏的时候把鼠标预览切换成预览棋子的样子map_x, map_y = pygame.mouse.get_pos()x, y = self.map.getIndex(map_x, map_y)if self.map.isInside(map_x, map_y) and self.map.isEmpty(x, y): # 在棋盘内且当前无棋子pygame.mouse.set_visible(False)smoke_blue = (176, 224, 230)pos, radius = (map_x, map_y), chess_sizepygame.draw.circle(self.screen, smoke_blue, pos, radius)else:pygame.mouse.set_visible(True)def checkClick(self, x, y, isAI=False): # 后续处理self.map.click(x, y, self.player)if self.AI.isWin(self.map.map, self.player):self.winner = self.playerself.click_button(self.buttons[2])else:self.player = self.map.intoNextTurn(self.player)if not isAI:self.useAI = True

5)定义函数mouseClick(self, map_x, map_y),处理下棋动作,将某个棋子放到棋盘中的某个位置。

def mouseClick(self, map_x, map_y): # 处理下棋动作if self.is_play and self.map.isInside(map_x, map_y) and not self.isOver():x, y = self.map.getIndex(map_x, map_y)if self.map.isEmpty(x, y):self.action = (x, y)

6)定义函数isOver(self),如果一方获胜则中断游戏。

def isOver(self): # 中断条件return self.winner is not None

7)定义函数showWinner(self),功能是打印输出获胜者。

def showWinner(self): # 输出胜者def showFont(screen, text, location_x, locaiton_y, height):font = pygame.font.SysFont(None, height)font_image = font.render(text, True, (255, 215, 0), (255, 255, 255)) # 金黄色font_image_rect = font_image.get_rect()font_image_rect.x = location_xfont_image_rect.y = locaiton_yscreen.blit(font_image, font_image_rect)if self.winner == MAP_ENUM.player1:str = 'White Wins!'else:str = 'Black Wins!'showFont(self.screen, str, map_w / 5, screen_h / 8, 100) # 居上中,字号100pygame.mouse.set_visible(True)

8)游戏开始入口

if __name__ == '__main__':game = Game(version)while True:game.play()# 更新屏幕内容pygame.display.update()# 循环获取事件,监听事件状态for event in pygame.event.get():# 判断用户是否点了"X"关闭按钮,并执行if代码段if event.type == pygame.QUIT:# 卸载所有模块pygame.quit()# 终止程序,确保退出程序sys.exit()elif event.type == pygame.MOUSEBUTTONDOWN:mouse_x, mouse_y = pygame.mouse.get_pos()game.mouseClick(mouse_x, mouse_y)game.check_buttons(mouse_x, mouse_y)

3.完整代码及运行结果图

完整代码如下:

import timefrom enum import IntEnumimport pygameimport syst = time.localtime()date = str(t.tm_year) + '-' + str(t.tm_mon) + '-' + str(t.tm_mday) + ' ' + str(t.tm_hour) + ':' + str(t.tm_min) + ':' + str(t.tm_sec)version = 'FiveChessV1.0 作者:栩珩 time:' + date# 基础参数设置square_size = 40 # 单格的宽度(不是格数!是为了方便绘制棋盘用的变量chess_size = square_size // 2 - 2 # 棋子大小web_broad = 15 # 棋盘格数+1(nxn)map_w = web_broad * square_size # 棋盘长度map_h = web_broad * square_size # 棋盘高度info_w = 60 # 按钮界面宽度button_w = 120 # 按钮长宽button_h = 45screen_w = map_w # 总窗口长宽screen_h = map_h + info_w# 地图绘制模块class MAP_ENUM(IntEnum): # 用数字表示当前格的情况be_empty = 0, # 无人下player1 = 1, # 玩家一,执白player2 = 2, # 玩家二,执黑out_of_range = 3, # 出界class Map: # 地图类def __init__(self, width, height): # 构造函数self.width = widthself.height = heightself.map = [[0 for x in range(self.width)] for y in range(self.height)] # 存储棋盘的二维数组self.steps = [] # 记录步骤先后def get_init(self): # 重置棋盘for y in range(self.height):for x in range(self.width):self.map[y][x] = 0self.steps = []def intoNextTurn(self, turn): # 进入下一回合,交换下棋人if turn == MAP_ENUM.player1:return MAP_ENUM.player2else:return MAP_ENUM.player1def getLocate(self, x, y): # 输入下标,返回具体位置map_x = x * square_sizemap_y = y * square_sizereturn (map_x, map_y, square_size, square_size) # 返回位置信息def getIndex(self, map_x, map_y): # 输入具体位置,返回下标x = map_x // square_sizey = map_y // square_sizereturn (x, y)def isInside(self, map_x, map_y): # 是否在有效范围内if (map_x <= 0 or map_x >= map_w ormap_y <= 0 or map_y >= map_h):return Falsereturn Truedef isEmpty(self, x, y): # 当前格子是否已经有棋子return (self.map[y][x] == 0)def click(self, x, y, type): # 点击的下棋动作self.map[y][x] = type.value # 下棋self.steps.append((x, y)) # 记录步骤信息def printChessPiece(self, screen): # 绘制棋子player_one = (255, 245, 238) # 象牙白player_two = (41, 36, 33) # 烟灰player_color = [player_one, player_two]for i in range(len(self.steps)):x, y = self.steps[i]map_x, map_y, width, height = self.getLocate(x, y)pos, radius = (map_x + width // 2, map_y + height // 2), chess_sizeturn = self.map[y][x]pygame.draw.circle(screen, player_color[turn - 1], pos, radius) # 画棋子def drawBoard(self, screen): # 画棋盘color = (0, 0, 0) # 线色for y in range(self.height):# 画横着的棋盘线start_pos, end_pos = (square_size // 2, square_size // 2 + square_size * y), (map_w - square_size // 2, square_size // 2 + square_size * y)pygame.draw.line(screen, color, start_pos, end_pos, 1)for x in range(self.width):# 画竖着的棋盘线start_pos, end_pos = (square_size // 2 + square_size * x, square_size // 2), (square_size // 2 + square_size * x, map_h - square_size // 2)pygame.draw.line(screen, color, start_pos, end_pos, 1)# 高级AI模块class SITUATION(IntEnum): # 棋型NONE = 0, # 无SLEEP_TWO = 1, # 眠二LIVE_TWO = 2, # 活二SLEEP_THREE = 3, # 眠三LIVE_THREE = 4, # 活三CHONG_FOUR = 5, # 冲四LIVE_FOUR = 6, # 活四LIVE_FIVE = 7, # 活五SITUATION_NUM = 8 # 长度# 方便后续调用枚举内容FIVE = SITUATION.LIVE_FIVE.valueL4, L3, L2 = SITUATION.LIVE_FOUR.value, SITUATION.LIVE_THREE.value, SITUATION.LIVE_TWO.valueS4, S3, S2 = SITUATION.CHONG_FOUR.value, SITUATION.SLEEP_THREE.value, SITUATION.SLEEP_TWO.valueclass MyChessAI():def __init__(self, chess_len): # 构造函数self.len = chess_len # 当前棋盘大小# 二维数组,每一格存的是:横评分,纵评分,左斜评分,右斜评分self.record = [[[0, 0, 0, 0] for i in range(chess_len)] for j in range(chess_len)]# 存储当前格具体棋型数量self.count = [[0 for i in range(SITUATION_NUM)] for j in range(2)]# 位置分(同条件下越靠近棋盘中央越高)self.position_isgreat = [[(web_broad - max(abs(i - web_broad / 2 + 1), abs(j - web_broad / 2 + 1))) for i in range(chess_len)]for j in range(chess_len)]def get_init(self): # 初始化for i in range(self.len):for j in range(self.len):for k in range(4):self.record[i][j][k] = 0for i in range(len(self.count)):for j in range(len(self.count[0])):self.count[i][j] = 0self.save_count = 0def isWin(self, board, turn): # 当前人胜利return self.evaluate(board, turn, True)# 返回所有未下棋坐标(位置从好到坏)def genmove(self, board, turn):moves = []for y in range(self.len):for x in range(self.len):if board[y][x] == 0:score = self.position_isgreat[y][x]moves.append((score, x, y))moves.sort(reverse=True)return moves# 返回当前最优解下标def search(self, board, turn):moves = self.genmove(board, turn)bestmove = Nonemax_score = -99999 # 无穷小for score, x, y in moves:board[y][x] = turn.valuescore = self.evaluate(board, turn)board[y][x] = 0if score > max_score:max_score = scorebestmove = (max_score, x, y)return bestmove# 主要用于测试的函数,现在已经没什么用def findBestChess(self, board, turn):# time1 = time.time()score, x, y = self.search(board, turn)# time2 = time.time()# print('time:%f (%d, %d)' % ((time2 - time1), x, y))return (x, y)# 得出一点的评分# 直接列举所有棋型def getScore(self, mychess, yourchess):mscore, oscore = 0, 0if mychess[FIVE] > 0:return (10000, 0)if yourchess[FIVE] > 0:return (0, 10000)if mychess[S4] >= 2:mychess[L4] += 1if yourchess[L4] > 0:return (0, 9050)if yourchess[S4] > 0:return (0, 9040)if mychess[L4] > 0:return (9030, 0)if mychess[S4] > 0 and mychess[L3] > 0:return (9020, 0)if yourchess[L3] > 0 and mychess[S4] == 0:return (0, 9010)if (mychess[L3] > 1 and yourchess[L3] == 0 and yourchess[S3] == 0):return (9000, 0)if mychess[S4] > 0:mscore += 2000if mychess[L3] > 1:mscore += 500elif mychess[L3] > 0:mscore += 100if yourchess[L3] > 1:oscore += 2000elif yourchess[L3] > 0:oscore += 400if mychess[S3] > 0:mscore += mychess[S3] * 10if yourchess[S3] > 0:oscore += yourchess[S3] * 10if mychess[L2] > 0:mscore += mychess[L2] * 4if yourchess[L2] > 0:oscore += yourchess[L2] * 4if mychess[S2] > 0:mscore += mychess[S2] * 4if yourchess[S2] > 0:oscore += yourchess[S2] * 4return (mscore, oscore) # 自我辅助效果,counter对面效果# 对上述得分进行进一步处理def evaluate(self, board, turn, checkWin=False):self.get_init()if turn == MAP_ENUM.player1:me = 1you = 2else:me = 2you = 1for y in range(self.len):for x in range(self.len):if board[y][x] == me:self.evaluatePoint(board, x, y, me, you)elif board[y][x] == you:self.evaluatePoint(board, x, y, you, me)mychess = self.count[me - 1]yourchess = self.count[you - 1]if checkWin:return mychess[FIVE] > 0 # 检查是否已经胜利else:mscore, oscore = self.getScore(mychess, yourchess)return (mscore - oscore) # 自我辅助效果,counter对面效果def evaluatePoint(self, board, x, y, me, you):direction = [(1, 0), (0, 1), (1, 1), (1, -1)] # 四个方向for i in range(4):if self.record[y][x][i] == 0:# 检查当前方向棋型self.getBasicSituation(board, x, y, i, direction[i], me, you, self.count[me - 1])else:self.save_count += 1# 把当前方向棋型存储下来,方便后续使用def getLine(self, board, x, y, direction, me, you):line = [0 for i in range(9)]# “光标”移到最左端tmp_x = x + (-5 * direction[0])tmp_y = y + (-5 * direction[1])for i in range(9):tmp_x += direction[0]tmp_y += direction[1]if (tmp_x < 0 or tmp_x >= self.len or tmp_y < 0 or tmp_y >= self.len):line[i] = you # 出界else:line[i] = board[tmp_y][tmp_x]return line# 把当前方向的棋型识别成具体情况(如把MMMMX识别成冲四)def getBasicSituation(self, board, x, y, dir_index, dir, me, you, count):# record赋值def setRecord(self, x, y, left, right, dir_index, direction):tmp_x = x + (-5 + left) * direction[0]tmp_y = y + (-5 + left) * direction[1]for i in range(left, right):tmp_x += direction[0]tmp_y += direction[1]self.record[tmp_y][tmp_x][dir_index] = 1empty = MAP_ENUM.be_empty.valueleft_index, right_index = 4, 4line = self.getLine(board, x, y, dir, me, you)while right_index < 8:if line[right_index + 1] != me:breakright_index += 1while left_index > 0:if line[left_index - 1] != me:breakleft_index -= 1left_range, right_range = left_index, right_indexwhile right_range < 8:if line[right_range + 1] == you:breakright_range += 1while left_range > 0:if line[left_range - 1] == you:breakleft_range -= 1chess_range = right_range - left_range + 1if chess_range < 5:setRecord(self, x, y, left_range, right_range, dir_index, dir)return SITUATION.NONEsetRecord(self, x, y, left_index, right_index, dir_index, dir)m_range = right_index - left_index + 1if m_range == 5:count[FIVE] += 1# 活四冲四if m_range == 4:left_empty = right_empty = Falseif line[left_index - 1] == empty:left_empty = Trueif line[right_index + 1] == empty:right_empty = Trueif left_empty and right_empty:count[L4] += 1elif left_empty or right_empty:count[S4] += 1# 活三眠三if m_range == 3:left_empty = right_empty = Falseleft_four = right_four = Falseif line[left_index - 1] == empty:if line[left_index - 2] == me: # MXMMMsetRecord(self, x, y, left_index - 2, left_index - 1, dir_index, dir)count[S4] += 1left_four = Trueleft_empty = Trueif line[right_index + 1] == empty:if line[right_index + 2] == me: # MMMXMsetRecord(self, x, y, right_index + 1, right_index + 2, dir_index, dir)count[S4] += 1right_four = Trueright_empty = Trueif left_four or right_four:passelif left_empty and right_empty:if chess_range > 5: # XMMMXX, XXMMMXcount[L3] += 1else: # PXMMMXPcount[S3] += 1elif left_empty or right_empty: # PMMMX, XMMMPcount[S3] += 1# 活二眠二if m_range == 2:left_empty = right_empty = Falseleft_three = right_three = Falseif line[left_index - 1] == empty:if line[left_index - 2] == me:setRecord(self, x, y, left_index - 2, left_index - 1, dir_index, dir)if line[left_index - 3] == empty:if line[right_index + 1] == empty: # XMXMMXcount[L3] += 1else: # XMXMMPcount[S3] += 1left_three = Trueelif line[left_index - 3] == you: # PMXMMXif line[right_index + 1] == empty:count[S3] += 1left_three = Trueleft_empty = Trueif line[right_index + 1] == empty:if line[right_index + 2] == me:if line[right_index + 3] == me: # MMXMMsetRecord(self, x, y, right_index + 1, right_index + 2, dir_index, dir)count[S4] += 1right_three = Trueelif line[right_index + 3] == empty:# setRecord(self, x, y, right_index+1, right_index+2, dir_index, dir)if left_empty: # XMMXMXcount[L3] += 1else: # PMMXMXcount[S3] += 1right_three = Trueelif left_empty: # XMMXMPcount[S3] += 1right_three = Trueright_empty = Trueif left_three or right_three:passelif left_empty and right_empty: # XMMXcount[L2] += 1elif left_empty or right_empty: # PMMX, XMMPcount[S2] += 1# 特殊活二眠二(有空格if m_range == 1:left_empty = right_empty = Falseif line[left_index - 1] == empty:if line[left_index - 2] == me:if line[left_index - 3] == empty:if line[right_index + 1] == you: # XMXMPcount[S2] += 1left_empty = Trueif line[right_index + 1] == empty:if line[right_index + 2] == me:if line[right_index + 3] == empty:if left_empty: # XMXMXcount[L2] += 1else: # PMXMXcount[S2] += 1elif line[right_index + 2] == empty:if line[right_index + 3] == me and line[right_index + 4] == empty: # XMXXMXcount[L2] += 1# 以上都不是则为none棋型return SITUATION.NONE# 主程序实现部分# 控制进程按钮类(父类)class Button:def __init__(self, screen, text, x, y, color, enable): # 构造函数self.screen = screenself.width = button_wself.height = button_hself.button_color = colorself.text_color = (255, 255, 255) # 纯白self.enable = enableself.font = pygame.font.SysFont(None, button_h * 2 // 3)self.rect = pygame.Rect(0, 0, self.width, self.height)self.rect.topleft = (x, y)self.text = textself.init_msg()# 重写pygame内置函数,初始化我们的按钮def init_msg(self):if self.enable:self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[0])else:self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[1])self.msg_image_rect = self.msg_image.get_rect()self.msg_image_rect.center = self.rect.center# 根据按钮enable状态填色,具体颜色在后续子类控制def draw(self):if self.enable:self.screen.fill(self.button_color[0], self.rect)else:self.screen.fill(self.button_color[1], self.rect)self.screen.blit(self.msg_image, self.msg_image_rect)class WhiteStartButton(Button): # 开始按钮(选白棋)def __init__(self, screen, text, x, y): # 构造函数super().__init__(screen, text, x, y, [(26, 173, 25), (158, 217, 157)], True)def click(self, game): # 点击,pygame内置方法if self.enable: # 启动游戏并初始化,变换按钮颜色game.start()game.winner = Nonegame.multiple = Falseself.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[1])self.enable = Falsereturn Truereturn Falsedef unclick(self): # 取消点击if not self.enable:self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[0])self.enable = Trueclass BlackStartButton(Button): # 开始按钮(选黑棋)def __init__(self, screen, text, x, y): # 构造函数super().__init__(screen, text, x, y, [(26, 173, 25), (158, 217, 157)], True)def click(self, game): # 点击,pygame内置方法if self.enable: # 启动游戏并初始化,变换按钮颜色,安排AI先手game.start()game.winner = Nonegame.multiple = Falsegame.useAI = Trueself.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[1])self.enable = Falsereturn Truereturn Falsedef unclick(self): # 取消点击if not self.enable:self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[0])self.enable = Trueclass GiveupButton(Button): # 投降按钮(任何模式都能用def __init__(self, screen, text, x, y):super().__init__(screen, text, x, y, [(230, 67, 64), (236, 139, 137)], False)def click(self, game): # 结束游戏,判断赢家if self.enable:game.is_play = Falseif game.winner is None:game.winner = game.map.intoNextTurn(game.player)self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[1])self.enable = Falsereturn Truereturn Falsedef unclick(self): # 保持不变,填充颜色if not self.enable:self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[0])self.enable = Trueclass MultiStartButton(Button): # 开始按钮(多人游戏)def __init__(self, screen, text, x, y): # 构造函数super().__init__(screen, text, x, y, [(153, 51, 250), (221, 160, 221)], True) # 紫色def click(self, game): # 点击,pygame内置方法if self.enable: # 启动游戏并初始化,变换按钮颜色game.start()game.winner = Nonegame.multiple=Trueself.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[1])self.enable = Falsereturn Truereturn Falsedef unclick(self): # 取消点击if not self.enable:self.msg_image = self.font.render(self.text, True, self.text_color, self.button_color[0])self.enable = Trueclass Game: # pygame类,以下所有功能都是根据需要重写def __init__(self, caption):# 使用pygame之前必须初始化pygame.init()self.screen = pygame.display.set_mode([screen_w, screen_h]) # 设置主屏窗口pygame.display.set_caption(caption) #设置窗口标题,即游戏名称self.clock = pygame.time.Clock()self.buttons = []self.buttons.append(WhiteStartButton(self.screen, 'Pick White', 10, map_h))self.buttons.append(BlackStartButton(self.screen, 'Pick Black', 170, map_h))self.buttons.append(GiveupButton(self.screen, 'Surrender', 330, map_h))self.buttons.append(MultiStartButton(self.screen, 'Multiple', 490, map_h))self.is_play = Falseself.map = Map(web_broad, web_broad)self.player = MAP_ENUM.player1self.action = Noneself.AI = MyChessAI(web_broad)self.useAI = Falseself.winner = Noneself.multiple = Falsedef start(self):self.is_play = Trueself.player = MAP_ENUM.player1 # 白棋先手self.map.get_init()def play(self):# 画底板self.clock.tick(60)wood_color = (210, 180, 140)pygame.draw.rect(self.screen, wood_color, pygame.Rect(0, 0, map_w, screen_h))pygame.draw.rect(self.screen, (255, 255, 255), pygame.Rect(map_w, 0, info_w, screen_h))# 画按钮for button in self.buttons:button.draw()if self.is_play and not self.isOver():if self.useAI and not self.multiple:x, y = self.AI.findBestChess(self.map.map, self.player)self.checkClick(x, y, True)self.useAI = Falseif self.action is not None:self.checkClick(self.action[0], self.action[1])self.action = Noneif not self.isOver():self.changeMouseShow()if self.isOver():self.showWinner()# self.buttons[0].enable = True# self.buttons[1].enable = True# self.buttons[2].enable = Falseself.map.drawBoard(self.screen)self.map.printChessPiece(self.screen)def changeMouseShow(self): # 开始游戏的时候把鼠标预览切换成预览棋子的样子map_x, map_y = pygame.mouse.get_pos()x, y = self.map.getIndex(map_x, map_y)if self.map.isInside(map_x, map_y) and self.map.isEmpty(x, y): # 在棋盘内且当前无棋子pygame.mouse.set_visible(False)smoke_blue = (176, 224, 230)pos, radius = (map_x, map_y), chess_sizepygame.draw.circle(self.screen, smoke_blue, pos, radius)else:pygame.mouse.set_visible(True)def checkClick(self, x, y, isAI=False): # 后续处理self.map.click(x, y, self.player)if self.AI.isWin(self.map.map, self.player):self.winner = self.playerself.click_button(self.buttons[2])else:self.player = self.map.intoNextTurn(self.player)if not isAI:self.useAI = Truedef mouseClick(self, map_x, map_y): # 处理下棋动作if self.is_play and self.map.isInside(map_x, map_y) and not self.isOver():x, y = self.map.getIndex(map_x, map_y)if self.map.isEmpty(x, y):self.action = (x, y)def isOver(self): # 中断条件return self.winner is not Nonedef showWinner(self): # 输出胜者def showFont(screen, text, location_x, locaiton_y, height):font = pygame.font.SysFont(None, height)font_image = font.render(text, True, (255, 215, 0), (255, 255, 255)) # 金黄色font_image_rect = font_image.get_rect()font_image_rect.x = location_xfont_image_rect.y = locaiton_yscreen.blit(font_image, font_image_rect)if self.winner == MAP_ENUM.player1:str = 'White Wins!'else:str = 'Black Wins!'showFont(self.screen, str, map_w / 5, screen_h / 8, 100) # 居上中,字号100pygame.mouse.set_visible(True)def click_button(self, button):if button.click(self):for tmp in self.buttons:if tmp != button:tmp.unclick()def check_buttons(self, mouse_x, mouse_y):for button in self.buttons:if button.rect.collidepoint(mouse_x, mouse_y):self.click_button(button)break# 以下为pygame1.9帮助文档的示例代码if __name__ == '__main__':game = Game(version)while True:game.play()# 更新屏幕内容pygame.display.update()# 循环获取事件,监听事件状态for event in pygame.event.get():# 判断用户是否点了"X"关闭按钮,并执行if代码段if event.type == pygame.QUIT:# 卸载所有模块pygame.quit()# 终止程序,确保退出程序sys.exit()elif event.type == pygame.MOUSEBUTTONDOWN:mouse_x, mouse_y = pygame.mouse.get_pos()game.mouseClick(mouse_x, mouse_y)game.check_buttons(mouse_x, mouse_y)

游戏运行结果如图:

4.软件封装

4.1pyinstaller的简介

本实例用pyinstaller来打包py程序,生成可执行程序。pyinstaller是一个跨平台的Python应用打包工具,支持 Windows/Linux/MacOS三大主流平台,能够把 Python 脚本及其所在的 Python 解释器打包成可执行文件,从而允许最终用户在无需安装 Python 的情况下执行应用程序。但是,pyInstaller 制作出来的执行文件并不是跨平台的,如果需要为不同平台打包,就要在相应平台上运行pyInstaller进行打包。

4.2pyinstaller的安装

pip install Pyinstaller

4.3准备

需要准备的内容就是,要打包的py文件,必要时可以加上程序的图像。上面的五子棋.io就是软件的图标,五子棋游戏.py就是要打包的Python文件(建议将程序图标转换成ico格式,因为其他格式如PNG,JPG等可能会报错)。

4.4程序打包

首先打开cmd窗口,

然后把路径切换到当前路径打开命令提示行,(一定要切换到项目目录再执行打包命令),

然后输入打包命令

pyinstaller -F -i 五子棋.ico -w 五子棋游戏.py

输入命令后看见successfully那就是成功了.

具体的pyinstaller使用方法和实例可以参考文章点击这里

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