本文参考原文-http://bjbsair.com/2020-03-25/tech-info/6246.html
1.五子棋
2.今天来讲解五子棋的python3用pygame设置,注意黑子和白子的大小,本文中50×50,968B
图如下:小bug:是正方形,不是圆形,可以自己改一改玩。
黑子
白子
=======================
★详细讲解,代码里有注释★
=======================
3.python的pygame格式基本固定,第1步:
#---第1步---导出模块---
import numpy as np
import pygame
import sys
import traceback
import copy
from pygame.locals import *
4.第2步:
#---第2步---定义颜色---
bg=(240,255,240) #背景颜色=蜜露色,bg=background
cb=(0,100,0) #cb=checkerboard=棋盘网格线颜色,darkgreen
bc=(148,0,211) #按钮颜色=暗紫色,bc=buttoncolor
lz=(0,0,0) #lz=落子文字颜色设置=black=黑色
dwd=(255,0,0) #棋盘中间的定位点颜色,dwd=定位点=red
5.第3步:
#---第3步---游戏初始化---
pygame.init()
#用于控制顺序
t=True
#用于结束游戏后阻止落子
running=True
6.第4步:
#---第4步---绘制棋盘---
def Draw_a_chessboard(screen):
screen.fill(bg) #填充背景色=蜜露色,不耀眼
#画棋盘
for i in range(21):
pygame.draw.line(screen, cb, (40*i+3, 3), (40*i+3, 803))
pygame.draw.line(screen, cb, (3, 40*i+3), (803, 40*i+3))
#画边线,四条边
pygame.draw.line(screen, cb, (3, 3), (803, 3),5)
pygame.draw.line(screen, cb, (3, 3), (3, 803),5)
pygame.draw.line(screen, cb, (803, 3), (803, 803),5)
pygame.draw.line(screen, cb, (3, 803), (803, 803),5)
#画定位点,dwd是red颜色,6为大小
pygame.draw.circle(screen, dwd, (163, 163), 6)
pygame.draw.circle(screen, dwd, (163, 643), 6)
pygame.draw.circle(screen, dwd, (643, 163), 6)
pygame.draw.circle(screen, dwd, (643, 643), 6)
pygame.draw.circle(screen, dwd, (403, 403), 6)
#画‘悔棋按钮’、‘重新开始’和‘退出’按钮
#900=x,350,500,650=y,200和100是按钮框大小
pygame.draw.rect(screen,bc,[900,350,200,100],15)
pygame.draw.rect(screen,bc,[900,500,200,100],15)
pygame.draw.rect(screen,bc,[900,650,200,100],15)
#字体是自己下载的hwfs=华文仿宋,放在根目录下
s_font=pygame.font.Font('hwfs.ttf',40)
#按钮定义文字、颜色和位置
text1=s_font.render("悔棋按钮",True,bc)
text2=s_font.render("重新开始",True,bc)
text3=s_font.render("退出游戏",True,bc)
screen.blit(text1,(920,370))
screen.blit(text2,(920,520))
screen.blit(text3,(920,670))
7.第5步:
#---第5步---绘制棋子---
# (横坐标,纵坐标,屏幕,棋子颜色(1代表黑,2代表白))
def Draw_a_chessman(x,y,screen,color):
#注意b.png=黑子,w.png=白子,大小=50×50,968B,可惜是正方形,不是圆形
#也是放在根目录下,我把图片也上传了,最好用改图软件修改成圆形,就完美了
if color==1:
Black_chess=pygame.image.load("b.png").convert_alpha()
screen.blit(Black_chess,(40*x+3-15,40*y+3-15))
if color==2:
White_chess=pygame.image.load("w.png").convert_alpha()
screen.blit(White_chess,(40*x+3-15,40*y+3-15))
8.第6步:
#---第6步---绘制带有棋子的棋盘---
def Draw_a_chessboard_with_chessman(map,screen):
screen.fill(bg)
Draw_a_chessboard(screen)
for i in range(24):
for j in range(24):
Draw_a_chessman(i+1,j+1,screen,map[i][j])
9.第7步:有一个知识点:列表和重复列表的表示方法
#---第7步---定义存储棋盘的列表,大一点没关系---
map=[]
for i in range(24):
#map.append([0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0])
#等同于下面的
map.append([0]*24)
10.第8步:
#---第8步---清零map列表---
def clear():
global map
for i in range(24):
for j in range(24):
map[i][j]=0
11.第9步:
#---第9步---判断是否胜利---
#---这是关键---
def win(i, j):
k = map[i][j]
p=[]
for a in range(20):
p.append(0)
for i3 in range(i-4,i+5):
for j3 in range(j-4,j+5):
if (map[i3][j3] == k and i3 - i == j3 - j and i3 <= i and j3 <= j):
p[0]+=1
if (map[i3][j3] == k and j3 == j and i3 <= i and j3 <= j):
p[1]+=1
if (map[i3][j3] == k and i3 == i and i3 <= i and j3 <= j):
p[2]+=1
if (map[i3][j3] == k and i3 - i == j3 - j and i3 >= i and j3 >= j):
p[3]+=1
if (map[i3][j3] == k and j3 == j and i3 >= i and j3 >= j):
p[4]+=1
if (map[i3][j3] == k and i3 == i and i3 >= i and j3 >= j):
p[5]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i and j3 >= j):
p[6]+=1
if (map[i3][j3] == k and i3 - i == j - j3 and i3 >= i and j3 <= j):
p[7]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[8]+=1
if (map[i3][j3] == k and j == j3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[9]+=1
if (map[i3][j3] == k and i == i3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[10]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[11]+=1
if (map[i3][j3] == k and j == j3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[12]+=1
if (map[i3][j3] == k and i == i3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[13]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i + 1 and i3 >= i - 3 and j3 >= j - 1 and j3 <= j + 3):
p[14]+=1
if (map[i3][j3] == k and i3 - i == j - j3 and i3 >= i - 1 and i3 <= i + 3 and j3 <= j + 1 and j3 >= j - 3):
p[15]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[16]+=1
if (map[i3][j3] == k and j == j3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[17]+=1
if (map[i3][j3] == k and i == i3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[18]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[19]+=1
for b in range(20):
if p[b]==5:
return True
return False
12.第10步:
#---第10步---提示器设置和显示文字
def text(s,screen,x):
pygame.draw.rect(screen,bg,[850,100,1200,100])
s_font=pygame.font.Font('hwfs.ttf',x)
#显示落子的文字提示:黑棋或白棋落子,及颜色lz=黑色
s_text=s_font.render(s,True,lz)
screen.blit(s_text,(880,100))
#是不断刷新的,没点一次白子和黑子交替显示
pygame.display.flip()
13.第11步:
#---第11步---主函数---
def main():
#全局变量:t和running定义引用过来
#map和maps 前面已定义棋盘列表---用来悔棋存储
global t,map,running,maps
clear()
map2=copy.deepcopy(map)
maps=[map2]
#窗口大小设置宽1400×高900
screen = pygame.display.set_mode([1400,900])
#窗口标题
pygame.display.set_caption("五子棋v1.0")
Draw_a_chessboard(screen)
pygame.display.flip()
clock=pygame.time.Clock()
while True:
#只有running为真才能落子,主要用于游戏结束后防止再次落子
if running:
if t:
color=1
text('黑棋落子',screen,54)
else:
color=2
text('白棋落子',screen,54)
for event in pygame.event.get():
#在pygame中的while循环中这一步我觉得必须的
if event.type ==pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
if event.button == 1:
x,y=event.pos[0],event.pos[1]
for i in range(19):
for j in range(19):
#点击棋盘相应位置
if i*40+3+20<x<i*40+3+60 and j*40+3+20<y<j*40+3+60 and not map[i][j] and running:
#在棋盘相应位置落相应颜色棋子
Draw_a_chessman(i+1,j+1,screen,color)
map[i][j]=color
map3=copy.deepcopy(map)
maps.append(map3)
#判断落子后是否有五子一线
if win(i,j):
if t:
text('黑棋victory,请重新游戏',screen,40)
else:
text('白棋victory,请重新游戏',screen,40)
#阻止再往棋盘落子
running=False
pygame.display.flip()
t=not t
#如果点击‘重新开始’
if 900<x<1100 and 500<y<600:
running=True
main()
#点击‘退出游戏’
elif 900<x<1100 and 650<y<750:
pygame.quit()
sys.exit()
#点击‘悔棋按钮’
elif 900<x<1020 and 350<y<450 and len(maps)!=1:
del maps[len(maps)-1]
map=copy.deepcopy(maps[len(maps)-1])
#切换顺序
t=not t
Draw_a_chessboard_with_chessman(map,screen)
#悔棋完成,全部为0就阻止再次悔棋
x,y=0,0
clock.tick(60)
14.第12步:python的代码以下的格式解读和分析
当模块被直接运行时,以下代码块将被运行,当模块是被导入时,代码块不被运行。
即:选择性地执行代码,作为模块被导入时不能运行;只有作为脚本文件直接被运行时才运行
#---第12步---模块main---
if __name__ == "__main__":
main()
15.效果图
本文参考原文-http://bjbsair.com/2020-03-25/tech-info/6246/
1.五子棋
2.今天来讲解五子棋的python3用pygame设置,注意黑子和白子的大小,本文中50×50,968B
图如下:小bug:是正方形,不是圆形,可以自己改一改玩。
黑子
白子
=======================
★详细讲解,代码里有注释★
=======================
3.python的pygame格式基本固定,第1步:
#---第1步---导出模块---
import numpy as np
import pygame
import sys
import traceback
import copy
from pygame.locals import *
4.第2步:
#---第2步---定义颜色---
bg=(240,255,240) #背景颜色=蜜露色,bg=background
cb=(0,100,0) #cb=checkerboard=棋盘网格线颜色,darkgreen
bc=(148,0,211) #按钮颜色=暗紫色,bc=buttoncolor
lz=(0,0,0) #lz=落子文字颜色设置=black=黑色
dwd=(255,0,0) #棋盘中间的定位点颜色,dwd=定位点=red
5.第3步:
#---第3步---游戏初始化---
pygame.init()
#用于控制顺序
t=True
#用于结束游戏后阻止落子
running=True
6.第4步:
#---第4步---绘制棋盘---
def Draw_a_chessboard(screen):
screen.fill(bg) #填充背景色=蜜露色,不耀眼
#画棋盘
for i in range(21):
pygame.draw.line(screen, cb, (40*i+3, 3), (40*i+3, 803))
pygame.draw.line(screen, cb, (3, 40*i+3), (803, 40*i+3))
#画边线,四条边
pygame.draw.line(screen, cb, (3, 3), (803, 3),5)
pygame.draw.line(screen, cb, (3, 3), (3, 803),5)
pygame.draw.line(screen, cb, (803, 3), (803, 803),5)
pygame.draw.line(screen, cb, (3, 803), (803, 803),5)
#画定位点,dwd是red颜色,6为大小
pygame.draw.circle(screen, dwd, (163, 163), 6)
pygame.draw.circle(screen, dwd, (163, 643), 6)
pygame.draw.circle(screen, dwd, (643, 163), 6)
pygame.draw.circle(screen, dwd, (643, 643), 6)
pygame.draw.circle(screen, dwd, (403, 403), 6)
#画‘悔棋按钮’、‘重新开始’和‘退出’按钮
#900=x,350,500,650=y,200和100是按钮框大小
pygame.draw.rect(screen,bc,[900,350,200,100],15)
pygame.draw.rect(screen,bc,[900,500,200,100],15)
pygame.draw.rect(screen,bc,[900,650,200,100],15)
#字体是自己下载的hwfs=华文仿宋,放在根目录下
s_font=pygame.font.Font('hwfs.ttf',40)
#按钮定义文字、颜色和位置
text1=s_font.render("悔棋按钮",True,bc)
text2=s_font.render("重新开始",True,bc)
text3=s_font.render("退出游戏",True,bc)
screen.blit(text1,(920,370))
screen.blit(text2,(920,520))
screen.blit(text3,(920,670))
7.第5步:
#---第5步---绘制棋子---
# (横坐标,纵坐标,屏幕,棋子颜色(1代表黑,2代表白))
def Draw_a_chessman(x,y,screen,color):
#注意b.png=黑子,w.png=白子,大小=50×50,968B,可惜是正方形,不是圆形
#也是放在根目录下,我把图片也上传了,最好用改图软件修改成圆形,就完美了
if color==1:
Black_chess=pygame.image.load("b.png").convert_alpha()
screen.blit(Black_chess,(40*x+3-15,40*y+3-15))
if color==2:
White_chess=pygame.image.load("w.png").convert_alpha()
screen.blit(White_chess,(40*x+3-15,40*y+3-15))
8.第6步:
#---第6步---绘制带有棋子的棋盘---
def Draw_a_chessboard_with_chessman(map,screen):
screen.fill(bg)
Draw_a_chessboard(screen)
for i in range(24):
for j in range(24):
Draw_a_chessman(i+1,j+1,screen,map[i][j])
9.第7步:有一个知识点:列表和重复列表的表示方法
#---第7步---定义存储棋盘的列表,大一点没关系---
map=[]
for i in range(24):
#map.append([0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0])
#等同于下面的
map.append([0]*24)
10.第8步:
#---第8步---清零map列表---
def clear():
global map
for i in range(24):
for j in range(24):
map[i][j]=0
11.第9步:
#---第9步---判断是否胜利---
#---这是关键---
def win(i, j):
k = map[i][j]
p=[]
for a in range(20):
p.append(0)
for i3 in range(i-4,i+5):
for j3 in range(j-4,j+5):
if (map[i3][j3] == k and i3 - i == j3 - j and i3 <= i and j3 <= j):
p[0]+=1
if (map[i3][j3] == k and j3 == j and i3 <= i and j3 <= j):
p[1]+=1
if (map[i3][j3] == k and i3 == i and i3 <= i and j3 <= j):
p[2]+=1
if (map[i3][j3] == k and i3 - i == j3 - j and i3 >= i and j3 >= j):
p[3]+=1
if (map[i3][j3] == k and j3 == j and i3 >= i and j3 >= j):
p[4]+=1
if (map[i3][j3] == k and i3 == i and i3 >= i and j3 >= j):
p[5]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i and j3 >= j):
p[6]+=1
if (map[i3][j3] == k and i3 - i == j - j3 and i3 >= i and j3 <= j):
p[7]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[8]+=1
if (map[i3][j3] == k and j == j3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[9]+=1
if (map[i3][j3] == k and i == i3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[10]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[11]+=1
if (map[i3][j3] == k and j == j3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[12]+=1
if (map[i3][j3] == k and i == i3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[13]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i + 1 and i3 >= i - 3 and j3 >= j - 1 and j3 <= j + 3):
p[14]+=1
if (map[i3][j3] == k and i3 - i == j - j3 and i3 >= i - 1 and i3 <= i + 3 and j3 <= j + 1 and j3 >= j - 3):
p[15]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[16]+=1
if (map[i3][j3] == k and j == j3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[17]+=1
if (map[i3][j3] == k and i == i3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[18]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[19]+=1
for b in range(20):
if p[b]==5:
return True
return False
12.第10步:
#---第10步---提示器设置和显示文字
def text(s,screen,x):
pygame.draw.rect(screen,bg,[850,100,1200,100])
s_font=pygame.font.Font('hwfs.ttf',x)
#显示落子的文字提示:黑棋或白棋落子,及颜色lz=黑色
s_text=s_font.render(s,True,lz)
screen.blit(s_text,(880,100))
#是不断刷新的,没点一次白子和黑子交替显示
pygame.display.flip()
13.第11步:
#---第11步---主函数---
def main():
#全局变量:t和running定义引用过来
#map和maps 前面已定义棋盘列表---用来悔棋存储
global t,map,running,maps
clear()
map2=copy.deepcopy(map)
maps=[map2]
#窗口大小设置宽1400×高900
screen = pygame.display.set_mode([1400,900])
#窗口标题
pygame.display.set_caption("五子棋v1.0")
Draw_a_chessboard(screen)
pygame.display.flip()
clock=pygame.time.Clock()
while True:
#只有running为真才能落子,主要用于游戏结束后防止再次落子
if running:
if t:
color=1
text('黑棋落子',screen,54)
else:
color=2
text('白棋落子',screen,54)
for event in pygame.event.get():
#在pygame中的while循环中这一步我觉得必须的
if event.type ==pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
if event.button == 1:
x,y=event.pos[0],event.pos[1]
for i in range(19):
for j in range(19):
#点击棋盘相应位置
if i*40+3+20<x<i*40+3+60 and j*40+3+20<y<j*40+3+60 and not map[i][j] and running:
#在棋盘相应位置落相应颜色棋子
Draw_a_chessman(i+1,j+1,screen,color)
map[i][j]=color
map3=copy.deepcopy(map)
maps.append(map3)
#判断落子后是否有五子一线
if win(i,j):
if t:
text('黑棋victory,请重新游戏',screen,40)
else:
text('白棋victory,请重新游戏',screen,40)
#阻止再往棋盘落子
running=False
pygame.display.flip()
t=not t
#如果点击‘重新开始’
if 900<x<1100 and 500<y<600:
running=True
main()
#点击‘退出游戏’
elif 900<x<1100 and 650<y<750:
pygame.quit()
sys.exit()
#点击‘悔棋按钮’
elif 900<x<1020 and 350<y<450 and len(maps)!=1:
del maps[len(maps)-1]
map=copy.deepcopy(maps[len(maps)-1])
#切换顺序
t=not t
Draw_a_chessboard_with_chessman(map,screen)
#悔棋完成,全部为0就阻止再次悔棋
x,y=0,0
clock.tick(60)
14.第12步:python的代码以下的格式解读和分析
当模块被直接运行时,以下代码块将被运行,当模块是被导入时,代码块不被运行。
即:选择性地执行代码,作为模块被导入时不能运行;只有作为脚本文件直接被运行时才运行
#---第12步---模块main---
if __name__ == "__main__":
main()
15.效果图
本文参考原文-http://bjbsair.com/2020-03-25/tech-info/6246/
1.五子棋
2.今天来讲解五子棋的python3用pygame设置,注意黑子和白子的大小,本文中50×50,968B
图如下:小bug:是正方形,不是圆形,可以自己改一改玩。
黑子
白子
=======================
★详细讲解,代码里有注释★
=======================
3.python的pygame格式基本固定,第1步:
#---第1步---导出模块---
import numpy as np
import pygame
import sys
import traceback
import copy
from pygame.locals import *
4.第2步:
#---第2步---定义颜色---
bg=(240,255,240) #背景颜色=蜜露色,bg=background
cb=(0,100,0) #cb=checkerboard=棋盘网格线颜色,darkgreen
bc=(148,0,211) #按钮颜色=暗紫色,bc=buttoncolor
lz=(0,0,0) #lz=落子文字颜色设置=black=黑色
dwd=(255,0,0) #棋盘中间的定位点颜色,dwd=定位点=red
5.第3步:
#---第3步---游戏初始化---
pygame.init()
#用于控制顺序
t=True
#用于结束游戏后阻止落子
running=True
6.第4步:
#---第4步---绘制棋盘---
def Draw_a_chessboard(screen):
screen.fill(bg) #填充背景色=蜜露色,不耀眼
#画棋盘
for i in range(21):
pygame.draw.line(screen, cb, (40*i+3, 3), (40*i+3, 803))
pygame.draw.line(screen, cb, (3, 40*i+3), (803, 40*i+3))
#画边线,四条边
pygame.draw.line(screen, cb, (3, 3), (803, 3),5)
pygame.draw.line(screen, cb, (3, 3), (3, 803),5)
pygame.draw.line(screen, cb, (803, 3), (803, 803),5)
pygame.draw.line(screen, cb, (3, 803), (803, 803),5)
#画定位点,dwd是red颜色,6为大小
pygame.draw.circle(screen, dwd, (163, 163), 6)
pygame.draw.circle(screen, dwd, (163, 643), 6)
pygame.draw.circle(screen, dwd, (643, 163), 6)
pygame.draw.circle(screen, dwd, (643, 643), 6)
pygame.draw.circle(screen, dwd, (403, 403), 6)
#画‘悔棋按钮’、‘重新开始’和‘退出’按钮
#900=x,350,500,650=y,200和100是按钮框大小
pygame.draw.rect(screen,bc,[900,350,200,100],15)
pygame.draw.rect(screen,bc,[900,500,200,100],15)
pygame.draw.rect(screen,bc,[900,650,200,100],15)
#字体是自己下载的hwfs=华文仿宋,放在根目录下
s_font=pygame.font.Font('hwfs.ttf',40)
#按钮定义文字、颜色和位置
text1=s_font.render("悔棋按钮",True,bc)
text2=s_font.render("重新开始",True,bc)
text3=s_font.render("退出游戏",True,bc)
screen.blit(text1,(920,370))
screen.blit(text2,(920,520))
screen.blit(text3,(920,670))
7.第5步:
#---第5步---绘制棋子---
# (横坐标,纵坐标,屏幕,棋子颜色(1代表黑,2代表白))
def Draw_a_chessman(x,y,screen,color):
#注意b.png=黑子,w.png=白子,大小=50×50,968B,可惜是正方形,不是圆形
#也是放在根目录下,我把图片也上传了,最好用改图软件修改成圆形,就完美了
if color==1:
Black_chess=pygame.image.load("b.png").convert_alpha()
screen.blit(Black_chess,(40*x+3-15,40*y+3-15))
if color==2:
White_chess=pygame.image.load("w.png").convert_alpha()
screen.blit(White_chess,(40*x+3-15,40*y+3-15))
8.第6步:
#---第6步---绘制带有棋子的棋盘---
def Draw_a_chessboard_with_chessman(map,screen):
screen.fill(bg)
Draw_a_chessboard(screen)
for i in range(24):
for j in range(24):
Draw_a_chessman(i+1,j+1,screen,map[i][j])
9.第7步:有一个知识点:列表和重复列表的表示方法
#---第7步---定义存储棋盘的列表,大一点没关系---
map=[]
for i in range(24):
#map.append([0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0])
#等同于下面的
map.append([0]*24)
10.第8步:
#---第8步---清零map列表---
def clear():
global map
for i in range(24):
for j in range(24):
map[i][j]=0
11.第9步:
#---第9步---判断是否胜利---
#---这是关键---
def win(i, j):
k = map[i][j]
p=[]
for a in range(20):
p.append(0)
for i3 in range(i-4,i+5):
for j3 in range(j-4,j+5):
if (map[i3][j3] == k and i3 - i == j3 - j and i3 <= i and j3 <= j):
p[0]+=1
if (map[i3][j3] == k and j3 == j and i3 <= i and j3 <= j):
p[1]+=1
if (map[i3][j3] == k and i3 == i and i3 <= i and j3 <= j):
p[2]+=1
if (map[i3][j3] == k and i3 - i == j3 - j and i3 >= i and j3 >= j):
p[3]+=1
if (map[i3][j3] == k and j3 == j and i3 >= i and j3 >= j):
p[4]+=1
if (map[i3][j3] == k and i3 == i and i3 >= i and j3 >= j):
p[5]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i and j3 >= j):
p[6]+=1
if (map[i3][j3] == k and i3 - i == j - j3 and i3 >= i and j3 <= j):
p[7]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[8]+=1
if (map[i3][j3] == k and j == j3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[9]+=1
if (map[i3][j3] == k and i == i3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[10]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[11]+=1
if (map[i3][j3] == k and j == j3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[12]+=1
if (map[i3][j3] == k and i == i3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[13]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i + 1 and i3 >= i - 3 and j3 >= j - 1 and j3 <= j + 3):
p[14]+=1
if (map[i3][j3] == k and i3 - i == j - j3 and i3 >= i - 1 and i3 <= i + 3 and j3 <= j + 1 and j3 >= j - 3):
p[15]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[16]+=1
if (map[i3][j3] == k and j == j3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[17]+=1
if (map[i3][j3] == k and i == i3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[18]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[19]+=1
for b in range(20):
if p[b]==5:
return True
return False
12.第10步:
#---第10步---提示器设置和显示文字
def text(s,screen,x):
pygame.draw.rect(screen,bg,[850,100,1200,100])
s_font=pygame.font.Font('hwfs.ttf',x)
#显示落子的文字提示:黑棋或白棋落子,及颜色lz=黑色
s_text=s_font.render(s,True,lz)
screen.blit(s_text,(880,100))
#是不断刷新的,没点一次白子和黑子交替显示
pygame.display.flip()
13.第11步:
#---第11步---主函数---
def main():
#全局变量:t和running定义引用过来
#map和maps 前面已定义棋盘列表---用来悔棋存储
global t,map,running,maps
clear()
map2=copy.deepcopy(map)
maps=[map2]
#窗口大小设置宽1400×高900
screen = pygame.display.set_mode([1400,900])
#窗口标题
pygame.display.set_caption("五子棋v1.0")
Draw_a_chessboard(screen)
pygame.display.flip()
clock=pygame.time.Clock()
while True:
#只有running为真才能落子,主要用于游戏结束后防止再次落子
if running:
if t:
color=1
text('黑棋落子',screen,54)
else:
color=2
text('白棋落子',screen,54)
for event in pygame.event.get():
#在pygame中的while循环中这一步我觉得必须的
if event.type ==pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
if event.button == 1:
x,y=event.pos[0],event.pos[1]
for i in range(19):
for j in range(19):
#点击棋盘相应位置
if i*40+3+20<x<i*40+3+60 and j*40+3+20<y<j*40+3+60 and not map[i][j] and running:
#在棋盘相应位置落相应颜色棋子
Draw_a_chessman(i+1,j+1,screen,color)
map[i][j]=color
map3=copy.deepcopy(map)
maps.append(map3)
#判断落子后是否有五子一线
if win(i,j):
if t:
text('黑棋victory,请重新游戏',screen,40)
else:
text('白棋victory,请重新游戏',screen,40)
#阻止再往棋盘落子
running=False
pygame.display.flip()
t=not t
#如果点击‘重新开始’
if 900<x<1100 and 500<y<600:
running=True
main()
#点击‘退出游戏’
elif 900<x<1100 and 650<y<750:
pygame.quit()
sys.exit()
#点击‘悔棋按钮’
elif 900<x<1020 and 350<y<450 and len(maps)!=1:
del maps[len(maps)-1]
map=copy.deepcopy(maps[len(maps)-1])
#切换顺序
t=not t
Draw_a_chessboard_with_chessman(map,screen)
#悔棋完成,全部为0就阻止再次悔棋
x,y=0,0
clock.tick(60)
14.第12步:python的代码以下的格式解读和分析
当模块被直接运行时,以下代码块将被运行,当模块是被导入时,代码块不被运行。
即:选择性地执行代码,作为模块被导入时不能运行;只有作为脚本文件直接被运行时才运行
#---第12步---模块main---
if __name__ == "__main__":
main()
15.效果图
本文参考原文-http://bjbsair.com/2020-03-25/tech-info/6246/
1.五子棋
2.今天来讲解五子棋的python3用pygame设置,注意黑子和白子的大小,本文中50×50,968B
图如下:小bug:是正方形,不是圆形,可以自己改一改玩。
黑子
白子
=======================
★详细讲解,代码里有注释★
=======================
3.python的pygame格式基本固定,第1步:
#---第1步---导出模块---
import numpy as np
import pygame
import sys
import traceback
import copy
from pygame.locals import *
4.第2步:
#---第2步---定义颜色---
bg=(240,255,240) #背景颜色=蜜露色,bg=background
cb=(0,100,0) #cb=checkerboard=棋盘网格线颜色,darkgreen
bc=(148,0,211) #按钮颜色=暗紫色,bc=buttoncolor
lz=(0,0,0) #lz=落子文字颜色设置=black=黑色
dwd=(255,0,0) #棋盘中间的定位点颜色,dwd=定位点=red
5.第3步:
#---第3步---游戏初始化---
pygame.init()
#用于控制顺序
t=True
#用于结束游戏后阻止落子
running=True
6.第4步:
#---第4步---绘制棋盘---
def Draw_a_chessboard(screen):
screen.fill(bg) #填充背景色=蜜露色,不耀眼
#画棋盘
for i in range(21):
pygame.draw.line(screen, cb, (40*i+3, 3), (40*i+3, 803))
pygame.draw.line(screen, cb, (3, 40*i+3), (803, 40*i+3))
#画边线,四条边
pygame.draw.line(screen, cb, (3, 3), (803, 3),5)
pygame.draw.line(screen, cb, (3, 3), (3, 803),5)
pygame.draw.line(screen, cb, (803, 3), (803, 803),5)
pygame.draw.line(screen, cb, (3, 803), (803, 803),5)
#画定位点,dwd是red颜色,6为大小
pygame.draw.circle(screen, dwd, (163, 163), 6)
pygame.draw.circle(screen, dwd, (163, 643), 6)
pygame.draw.circle(screen, dwd, (643, 163), 6)
pygame.draw.circle(screen, dwd, (643, 643), 6)
pygame.draw.circle(screen, dwd, (403, 403), 6)
#画‘悔棋按钮’、‘重新开始’和‘退出’按钮
#900=x,350,500,650=y,200和100是按钮框大小
pygame.draw.rect(screen,bc,[900,350,200,100],15)
pygame.draw.rect(screen,bc,[900,500,200,100],15)
pygame.draw.rect(screen,bc,[900,650,200,100],15)
#字体是自己下载的hwfs=华文仿宋,放在根目录下
s_font=pygame.font.Font('hwfs.ttf',40)
#按钮定义文字、颜色和位置
text1=s_font.render("悔棋按钮",True,bc)
text2=s_font.render("重新开始",True,bc)
text3=s_font.render("退出游戏",True,bc)
screen.blit(text1,(920,370))
screen.blit(text2,(920,520))
screen.blit(text3,(920,670))
7.第5步:
#---第5步---绘制棋子---
# (横坐标,纵坐标,屏幕,棋子颜色(1代表黑,2代表白))
def Draw_a_chessman(x,y,screen,color):
#注意b.png=黑子,w.png=白子,大小=50×50,968B,可惜是正方形,不是圆形
#也是放在根目录下,我把图片也上传了,最好用改图软件修改成圆形,就完美了
if color==1:
Black_chess=pygame.image.load("b.png").convert_alpha()
screen.blit(Black_chess,(40*x+3-15,40*y+3-15))
if color==2:
White_chess=pygame.image.load("w.png").convert_alpha()
screen.blit(White_chess,(40*x+3-15,40*y+3-15))
8.第6步:
#---第6步---绘制带有棋子的棋盘---
def Draw_a_chessboard_with_chessman(map,screen):
screen.fill(bg)
Draw_a_chessboard(screen)
for i in range(24):
for j in range(24):
Draw_a_chessman(i+1,j+1,screen,map[i][j])
9.第7步:有一个知识点:列表和重复列表的表示方法
#---第7步---定义存储棋盘的列表,大一点没关系---
map=[]
for i in range(24):
#map.append([0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0])
#等同于下面的
map.append([0]*24)
10.第8步:
#---第8步---清零map列表---
def clear():
global map
for i in range(24):
for j in range(24):
map[i][j]=0
11.第9步:
#---第9步---判断是否胜利---
#---这是关键---
def win(i, j):
k = map[i][j]
p=[]
for a in range(20):
p.append(0)
for i3 in range(i-4,i+5):
for j3 in range(j-4,j+5):
if (map[i3][j3] == k and i3 - i == j3 - j and i3 <= i and j3 <= j):
p[0]+=1
if (map[i3][j3] == k and j3 == j and i3 <= i and j3 <= j):
p[1]+=1
if (map[i3][j3] == k and i3 == i and i3 <= i and j3 <= j):
p[2]+=1
if (map[i3][j3] == k and i3 - i == j3 - j and i3 >= i and j3 >= j):
p[3]+=1
if (map[i3][j3] == k and j3 == j and i3 >= i and j3 >= j):
p[4]+=1
if (map[i3][j3] == k and i3 == i and i3 >= i and j3 >= j):
p[5]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i and j3 >= j):
p[6]+=1
if (map[i3][j3] == k and i3 - i == j - j3 and i3 >= i and j3 <= j):
p[7]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[8]+=1
if (map[i3][j3] == k and j == j3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[9]+=1
if (map[i3][j3] == k and i == i3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[10]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[11]+=1
if (map[i3][j3] == k and j == j3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[12]+=1
if (map[i3][j3] == k and i == i3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[13]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i + 1 and i3 >= i - 3 and j3 >= j - 1 and j3 <= j + 3):
p[14]+=1
if (map[i3][j3] == k and i3 - i == j - j3 and i3 >= i - 1 and i3 <= i + 3 and j3 <= j + 1 and j3 >= j - 3):
p[15]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[16]+=1
if (map[i3][j3] == k and j == j3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[17]+=1
if (map[i3][j3] == k and i == i3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[18]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[19]+=1
for b in range(20):
if p[b]==5:
return True
return False
12.第10步:
#---第10步---提示器设置和显示文字
def text(s,screen,x):
pygame.draw.rect(screen,bg,[850,100,1200,100])
s_font=pygame.font.Font('hwfs.ttf',x)
#显示落子的文字提示:黑棋或白棋落子,及颜色lz=黑色
s_text=s_font.render(s,True,lz)
screen.blit(s_text,(880,100))
#是不断刷新的,没点一次白子和黑子交替显示
pygame.display.flip()
13.第11步:
#---第11步---主函数---
def main():
#全局变量:t和running定义引用过来
#map和maps 前面已定义棋盘列表---用来悔棋存储
global t,map,running,maps
clear()
map2=copy.deepcopy(map)
maps=[map2]
#窗口大小设置宽1400×高900
screen = pygame.display.set_mode([1400,900])
#窗口标题
pygame.display.set_caption("五子棋v1.0")
Draw_a_chessboard(screen)
pygame.display.flip()
clock=pygame.time.Clock()
while True:
#只有running为真才能落子,主要用于游戏结束后防止再次落子
if running:
if t:
color=1
text('黑棋落子',screen,54)
else:
color=2
text('白棋落子',screen,54)
for event in pygame.event.get():
#在pygame中的while循环中这一步我觉得必须的
if event.type ==pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
if event.button == 1:
x,y=event.pos[0],event.pos[1]
for i in range(19):
for j in range(19):
#点击棋盘相应位置
if i*40+3+20<x<i*40+3+60 and j*40+3+20<y<j*40+3+60 and not map[i][j] and running:
#在棋盘相应位置落相应颜色棋子
Draw_a_chessman(i+1,j+1,screen,color)
map[i][j]=color
map3=copy.deepcopy(map)
maps.append(map3)
#判断落子后是否有五子一线
if win(i,j):
if t:
text('黑棋victory,请重新游戏',screen,40)
else:
text('白棋victory,请重新游戏',screen,40)
#阻止再往棋盘落子
running=False
pygame.display.flip()
t=not t
#如果点击‘重新开始’
if 900<x<1100 and 500<y<600:
running=True
main()
#点击‘退出游戏’
elif 900<x<1100 and 650<y<750:
pygame.quit()
sys.exit()
#点击‘悔棋按钮’
elif 900<x<1020 and 350<y<450 and len(maps)!=1:
del maps[len(maps)-1]
map=copy.deepcopy(maps[len(maps)-1])
#切换顺序
t=not t
Draw_a_chessboard_with_chessman(map,screen)
#悔棋完成,全部为0就阻止再次悔棋
x,y=0,0
clock.tick(60)
14.第12步:python的代码以下的格式解读和分析
当模块被直接运行时,以下代码块将被运行,当模块是被导入时,代码块不被运行。
即:选择性地执行代码,作为模块被导入时不能运行;只有作为脚本文件直接被运行时才运行
#---第12步---模块main---
if __name__ == "__main__":
main()
15.效果图
本文参考原文-http://bjbsair.com/2020-03-25/tech-info/6246/
1.五子棋
2.今天来讲解五子棋的python3用pygame设置,注意黑子和白子的大小,本文中50×50,968B
图如下:小bug:是正方形,不是圆形,可以自己改一改玩。
黑子
白子
=======================
★详细讲解,代码里有注释★
=======================
3.python的pygame格式基本固定,第1步:
#---第1步---导出模块---
import numpy as np
import pygame
import sys
import traceback
import copy
from pygame.locals import *
4.第2步:
#---第2步---定义颜色---
bg=(240,255,240) #背景颜色=蜜露色,bg=background
cb=(0,100,0) #cb=checkerboard=棋盘网格线颜色,darkgreen
bc=(148,0,211) #按钮颜色=暗紫色,bc=buttoncolor
lz=(0,0,0) #lz=落子文字颜色设置=black=黑色
dwd=(255,0,0) #棋盘中间的定位点颜色,dwd=定位点=red
5.第3步:
#---第3步---游戏初始化---
pygame.init()
#用于控制顺序
t=True
#用于结束游戏后阻止落子
running=True
6.第4步:
#---第4步---绘制棋盘---
def Draw_a_chessboard(screen):
screen.fill(bg) #填充背景色=蜜露色,不耀眼
#画棋盘
for i in range(21):
pygame.draw.line(screen, cb, (40*i+3, 3), (40*i+3, 803))
pygame.draw.line(screen, cb, (3, 40*i+3), (803, 40*i+3))
#画边线,四条边
pygame.draw.line(screen, cb, (3, 3), (803, 3),5)
pygame.draw.line(screen, cb, (3, 3), (3, 803),5)
pygame.draw.line(screen, cb, (803, 3), (803, 803),5)
pygame.draw.line(screen, cb, (3, 803), (803, 803),5)
#画定位点,dwd是red颜色,6为大小
pygame.draw.circle(screen, dwd, (163, 163), 6)
pygame.draw.circle(screen, dwd, (163, 643), 6)
pygame.draw.circle(screen, dwd, (643, 163), 6)
pygame.draw.circle(screen, dwd, (643, 643), 6)
pygame.draw.circle(screen, dwd, (403, 403), 6)
#画‘悔棋按钮’、‘重新开始’和‘退出’按钮
#900=x,350,500,650=y,200和100是按钮框大小
pygame.draw.rect(screen,bc,[900,350,200,100],15)
pygame.draw.rect(screen,bc,[900,500,200,100],15)
pygame.draw.rect(screen,bc,[900,650,200,100],15)
#字体是自己下载的hwfs=华文仿宋,放在根目录下
s_font=pygame.font.Font('hwfs.ttf',40)
#按钮定义文字、颜色和位置
text1=s_font.render("悔棋按钮",True,bc)
text2=s_font.render("重新开始",True,bc)
text3=s_font.render("退出游戏",True,bc)
screen.blit(text1,(920,370))
screen.blit(text2,(920,520))
screen.blit(text3,(920,670))
7.第5步:
#---第5步---绘制棋子---
# (横坐标,纵坐标,屏幕,棋子颜色(1代表黑,2代表白))
def Draw_a_chessman(x,y,screen,color):
#注意b.png=黑子,w.png=白子,大小=50×50,968B,可惜是正方形,不是圆形
#也是放在根目录下,我把图片也上传了,最好用改图软件修改成圆形,就完美了
if color==1:
Black_chess=pygame.image.load("b.png").convert_alpha()
screen.blit(Black_chess,(40*x+3-15,40*y+3-15))
if color==2:
White_chess=pygame.image.load("w.png").convert_alpha()
screen.blit(White_chess,(40*x+3-15,40*y+3-15))
8.第6步:
#---第6步---绘制带有棋子的棋盘---
def Draw_a_chessboard_with_chessman(map,screen):
screen.fill(bg)
Draw_a_chessboard(screen)
for i in range(24):
for j in range(24):
Draw_a_chessman(i+1,j+1,screen,map[i][j])
9.第7步:有一个知识点:列表和重复列表的表示方法
#---第7步---定义存储棋盘的列表,大一点没关系---
map=[]
for i in range(24):
#map.append([0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0])
#等同于下面的
map.append([0]*24)
10.第8步:
#---第8步---清零map列表---
def clear():
global map
for i in range(24):
for j in range(24):
map[i][j]=0
11.第9步:
#---第9步---判断是否胜利---
#---这是关键---
def win(i, j):
k = map[i][j]
p=[]
for a in range(20):
p.append(0)
for i3 in range(i-4,i+5):
for j3 in range(j-4,j+5):
if (map[i3][j3] == k and i3 - i == j3 - j and i3 <= i and j3 <= j):
p[0]+=1
if (map[i3][j3] == k and j3 == j and i3 <= i and j3 <= j):
p[1]+=1
if (map[i3][j3] == k and i3 == i and i3 <= i and j3 <= j):
p[2]+=1
if (map[i3][j3] == k and i3 - i == j3 - j and i3 >= i and j3 >= j):
p[3]+=1
if (map[i3][j3] == k and j3 == j and i3 >= i and j3 >= j):
p[4]+=1
if (map[i3][j3] == k and i3 == i and i3 >= i and j3 >= j):
p[5]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i and j3 >= j):
p[6]+=1
if (map[i3][j3] == k and i3 - i == j - j3 and i3 >= i and j3 <= j):
p[7]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[8]+=1
if (map[i3][j3] == k and j == j3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[9]+=1
if (map[i3][j3] == k and i == i3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[10]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[11]+=1
if (map[i3][j3] == k and j == j3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[12]+=1
if (map[i3][j3] == k and i == i3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[13]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i + 1 and i3 >= i - 3 and j3 >= j - 1 and j3 <= j + 3):
p[14]+=1
if (map[i3][j3] == k and i3 - i == j - j3 and i3 >= i - 1 and i3 <= i + 3 and j3 <= j + 1 and j3 >= j - 3):
p[15]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[16]+=1
if (map[i3][j3] == k and j == j3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[17]+=1
if (map[i3][j3] == k and i == i3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[18]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[19]+=1
for b in range(20):
if p[b]==5:
return True
return False
12.第10步:
#---第10步---提示器设置和显示文字
def text(s,screen,x):
pygame.draw.rect(screen,bg,[850,100,1200,100])
s_font=pygame.font.Font('hwfs.ttf',x)
#显示落子的文字提示:黑棋或白棋落子,及颜色lz=黑色
s_text=s_font.render(s,True,lz)
screen.blit(s_text,(880,100))
#是不断刷新的,没点一次白子和黑子交替显示
pygame.display.flip()
13.第11步:
#---第11步---主函数---
def main():
#全局变量:t和running定义引用过来
#map和maps 前面已定义棋盘列表---用来悔棋存储
global t,map,running,maps
clear()
map2=copy.deepcopy(map)
maps=[map2]
#窗口大小设置宽1400×高900
screen = pygame.display.set_mode([1400,900])
#窗口标题
pygame.display.set_caption("五子棋v1.0")
Draw_a_chessboard(screen)
pygame.display.flip()
clock=pygame.time.Clock()
while True:
#只有running为真才能落子,主要用于游戏结束后防止再次落子
if running:
if t:
color=1
text('黑棋落子',screen,54)
else:
color=2
text('白棋落子',screen,54)
for event in pygame.event.get():
#在pygame中的while循环中这一步我觉得必须的
if event.type ==pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
if event.button == 1:
x,y=event.pos[0],event.pos[1]
for i in range(19):
for j in range(19):
#点击棋盘相应位置
if i*40+3+20<x<i*40+3+60 and j*40+3+20<y<j*40+3+60 and not map[i][j] and running:
#在棋盘相应位置落相应颜色棋子
Draw_a_chessman(i+1,j+1,screen,color)
map[i][j]=color
map3=copy.deepcopy(map)
maps.append(map3)
#判断落子后是否有五子一线
if win(i,j):
if t:
text('黑棋victory,请重新游戏',screen,40)
else:
text('白棋victory,请重新游戏',screen,40)
#阻止再往棋盘落子
running=False
pygame.display.flip()
t=not t
#如果点击‘重新开始’
if 900<x<1100 and 500<y<600:
running=True
main()
#点击‘退出游戏’
elif 900<x<1100 and 650<y<750:
pygame.quit()
sys.exit()
#点击‘悔棋按钮’
elif 900<x<1020 and 350<y<450 and len(maps)!=1:
del maps[len(maps)-1]
map=copy.deepcopy(maps[len(maps)-1])
#切换顺序
t=not t
Draw_a_chessboard_with_chessman(map,screen)
#悔棋完成,全部为0就阻止再次悔棋
x,y=0,0
clock.tick(60)
14.第12步:python的代码以下的格式解读和分析
当模块被直接运行时,以下代码块将被运行,当模块是被导入时,代码块不被运行。
即:选择性地执行代码,作为模块被导入时不能运行;只有作为脚本文件直接被运行时才运行
#---第12步---模块main---
if __name__ == "__main__":
main()
15.效果图
本文参考原文-http://bjbsair.com/2020-03-25/tech-info/6246/
1.五子棋
2.今天来讲解五子棋的python3用pygame设置,注意黑子和白子的大小,本文中50×50,968B
图如下:小bug:是正方形,不是圆形,可以自己改一改玩。
黑子
白子
=======================
★详细讲解,代码里有注释★
=======================
3.python的pygame格式基本固定,第1步:
#---第1步---导出模块---
import numpy as np
import pygame
import sys
import traceback
import copy
from pygame.locals import *
4.第2步:
#---第2步---定义颜色---
bg=(240,255,240) #背景颜色=蜜露色,bg=background
cb=(0,100,0) #cb=checkerboard=棋盘网格线颜色,darkgreen
bc=(148,0,211) #按钮颜色=暗紫色,bc=buttoncolor
lz=(0,0,0) #lz=落子文字颜色设置=black=黑色
dwd=(255,0,0) #棋盘中间的定位点颜色,dwd=定位点=red
5.第3步:
#---第3步---游戏初始化---
pygame.init()
#用于控制顺序
t=True
#用于结束游戏后阻止落子
running=True
6.第4步:
#---第4步---绘制棋盘---
def Draw_a_chessboard(screen):
screen.fill(bg) #填充背景色=蜜露色,不耀眼
#画棋盘
for i in range(21):
pygame.draw.line(screen, cb, (40*i+3, 3), (40*i+3, 803))
pygame.draw.line(screen, cb, (3, 40*i+3), (803, 40*i+3))
#画边线,四条边
pygame.draw.line(screen, cb, (3, 3), (803, 3),5)
pygame.draw.line(screen, cb, (3, 3), (3, 803),5)
pygame.draw.line(screen, cb, (803, 3), (803, 803),5)
pygame.draw.line(screen, cb, (3, 803), (803, 803),5)
#画定位点,dwd是red颜色,6为大小
pygame.draw.circle(screen, dwd, (163, 163), 6)
pygame.draw.circle(screen, dwd, (163, 643), 6)
pygame.draw.circle(screen, dwd, (643, 163), 6)
pygame.draw.circle(screen, dwd, (643, 643), 6)
pygame.draw.circle(screen, dwd, (403, 403), 6)
#画‘悔棋按钮’、‘重新开始’和‘退出’按钮
#900=x,350,500,650=y,200和100是按钮框大小
pygame.draw.rect(screen,bc,[900,350,200,100],15)
pygame.draw.rect(screen,bc,[900,500,200,100],15)
pygame.draw.rect(screen,bc,[900,650,200,100],15)
#字体是自己下载的hwfs=华文仿宋,放在根目录下
s_font=pygame.font.Font('hwfs.ttf',40)
#按钮定义文字、颜色和位置
text1=s_font.render("悔棋按钮",True,bc)
text2=s_font.render("重新开始",True,bc)
text3=s_font.render("退出游戏",True,bc)
screen.blit(text1,(920,370))
screen.blit(text2,(920,520))
screen.blit(text3,(920,670))
7.第5步:
#---第5步---绘制棋子---
# (横坐标,纵坐标,屏幕,棋子颜色(1代表黑,2代表白))
def Draw_a_chessman(x,y,screen,color):
#注意b.png=黑子,w.png=白子,大小=50×50,968B,可惜是正方形,不是圆形
#也是放在根目录下,我把图片也上传了,最好用改图软件修改成圆形,就完美了
if color==1:
Black_chess=pygame.image.load("b.png").convert_alpha()
screen.blit(Black_chess,(40*x+3-15,40*y+3-15))
if color==2:
White_chess=pygame.image.load("w.png").convert_alpha()
screen.blit(White_chess,(40*x+3-15,40*y+3-15))
8.第6步:
#---第6步---绘制带有棋子的棋盘---
def Draw_a_chessboard_with_chessman(map,screen):
screen.fill(bg)
Draw_a_chessboard(screen)
for i in range(24):
for j in range(24):
Draw_a_chessman(i+1,j+1,screen,map[i][j])
9.第7步:有一个知识点:列表和重复列表的表示方法
#---第7步---定义存储棋盘的列表,大一点没关系---
map=[]
for i in range(24):
#map.append([0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0])
#等同于下面的
map.append([0]*24)
10.第8步:
#---第8步---清零map列表---
def clear():
global map
for i in range(24):
for j in range(24):
map[i][j]=0
11.第9步:
#---第9步---判断是否胜利---
#---这是关键---
def win(i, j):
k = map[i][j]
p=[]
for a in range(20):
p.append(0)
for i3 in range(i-4,i+5):
for j3 in range(j-4,j+5):
if (map[i3][j3] == k and i3 - i == j3 - j and i3 <= i and j3 <= j):
p[0]+=1
if (map[i3][j3] == k and j3 == j and i3 <= i and j3 <= j):
p[1]+=1
if (map[i3][j3] == k and i3 == i and i3 <= i and j3 <= j):
p[2]+=1
if (map[i3][j3] == k and i3 - i == j3 - j and i3 >= i and j3 >= j):
p[3]+=1
if (map[i3][j3] == k and j3 == j and i3 >= i and j3 >= j):
p[4]+=1
if (map[i3][j3] == k and i3 == i and i3 >= i and j3 >= j):
p[5]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i and j3 >= j):
p[6]+=1
if (map[i3][j3] == k and i3 - i == j - j3 and i3 >= i and j3 <= j):
p[7]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[8]+=1
if (map[i3][j3] == k and j == j3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[9]+=1
if (map[i3][j3] == k and i == i3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[10]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[11]+=1
if (map[i3][j3] == k and j == j3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[12]+=1
if (map[i3][j3] == k and i == i3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[13]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i + 1 and i3 >= i - 3 and j3 >= j - 1 and j3 <= j + 3):
p[14]+=1
if (map[i3][j3] == k and i3 - i == j - j3 and i3 >= i - 1 and i3 <= i + 3 and j3 <= j + 1 and j3 >= j - 3):
p[15]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[16]+=1
if (map[i3][j3] == k and j == j3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[17]+=1
if (map[i3][j3] == k and i == i3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[18]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[19]+=1
for b in range(20):
if p[b]==5:
return True
return False
12.第10步:
#---第10步---提示器设置和显示文字
def text(s,screen,x):
pygame.draw.rect(screen,bg,[850,100,1200,100])
s_font=pygame.font.Font('hwfs.ttf',x)
#显示落子的文字提示:黑棋或白棋落子,及颜色lz=黑色
s_text=s_font.render(s,True,lz)
screen.blit(s_text,(880,100))
#是不断刷新的,没点一次白子和黑子交替显示
pygame.display.flip()
13.第11步:
#---第11步---主函数---
def main():
#全局变量:t和running定义引用过来
#map和maps 前面已定义棋盘列表---用来悔棋存储
global t,map,running,maps
clear()
map2=copy.deepcopy(map)
maps=[map2]
#窗口大小设置宽1400×高900
screen = pygame.display.set_mode([1400,900])
#窗口标题
pygame.display.set_caption("五子棋v1.0")
Draw_a_chessboard(screen)
pygame.display.flip()
clock=pygame.time.Clock()
while True:
#只有running为真才能落子,主要用于游戏结束后防止再次落子
if running:
if t:
color=1
text('黑棋落子',screen,54)
else:
color=2
text('白棋落子',screen,54)
for event in pygame.event.get():
#在pygame中的while循环中这一步我觉得必须的
if event.type ==pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
if event.button == 1:
x,y=event.pos[0],event.pos[1]
for i in range(19):
for j in range(19):
#点击棋盘相应位置
if i*40+3+20<x<i*40+3+60 and j*40+3+20<y<j*40+3+60 and not map[i][j] and running:
#在棋盘相应位置落相应颜色棋子
Draw_a_chessman(i+1,j+1,screen,color)
map[i][j]=color
map3=copy.deepcopy(map)
maps.append(map3)
#判断落子后是否有五子一线
if win(i,j):
if t:
text('黑棋victory,请重新游戏',screen,40)
else:
text('白棋victory,请重新游戏',screen,40)
#阻止再往棋盘落子
running=False
pygame.display.flip()
t=not t
#如果点击‘重新开始’
if 900<x<1100 and 500<y<600:
running=True
main()
#点击‘退出游戏’
elif 900<x<1100 and 650<y<750:
pygame.quit()
sys.exit()
#点击‘悔棋按钮’
elif 900<x<1020 and 350<y<450 and len(maps)!=1:
del maps[len(maps)-1]
map=copy.deepcopy(maps[len(maps)-1])
#切换顺序
t=not t
Draw_a_chessboard_with_chessman(map,screen)
#悔棋完成,全部为0就阻止再次悔棋
x,y=0,0
clock.tick(60)
14.第12步:python的代码以下的格式解读和分析
当模块被直接运行时,以下代码块将被运行,当模块是被导入时,代码块不被运行。
即:选择性地执行代码,作为模块被导入时不能运行;只有作为脚本文件直接被运行时才运行
#---第12步---模块main---
if __name__ == "__main__":
main()
15.效果图
本文参考原文-http://bjbsair.com/2020-03-25/tech-info/6246/
1.五子棋
2.今天来讲解五子棋的python3用pygame设置,注意黑子和白子的大小,本文中50×50,968B
图如下:小bug:是正方形,不是圆形,可以自己改一改玩。
黑子
白子
=======================
★详细讲解,代码里有注释★
=======================
3.python的pygame格式基本固定,第1步:
#---第1步---导出模块---
import numpy as np
import pygame
import sys
import traceback
import copy
from pygame.locals import *
4.第2步:
#---第2步---定义颜色---
bg=(240,255,240) #背景颜色=蜜露色,bg=background
cb=(0,100,0) #cb=checkerboard=棋盘网格线颜色,darkgreen
bc=(148,0,211) #按钮颜色=暗紫色,bc=buttoncolor
lz=(0,0,0) #lz=落子文字颜色设置=black=黑色
dwd=(255,0,0) #棋盘中间的定位点颜色,dwd=定位点=red
5.第3步:
#---第3步---游戏初始化---
pygame.init()
#用于控制顺序
t=True
#用于结束游戏后阻止落子
running=True
6.第4步:
#---第4步---绘制棋盘---
def Draw_a_chessboard(screen):
screen.fill(bg) #填充背景色=蜜露色,不耀眼
#画棋盘
for i in range(21):
pygame.draw.line(screen, cb, (40*i+3, 3), (40*i+3, 803))
pygame.draw.line(screen, cb, (3, 40*i+3), (803, 40*i+3))
#画边线,四条边
pygame.draw.line(screen, cb, (3, 3), (803, 3),5)
pygame.draw.line(screen, cb, (3, 3), (3, 803),5)
pygame.draw.line(screen, cb, (803, 3), (803, 803),5)
pygame.draw.line(screen, cb, (3, 803), (803, 803),5)
#画定位点,dwd是red颜色,6为大小
pygame.draw.circle(screen, dwd, (163, 163), 6)
pygame.draw.circle(screen, dwd, (163, 643), 6)
pygame.draw.circle(screen, dwd, (643, 163), 6)
pygame.draw.circle(screen, dwd, (643, 643), 6)
pygame.draw.circle(screen, dwd, (403, 403), 6)
#画‘悔棋按钮’、‘重新开始’和‘退出’按钮
#900=x,350,500,650=y,200和100是按钮框大小
pygame.draw.rect(screen,bc,[900,350,200,100],15)
pygame.draw.rect(screen,bc,[900,500,200,100],15)
pygame.draw.rect(screen,bc,[900,650,200,100],15)
#字体是自己下载的hwfs=华文仿宋,放在根目录下
s_font=pygame.font.Font('hwfs.ttf',40)
#按钮定义文字、颜色和位置
text1=s_font.render("悔棋按钮",True,bc)
text2=s_font.render("重新开始",True,bc)
text3=s_font.render("退出游戏",True,bc)
screen.blit(text1,(920,370))
screen.blit(text2,(920,520))
screen.blit(text3,(920,670))
7.第5步:
#---第5步---绘制棋子---
# (横坐标,纵坐标,屏幕,棋子颜色(1代表黑,2代表白))
def Draw_a_chessman(x,y,screen,color):
#注意b.png=黑子,w.png=白子,大小=50×50,968B,可惜是正方形,不是圆形
#也是放在根目录下,我把图片也上传了,最好用改图软件修改成圆形,就完美了
if color==1:
Black_chess=pygame.image.load("b.png").convert_alpha()
screen.blit(Black_chess,(40*x+3-15,40*y+3-15))
if color==2:
White_chess=pygame.image.load("w.png").convert_alpha()
screen.blit(White_chess,(40*x+3-15,40*y+3-15))
8.第6步:
#---第6步---绘制带有棋子的棋盘---
def Draw_a_chessboard_with_chessman(map,screen):
screen.fill(bg)
Draw_a_chessboard(screen)
for i in range(24):
for j in range(24):
Draw_a_chessman(i+1,j+1,screen,map[i][j])
9.第7步:有一个知识点:列表和重复列表的表示方法
#---第7步---定义存储棋盘的列表,大一点没关系---
map=[]
for i in range(24):
#map.append([0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0])
#等同于下面的
map.append([0]*24)
10.第8步:
#---第8步---清零map列表---
def clear():
global map
for i in range(24):
for j in range(24):
map[i][j]=0
11.第9步:
#---第9步---判断是否胜利---
#---这是关键---
def win(i, j):
k = map[i][j]
p=[]
for a in range(20):
p.append(0)
for i3 in range(i-4,i+5):
for j3 in range(j-4,j+5):
if (map[i3][j3] == k and i3 - i == j3 - j and i3 <= i and j3 <= j):
p[0]+=1
if (map[i3][j3] == k and j3 == j and i3 <= i and j3 <= j):
p[1]+=1
if (map[i3][j3] == k and i3 == i and i3 <= i and j3 <= j):
p[2]+=1
if (map[i3][j3] == k and i3 - i == j3 - j and i3 >= i and j3 >= j):
p[3]+=1
if (map[i3][j3] == k and j3 == j and i3 >= i and j3 >= j):
p[4]+=1
if (map[i3][j3] == k and i3 == i and i3 >= i and j3 >= j):
p[5]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i and j3 >= j):
p[6]+=1
if (map[i3][j3] == k and i3 - i == j - j3 and i3 >= i and j3 <= j):
p[7]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[8]+=1
if (map[i3][j3] == k and j == j3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[9]+=1
if (map[i3][j3] == k and i == i3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[10]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[11]+=1
if (map[i3][j3] == k and j == j3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[12]+=1
if (map[i3][j3] == k and i == i3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[13]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i + 1 and i3 >= i - 3 and j3 >= j - 1 and j3 <= j + 3):
p[14]+=1
if (map[i3][j3] == k and i3 - i == j - j3 and i3 >= i - 1 and i3 <= i + 3 and j3 <= j + 1 and j3 >= j - 3):
p[15]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[16]+=1
if (map[i3][j3] == k and j == j3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[17]+=1
if (map[i3][j3] == k and i == i3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[18]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[19]+=1
for b in range(20):
if p[b]==5:
return True
return False
12.第10步:
#---第10步---提示器设置和显示文字
def text(s,screen,x):
pygame.draw.rect(screen,bg,[850,100,1200,100])
s_font=pygame.font.Font('hwfs.ttf',x)
#显示落子的文字提示:黑棋或白棋落子,及颜色lz=黑色
s_text=s_font.render(s,True,lz)
screen.blit(s_text,(880,100))
#是不断刷新的,没点一次白子和黑子交替显示
pygame.display.flip()
13.第11步:
#---第11步---主函数---
def main():
#全局变量:t和running定义引用过来
#map和maps 前面已定义棋盘列表---用来悔棋存储
global t,map,running,maps
clear()
map2=copy.deepcopy(map)
maps=[map2]
#窗口大小设置宽1400×高900
screen = pygame.display.set_mode([1400,900])
#窗口标题
pygame.display.set_caption("五子棋v1.0")
Draw_a_chessboard(screen)
pygame.display.flip()
clock=pygame.time.Clock()
while True:
#只有running为真才能落子,主要用于游戏结束后防止再次落子
if running:
if t:
color=1
text('黑棋落子',screen,54)
else:
color=2
text('白棋落子',screen,54)
for event in pygame.event.get():
#在pygame中的while循环中这一步我觉得必须的
if event.type ==pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
if event.button == 1:
x,y=event.pos[0],event.pos[1]
for i in range(19):
for j in range(19):
#点击棋盘相应位置
if i*40+3+20<x<i*40+3+60 and j*40+3+20<y<j*40+3+60 and not map[i][j] and running:
#在棋盘相应位置落相应颜色棋子
Draw_a_chessman(i+1,j+1,screen,color)
map[i][j]=color
map3=copy.deepcopy(map)
maps.append(map3)
#判断落子后是否有五子一线
if win(i,j):
if t:
text('黑棋victory,请重新游戏',screen,40)
else:
text('白棋victory,请重新游戏',screen,40)
#阻止再往棋盘落子
running=False
pygame.display.flip()
t=not t
#如果点击‘重新开始’
if 900<x<1100 and 500<y<600:
running=True
main()
#点击‘退出游戏’
elif 900<x<1100 and 650<y<750:
pygame.quit()
sys.exit()
#点击‘悔棋按钮’
elif 900<x<1020 and 350<y<450 and len(maps)!=1:
del maps[len(maps)-1]
map=copy.deepcopy(maps[len(maps)-1])
#切换顺序
t=not t
Draw_a_chessboard_with_chessman(map,screen)
#悔棋完成,全部为0就阻止再次悔棋
x,y=0,0
clock.tick(60)
14.第12步:python的代码以下的格式解读和分析
当模块被直接运行时,以下代码块将被运行,当模块是被导入时,代码块不被运行。
即:选择性地执行代码,作为模块被导入时不能运行;只有作为脚本文件直接被运行时才运行
#---第12步---模块main---
if __name__ == "__main__":
main()
15.效果图
本文参考原文-http://bjbsair.com/2020-03-25/tech-info/6246/
1.五子棋
2.今天来讲解五子棋的python3用pygame设置,注意黑子和白子的大小,本文中50×50,968B
图如下:小bug:是正方形,不是圆形,可以自己改一改玩。
黑子
白子
=======================
★详细讲解,代码里有注释★
=======================
3.python的pygame格式基本固定,第1步:
#---第1步---导出模块---
import numpy as np
import pygame
import sys
import traceback
import copy
from pygame.locals import *
4.第2步:
#---第2步---定义颜色---
bg=(240,255,240) #背景颜色=蜜露色,bg=background
cb=(0,100,0) #cb=checkerboard=棋盘网格线颜色,darkgreen
bc=(148,0,211) #按钮颜色=暗紫色,bc=buttoncolor
lz=(0,0,0) #lz=落子文字颜色设置=black=黑色
dwd=(255,0,0) #棋盘中间的定位点颜色,dwd=定位点=red
5.第3步:
#---第3步---游戏初始化---
pygame.init()
#用于控制顺序
t=True
#用于结束游戏后阻止落子
running=True
6.第4步:
#---第4步---绘制棋盘---
def Draw_a_chessboard(screen):
screen.fill(bg) #填充背景色=蜜露色,不耀眼
#画棋盘
for i in range(21):
pygame.draw.line(screen, cb, (40*i+3, 3), (40*i+3, 803))
pygame.draw.line(screen, cb, (3, 40*i+3), (803, 40*i+3))
#画边线,四条边
pygame.draw.line(screen, cb, (3, 3), (803, 3),5)
pygame.draw.line(screen, cb, (3, 3), (3, 803),5)
pygame.draw.line(screen, cb, (803, 3), (803, 803),5)
pygame.draw.line(screen, cb, (3, 803), (803, 803),5)
#画定位点,dwd是red颜色,6为大小
pygame.draw.circle(screen, dwd, (163, 163), 6)
pygame.draw.circle(screen, dwd, (163, 643), 6)
pygame.draw.circle(screen, dwd, (643, 163), 6)
pygame.draw.circle(screen, dwd, (643, 643), 6)
pygame.draw.circle(screen, dwd, (403, 403), 6)
#画‘悔棋按钮’、‘重新开始’和‘退出’按钮
#900=x,350,500,650=y,200和100是按钮框大小
pygame.draw.rect(screen,bc,[900,350,200,100],15)
pygame.draw.rect(screen,bc,[900,500,200,100],15)
pygame.draw.rect(screen,bc,[900,650,200,100],15)
#字体是自己下载的hwfs=华文仿宋,放在根目录下
s_font=pygame.font.Font('hwfs.ttf',40)
#按钮定义文字、颜色和位置
text1=s_font.render("悔棋按钮",True,bc)
text2=s_font.render("重新开始",True,bc)
text3=s_font.render("退出游戏",True,bc)
screen.blit(text1,(920,370))
screen.blit(text2,(920,520))
screen.blit(text3,(920,670))
7.第5步:
#---第5步---绘制棋子---
# (横坐标,纵坐标,屏幕,棋子颜色(1代表黑,2代表白))
def Draw_a_chessman(x,y,screen,color):
#注意b.png=黑子,w.png=白子,大小=50×50,968B,可惜是正方形,不是圆形
#也是放在根目录下,我把图片也上传了,最好用改图软件修改成圆形,就完美了
if color==1:
Black_chess=pygame.image.load("b.png").convert_alpha()
screen.blit(Black_chess,(40*x+3-15,40*y+3-15))
if color==2:
White_chess=pygame.image.load("w.png").convert_alpha()
screen.blit(White_chess,(40*x+3-15,40*y+3-15))
8.第6步:
#---第6步---绘制带有棋子的棋盘---
def Draw_a_chessboard_with_chessman(map,screen):
screen.fill(bg)
Draw_a_chessboard(screen)
for i in range(24):
for j in range(24):
Draw_a_chessman(i+1,j+1,screen,map[i][j])
9.第7步:有一个知识点:列表和重复列表的表示方法
#---第7步---定义存储棋盘的列表,大一点没关系---
map=[]
for i in range(24):
#map.append([0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0])
#等同于下面的
map.append([0]*24)
10.第8步:
#---第8步---清零map列表---
def clear():
global map
for i in range(24):
for j in range(24):
map[i][j]=0
11.第9步:
#---第9步---判断是否胜利---
#---这是关键---
def win(i, j):
k = map[i][j]
p=[]
for a in range(20):
p.append(0)
for i3 in range(i-4,i+5):
for j3 in range(j-4,j+5):
if (map[i3][j3] == k and i3 - i == j3 - j and i3 <= i and j3 <= j):
p[0]+=1
if (map[i3][j3] == k and j3 == j and i3 <= i and j3 <= j):
p[1]+=1
if (map[i3][j3] == k and i3 == i and i3 <= i and j3 <= j):
p[2]+=1
if (map[i3][j3] == k and i3 - i == j3 - j and i3 >= i and j3 >= j):
p[3]+=1
if (map[i3][j3] == k and j3 == j and i3 >= i and j3 >= j):
p[4]+=1
if (map[i3][j3] == k and i3 == i and i3 >= i and j3 >= j):
p[5]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i and j3 >= j):
p[6]+=1
if (map[i3][j3] == k and i3 - i == j - j3 and i3 >= i and j3 <= j):
p[7]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[8]+=1
if (map[i3][j3] == k and j == j3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[9]+=1
if (map[i3][j3] == k and i == i3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[10]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[11]+=1
if (map[i3][j3] == k and j == j3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[12]+=1
if (map[i3][j3] == k and i == i3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[13]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i + 1 and i3 >= i - 3 and j3 >= j - 1 and j3 <= j + 3):
p[14]+=1
if (map[i3][j3] == k and i3 - i == j - j3 and i3 >= i - 1 and i3 <= i + 3 and j3 <= j + 1 and j3 >= j - 3):
p[15]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[16]+=1
if (map[i3][j3] == k and j == j3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[17]+=1
if (map[i3][j3] == k and i == i3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[18]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[19]+=1
for b in range(20):
if p[b]==5:
return True
return False
12.第10步:
#---第10步---提示器设置和显示文字
def text(s,screen,x):
pygame.draw.rect(screen,bg,[850,100,1200,100])
s_font=pygame.font.Font('hwfs.ttf',x)
#显示落子的文字提示:黑棋或白棋落子,及颜色lz=黑色
s_text=s_font.render(s,True,lz)
screen.blit(s_text,(880,100))
#是不断刷新的,没点一次白子和黑子交替显示
pygame.display.flip()
13.第11步:
#---第11步---主函数---
def main():
#全局变量:t和running定义引用过来
#map和maps 前面已定义棋盘列表---用来悔棋存储
global t,map,running,maps
clear()
map2=copy.deepcopy(map)
maps=[map2]
#窗口大小设置宽1400×高900
screen = pygame.display.set_mode([1400,900])
#窗口标题
pygame.display.set_caption("五子棋v1.0")
Draw_a_chessboard(screen)
pygame.display.flip()
clock=pygame.time.Clock()
while True:
#只有running为真才能落子,主要用于游戏结束后防止再次落子
if running:
if t:
color=1
text('黑棋落子',screen,54)
else:
color=2
text('白棋落子',screen,54)
for event in pygame.event.get():
#在pygame中的while循环中这一步我觉得必须的
if event.type ==pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
if event.button == 1:
x,y=event.pos[0],event.pos[1]
for i in range(19):
for j in range(19):
#点击棋盘相应位置
if i*40+3+20<x<i*40+3+60 and j*40+3+20<y<j*40+3+60 and not map[i][j] and running:
#在棋盘相应位置落相应颜色棋子
Draw_a_chessman(i+1,j+1,screen,color)
map[i][j]=color
map3=copy.deepcopy(map)
maps.append(map3)
#判断落子后是否有五子一线
if win(i,j):
if t:
text('黑棋victory,请重新游戏',screen,40)
else:
text('白棋victory,请重新游戏',screen,40)
#阻止再往棋盘落子
running=False
pygame.display.flip()
t=not t
#如果点击‘重新开始’
if 900<x<1100 and 500<y<600:
running=True
main()
#点击‘退出游戏’
elif 900<x<1100 and 650<y<750:
pygame.quit()
sys.exit()
#点击‘悔棋按钮’
elif 900<x<1020 and 350<y<450 and len(maps)!=1:
del maps[len(maps)-1]
map=copy.deepcopy(maps[len(maps)-1])
#切换顺序
t=not t
Draw_a_chessboard_with_chessman(map,screen)
#悔棋完成,全部为0就阻止再次悔棋
x,y=0,0
clock.tick(60)
14.第12步:python的代码以下的格式解读和分析
当模块被直接运行时,以下代码块将被运行,当模块是被导入时,代码块不被运行。
即:选择性地执行代码,作为模块被导入时不能运行;只有作为脚本文件直接被运行时才运行
#---第12步---模块main---
if __name__ == "__main__":
main()
15.效果图
本文参考原文-http://bjbsair.com/2020-03-25/tech-info/6246/
1.五子棋
2.今天来讲解五子棋的python3用pygame设置,注意黑子和白子的大小,本文中50×50,968B
图如下:小bug:是正方形,不是圆形,可以自己改一改玩。
黑子
白子
=======================
★详细讲解,代码里有注释★
=======================
3.python的pygame格式基本固定,第1步:
#---第1步---导出模块---
import numpy as np
import pygame
import sys
import traceback
import copy
from pygame.locals import *
4.第2步:
#---第2步---定义颜色---
bg=(240,255,240) #背景颜色=蜜露色,bg=background
cb=(0,100,0) #cb=checkerboard=棋盘网格线颜色,darkgreen
bc=(148,0,211) #按钮颜色=暗紫色,bc=buttoncolor
lz=(0,0,0) #lz=落子文字颜色设置=black=黑色
dwd=(255,0,0) #棋盘中间的定位点颜色,dwd=定位点=red
5.第3步:
#---第3步---游戏初始化---
pygame.init()
#用于控制顺序
t=True
#用于结束游戏后阻止落子
running=True
6.第4步:
#---第4步---绘制棋盘---
def Draw_a_chessboard(screen):
screen.fill(bg) #填充背景色=蜜露色,不耀眼
#画棋盘
for i in range(21):
pygame.draw.line(screen, cb, (40*i+3, 3), (40*i+3, 803))
pygame.draw.line(screen, cb, (3, 40*i+3), (803, 40*i+3))
#画边线,四条边
pygame.draw.line(screen, cb, (3, 3), (803, 3),5)
pygame.draw.line(screen, cb, (3, 3), (3, 803),5)
pygame.draw.line(screen, cb, (803, 3), (803, 803),5)
pygame.draw.line(screen, cb, (3, 803), (803, 803),5)
#画定位点,dwd是red颜色,6为大小
pygame.draw.circle(screen, dwd, (163, 163), 6)
pygame.draw.circle(screen, dwd, (163, 643), 6)
pygame.draw.circle(screen, dwd, (643, 163), 6)
pygame.draw.circle(screen, dwd, (643, 643), 6)
pygame.draw.circle(screen, dwd, (403, 403), 6)
#画‘悔棋按钮’、‘重新开始’和‘退出’按钮
#900=x,350,500,650=y,200和100是按钮框大小
pygame.draw.rect(screen,bc,[900,350,200,100],15)
pygame.draw.rect(screen,bc,[900,500,200,100],15)
pygame.draw.rect(screen,bc,[900,650,200,100],15)
#字体是自己下载的hwfs=华文仿宋,放在根目录下
s_font=pygame.font.Font('hwfs.ttf',40)
#按钮定义文字、颜色和位置
text1=s_font.render("悔棋按钮",True,bc)
text2=s_font.render("重新开始",True,bc)
text3=s_font.render("退出游戏",True,bc)
screen.blit(text1,(920,370))
screen.blit(text2,(920,520))
screen.blit(text3,(920,670))
7.第5步:
#---第5步---绘制棋子---
# (横坐标,纵坐标,屏幕,棋子颜色(1代表黑,2代表白))
def Draw_a_chessman(x,y,screen,color):
#注意b.png=黑子,w.png=白子,大小=50×50,968B,可惜是正方形,不是圆形
#也是放在根目录下,我把图片也上传了,最好用改图软件修改成圆形,就完美了
if color==1:
Black_chess=pygame.image.load("b.png").convert_alpha()
screen.blit(Black_chess,(40*x+3-15,40*y+3-15))
if color==2:
White_chess=pygame.image.load("w.png").convert_alpha()
screen.blit(White_chess,(40*x+3-15,40*y+3-15))
8.第6步:
#---第6步---绘制带有棋子的棋盘---
def Draw_a_chessboard_with_chessman(map,screen):
screen.fill(bg)
Draw_a_chessboard(screen)
for i in range(24):
for j in range(24):
Draw_a_chessman(i+1,j+1,screen,map[i][j])
9.第7步:有一个知识点:列表和重复列表的表示方法
#---第7步---定义存储棋盘的列表,大一点没关系---
map=[]
for i in range(24):
#map.append([0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0])
#等同于下面的
map.append([0]*24)
10.第8步:
#---第8步---清零map列表---
def clear():
global map
for i in range(24):
for j in range(24):
map[i][j]=0
11.第9步:
#---第9步---判断是否胜利---
#---这是关键---
def win(i, j):
k = map[i][j]
p=[]
for a in range(20):
p.append(0)
for i3 in range(i-4,i+5):
for j3 in range(j-4,j+5):
if (map[i3][j3] == k and i3 - i == j3 - j and i3 <= i and j3 <= j):
p[0]+=1
if (map[i3][j3] == k and j3 == j and i3 <= i and j3 <= j):
p[1]+=1
if (map[i3][j3] == k and i3 == i and i3 <= i and j3 <= j):
p[2]+=1
if (map[i3][j3] == k and i3 - i == j3 - j and i3 >= i and j3 >= j):
p[3]+=1
if (map[i3][j3] == k and j3 == j and i3 >= i and j3 >= j):
p[4]+=1
if (map[i3][j3] == k and i3 == i and i3 >= i and j3 >= j):
p[5]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i and j3 >= j):
p[6]+=1
if (map[i3][j3] == k and i3 - i == j - j3 and i3 >= i and j3 <= j):
p[7]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[8]+=1
if (map[i3][j3] == k and j == j3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[9]+=1
if (map[i3][j3] == k and i == i3 and i3 <= i + 1 and i3 >= i - 3 and j3 <= j + 1 and j3 >= j - 3):
p[10]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[11]+=1
if (map[i3][j3] == k and j == j3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[12]+=1
if (map[i3][j3] == k and i == i3 and i3 >= i - 1 and i3 <= i + 3 and j3 >= j - 1 and j3 <= j + 3):
p[13]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i + 1 and i3 >= i - 3 and j3 >= j - 1 and j3 <= j + 3):
p[14]+=1
if (map[i3][j3] == k and i3 - i == j - j3 and i3 >= i - 1 and i3 <= i + 3 and j3 <= j + 1 and j3 >= j - 3):
p[15]+=1
if (map[i3][j3] == k and j - j3 == i - i3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[16]+=1
if (map[i3][j3] == k and j == j3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[17]+=1
if (map[i3][j3] == k and i == i3 and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[18]+=1
if (map[i3][j3] == k and i - i3 == j3 - j and i3 <= i + 2 and i3 >= i - 2 and j3 <= j + 2 and j3 >= j - 2):
p[19]+=1
for b in range(20):
if p[b]==5:
return True
return False
12.第10步:
#---第10步---提示器设置和显示文字
def text(s,screen,x):
pygame.draw.rect(screen,bg,[850,100,1200,100])
s_font=pygame.font.Font('hwfs.ttf',x)
#显示落子的文字提示:黑棋或白棋落子,及颜色lz=黑色
s_text=s_font.render(s,True,lz)
screen.blit(s_text,(880,100))
#是不断刷新的,没点一次白子和黑子交替显示
pygame.display.flip()
13.第11步:
#---第11步---主函数---
def main():
#全局变量:t和running定义引用过来
#map和maps 前面已定义棋盘列表---用来悔棋存储
global t,map,running,maps
clear()
map2=copy.deepcopy(map)
maps=[map2]
#窗口大小设置宽1400×高900
screen = pygame.display.set_mode([1400,900])
#窗口标题
pygame.display.set_caption("五子棋v1.0")
Draw_a_chessboard(screen)
pygame.display.flip()
clock=pygame.time.Clock()
while True:
#只有running为真才能落子,主要用于游戏结束后防止再次落子
if running:
if t:
color=1
text('黑棋落子',screen,54)
else:
color=2
text('白棋落子',screen,54)
for event in pygame.event.get():
#在pygame中的while循环中这一步我觉得必须的
if event.type ==pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
if event.button == 1:
x,y=event.pos[0],event.pos[1]
for i in range(19):
for j in range(19):
#点击棋盘相应位置
if i*40+3+20<x<i*40+3+60 and j*40+3+20<y<j*40+3+60 and not map[i][j] and running:
#在棋盘相应位置落相应颜色棋子
Draw_a_chessman(i+1,j+1,screen,color)
map[i][j]=color
map3=copy.deepcopy(map)
maps.append(map3)
#判断落子后是否有五子一线
if win(i,j):
if t:
text('黑棋victory,请重新游戏',screen,40)
else:
text('白棋victory,请重新游戏',screen,40)
#阻止再往棋盘落子
running=False
pygame.display.flip()
t=not t
#如果点击‘重新开始’
if 900<x<1100 and 500<y<600:
running=True
main()
#点击‘退出游戏’
elif 900<x<1100 and 650<y<750:
pygame.quit()
sys.exit()
#点击‘悔棋按钮’
elif 900<x<1020 and 350<y<450 and len(maps)!=1:
del maps[len(maps)-1]
map=copy.deepcopy(maps[len(maps)-1])
#切换顺序
t=not t
Draw_a_chessboard_with_chessman(map,screen)
#悔棋完成,全部为0就阻止再次悔棋
x,y=0,0
clock.tick(60)
14.第12步:python的代码以下的格式解读和分析
当模块被直接运行时,以下代码块将被运行,当模块是被导入时,代码块不被运行。
即:选择性地执行代码,作为模块被导入时不能运行;只有作为脚本文件直接被运行时才运行
#---第12步---模块main---
if __name__ == "__main__":
main()
15.效果图