python项目阅读记录——四子棋

项目代码阅读记录

这个栏目将会总结我在学习过程中阅读过的项目代码的总结和记录。


文章目录

  • 项目代码阅读记录
  • 一、全局变量
  • 二、主函数main
  • 二、runGame()
  • 三、余下函数
    • 1. getNewBoard()
    • 2.def isBoardFull(board)
    • 3.def getHumanMove(board, isFirstMove):
    • 4.def isValidMove(board, column)
    • 5.def animateDroppingToken(board, column, color)
    • 6.def getLowestEmptySpace(board, column)
    • 7.def isWinner(board, tile)
    • 8、def getComputerMove(board)
    • 9.def getPotentialMoves(board, tile, depth)
    • 10.def animateComputerMoving(board, column)
    • 11.def drawBoard(board, extraToken=None)
    • 12.def makeMove(board, player, column)


一、全局变量

BOARDWIDTH = 7  # 棋子盘的宽度栏数
BOARDHEIGHT = 6 # 棋子盘的高度栏数
assert BOARDWIDTH >= 4 and BOARDHEIGHT >= 4, 'Board must be at least 4x4.'#if not expression:
#   raise AssertionError(arguments)
#assert语句可以等价为此
#python assert断言是声明其布尔值必须为真的判定,如果发生异常就说明表达示为假。
#可以理解assert断言语句为raise-if-not,用来测试表示式,其返回值为假,就会触发异常。DIFFICULTY = 2 # 难度系数,计算机能够考虑的移动级别#这里2表示,考虑对手走棋的7种可能性及如何应对对手的7种走法SPACESIZE = 50 # 棋子的大小FPS = 30 # 屏幕的更新频率,即30/s
#所谓的FPS其实就是指游戏画面刷新帧频(游戏画面刷新频率),也就是说游戏中每秒钟能够绘制多少次图像。
# 我们看到的动画其实就是一系列的图片快速的刷新产生的,每秒钟帧数越多,所显示的动作就会越流畅
WINDOWWIDTH = 640  # 游戏屏幕的宽度像素
WINDOWHEIGHT = 480 # 游戏屏幕的高度像素XMARGIN = int((WINDOWWIDTH - BOARDWIDTH * SPACESIZE) / 2)#X边缘坐标量,即格子栏的最左边
YMARGIN = int((WINDOWHEIGHT - BOARDHEIGHT * SPACESIZE) / 2)#Y边缘坐标量,即格子栏的最上边
BRIGHTBLUE = (0, 50, 255)#蓝色
WHITE = (255, 255, 255)#白色BGCOLOR = BRIGHTBLUE
TEXTCOLOR = WHITERED = 'red'
BLACK = 'black'
EMPTY = None
HUMAN = 'human'
COMPUTER = 'computer'

在这里定义了一些游戏框架的基本变量,如棋子盘的参数,棋子的参数,边缘坐标参数,颜色,游戏的难度等等…

二、主函数main

def main():global FPSCLOCK, DISPLAYSURF, REDPILERECT, BLACKPILERECT, REDTOKENIMGglobal BLACKTOKENIMG, BOARDIMG, ARROWIMG, ARROWRECT, HUMANWINNERIMGglobal COMPUTERWINNERIMG, WINNERRECT, TIEWINNERIMGpygame.init()FPSCLOCK = pygame.time.Clock()#初始化游戏窗口,创建一个对象来帮助跟踪时间DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))#游戏窗口标题, 初始化一个准备显示的窗口或屏幕pygame.display.set_caption('Four in a Row')#设置窗口说明文字REDPILERECT = pygame.Rect(int(SPACESIZE / 2), WINDOWHEIGHT - int(3 * SPACESIZE / 2), SPACESIZE, SPACESIZE)#创建窗口左下和右下角的棋子 #Rect 是用于存储矩形坐标的 Pygame 对象。BLACKPILERECT = pygame.Rect(WINDOWWIDTH - int(3 * SPACESIZE / 2), WINDOWHEIGHT - int(3 * SPACESIZE / 2), SPACESIZE, SPACESIZE)#载入红色棋子图片REDTOKENIMG = pygame.image.load('images/4rowred.png')    #将红色棋子图片缩放为SPACESIZE#pygame.transform.smoothscale - 平滑地将曲面缩放到任意大小REDTOKENIMG = pygame.transform.smoothscale(REDTOKENIMG, (SPACESIZE, SPACESIZE))#黑色棋子BLACKTOKENIMG = pygame.image.load('images/4rowblack.png')#将黑色棋子图片缩放为SPACESIZEBLACKTOKENIMG = pygame.transform.smoothscale(BLACKTOKENIMG, (SPACESIZE, SPACESIZE))#载入棋子面板图片BOARDIMG = pygame.image.load('images/4rowboard.png')#将棋子面板图片缩放为SPACESIZEBOARDIMG = pygame.transform.smoothscale(BOARDIMG, (SPACESIZE, SPACESIZE))#载入人胜利时图片HUMANWINNERIMG = pygame.image.load('images/4rowhumanwinner.png')#载入AI胜利时图片COMPUTERWINNERIMG = pygame.image.load('images/4rowcomputerwinner.png')#载入平局图片TIEWINNERIMG = pygame.image.load('images/4rowtie.png')#返回Rect实例WINNERRECT = HUMANWINNERIMG.get_rect()#游戏窗口中间位置坐标WINNERRECT.center = (int(WINDOWWIDTH / 2), int(WINDOWHEIGHT / 2))#载入操作提示图片ARROWIMG = pygame.image.load('images/4rowarrow.png')#返回Rect实例ARROWRECT = ARROWIMG.get_rect()#操作提示的左位置ARROWRECT.left = REDPILERECT.right + 10 #将操作提示与下方红色棋子实例在纵向对齐ARROWRECT.centery = REDPILERECT.centery isFirstGame = True while True:runGame(isFirstGame)isFirstGame = False

在主函数中,大部分的代码都是在描述设置一些实体信息,例如载入图片,设置Rect对象等等。在最后设置了一个isFirstGame,根据是否是第一局游戏的判断对接下来的游戏步骤产生影响,运行rungame(),由此可见,rungame()函数才是游戏得以运行的实体程序。

二、runGame()

def runGame(isFirstGame):if isFirstGame:turn = COMPUTER #先手showHelp = True #提示图片else:if random.randint(0, 1) == 0:#在零和一之间随机选取一个数字turn = COMPUTER#若随机数是零则电脑是先手else:turn = HUMANshowHelp = False#第二局不展示帮助mainBoard = getNewBoard()while True:if isBoardFull(mainBoard):winnerImg = TIEWINNERIMGbreak if turn == HUMAN:getHumanMove(mainBoard, showHelp)if showHelp:showHelp = Falseif isWinner(mainBoard, RED):winnerImg = HUMANWINNERIMGbreakturn = COMPUTER else:column = getComputerMove(mainBoard)animateComputerMoving(mainBoard, column)makeMove(mainBoard, BLACK, column)if isWinner(mainBoard, BLACK):winnerImg = COMPUTERWINNERIMGbreakturn = HUMAN while True:drawBoard(mainBoard)DISPLAYSURF.blit(winnerImg, WINNERRECT)pygame.display.update()FPSCLOCK.tick()for event in pygame.event.get():if event.type == QUIT or (event.type == KEYUP and event.key == K_ESCAPE):#如果用户按到这些键,游戏停止pygame.quit()sys.exit()elif event.type == MOUSEBUTTONUP:#松开鼠标键return

流程图

三、余下函数

1. getNewBoard()

产生值为空的BOARDHEIGHT*BOARDWIDTH的矩阵

def getNewBoard():board = []for x in range(BOARDWIDTH):board.append([EMPTY] * BOARDHEIGHT)return board #返回board列表,其值为BOARDHEIGHT数量的None#产生值为空的BOARDHEIGHT*BOARDWIDTH的矩阵

2.def isBoardFull(board)

逐个检查矩阵的每一个以便于判断矩阵有没有放满

def isBoardFull(board):for x in range(BOARDWIDTH):for y in range(BOARDHEIGHT):if board[x][y] == EMPTY:return Falsereturn True#逐个检查矩阵的每一个以便于判断矩阵有没有放满

3.def getHumanMove(board, isFirstMove):

判断人对棋子所做的事件并作出一系列反应。

def getHumanMove(board, isFirstMove):draggingToken = False #拖动tokenx, tokeny = None, Nonewhile True:# pygame.event.get()来处理所有的事件for event in pygame.event.get(): #停止,退出if event.type == QUIT:pygame.quit()sys.exit()#如果事件类型为鼠标按下,notdraggingToken为True,鼠标点击的位置在REDPILERECT里面elif event.type == MOUSEBUTTONDOWN and not draggingToken and REDPILERECT.collidepoint(event.pos):#evebt.pos 鼠标坐标draggingToken = Truetokenx, tokeny = event.pos#如果开始拖动了红色棋子elif event.type == MOUSEMOTION and draggingToken:#更新被拖拽的棋子的位置tokenx, tokeny = event.poselif event.type == MOUSEBUTTONUP and draggingToken:#如果棋子被拖拽在board的正上方if tokeny < YMARGIN and tokenx > XMARGIN and tokenx < WINDOWWIDTH - XMARGIN:#根据棋子的x坐标确定棋子会落的列(0,1...6)column = int((tokenx - XMARGIN) / SPACESIZE)if isValidMove(board, column):#棋子掉落,显示掉落效果animateDroppingToken(board, column, RED)#将空格中最下面的格子设为红色board[column][getLowestEmptySpace(board, column)] = RED#落入的格子中划红色棋子drawBoard(board)#窗口更新pygame.display.update()returntokenx, tokeny = None, NonedraggingToken = Falseif tokenx != None and tokeny != None:#如果拖动了棋子,则显示拖动的棋子,并且通过调整x,y的坐标使拖动时,鼠标始终位于棋子的中心位置。drawBoard(board, {'x':tokenx - int(SPACESIZE / 2), 'y':tokeny - int(SPACESIZE / 2), 'color':RED})else:#当为无效移动时,鼠标松开后,因为此时board中所有格子的值均为none#调用drawBoard时,进行的操作是显示下面的两个棋子,相当于棋子回到到开始拖动的地方drawBoard(board)if isFirstMove:#AI先走,显示提示操作图片DISPLAYSURF.blit(ARROWIMG, ARROWRECT)pygame.display.update()FPSCLOCK.tick()

4.def isValidMove(board, column)

判断此步的移动是否是有效的。

def isValidMove(board, column):if column < 0 or column >= (BOARDWIDTH) or board[column][0] != EMPTY:return Falsereturn True

5.def animateDroppingToken(board, column, color)

显示掉落的动画。

def animateDroppingToken(board, column, color):x = XMARGIN + column * SPACESIZE #定位掉落位置的坐标,此时默认为第n列最下面y = YMARGIN - SPACESIZEdropSpeed = 1.0#棋子降落的速度lowestEmptySpace = getLowestEmptySpace(board, column)#获得此时最低的空位置while True:y += int(dropSpeed)#y的坐标以dropSpeed叠加dropSpeed += 0.5#dropSpeed也在加速,即棋子下落的加速度为0.5#判断到达最下面的空格if int((y - YMARGIN) / SPACESIZE) >= lowestEmptySpace:return#y不断变化,不断绘制红色棋子,形成不断降落的效果drawBoard(board, {'x':x, 'y':y, 'color':color})pygame.display.update()FPSCLOCK.tick()

6.def getLowestEmptySpace(board, column)

循环查找最低的空格子。

def getLowestEmptySpace(board, column):for y in range(BOARDHEIGHT-1, -1, -1):if board[column][y] == EMPTY:return yreturn -1

7.def isWinner(board, tile)

暴力扫描棋盘中的棋子判断是否是四种获胜方法的其中一种。

def isWinner(board, tile):for x in range(BOARDWIDTH - 3):for y in range(BOARDHEIGHT):if board[x][y] == tile and board[x+1][y] == tile and board[x+2][y] == tile and board[x+3][y] == tile:return Truefor x in range(BOARDWIDTH):for y in range(BOARDHEIGHT - 3):if board[x][y] == tile and board[x][y+1] == tile and board[x][y+2] == tile and board[x][y+3] == tile:return Truefor x in range(BOARDWIDTH - 3):for y in range(3, BOARDHEIGHT):if board[x][y] == tile and board[x+1][y-1] == tile and board[x+2][y-2] == tile and board[x+3][y-3] == tile:return Truefor x in range(BOARDWIDTH - 3):for y in range(BOARDHEIGHT - 3):if board[x][y] == tile and board[x+1][y+1] == tile and board[x+2][y+2] == tile and board[x+3][y+3] == tile:return Truereturn False

8、def getComputerMove(board)

获取电脑的移动。

def getComputerMove(board):potentialMoves = getPotentialMoves(board, BLACK, DIFFICULTY)                               bestMoves = []bestMoveFitness = -BOARDWIDTHfor i in range(len(potentialMoves)):if potentialMoves[i]>bestMoveFitness and isValidMove(board,i):bestMoveFitness = potentialMoves[i]                                                     for i in range(len(potentialMoves)):        if potentialMoves[i] == bestMoveFitness and isValidMove(board, i):bestMoves.append(i)   return random.choice(bestMoves)

9.def getPotentialMoves(board, tile, depth)

分析对手潜在的移动轨迹。

def getPotentialMoves(board, tile, depth):if depth == 0 or isBoardFull(board):return [0] * BOARDWIDTH#确定对手棋子颜色if tile == RED:enemyTile = BLACKelse:enemyTile = RED#初始一个潜在的移动列表,其数值全部为0potentialMoves = [0] * BOARDWIDTHfor firstMove in range(BOARDWIDTH):#对每一栏进行遍历,将双方中的任一方的移动称为firstMove#则另外一方的移动就称为对手,counterMove。#这里我们的firstMove为AI,对手为玩家。dupeBoard = copy.deepcopy(board)#可换成回溯的方式,那样就不用每次都深拷贝了#这里用深复制是为了让board和dupeBoard不互相影响if not isValidMove(dupeBoard, firstMove):continue#如果是有效移动,则设置相应的格子颜色makeMove(dupeBoard, tile, firstMove)if isWinner(dupeBoard, tile):potentialMoves[firstMove] = 1#获胜的棋子自动获得一个很高的数值来表示其获胜的几率#数值越大,获胜可能性越大,对手获胜可能性越小。break#不要干扰计算其他的移动 else:if isBoardFull(dupeBoard):#如果dupeBoard中没有空格,无法移动potentialMoves[firstMove] = 0else:for counterMove in range(BOARDWIDTH):#考虑对手移动dupeBoard2 = copy.deepcopy(dupeBoard)if not isValidMove(dupeBoard2, counterMove):continuemakeMove(dupeBoard2, enemyTile, counterMove)#玩家获胜if isWinner(dupeBoard2, enemyTile):potentialMoves[firstMove] = -1breakelse:#递归调用results = getPotentialMoves(dupeBoard2, tile, depth - 1)potentialMoves[firstMove] += (sum(results)*1.0 / BOARDWIDTH) / BOARDWIDTH #求适应度fitnessreturn potentialMoves

10.def animateComputerMoving(board, column)

def animateComputerMoving(board, column):x = BLACKPILERECT.lefty = BLACKPILERECT.topspeed = 1.0while y > (YMARGIN - SPACESIZE):y -= int(speed)speed += 0.5drawBoard(board, {'x':x, 'y':y, 'color':BLACK})pygame.display.update()FPSCLOCK.tick()y = YMARGIN - SPACESIZEspeed = 1.0while x > (XMARGIN + column * SPACESIZE):x -= int(speed)speed += 0.5drawBoard(board, {'x':x, 'y':y, 'color':BLACK})pygame.display.update()FPSCLOCK.tick()animateDroppingToken(board, column, BLACK)

11.def drawBoard(board, extraToken=None)

def drawBoard(board, extraToken=None):#DISPLAYSURF 是我们的界面,在初始化变量模块中有定义DISPLAYSURF.fill(BGCOLOR)#将游戏窗口背景色填充为蓝色spaceRect = pygame.Rect(0, 0, SPACESIZE, SPACESIZE)#创建Rect实例for x in range(BOARDWIDTH):#确定每一列中每一行中的格子的左上角的位置坐标for y in range(BOARDHEIGHT):spaceRect.topleft = (XMARGIN + (x * SPACESIZE), YMARGIN + (y * SPACESIZE))#x =0,y =0时,即第一列第一行的格子。if board[x][y] == RED:#如果格子值为红色#则在在游戏窗口的spaceRect中画红色棋子DISPLAYSURF.blit(REDTOKENIMG, spaceRect)elif board[x][y] == BLACK: #否则画黑色棋子DISPLAYSURF.blit(BLACKTOKENIMG, spaceRect)# extraToken 是包含了位置信息和颜色信息的变量# 用来显示指定的棋子if extraToken != None:if extraToken['color'] == RED:DISPLAYSURF.blit(REDTOKENIMG,(extraToken['x'],extraToken['y'], SPACESIZE, SPACESIZE))elif extraToken['color'] == BLACK:DISPLAYSURF.blit(BLACKTOKENIMG, (extraToken['x'], extraToken['y'], SPACESIZE, SPACESIZE))# 画棋子面板for x in range(BOARDWIDTH):for y in range(BOARDHEIGHT):spaceRect.topleft = (XMARGIN + (x * SPACESIZE), YMARGIN + (y * SPACESIZE))DISPLAYSURF.blit(BOARDIMG, spaceRect)# 画游戏窗口中左下角和右下角的棋子DISPLAYSURF.blit(REDTOKENIMG, REDPILERECT) # 左边的红色棋子DISPLAYSURF.blit(BLACKTOKENIMG, BLACKPILERECT) # 右边的黑色棋子

12.def makeMove(board, player, column)

移动。

def makeMove(board, player, column):lowest = getLowestEmptySpace(board, column)if lowest != -1:board[column][lowest] = player

望给予建议并指正。


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