python围棋游戏设计的报告
Python围棋游戏设计报告
一、需求概述
本项目是一款Python编写的围棋游戏程序,旨在为用户提供一个简单易用、功能齐全的围棋游戏。主要功能包括:双人对弈、计分、悔棋、保存进度等。
二、设计思路
1.图形化界面设计
采用Pygame模块,设计游戏主界面。游戏主界面包括棋盘、计分、游戏状态等组件。
2.数据结构设计
为了实现围棋规则,需要先定义棋盘和棋子的数据结构。通过二维列表来记录棋盘状态,0代表空子,1代表黑子,2代表白子。
import pickle3.游戏逻辑设计
通过Pygame的事件模块,实现鼠标点击棋盘的交互。通过判断是否为合法落子位置来确定下子有效性。在落子后需要判断是否形成了禁手等规则。
4.悔棋、计分、保存进度
悔棋操作通过保存历史棋局状态实现,计分通过计算己方和对方的棋子数量实现,保存进度则通过pickle模块实现。
三、编程实现
1.导入必要的模块和库:
```
import pygame, sys
from pygame.locals import *
import pickle
```
2.初始化游戏界面,包括界面大小、标题、颜等参数。
```
pygame.init()
FPS = 30
fpsClock = pygame.time.Clock()
WIDTH = 640
HEIGHT = 740
BOARD_SIZE = 600
BORDER_SIZE = 20
TITLE_SIZE = 40
WHITE = (255,255,255)
BLACK = (0,0,0)
BG_COLOR = (205, 170, 125)
TITLE_COLOR = (50, 50, 50)
```
3.定义棋盘和棋子数据结构:
```
GRID_SIZE = 30 #网格间隔
GRID_NUM = BOARD_SIZE / GRID_SIZE #网格数量
board = [[0 for x in range(GRID_NUM)] for y in range(GRID_NUM)]
def getRowCol(pos):
x, y = pos
row = min(range(0, BOARD_SIZE+1, GRID_SIZE), key=lambda i: abs(i-y))
col = min(range(0, BOARD_SIZE+1, GRID_SIZE), key=lambda i: abs(i-x))
return row, col
def drawBoard():
for row in range(GRID_NUM):
pygame.draw.line(DISPLAYSURF, BLACK, (BORDER_SIZE, BORDER_SIZE+GRID_SIZE*row), (BORDER_SIZE+BOARD_SIZE, BORDER_SIZE+GRID_SIZE*row), 1)
for col in range(GRID_NUM):
pygame.draw.line(DISPLAYSURF, BLACK, (BORDER_SIZE+GRID_SIZE*col, BORDER_SIZE), (BORDER_SIZE+GRID_SIZE*col, BORDER_SIZE+BOARD_SIZE), 1)
center = (BORDER_SIZE+GRID_SIZE*col, BORDER_SIZE+GRID_SIZE*row)
radius = GRID_SIZE / 2 - 2
if board[row][col] == 1:
pygame.draw.circle(DISPLAYSURF, BLACK, center, radius)
elif board[row][col] == 2:
pygame.draw.circle(DISPLAYSURF, WHITE, center, radius)
```
4.判断落子有效性:
```
def checkValid(row, col, color):
if row < 0 or col < 0 or row >= GRID_NUM or col >= GRID_NUM or board[row][col] != 0:
return False
board[row][col] = color
if hasAir(row, col):
return True
if hasCapture(row, col, color):
return True
if checkForbidden(row, col, color):
return False
if hasSelfCapture(row, col, color):
return False
return True
```
5.判断棋盘空气、提子、禁手和自杀等规则:
```
def hasAir(row, col):
if row > 0 and board[row-1][col] == 0:
return True
if row < GRID_NUM-1 and board[row+1][col] == 0:
return True
if col > 0 and board[row][col-1] == 0:
return True
if col < GRID_NUM-1 and board[row][col+1] == 0:
return True
return False
def hasCapture(row, col, color):
capture = False
directions = [(-1, 0), (1, 0), (0, -1), (0, 1)]
for d in directions:
r, c = row + d[0], col + d[1]
if r < 0 or c < 0 or r >= GRID_NUM or c >= GRID_NUM or board[r][c] == color:
continue
if board[r][c] != 0 and not hasAir(r, c):
for dr, dc in [(0, 1), (0, -1), (1, 0), (-1, 0)]:
tr, tc = r+dr, c+dc
if tr < 0 or tc < 0 or tr >= GRID_NUM or tc >= GRID_NUM:
continue
if board[tr][tc] == color:
board[r][c] = 0
capture = True
break
return capture
def hasSelfCapture(row, col, color):
board[row][col] = color
if hasAir(row, col):
return False
for r in range(GRID_NUM):
for c in range(GRID_NUM):
if board[r][c] != color:
continue
if hasAir(r, c):
return False
if hasCapture(r, c, color):
return False
return True
def checkForbidden(row, col, color):
if not hasCapture(row, col, 3-color):
return False
if not hasAir(row, col):
return True
return False
```
6.游戏主循环:
```
while True:
mouseX, mouseY = _pos()
for event in ():
pe == QUIT:
pygame.quit()
it()
pe == MOUSEBUTTONDOWN:
if event.button == 1:
row, col = getRowCol((mouseX, mouseY))
if checkValid(row, col, turn):
history.append([row, col])
turn = 3 - turn
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