Пример #1
0
class NetworkPlayer(BasePlayer):
    dataSignal = pyqtSignal(dict, name='data')

    # 网络对战窗体
    def __init__(self, name, parent=None):
        super().__init__(parent)
        self.ip = None
        self.name = name

        self.label_statu = QLabel("游戏状态:", self)
        self.label_statu.resize(100, 20)
        self.label_statuvalue = QLabel("等待连接", self)
        self.label_statuvalue.resize(200, 30)
        self.label_statuvalue.setAlignment(Qt.AlignTop)
        self.label_statu.move(630, 200)
        self.label_statuvalue.move(690, 204)

        # 清空棋盘
        global chessboard
        chessboard = [[None for i in range(0, 19)] for i in range(0, 19)]
        # 默认情况下游戏是结束状态, 通过开始按钮才可以触发
        self.is_over = True
        # 标识黑旗白旗
        self.color = 'w'
        # 是否是我的回合
        self.my_turn = False
        # 三个按钮点击触发的函数
        self.restart_button.click_signal.connect(self.restart)
        self.huiqi_button.click_signal.connect(self.goback)
        self.renshu_button.click_signal.connect(self.lose)
        self.win_label = None

        self.cuicu_button = TDPushButton(self,
                                         "source/催促按钮_normal.png",
                                         "source/催促按钮_hover.png",
                                         "source/催促按钮_press.png",
                                         parent=self)
        self.cuicu_button.move(640, 450)
        self.cuicu_button.click_signal.connect(self.cuicu)
        self.chess_pos.hide()  # 这个位置标识隐藏起来

        # 网络模块启动
        self.is_connected = False  # 默认情况下没有连接
        self.is_listening = False  # 默认情况下没有监听
        self.tcp_socket = None  # 默认情况下网络连接为None

        self.dataSignal.connect(self.deal_data)

    def deal_data(self, data):
        '''
        对收到的数据进行处理
        '''
        print(data)
        if data['msg'] == 'action':
            if data['data'] == 'restart':
                result = QMessageBox.information(
                    self, "消息", "对方请求(重新)开始游戏,是否同意?",
                    QMessageBox.Yes | QMessageBox.No)
                if result == QMessageBox.Yes:
                    data = {"msg": "replay", "data": True, "type": "restart"}
                    self.tcp_socket.sendall(
                        (json.dumps(data) + " END").encode())
                    self.restart_func()
                    self.is_over = False
                    if self.my_turn:
                        self.label_statuvalue.setText("己方回合")
                    else:
                        self.label_statuvalue.setText("对方回合")
                else:
                    data = {"msg": "replay", "data": False, "type": "restart"}
                    self.tcp_socket.sendall(
                        (json.dumps(data) + " END").encode())
                    self.label_statuvalue.setText("点击开始")

            if data['data'] == 'lose':
                QMessageBox.information(self, "消息", "对方认输")
                if self.my_turn:

                    self.win(color=self.color)
                    # self.change_color()
                else:
                    self.change_color()
                    self.win(color=self.color)
            if data['data'] == 'goback':
                result = QMessageBox.information(
                    self, "消息", "对方请求悔棋,是否同意?",
                    QMessageBox.Yes | QMessageBox.No)
                if result == QMessageBox.Yes:
                    data = {"msg": "replay", "data": True, "type": "goback"}
                    self.tcp_socket.sendall(
                        (json.dumps(data) + " END").encode())
                    self.goback_func()
                    # self.is_over = False
                    if self.my_turn:
                        self.label_statuvalue.setText("己方回合")
                    else:
                        self.label_statuvalue.setText("对方回合")
                else:
                    data = {"msg": "replay", "data": False, "type": "goback"}
                    self.tcp_socket.sendall(
                        (json.dumps(data) + " END").encode())
                    # self.label_statuvalue.setText("等待开始")

            if data['data'] == 'cuicu':
                print(self.is_connected)
                if not self.is_connected:
                    return
                if self.is_over:
                    return
                print("cuicu")
                sound.play()
                # pygame.mixer.music.load("source/luozisheng.wav")

            if data['data'] == 'ready':
                pass
            if data['data'] == 'exit':
                # 对方退出游戏
                self.is_connected = False
                self.is_listening = False
                self.tcp_socket.close()
                self.tcp_socket = None
            print(data)

        elif data['msg'] == 'position':
            print(data['data'])
            # 在对应位置落子
            pos = data['data']
            if chessboard[pos[1]][pos[0]] is not None:
                return  # 如果对应位置不为空,说明有棋子,则直接返回

            self.chess = Chessman(self.color, self)
            self.chess.move(QPoint(pos[0] * 30 + 50, pos[1] * 30 + 50))
            self.chess.show()
            pygame.mixer.music.play()  # 播放声音
            self.logo_move()  # 移动小标
            self.change_color()

            # 在棋盘的对应位置放上棋子
            chessboard[pos[1]][pos[0]] = self.chess
            # 并且在列表中记录坐标
            history.append((pos[1], pos[0], self.chess.color))
            # 每次落子后,都判断一下胜负
            res = is_win(chessboard)
            if res:
                self.win(res)  # 通过颜色,显示胜利的图片
                return
            self.my_turn = True
            self.label_statuvalue.setText("己方回合")
        elif data['msg'] == 'replay':
            if data['type'] == 'restart':  # 重开回执
                if data['data'] == True:
                    self.restart_func()
                else:
                    QMessageBox.information(self, "消息", "对方拒绝了你的请求")
                    self.label_statuvalue.setText("点击开始")
                    return
                if self.my_turn:
                    self.label_statuvalue.setText("己方回合")
                else:
                    self.label_statuvalue.setText("对方回合")
            if data['type'] == 'goback':  # 悔棋回执

                if data['data'] == True:
                    self.is_over = False
                    self.goback_func()
                else:
                    QMessageBox.information(self, '消息', '对方拒绝了你的请求')
                if self.my_turn:
                    self.label_statuvalue.setText("己方回合")
                else:
                    self.label_statuvalue.setText("对方回合")
                self.is_over = False

        elif data['msg'] == 'name':
            self.setWindowTitle('与 {} 对战中'.format(data['data']))

    def restart_func(self):
        # 清空所有棋子
        for j in range(0, 19):
            for i in range(0, 19):
                if chessboard[i][j] is not None:
                    chessboard[i][j].close()
                    chessboard[i][j] = None
        history.clear()  # 清空历史数组
        if self.is_over:  # 如果游戏已经结束
            if self.win_label is not None:
                self.win_label.close()
            self.win_label = None
            self.is_over = False
        self.chess_pos.hide()  # 这个位置标识隐藏起来

    def recv_data(self, sock, addr):
        self.is_connected = True  # 连接状态
        print("start receiving data ...")
        while True:
            print("start receiving data ...")
            try:
                res_data = recv_sockdata(sock)
            except (ConnectionAbortedError, ConnectionResetError):
                print("对方离开游戏")
                # QMessageBox.information(self,"提示","对方已经断开连接")
                self.is_connected = False
                # 连接断开
                self.label_statuvalue.setText("对方断线,\n点击开始重试")
                break
            try:
                data = json.loads(res_data, encoding="utf-8")
            except json.decoder.JSONDecodeError as e:
                print("error data:\n" + res_data)
                continue
            # 在线程处理函数中不能直接进行界面的相关操作,所以用一个信号把数据发送出来
            self.dataSignal.emit(data)
            # self.deal_data(data,parent)
        self.is_connected = False  # 连接断开
        self.tcp_socket.close()

    def closeEvent(self, a0: QCloseEvent):
        if self.tcp_socket is not None and self.is_connected == True:
            self.tcp_socket.sendall((json.dumps({
                "msg": "action",
                "data": "exit"
            })).encode())
            self.tcp_socket.close()

        return super().closeEvent(a0)

    def win(self, color):
        '''
        黑旗胜利或者白棋胜利了
        '''
        if color == 'b':
            win_pic = QPixmap('source/黑棋胜利.png')
            self.label_statuvalue.setText("黑旗胜利")
        else:
            win_pic = QPixmap('source/白棋胜利.png')
            self.label_statuvalue.setText("白棋胜利")
        self.win_label = QLabel(parent=self)
        self.win_label.setPixmap(win_pic)
        self.win_label.resize(win_pic.size())
        self.win_label.move(50, 50)  # 显示游戏结束的图片
        self.win_label.show()
        self.is_over = True  # 游戏结束

    def mouseReleaseEvent(self, a0: QMouseEvent):
        if self.is_over:  # 如果游戏已经结束,点击失效
            return
        if not self.my_turn:
            print("not my turn")
            return
        # 如果点击在棋盘区域
        if a0.x() >= 50 and a0.x() <= 50 + 30 * 19 and a0.y() >= 50 and a0.y(
        ) <= 50 + 30 * 19:

            # 讲像素坐标转化成棋盘坐标,判断棋盘此位置是否为空
            pos = trans_pos(a0)
            if chessboard[pos[1]][pos[0]] is not None:
                return  # 如果对应位置不为空,说明有棋子,则直接返回

            # 不为空,则生成棋子并显示
            self.chess = Chessman(self.color, self)
            self.chess.move(a0.pos())
            self.chess.show()
            pygame.mixer.music.play()  # 播放声音
            self.logo_move()  # 移动小标
            self.change_color()

            # 在棋盘的对应位置放上棋子
            chessboard[pos[1]][pos[0]] = self.chess
            # 并且在列表中记录坐标
            history.append((pos[1], pos[0], self.chess.color))
            # 将坐标发送给另一方
            if self.tcp_socket is not None:
                data = {"msg": "position", "data": pos}
                self.tcp_socket.sendall((json.dumps(data) + " END").encode())

            # 每次落子后,都判断一下胜负
            res = is_win(chessboard)
            if res:
                self.win(res)  # 通过颜色,显示胜利的图片
                return
            self.my_turn = False
            self.label_statuvalue.setText("对方回合")

    def change_color(self):
        if self.color == 'w':
            self.color = 'b'
        else:
            self.color = 'w'

    def restart(self):
        '''
        重新开始游戏
        '''
        pass

    def goback(self):
        '''
        悔棋按钮
        '''
        if self.my_turn is False:
            return  # 如果是对方回合,不能悔棋
        if self.is_over:
            return
        if not self.is_connected:
            return
        else:
            data = {"msg": "action", "data": "goback"}
            self.tcp_socket.sendall((json.dumps(data) + " END").encode())
            self.label_statuvalue.setText("请求悔棋")
            self.is_over = True

    def goback_func(self):
        if self.is_over:
            return None  # 如果游戏已经结束了
        if len(history) == 0:
            return None  # 没有落子,不能悔棋
        chess = history.pop(-1)
        chessboard[chess[0]][chess[1]].close()
        chessboard[chess[0]][chess[1]] = None
        # self.change_color()
        if len(history) == 0:
            return None  # 没有落子,不能悔棋
        chess = history.pop(-1)
        chessboard[chess[0]][chess[1]].close()
        chessboard[chess[0]][chess[1]] = None
        # self.change_color()
        self.chess_pos.hide()  # 这个位置标识隐藏起来

    def lose(self):
        '''
        认输按钮
        '''
        if self.is_over:
            return
        if not self.is_connected:
            return
        else:
            data = {"msg": "action", "data": "lose"}
            self.tcp_socket.sendall((json.dumps(data) + " END").encode())
            self.label_statuvalue.setText("对方胜利")
            if self.my_turn:
                self.change_color()
                self.win(color=self.color)
            else:
                self.win(color=self.color)

    def cuicu(self):
        '''
        催促按钮
        '''
        if self.my_turn:
            return
        if self.is_over:
            return
        if not self.is_connected:
            return
        else:
            data = {"msg": "action", "data": "cuicu"}
            self.tcp_socket.sendall((json.dumps(data) + " END").encode())
            # self.label_statuvalue.setText("请求(重新)开始")

    def logo_move(self):
        self.chess_pos.show()
        self.chess_pos.move(self.chess.pos())
        self.chess_pos.raise_()
Пример #2
0
class DoublePlayer(BasePlayer):
    # 双人对战窗体
    def __init__(self, parent=None):
        super().__init__(parent)
        # 清空棋盘
        global chessboard
        chessboard = [[None for i in range(0, 19)] for i in range(0, 19)]
        self.is_over = False
        # 标识黑旗白旗
        self.color = 'w'
        # 三个按钮点击触发的函数
        self.restart_button.click_signal.connect(self.restart)
        self.huiqi_button.click_signal.connect(self.goback)
        self.renshu_button.click_signal.connect(self.lose)
        self.win_label = None
        self.chess_pos.hide()  # 这个位置标识隐藏起来

    def win(self, color):
        '''
        黑旗胜利或者白棋胜利了
        '''
        if color == 'b':
            win_pic = QPixmap('source/黑棋胜利.png')
        else:
            win_pic = QPixmap('source/白棋胜利.png')
        self.win_label = QLabel(parent=self)
        self.win_label.setPixmap(win_pic)
        self.win_label.resize(win_pic.size())
        self.win_label.move(50, 50)  # 显示游戏结束的图片
        self.win_label.show()
        self.is_over = True  # 游戏结束

    def mouseReleaseEvent(self, a0: QMouseEvent):
        if self.is_over:  # 如果游戏已经结束,点击失效
            return
        # 如果点击在棋盘区域
        if a0.x() >= 50 and a0.x() <= 50 + 30 * 18 + 14 and a0.y(
        ) >= 50 and a0.y() <= 50 + 30 * 18 + 14:
            # 讲像素坐标转化成棋盘坐标,判断棋盘此位置是否为空
            pos = trans_pos(a0)
            if chessboard[pos[1]][pos[0]] is not None:
                return  # 如果对应位置不为空,说明有棋子,则直接返回

            # 不为空,则生成棋子并显示
            self.chess = Chessman(self.color, self)
            self.chess.move(a0.pos())
            self.logo_move()
            self.chess.show()
            self.change_color()
            pygame.mixer.music.play()

            # 在棋盘的对应位置放上棋子
            chessboard[pos[1]][pos[0]] = self.chess
            # 并且在列表中记录坐标
            history.append((pos[1], pos[0], self.chess.color))

            # 每次落子后,都判断一下胜负
            res = is_win(chessboard)
            if res:
                self.win(res)  # 通过颜色,显示胜利的图片

    def change_color(self):
        if self.color == 'w':
            self.color = 'b'
        else:
            self.color = 'w'

    def restart(self):
        '''
        重新开始游戏
        '''
        # 清空所有棋子
        for j in range(0, 19):
            for i in range(0, 19):
                if chessboard[i][j] is not None:
                    chessboard[i][j].close()
                    chessboard[i][j] = None
        history.clear()  #清空历史数组
        if self.is_over:  # 如果游戏已经结束
            self.win_label.close()
            self.win_label = None
            self.is_over = False
        self.chess_pos.hide()  # 这个位置标识隐藏起来

    def goback(self):
        '''
        悔棋按钮
        '''
        if self.is_over:
            return None  # 如果游戏已经结束了
        if len(history) == 0:
            return None  # 没有落子,不能悔棋
        chess = history.pop(-1)
        chessboard[chess[0]][chess[1]].close()
        chessboard[chess[0]][chess[1]] = None
        self.change_color()
        self.chess_pos.hide()  # 这个位置标识隐藏起来

    def lose(self):
        '''
        认输按钮
        '''
        if self.is_over:
            return None  # 如果游戏已经结束了
        self.win(self.color)

    def logo_move(self):
        self.chess_pos.show()
        self.chess_pos.move(self.chess.pos())
        self.chess_pos.raise_()
Пример #3
0
class SinglePlayer(BasePlayer):
    '''
    单人游戏窗体
    '''
    def __init__(self, parent=None):
        super().__init__(parent)
        # 清空棋盘
        global chessboard
        chessboard = [[None for i in range(0, 19)] for i in range(0, 19)]
        self.is_over = False
        # 标识黑旗白旗
        self.color = 'w'
        # 三个按钮点击触发的函数
        self.restart_button.click_signal.connect(self.restart)
        self.huiqi_button.click_signal.connect(self.goback)
        self.renshu_button.click_signal.connect(self.lose)
        self.win_label = None
        self.chess_pos.hide()  # 这个位置标识隐藏起来

    def win(self, color):
        '''
        黑旗胜利或者白棋胜利了
        '''
        if color == 'b':
            win_pic = QPixmap('source/黑棋胜利.png')
        else:
            win_pic = QPixmap('source/白棋胜利.png')
        self.win_label = QLabel(parent=self)
        self.win_label.setPixmap(win_pic)
        self.win_label.resize(win_pic.size())
        self.win_label.move(50, 50)  # 显示游戏结束的图片
        self.win_label.show()
        self.is_over = True  # 游戏结束

    def mouseReleaseEvent(self, a0: QMouseEvent):
        if self.is_over:  # 如果游戏已经结束,点击失效
            return
        # 如果点击在棋盘区域
        if a0.x() >= 50 and a0.x() <= 50 + 30 * 18 + 14 and a0.y(
        ) >= 50 and a0.y() <= 50 + 30 * 18 + 14:

            # 讲像素坐标转化成棋盘坐标,判断棋盘此位置是否为空
            pos = trans_pos(a0)
            if chessboard[pos[1]][pos[0]] is not None:
                return  # 如果对应位置不为空,说明有棋子,则直接返回

            # 不为空,则生成棋子并显示
            self.chess = Chessman(self.color, self)
            self.chess.move(a0.pos())
            self.logo_move()
            self.chess.show()
            self.change_color()
            pygame.mixer.music.play()

            # 在棋盘的对应位置放上棋子
            chessboard[pos[1]][pos[0]] = self.chess
            # 并且在列表中记录坐标
            history.append((pos[1], pos[0], self.chess.color))

            # 每次落子后,都判断一下胜负
            res = is_win(chessboard)
            if res:
                self.win(res)  # 通过颜色,显示胜利的图片
                return None
            # 如果没有胜利,电脑落子
            self.auto_run()

    def change_color(self):
        if self.color == 'w':
            self.color = 'b'
        else:
            self.color = 'w'

    def restart(self):
        '''
        重新开始游戏
        '''
        # 清空所有棋子
        for j in range(0, 19):
            for i in range(0, 19):
                if chessboard[i][j] is not None:
                    chessboard[i][j].close()
                    chessboard[i][j] = None
        history.clear()  # 清空历史数组
        if self.is_over:  # 如果游戏已经结束
            self.win_label.close()
            self.win_label = None
            self.is_over = False
        self.chess_pos.hide()  # 这个位置标识隐藏起来

    def goback(self):
        '''
        悔棋按钮
        '''
        if self.is_over:
            return None  # 如果游戏已经结束了
        if len(history) == 0:
            return None  # 没有落子,不能悔棋
        chess = history.pop(-1)
        chessboard[chess[0]][chess[1]].close()
        chessboard[chess[0]][chess[1]] = None
        # self.change_color()
        chess = history.pop(-1)
        chessboard[chess[0]][chess[1]].close()
        chessboard[chess[0]][chess[1]] = None
        # self.change_color()
        self.chess_pos.hide()  # 这个位置标识隐藏起来

    def lose(self):
        '''
        认输按钮
        '''
        if self.is_over:
            return None  # 如果游戏已经结束了
        self.change_color()
        self.win(self.color)

    def auto_run(self):
        '''
        电脑自动执行落子操作
        :return: 自动落子
        '''
        # 找到能下棋的空位置中,假设电脑和人下在此处,得到分数中最大值

        score_c = [[0 for i in range(0, 19)] for i in range(0, 19)]
        score_p = [[0 for i in range(0, 19)] for i in range(0, 19)]

        # 计算所有的分数
        for j in range(0, 19):
            for i in range(0, 19):
                if chessboard[i][j] is None:
                    # 如果此处为空 , 计算此处分数,分别记下落黑子和落白子不同的分数
                    chessboard[i][j] = Chessman('b', parent=self)
                    score_c[i][j] += self.score(i, j, 'b')
                    chessboard[i][j] = Chessman('w', parent=self)
                    score_p[i][j] += self.score(i, j, 'w')
                    chessboard[i][j].close()
                    chessboard[i][j] = None

        # 为便于计算,将两个二维数组,转换成两个一位数组
        r_score_c = []
        for item in score_c:
            r_score_c.extend(item)

        r_score_p = []
        for item in score_p:
            r_score_p.extend(item)

        # 最终分数,取两个数组中的最大值合并成一个数组
        result = [max(a, b) for a, b in zip(r_score_c, r_score_p)]

        # 取最大值点的下标
        chess_index = result.index(max(result))
        # 通过下标计算出位置并落子
        x = chess_index // 19
        y = chess_index % 19

        self.chess = Chessman(self.color, self)
        self.chess.move(QPoint(y * 30 + 50, x * 30 + 50))
        self.chess.show()
        self.logo_move()
        self.change_color()
        pygame.mixer.music.play()
        chessboard[x][y] = self.chess
        history.append((x, y, self.chess.color))

        # 每次落子后,都判断一下胜负
        res = is_win(chessboard)
        if res:
            self.win(res)  # 通过颜色,显示胜利的图片
            return None

    def score(self, x, y, color):
        '''
        计分函数
        :return:,返回(x,y)坐标点落color颜色的子所得的分数。
        可以得到的分数
        '''
        blank_score = [0, 0, 0, 0]  # 四个方向空白点分数
        chess_score = [0, 0, 0, 0]  # 四个方向同色点分数

        # 右方向
        for i in range(x, x + 5):
            if i >= 19:
                break
            if chessboard[i][y] is not None:
                if chessboard[i][y].color == color:  # 如果是同色点,同色点分数加一
                    chess_score[0] += 1
                    # 朝一个方向执行,每次遇到相同颜色的都加1分
                else:
                    break
            else:
                # 目标点附近的点为空的,记录空白点数量
                blank_score[0] += 1
                break

        # 左方向
        for i in range(x - 1, x - 5, -1):
            if i <= 0:
                break
            if chessboard[i][y] is not None:
                if chessboard[i][y].color == color:
                    chess_score[0] += 1
                else:
                    break
            else:
                blank_score[0] += 1
                break

        # 下方向
        for j in range(y, y + 5):
            if j >= 19:
                break
            if chessboard[x][j] is not None:
                if chessboard[x][j].color == color:
                    chess_score[1] += 1
                else:
                    break
            else:
                blank_score[1] += 1
                break

        # 上方向
        for j in range(y - 1, y - 5, -1):
            if j <= 0:
                break
            if chessboard[x][j] is not None:
                if chessboard[x][j].color == color:
                    chess_score[1] += 1
                else:
                    break
            else:
                blank_score[1] += 1
                break

        # 右下
        j = y
        for i in range(x, x + 5):
            if i >= 19 or j >= 19:
                break
            if chessboard[i][j] is not None:
                if chessboard[i][j].color == color:
                    chess_score[2] += 1
                else:
                    break
            else:
                blank_score[2] += 1
                break
            j += 1

        # 左上
        j = y - 1
        for i in range(x - 1, x - 5, -1):
            if i <= 0 or j <= 0:
                break
            if chessboard[i][j] is not None:
                if chessboard[i][j].color == color:
                    chess_score[2] += 1
                else:
                    break
            else:
                blank_score[2] += 1
                break
            j -= 1

        # 左下
        j = y
        for i in range(x, x - 5, -1):
            if i <= 0 or j >= 19:
                break
            if chessboard[i][j] is not None:
                if chessboard[i][j].color == color:
                    chess_score[3] += 1
                else:
                    break
            else:
                blank_score[3] += 1
                break
            j += 1

        # 右上
        j = y - 1
        for i in range(x + 1, x + 5):
            if i >= 19 or j <= 0:
                break
            if chessboard[i][j] is not None:
                if chessboard[i][j].color == color:
                    chess_score[3] += 1
                else:
                    break
            else:
                blank_score[3] += 1
                break
            j -= 1

        # 计算总分
        for score in chess_score:
            if score > 4:  # 如果有某个方向超过4,则在此处落子形成五子连珠
                return 100  # 直接返回100分的最高分

        for i in range(0, len(blank_score)):
            if blank_score[i] == 0:
                # b[]等于零说明在这空白点的附近的空白点的附近同样没有同色棋子,故分数减20
                blank_score[i] -= 20
        # 结果,将两个列表依次相加。
        result = [a + b for a, b in zip(chess_score, blank_score)]
        # 返回最高分值
        return max(result)

    def logo_move(self):
        self.chess_pos.show()
        self.chess_pos.move(self.chess.pos())
        self.chess_pos.raise_()