软件工程二次开发实践版——对基于pygame开发的小游戏进行简单重构

python是世界上最好用的语言,进来先高呼一声python万岁!
是的,这是一份作业。
对已有的项目进行二次开发,其实在某种程度上算不得逆向工程,至少在我的印象里。二次开发是一种玄而又玄的东西,很高级,很时髦,带着点马后炮的味道。

软件上值得二次开发进行优化和完善的东西不少,但我个人认为,涉及人机互弈的东西极具重构价值,想要恶心人类玩家,类似项目的电脑选手就得设计的足够优秀——只有优秀的算法才能使电脑变得更加优秀——算法
这玩意永远没有最完美的。
于是乎,我扒了这么一个项目:
https://github.com/guliang21/pygame

里面有各种用python开发的小游戏,我们可以随便clone一个下来,我选择了人机对抗的部分。
IDE为Pycharm,环境为python3.11,添加了pygame库
下面附上ManAndMachine.py代码:

"""五子棋之人机对战"""

import sys
import random
import pygame
from pygame.locals import *
import pygame.gfxdraw
from collections import namedtuple

Chessman = namedtuple('Chessman', 'Name Value Color')
Point = namedtuple('Point', 'X Y')

BLACK_CHESSMAN = Chessman('黑子', 1, (45, 45, 45))
WHITE_CHESSMAN = Chessman('白子', 2, (219, 219, 219))

offset = [(1, 0), (0, 1), (1, 1), (1, -1)]


class Checkerboard:
    def __init__(self, line_points):
        self._line_points = line_points
        self._checkerboard = [[0] * line_points for _ in range(line_points)]

    def _get_checkerboard(self):
        return self._checkerboard

    checkerboard = property(_get_checkerboard)

    # 判断是否可落子
    def can_drop(self, point):
        return self._checkerboard[point.Y][point.X] == 0

    def drop(self, chessman, point):
        """
        落子
        :param chessman:
        :param point:落子位置
        :return:若该子落下之后即可获胜,则返回获胜方,否则返回 None
        """
        print(f'{chessman.Name} ({point.X}, {point.Y})')
        self._checkerboard[point.Y][point.X] = chessman.Value

        if self._win(point):
            print(f'{chessman.Name}获胜')
            return chessman

    # 判断是否赢了
    def _win(self, point):
        cur_value = self._checkerboard[point.Y][point.X]
        for os in offset:
            if self._get_count_on_direction(point, cur_value, os[0], os[1]):
                return True

    def _get_count_on_direction(self, point, value, x_offset, y_offset):
        count = 1
        for step in range(1, 5):
            x = point.X + step * x_offset
            y = point.Y + step * y_offset
            if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:
                count += 1
            else:
                break
        for step in range(1, 5):
            x = point.X - step * x_offset
            y = point.Y - step * y_offset
            if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:
                count += 1
            else:
                break

        return count >= 5


SIZE = 30  # 棋盘每个点时间的间隔
Line_Points = 19  # 棋盘每行/每列点数
Outer_Width = 20  # 棋盘外宽度
Border_Width = 4  # 边框宽度
Inside_Width = 4  # 边框跟实际的棋盘之间的间隔
Border_Length = SIZE * (Line_Points - 1) + Inside_Width * 2 + Border_Width  # 边框线的长度
Start_X = Start_Y = Outer_Width + int(Border_Width / 2) + Inside_Width  # 网格线起点(左上角)坐标
SCREEN_HEIGHT = SIZE * (Line_Points - 1) + Outer_Width * 2 + Border_Width + Inside_Width * 2  # 游戏屏幕的高
SCREEN_WIDTH = SCREEN_HEIGHT + 200  # 游戏屏幕的宽

Stone_Radius = SIZE // 2 - 3  # 棋子半径
Stone_Radius2 = SIZE // 2 + 3
Checkerboard_Color = (0xE3, 0x92, 0x65)  # 棋盘颜色
BLACK_COLOR = (0, 0, 0)
WHITE_COLOR = (255, 255, 255)
RED_COLOR = (200, 30, 30)
BLUE_COLOR = (30, 30, 200)

RIGHT_INFO_POS_X = SCREEN_HEIGHT + Stone_Radius2 * 2 + 10


def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
    imgText = font.render(text, True, fcolor)
    screen.blit(imgText, (x, y))


def main():
    pygame.init()
    screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
    pygame.display.set_caption('五子棋')

    font1 = pygame.font.SysFont('SimHei', 32)
    font2 = pygame.font.SysFont('SimHei', 72)
    fwidth, fheight = font2.size('黑方获胜')

    checkerboard = Checkerboard(Line_Points)
    cur_runner = BLACK_CHESSMAN
    winner = None
    computer = AI(Line_Points, WHITE_CHESSMAN)

    black_win_count = 0
    white_win_count = 0

    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
            elif event.type == KEYDOWN:
                if event.key == K_RETURN:
                    if winner is not None:
                        winner = None
                        cur_runner = BLACK_CHESSMAN
                        checkerboard = Checkerboard(Line_Points)
                        computer = AI(Line_Points, WHITE_CHESSMAN)
            elif event.type == MOUSEBUTTONDOWN:
                if winner is None:
                    pressed_array = pygame.mouse.get_pressed()
                    if pressed_array[0]:
                        mouse_pos = pygame.mouse.get_pos()
                        click_point = _get_clickpoint(mouse_pos)
                        if click_point is not None:
                            if checkerboard.can_drop(click_point):
                                winner = checkerboard.drop(cur_runner, click_point)
                                if winner is None:
                                    cur_runner = _get_next(cur_runner)
                                    computer.get_opponent_drop(click_point)
                                    AI_point = computer.AI_drop()
                                    winner = checkerboard.drop(cur_runner, AI_point)
                                    if winner is not None:
                                        white_win_count += 1
                                    cur_runner = _get_next(cur_runner)
                                else:
                                    black_win_count += 1
                        else:
                            print('超出棋盘区域')

        # 画棋盘
        _draw_checkerboard(screen)

        # 画棋盘上已有的棋子
        for i, row in enumerate(checkerboard.checkerboard):
            for j, cell in enumerate(row):
                if cell == BLACK_CHESSMAN.Value:
                    _draw_chessman(screen, Point(j, i), BLACK_CHESSMAN.Color)
                elif cell == WHITE_CHESSMAN.Value:
                    _draw_chessman(screen, Point(j, i), WHITE_CHESSMAN.Color)

        _draw_left_info(screen, font1, cur_runner, black_win_count, white_win_count)

        if winner:
            print_text(screen, font2, (SCREEN_WIDTH - fwidth)//2, (SCREEN_HEIGHT - fheight)//2, winner.Name + '获胜', RED_COLOR)

        pygame.display.flip()


def _get_next(cur_runner):
    if cur_runner == BLACK_CHESSMAN:
        return WHITE_CHESSMAN
    else:
        return BLACK_CHESSMAN


# 画棋盘
def _draw_checkerboard(screen):
    # 填充棋盘背景色
    screen.fill(Checkerboard_Color)
    # 画棋盘网格线外的边框
    pygame.draw.rect(screen, BLACK_COLOR, (Outer_Width, Outer_Width, Border_Length, Border_Length), Border_Width)
    # 画网格线
    for i in range(Line_Points):
        pygame.draw.line(screen, BLACK_COLOR,
                         (Start_Y, Start_Y + SIZE * i),
                         (Start_Y + SIZE * (Line_Points - 1), Start_Y + SIZE * i),
                         1)
    for j in range(Line_Points):
        pygame.draw.line(screen, BLACK_COLOR,
                         (Start_X + SIZE * j, Start_X),
                         (Start_X + SIZE * j, Start_X + SIZE * (Line_Points - 1)),
                         1)
    # 画星位和天元
    for i in (3, 9, 15):
        for j in (3, 9, 15):
            if i == j == 9:
                radius = 5
            else:
                radius = 3
            # pygame.draw.circle(screen, BLACK, (Start_X + SIZE * i, Start_Y + SIZE * j), radius)
            pygame.gfxdraw.aacircle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)
            pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)


# 画棋子
def _draw_chessman(screen, point, stone_color):
    # pygame.draw.circle(screen, stone_color, (Start_X + SIZE * point.X, Start_Y + SIZE * point.Y), Stone_Radius)
    pygame.gfxdraw.aacircle(screen, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)
    pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)


# 画左侧信息显示
def _draw_left_info(screen, font, cur_runner, black_win_count, white_win_count):
    _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2), BLACK_CHESSMAN.Color)
    _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2 * 4), WHITE_CHESSMAN.Color)

    print_text(screen, font, RIGHT_INFO_POS_X, Start_X + 3, '玩家', BLUE_COLOR)
    print_text(screen, font, RIGHT_INFO_POS_X, Start_X + Stone_Radius2 * 3 + 3, '电脑', BLUE_COLOR)

    print_text(screen, font, SCREEN_HEIGHT, SCREEN_HEIGHT - Stone_Radius2 * 8, '战况:', BLUE_COLOR)
    _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, SCREEN_HEIGHT - int(Stone_Radius2 * 4.5)), BLACK_CHESSMAN.Color)
    _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, SCREEN_HEIGHT - Stone_Radius2 * 2), WHITE_CHESSMAN.Color)
    print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - int(Stone_Radius2 * 5.5) + 3, f'{black_win_count} 胜', BLUE_COLOR)
    print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - Stone_Radius2 * 3 + 3, f'{white_win_count} 胜', BLUE_COLOR)


def _draw_chessman_pos(screen, pos, stone_color):
    pygame.gfxdraw.aacircle(screen, pos[0], pos[1], Stone_Radius2, stone_color)
    pygame.gfxdraw.filled_circle(screen, pos[0], pos[1], Stone_Radius2, stone_color)


# 根据鼠标点击位置,返回游戏区坐标
def _get_clickpoint(click_pos):
    pos_x = click_pos[0] - Start_X
    pos_y = click_pos[1] - Start_Y
    if pos_x < -Inside_Width or pos_y < -Inside_Width:
        return None
    x = pos_x // SIZE
    y = pos_y // SIZE
    if pos_x % SIZE > Stone_Radius:
        x += 1
    if pos_y % SIZE > Stone_Radius:
        y += 1
    if x >= Line_Points or y >= Line_Points:
        return None

    return Point(x, y)


class AI:
    def __init__(self, line_points, chessman):
        self._line_points = line_points
        self._my = chessman
        self._opponent = BLACK_CHESSMAN if chessman == WHITE_CHESSMAN else WHITE_CHESSMAN
        self._checkerboard = [[0] * line_points for _ in range(line_points)]

    def get_opponent_drop(self, point):
        self._checkerboard[point.Y][point.X] = self._opponent.Value

    def AI_drop(self):
        point = None
        score = 0
        for i in range(self._line_points):
            for j in range(self._line_points):
                if self._checkerboard[j][i] == 0:
                    _score = self._get_point_score(Point(i, j))
                    if _score > score:
                        score = _score
                        point = Point(i, j)
                    elif _score == score and _score > 0:
                        r = random.randint(0, 100)
                        if r % 2 == 0:
                            point = Point(i, j)
        self._checkerboard[point.Y][point.X] = self._my.Value
        return point

    def _get_point_score(self, point):
        score = 0
        for os in offset:
            score += self._get_direction_score(point, os[0], os[1])
        return score

    def _get_direction_score(self, point, x_offset, y_offset):
        count = 0   # 落子处我方连续子数
        _count = 0  # 落子处对方连续子数
        space = None   # 我方连续子中有无空格
        _space = None  # 对方连续子中有无空格
        both = 0    # 我方连续子两端有无阻挡
        _both = 0   # 对方连续子两端有无阻挡

        # 如果是 1 表示是边上是我方子,2 表示敌方子
        flag = self._get_stone_color(point, x_offset, y_offset, True)
        if flag != 0:
            for step in range(1, 6):
                x = point.X + step * x_offset
                y = point.Y + step * y_offset
                if 0 <= x < self._line_points and 0 <= y < self._line_points:
                    if flag == 1:
                        if self._checkerboard[y][x] == self._my.Value:
                            count += 1
                            if space is False:
                                space = True
                        elif self._checkerboard[y][x] == self._opponent.Value:
                            _both += 1
                            break
                        else:
                            if space is None:
                                space = False
                            else:
                                break   # 遇到第二个空格退出
                    elif flag == 2:
                        if self._checkerboard[y][x] == self._my.Value:
                            _both += 1
                            break
                        elif self._checkerboard[y][x] == self._opponent.Value:
                            _count += 1
                            if _space is False:
                                _space = True
                        else:
                            if _space is None:
                                _space = False
                            else:
                                break
                else:
                    # 遇到边也就是阻挡
                    if flag == 1:
                        both += 1
                    elif flag == 2:
                        _both += 1

        if space is False:
            space = None
        if _space is False:
            _space = None

        _flag = self._get_stone_color(point, -x_offset, -y_offset, True)
        if _flag != 0:
            for step in range(1, 6):
                x = point.X - step * x_offset
                y = point.Y - step * y_offset
                if 0 <= x < self._line_points and 0 <= y < self._line_points:
                    if _flag == 1:
                        if self._checkerboard[y][x] == self._my.Value:
                            count += 1
                            if space is False:
                                space = True
                        elif self._checkerboard[y][x] == self._opponent.Value:
                            _both += 1
                            break
                        else:
                            if space is None:
                                space = False
                            else:
                                break   # 遇到第二个空格退出
                    elif _flag == 2:
                        if self._checkerboard[y][x] == self._my.Value:
                            _both += 1
                            break
                        elif self._checkerboard[y][x] == self._opponent.Value:
                            _count += 1
                            if _space is False:
                                _space = True
                        else:
                            if _space is None:
                                _space = False
                            else:
                                break
                else:
                    # 遇到边也就是阻挡
                    if _flag == 1:
                        both += 1
                    elif _flag == 2:
                        _both += 1

        score = 0
        if count == 4:
            score = 10000
        elif _count == 4:
            score = 9000
        elif count == 3:
            if both == 0:
                score = 1000
            elif both == 1:
                score = 100
            else:
                score = 0
        elif _count == 3:
            if _both == 0:
                score = 900
            elif _both == 1:
                score = 90
            else:
                score = 0
        elif count == 2:
            if both == 0:
                score = 100
            elif both == 1:
                score = 10
            else:
                score = 0
        elif _count == 2:
            if _both == 0:
                score = 90
            elif _both == 1:
                score = 9
            else:
                score = 0
        elif count == 1:
            score = 10
        elif _count == 1:
            score = 9
        else:
            score = 0

        if space or _space:
            score /= 2

        return score

    # 判断指定位置处在指定方向上是我方子、对方子、空
    def _get_stone_color(self, point, x_offset, y_offset, next):
        x = point.X + x_offset
        y = point.Y + y_offset
        if 0 <= x < self._line_points and 0 <= y < self._line_points:
            if self._checkerboard[y][x] == self._my.Value:
                return 1
            elif self._checkerboard[y][x] == self._opponent.Value:
                return 2
            else:
                if next:
                    return self._get_stone_color(Point(x, y), x_offset, y_offset, False)
                else:
                    return 0
        else:
            return 0


if __name__ == '__main__':
    main()

运行效果附上:
7361ca07-99b4-4c77-8bff-a5f18f388acd.png

原代码本身十分优秀,虽然写的ai部分跑出来逻辑比较简陋以至于让人轻轻松松就能获胜,但需要修改的地方实在不是特别多。
——除了看着就十分扎眼的一大堆if、elif嵌套循环
所以,对其进行的二次开发优化可以从以下几个方面进行:
1.用字典对其中大量碍眼的if、elif部分进行优化
2.优化其中进行新一局的逻辑(原本的逻辑是:在本局对局中任意一方获胜后,需要用户键入Enter键后才会开始新一局)
3.优化算法部分

因为第一部分和第三部分都要对AI类进行一并修改,不妨合并一下一起提交:
首先是第一和第三部分的合并修改:

    def _direction_eval(self, count, both, space, my_turn):
        eval_dict = {
            (4, None, None, True): 10000,
            (4, None, None, False): 9000,
            (3, 0, None, True): 1000,
            (3, 1, None, True): 100,
            (3, None, None, False): 0,
            (2, 0, None, True): 100,
            (2, 1, None, True): 10,
            (2, None, None, False): 0,
            (1, None, None, True): 10,
            (1, None, None, False): 9,
            (0, None, None, None): 0,
        }
        key = (count, both, space if my_turn else not space, my_turn)
        return eval_dict.get(key, 0)

我通过使用字典,定义了一个_direction_eval方法,通过对eval_dict直接进行统一的逻辑判断,对不同变量的情况进行统一且清晰直观的赋值,从而摒弃了原逻辑的大量长难句如下

        score = 0
        if count == 4:
            score = 10000
        elif _count == 4:
            score = 9000
        elif count == 3:
            if both == 0:
                score = 1000
            elif both == 1:
                score = 100
            else:
                score = 0
        elif _count == 3:
            if _both == 0:
                score = 900
            elif _both == 1:
                score = 90
            else:
                score = 0
        elif count == 2:
            if both == 0:
                score = 100
            elif both == 1:
                score = 10
            else:
                score = 0
        elif _count == 2:
            if _both == 0:
                score = 90
            elif _both == 1:
                score = 9
            else:
                score = 0
        elif count == 1:
            score = 10
        elif _count == 1:
            score = 9
        else:
            score = 0

        if space or _space:
            score /= 2

        return score

下面是对第二部分的:
因为游戏结束后使用Enter键进行键盘响应来更新游戏回合的点子虽然很好,但我个人认为不是特别人性化,所以我打算绘制一个小弹窗,使用点击后再开新局的逻辑。
首先绘制一下弹窗样式:

def show_game_over_dialog(screen, font, winner_name):
    # 半透明遮罩层
    overlay = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.SRCALPHA)
    overlay.fill((0, 0, 0, 128))  # 半透明黑色
    screen.blit(overlay, (0, 0))

    # 弹窗框
    dialog_width = 400
    dialog_height = 200
    dialog_x = (SCREEN_WIDTH - dialog_width) // 2
    dialog_y = (SCREEN_HEIGHT - dialog_height) // 2
    pygame.draw.rect(screen, (255, 255, 255), (dialog_x, dialog_y, dialog_width, dialog_height))
    pygame.draw.rect(screen, (0, 0, 0), (dialog_x, dialog_y, dialog_width, dialog_height), 2)

    # 显示文字
    text = font.render(f"{winner_name} 获胜!游戏结束", True, (0, 0, 0))
    text_rect = text.get_rect(center=(dialog_x + dialog_width//2, dialog_y + 50))
    screen.blit(text, text_rect)

    # 绘制“再来一局”按钮
    button_width = 120
    button_height = 40
    button_x = dialog_x + (dialog_width - button_width) // 2
    button_y = dialog_y + 100
    button_rect = pygame.Rect(button_x, button_y, button_width, button_height)
    pygame.draw.rect(screen, (30, 144, 255), button_rect)  # 蓝色按钮
    pygame.draw.rect(screen, (0, 0, 0), button_rect, 2)
    button_text = font.render("再来一局", True, (255, 255, 255))
    button_text_rect = button_text.get_rect(center=button_rect.center)
    screen.blit(button_text, button_text_rect)

    pygame.display.flip()

    # 检测按钮点击
    while True:
        for event in pygame.event.get():
            if event.type == pygame.MOUSEBUTTONDOWN:
                if button_rect.collidepoint(event.pos):
                    return True  # 点击“再来一局”
            elif event.type == pygame.QUIT:
                return False  # 用户关闭窗口
        pygame.time.wait(100)

以上样式部分使用了用了图形化UI工具进行完善;

接下来是dialog_show变量初始化:

dialog_show = False  

最后对弹窗响应部分,也就是if winner部分进行修改

        if winner:
            if winner and not dialog_show:
                dialog_show = True  # 标记弹窗已显示
                restart = show_game_over_dialog(screen, font1, winner.Name)
                if restart:
                    winner = None
                    dialog_show = False
                    cur_runner = BLACK_CHESSMAN
                    checkerboard = Checkerboard(Line_Points)
                    computer = AI(Line_Points, WHITE_CHESSMAN)
                else:
                    pygame.quit()
                    sys.exit()

运行效果附上:
3dd2ed3d-a79c-48b8-b9c6-37addebef6d0.png
嗯 效果不错。

最后是总结:
编写代码的时候一定要考虑可读性,项目原有源代码的大量if-elif对其进行优化也实属不易,特别容易看错行。这在编程初期给我带来不小的困难。
图形化弹窗的编写是花费时间最久的,我一直有个长久的疑问,那些写前端的大牛是怎么记得住这个块那个块这个效果那个效果的......首先需要绘制,做个包,选择背景颜色,制定大小,再填充文字,最后加个点击响应。纯粹慢慢磨出来的。
这次逆向软件工程的实践显著提升了我阅读并理解编写风格较为繁琐的代码的能力,在不断试错中逐步提升自己对软件开发与创新的理解。

posted @   Sea_the_biscuit  阅读(9)  评论(0编辑  收藏  举报
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