描述

Python socket包实现井字棋联机

源码

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import pygame
import ctypes

# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)

# 创建窗口
screen = pygame.display.set_mode((600, 650))
pygame.display.set_caption('井字棋')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')

# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)
logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
game(0, 'X')
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
game(1, player)
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
pygame.display.update()


def game(gameMode, player):
my = player
player = 'X'
running = True
previewImg = previewCrossImg
while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if row < 3 and col < 3 and board[row][col] == '':
playerMove(player, row, col)
drawBoard()
pygame.display.update()
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
elif 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
resetGame()
screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player


def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
if isWinner(player):
score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''


def resetGame():
resetBoard()
score['X'] = 0
score['O'] = 0


menu()

源码能实现人机对战

需要增加的功能

网络接口,TCP通信

历史版本

初步实现通信

服务端

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import pygame
import ctypes
# 导入socket 库
from socket import *
import threading
import time

# 主机地址为空字符串,表示绑定本机所有网络接口ip地址
# 等待客户端来连接
IP = ''
# 端口号
PORT = 50000
# 定义一次从socket缓冲区最多读入512个字节数据
BUFLEN = 512

# 实例化一个socket对象
# 参数 AF_INET 表示该socket网络层使用IP协议
# 参数 SOCK_STREAM 表示该socket传输层使用TCP协议
listenSocket = socket(AF_INET, SOCK_STREAM)

# socket绑定地址和端口
listenSocket.bind((IP, PORT))


# 使socket处于监听状态,等待客户端的连接请求
# 参数 8 表示 最多接受多少个等待连接的客户端
listenSocket.listen(8)
print(f'服务端启动成功,在{PORT}端口等待客户端连接...')

dataSocket, addr = listenSocket.accept()
print('接受一个客户端连接:', addr)


global Send_Flag
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)
Send_Flag = 0
# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')

# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)

buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)

logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
game(0, 'X')
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
game(1, player)
elif buttom3_rect.collidepoint((mx, my)):
game(2, 'X')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col ,Send_Flag,row, col
my = player
player = 'X'
running = True
previewImg = previewCrossImg
while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
elif gameMode == 2 and player != my:

# CounterMove(counter_row, counter_col)
drawBoard()
pygame.display.update()
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if row < 3 and col < 3 and board[row][col] == '':
send_row = row
send_col = col
playerMove(player, row, col)
drawBoard()
Send_Flag = 1
pygame.display.update()
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
elif 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
resetGame()
screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player

def CounterMove(row, col):
board[row][col] = "O"


def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
if isWinner(player):
score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''


def resetGame():
resetBoard()
score['X'] = 0
score['O'] = 0

def TCP_Server():
global send_row, send_col ,Send_Flag,row, col
while True:
# 尝试读取对方发送的消息
# BUFLEN 指定从接收缓冲里最多读取多少字节
# recved = dataSocket.recv(BUFLEN)
#
# # 如果返回空bytes,表示对方关闭了连接
# # 退出循环,结束消息收发
# if not recved:
# break

# 读取的字节数据是bytes类型,需要解码为字符串
# info = recved.decode()
# print(f'收到对方信息: {info}')
#
# # 发送的数据类型必须是bytes,所以要编码
# dataSocket.send(f'服务端接收到了信息 '.encode())

# 从终端读入用户输入的字符串
# toSend = input('>>> ')
# if toSend == 'exit':
# break
# # 发送消息,也要编码为 bytes
if Send_Flag == 1:
toSend = "r"+str(send_row)+"c"+str(send_col)
dataSocket.send(toSend.encode())
Send_Flag == 0
time.sleep(0.5)

#
# # 服务端也调用close()关闭socket
# dataSocket.close()
# listenSocket.close()

server_thread = threading.Thread(target = TCP_Server )
server_thread.start()
menu()
dataSocket.close()
listenSocket.close()

客户端

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import pygame
import ctypes
# === TCP 客户端程序 client.py ===

from socket import *
import threading
IP = '127.0.0.1'
SERVER_PORT = 50000
BUFLEN = 1024

# 实例化一个socket对象,指明协议
dataSocket = socket(AF_INET, SOCK_STREAM)

# 连接服务端socket
dataSocket.connect((IP, SERVER_PORT))
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)

# 创建窗口
screen = pygame.display.set_mode((600, 650))
pygame.display.set_caption('井字棋-客户端')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')

# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)
buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)
logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
game(0, 'X')
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
game(1, player)
elif buttom3_rect.collidepoint((mx, my)):
game(2, 'O')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
my = player
player = 'O'
running = True
previewImg = previewCrossImg
while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
if verifyWinner(player):
player = 'O'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
# elif gameMode == 2 and player != my:
# CounterMove(player)
# drawBoard()
# pygame.display.update()
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if row < 3 and col < 3 and board[row][col] == '':
playerMove(player, row, col)
drawBoard()
pygame.display.update()
if verifyWinner(player):
player = 'O'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
elif 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
resetGame()
screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player


def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
if isWinner(player):
score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''


def resetGame():
resetBoard()
score['X'] = 0
score['O'] = 0

def TCP_Client():
global counter_row,counter_col
while True:
# 从终端读入用户输入的字符串
# toSend = input('>>> ')
# if toSend == 'exit':
# break
# # 发送消息,也要编码为 bytes
# dataSocket.send(toSend.encode())

# 等待接收服务端的消息
recved = dataSocket.recv(BUFLEN)
# 如果返回空bytes,表示对方关闭了连接
if not recved:
break
# 打印读取的信息
print(recved.decode())
rec=recved.decode()
counter_row= int(rec[1])
counter_col =int(rec[3])
board[counter_row][counter_col] = "X"
drawBoard()
pygame.display.update()

client_thread = threading.Thread(target=TCP_Client)
client_thread.start()

menu()
dataSocket.close()

决出胜负

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import pygame
import ctypes
# 导入socket 库
from socket import *
import threading
import time

# 主机地址为空字符串,表示绑定本机所有网络接口ip地址
# 等待客户端来连接
IP = ''
# 端口号
PORT = 50000
# 定义一次从socket缓冲区最多读入512个字节数据
BUFLEN = 512

# 实例化一个socket对象
# 参数 AF_INET 表示该socket网络层使用IP协议
# 参数 SOCK_STREAM 表示该socket传输层使用TCP协议
listenSocket = socket(AF_INET, SOCK_STREAM)

# socket绑定地址和端口
listenSocket.bind((IP, PORT))


# 使socket处于监听状态,等待客户端的连接请求
# 参数 8 表示 最多接受多少个等待连接的客户端
listenSocket.listen(8)
print(f'服务端启动成功,在{PORT}端口等待客户端连接...')

dataSocket, addr = listenSocket.accept()
print('接受一个客户端连接:', addr)


global Send_Flag,Receive_Flag
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)
Send_Flag = 0
Receive_Flag = 0
# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')

# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)

buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)

logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
game(0, 'X')
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
game(1, player)
elif buttom3_rect.collidepoint((mx, my)):
game(2, 'X')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col ,Send_Flag,row, col,Receive_Flag
my = player
player = 'X'
running = True
previewImg = previewCrossImg
while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('X'):
player = 'X'
previewImg = previewCrossImg
if verifyWinner('O'):
player = 'O'
previewImg = previewCrossImg
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
# elif gameMode == 2 and player != my:
#
# # CounterMove(counter_row, counter_col)
# drawBoard()
# pygame.display.update()
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if row < 3 and col < 3 and board[row][col] == '':
send_row = row
send_col = col
playerMove(player, row, col)
drawBoard()
Send_Flag = 1
pygame.display.update()
time.sleep(0.5)
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
elif gameMode != 2:
player, previewImg = updatePlayer(player)
else:
Receive_Flag = 1
elif 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
resetGame()

screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player

def CounterMove(row, col):
board[row][col] = "O"


def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
if isWinner(player):
score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''


def resetGame():
resetBoard()
score['X'] = 0
score['O'] = 0
global i
i = 0
def TCP_Server():
global send_row, send_col ,Send_Flag,row, col,Receive_Flag,i
while True:
# i = 0
# time.sleep(1)
# print("Server....Alive",i)
# i +=1
# 尝试读取对方发送的消息
# BUFLEN 指定从接收缓冲里最多读取多少字节
# recved = dataSocket.recv(BUFLEN)
#
# # 如果返回空bytes,表示对方关闭了连接
# # 退出循环,结束消息收发
# if not recved:
# break

# 读取的字节数据是bytes类型,需要解码为字符串
# info = recved.decode()
# print(f'收到对方信息: {info}')
#
# # 发送的数据类型必须是bytes,所以要编码
# dataSocket.send(f'服务端接收到了信息 '.encode())

# 从终端读入用户输入的字符串
# toSend = input('>>> ')
# if toSend == 'exit':
# break
# # 发送消息,也要编码为 bytes

# recved = dataSocket.recv(BUFLEN)
if Receive_Flag == 1:
print("waiting for receiving...........")
recved = dataSocket.recv(BUFLEN)
if not recved:
break
# 打印读取的信息
print("receive,....",recved)
print("not yet received.....")
Receive_Flag = 0
print(recved.decode())
rec = recved.decode()
counter_row = int(rec[1])
counter_col = int(rec[3])
board[counter_row][counter_col] = "O"
drawBoard()
pygame.display.update()

if Send_Flag == 1:
toSend = "r"+str(send_row)+"c"+str(send_col)
print(" toSend ", toSend)
dataSocket.send(toSend.encode())
Send_Flag = 0
time.sleep(0.5)

# recved = dataSocket.recv(BUFLEN)
# if recved:
# # 打印读取的信息
# print(recved.decode())
# rec=recved.decode()
# counter_row= int(rec[1])
# counter_col =int(rec[3])
# board[counter_row][counter_col] = "O"
# drawBoard()
# pygame.display.update()




#
# # 服务端也调用close()关闭socket
# dataSocket.close()
# listenSocket.close()

server_thread = threading.Thread(target = TCP_Server )
server_thread.start()
menu()
dataSocket.close()
listenSocket.close()

客户端

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import pygame
import ctypes
# === TCP 客户端程序 client.py ===
import time
from socket import *
import threading
IP = '127.0.0.1'
SERVER_PORT = 50000
BUFLEN = 1024

# 实例化一个socket对象,指明协议
dataSocket = socket(AF_INET, SOCK_STREAM)
global Send_Flag,Receive_Flag
Send_Flag = 0
Receive_Flag = 1
# 连接服务端socket
dataSocket.connect((IP, SERVER_PORT))
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)

# 创建窗口
screen = pygame.display.set_mode((600, 650))
pygame.display.set_caption('井字棋-客户端')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')

# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)
buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)
logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
game(0, 'X')
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
game(1, player)
elif buttom3_rect.collidepoint((mx, my)):
game(2, 'O')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col, Send_Flag, Receive_Flag,row, col
my = player
player = 'O'
running = True
previewImg = previewCrossImg
while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('O'):
player = 'O'
previewImg = previewCrossImg
if verifyWinner('X'):
player = 'X'
previewImg = previewCrossImg
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
if verifyWinner(player):
player = 'O'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
# elif gameMode == 2 and player != my:
# CounterMove(player)
# drawBoard()
# pygame.display.update()
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if row < 3 and col < 3 and board[row][col] == '':
send_row = row
send_col = col
playerMove(player, row, col)
drawBoard()
Send_Flag = 1
time.sleep(0.5)
if verifyWinner(player):
player = 'O'
previewImg = previewCrossImg
elif gameMode != 2:
player, previewImg = updatePlayer(player)

else:
Receive_Flag = 1
elif 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
resetGame()
screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player


def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
if isWinner(player):
score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''


def resetGame():
resetBoard()
score['X'] = 0
score['O'] = 0
global i
i = 0
def TCP_Client():
global send_row, send_col ,Send_Flag,row, col,Receive_Flag, i
while True:
# i = 0
# time.sleep(1)
# print("Receive_Flag",Receive_Flag)
# print()
# print("Client....Alive",i)
# i += 1
# 从终端读入用户输入的字符串
# toSend = input('>>> ')
# if toSend == 'exit':
# break
# # 发送消息,也要编码为 bytes
# dataSocket.send(toSend.encode())

# 等待接收服务端的消息
if Send_Flag == 1:
toSend = "r"+str(send_row)+"c"+str(send_col)
print(" toSend ", toSend)
dataSocket.send(toSend.encode())
Send_Flag = 0
time.sleep(0.5)

# recved = dataSocket.recv(BUFLEN)
# 如果返回空bytes,表示对方关闭了连接
if Receive_Flag == 1:
print("waiting for receiving...........")
recved = dataSocket.recv(BUFLEN)

if not recved:
print("not yet received.....")
# 打印读取的信息
break
print("receive,....", recved)
Receive_Flag = 0
print(recved.decode())
rec = recved.decode()
counter_row = int(rec[1])
counter_col = int(rec[3])
board[counter_row][counter_col] = "X"
drawBoard()
pygame.display.update()
# print("receive",Receive_Flag)
# print("send",Send_Flag)





client_thread = threading.Thread(target=TCP_Client)
client_thread.start()

menu()
dataSoc

只有在自己回合才能下棋

服务端

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import pygame
import ctypes
# 导入socket 库
from socket import *
import threading
import time

# 主机地址为空字符串,表示绑定本机所有网络接口ip地址
# 等待客户端来连接
IP = ''
# 端口号
PORT = 50000
# 定义一次从socket缓冲区最多读入512个字节数据
BUFLEN = 512

# 实例化一个socket对象
# 参数 AF_INET 表示该socket网络层使用IP协议
# 参数 SOCK_STREAM 表示该socket传输层使用TCP协议
listenSocket = socket(AF_INET, SOCK_STREAM)

# socket绑定地址和端口
listenSocket.bind((IP, PORT))


# 使socket处于监听状态,等待客户端的连接请求
# 参数 8 表示 最多接受多少个等待连接的客户端
listenSocket.listen(8)
print(f'服务端启动成功,在{PORT}端口等待客户端连接...')

dataSocket, addr = listenSocket.accept()
print('接受一个客户端连接:', addr)


global Send_Flag,Receive_Flag,Current_Player
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)
Send_Flag = 0
Receive_Flag = 0##一开始不发送也不接受,主机
Current_Player = 'X'#X先下棋
# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')

# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)

buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)

logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
game(0, 'X')
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
game(1, player)
elif buttom3_rect.collidepoint((mx, my)):
game(2, 'X')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col ,Send_Flag,row, col,Receive_Flag,Current_Player
my = player
player = 'X'
running = True
previewImg = previewCrossImg
while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('X'):
player = 'X'
previewImg = previewCrossImg
if verifyWinner('O'):
player = 'O'
previewImg = previewCrossImg
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
# elif gameMode == 2 and player != my:
#
# # CounterMove(counter_row, counter_col)
# drawBoard()
# pygame.display.update()
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
send_row = row
send_col = col
playerMove(player, row, col)
drawBoard()
Send_Flag = 1
time.sleep(0.5)
if verifyWinner('X'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
#
# else:
# Receive_Flag = 1
# elif 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
# resetGame()
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '' and Current_Player == 'X':#自己的回合鼠标才能点击
send_row = row
send_col = col
playerMove('X', row, col)
drawBoard()
Current_Player = 'O'#下完换对方
Send_Flag = 1
time.sleep(0.5)
Receive_Flag = 1
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# elif gameMode != 2:
#
else:
Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
resetGame()


screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player

def CounterMove(row, col):
board[row][col] = "O"


def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
if isWinner(player):
score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''


def resetGame():
resetBoard()
score['X'] = 0
score['O'] = 0
global i
i = 0
def TCP_Server():
global send_row, send_col ,Send_Flag,row, col,Receive_Flag,i,Current_Player
while True:
# i = 0
# time.sleep(1)
# print("Server....Alive",i)
# i +=1
# 尝试读取对方发送的消息
# BUFLEN 指定从接收缓冲里最多读取多少字节
# recved = dataSocket.recv(BUFLEN)
#
# # 如果返回空bytes,表示对方关闭了连接
# # 退出循环,结束消息收发
# if not recved:
# break

# 读取的字节数据是bytes类型,需要解码为字符串
# info = recved.decode()
# print(f'收到对方信息: {info}')
#
# # 发送的数据类型必须是bytes,所以要编码
# dataSocket.send(f'服务端接收到了信息 '.encode())

# 从终端读入用户输入的字符串
# toSend = input('>>> ')
# if toSend == 'exit':
# break
# # 发送消息,也要编码为 bytes

# recved = dataSocket.recv(BUFLEN)
if Receive_Flag == 1:
print("waiting for receiving...........")
recved = dataSocket.recv(BUFLEN)
if not recved:
break
# 打印读取的信息
print("receive,....",recved)
print("not yet received.....")

Receive_Flag = 0
print(recved.decode())
rec = recved.decode()
counter_row = int(rec[1])
counter_col = int(rec[3])
board[counter_row][counter_col] = "O"
drawBoard()
Current_Player = 'X'##收到对面信息后回到主场
pygame.display.update()

if Send_Flag == 1:
toSend = "r"+str(send_row)+"c"+str(send_col)
print(" toSend ", toSend)
dataSocket.send(toSend.encode())
Send_Flag = 0
time.sleep(0.5)

# recved = dataSocket.recv(BUFLEN)
# if recved:
# # 打印读取的信息
# print(recved.decode())
# rec=recved.decode()
# counter_row= int(rec[1])
# counter_col =int(rec[3])
# board[counter_row][counter_col] = "O"
# drawBoard()
# pygame.display.update()




#
# # 服务端也调用close()关闭socket
# dataSocket.close()
# listenSocket.close()

server_thread = threading.Thread(target = TCP_Server )
server_thread.start()
menu()
dataSocket.close()
listenSocket.close()

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import pygame
import ctypes
# === TCP 客户端程序 client.py ===
import time
from socket import *
import threading
IP = '127.0.0.1'
SERVER_PORT = 50000
BUFLEN = 1024

# 实例化一个socket对象,指明协议
dataSocket = socket(AF_INET, SOCK_STREAM)
global Send_Flag,Receive_Flag,current_player
Send_Flag = 0
Receive_Flag = 1
current_player = 'X'#服务端先下
# 连接服务端socket
dataSocket.connect((IP, SERVER_PORT))
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)

# 创建窗口
screen = pygame.display.set_mode((600, 650))
pygame.display.set_caption('井字棋-客户端')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')

# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)
buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)
logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
game(0, 'X')
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
game(1, player)
elif buttom3_rect.collidepoint((mx, my)):
game(2, 'O')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col, Send_Flag, Receive_Flag,row, col,current_player
my = player
player = 'O'
running = True
previewImg = previewCrossImg
while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('O'):
player = 'O'
previewImg = previewCrossImg
if verifyWinner('X'):
player = 'X'
previewImg = previewCrossImg
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
if verifyWinner(player):
player = 'O'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
# elif gameMode == 2 and player != my:
# CounterMove(player)
# drawBoard()
# pygame.display.update()
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
send_row = row
send_col = col
playerMove(player, row, col)
drawBoard()
Send_Flag = 1
time.sleep(0.5)
if verifyWinner(player):
player = 'O'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
#
# else:
# Receive_Flag = 1
# elif 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
# resetGame()
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '' and current_player == 'O':#自己的回合鼠标才能点击
send_row = row
send_col = col
playerMove('O', row, col)
drawBoard()
current_player = 'X'#下完换对方
Send_Flag = 1
time.sleep(0.5)
Receive_Flag = 1
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# elif gameMode != 2:
#
else:
Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
resetGame()
screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player


def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
if isWinner(player):
score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''


def resetGame():
resetBoard()
score['X'] = 0
score['O'] = 0
global i
i = 0
def TCP_Client():
global send_row, send_col ,Send_Flag,row, col,Receive_Flag, i, current_player
while True:
# i = 0
# time.sleep(1)
# print("Receive_Flag",Receive_Flag)
# print()
# print("Client....Alive",i)
# i += 1
# 从终端读入用户输入的字符串
# toSend = input('>>> ')
# if toSend == 'exit':
# break
# # 发送消息,也要编码为 bytes
# dataSocket.send(toSend.encode())

# 等待接收服务端的消息
if Send_Flag == 1:
toSend = "r"+str(send_row)+"c"+str(send_col)
print(" toSend ", toSend)
dataSocket.send(toSend.encode())
Send_Flag = 0
time.sleep(0.5)

# recved = dataSocket.recv(BUFLEN)
# 如果返回空bytes,表示对方关闭了连接
if Receive_Flag == 1:
print("waiting for receiving...........")
recved = dataSocket.recv(BUFLEN)

if not recved:
print("not yet received.....")
# 打印读取的信息
break
print("receive,....", recved)
current_player = 'O'#接受到数据后回到主场
Receive_Flag = 0
print(recved.decode())
rec = recved.decode()
counter_row = int(rec[1])
counter_col = int(rec[3])
board[counter_row][counter_col] = "X"
drawBoard()
pygame.display.update()
# print("receive",Receive_Flag)
# print("send",Send_Flag)





client_thread = threading.Thread(target=TCP_Client)
client_thread.start()

menu()
dataSoc

修正重新开始无法同步

服务端

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import pygame
import ctypes
# 导入socket 库
from socket import *
import threading
import time

# 主机地址为空字符串,表示绑定本机所有网络接口ip地址
# 等待客户端来连接
IP = ''
# 端口号
PORT = 50000
# 定义一次从socket缓冲区最多读入512个字节数据
BUFLEN = 512

# 实例化一个socket对象
# 参数 AF_INET 表示该socket网络层使用IP协议
# 参数 SOCK_STREAM 表示该socket传输层使用TCP协议
listenSocket = socket(AF_INET, SOCK_STREAM)

# socket绑定地址和端口
listenSocket.bind((IP, PORT))


# 使socket处于监听状态,等待客户端的连接请求
# 参数 8 表示 最多接受多少个等待连接的客户端
listenSocket.listen(8)
print(f'服务端启动成功,在{PORT}端口等待客户端连接...')

dataSocket, addr = listenSocket.accept()
print('接受一个客户端连接:', addr)


global Send_Flag,Receive_Flag,Current_Player,If_over
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)
Send_Flag = 0
Receive_Flag = 0##一开始不发送也不接受,主机
Current_Player = 'X'#X先下棋
If_over = 0
# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')

# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)

buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)

logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
game(0, 'X')
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
game(1, player)
elif buttom3_rect.collidepoint((mx, my)):
game(2, 'X')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col ,Send_Flag,row, col,Receive_Flag,Current_Player,If_over
my = player
player = 'X'
running = True
previewImg = previewCrossImg
while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('X'):
player = 'X'
previewImg = previewCrossImg
if verifyWinner('O'):
player = 'O'
previewImg = previewCrossImg
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
# elif gameMode == 2 and player != my:
#
# # CounterMove(counter_row, counter_col)
# drawBoard()
# pygame.display.update()
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
# send_row = row
# send_col = col
playerMove(player, row, col)
drawBoard()
Send_Flag = 1
time.sleep(0.5)
if verifyWinner('X'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
#
# else:
# Receive_Flag = 1
# elif 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
# resetGame()
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '' and Current_Player == 'X':#自己的回合鼠标才能点击
send_row = row
send_col = col
playerMove('X', row, col)
drawBoard()
Current_Player = 'O'#下完换对方
Send_Flag = 1
time.sleep(0.5)
Receive_Flag = 1
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# elif gameMode != 2:
#
else:
Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
resetGame()


screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player

def CounterMove(row, col):
board[row][col] = "O"


def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag, Receive_Flag, Current_Player
if isWinner(player):
# dataSocket.close()
# dataSocket, addr = listenSocket.accept()
print(player, "win")
# Send_Flag = 0
# Receive_Flag = 0 ##一开始不发送也不接受,主机
Current_Player = 'X' # X先下棋
score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''


def resetGame():
resetBoard()
score['X'] = 0
score['O'] = 0
global i
i = 0
def TCP_Server():
global send_row, send_col ,Send_Flag,row, col,Receive_Flag,i,Current_Player
while True:
# i = 0
# time.sleep(1)
# print("Server....Alive",i)
# i +=1
# 尝试读取对方发送的消息
# BUFLEN 指定从接收缓冲里最多读取多少字节
# recved = dataSocket.recv(BUFLEN)
#
# # 如果返回空bytes,表示对方关闭了连接
# # 退出循环,结束消息收发
# if not recved:
# break

# 读取的字节数据是bytes类型,需要解码为字符串
# info = recved.decode()
# print(f'收到对方信息: {info}')
#
# # 发送的数据类型必须是bytes,所以要编码
# dataSocket.send(f'服务端接收到了信息 '.encode())

# 从终端读入用户输入的字符串
# toSend = input('>>> ')
# if toSend == 'exit':
# break
# # 发送消息,也要编码为 bytes

# recved = dataSocket.recv(BUFLEN)
if Receive_Flag == 1:
print("waiting for receiving...........")
recved = dataSocket.recv(BUFLEN)
if not recved:
break
# 打印读取的信息
print("receive,....",recved)
print("not yet received.....")
rec = recved.decode()
print("receive ,", rec)
if rec == "Over":
Send_Flag = 0
Receive_Flag = 0

# break##用来退出阻塞
else:
Receive_Flag = 0
print(recved.decode())
print('rec......', rec)
counter_row = int(rec[1])
counter_col = int(rec[3])
board[counter_row][counter_col] = "O"
drawBoard()
Current_Player = 'X'##收到对面信息后回到主场
pygame.display.update()

if Send_Flag == 1:
# print()
toSend = "r"+str(send_row)+"c"+str(send_col)
print(" toSend ", toSend)
dataSocket.send(toSend.encode())
Send_Flag = 0
time.sleep(0.5)

# recved = dataSocket.recv(BUFLEN)
# if recved:
# # 打印读取的信息
# print(recved.decode())
# rec=recved.decode()
# counter_row= int(rec[1])
# counter_col =int(rec[3])
# board[counter_row][counter_col] = "O"
# drawBoard()
# pygame.display.update()




#
# # 服务端也调用close()关闭socket
# dataSocket.close()
# listenSocket.close()

server_thread = threading.Thread(target = TCP_Server )
server_thread.start()
menu()
dataSocket.close()
listenSocket.close()

客户端

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import pygame
import ctypes
# === TCP 客户端程序 client.py ===
import time
from socket import *
import threading
IP = '127.0.0.1'
SERVER_PORT = 50000
BUFLEN = 1024

# 实例化一个socket对象,指明协议
dataSocket = socket(AF_INET, SOCK_STREAM)
global Send_Flag,Receive_Flag,current_player
Send_Flag = 0
Receive_Flag = 1
current_player = 'X'#服务端先下
# 连接服务端socket
dataSocket.connect((IP, SERVER_PORT))
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)

# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋-客户端')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')

# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)
buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)
logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
game(0, 'X')
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
game(1, player)
elif buttom3_rect.collidepoint((mx, my)):
game(2, 'O')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col, Send_Flag, Receive_Flag,row, col,current_player
my = player
player = 'O'
running = True
previewImg = previewCrossImg
while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('O'):
player = 'O'
previewImg = previewCrossImg
if verifyWinner('X'):
player = 'X'
previewImg = previewCrossImg
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
if verifyWinner(player):
player = 'O'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
# elif gameMode == 2 and player != my:
# CounterMove(player)
# drawBoard()
# pygame.display.update()
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
send_row = row
send_col = col
playerMove(player, row, col)
drawBoard()
Send_Flag = 1
time.sleep(0.5)
if verifyWinner(player):
player = 'O'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
#
# else:
# Receive_Flag = 1
# elif 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
# resetGame()
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '' and current_player == 'O':#自己的回合鼠标才能点击
send_row = row
send_col = col
playerMove('O', row, col)
drawBoard()
current_player = 'X'#下完换对方
Send_Flag = 1
time.sleep(0.5)
Receive_Flag = 1
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# elif gameMode != 2:
#
else:
Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
resetGame()
screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player


def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag,Receive_Flag,current_player,dataSocket
if isWinner(player):
print(player, "win")
if player == 'X':
toSend = 'Over'
dataSocket.send(toSend.encode())
print("send_meseage:",toSend)
Send_Flag = 0
Receive_Flag = 1
current_player = 'X' # 服务端先下
score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''


def resetGame():
resetBoard()
score['X'] = 0
score['O'] = 0
global i
i = 0
def TCP_Client():
global send_row, send_col ,Send_Flag,row, col,Receive_Flag, i, current_player
while True:
# i = 0
# time.sleep(1)
# print("Receive_Flag",Receive_Flag)
# print()
# print("Client....Alive",i)
# i += 1
# 从终端读入用户输入的字符串
# toSend = input('>>> ')
# if toSend == 'exit':
# break
# # 发送消息,也要编码为 bytes
# dataSocket.send(toSend.encode())

# 等待接收服务端的消息
if Send_Flag == 1:
toSend = "r"+str(send_row)+"c"+str(send_col)
print(" toSend ", toSend)
dataSocket.send(toSend.encode())
Send_Flag = 0
time.sleep(0.5)

# recved = dataSocket.recv(BUFLEN)
# 如果返回空bytes,表示对方关闭了连接
if Receive_Flag == 1:
print("waiting for receiving...........")
recved = dataSocket.recv(BUFLEN)

if not recved:
print("not yet received.....")
# 打印读取的信息
break
print("receive,....", recved)
current_player = 'O'#接受到数据后回到主场
Receive_Flag = 0
print(recved.decode())
rec = recved.decode()
counter_row = int(rec[1])
counter_col = int(rec[3])
board[counter_row][counter_col] = "X"
drawBoard()
pygame.display.update()
# print("receive",Receive_Flag)
# print("send",Send_Flag)





client_thread = threading.Thread(target=TCP_Client)
client_thread.start()

menu()
dataSoc

修复预览画面

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import pygame
import ctypes
# 导入socket 库
from socket import *
import threading
import time

# 主机地址为空字符串,表示绑定本机所有网络接口ip地址
# 等待客户端来连接
IP = ''
# 端口号
PORT = 50000
# 定义一次从socket缓冲区最多读入512个字节数据
BUFLEN = 512

# 实例化一个socket对象
# 参数 AF_INET 表示该socket网络层使用IP协议
# 参数 SOCK_STREAM 表示该socket传输层使用TCP协议
listenSocket = socket(AF_INET, SOCK_STREAM)

# socket绑定地址和端口
listenSocket.bind((IP, PORT))


# 使socket处于监听状态,等待客户端的连接请求
# 参数 8 表示 最多接受多少个等待连接的客户端
listenSocket.listen(8)
print(f'服务端启动成功,在{PORT}端口等待客户端连接...')

dataSocket, addr = listenSocket.accept()
print('接受一个客户端连接:', addr)


global Send_Flag,Receive_Flag,Current_Player,If_over,previewImg
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)
Send_Flag = 0
Receive_Flag = 0##一开始不发送也不接受,主机
Current_Player = 'X'#X先下棋
If_over = 0

# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')

previewImg = previewCrossImg
# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)

buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)

logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
game(0, 'X')
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
game(1, player)
elif buttom3_rect.collidepoint((mx, my)):
game(2, 'X')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col ,Send_Flag,row, col,Receive_Flag,Current_Player,If_over,previewImg
my = player
player = 'X'
running = True
while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('X'):
player = 'X'
previewImg = previewCrossImg
if verifyWinner('O'):
player = 'O'
previewImg = previewCrossImg
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
# elif gameMode == 2 and player != my:
#
# # CounterMove(counter_row, counter_col)
# drawBoard()
# pygame.display.update()
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
# send_row = row
# send_col = col
playerMove(player, row, col)
drawBoard()
Send_Flag = 1
time.sleep(0.5)
if verifyWinner('X'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
#
# else:
# Receive_Flag = 1
# elif 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
# resetGame()
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '' and Current_Player == 'X':#自己的回合鼠标才能点击
send_row = row
send_col = col
playerMove('X', row, col)
drawBoard()
Current_Player = 'O'#下完换对方
previewImg = previewCircleImg
Send_Flag = 1
time.sleep(0.5)
Receive_Flag = 1
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# elif gameMode != 2:
#
else:
Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
resetGame()


screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player

def CounterMove(row, col):
board[row][col] = "O"


def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag, Receive_Flag, Current_Player
if isWinner(player):
# dataSocket.close()
# dataSocket, addr = listenSocket.accept()
print(player, "win")
# Send_Flag = 0
# Receive_Flag = 0 ##一开始不发送也不接受,主机
Current_Player = 'X' # X先下棋
score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''


def resetGame():
resetBoard()
score['X'] = 0
score['O'] = 0
global i
i = 0
def TCP_Server():
global send_row, send_col ,Send_Flag,row, col,Receive_Flag,i,Current_Player,previewImg
while True:
# i = 0
# time.sleep(1)
# print("Server....Alive",i)
# i +=1
# 尝试读取对方发送的消息
# BUFLEN 指定从接收缓冲里最多读取多少字节
# recved = dataSocket.recv(BUFLEN)
#
# # 如果返回空bytes,表示对方关闭了连接
# # 退出循环,结束消息收发
# if not recved:
# break

# 读取的字节数据是bytes类型,需要解码为字符串
# info = recved.decode()
# print(f'收到对方信息: {info}')
#
# # 发送的数据类型必须是bytes,所以要编码
# dataSocket.send(f'服务端接收到了信息 '.encode())

# 从终端读入用户输入的字符串
# toSend = input('>>> ')
# if toSend == 'exit':
# break
# # 发送消息,也要编码为 bytes

# recved = dataSocket.recv(BUFLEN)
if Receive_Flag == 1:
print("waiting for receiving...........")
recved = dataSocket.recv(BUFLEN)
if not recved:
break
# 打印读取的信息
print("receive,....",recved)
print("not yet received.....")
rec = recved.decode()
print("receive ,", rec)
if rec == "Over":
Send_Flag = 0
Receive_Flag = 0

# break##用来退出阻塞
else:
Receive_Flag = 0
previewImg = previewCrossImg
print(recved.decode())
print('rec......', rec)
counter_row = int(rec[1])
counter_col = int(rec[3])
board[counter_row][counter_col] = "O"
drawBoard()
Current_Player = 'X'##收到对面信息后回到主场
pygame.display.update()

if Send_Flag == 1:
# print()
toSend = "r"+str(send_row)+"c"+str(send_col)
print(" toSend ", toSend)
dataSocket.send(toSend.encode())
Send_Flag = 0
time.sleep(0.5)

# recved = dataSocket.recv(BUFLEN)
# if recved:
# # 打印读取的信息
# print(recved.decode())
# rec=recved.decode()
# counter_row= int(rec[1])
# counter_col =int(rec[3])
# board[counter_row][counter_col] = "O"
# drawBoard()
# pygame.display.update()




#
# # 服务端也调用close()关闭socket
# dataSocket.close()
# listenSocket.close()

server_thread = threading.Thread(target = TCP_Server )
server_thread.start()
menu()
dataSocket.close()
listenSocket.close()

客户端

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import pygame
import ctypes
# === TCP 客户端程序 client.py ===
import time
from socket import *
import threading
IP = '127.0.0.1'
SERVER_PORT = 50000
BUFLEN = 1024

# 实例化一个socket对象,指明协议
dataSocket = socket(AF_INET, SOCK_STREAM)
global Send_Flag,Receive_Flag,current_player,previewImg,gameMode
Send_Flag = 0
Receive_Flag = 1
current_player = 'X'#服务端先下
gameMode = 0
# 连接服务端socket
dataSocket.connect((IP, SERVER_PORT))
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)

# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋-客户端')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')
previewImg = previewCrossImg
# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)
buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)
logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
global gameMode
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
gameMode= 0
game(0, 'X')
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
gameMode= 1
game(1, player)
elif buttom3_rect.collidepoint((mx, my)):
gameMode = 2
game(2, 'O')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col, Send_Flag, Receive_Flag,row, col,current_player,previewImg
my = player
# player = current_player
running = True
if gameMode == 2:
previewImg = previewCrossImg # 服务端先下
else:
previewImg = previewCircleImg

while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('O'):
# player = 'O'
# previewImg = previewCrossImg
pass
if verifyWinner('X'):
# player = 'X'
# previewImg = previewCrossImg
pass
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
if verifyWinner(player):
player = 'O'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
# elif gameMode == 2 and player != my:
# CounterMove(player)
# drawBoard()
# pygame.display.update()
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
send_row = row
send_col = col
playerMove(player, row, col)
drawBoard()
Send_Flag = 1
time.sleep(0.5)
if verifyWinner(player):
player = 'O'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
#
# else:
# Receive_Flag = 1
# elif 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
# resetGame()
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '' and current_player == 'O':#自己的回合鼠标才能点击
send_row = row
send_col = col
playerMove('O', row, col)
drawBoard()
current_player = 'X'#下完换对方
previewImg = previewCrossImg
Send_Flag = 1
time.sleep(0.5)
Receive_Flag = 1
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# elif gameMode != 2:
#
else:
Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
resetGame()
screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player


def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag,Receive_Flag,current_player,dataSocket,previewImg,gameMode
if isWinner(player):
print(player, "win")
if player == 'X':
toSend = 'Over'
dataSocket.send(toSend.encode())
print("send_meseage:",toSend)
Send_Flag = 0
Receive_Flag = 1
if gameMode ==2:
previewImg = previewCrossImg
current_player = 'X' # 服务端先下
score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''


def resetGame():
resetBoard()
score['X'] = 0
score['O'] = 0
global i
i = 0
def TCP_Client():
global send_row, send_col ,Send_Flag,row, col,Receive_Flag, i, current_player, previewImg
while True:
# i = 0
# time.sleep(1)
# print("Receive_Flag",Receive_Flag)
# print()
# print("Client....Alive",i)
# i += 1
# 从终端读入用户输入的字符串
# toSend = input('>>> ')
# if toSend == 'exit':
# break
# # 发送消息,也要编码为 bytes
# dataSocket.send(toSend.encode())

# 等待接收服务端的消息
if Send_Flag == 1:
toSend = "r"+str(send_row)+"c"+str(send_col)
print(" toSend ", toSend)
dataSocket.send(toSend.encode())
Send_Flag = 0
time.sleep(0.5)

# recved = dataSocket.recv(BUFLEN)
# 如果返回空bytes,表示对方关闭了连接
if Receive_Flag == 1:
print("waiting for receiving...........")
recved = dataSocket.recv(BUFLEN)

if not recved:
print("not yet received.....")
# 打印读取的信息
break
print("receive,....", recved)
current_player = 'O'#接受到数据后回到主场
Receive_Flag = 0
previewImg = previewCircleImg
print(recved.decode())
rec = recved.decode()
counter_row = int(rec[1])
counter_col = int(rec[3])
board[counter_row][counter_col] = "X"
drawBoard()
pygame.display.update()
# print("receive",Receive_Flag)
# print("send",Send_Flag)





client_thread = threading.Thread(target=TCP_Client)
client_thread.start()

menu()
dataSoc

O、X获胜都能继续

服务端

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import pygame
import ctypes
# 导入socket 库
from socket import *
import threading
import time

# 主机地址为空字符串,表示绑定本机所有网络接口ip地址
# 等待客户端来连接
IP = ''
# 端口号
PORT = 50000
# 定义一次从socket缓冲区最多读入512个字节数据
BUFLEN = 512

# 实例化一个socket对象
# 参数 AF_INET 表示该socket网络层使用IP协议
# 参数 SOCK_STREAM 表示该socket传输层使用TCP协议
listenSocket = socket(AF_INET, SOCK_STREAM)

# socket绑定地址和端口
listenSocket.bind((IP, PORT))


# 使socket处于监听状态,等待客户端的连接请求
# 参数 8 表示 最多接受多少个等待连接的客户端
listenSocket.listen(8)
print(f'服务端启动成功,在{PORT}端口等待客户端连接...')

dataSocket, addr = listenSocket.accept()
print('接受一个客户端连接:', addr)


global Send_Flag,Receive_Flag,Current_Player,If_over,previewImg
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)
Send_Flag = 0
Receive_Flag = 0##一开始不发送也不接受,主机
Current_Player = 'X'#X先下棋
If_over = 0

# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')

previewImg = previewCrossImg
# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)

buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)

logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
game(0, 'X')
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
game(1, player)
elif buttom3_rect.collidepoint((mx, my)):
game(2, 'X')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col ,Send_Flag,row, col,Receive_Flag,Current_Player,If_over,previewImg
my = player
player = 'X'
running = True
while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('X'):
player = 'X'
previewImg = previewCrossImg
if verifyWinner('O'):
player = 'O'
previewImg = previewCrossImg
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
# elif gameMode == 2 and player != my:
#
# # CounterMove(counter_row, counter_col)
# drawBoard()
# pygame.display.update()
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
# send_row = row
# send_col = col
playerMove(player, row, col)
drawBoard()
Send_Flag = 1
time.sleep(0.5)
if verifyWinner('X'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
#
# else:
# Receive_Flag = 1
# elif 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
# resetGame()
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '' and Current_Player == 'X':#自己的回合鼠标才能点击
send_row = row
send_col = col
playerMove('X', row, col)
drawBoard()
Current_Player = 'O'#下完换对方
previewImg = previewCircleImg
Send_Flag = 1
time.sleep(0.5)
Receive_Flag = 1
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# elif gameMode != 2:
#
else:
Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
resetGame()


screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player

def CounterMove(row, col):
board[row][col] = "O"


def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag, Receive_Flag, Current_Player,dataSocket
if isWinner(player):
# dataSocket.close()
# dataSocket, addr = listenSocket.accept()
print(player, "win")
if player == 'O':
toSend = 'Over'
dataSocket.send(toSend.encode())
print("send_meseage:",toSend)
# Send_Flag = 0
# Receive_Flag = 0 ##一开始不发送也不接受,主机
Current_Player = 'X' # X先下棋
score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''


def resetGame():
resetBoard()
score['X'] = 0
score['O'] = 0
global i
i = 0
def TCP_Server():
global send_row, send_col ,Send_Flag,row, col,Receive_Flag,i,Current_Player,previewImg
while True:
# i = 0
# time.sleep(1)
# print("Server....Alive",i)
# i +=1
# 尝试读取对方发送的消息
# BUFLEN 指定从接收缓冲里最多读取多少字节
# recved = dataSocket.recv(BUFLEN)
#
# # 如果返回空bytes,表示对方关闭了连接
# # 退出循环,结束消息收发
# if not recved:
# break

# 读取的字节数据是bytes类型,需要解码为字符串
# info = recved.decode()
# print(f'收到对方信息: {info}')
#
# # 发送的数据类型必须是bytes,所以要编码
# dataSocket.send(f'服务端接收到了信息 '.encode())

# 从终端读入用户输入的字符串
# toSend = input('>>> ')
# if toSend == 'exit':
# break
# # 发送消息,也要编码为 bytes

# recved = dataSocket.recv(BUFLEN)
if Receive_Flag == 1:
print("waiting for receiving...........")
recved = dataSocket.recv(BUFLEN)
if not recved:
break
# 打印读取的信息
print("receive,....",recved)
print("not yet received.....")
rec = recved.decode()
print("receive ,", rec)
if rec == "Over":
Send_Flag = 0
Receive_Flag = 0
else:
Receive_Flag = 0
previewImg = previewCrossImg
print(recved.decode())
print('rec......', rec)
counter_row = int(rec[1])
counter_col = int(rec[3])
board[counter_row][counter_col] = "O"
drawBoard()
Current_Player = 'X'##收到对面信息后回到主场
pygame.display.update()

if Send_Flag == 1:
# print()
toSend = "r"+str(send_row)+"c"+str(send_col)
print(" toSend ", toSend)
dataSocket.send(toSend.encode())
Send_Flag = 0
time.sleep(0.5)

# recved = dataSocket.recv(BUFLEN)
# if recved:
# # 打印读取的信息
# print(recved.decode())
# rec=recved.decode()
# counter_row= int(rec[1])
# counter_col =int(rec[3])
# board[counter_row][counter_col] = "O"
# drawBoard()
# pygame.display.update()




#
# # 服务端也调用close()关闭socket
# dataSocket.close()
# listenSocket.close()

server_thread = threading.Thread(target = TCP_Server )
server_thread.start()
menu()
dataSocket.close()
listenSocket.close()

客户端

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import pygame
import ctypes
# === TCP 客户端程序 client.py ===
import time
from socket import *
import threading
IP = '127.0.0.1'
SERVER_PORT = 50000
BUFLEN = 1024

# 实例化一个socket对象,指明协议
dataSocket = socket(AF_INET, SOCK_STREAM)
global Send_Flag,Receive_Flag,current_player,previewImg,gameMode
Send_Flag = 0
Receive_Flag = 1
current_player = 'X'#服务端先下
gameMode = 0
# 连接服务端socket
dataSocket.connect((IP, SERVER_PORT))
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)

# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋-客户端')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')
previewImg = previewCrossImg
# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)
buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)
logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
global gameMode
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
gameMode= 0
game(0, 'X')
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
gameMode= 1
game(1, player)
elif buttom3_rect.collidepoint((mx, my)):
gameMode = 2
game(2, 'O')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col, Send_Flag, Receive_Flag,row, col,current_player,previewImg
my = player
# player = current_player
running = True
if gameMode == 2:
previewImg = previewCrossImg # 服务端先下
else:
previewImg = previewCircleImg

while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('O'):
# player = 'O'
# previewImg = previewCrossImg
pass
if verifyWinner('X'):
# player = 'X'
# previewImg = previewCrossImg
pass
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
if verifyWinner(player):
player = 'O'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
# elif gameMode == 2 and player != my:
# CounterMove(player)
# drawBoard()
# pygame.display.update()
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
send_row = row
send_col = col
playerMove(player, row, col)
drawBoard()
# Send_Flag = 1
# time.sleep(0.5)
if verifyWinner('O'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
#
# else:
# Receive_Flag = 1
# elif 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
# resetGame()
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '' and current_player == 'O':#自己的回合鼠标才能点击
send_row = row
send_col = col
playerMove('O', row, col)
drawBoard()
current_player = 'X'#下完换对方
previewImg = previewCrossImg
Send_Flag = 1
print("I am going to send O message")
time.sleep(1)
Receive_Flag = 1
print("I am wating for message")
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# elif gameMode != 2:
#
else:
Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
resetGame()
screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player


def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag,Receive_Flag,current_player,dataSocket,previewImg,gameMode
if isWinner(player):
print(player, "win")
if player == 'X':
toSend = 'Over'
dataSocket.send(toSend.encode())
print("send_meseage:",toSend)
Send_Flag = 0
Receive_Flag = 1
if gameMode ==2:
previewImg = previewCrossImg
current_player = 'X' # 服务端先下
score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''


def resetGame():
resetBoard()
score['X'] = 0
score['O'] = 0
global i
i = 0
def TCP_Client():
global send_row, send_col ,Send_Flag,row, col,Receive_Flag, i, current_player, previewImg
while True:
# i = 0
# time.sleep(1)
# print("Receive_Flag",Receive_Flag)
# print()
# print("Client....Alive",i)
# i += 1
# 从终端读入用户输入的字符串
# toSend = input('>>> ')
# if toSend == 'exit':
# break
# # 发送消息,也要编码为 bytes
# dataSocket.send(toSend.encode())

# 等待接收服务端的消息
if Send_Flag == 1:
print("Sending..........")
toSend = "r"+str(send_row)+"c"+str(send_col)
print(" toSend ", toSend)
dataSocket.send(toSend.encode())
Send_Flag = 0
time.sleep(0.5)

# 如果返回空bytes,表示对方关闭了连接


if Receive_Flag == 1:
# print("waiting for receiving...........")
recved = dataSocket.recv(BUFLEN)
rec = recved.decode()
print("receive ,", rec)
if rec == "Over":
Send_Flag = 0
Receive_Flag = 1#收到结束提醒后重新开始,仍然是接收状态

# break##用来退出阻塞
else:
Receive_Flag = 0
previewImg = previewCircleImg
print(recved.decode())
print('rec......', rec)
counter_row = int(rec[1])
counter_col = int(rec[3])
board[counter_row][counter_col] = "X"
drawBoard()
current_player = 'O' ##收到对面信息后回到主场
pygame.display.update()





client_thread = threading.Thread(target=TCP_Client)
client_thread.start()

menu()
dataSoc

自己落子能刷新

服务端

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import pygame
import ctypes
# 导入socket 库
from socket import *
import threading
import time

# 主机地址为空字符串,表示绑定本机所有网络接口ip地址
# 等待客户端来连接
IP = ''
# 端口号
PORT = 50000
# 定义一次从socket缓冲区最多读入512个字节数据
BUFLEN = 512

# 实例化一个socket对象
# 参数 AF_INET 表示该socket网络层使用IP协议
# 参数 SOCK_STREAM 表示该socket传输层使用TCP协议
listenSocket = socket(AF_INET, SOCK_STREAM)

# socket绑定地址和端口
listenSocket.bind((IP, PORT))


# 使socket处于监听状态,等待客户端的连接请求
# 参数 8 表示 最多接受多少个等待连接的客户端
listenSocket.listen(8)
print(f'服务端启动成功,在{PORT}端口等待客户端连接...')

dataSocket, addr = listenSocket.accept()
print('接受一个客户端连接:', addr)


global Send_Flag,Receive_Flag,Current_Player,If_over,previewImg,gameMode
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)
Send_Flag = 0
Receive_Flag = 0##一开始不发送也不接受,主机
Current_Player = 'X'#X先下棋
If_over = 0
gameMode = 0
# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')

previewImg = previewCrossImg
# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)

buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)

logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
global gameMode
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
game(0, 'X')
gameMode = 0
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
game(1, player)
gameMode =1
elif buttom3_rect.collidepoint((mx, my)):
gameMode = 2
game(2, 'X')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col ,Send_Flag,row, col,Receive_Flag,Current_Player,If_over,previewImg
my = player
player = 'X'
running = True
while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('X'):
print("确认X胜利")
player = 'X'
previewImg = previewCrossImg
if verifyWinner('O'):
print("确认O胜利")
player = 'X'
previewImg = previewCrossImg
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
# if verifyWinner(player):
# player = 'X'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
# send_row = row
# send_col = col
playerMove(player, row, col)
drawBoard()
Send_Flag = 1
time.sleep(0.5)
if verifyWinner('X'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '':
print("Current_Player", Current_Player)
if row < 3 and col < 3 and board[row][col] == '' and Current_Player == 'X':#自己的回合鼠标才能点击
send_row = row
send_col = col
playerMove('X', row, col)
drawBoard()
Current_Player = 'O'#下完换对方
previewImg = previewCircleImg
Send_Flag = 1
print("I am going to Send message X")
time.sleep(0.5)
Receive_Flag = 1
print("I am waiting for O message")
# else:
# Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
time.sleep(0.5)
resetGame()


screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player

def CounterMove(row, col):
board[row][col] = "O"


def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag, Receive_Flag, Current_Player,dataSocket,gameMode,previewImg
if isWinner(player):
# dataSocket.close()
# dataSocket, addr = listenSocket.accept()
print(player, "win")
if gameMode == 2:
print("I have turn current_player to X")
Current_Player = 'X' # X先下棋
previewImg = previewCrossImg
if player == 'O':
toSend = 'Over'
dataSocket.send(toSend.encode())
print("send_meseage:",toSend)
Send_Flag = 0
Receive_Flag = 0 ##一开始不发送也不接受,主机

score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''

def Common_Reset():##对方刷新引起的刷新
global Send_Flag,Receive_Flag,gameMode,Current_Player,previewImg,dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
Send_Flag = 0
Receive_Flag = 0
Current_Player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg
def resetGame():
global Send_Flag,Receive_Flag,gameMode,Current_Player,previewImg,dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
Send_Flag = 0
Receive_Flag = 0
Current_Player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg
if Current_Player == 'X':##客户端在等消息
toSend ="Reset"
dataSocket.send(toSend.encode())

global i
i = 0
def TCP_Server():
global send_row, send_col ,Send_Flag,row, col,Receive_Flag,i,Current_Player,previewImg
while True:
if Receive_Flag == 1:
print("waiting for receiving...........")
recved = dataSocket.recv(BUFLEN)
if not recved:
break
# 打印读取的信息
print("receive,....",recved)
print("not yet received.....")
rec = recved.decode()
print("receive ,", rec)
if rec == "Over" :
Send_Flag = 0
Receive_Flag = 0
elif rec == "Reset":
Common_Reset()
else:
Receive_Flag = 0
previewImg = previewCrossImg
print(recved.decode())
print('rec......', rec)
counter_row = int(rec[1])
counter_col = int(rec[3])
board[counter_row][counter_col] = "O"
drawBoard()
Current_Player = 'X'##收到对面信息后回到主场
pygame.display.update()

if Send_Flag == 1:
# print()
toSend = "r"+str(send_row)+"c"+str(send_col)
print(" toSend ", toSend)
dataSocket.send(toSend.encode())
Send_Flag = 0
time.sleep(0.5)



server_thread = threading.Thread(target = TCP_Server )
server_thread.start()
menu()
dataSocket.close()
listenSocket.close()

客户端

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import pygame
import ctypes
# === TCP 客户端程序 client.py ===
import time
from socket import *
import threading
IP = '127.0.0.1'
SERVER_PORT = 50000
BUFLEN = 1024

# 实例化一个socket对象,指明协议
dataSocket = socket(AF_INET, SOCK_STREAM)
global Send_Flag,Receive_Flag,current_player,previewImg,gameMode
Send_Flag = 0
Receive_Flag = 1
current_player = 'X'#服务端先下
gameMode = 0
# 连接服务端socket
dataSocket.connect((IP, SERVER_PORT))
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)

# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋-客户端')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')
previewImg = previewCrossImg
# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)
buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)
logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
global gameMode
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
gameMode= 0
game(0, 'X')
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
gameMode= 1
game(1, player)
elif buttom3_rect.collidepoint((mx, my)):
gameMode = 2
game(2, 'O')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col, Send_Flag, Receive_Flag,row, col,current_player,previewImg
my = player
# player = current_player
running = True
if gameMode == 2:
previewImg = previewCrossImg # 服务端先下
else:
previewImg = previewCircleImg

while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('O'):
# player = 'O'
# previewImg = previewCrossImg
pass
if verifyWinner('X'):
# player = 'X'
# previewImg = previewCrossImg
pass
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
if verifyWinner(player):
player = 'O'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
# elif gameMode == 2 and player != my:
# CounterMove(player)
# drawBoard()
# pygame.display.update()
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
send_row = row
send_col = col
playerMove(player, row, col)
drawBoard()
# Send_Flag = 1
# time.sleep(0.5)
if verifyWinner('O'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
#
# else:
# Receive_Flag = 1
# elif 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
# resetGame()
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '':
print("Current_Player", current_player)
if row < 3 and col < 3 and board[row][col] == '' and current_player == 'O':#自己的回合鼠标才能点击
send_row = row
send_col = col
playerMove('O', row, col)
drawBoard()
current_player = 'X'#下完换对方
previewImg = previewCrossImg
Send_Flag = 1
print("I am going to send O message")
time.sleep(0.5)
Receive_Flag = 1
print("I am wating for message")
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# elif gameMode != 2:
#
# else:
# Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
time.sleep(0.5)
resetGame()
screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player


def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag,Receive_Flag,current_player,dataSocket,previewImg,gameMode
if isWinner(player):
print(player, "win")
if gameMode ==2:
previewImg = previewCrossImg
current_player = 'X' # 服务端先下
if player == 'X':
toSend = 'Over'
dataSocket.send(toSend.encode())
print("send_meseage:", toSend)
Send_Flag = 0
Receive_Flag = 1
score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''

def Common_Reset():##对方刷新引起的刷新,被动刷新
global Send_Flag,Receive_Flag,gameMode,current_player,previewImg,dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
Send_Flag = 0
Receive_Flag = 1
current_player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg
def resetGame():##主动刷新
global Send_Flag,Receive_Flag,current_player,previewImg,dataSocket
if gameMode == 2:
if current_player == 'O':##主机在等客户端消息
toSend= "Reset"
print("toSend",toSend)
dataSocket.send(toSend.encode())
Send_Flag = 0
Receive_Flag = 1
current_player = 'X'
previewImg = previewCrossImg
resetBoard()
score['X'] = 0
score['O'] = 0
global i
i = 0
def TCP_Client():
global send_row, send_col ,Send_Flag,row, col,Receive_Flag, i, current_player, previewImg
while True:

# 等待接收服务端的消息
if Send_Flag == 1:
print("Sending..........")
toSend = "r"+str(send_row)+"c"+str(send_col)
print(" toSend ", toSend)
dataSocket.send(toSend.encode())
Send_Flag = 0
time.sleep(0.5)

# 如果返回空bytes,表示对方关闭了连接

if Receive_Flag == 1:
# print("waiting for receiving...........")
recved = dataSocket.recv(BUFLEN)
rec = recved.decode()
print("receive ,", rec)
if rec == "Over" :
Send_Flag = 0
Receive_Flag = 1#收到结束提醒后重新开始,仍然是接收状态

# break##用来退出阻塞
elif rec == "Reset":
Common_Reset()
else:
Receive_Flag = 0
previewImg = previewCircleImg
print(recved.decode())
print('rec......', rec)
counter_row = int(rec[1])
counter_col = int(rec[3])
board[counter_row][counter_col] = "X"
drawBoard()
current_player = 'O' ##收到对面信息后回到主场
pygame.display.update()





client_thread = threading.Thread(target=TCP_Client)
client_thread.start()

menu()
dataSoc

自己落子刷新2

服务端

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import pygame
import ctypes
# 导入socket 库
from socket import *
import threading
import time

# 主机地址为空字符串,表示绑定本机所有网络接口ip地址
# 等待客户端来连接
IP = ''
# 端口号
PORT = 50000
# 定义一次从socket缓冲区最多读入512个字节数据
BUFLEN = 512

# 实例化一个socket对象
# 参数 AF_INET 表示该socket网络层使用IP协议
# 参数 SOCK_STREAM 表示该socket传输层使用TCP协议
listenSocket = socket(AF_INET, SOCK_STREAM)

# socket绑定地址和端口
listenSocket.bind((IP, PORT))


# 使socket处于监听状态,等待客户端的连接请求
# 参数 8 表示 最多接受多少个等待连接的客户端
listenSocket.listen(8)
print(f'服务端启动成功,在{PORT}端口等待客户端连接...')

dataSocket, addr = listenSocket.accept()
print('接受一个客户端连接:', addr)


global Send_Flag,Receive_Flag,Current_Player,If_over,previewImg,gameMode
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)
Send_Flag = 0
Receive_Flag = 0##一开始不发送也不接受,主机
Current_Player = 'X'#X先下棋
If_over = 0
gameMode = 0
# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')

previewImg = previewCrossImg
# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)

buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)

logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
global gameMode
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
game(0, 'X')
gameMode = 0
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
game(1, player)
gameMode =1
elif buttom3_rect.collidepoint((mx, my)):
gameMode = 2
game(2, 'X')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col ,Send_Flag,row, col,Receive_Flag,Current_Player,If_over,previewImg
my = player
player = 'X'
running = True
while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('X'):
print("确认X胜利")
player = 'X'
previewImg = previewCrossImg
if verifyWinner('O'):
print("确认O胜利")
player = 'X'
previewImg = previewCrossImg
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
# if verifyWinner(player):
# player = 'X'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
# send_row = row
# send_col = col
playerMove(player, row, col)
drawBoard()
Send_Flag = 1
time.sleep(0.5)
if verifyWinner('X'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '':
print("Current_Player", Current_Player)
if row < 3 and col < 3 and board[row][col] == '' and Current_Player == 'X':#自己的回合鼠标才能点击
send_row = row
send_col = col
playerMove('X', row, col)
drawBoard()
Current_Player = 'O'#下完换对方
previewImg = previewCircleImg
Send_Flag = 1
print("I am going to Send message X")
time.sleep(0.5)
Receive_Flag = 1
print("I am waiting for O message")
# else:
# Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
resetGame()
# time.sleep(0.5)


screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player

def CounterMove(row, col):
board[row][col] = "O"


def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag, Receive_Flag, Current_Player,dataSocket,gameMode,previewImg
if isWinner(player):
# dataSocket.close()
# dataSocket, addr = listenSocket.accept()
print(player, "win")
if gameMode == 2:
print("I have turn current_player to X")
Current_Player = 'X' # X先下棋
previewImg = previewCrossImg
if player == 'O':
toSend = 'Over'
dataSocket.send(toSend.encode())
print("send_meseage:",toSend)
Send_Flag = 0
Receive_Flag = 0 ##一开始不发送也不接受,主机

score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''

def Common_Reset():##对方刷新引起的刷新
global Send_Flag,Receive_Flag,gameMode,Current_Player,previewImg,dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
Send_Flag = 0
Receive_Flag = 0
Current_Player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg
def resetGame():
global Send_Flag,Receive_Flag,gameMode,Current_Player,previewImg,dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
Send_Flag = 0
Receive_Flag = 0
Current_Player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg
if Current_Player == 'X':##客户端在等消息
toSend ="Reset"
print("toSend.................",toSend)
dataSocket.send(toSend.encode())
time.sleep(0.3)

global i
i = 0
def TCP_Server():
global send_row, send_col ,Send_Flag,row, col,Receive_Flag,i,Current_Player,previewImg
while True:
if Receive_Flag == 1:
print("waiting for receiving...........")
recved = dataSocket.recv(BUFLEN)
if not recved:
break
# 打印读取的信息
print("receive,....",recved)
print("not yet received.....")
rec = recved.decode()
print("receive ,", rec)
if rec == "Over" :
Send_Flag = 0
Receive_Flag = 0
elif rec == "Reset":
Common_Reset()
else:
Receive_Flag = 0
previewImg = previewCrossImg
print(recved.decode())
print('rec......', rec)
counter_row = int(rec[1])
counter_col = int(rec[3])
board[counter_row][counter_col] = "O"
drawBoard()
Current_Player = 'X'##收到对面信息后回到主场
pygame.display.update()

if Send_Flag == 1:
# print()
toSend = "r"+str(send_row)+"c"+str(send_col)
print(" toSend ", toSend)
dataSocket.send(toSend.encode())
Send_Flag = 0
# time.sleep(0.5)



server_thread = threading.Thread(target = TCP_Server )
server_thread.start()
menu()
dataSocket.close()
listenSocket.close()

客户端

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import pygame
import ctypes
# === TCP 客户端程序 client.py ===
import time
from socket import *
import threading
IP = '127.0.0.1'
SERVER_PORT = 50000
BUFLEN = 1024

# 实例化一个socket对象,指明协议
dataSocket = socket(AF_INET, SOCK_STREAM)
global Send_Flag,Receive_Flag,current_player,previewImg,gameMode
Send_Flag = 0
Receive_Flag = 1
current_player = 'X'#服务端先下
gameMode = 0
# 连接服务端socket
dataSocket.connect((IP, SERVER_PORT))
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)

# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋-客户端')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')
previewImg = previewCrossImg
# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)
buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)
logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
global gameMode
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
gameMode= 0
game(0, 'X')
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
gameMode= 1
game(1, player)
elif buttom3_rect.collidepoint((mx, my)):
gameMode = 2
game(2, 'O')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col, Send_Flag, Receive_Flag,row, col,current_player,previewImg
my = player
# player = current_player
running = True
if gameMode == 2:
previewImg = previewCrossImg # 服务端先下
else:
previewImg = previewCircleImg

while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('O'):
# player = 'O'
# previewImg = previewCrossImg
pass
if verifyWinner('X'):
# player = 'X'
# previewImg = previewCrossImg
pass
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
if verifyWinner(player):
player = 'O'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
# elif gameMode == 2 and player != my:
# CounterMove(player)
# drawBoard()
# pygame.display.update()
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
send_row = row
send_col = col
playerMove(player, row, col)
drawBoard()
# Send_Flag = 1
# time.sleep(0.5)
if verifyWinner('O'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
#
# else:
# Receive_Flag = 1
# elif 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
# resetGame()
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '':
print("Current_Player", current_player)
if row < 3 and col < 3 and board[row][col] == '' and current_player == 'O':#自己的回合鼠标才能点击
send_row = row
send_col = col
playerMove('O', row, col)
drawBoard()
current_player = 'X'#下完换对方
previewImg = previewCrossImg
Send_Flag = 1
print("I am going to send O message")
time.sleep(0.5)
Receive_Flag = 1
print("I am wating for message")
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# elif gameMode != 2:
#
# else:
# Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
resetGame()
time.sleep(0.5)
screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player


def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag,Receive_Flag,current_player,dataSocket,previewImg,gameMode
if isWinner(player):
print(player, "win")
if gameMode ==2:
previewImg = previewCrossImg
current_player = 'X' # 服务端先下
if player == 'X':
toSend = 'Over'
dataSocket.send(toSend.encode())
print("send_meseage:", toSend)
Send_Flag = 0
Receive_Flag = 1
score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''

def Common_Reset():##对方刷新引起的刷新,被动刷新
global Send_Flag,Receive_Flag,gameMode,current_player,previewImg,dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
Send_Flag = 0
Receive_Flag = 1
current_player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg
def resetGame():##主动刷新
global Send_Flag,Receive_Flag,current_player,previewImg,dataSocket
if gameMode == 2:
if current_player == 'O':##主机在等客户端消息
toSend= "Reset"
print("toSend............",toSend)
dataSocket.send(toSend.encode())
time.sleep(0.3)
Send_Flag = 0
Receive_Flag = 1
current_player = 'X'
previewImg = previewCrossImg

resetBoard()
score['X'] = 0
score['O'] = 0
global i
i = 0
def TCP_Client():
global send_row, send_col ,Send_Flag,row, col,Receive_Flag, i, current_player, previewImg
while True:

# 等待接收服务端的消息
if Send_Flag == 1:
print("Sending..........")
toSend = "r"+str(send_row)+"c"+str(send_col)
print(" toSend ", toSend)
dataSocket.send(toSend.encode())
Send_Flag = 0
# time.sleep(0.5)

# 如果返回空bytes,表示对方关闭了连接

if Receive_Flag == 1:
print("waiting for receiving...........")
recved = dataSocket.recv(BUFLEN)
rec = recved.decode()
print("receive ,", rec)
if rec == "Over" :
Send_Flag = 0
Receive_Flag = 1#收到结束提醒后重新开始,仍然是接收状态

# break##用来退出阻塞
elif rec == "Reset":
Common_Reset()
else:
Receive_Flag = 0
previewImg = previewCircleImg
print(recved.decode())
print('rec......', rec)
counter_row = int(rec[1])
counter_col = int(rec[3])
board[counter_row][counter_col] = "X"
drawBoard()
current_player = 'O' ##收到对面信息后回到主场
pygame.display.update()





client_thread = threading.Thread(target=TCP_Client)
client_thread.start()

menu()
dataSoc

自己的协议

服务端

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import pygame
import ctypes
# 导入socket 库
from socket import *
import threading
import time

# 主机地址为空字符串,表示绑定本机所有网络接口ip地址
# 等待客户端来连接
IP = ''
# 端口号
PORT = 50000
# 定义一次从socket缓冲区最多读入512个字节数据
BUFLEN = 512

# 实例化一个socket对象
# 参数 AF_INET 表示该socket网络层使用IP协议
# 参数 SOCK_STREAM 表示该socket传输层使用TCP协议
listenSocket = socket(AF_INET, SOCK_STREAM)

# socket绑定地址和端口
listenSocket.bind((IP, PORT))


# 使socket处于监听状态,等待客户端的连接请求
# 参数 8 表示 最多接受多少个等待连接的客户端
listenSocket.listen(8)
print(f'服务端启动成功,在{PORT}端口等待客户端连接...')

dataSocket, addr = listenSocket.accept()
print('接受一个客户端连接:', addr)


global Send_Flag,Receive_Flag,Current_Player,If_over,previewImg,gameMode
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)
Send_Flag = 0
Receive_Flag = 0##一开始不发送也不接受,主机
Current_Player = 'X'#X先下棋
If_over = 0
gameMode = 0
# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')

previewImg = previewCrossImg
# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)

buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)

logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
global gameMode
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
game(0, 'X')
gameMode = 0
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
game(1, player)
gameMode =1
elif buttom3_rect.collidepoint((mx, my)):
gameMode = 2
game(2, 'X')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col ,Send_Flag,row, col,Receive_Flag,Current_Player,If_over,previewImg
my = player
player = 'X'
running = True
while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('X'):
print("确认X胜利")
player = 'X'
previewImg = previewCrossImg
if verifyWinner('O'):
print("确认O胜利")
player = 'X'
previewImg = previewCrossImg
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
# if verifyWinner(player):
# player = 'X'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
# send_row = row
# send_col = col
playerMove(player, row, col)
drawBoard()
Send_Flag = 1
time.sleep(0.5)
if verifyWinner('X'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '':
print("Current_Player", Current_Player)
if row < 3 and col < 3 and board[row][col] == '' and Current_Player == 'X':#自己的回合鼠标才能点击
send_row = row
send_col = col
playerMove('X', row, col)
drawBoard()
Current_Player = 'O'#下完换对方
previewImg = previewCircleImg
Send_Flag = 1
print("I am going to Send message X")
time.sleep(0.5)
Receive_Flag = 1
print("I am waiting for O message")
# else:
# Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
resetGame()
# time.sleep(0.5)


screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player

def CounterMove(row, col):
board[row][col] = "O"


def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag, Receive_Flag, Current_Player,dataSocket,gameMode,previewImg
if isWinner(player):
# dataSocket.close()
# dataSocket, addr = listenSocket.accept()
print(player, "win")
if gameMode == 2:
print("I have turn current_player to X")
Current_Player = 'X' # X先下棋
previewImg = previewCrossImg
if player == 'O':
toSend = 'Over'
dataSocket.send(toSend.encode())
print("send_meseage:",toSend)
Send_Flag = 0
Receive_Flag = 0 ##一开始不发送也不接受,主机

score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''

def Common_Reset():##对方刷新引起的刷新
global Send_Flag,Receive_Flag,gameMode,Current_Player,previewImg,dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
Send_Flag = 0
Receive_Flag = 0
Current_Player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg
def resetGame():
global Send_Flag,Receive_Flag,gameMode,Current_Player,previewImg,dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
Send_Flag = 0
Receive_Flag = 0
Current_Player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg
if Current_Player == 'X':##客户端在等消息
toSend ="Reset"
print("toSend.................",toSend)
dataSocket.send(toSend.encode())
time.sleep(0.3)

global i
i = 0
def TCP_Server():
global send_row, send_col ,Send_Flag,row, col,Receive_Flag,i,Current_Player,previewImg
while True:
if Receive_Flag == 1:
print("waiting for receiving...........")
recved = dataSocket.recv(BUFLEN)
if not recved:
break
# 打印读取的信息
print("receive,....",recved)
print("not yet received.....")
rec = recved.decode()
print("receive ,", rec)
if rec == "Over" :
Send_Flag = 0
Receive_Flag = 0
elif rec == "Reset":
Common_Reset()
elif rec == "nodata":
# print("i am in my free time.............")
pass
else:
try:
previewImg = previewCrossImg
print(recved.decode())
print('rec......', rec)
counter_row = int(rec[1])
counter_col = int(rec[3])
board[counter_row][counter_col] = "O"
drawBoard()
Current_Player = 'X'##收到对面信息后回到主场
pygame.display.update()
Receive_Flag = 0
except:
Receive_Flag = 1
print("another")
# Send_Flag = 1
if Send_Flag == 1:
# print()
toSend = "r"+str(send_row)+"c"+str(send_col)
print(" toSend ", toSend)
dataSocket.send(toSend.encode())
Send_Flag = 0
# time.sleep(0.5)
# dataSocket.close()
if Send_Flag == 0 and Receive_Flag == 0 :##无操作情况发送空闲数据
# print("Sending..........")
toSend = "nodata"
# print(" toSend ", toSend)
dataSocket.send(toSend.encode())
time.sleep(0.3)


server_thread = threading.Thread(target = TCP_Server )
server_thread.start()
menu()
dataSocket.close()
listenSocket.close()

客户端

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import pygame
import ctypes
# === TCP 客户端程序 client.py ===
import time
from socket import *
import threading
IP = '127.0.0.1'
SERVER_PORT = 50000
BUFLEN = 1024

# 实例化一个socket对象,指明协议
dataSocket = socket(AF_INET, SOCK_STREAM)
global Send_Flag,Receive_Flag,current_player,previewImg,gameMode
Send_Flag = 0
Receive_Flag = 1
current_player = 'X'#服务端先下
gameMode = 0
# 连接服务端socket
dataSocket.connect((IP, SERVER_PORT))
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)

# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋-客户端')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')
previewImg = previewCrossImg
# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)
buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)
logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
global gameMode
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
gameMode= 0
game(0, 'X')
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
gameMode= 1
game(1, player)
elif buttom3_rect.collidepoint((mx, my)):
gameMode = 2
game(2, 'O')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col, Send_Flag, Receive_Flag,row, col,current_player,previewImg
my = player
# player = current_player
running = True
if gameMode == 2:
previewImg = previewCrossImg # 服务端先下
else:
previewImg = previewCircleImg

while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('O'):
# player = 'O'
# previewImg = previewCrossImg
pass
if verifyWinner('X'):
# player = 'X'
# previewImg = previewCrossImg
pass
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
if verifyWinner(player):
player = 'O'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
# elif gameMode == 2 and player != my:
# CounterMove(player)
# drawBoard()
# pygame.display.update()
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
send_row = row
send_col = col
playerMove(player, row, col)
drawBoard()
# Send_Flag = 1
# time.sleep(0.5)
if verifyWinner('O'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
#
# else:
# Receive_Flag = 1
# elif 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
# resetGame()
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '':
print("Current_Player", current_player)
if row < 3 and col < 3 and board[row][col] == '' and current_player == 'O':#自己的回合鼠标才能点击
send_row = row
send_col = col
playerMove('O', row, col)
drawBoard()
current_player = 'X'#下完换对方
previewImg = previewCrossImg
Send_Flag = 1
print("I am going to send O message")
time.sleep(0.5)
Receive_Flag = 1
print("I am wating for message")
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# elif gameMode != 2:
#
# else:
# Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
resetGame()
time.sleep(0.5)
screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player


def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag,Receive_Flag,current_player,dataSocket,previewImg,gameMode
if isWinner(player):
print(player, "win")
if gameMode ==2:
previewImg = previewCrossImg
current_player = 'X' # 服务端先下
if player == 'X':
toSend = 'Over'
dataSocket.send(toSend.encode())
print("send_meseage:", toSend)
Send_Flag = 0
Receive_Flag = 1
score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''

def Common_Reset():##对方刷新引起的刷新,被动刷新
global Send_Flag,Receive_Flag,gameMode,current_player,previewImg,dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
Send_Flag = 0
Receive_Flag = 1
current_player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg
def resetGame():##主动刷新
global Send_Flag,Receive_Flag,current_player,previewImg,dataSocket
if gameMode == 2:
if current_player == 'O':##主机在等客户端消息
toSend= "Reset"
print("toSend............",toSend)
dataSocket.send(toSend.encode())
time.sleep(0.3)
Send_Flag = 0
Receive_Flag = 1
current_player = 'X'
previewImg = previewCrossImg

resetBoard()
score['X'] = 0
score['O'] = 0
global i
i = 0
def TCP_Client():
global send_row, send_col ,Send_Flag,row, col,Receive_Flag, i, current_player, previewImg
while True:
# try:
# dataSocket.connect((IP, SERVER_PORT))
# except:
# pass
# 等待接收服务端的消息


if Send_Flag == 1:
print("Sending..........")
toSend = "r"+str(send_row)+"c"+str(send_col)
print(" toSend ", toSend)
dataSocket.send(toSend.encode())
Send_Flag = 0
# time.sleep(0.5)

# 如果返回空bytes,表示对方关闭了连接
# Receive_Flag = 0
if Receive_Flag == 1:
print("waiting for receiving...........")
recved = dataSocket.recv(BUFLEN)
rec = recved.decode()
print("receive ,", rec)
if rec == "Over" :
Send_Flag = 0
Receive_Flag = 1#收到结束提醒后重新开始,仍然是接收状态

# break##用来退出阻塞
elif rec == "Reset":
Common_Reset()
elif rec == "nodata":
# print("i am in my free time ...............client...........")
pass
else:
try:
previewImg = previewCircleImg
print(recved.decode())
print('rec......', rec)
counter_row = int(rec[1])
counter_col = int(rec[3])
board[counter_row][counter_col] = "X"
drawBoard()
current_player = 'O' ##收到对面信息后回到主场
pygame.display.update()
Receive_Flag = 0
except:
Receive_Flag = 1
print("another ")
# dataSocket.close()
if Send_Flag == 0 and Receive_Flag == 0 :##无操作情况发送空闲数据
# print("Sending..........")
toSend = "nodata"
# print(" toSend ", toSend)
dataSocket.send(toSend.encode())
time.sleep(0.3)




client_thread = threading.Thread(target=TCP_Client)
client_thread.start()

menu()
dataSoc

正则表达式传参

服务端

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import pygame
import ctypes
# 导入socket 库
from socket import *
import threading
import time
import re

global pi_sure_flag,pi_row,pi_col,pi_flash,message,sure_flag,flash_flag,SOR

pi_sure_flag=re.compile(r'sure_f(\d)')
pi_row=re.compile(r'row(\d)')
pi_col=re.compile(r'col(\d)')
pi_flash=re.compile(r'flash(\d)')##刷新参数
message= "sure_f0 row0 col0 flash0 SenOrRec0"
sure_flag = 0
flash_flag = 0
send_row = 0
send_col = 0
SOR = 0 #0是发送
# 主机地址为空字符串,表示绑定本机所有网络接口ip地址
# 等待客户端来连接
IP = ''
# 端口号
PORT = 50000
# 定义一次从socket缓冲区最多读入512个字节数据
BUFLEN = 512

# 实例化一个socket对象
# 参数 AF_INET 表示该socket网络层使用IP协议
# 参数 SOCK_STREAM 表示该socket传输层使用TCP协议
listenSocket = socket(AF_INET, SOCK_STREAM)

# socket绑定地址和端口
listenSocket.bind((IP, PORT))


# 使socket处于监听状态,等待客户端的连接请求
# 参数 8 表示 最多接受多少个等待连接的客户端
listenSocket.listen(8)
print(f'服务端启动成功,在{PORT}端口等待客户端连接...')

dataSocket, addr = listenSocket.accept()
print('接受一个客户端连接:', addr)


global Send_Flag,Receive_Flag,Current_Player,If_over,previewImg,gameMode,Ini_FLag,Reset_Flag
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)
Send_Flag = 0
Receive_Flag = 0##一开始不发送也不接受,主机
Current_Player = 'X'#X先下棋
If_over = 0
gameMode = 0
Ini_FLag = 1
# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')

previewImg = previewCrossImg
# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)

buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)

logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
global gameMode
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
game(0, 'X')
gameMode = 0
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
game(1, player)
gameMode =1
elif buttom3_rect.collidepoint((mx, my)):
gameMode = 2
game(2, 'X')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col ,Send_Flag,row, col,Receive_Flag,Current_Player,If_over,previewImg,message,sure_flag,flash_flag
my = player
player = 'X'
running = True
while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('X'):
print("确认X胜利")
player = 'X'
previewImg = previewCrossImg
if verifyWinner('O'):
print("确认O胜利")
player = 'X'
previewImg = previewCrossImg
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
# if verifyWinner(player):
# player = 'X'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
# send_row = row
# send_col = col
playerMove(player, row, col)
drawBoard()
Send_Flag = 1
time.sleep(0.5)
if verifyWinner('X'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '':
print("Current_Player", Current_Player)
if row < 3 and col < 3 and board[row][col] == '' and Current_Player == 'X':#自己的回合鼠标才能点击
sure_flag = 1
send_row = row
send_col = col
message = "sure_f"+str(sure_flag) + "row" + str(send_row)+" col"+str(send_col) + "flash"+ str(flash_flag)
time.sleep(0.3)
playerMove('X', row, col)
drawBoard()
Current_Player = 'O'#下完换对方
previewImg = previewCircleImg
print("I am going to Send message X")
time.sleep(0.5)
print("I am waiting for O message")
# else:
# Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
flash_flag = 1
message = "sure_f"+str(sure_flag) + "row" + str(row)+" col"+str(col) + "flash"+ str(flash_flag)
resetGame()
# time.sleep(0.5)


screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player

def CounterMove(row, col):
board[row][col] = "O"


def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag, Receive_Flag, Current_Player,dataSocket,gameMode,previewImg
if isWinner(player):
# dataSocket.close()
# dataSocket, addr = listenSocket.accept()
print(player, "win")
if gameMode == 2:
print("I have turn current_player to X")
Current_Player = 'X' # X先下棋
previewImg = previewCrossImg
if player == 'O':
toSend = 'Over'
dataSocket.send(toSend.encode())
print("send_meseage:",toSend)
Send_Flag = 0
Receive_Flag = 0 ##一开始不发送也不接受,主机

score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''

def Common_Reset():##对方刷新引起的刷新
global Send_Flag,Receive_Flag,gameMode,Current_Player,previewImg,dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
previewImg = previewCrossImg
Current_Player = 'X'


def resetGame():
global Send_Flag,Receive_Flag,gameMode,Current_Player,previewImg,dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
Current_Player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg


global i
i = 0

def handle(rec):
global send_row, send_col, Send_Flag, row, col, Receive_Flag, i, Current_Player, previewImg, message
global pi_sure_flag, pi_row, pi_col, pr_flash
if rec:
print("rec in re",rec)
re_sure_flag = int(pi_sure_flag.search(rec).group(1))
re_row = int(pi_row.search(rec).group(1))
re_col = int(pi_col.search(rec).group(1))
re_flash = int(pi_flash.search(rec).group(1))
if re_sure_flag == 1:
counter_row = re_row
counter_col = re_col
board[counter_row][counter_col] = "O"
drawBoard()
Current_Player = 'X' ##收到对面信息后回到主场
pygame.display.update()
if re_flash:
Common_Reset()


def TCP_Server():
global send_row, send_col, Send_Flag, row, col, Receive_Flag, i, current_player, previewImg, message,sure_flag,flash_flag,SOR
global pi_send_flag, pi_received_flag, pi_row, pi_col, pr_flash
pi_sr = re.compile(r'SenOrRec(\d)')
while True:
if SOR == 0:
time.sleep(0.3)
print("Send_message", message)
dataSocket.send(message.encode())
# time.sleep(0.3)
sure_flag = 0
flash_flag = 0
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(send_col) + "flash" + str(flash_flag)
print("waiting for receiving...........")
SOR = 1
if SOR == 1:
recved = dataSocket.recv(BUFLEN)
rec = recved.decode()
if not recved:
break
if rec:
# re_SOR = pi_sr.search(rec)
# SOR = re_SOR.group(1)
handle(rec)
print("received", rec)
dataSocket.send(message.encode())
SOR = 0


server_thread = threading.Thread(target = TCP_Server )
server_thread.start()
menu()
dataSocket.close()
listenSocket.close()

客户端

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import pygame
import ctypes
# === TCP 客户端程序 client.py ===
import time
from socket import *
import threading
import re

global pi_sure_flag,pi_row,pi_col,pi_flash,message,SOR,sure_flag,flash_flag

pi_sure_flag=re.compile(r'sure_f(\d)')
pi_row=re.compile(r'row(\d)')
pi_col=re.compile(r'col(\d)')
pi_flash=re.compile(r'flash(\d)')##刷新参数
message= "sure_f0 row0 col0 flash0 SenOrRec1"
SOR = 1
sure_flag = 0
flash_flag = 0
IP = '127.0.0.1'
SERVER_PORT = 50000
BUFLEN = 1024

# 实例化一个socket对象,指明协议
dataSocket = socket(AF_INET, SOCK_STREAM)
global Send_Flag,Receive_Flag,current_player,previewImg,gameMode
Send_Flag = 0
Receive_Flag = 1
current_player = 'X'#服务端先下
gameMode = 0
send_row = 0
send_col = 0
# 连接服务端socket
dataSocket.connect((IP, SERVER_PORT))
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)

# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋-客户端')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')
previewImg = previewCrossImg
# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)
buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)
logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
global gameMode
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
gameMode= 0
game(0, 'X')
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
gameMode= 1
game(1, player)
elif buttom3_rect.collidepoint((mx, my)):
gameMode = 2
game(2, 'O')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col, Send_Flag, Receive_Flag,row, col,current_player,previewImg,message,sure_flag,flash_flag
my = player
# player = current_player
running = True
if gameMode == 2:
previewImg = previewCrossImg # 服务端先下
else:
previewImg = previewCircleImg

while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('O'):
# player = 'O'
# previewImg = previewCrossImg
pass
if verifyWinner('X'):
# player = 'X'
# previewImg = previewCrossImg
pass
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
if verifyWinner(player):
player = 'O'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
# elif gameMode == 2 and player != my:
# CounterMove(player)
# drawBoard()
# pygame.display.update()
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
send_row = row
send_col = col
playerMove(player, row, col)
drawBoard()
# Send_Flag = 1
# time.sleep(0.5)
if verifyWinner('O'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
#
# else:
# Receive_Flag = 1
# elif 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
# resetGame()
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '':
print("Current_Player", current_player)
if row < 3 and col < 3 and board[row][col] == '' and current_player == 'O':#自己的回合鼠标才能点击
send_row = row
send_col = col
sure_flag =1
message = "sure_f"+str(sure_flag) + "row" + str(send_row)+" col"+str(send_col) + "flash"+ str(flash_flag)+"SenOrRec1"
playerMove('O', row, col)
drawBoard()
current_player = 'X'#下完换对方
previewImg = previewCrossImg
Send_Flag = 1
Receive_Flag = 1
print("I am going to send O message")
# time.sleep(0.5)
print("I am wating for message")
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# elif gameMode != 2:
#
# else:
# Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
flash_flag =1
resetGame()

screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player


def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag,Receive_Flag,current_player,dataSocket,previewImg,gameMode
if isWinner(player):
print(player, "win")
if gameMode ==2:
previewImg = previewCrossImg
current_player = 'X' # 服务端先下
if player == 'X':
toSend = 'Over'
dataSocket.send(toSend.encode())
print("send_meseage:", toSend)
Send_Flag = 0
Receive_Flag = 1
score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''

def Common_Reset():##对方刷新引起的刷新,被动刷新
global Send_Flag,Receive_Flag,gameMode,current_player,previewImg,dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
current_player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg
def resetGame():##主动刷新
global Send_Flag, Receive_Flag, gameMode, current_player, previewImg, dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
current_player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg

resetBoard()
score['X'] = 0
score['O'] = 0
global i
i = 0
def handle(rec):
global send_row, send_col ,Send_Flag,row, col,Receive_Flag, i, current_player, previewImg,message
global pi_sure_flag, pi_row, pi_col, pr_flash
if rec:
re_sure_flag = int(pi_sure_flag.search(rec).group(1))
re_row = int(pi_row.search(rec).group(1))
re_col = int(pi_col.search(rec).group(1))
re_flash = int(pi_flash.search(rec).group(1))
if re_sure_flag == 1:
counter_row = re_row
counter_col = re_col
board[counter_row][counter_col] = "X"
drawBoard()
current_player = 'O' ##收到对面信息后回到主场
pygame.display.update()
previewImg = previewCircleImg
if re_flash :
Common_Reset()


def TCP_Client():
global send_row, send_col ,Send_Flag,row, col,Receive_Flag, i, current_player, previewImg,message,SOR,sure_flag,flash_flag
global pi_send_flag, pi_received_flag, pi_row, pi_col, pr_flash
pi_sr = re.compile(r'SenOrRec(\d)')
while True:
if SOR == 1:
print("waiting for receiving...........")
recved = dataSocket.recv(BUFLEN)
rec = recved.decode()
if not recved:
break
if rec:
handle(rec)
print("received", rec)
dataSocket.send(message.encode())
SOR = 0
# time.sleep(0.3)
if SOR == 0:
print("sending",message)
dataSocket.send(message.encode())
sure_flag = 0
flash_flag = 0
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(send_col) + "flash" + str(flash_flag)
SOR = 1


client_thread = threading.Thread(target=TCP_Client)
client_thread.start()

menu()
dataSoc

正则表达式无bug

服务端

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import pygame
import ctypes
# 导入socket 库
from socket import *
import threading
import time
import re

global pi_sure_flag,pi_row,pi_col,pi_flash,message,sure_flag,flash_flag,SOR

pi_sure_flag=re.compile(r'sure_f(\d)')
pi_row=re.compile(r'row(\d)')
pi_col=re.compile(r'col(\d)')
pi_flash=re.compile(r'flash(\d)')##刷新参数
message= "sure_f0 row0 col0 flash0 SenOrRec0"
sure_flag = 0
flash_flag = 0
send_row = 0
send_col = 0
SOR = 0 #0是发送
# 主机地址为空字符串,表示绑定本机所有网络接口ip地址
# 等待客户端来连接
IP = ''
# 端口号
PORT = 50000
# 定义一次从socket缓冲区最多读入512个字节数据
BUFLEN = 512

# 实例化一个socket对象
# 参数 AF_INET 表示该socket网络层使用IP协议
# 参数 SOCK_STREAM 表示该socket传输层使用TCP协议
listenSocket = socket(AF_INET, SOCK_STREAM)

# socket绑定地址和端口
listenSocket.bind((IP, PORT))


# 使socket处于监听状态,等待客户端的连接请求
# 参数 8 表示 最多接受多少个等待连接的客户端
listenSocket.listen(8)
print(f'服务端启动成功,在{PORT}端口等待客户端连接...')

dataSocket, addr = listenSocket.accept()
print('接受一个客户端连接:', addr)


global Send_Flag,Receive_Flag,Current_Player,If_over,previewImg,gameMode,Ini_FLag,Reset_Flag
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)
Send_Flag = 0
Receive_Flag = 0##一开始不发送也不接受,主机
Current_Player = 'X'#X先下棋
If_over = 0
gameMode = 0
Ini_FLag = 1
# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')

previewImg = previewCrossImg
# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)

buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)

logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
global gameMode
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
game(0, 'X')
gameMode = 0
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
game(1, player)
gameMode =1
elif buttom3_rect.collidepoint((mx, my)):
gameMode = 2
game(2, 'X')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col ,Send_Flag,row, col,Receive_Flag,Current_Player,If_over,previewImg,message,sure_flag,flash_flag
my = player
player = 'X'
running = True
while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('X'):
print("确认X胜利")
player = 'X'
previewImg = previewCrossImg
if verifyWinner('O'):
print("确认O胜利")
player = 'X'
previewImg = previewCrossImg
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
# if verifyWinner(player):
# player = 'X'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
# send_row = row
# send_col = col
playerMove(player, row, col)
drawBoard()
Send_Flag = 1
time.sleep(0.5)
if verifyWinner('X'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '':
print("Current_Player", Current_Player)
if row < 3 and col < 3 and board[row][col] == '' and Current_Player == 'X':#自己的回合鼠标才能点击
sure_flag = 1
send_row = row
send_col = col
message = "sure_f"+str(sure_flag) + "row" + str(send_row)+" col"+str(send_col) + "flash"+ str(flash_flag)
time.sleep(0.3)
playerMove('X', row, col)
drawBoard()
Current_Player = 'O'#下完换对方
previewImg = previewCircleImg
print("I am going to Send message X")
time.sleep(0.5)
print("I am waiting for O message")
# else:
# Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
flash_flag = 1
message = "sure_f"+str(sure_flag) + "row" + str(row)+" col"+str(col) + "flash"+ str(flash_flag)
resetGame()
# time.sleep(0.5)


screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player

def CounterMove(row, col):
board[row][col] = "O"


def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag, Receive_Flag, Current_Player,dataSocket,gameMode,previewImg,SOR
if isWinner(player):
# dataSocket.close()
# dataSocket, addr = listenSocket.accept()
print(player, "win")
if gameMode == 2:
print("I have turn current_player to X")
Current_Player = 'X' # X先下棋
previewImg = previewCrossImg
SOR = 0
# if player == 'O':
# toSend = 'Over'
# dataSocket.send(toSend.encode())
# print("send_meseage:",toSend)
# Send_Flag = 0
# Receive_Flag = 0 ##一开始不发送也不接受,主机

score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''

def Common_Reset():##对方刷新引起的刷新
global Send_Flag,Receive_Flag,gameMode,Current_Player,previewImg,dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
previewImg = previewCrossImg
Current_Player = 'X'


def resetGame():
global Send_Flag,Receive_Flag,gameMode,Current_Player,previewImg,dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
Current_Player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg


global i
i = 0

def handle(rec):
global send_row, send_col, Send_Flag, row, col, Receive_Flag, i, Current_Player, previewImg, message
global pi_sure_flag, pi_row, pi_col, pr_flash
if rec:
print("rec in re",rec)
re_sure_flag = int(pi_sure_flag.search(rec).group(1))
re_row = int(pi_row.search(rec).group(1))
re_col = int(pi_col.search(rec).group(1))
re_flash = int(pi_flash.search(rec).group(1))
if re_sure_flag == 1:
counter_row = re_row
counter_col = re_col
board[counter_row][counter_col] = "O"
drawBoard()
Current_Player = 'X' ##收到对面信息后回到主场
pygame.display.update()
previewImg = previewCrossImg
if re_flash == 1:
Common_Reset()


def TCP_Server():
global send_row, send_col, Send_Flag, row, col, Receive_Flag, i, current_player, previewImg, message,sure_flag,flash_flag,SOR
global pi_send_flag, pi_received_flag, pi_row, pi_col, pr_flash
pi_sr = re.compile(r'SenOrRec(\d)')
while True:
if SOR == 0:
time.sleep(0.3)
print("Send_message", message)
dataSocket.send(message.encode())
# time.sleep(0.3)
sure_flag = 0
flash_flag = 0
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(send_col) + "flash" + str(flash_flag)
print("waiting for receiving...........")
SOR = 1
if SOR == 1:
recved = dataSocket.recv(BUFLEN)
rec = recved.decode()
if not recved:
break
if rec:
# re_SOR = pi_sr.search(rec)
# SOR = re_SOR.group(1)
handle(rec)
print("received", rec)
dataSocket.send(message.encode())
SOR = 0


server_thread = threading.Thread(target = TCP_Server )
server_thread.start()
menu()
dataSocket.close()
listenSocket.close()

客户端

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import pygame
import ctypes
# === TCP 客户端程序 client.py ===
import time
from socket import *
import threading
import re

global pi_sure_flag,pi_row,pi_col,pi_flash,message,SOR,sure_flag,flash_flag

pi_sure_flag=re.compile(r'sure_f(\d)')
pi_row=re.compile(r'row(\d)')
pi_col=re.compile(r'col(\d)')
pi_flash=re.compile(r'flash(\d)')##刷新参数
message= "sure_f0 row0 col0 flash0 SenOrRec1"
SOR = 1
sure_flag = 0
flash_flag = 0
IP = '127.0.0.1'
SERVER_PORT = 50000
BUFLEN = 1024

# 实例化一个socket对象,指明协议
dataSocket = socket(AF_INET, SOCK_STREAM)
global Send_Flag,Receive_Flag,current_player,previewImg,gameMode
Send_Flag = 0
Receive_Flag = 1
current_player = 'X'#服务端先下
gameMode = 0
send_row = 0
send_col = 0
# 连接服务端socket
dataSocket.connect((IP, SERVER_PORT))
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)

# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋-客户端')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')
previewImg = previewCrossImg
# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)
buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)
logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
global gameMode
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
gameMode= 0
game(0, 'X')
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
gameMode= 1
game(1, player)
elif buttom3_rect.collidepoint((mx, my)):
gameMode = 2
game(2, 'O')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col, Send_Flag, Receive_Flag,row, col,current_player,previewImg,message,sure_flag,flash_flag
my = player
# player = current_player
running = True
if gameMode == 2:
previewImg = previewCrossImg # 服务端先下
else:
previewImg = previewCircleImg

while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('O'):
# player = 'O'
# previewImg = previewCrossImg
pass
if verifyWinner('X'):
# player = 'X'
# previewImg = previewCrossImg
pass
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
if verifyWinner(player):
player = 'O'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
# elif gameMode == 2 and player != my:
# CounterMove(player)
# drawBoard()
# pygame.display.update()
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
send_row = row
send_col = col
playerMove(player, row, col)
drawBoard()
# Send_Flag = 1
# time.sleep(0.5)
if verifyWinner('O'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
#
# else:
# Receive_Flag = 1
# elif 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
# resetGame()
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '':
print("Current_Player", current_player)
if row < 3 and col < 3 and board[row][col] == '' and current_player == 'O':#自己的回合鼠标才能点击
send_row = row
send_col = col
sure_flag =1
message = "sure_f"+str(sure_flag) + "row" + str(send_row)+" col"+str(send_col) + "flash"+ str(flash_flag)+"SenOrRec1"
playerMove('O', row, col)
drawBoard()
current_player = 'X'#下完换对方
previewImg = previewCrossImg
Send_Flag = 1
Receive_Flag = 1
print("I am going to send O message")
# time.sleep(0.5)
print("I am wating for message")
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# elif gameMode != 2:
#
# else:
# Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
flash_flag = 1
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(send_col) + "flash" + str(flash_flag)
resetGame()

screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player


def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag,Receive_Flag,current_player,dataSocket,previewImg,gameMode,SOR
if isWinner(player):
print(player, "win")
if gameMode ==2:
previewImg = previewCrossImg
current_player = 'X' # 服务端先下
SOR = 0
# if player == 'X':
# toSend = 'Over'
# dataSocket.send(toSend.encode())
# print("send_meseage:", toSend)
# Send_Flag = 0
# Receive_Flag = 1
score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''

def Common_Reset():##对方刷新引起的刷新,被动刷新
global Send_Flag,Receive_Flag,gameMode,current_player,previewImg,dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
current_player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg
def resetGame():##主动刷新
global Send_Flag, Receive_Flag, gameMode, current_player, previewImg, dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
current_player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg

resetBoard()
score['X'] = 0
score['O'] = 0
global i
i = 0
def handle(rec):
global send_row, send_col ,Send_Flag,row, col,Receive_Flag, i, current_player, previewImg,message
global pi_sure_flag, pi_row, pi_col, pr_flash
if rec:
re_sure_flag = int(pi_sure_flag.search(rec).group(1))
re_row = int(pi_row.search(rec).group(1))
re_col = int(pi_col.search(rec).group(1))
re_flash = int(pi_flash.search(rec).group(1))
if re_sure_flag == 1:
counter_row = re_row
counter_col = re_col
board[counter_row][counter_col] = "X"
drawBoard()
current_player = 'O' ##收到对面信息后回到主场
pygame.display.update()
previewImg = previewCircleImg
if re_flash ==1 :
Common_Reset()


def TCP_Client():
global send_row, send_col ,Send_Flag,row, col,Receive_Flag, i, current_player, previewImg,message,SOR,sure_flag,flash_flag
global pi_send_flag, pi_received_flag, pi_row, pi_col, pr_flash
pi_sr = re.compile(r'SenOrRec(\d)')
while True:
if SOR == 1:
print("waiting for receiving...........")
recved = dataSocket.recv(BUFLEN)
rec = recved.decode()
if not recved:
break
if rec:
handle(rec)
print("received", rec)
dataSocket.send(message.encode())
SOR = 0
# time.sleep(0.3)
if SOR == 0:
print("sending",message)
dataSocket.send(message.encode())
sure_flag = 0
flash_flag = 0
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(send_col) + "flash" + str(flash_flag)
SOR = 1


client_thread = threading.Thread(target=TCP_Client)
client_thread.start()

menu()
dataSoc

加入悔棋按钮

服务端

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import pygame
import ctypes
# 导入socket 库
from socket import *
import threading
import time
import re

global pi_sure_flag,pi_row,pi_col,pi_flash,message,sure_flag,flash_flag,SOR

pi_sure_flag=re.compile(r'sure_f(\d)')
pi_row=re.compile(r'row(\d)')
pi_col=re.compile(r'col(\d)')
pi_flash=re.compile(r'flash(\d)')##刷新参数
message= "sure_f0 row0 col0 flash0 SenOrRec0"
sure_flag = 0
flash_flag = 0
send_row = 0
send_col = 0
SOR = 0 #0是发送
# 主机地址为空字符串,表示绑定本机所有网络接口ip地址
# 等待客户端来连接
IP = ''
# 端口号
PORT = 50000
# 定义一次从socket缓冲区最多读入512个字节数据
BUFLEN = 512

# 实例化一个socket对象
# 参数 AF_INET 表示该socket网络层使用IP协议
# 参数 SOCK_STREAM 表示该socket传输层使用TCP协议
listenSocket = socket(AF_INET, SOCK_STREAM)

# socket绑定地址和端口
listenSocket.bind((IP, PORT))


# 使socket处于监听状态,等待客户端的连接请求
# 参数 8 表示 最多接受多少个等待连接的客户端
listenSocket.listen(8)
print(f'服务端启动成功,在{PORT}端口等待客户端连接...')

dataSocket, addr = listenSocket.accept()
print('接受一个客户端连接:', addr)


global Send_Flag,Receive_Flag,Current_Player,If_over,previewImg,gameMode,Ini_FLag,Reset_Flag
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)
Send_Flag = 0
Receive_Flag = 0##一开始不发送也不接受,主机
Current_Player = 'X'#X先下棋
If_over = 0
gameMode = 0
Ini_FLag = 1
# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')

previewImg = previewCrossImg
# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')
ReGretImg = pygame.image.load('Images/button4Img.png')
# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)

buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)

buttom4_rect = ReGretImg.get_rect()
buttom4_rect.center = (478, 751)

logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
global gameMode
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
game(0, 'X')
gameMode = 0
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
game(1, player)
gameMode =1
elif buttom3_rect.collidepoint((mx, my)):
gameMode = 2
game(2, 'X')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col ,Send_Flag,row, col,Receive_Flag,Current_Player,If_over,previewImg,message,sure_flag,flash_flag
my = player
player = 'X'
running = True
while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('X'):
print("确认X胜利")
player = 'X'
previewImg = previewCrossImg
if verifyWinner('O'):
print("确认O胜利")
player = 'X'
previewImg = previewCrossImg
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
# if verifyWinner(player):
# player = 'X'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
# send_row = row
# send_col = col
playerMove(player, row, col)
drawBoard()
Send_Flag = 1
time.sleep(0.5)
if verifyWinner('X'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '':
print("Current_Player", Current_Player)
if row < 3 and col < 3 and board[row][col] == '' and Current_Player == 'X':#自己的回合鼠标才能点击
sure_flag = 1
send_row = row
send_col = col
message = "sure_f"+str(sure_flag) + "row" + str(send_row)+" col"+str(send_col) + "flash"+ str(flash_flag)
time.sleep(0.3)
playerMove('X', row, col)
drawBoard()
Current_Player = 'O'#下完换对方
previewImg = previewCircleImg
print("I am going to Send message X")
time.sleep(0.5)
print("I am waiting for O message")
# else:
# Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
flash_flag = 1
message = "sure_f" + str(sure_flag) + "row" + str(row) + " col" + str(col) + "flash" + str(
flash_flag)
resetGame()
if buttom4_rect.collidepoint((mouse[0], mouse[1])):
if gameMode == 0:
print("按钮有效")

# time.sleep(0.5)


screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
screen.blit(ReGretImg,(400,720))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player

def CounterMove(row, col):
board[row][col] = "O"


def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag, Receive_Flag, Current_Player,dataSocket,gameMode,previewImg
if isWinner(player):
# dataSocket.close()
# dataSocket, addr = listenSocket.accept()
print(player, "win")
if gameMode == 2:
print("I have turn current_player to X")
Current_Player = 'X' # X先下棋
previewImg = previewCrossImg
if player == 'O':
toSend = 'Over'
dataSocket.send(toSend.encode())
print("send_meseage:",toSend)
Send_Flag = 0
Receive_Flag = 0 ##一开始不发送也不接受,主机

score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''

def Common_Reset():##对方刷新引起的刷新
global Send_Flag,Receive_Flag,gameMode,Current_Player,previewImg,dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
previewImg = previewCrossImg
Current_Player = 'X'


def resetGame():
global Send_Flag,Receive_Flag,gameMode,Current_Player,previewImg,dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
Current_Player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg


global i
i = 0

def handle(rec):
global send_row, send_col, Send_Flag, row, col, Receive_Flag, i, Current_Player, previewImg, message
global pi_sure_flag, pi_row, pi_col, pr_flash
if rec:
print("rec in re",rec)
re_sure_flag = int(pi_sure_flag.search(rec).group(1))
re_row = int(pi_row.search(rec).group(1))
re_col = int(pi_col.search(rec).group(1))
re_flash = int(pi_flash.search(rec).group(1))
if re_sure_flag == 1:
counter_row = re_row
counter_col = re_col
board[counter_row][counter_col] = "O"
drawBoard()
Current_Player = 'X' ##收到对面信息后回到主场
previewImg = previewCrossImg
pygame.display.update()

if re_flash:
Common_Reset()


def TCP_Server():
global send_row, send_col, Send_Flag, row, col, Receive_Flag, i, current_player, previewImg, message,sure_flag,flash_flag,SOR
global pi_send_flag, pi_received_flag, pi_row, pi_col, pr_flash
pi_sr = re.compile(r'SenOrRec(\d)')
while True:
if SOR == 0:
time.sleep(0.3)
print("Send_message", message)
dataSocket.send(message.encode())
# time.sleep(0.3)
sure_flag = 0
flash_flag = 0
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(send_col) + "flash" + str(flash_flag)
print("waiting for receiving...........")
SOR = 1
if SOR == 1:
recved = dataSocket.recv(BUFLEN)
rec = recved.decode()
if not recved:
break
if rec:
# re_SOR = pi_sr.search(rec)
# SOR = re_SOR.group(1)
handle(rec)
print("received", rec)
dataSocket.send(message.encode())
SOR = 0


server_thread = threading.Thread(target = TCP_Server )
server_thread.start()
menu()
dataSocket.close()
listenSocket.close()

客户端

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import pygame
import ctypes
# === TCP 客户端程序 client.py ===
import time
from socket import *
import threading
import re

global pi_sure_flag,pi_row,pi_col,pi_flash,message,SOR,sure_flag,flash_flag

pi_sure_flag=re.compile(r'sure_f(\d)')
pi_row=re.compile(r'row(\d)')
pi_col=re.compile(r'col(\d)')
pi_flash=re.compile(r'flash(\d)')##刷新参数
message= "sure_f0 row0 col0 flash0 SenOrRec1"
SOR = 1
sure_flag = 0
flash_flag = 0
IP = '127.0.0.1'
SERVER_PORT = 50000
BUFLEN = 1024

# 实例化一个socket对象,指明协议
dataSocket = socket(AF_INET, SOCK_STREAM)
global Send_Flag,Receive_Flag,current_player,previewImg,gameMode
Send_Flag = 0
Receive_Flag = 1
current_player = 'X'#服务端先下
gameMode = 0
send_row = 0
send_col = 0
# 连接服务端socket
dataSocket.connect((IP, SERVER_PORT))
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)

# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋-客户端')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')
previewImg = previewCrossImg
# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')
ReGretImg = pygame.image.load('Images/button4Img.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)
buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)
buttom4_rect = ReGretImg.get_rect()
buttom4_rect.center = (478, 751)
logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
global gameMode
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
gameMode= 0
game(0, 'X')
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
gameMode= 1
game(1, player)
elif buttom3_rect.collidepoint((mx, my)):
gameMode = 2
game(2, 'O')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col, Send_Flag, Receive_Flag,row, col,current_player,previewImg,message,sure_flag,flash_flag
my = player
# player = current_player
running = True
if gameMode == 2:
previewImg = previewCrossImg # 服务端先下
else:
previewImg = previewCircleImg

while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('O'):
# player = 'O'
# previewImg = previewCrossImg
pass
if verifyWinner('X'):
# player = 'X'
# previewImg = previewCrossImg
pass
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
if verifyWinner(player):
player = 'O'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
# elif gameMode == 2 and player != my:
# CounterMove(player)
# drawBoard()
# pygame.display.update()
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
send_row = row
send_col = col
playerMove(player, row, col)
drawBoard()
# Send_Flag = 1
# time.sleep(0.5)
if verifyWinner('O'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
#
# else:
# Receive_Flag = 1
# elif 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
# resetGame()
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '':
print("Current_Player", current_player)
if row < 3 and col < 3 and board[row][col] == '' and current_player == 'O':#自己的回合鼠标才能点击
send_row = row
send_col = col
sure_flag =1
message = "sure_f"+str(sure_flag) + "row" + str(send_row)+" col"+str(send_col) + "flash"+ str(flash_flag)+"SenOrRec1"
playerMove('O', row, col)
drawBoard()
current_player = 'X'#下完换对方
previewImg = previewCrossImg
Send_Flag = 1
Receive_Flag = 1
print("I am going to send O message")
# time.sleep(0.5)
print("I am wating for message")
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# elif gameMode != 2:
#
# else:
# Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
flash_flag = 1
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(
send_col) + "flash" + str(flash_flag) + "SenOrRec1"
resetGame()
if buttom4_rect.collidepoint((mouse[0], mouse[1])):
if gameMode == 0:
print("按钮有效")

screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
screen.blit(ReGretImg,(400,720))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player


def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag,Receive_Flag,current_player,dataSocket,previewImg,gameMode,SOR
if isWinner(player):
print(player, "win")
if gameMode ==2:
previewImg = previewCrossImg
current_player = 'X' # 服务端先下
SOR = 0
# if player == 'X':
# toSend = 'Over'
# dataSocket.send(toSend.encode())
# print("send_meseage:", toSend)
# Send_Flag = 0
# Receive_Flag = 1
score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''

def Common_Reset():##对方刷新引起的刷新,被动刷新
global Send_Flag,Receive_Flag,gameMode,current_player,previewImg,dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
current_player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg
def resetGame():##主动刷新
global Send_Flag, Receive_Flag, gameMode, current_player, previewImg, dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
current_player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg

resetBoard()
score['X'] = 0
score['O'] = 0
global i
i = 0
def handle(rec):
global send_row, send_col ,Send_Flag,row, col,Receive_Flag, i, current_player, previewImg,message
global pi_sure_flag, pi_row, pi_col, pr_flash
if rec:
re_sure_flag = int(pi_sure_flag.search(rec).group(1))
re_row = int(pi_row.search(rec).group(1))
re_col = int(pi_col.search(rec).group(1))
re_flash = int(pi_flash.search(rec).group(1))
if re_sure_flag == 1:
counter_row = re_row
counter_col = re_col
board[counter_row][counter_col] = "X"
drawBoard()
current_player = 'O' ##收到对面信息后回到主场
previewImg = previewCircleImg
pygame.display.update()
if re_flash ==1 :
Common_Reset()


def TCP_Client():
global send_row, send_col ,Send_Flag,row, col,Receive_Flag, i, current_player, previewImg,message,SOR,sure_flag,flash_flag
global pi_send_flag, pi_received_flag, pi_row, pi_col, pr_flash
pi_sr = re.compile(r'SenOrRec(\d)')
while True:
if SOR == 1:
print("waiting for receiving...........")
recved = dataSocket.recv(BUFLEN)
rec = recved.decode()
if not recved:
break
if rec:
handle(rec)
print("received", rec)
dataSocket.send(message.encode())
SOR = 0
# time.sleep(0.3)
if SOR == 0:
print("sending",message)
dataSocket.send(message.encode())
sure_flag = 0
flash_flag = 0
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(send_col) + "flash" + str(flash_flag)
SOR = 1


client_thread = threading.Thread(target=TCP_Client)
client_thread.start()

menu()
dataSocket.close()

悔棋按钮模式0

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import pygame
import ctypes
# 导入socket 库
from socket import *
import threading
import time
import re
global pi_sure_flag,pi_row,pi_col,pi_flash,message,sure_flag,flash_flag,SOR, board,over_pos

pi_sure_flag=re.compile(r'sure_f(\d)')
pi_row=re.compile(r'row(\d)')
pi_col=re.compile(r'col(\d)')
pi_flash=re.compile(r'flash(\d)')##刷新参数
message= "sure_f0 row0 col0 flash0 SenOrRec0"
sure_flag = 0
flash_flag = 0
over_pos= []
send_row = 0
send_col = 0
SOR = 0 #0是发送
# 主机地址为空字符串,表示绑定本机所有网络接口ip地址
# 等待客户端来连接
IP = ''
# 端口号
PORT = 50000
# 定义一次从socket缓冲区最多读入512个字节数据
BUFLEN = 512

# 实例化一个socket对象
# 参数 AF_INET 表示该socket网络层使用IP协议
# 参数 SOCK_STREAM 表示该socket传输层使用TCP协议
listenSocket = socket(AF_INET, SOCK_STREAM)

# socket绑定地址和端口
listenSocket.bind((IP, PORT))


# 使socket处于监听状态,等待客户端的连接请求
# 参数 8 表示 最多接受多少个等待连接的客户端
listenSocket.listen(8)
print(f'服务端启动成功,在{PORT}端口等待客户端连接...')

dataSocket, addr = listenSocket.accept()
print('接受一个客户端连接:', addr)


global Send_Flag,Receive_Flag,Current_Player,If_over,previewImg,gameMode,Ini_FLag,Reset_Flag
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)
Send_Flag = 0
Receive_Flag = 0##一开始不发送也不接受,主机
Current_Player = 'X'#X先下棋
If_over = 0
gameMode = 0
Ini_FLag = 1
# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')

previewImg = previewCrossImg
# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')
ReGretImg = pygame.image.load('Images/button4Img.png')
# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)

buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)

buttom4_rect = ReGretImg.get_rect()
buttom4_rect.center = (478, 751)

logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
global gameMode
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
game(0, 'X')
gameMode = 0
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
game(1, player)
gameMode =1
elif buttom3_rect.collidepoint((mx, my)):
gameMode = 2
game(2, 'X')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col ,Send_Flag,row, col,Receive_Flag,Current_Player,If_over,previewImg,message,sure_flag,flash_flag,board
my = player
player = 'X'
running = True
while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('X'):
print("确认X胜利")
player = 'X'
previewImg = previewCrossImg
if verifyWinner('O'):
print("确认O胜利")
player = 'X'
previewImg = previewCrossImg
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
# if verifyWinner(player):
# player = 'X'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
# send_row = row
# send_col = col
playerMove(player, row, col)
drawBoard()
Send_Flag = 1
time.sleep(0.5)
if verifyWinner('X'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '':
print("Current_Player", Current_Player)
if row < 3 and col < 3 and board[row][col] == '' and Current_Player == 'X':#自己的回合鼠标才能点击
sure_flag = 1
send_row = row
send_col = col
message = "sure_f"+str(sure_flag) + "row" + str(send_row)+" col"+str(send_col) + "flash"+ str(flash_flag)
time.sleep(0.3)
playerMove('X', row, col)
drawBoard()
Current_Player = 'O'#下完换对方
previewImg = previewCircleImg
print("I am going to Send message X")
time.sleep(0.5)
print("I am waiting for O message")
# else:
# Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
flash_flag = 1
message = "sure_f" + str(sure_flag) + "row" + str(row) + " col" + str(col) + "flash" + str(
flash_flag)
resetGame()
if buttom4_rect.collidepoint((mouse[0], mouse[1])):
if gameMode == 0:
print("按钮有效")
lenth =len(over_pos)
if lenth > 0:
x = over_pos[lenth - 1][0]
y = over_pos[lenth - 1][1]
del over_pos[lenth-1]
if lenth == 1:
resetGame()
elif board[x][y] == "X":
print("regret x")
Current_Player = "O"
previewImg = previewCircleImg
board[x][y] = " "
drawBoard()
elif board[x][y] == "O":
print("regret o")
Current_Player = "X"
previewImg = previewCrossImg
board[x][y] = " "
drawBoard()
pygame.display.update()
# time.sleep(0.5)


screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
screen.blit(ReGretImg,(400,720))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player
over_pos.append((row,col))
def CounterMove(row, col):
board[row][col] = "O"


def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag, Receive_Flag, Current_Player,dataSocket,gameMode,previewImg
if isWinner(player):
# dataSocket.close()
# dataSocket, addr = listenSocket.accept()
print(player, "win")
if gameMode == 2:
print("I have turn current_player to X")
Current_Player = 'X' # X先下棋
previewImg = previewCrossImg
if player == 'O':
toSend = 'Over'
dataSocket.send(toSend.encode())
print("send_meseage:",toSend)
Send_Flag = 0
Receive_Flag = 0 ##一开始不发送也不接受,主机

score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''

def Common_Reset():##对方刷新引起的刷新
global Send_Flag,Receive_Flag,gameMode,Current_Player,previewImg,dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
previewImg = previewCrossImg
Current_Player = 'X'


def resetGame():
global Send_Flag,Receive_Flag,gameMode,Current_Player,previewImg,dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
Current_Player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg


global i
i = 0

def handle(rec):
global send_row, send_col, Send_Flag, row, col, Receive_Flag, i, Current_Player, previewImg, message
global pi_sure_flag, pi_row, pi_col, pr_flash
if rec:
print("rec in re",rec)
re_sure_flag = int(pi_sure_flag.search(rec).group(1))
re_row = int(pi_row.search(rec).group(1))
re_col = int(pi_col.search(rec).group(1))
re_flash = int(pi_flash.search(rec).group(1))
if re_sure_flag == 1:
counter_row = re_row
counter_col = re_col
board[counter_row][counter_col] = "O"
drawBoard()
Current_Player = 'X' ##收到对面信息后回到主场
previewImg = previewCrossImg
pygame.display.update()

if re_flash:
Common_Reset()


def TCP_Server():
global send_row, send_col, Send_Flag, row, col, Receive_Flag, i, current_player, previewImg, message,sure_flag,flash_flag,SOR
global pi_send_flag, pi_received_flag, pi_row, pi_col, pr_flash
pi_sr = re.compile(r'SenOrRec(\d)')
while True:
if SOR == 0:
time.sleep(0.3)
print("Send_message", message)
dataSocket.send(message.encode())
# time.sleep(0.3)
sure_flag = 0
flash_flag = 0
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(send_col) + "flash" + str(flash_flag)
print("waiting for receiving...........")
SOR = 1
if SOR == 1:
recved = dataSocket.recv(BUFLEN)
rec = recved.decode()
if not recved:
break
if rec:
# re_SOR = pi_sr.search(rec)
# SOR = re_SOR.group(1)
handle(rec)
print("received", rec)
dataSocket.send(message.encode())
SOR = 0


server_thread = threading.Thread(target = TCP_Server )
server_thread.start()
menu()
dataSocket.close()
listenSocket.close()

客户端

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import pygame
import ctypes
# === TCP 客户端程序 client.py ===
import time
from socket import *
import threading
import re

global pi_sure_flag,pi_row,pi_col,pi_flash,message,SOR,sure_flag,flash_flag,over_pos

pi_sure_flag=re.compile(r'sure_f(\d)')
pi_row=re.compile(r'row(\d)')
pi_col=re.compile(r'col(\d)')
pi_flash=re.compile(r'flash(\d)')##刷新参数
message= "sure_f0 row0 col0 flash0 SenOrRec1"
SOR = 1
sure_flag = 0
flash_flag = 0
over_pos= []
IP = '127.0.0.1'
SERVER_PORT = 50000
BUFLEN = 1024

# 实例化一个socket对象,指明协议
dataSocket = socket(AF_INET, SOCK_STREAM)
global Send_Flag,Receive_Flag,current_player,previewImg,gameMode
Send_Flag = 0
Receive_Flag = 1
current_player = 'X'#服务端先下
gameMode = 0
send_row = 0
send_col = 0
# 连接服务端socket
dataSocket.connect((IP, SERVER_PORT))
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)

# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋-客户端')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')
previewImg = previewCrossImg
# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')
ReGretImg = pygame.image.load('Images/button4Img.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)
buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)
buttom4_rect = ReGretImg.get_rect()
buttom4_rect.center = (478, 751)
logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
global gameMode
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
gameMode= 0
game(0, 'X')
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
gameMode= 1
game(1, player)
elif buttom3_rect.collidepoint((mx, my)):
gameMode = 2
game(2, 'O')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col, Send_Flag, Receive_Flag,row, col,current_player,previewImg,message,sure_flag,flash_flag,over_pos
my = player
# player = current_player
running = True
if gameMode == 2:
previewImg = previewCrossImg # 服务端先下
else:
previewImg = previewCircleImg

while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('O'):
# player = 'O'
# previewImg = previewCrossImg
pass
if verifyWinner('X'):
# player = 'X'
# previewImg = previewCrossImg
pass
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
if verifyWinner(player):
player = 'O'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
# elif gameMode == 2 and player != my:
# CounterMove(player)
# drawBoard()
# pygame.display.update()
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
send_row = row
send_col = col
playerMove(player, row, col)
drawBoard()
# Send_Flag = 1
# time.sleep(0.5)
if verifyWinner('O'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
#
# else:
# Receive_Flag = 1
# elif 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
# resetGame()
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '':
print("Current_Player", current_player)
if row < 3 and col < 3 and board[row][col] == '' and current_player == 'O':#自己的回合鼠标才能点击
send_row = row
send_col = col
sure_flag =1
message = "sure_f"+str(sure_flag) + "row" + str(send_row)+" col"+str(send_col) + "flash"+ str(flash_flag)+"SenOrRec1"
playerMove('O', row, col)
drawBoard()
current_player = 'X'#下完换对方
previewImg = previewCrossImg
Send_Flag = 1
Receive_Flag = 1
print("I am going to send O message")
# time.sleep(0.5)
print("I am wating for message")
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# elif gameMode != 2:
#
# else:
# Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
flash_flag = 1
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(
send_col) + "flash" + str(flash_flag) + "SenOrRec1"
resetGame()
if buttom4_rect.collidepoint((mouse[0], mouse[1])):
if gameMode == 0:
print("按钮有效")
lenth =len(over_pos)
if lenth > 0:
x = over_pos[lenth - 1][0]
y = over_pos[lenth - 1][1]
del over_pos[lenth-1]
if lenth == 1:
resetGame()
elif board[x][y] == "X":
print("regret x")
Current_Player = "O"
previewImg = previewCircleImg
board[x][y] = " "
drawBoard()
elif board[x][y] == "O":
print("regret o")
Current_Player = "X"
previewImg = previewCrossImg
board[x][y] = " "
drawBoard()
pygame.display.update()


screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
screen.blit(ReGretImg,(400,720))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player
over_pos.append((row,col))

def computerMove(player):
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag,Receive_Flag,current_player,dataSocket,previewImg,gameMode,SOR
if isWinner(player):
print(player, "win")
if gameMode ==2:
previewImg = previewCrossImg
current_player = 'X' # 服务端先下
SOR = 0
# if player == 'X':
# toSend = 'Over'
# dataSocket.send(toSend.encode())
# print("send_meseage:", toSend)
# Send_Flag = 0
# Receive_Flag = 1
score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''

def Common_Reset():##对方刷新引起的刷新,被动刷新
global Send_Flag,Receive_Flag,gameMode,current_player,previewImg,dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
current_player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg
def resetGame():##主动刷新
global Send_Flag, Receive_Flag, gameMode, current_player, previewImg, dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
current_player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg

resetBoard()
score['X'] = 0
score['O'] = 0
global i
i = 0
def handle(rec):
global send_row, send_col ,Send_Flag,row, col,Receive_Flag, i, current_player, previewImg,message
global pi_sure_flag, pi_row, pi_col, pr_flash
if rec:
re_sure_flag = int(pi_sure_flag.search(rec).group(1))
re_row = int(pi_row.search(rec).group(1))
re_col = int(pi_col.search(rec).group(1))
re_flash = int(pi_flash.search(rec).group(1))
if re_sure_flag == 1:
counter_row = re_row
counter_col = re_col
board[counter_row][counter_col] = "X"
drawBoard()
current_player = 'O' ##收到对面信息后回到主场
previewImg = previewCircleImg
pygame.display.update()
if re_flash ==1 :
Common_Reset()


def TCP_Client():
global send_row, send_col ,Send_Flag,row, col,Receive_Flag, i, current_player, previewImg,message,SOR,sure_flag,flash_flag
global pi_send_flag, pi_received_flag, pi_row, pi_col, pr_flash
pi_sr = re.compile(r'SenOrRec(\d)')
while True:
if SOR == 1:
print("waiting for receiving...........")
recved = dataSocket.recv(BUFLEN)
rec = recved.decode()
if not recved:
break
if rec:
handle(rec)
print("received", rec)
dataSocket.send(message.encode())
SOR = 0
# time.sleep(0.3)
if SOR == 0:
print("sending",message)
dataSocket.send(message.encode())
sure_flag = 0
flash_flag = 0
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(send_col) + "flash" + str(flash_flag)
SOR = 1


client_thread = threading.Thread(target=TCP_Client)
client_thread.start()

menu()
dataSocket.close()

模式1悔棋

服务端

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import pygame
import ctypes
# 导入socket 库
from socket import *
import threading
import time
import re
global pi_sure_flag,pi_row,pi_col,pi_flash,message,sure_flag,flash_flag,SOR, board,over_pos

pi_sure_flag=re.compile(r'sure_f(\d)')
pi_row=re.compile(r'row(\d)')
pi_col=re.compile(r'col(\d)')
pi_flash=re.compile(r'flash(\d)')##刷新参数
message= "sure_f0 row0 col0 flash0 SenOrRec0"
sure_flag = 0
flash_flag = 0
over_pos= []
send_row = 0
send_col = 0
SOR = 0 #0是发送
# 主机地址为空字符串,表示绑定本机所有网络接口ip地址
# 等待客户端来连接
IP = ''
# 端口号
PORT = 50000
# 定义一次从socket缓冲区最多读入512个字节数据
BUFLEN = 512

# 实例化一个socket对象
# 参数 AF_INET 表示该socket网络层使用IP协议
# 参数 SOCK_STREAM 表示该socket传输层使用TCP协议
listenSocket = socket(AF_INET, SOCK_STREAM)

# socket绑定地址和端口
listenSocket.bind((IP, PORT))


# 使socket处于监听状态,等待客户端的连接请求
# 参数 8 表示 最多接受多少个等待连接的客户端
listenSocket.listen(8)
print(f'服务端启动成功,在{PORT}端口等待客户端连接...')

dataSocket, addr = listenSocket.accept()
print('接受一个客户端连接:', addr)


global Send_Flag,Receive_Flag,Current_Player,If_over,previewImg,gameMode,Ini_FLag,Reset_Flag
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)
Send_Flag = 0
Receive_Flag = 0##一开始不发送也不接受,主机
Current_Player = 'X'#X先下棋
If_over = 0
gameMode = 0
Ini_FLag = 1
# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')

previewImg = previewCrossImg
# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')
ReGretImg = pygame.image.load('Images/button4Img.png')
# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)

buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)

buttom4_rect = ReGretImg.get_rect()
buttom4_rect.center = (478, 751)

logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
global gameMode
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
game(0, 'X')
gameMode = 0
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
game(1, player)
gameMode =1
elif buttom3_rect.collidepoint((mx, my)):
gameMode = 2
game(2, 'X')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col ,Send_Flag,row, col,Receive_Flag,Current_Player,If_over,previewImg,message,sure_flag,flash_flag,board
my = player
player = 'X'
running = True
while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('X'):
print("确认X胜利")
player = 'X'
previewImg = previewCrossImg
if verifyWinner('O'):
print("确认O胜利")
player = 'X'
previewImg = previewCrossImg
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
# if verifyWinner(player):
# player = 'X'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
# send_row = row
# send_col = col
playerMove(player, row, col)
drawBoard()
Send_Flag = 1
time.sleep(0.5)
if verifyWinner('X'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '':
print("Current_Player", Current_Player)
if row < 3 and col < 3 and board[row][col] == '' and Current_Player == 'X':#自己的回合鼠标才能点击
sure_flag = 1
send_row = row
send_col = col
message = "sure_f"+str(sure_flag) + "row" + str(send_row)+" col"+str(send_col) + "flash"+ str(flash_flag)
time.sleep(0.3)
playerMove('X', row, col)
drawBoard()
Current_Player = 'O'#下完换对方
previewImg = previewCircleImg
print("I am going to Send message X")
time.sleep(0.5)
print("I am waiting for O message")
# else:
# Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
flash_flag = 1
message = "sure_f" + str(sure_flag) + "row" + str(row) + " col" + str(col) + "flash" + str(
flash_flag)
resetGame()
if buttom4_rect.collidepoint((mouse[0], mouse[1])):
if gameMode == 0:
print("按钮有效")
lenth =len(over_pos)
if lenth > 0:
x = over_pos[lenth - 1][0]
y = over_pos[lenth - 1][1]
del over_pos[lenth-1]
if lenth == 1:
resetGame()
elif board[x][y] == "X":
print("regret x")
Current_Player = "O"
previewImg = previewCircleImg
board[x][y] = " "
drawBoard()
elif board[x][y] == "O":
print("regret o")
Current_Player = "X"
previewImg = previewCrossImg
board[x][y] = " "
drawBoard()
pygame.display.update()
# time.sleep(0.5)
if gameMode == 1:
print("按钮有效")
lenth =len(over_pos)
print("regret,computer1111")
if lenth > 1 and Current_Player == my:
print("regret,computer")
x1 = over_pos[lenth - 1][0]
y1 = over_pos[lenth - 1][1]
x2 = over_pos[lenth - 2][0]
y2 = over_pos[lenth - 2][1]
del over_pos[lenth-1]
del over_pos[lenth-2]
board[x1][y1]= ' '
board[x2][y2]= ' '
drawBoard()
pygame.display.update()
# time.sleep(0.5)

screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
screen.blit(ReGretImg,(400,720))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player
over_pos.append((row,col))
def CounterMove(row, col):
board[row][col] = "O"


def computerMove(player):
global over_pos
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player
over_pos.append((bestMove[0],bestMove[1]))


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag, Receive_Flag, Current_Player,dataSocket,gameMode,previewImg
if isWinner(player):
# dataSocket.close()
# dataSocket, addr = listenSocket.accept()
print(player, "win")
if gameMode == 2:
print("I have turn current_player to X")
Current_Player = 'X' # X先下棋
previewImg = previewCrossImg
if player == 'O':
toSend = 'Over'
dataSocket.send(toSend.encode())
print("send_meseage:",toSend)
Send_Flag = 0
Receive_Flag = 0 ##一开始不发送也不接受,主机

score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''

def Common_Reset():##对方刷新引起的刷新
global Send_Flag,Receive_Flag,gameMode,Current_Player,previewImg,dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
previewImg = previewCrossImg
Current_Player = 'X'


def resetGame():
global Send_Flag,Receive_Flag,gameMode,Current_Player,previewImg,dataSocket,over_pos
over_pos= []
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
Current_Player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg


global i
i = 0

def handle(rec):
global send_row, send_col, Send_Flag, row, col, Receive_Flag, i, Current_Player, previewImg, message
global pi_sure_flag, pi_row, pi_col, pr_flash
if rec:
print("rec in re",rec)
re_sure_flag = int(pi_sure_flag.search(rec).group(1))
re_row = int(pi_row.search(rec).group(1))
re_col = int(pi_col.search(rec).group(1))
re_flash = int(pi_flash.search(rec).group(1))
if re_sure_flag == 1:
counter_row = re_row
counter_col = re_col
board[counter_row][counter_col] = "O"
drawBoard()
Current_Player = 'X' ##收到对面信息后回到主场
previewImg = previewCrossImg
pygame.display.update()

if re_flash:
Common_Reset()


def TCP_Server():
global send_row, send_col, Send_Flag, row, col, Receive_Flag, i, current_player, previewImg, message,sure_flag,flash_flag,SOR
global pi_send_flag, pi_received_flag, pi_row, pi_col, pr_flash
pi_sr = re.compile(r'SenOrRec(\d)')
while True:
if SOR == 0:
time.sleep(0.3)
print("Send_message", message)
dataSocket.send(message.encode())
# time.sleep(0.3)
sure_flag = 0
flash_flag = 0
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(send_col) + "flash" + str(flash_flag)
print("waiting for receiving...........")
SOR = 1
if SOR == 1:
recved = dataSocket.recv(BUFLEN)
rec = recved.decode()
if not recved:
break
if rec:
# re_SOR = pi_sr.search(rec)
# SOR = re_SOR.group(1)
handle(rec)
print("received", rec)
dataSocket.send(message.encode())
SOR = 0


server_thread = threading.Thread(target = TCP_Server )
server_thread.start()
menu()
dataSocket.close()
listenSocket.close()

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import pygame
import ctypes
# === TCP 客户端程序 client.py ===
import time
from socket import *
import threading
import re

global pi_sure_flag,pi_row,pi_col,pi_flash,message,SOR,sure_flag,flash_flag,over_pos

pi_sure_flag=re.compile(r'sure_f(\d)')
pi_row=re.compile(r'row(\d)')
pi_col=re.compile(r'col(\d)')
pi_flash=re.compile(r'flash(\d)')##刷新参数
message= "sure_f0 row0 col0 flash0 SenOrRec1"
SOR = 1
sure_flag = 0
flash_flag = 0
over_pos= []
IP = '127.0.0.1'
SERVER_PORT = 50000
BUFLEN = 1024

# 实例化一个socket对象,指明协议
dataSocket = socket(AF_INET, SOCK_STREAM)
global Send_Flag,Receive_Flag,current_player,previewImg,gameMode
Send_Flag = 0
Receive_Flag = 1
current_player = 'X'#服务端先下
gameMode = 0
send_row = 0
send_col = 0
# 连接服务端socket
dataSocket.connect((IP, SERVER_PORT))
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)

# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋-客户端')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')
previewImg = previewCrossImg
# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')
ReGretImg = pygame.image.load('Images/button4Img.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)
buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)
buttom4_rect = ReGretImg.get_rect()
buttom4_rect.center = (478, 751)
logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
global gameMode
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
gameMode= 0
game(0, 'X')
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
gameMode= 1
game(1, player)
elif buttom3_rect.collidepoint((mx, my)):
gameMode = 2
game(2, 'O')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col, Send_Flag, Receive_Flag,row, col,current_player,previewImg,message,sure_flag,flash_flag,over_pos
my = player
# player = current_player
running = True
if gameMode == 2:
previewImg = previewCrossImg # 服务端先下
else:
previewImg = previewCircleImg

while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('O'):
# player = 'O'
# previewImg = previewCrossImg
pass
if verifyWinner('X'):
# player = 'X'
# previewImg = previewCrossImg
pass
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
if verifyWinner(player):
player = 'O'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
# elif gameMode == 2 and player != my:
# CounterMove(player)
# drawBoard()
# pygame.display.update()
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
send_row = row
send_col = col
playerMove(player, row, col)
drawBoard()
# Send_Flag = 1
# time.sleep(0.5)
if verifyWinner('O'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
#
# else:
# Receive_Flag = 1
# elif 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
# resetGame()
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '':
print("Current_Player", current_player)
if row < 3 and col < 3 and board[row][col] == '' and current_player == 'O':#自己的回合鼠标才能点击
send_row = row
send_col = col
sure_flag =1
message = "sure_f"+str(sure_flag) + "row" + str(send_row)+" col"+str(send_col) + "flash"+ str(flash_flag)+"SenOrRec1"
playerMove('O', row, col)
drawBoard()
current_player = 'X'#下完换对方
previewImg = previewCrossImg
Send_Flag = 1
Receive_Flag = 1
print("I am going to send O message")
# time.sleep(0.5)
print("I am wating for message")
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# elif gameMode != 2:
#
# else:
# Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
flash_flag = 1
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(
send_col) + "flash" + str(flash_flag) + "SenOrRec1"
resetGame()
if buttom4_rect.collidepoint((mouse[0], mouse[1])):
if gameMode == 0:
print("按钮有效")
lenth =len(over_pos)
if lenth > 0:
x = over_pos[lenth - 1][0]
y = over_pos[lenth - 1][1]
del over_pos[lenth-1]
if lenth == 1:
resetGame()
elif board[x][y] == "X":
print("regret x")
Current_Player = "O"
previewImg = previewCircleImg
board[x][y] = " "
drawBoard()
elif board[x][y] == "O":
print("regret o")
Current_Player = "X"
previewImg = previewCrossImg
board[x][y] = " "
drawBoard()
pygame.display.update()
if gameMode == 1:
print("按钮有效")
lenth =len(over_pos)
print("regret,computer1111")
if lenth > 1 and current_player == my:
print("regret,computer")
x1 = over_pos[lenth - 1][0]
y1 = over_pos[lenth - 1][1]
x2 = over_pos[lenth - 2][0]
y2 = over_pos[lenth - 2][1]
del over_pos[lenth-1]
del over_pos[lenth-2]
board[x1][y1]= ' '
board[x2][y2]= ' '
drawBoard()
pygame.display.update()

screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
screen.blit(ReGretImg,(400,720))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player
over_pos.append((row,col))

def computerMove(player):
global over_pos
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player
over_pos.append((bestMove[0],bestMove[1]))

scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag,Receive_Flag,current_player,dataSocket,previewImg,gameMode,SOR
if isWinner(player):
print(player, "win")
if gameMode ==2:
previewImg = previewCrossImg
current_player = 'X' # 服务端先下
SOR = 0
# if player == 'X':
# toSend = 'Over'
# dataSocket.send(toSend.encode())
# print("send_meseage:", toSend)
# Send_Flag = 0
# Receive_Flag = 1
score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''

def Common_Reset():##对方刷新引起的刷新,被动刷新
global Send_Flag,Receive_Flag,gameMode,current_player,previewImg,dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
current_player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg
def resetGame():##主动刷新
global Send_Flag, Receive_Flag, gameMode, current_player, previewImg, dataSocket,over_pos
resetBoard()
over_pos= []
score['X'] = 0
score['O'] = 0
if gameMode == 2:
current_player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg

resetBoard()
score['X'] = 0
score['O'] = 0
global i
i = 0
def handle(rec):
global send_row, send_col ,Send_Flag,row, col,Receive_Flag, i, current_player, previewImg,message
global pi_sure_flag, pi_row, pi_col, pr_flash
if rec:
re_sure_flag = int(pi_sure_flag.search(rec).group(1))
re_row = int(pi_row.search(rec).group(1))
re_col = int(pi_col.search(rec).group(1))
re_flash = int(pi_flash.search(rec).group(1))
if re_sure_flag == 1:
counter_row = re_row
counter_col = re_col
board[counter_row][counter_col] = "X"
drawBoard()
current_player = 'O' ##收到对面信息后回到主场
previewImg = previewCircleImg
pygame.display.update()
if re_flash ==1 :
Common_Reset()


def TCP_Client():
global send_row, send_col ,Send_Flag,row, col,Receive_Flag, i, current_player, previewImg,message,SOR,sure_flag,flash_flag
global pi_send_flag, pi_received_flag, pi_row, pi_col, pr_flash
pi_sr = re.compile(r'SenOrRec(\d)')
while True:
if SOR == 1:
print("waiting for receiving...........")
recved = dataSocket.recv(BUFLEN)
rec = recved.decode()
if not recved:
break
if rec:
handle(rec)
print("received", rec)
dataSocket.send(message.encode())
SOR = 0
# time.sleep(0.3)
if SOR == 0:
print("sending",message)
dataSocket.send(message.encode())
sure_flag = 0
flash_flag = 0
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(send_col) + "flash" + str(flash_flag)
SOR = 1


client_thread = threading.Thread(target=TCP_Client)
client_thread.start()

menu()
dataSocket.close()

联机悔棋

服务端

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import pygame
import ctypes
# 导入socket 库
from socket import *
import threading
import time
import re
global pi_reg,pi_sure_flag,pi_row,pi_col,pi_flash,message,sure_flag,flash_flag,SOR, board,over_pos,regret_flag

pi_sure_flag=re.compile(r'sure_f(\d)')
pi_row=re.compile(r'row(\d)')
pi_col=re.compile(r'col(\d)')
pi_flash=re.compile(r'flash(\d)')##刷新参数
pi_reg = re.compile(r'reg(\d)')
message= "sure_f0 row0 col0 flash0 SenOrRec0 reg0"
sure_flag = 0
flash_flag = 0
regret_flag = 0
over_pos= []
send_row = 0
send_col = 0
SOR = 0 #0是发送
# 主机地址为空字符串,表示绑定本机所有网络接口ip地址
# 等待客户端来连接
IP = ''
# 端口号
PORT = 50000
# 定义一次从socket缓冲区最多读入512个字节数据
BUFLEN = 512

# 实例化一个socket对象
# 参数 AF_INET 表示该socket网络层使用IP协议
# 参数 SOCK_STREAM 表示该socket传输层使用TCP协议
listenSocket = socket(AF_INET, SOCK_STREAM)

# socket绑定地址和端口
listenSocket.bind((IP, PORT))


# 使socket处于监听状态,等待客户端的连接请求
# 参数 8 表示 最多接受多少个等待连接的客户端
listenSocket.listen(8)
print(f'服务端启动成功,在{PORT}端口等待客户端连接...')

dataSocket, addr = listenSocket.accept()
print('接受一个客户端连接:', addr)


global Send_Flag,Receive_Flag,Current_Player,If_over,previewImg,gameMode,Ini_FLag,Reset_Flag
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)
Send_Flag = 0
Receive_Flag = 0##一开始不发送也不接受,主机
Current_Player = 'X'#X先下棋
If_over = 0
gameMode = 0
Ini_FLag = 1
# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')

previewImg = previewCrossImg
# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')
ReGretImg = pygame.image.load('Images/button4Img.png')
# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)

buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)

buttom4_rect = ReGretImg.get_rect()
buttom4_rect.center = (478, 751)

logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
global gameMode
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
game(0, 'X')
gameMode = 0
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
game(1, player)
gameMode =1
elif buttom3_rect.collidepoint((mx, my)):
gameMode = 2
game(2, 'X')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col ,Send_Flag,row, col,Receive_Flag,Current_Player,If_over,previewImg,message,sure_flag,flash_flag,board,regret_flag
my = player
player = 'X'
running = True
while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('X'):
print("确认X胜利")
player = 'X'
previewImg = previewCrossImg
if verifyWinner('O'):
print("确认O胜利")
player = 'X'
previewImg = previewCrossImg
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
# if verifyWinner(player):
# player = 'X'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
# send_row = row
# send_col = col
playerMove(player, row, col)
drawBoard()
Send_Flag = 1
time.sleep(0.5)
if verifyWinner('X'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '':
print("Current_Player", Current_Player)
if row < 3 and col < 3 and board[row][col] == '' and Current_Player == 'X':#自己的回合鼠标才能点击
sure_flag = 1
send_row = row
send_col = col
regret_flag = 0
message = "sure_f"+str(sure_flag) + "row" + str(send_row)+" col"+str(send_col) + "flash"+ str(flash_flag)+"reg"+str(regret_flag)
time.sleep(0.3)
playerMove('X', row, col)
drawBoard()
Current_Player = 'O'#下完换对方
previewImg = previewCircleImg
print("I am going to Send message X")
time.sleep(0.5)
print("I am waiting for O message")
# else:
# Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
flash_flag = 1
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(
send_col) + "flash" + str(flash_flag) + "reg" + str(regret_flag)
resetGame()
if buttom4_rect.collidepoint((mouse[0], mouse[1])):
if gameMode != 0 :
print("按钮有效")
lenth =len(over_pos)
if lenth > 0:
x = over_pos[lenth - 1][0]
y = over_pos[lenth - 1][1]
del over_pos[lenth-1]
if lenth == 1:
resetGame()
elif board[x][y] == "X":
print("regret x")
Current_Player = "O"
previewImg = previewCircleImg
board[x][y] = " "
drawBoard()
elif board[x][y] == "O":
print("regret o")
Current_Player = "X"
previewImg = previewCrossImg
board[x][y] = " "
drawBoard()
pygame.display.update()
# time.sleep(0.5)
if gameMode == 1:
print("按钮有效")
lenth =len(over_pos)
print("regret,computer1111")
if lenth > 1 and Current_Player == my:
print("regret,computer")
x1 = over_pos[lenth - 1][0]
y1 = over_pos[lenth - 1][1]
x2 = over_pos[lenth - 2][0]
y2 = over_pos[lenth - 2][1]
del over_pos[lenth-1]
del over_pos[lenth-2]
board[x1][y1]= ' '
board[x2][y2]= ' '
drawBoard()
pygame.display.update()
# time.sleep(0.5)
if gameMode == 2 :
print("regret>>>")
regret_flag = 1
message = "sure_f"+str(sure_flag) + "row" + str(send_row)+" col"+str(send_col) + "flash"+ str(flash_flag)+"reg"+str(regret_flag)
# time.sleep(0.5)
screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
screen.blit(ReGretImg,(400,720))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player
over_pos.append((row,col))
def CounterMove(row, col):
board[row][col] = "O"


def computerMove(player):
global over_pos
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player
over_pos.append((bestMove[0],bestMove[1]))


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag, Receive_Flag, Current_Player,dataSocket,gameMode,previewImg
if isWinner(player):
# dataSocket.close()
# dataSocket, addr = listenSocket.accept()
print(player, "win")
if gameMode == 2:
print("I have turn current_player to X")
Current_Player = 'X' # X先下棋
previewImg = previewCrossImg
if player == 'O':
toSend = 'Over'
dataSocket.send(toSend.encode())
print("send_meseage:",toSend)
Send_Flag = 0
Receive_Flag = 0 ##一开始不发送也不接受,主机

score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''

def Common_Reset():##对方刷新引起的刷新
global Send_Flag,Receive_Flag,gameMode,Current_Player,previewImg,dataSocket,over_pos
resetBoard()
over_pos = []
score['X'] = 0
score['O'] = 0
previewImg = previewCrossImg
Current_Player = 'X'


def resetGame():
global Send_Flag,Receive_Flag,gameMode,Current_Player,previewImg,dataSocket,over_pos
over_pos= []
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
Current_Player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg


global i
i = 0

def handle(rec):
global send_row, send_col, Send_Flag, row, col, Receive_Flag, i, Current_Player, previewImg, message,over_pos
global pi_sure_flag, pi_row, pi_col, pr_flash,pi_row,pi_reg
if rec:
print("rec in re",rec)
re_sure_flag = int(pi_sure_flag.search(rec).group(1))
re_row = int(pi_row.search(rec).group(1))
re_col = int(pi_col.search(rec).group(1))
re_flash = int(pi_flash.search(rec).group(1))
re_reg = int(pi_reg.search(rec).group(1))
if re_sure_flag == 1:
counter_row = re_row
counter_col = re_col
board[counter_row][counter_col] = "O"
over_pos.append((counter_row,counter_col))
drawBoard()
Current_Player = 'X' ##收到对面信息后回到主场
previewImg = previewCrossImg
pygame.display.update()

if re_flash:
Common_Reset()
if re_reg == 1:
print("接收reg")
lenth = len(over_pos)
if lenth > 0:
x = over_pos[lenth - 1][0]
y = over_pos[lenth - 1][1]
del over_pos[lenth - 1]
if lenth == 1:
resetGame()
elif board[x][y] == "X":
print("regret x")
Current_Player = "O"
previewImg = previewCircleImg
board[x][y] = " "
drawBoard()
elif board[x][y] == "O":
print("regret o")
Current_Player = "X"
previewImg = previewCrossImg
board[x][y] = " "
drawBoard()
pygame.display.update()
# time.sleep(0.5)



def TCP_Server():
global send_row, send_col, Send_Flag, row, col, Receive_Flag, i, current_player, previewImg, message,sure_flag,flash_flag,SOR
global pi_send_flag, pi_received_flag, pi_row, pi_col, pr_flash
pi_sr = re.compile(r'SenOrRec(\d)')
while True:
if SOR == 0:
time.sleep(0.3)
print("Send_message", message)
dataSocket.send(message.encode())
sure_flag = 0
flash_flag = 0
regret_flag = 0
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(send_col) + "flash" + str(
flash_flag) + "reg" + str(regret_flag)
print("waiting for receiving...........")
# time.sleep(0.1)
SOR = 1
if SOR == 1:
recved = dataSocket.recv(BUFLEN)
rec = recved.decode()
if not recved:
break
if rec:
# re_SOR = pi_sr.search(rec)
# SOR = re_SOR.group(1)
handle(rec)
print("received", rec)
dataSocket.send(message.encode())
SOR = 0


server_thread = threading.Thread(target = TCP_Server )
server_thread.start()
menu()
dataSocket.close()
listenSocket.close()

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import pygame
import ctypes
# === TCP 客户端程序 client.py ===
import time
from socket import *
import threading
import re

global pi_reg,pi_sure_flag,pi_row,pi_col,pi_flash,message,SOR,sure_flag,flash_flag,over_pos,regret_flag,over_flag

pi_sure_flag=re.compile(r'sure_f(\d)')
pi_row=re.compile(r'row(\d)')
pi_col=re.compile(r'col(\d)')
pi_flash=re.compile(r'flash(\d)')##刷新参数
pi_reg = re.compile(r'reg(\d)')
message= "sure_f0 row0 col0 flash0 SenOrRec0 reg0"
SOR = 1
sure_flag = 0
flash_flag = 0
regret_flag = 0
over_pos= []
IP = '127.0.0.1'
SERVER_PORT = 50000
BUFLEN = 1024

# 实例化一个socket对象,指明协议
dataSocket = socket(AF_INET, SOCK_STREAM)
global Send_Flag,Receive_Flag,current_player,previewImg,gameMode
Send_Flag = 0
Receive_Flag = 1
current_player = 'X'#服务端先下
gameMode = 0
send_row = 0
send_col = 0
# 连接服务端socket
dataSocket.connect((IP, SERVER_PORT))
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)

# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋-客户端')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')
previewImg = previewCrossImg
# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')
ReGretImg = pygame.image.load('Images/button4Img.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)
buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)
buttom4_rect = ReGretImg.get_rect()
buttom4_rect.center = (478, 751)
logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
global gameMode
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
gameMode= 0
game(0, 'X')
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
gameMode= 1
game(1, player)
elif buttom3_rect.collidepoint((mx, my)):
gameMode = 2
game(2, 'O')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col, Send_Flag, Receive_Flag,row, col,current_player,previewImg,message,sure_flag,flash_flag,over,regret_flag
my = player
# player = current_player
running = True
if gameMode == 2:
previewImg = previewCrossImg # 服务端先下
else:
previewImg = previewCircleImg

while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('O'):
# player = 'O'
# previewImg = previewCrossImg
pass
if verifyWinner('X'):
# player = 'X'
# previewImg = previewCrossImg
pass
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
if verifyWinner(player):
player = 'O'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
# elif gameMode == 2 and player != my:
# CounterMove(player)
# drawBoard()
# pygame.display.update()
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
send_row = row
send_col = col
playerMove(player, row, col)
drawBoard()
# Send_Flag = 1
# time.sleep(0.5)
if verifyWinner('O'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
#
# else:
# Receive_Flag = 1
# elif 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
# resetGame()
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '':
print("Current_Player", current_player)
if row < 3 and col < 3 and board[row][col] == '' and current_player == 'O':#自己的回合鼠标才能点击
send_row = row
send_col = col
sure_flag =1
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(
send_col) + "flash" + str(
flash_flag) + "reg" + str(regret_flag)
playerMove('O', row, col)
drawBoard()
current_player = 'X'#下完换对方
previewImg = previewCrossImg
regret_flag = 0
Send_Flag = 1
Receive_Flag = 1
print("I am going to send O message")
# time.sleep(0.5)
print("I am wating for message")
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# elif gameMode != 2:
#
# else:
# Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
flash_flag = 1
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(
send_col) + "flash" + str(flash_flag) + "reg" + str(regret_flag)
resetGame()
if buttom4_rect.collidepoint((mouse[0], mouse[1])):
if gameMode != 1:
print("悔棋一次")
lenth =len(over_pos)
if lenth > 0:
x = over_pos[lenth - 1][0]
y = over_pos[lenth - 1][1]
del over_pos[lenth-1]
if lenth == 1:
resetGame()
elif board[x][y] == "X":
print("regret x")
Current_Player = "O"
previewImg = previewCircleImg
board[x][y] = " "
drawBoard()
elif board[x][y] == "O":
print("regret o")
Current_Player = "X"
previewImg = previewCrossImg
board[x][y] = " "
drawBoard()
pygame.display.update()
if gameMode == 1:
print("按钮有效")
lenth =len(over_pos)
print("regret,computer1111")
if lenth > 1 and current_player == my:
print("regret,computer")
x1 = over_pos[lenth - 1][0]
y1 = over_pos[lenth - 1][1]
x2 = over_pos[lenth - 2][0]
y2 = over_pos[lenth - 2][1]
del over_pos[lenth-1]
del over_pos[lenth-2]
board[x1][y1]= ' '
board[x2][y2]= ' '
drawBoard()
pygame.display.update()
if gameMode == 2 :
print("regret.....in ..here")
regret_flag = 1
message = "sure_f"+str(sure_flag) + "row" + str(send_row)+" col"+str(send_col) + "flash"+ str(flash_flag)+"reg"+str(regret_flag)
screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
screen.blit(ReGretImg,(400,720))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player
over_pos.append((row,col))

def computerMove(player):
global over_pos
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player
over_pos.append((bestMove[0],bestMove[1]))

scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag,Receive_Flag,current_player,dataSocket,previewImg,gameMode,SOR
if isWinner(player):
print(player, "win")
if gameMode ==2:
previewImg = previewCrossImg
current_player = 'X' # 服务端先下
SOR = 0
# if player == 'X':
# toSend = 'Over'
# dataSocket.send(toSend.encode())
# print("send_meseage:", toSend)
# Send_Flag = 0
# Receive_Flag = 1
score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''

def Common_Reset():##对方刷新引起的刷新,被动刷新
global Send_Flag,Receive_Flag,gameMode,current_player,previewImg,dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
current_player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg
def resetGame():##主动刷新
global Send_Flag, Receive_Flag, gameMode, current_player, previewImg, dataSocket,over_pos
resetBoard()
over_pos= []
score['X'] = 0
score['O'] = 0
if gameMode == 2:
current_player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg

resetBoard()
score['X'] = 0
score['O'] = 0
global i
i = 0
def handle(rec):
global send_row, send_col ,Send_Flag,row, col,Receive_Flag, i, current_player, previewImg,message,over_pos
global pi_sure_flag, pi_row, pi_col, pr_flash
if rec:
re_sure_flag = int(pi_sure_flag.search(rec).group(1))
re_row = int(pi_row.search(rec).group(1))
re_col = int(pi_col.search(rec).group(1))
re_flash = int(pi_flash.search(rec).group(1))
re_reg = int(pi_reg.search(rec).group(1))
if re_sure_flag == 1:
counter_row = re_row
counter_col = re_col
board[counter_row][counter_col] = "X"
over_pos.append((counter_row,counter_col))
drawBoard()
current_player = 'O' ##收到对面信息后回到主场
previewImg = previewCircleImg
pygame.display.update()
if re_flash ==1 :
Common_Reset()
if re_reg == 1:
print("悔棋一次")
lenth = len(over_pos)
if lenth > 0:
x = over_pos[lenth - 1][0]
y = over_pos[lenth - 1][1]
del over_pos[lenth - 1]
if lenth == 1:
resetGame()
elif board[x][y] == "X":
print("regret x")
Current_Player = "O"
previewImg = previewCircleImg
board[x][y] = " "
drawBoard()
elif board[x][y] == "O":
print("regret o")
Current_Player = "X"
previewImg = previewCrossImg
board[x][y] = " "
drawBoard()
pygame.display.update()



def TCP_Client():
global send_row, send_col ,Send_Flag,row, col,Receive_Flag, i, current_player, previewImg,message,SOR,sure_flag,flash_flag,regret_flag
global pi_send_flag, pi_received_flag, pi_row, pi_col, pr_flash
pi_sr = re.compile(r'SenOrRec(\d)')
while True:
if SOR == 1:
print("waiting for receiving...........")
recved = dataSocket.recv(BUFLEN)
rec = recved.decode()
if not recved:
break
if rec:
handle(rec)
print("received", rec)
dataSocket.send(message.encode())
SOR = 0
# time.sleep(0.3)
if SOR == 0:
print("sending",message)
dataSocket.send(message.encode())
sure_flag = 0
flash_flag = 0
regret_flag = 0
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(send_col) + "flash" + str(
flash_flag) + "reg" + str(regret_flag)
# time.sleep(0.1)
SOR = 1


client_thread = threading.Thread(target=TCP_Client)
client_thread.start()

menu()
dataSocket.close()

临时版本

服务端

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import pygame
import ctypes
# 导入socket 库
from socket import *
import threading
import time
import re
global pi_reg,pi_sure_flag,pi_row,pi_col,pi_flash,message,sure_flag,flash_flag,SOR, board,over_pos,regret_flag,Socket_init_Flag,dataSocket
Socket_init_Flag = 0
pi_sure_flag=re.compile(r'sure_f(\d)')
pi_row=re.compile(r'row(\d)')
pi_col=re.compile(r'col(\d)')
pi_flash=re.compile(r'flash(\d)')##刷新参数
pi_reg = re.compile(r'reg(\d)')
message= "sure_f0 row0 col0 flash0 SenOrRec0 reg0"
sure_flag = 0
flash_flag = 0
regret_flag = 0
over_pos= []
send_row = 0
send_col = 0
SOR = 0 #0是发送
# 主机地址为空字符串,表示绑定本机所有网络接口ip地址
# 等待客户端来连接
IP = '192.168.196.156'
# 端口号
PORT = 50000
# 定义一次从socket缓冲区最多读入512个字节数据
BUFLEN = 512

def Client_socket():
global dataSocket,Socket_init_Flag
# 实例化一个socket对象
# 参数 AF_INET 表示该socket网络层使用IP协议
# 参数 SOCK_STREAM 表示该socket传输层使用TCP协议
listenSocket = socket(AF_INET, SOCK_STREAM)

# socket绑定地址和端口
listenSocket.bind((IP, PORT))

# 使socket处于监听状态,等待客户端的连接请求
# 参数 8 表示 最多接受多少个等待连接的客户端
listenSocket.listen(8)
print(f'服务端启动成功,在{PORT}端口等待客户端连接...')

dataSocket, addr = listenSocket.accept()
Socket_init_Flag = 1
print('接受一个客户端连接:', addr)
global Send_Flag,Receive_Flag,Current_Player,If_over,previewImg,gameMode,Ini_FLag,Reset_Flag
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)
Send_Flag = 0
Receive_Flag = 0##一开始不发送也不接受,主机
Current_Player = 'X'#X先下棋
If_over = 0
gameMode = 0
Ini_FLag = 1
# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')

previewImg = previewCrossImg
# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')
ReGretImg = pygame.image.load('Images/button4Img.png')
# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)

buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)

buttom4_rect = ReGretImg.get_rect()
buttom4_rect.center = (478, 751)

logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
global gameMode
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
game(0, 'X')
gameMode = 0
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
game(1, player)
gameMode =1
elif buttom3_rect.collidepoint((mx, my)):
Client_socket()
gameMode = 2
game(2, 'X')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col ,Send_Flag,row, col,Receive_Flag,Current_Player,If_over,previewImg,message,sure_flag,flash_flag,board,regret_flag
my = player
player = 'X'
running = True
while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('X'):
print("确认X胜利")
player = 'X'
previewImg = previewCrossImg
if verifyWinner('O'):
print("确认O胜利")
player = 'X'
previewImg = previewCrossImg
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
# if verifyWinner(player):
# player = 'X'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
# send_row = row
# send_col = col
playerMove(player, row, col)
drawBoard()
Send_Flag = 1
time.sleep(0.5)
if verifyWinner('X'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '':
print("Current_Player", Current_Player)
if row < 3 and col < 3 and board[row][col] == '' and Current_Player == 'X':#自己的回合鼠标才能点击
sure_flag = 1
send_row = row
send_col = col
regret_flag = 0
message = "sure_f"+str(sure_flag) + "row" + str(send_row)+" col"+str(send_col) + "flash"+ str(flash_flag)+"reg"+str(regret_flag)
time.sleep(0.3)
playerMove('X', row, col)
drawBoard()
Current_Player = 'O'#下完换对方
previewImg = previewCircleImg
print("I am going to Send message X")
time.sleep(0.5)
print("I am waiting for O message")
# else:
# Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
flash_flag = 1
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(
send_col) + "flash" + str(flash_flag) + "reg" + str(regret_flag)
resetGame()
if buttom4_rect.collidepoint((mouse[0], mouse[1])):
if gameMode != 0 :
print("按钮有效")
lenth =len(over_pos)
if lenth > 0:
x = over_pos[lenth - 1][0]
y = over_pos[lenth - 1][1]
del over_pos[lenth-1]
if lenth == 1:
resetGame()
elif board[x][y] == "X":
print("regret x")
Current_Player = "O"
previewImg = previewCircleImg
board[x][y] = " "
drawBoard()
elif board[x][y] == "O":
print("regret o")
Current_Player = "X"
previewImg = previewCrossImg
board[x][y] = " "
drawBoard()
pygame.display.update()
# time.sleep(0.5)
if gameMode == 1:
print("按钮有效")
lenth =len(over_pos)
print("regret,computer1111")
if lenth > 1 and Current_Player == my:
print("regret,computer")
x1 = over_pos[lenth - 1][0]
y1 = over_pos[lenth - 1][1]
x2 = over_pos[lenth - 2][0]
y2 = over_pos[lenth - 2][1]
del over_pos[lenth-1]
del over_pos[lenth-2]
board[x1][y1]= ' '
board[x2][y2]= ' '
drawBoard()
pygame.display.update()
# time.sleep(0.5)
if gameMode == 2 :
print("regret>>>")
regret_flag = 1
message = "sure_f"+str(sure_flag) + "row" + str(send_row)+" col"+str(send_col) + "flash"+ str(flash_flag)+"reg"+str(regret_flag)
# time.sleep(0.5)
screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
screen.blit(ReGretImg,(400,720))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player
over_pos.append((row,col))
def CounterMove(row, col):
board[row][col] = "O"


def computerMove(player):
global over_pos
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player
over_pos.append((bestMove[0],bestMove[1]))


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag, Receive_Flag, Current_Player,dataSocket,gameMode,previewImg
if isWinner(player):
# dataSocket.close()
# dataSocket, addr = listenSocket.accept()
print(player, "win")
if gameMode == 2:
print("I have turn current_player to X")
Current_Player = 'X' # X先下棋
previewImg = previewCrossImg
if player == 'O':
toSend = 'Over'
dataSocket.send(toSend.encode())
print("send_meseage:",toSend)
Send_Flag = 0
Receive_Flag = 0 ##一开始不发送也不接受,主机

score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''

def Common_Reset():##对方刷新引起的刷新
global Send_Flag,Receive_Flag,gameMode,Current_Player,previewImg,dataSocket,over_pos
resetBoard()
over_pos = []
score['X'] = 0
score['O'] = 0
previewImg = previewCrossImg
Current_Player = 'X'


def resetGame():
global Send_Flag,Receive_Flag,gameMode,Current_Player,previewImg,dataSocket,over_pos
over_pos= []
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
Current_Player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg


global i
i = 0

def handle(rec):
global send_row, send_col, Send_Flag, row, col, Receive_Flag, i, Current_Player, previewImg, message,over_pos
global pi_sure_flag, pi_row, pi_col, pr_flash,pi_row,pi_reg
if rec:
print("rec in re",rec)
re_sure_flag = int(pi_sure_flag.search(rec).group(1))
re_row = int(pi_row.search(rec).group(1))
re_col = int(pi_col.search(rec).group(1))
re_flash = int(pi_flash.search(rec).group(1))
re_reg = int(pi_reg.search(rec).group(1))
if re_sure_flag == 1:
counter_row = re_row
counter_col = re_col
board[counter_row][counter_col] = "O"
over_pos.append((counter_row,counter_col))
drawBoard()
Current_Player = 'X' ##收到对面信息后回到主场
previewImg = previewCrossImg
pygame.display.update()

if re_flash:
Common_Reset()
if re_reg == 1:
print("接收reg")
lenth = len(over_pos)
if lenth > 0:
x = over_pos[lenth - 1][0]
y = over_pos[lenth - 1][1]
del over_pos[lenth - 1]
if lenth == 1:
resetGame()
elif board[x][y] == "X":
print("regret x")
Current_Player = "O"
previewImg = previewCircleImg
board[x][y] = " "
drawBoard()
elif board[x][y] == "O":
print("regret o")
Current_Player = "X"
previewImg = previewCrossImg
board[x][y] = " "
drawBoard()
pygame.display.update()
# time.sleep(0.5)



def TCP_Server():
global send_row, send_col, Send_Flag, row, col, Receive_Flag, i, current_player, previewImg, message,sure_flag,flash_flag,SOR,gameMode,Socket_init_Flag,dataSocket
global pi_send_flag, pi_received_flag, pi_row, pi_col, pr_flash
while gameMode == 2 and Socket_init_Flag == 1:
if SOR == 0:
time.sleep(0.3)
print("Send_message", message)
dataSocket.send(message.encode())
sure_flag = 0
flash_flag = 0
regret_flag = 0
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(send_col) + "flash" + str(
flash_flag) + "reg" + str(regret_flag)
print("waiting for receiving...........")
# time.sleep(0.1)
SOR = 1
if SOR == 1:
recved = dataSocket.recv(BUFLEN)
rec = recved.decode()
if not recved:
break
if rec:
# re_SOR = pi_sr.search(rec)
# SOR = re_SOR.group(1)
handle(rec)
print("received", rec)
dataSocket.send(message.encode())
SOR = 0


server_thread = threading.Thread(target = TCP_Server )
server_thread.start()
menu()
dataSocket.close()
listenSocket.close()

点击联机模式才开始连接

服务端

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import pygame
import ctypes
# 导入socket 库
from socket import *
import threading
import time
import re
global pi_reg,pi_sure_flag,pi_row,pi_col,pi_flash,message,sure_flag,flash_flag,SOR, board,over_pos,regret_flag,Socket_init_Flag,dataSocket
Socket_init_Flag = 0
pi_sure_flag=re.compile(r'sure_f(\d)')
pi_row=re.compile(r'row(\d)')
pi_col=re.compile(r'col(\d)')
pi_flash=re.compile(r'flash(\d)')##刷新参数
pi_reg = re.compile(r'reg(\d)')
message= "sure_f0 row0 col0 flash0 SenOrRec0 reg0"
sure_flag = 0
flash_flag = 0
regret_flag = 0
over_pos= []
send_row = 0
send_col = 0
SOR = 0 #0是发送
# 主机地址为空字符串,表示绑定本机所有网络接口ip地址
# 等待客户端来连接
IP = '192.168.196.156'
# 端口号
PORT = 50000
# 定义一次从socket缓冲区最多读入512个字节数据
BUFLEN = 512

def Client_socket():
global dataSocket,Socket_init_Flag
# 实例化一个socket对象
# 参数 AF_INET 表示该socket网络层使用IP协议
# 参数 SOCK_STREAM 表示该socket传输层使用TCP协议
listenSocket = socket(AF_INET, SOCK_STREAM)

# socket绑定地址和端口
listenSocket.bind((IP, PORT))

# 使socket处于监听状态,等待客户端的连接请求
# 参数 8 表示 最多接受多少个等待连接的客户端
listenSocket.listen(8)
print(f'服务端启动成功,在{PORT}端口等待客户端连接...')

dataSocket, addr = listenSocket.accept()
Socket_init_Flag = 1
print('接受一个客户端连接:', addr)
global Send_Flag,Receive_Flag,Current_Player,If_over,previewImg,gameMode,Ini_FLag,Reset_Flag
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)
Send_Flag = 0
Receive_Flag = 0##一开始不发送也不接受,主机
Current_Player = 'X'#X先下棋
If_over = 0
gameMode = 0
Ini_FLag = 1
# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')

previewImg = previewCrossImg
# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')
ReGretImg = pygame.image.load('Images/button4Img.png')
# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)

buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)

buttom4_rect = ReGretImg.get_rect()
buttom4_rect.center = (478, 751)

logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
global gameMode
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
game(0, 'X')
gameMode = 0
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
game(1, player)
gameMode =1
elif buttom3_rect.collidepoint((mx, my)):
Client_socket()
gameMode = 2
game(2, 'X')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col ,Send_Flag,row, col,Receive_Flag,Current_Player,If_over,previewImg,message,sure_flag,flash_flag,board,regret_flag
my = player
player = 'X'
running = True
while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('X'):
print("确认X胜利")
player = 'X'
previewImg = previewCrossImg
if verifyWinner('O'):
print("确认O胜利")
player = 'X'
previewImg = previewCrossImg
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
# if verifyWinner(player):
# player = 'X'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
# send_row = row
# send_col = col
playerMove(player, row, col)
drawBoard()
Send_Flag = 1
time.sleep(0.5)
if verifyWinner('X'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '':
print("Current_Player", Current_Player)
if row < 3 and col < 3 and board[row][col] == '' and Current_Player == 'X':#自己的回合鼠标才能点击
sure_flag = 1
send_row = row
send_col = col
regret_flag = 0
message = "sure_f"+str(sure_flag) + "row" + str(send_row)+" col"+str(send_col) + "flash"+ str(flash_flag)+"reg"+str(regret_flag)
time.sleep(0.3)
playerMove('X', row, col)
drawBoard()
Current_Player = 'O'#下完换对方
previewImg = previewCircleImg
print("I am going to Send message X")
time.sleep(0.5)
print("I am waiting for O message")
# else:
# Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
flash_flag = 1
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(
send_col) + "flash" + str(flash_flag) + "reg" + str(regret_flag)
resetGame()
if buttom4_rect.collidepoint((mouse[0], mouse[1])):
if gameMode != 0 :
print("按钮有效")
lenth =len(over_pos)
if lenth > 0:
x = over_pos[lenth - 1][0]
y = over_pos[lenth - 1][1]
del over_pos[lenth-1]
if lenth == 1:
resetGame()
elif board[x][y] == "X":
print("regret x")
Current_Player = "O"
previewImg = previewCircleImg
board[x][y] = " "
drawBoard()
elif board[x][y] == "O":
print("regret o")
Current_Player = "X"
previewImg = previewCrossImg
board[x][y] = " "
drawBoard()
pygame.display.update()
# time.sleep(0.5)
if gameMode == 1:
print("按钮有效")
lenth =len(over_pos)
print("regret,computer1111")
if lenth > 1 and Current_Player == my:
print("regret,computer")
x1 = over_pos[lenth - 1][0]
y1 = over_pos[lenth - 1][1]
x2 = over_pos[lenth - 2][0]
y2 = over_pos[lenth - 2][1]
del over_pos[lenth-1]
del over_pos[lenth-2]
board[x1][y1]= ' '
board[x2][y2]= ' '
drawBoard()
pygame.display.update()
# time.sleep(0.5)
if gameMode == 2 :
print("regret>>>")
regret_flag = 1
message = "sure_f"+str(sure_flag) + "row" + str(send_row)+" col"+str(send_col) + "flash"+ str(flash_flag)+"reg"+str(regret_flag)
# time.sleep(0.5)
screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
screen.blit(ReGretImg,(400,720))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player
over_pos.append((row,col))
def CounterMove(row, col):
board[row][col] = "O"


def computerMove(player):
global over_pos
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player
over_pos.append((bestMove[0],bestMove[1]))


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag, Receive_Flag, Current_Player,dataSocket,gameMode,previewImg
if isWinner(player):
# dataSocket.close()
# dataSocket, addr = listenSocket.accept()
print(player, "win")
if gameMode == 2:
print("I have turn current_player to X")
Current_Player = 'X' # X先下棋
previewImg = previewCrossImg
if player == 'O':
toSend = 'Over'
dataSocket.send(toSend.encode())
print("send_meseage:",toSend)
Send_Flag = 0
Receive_Flag = 0 ##一开始不发送也不接受,主机

score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''

def Common_Reset():##对方刷新引起的刷新
global Send_Flag,Receive_Flag,gameMode,Current_Player,previewImg,dataSocket,over_pos
resetBoard()
over_pos = []
score['X'] = 0
score['O'] = 0
previewImg = previewCrossImg
Current_Player = 'X'


def resetGame():
global Send_Flag,Receive_Flag,gameMode,Current_Player,previewImg,dataSocket,over_pos
over_pos= []
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
Current_Player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg


global i
i = 0

def handle(rec):
global send_row, send_col, Send_Flag, row, col, Receive_Flag, i, Current_Player, previewImg, message,over_pos
global pi_sure_flag, pi_row, pi_col, pr_flash,pi_row,pi_reg
if rec:
print("rec in re",rec)
re_sure_flag = int(pi_sure_flag.search(rec).group(1))
re_row = int(pi_row.search(rec).group(1))
re_col = int(pi_col.search(rec).group(1))
re_flash = int(pi_flash.search(rec).group(1))
re_reg = int(pi_reg.search(rec).group(1))
if re_sure_flag == 1:
counter_row = re_row
counter_col = re_col
board[counter_row][counter_col] = "O"
over_pos.append((counter_row,counter_col))
drawBoard()
Current_Player = 'X' ##收到对面信息后回到主场
previewImg = previewCrossImg
pygame.display.update()

if re_flash:
Common_Reset()
if re_reg == 1:
print("接收reg")
lenth = len(over_pos)
if lenth > 0:
x = over_pos[lenth - 1][0]
y = over_pos[lenth - 1][1]
del over_pos[lenth - 1]
if lenth == 1:
resetGame()
elif board[x][y] == "X":
print("regret x")
Current_Player = "O"
previewImg = previewCircleImg
board[x][y] = " "
drawBoard()
elif board[x][y] == "O":
print("regret o")
Current_Player = "X"
previewImg = previewCrossImg
board[x][y] = " "
drawBoard()
pygame.display.update()
# time.sleep(0.5)



def TCP_Server():
global send_row, send_col, Send_Flag, row, col, Receive_Flag, i, current_player, previewImg, message,sure_flag,flash_flag,SOR,gameMode,Socket_init_Flag,dataSocket
global pi_send_flag, pi_received_flag, pi_row, pi_col, pr_flash

while True:
if Socket_init_Flag == 1:
print("进入TCP")
if SOR == 0:
time.sleep(0.3)
print("Send_message", message)
dataSocket.send(message.encode())
sure_flag = 0
flash_flag = 0
regret_flag = 0
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(send_col) + "flash" + str(
flash_flag) + "reg" + str(regret_flag)
print("waiting for receiving...........")
# time.sleep(0.1)
SOR = 1
if SOR == 1:
recved = dataSocket.recv(BUFLEN)
rec = recved.decode()
if not recved:
break
if rec:
# re_SOR = pi_sr.search(rec)
# SOR = re_SOR.group(1)
handle(rec)
print("received", rec)
dataSocket.send(message.encode())
SOR = 0


server_thread = threading.Thread(target = TCP_Server )
server_thread.start()
menu()
dataSocket.close()
listenSocket.close()

修复悔棋bug

服务端

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import pygame
import ctypes
# 导入socket 库
from socket import *
import threading
import time
import re
global pi_reg,pi_sure_flag,pi_row,pi_col,pi_flash,message,sure_flag,flash_flag,SOR, board,over_pos,regret_flag,Socket_init_Flag,dataSocket
Socket_init_Flag = 0
pi_sure_flag=re.compile(r'sure_f(\d)')
pi_row=re.compile(r'row(\d)')
pi_col=re.compile(r'col(\d)')
pi_flash=re.compile(r'flash(\d)')##刷新参数
pi_reg = re.compile(r'reg(\d)')
message= "sure_f0 row0 col0 flash0 SenOrRec0 reg0"
sure_flag = 0
flash_flag = 0
regret_flag = 0
over_pos= []
send_row = 0
send_col = 0
SOR = 0 #0是发送
# 主机地址为空字符串,表示绑定本机所有网络接口ip地址
# 等待客户端来连接
IP = '192.168.196.156'
# 端口号
PORT = 50000
# 定义一次从socket缓冲区最多读入512个字节数据
BUFLEN = 512

def Client_socket():
global dataSocket,Socket_init_Flag
# 实例化一个socket对象
# 参数 AF_INET 表示该socket网络层使用IP协议
# 参数 SOCK_STREAM 表示该socket传输层使用TCP协议
listenSocket = socket(AF_INET, SOCK_STREAM)

# socket绑定地址和端口
listenSocket.bind((IP, PORT))

# 使socket处于监听状态,等待客户端的连接请求
# 参数 8 表示 最多接受多少个等待连接的客户端
listenSocket.listen(8)
print(f'服务端启动成功,在{PORT}端口等待客户端连接...')

dataSocket, addr = listenSocket.accept()
Socket_init_Flag = 1
print('接受一个客户端连接:', addr)
global Send_Flag,Receive_Flag,Current_Player,If_over,previewImg,gameMode,Ini_FLag,Reset_Flag
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)
Send_Flag = 0
Receive_Flag = 0##一开始不发送也不接受,主机
Current_Player = 'X'#X先下棋
If_over = 0
gameMode = 0
Ini_FLag = 1
# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')

previewImg = previewCrossImg
# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')
ReGretImg = pygame.image.load('Images/button4Img.png')
# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)

buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)

buttom4_rect = ReGretImg.get_rect()
buttom4_rect.center = (478, 751)

logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
global gameMode
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
game(0, 'X')
gameMode = 0
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
game(1, player)
gameMode =1
elif buttom3_rect.collidepoint((mx, my)):
Client_socket()
gameMode = 2
game(2, 'X')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col ,Send_Flag,row, col,Receive_Flag,Current_Player,If_over,previewImg,message,sure_flag,flash_flag,board,regret_flag
my = player
player = 'X'
running = True
if gameMode == 2:
previewImg = previewCrossImg # 服务端先下
else:
if player == 'X':
previewImg = previewCrossImg
else:
previewImg = previewCircleImg
while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('X'):
print("确认X胜利")
player = 'X'
previewImg = previewCrossImg
if verifyWinner('O'):
print("确认O胜利")
player = 'X'
previewImg = previewCrossImg
if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
# if verifyWinner(player):
# player = 'X'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
# send_row = row
# send_col = col
playerMove(player, row, col)
drawBoard()
Send_Flag = 1
time.sleep(0.5)
if verifyWinner('X'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '':
print("Current_Player", Current_Player)
if row < 3 and col < 3 and board[row][col] == '' and Current_Player == 'X':#自己的回合鼠标才能点击
sure_flag = 1
send_row = row
send_col = col
regret_flag = 0
message = "sure_f"+str(sure_flag) + "row" + str(send_row)+" col"+str(send_col) + "flash"+ str(flash_flag)+"reg"+str(regret_flag)
time.sleep(0.3)
playerMove('X', row, col)
drawBoard()
Current_Player = 'O'#下完换对方
previewImg = previewCircleImg
print("I am going to Send message X")
time.sleep(0.5)
print("I am waiting for O message")
# else:
# Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:

flash_flag = 1
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(
send_col) + "flash" + str(flash_flag) + "reg" + str(regret_flag)
resetGame()
player = "X"
previewImg =previewCrossImg
if buttom4_rect.collidepoint((mouse[0], mouse[1])):
print("board",board)
if gameMode != 1 :
print("按钮有效")
lenth =len(over_pos)
if lenth > 0:
x = over_pos[lenth - 1][0]
y = over_pos[lenth - 1][1]
del over_pos[lenth-1]
if lenth == 1:
player = 'X'
previewImg = previewCrossImg
Current_Player = 'X'
resetGame()
elif board[x][y] == "X":
print("regret x")
Current_Player = "X"
player = "X"
previewImg = previewCrossImg
board[x][y] = ''
drawBoard()
elif board[x][y] == "O":
print("regret o")
Current_Player = "O"
player = "O"
previewImg = previewCircleImg
board[x][y] = ''
drawBoard()
pygame.display.update()
# time.sleep(0.5)
if gameMode == 1:
print("按钮有效")
lenth =len(over_pos)
print("regret,computer1111")
if lenth > 1 :
print("regret,computer")
print("board",board)
x1 = over_pos[lenth - 1][0]
y1 = over_pos[lenth - 1][1]
x2 = over_pos[lenth - 2][0]
y2 = over_pos[lenth - 2][1]
print("board[x1][y1]", board[x1][y1])
print("board[x2][y2] ", board[x2][y2] )
print("player",player)
del over_pos[lenth-1]
del over_pos[lenth-2]
board[x1][y1] = ''
board[x2][y2] = ''
drawBoard()
pygame.display.update()
# time.sleep(0.5)
if gameMode == 2 :
print("regret>>>")
regret_flag = 1
message = "sure_f"+str(sure_flag) + "row" + str(send_row)+" col"+str(send_col) + "flash"+ str(flash_flag)+"reg"+str(regret_flag)
# time.sleep(0.5)
screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
screen.blit(ReGretImg,(400,720))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player
over_pos.append((row,col))
def CounterMove(row, col):
board[row][col] = "O"


def computerMove(player):
global over_pos
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player
over_pos.append((bestMove[0],bestMove[1]))


scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag, Receive_Flag, Current_Player,dataSocket,gameMode,previewImg
if isWinner(player):
# dataSocket.close()
# dataSocket, addr = listenSocket.accept()
print(player, "win")
if gameMode == 2:
print("I have turn current_player to X")
Current_Player = 'X' # X先下棋
previewImg = previewCrossImg
if player == 'O':
toSend = 'Over'
dataSocket.send(toSend.encode())
print("send_meseage:",toSend)
Send_Flag = 0
Receive_Flag = 0 ##一开始不发送也不接受,主机

score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''

def Common_Reset():##对方刷新引起的刷新
global Send_Flag,Receive_Flag,gameMode,Current_Player,previewImg,dataSocket,over_pos
resetBoard()
over_pos = []
score['X'] = 0
score['O'] = 0
previewImg = previewCrossImg
Current_Player = 'X'


def resetGame():
global Send_Flag,Receive_Flag,gameMode,Current_Player,previewImg,dataSocket,over_pos
over_pos= []
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
Current_Player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg


global i
i = 0

def handle(rec):
global send_row, send_col, Send_Flag, row, col, Receive_Flag, i, Current_Player, previewImg, message,over_pos
global pi_sure_flag, pi_row, pi_col, pr_flash,pi_row,pi_reg
if rec:
print("rec in re",rec)
re_sure_flag = int(pi_sure_flag.search(rec).group(1))
re_row = int(pi_row.search(rec).group(1))
re_col = int(pi_col.search(rec).group(1))
re_flash = int(pi_flash.search(rec).group(1))
re_reg = int(pi_reg.search(rec).group(1))
if re_sure_flag == 1:
counter_row = re_row
counter_col = re_col
board[counter_row][counter_col] = "O"
over_pos.append((counter_row,counter_col))
drawBoard()
Current_Player = 'X' ##收到对面信息后回到主场
previewImg = previewCrossImg
pygame.display.update()

if re_flash:
Common_Reset()
if re_reg == 1:
print("接收reg")
lenth = len(over_pos)
if lenth > 0:
x = over_pos[lenth - 1][0]
y = over_pos[lenth - 1][1]
del over_pos[lenth - 1]
if lenth == 1:
resetGame()
elif board[x][y] == "X":
print("regret x")
Current_Player = "X"
previewImg = previewCrossImg
board[x][y] = ''
drawBoard()
elif board[x][y] == "O":
print("regret o")
Current_Player = "O"
previewImg = previewCircleImg
board[x][y] = ''
drawBoard()
pygame.display.update()
# time.sleep(0.5)



def TCP_Server():
global send_row, send_col, Send_Flag, row, col, Receive_Flag, i, current_player, previewImg, message,sure_flag,flash_flag,SOR,gameMode,Socket_init_Flag,dataSocket
global pi_send_flag, pi_received_flag, pi_row, pi_col, pr_flash

while True:
if Socket_init_Flag == 1:
print("进入TCP")
if SOR == 0:
time.sleep(0.3)
print("Send_message", message)
dataSocket.send(message.encode())
sure_flag = 0
flash_flag = 0
regret_flag = 0
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(send_col) + "flash" + str(
flash_flag) + "reg" + str(regret_flag)
print("waiting for receiving...........")
# time.sleep(0.1)
SOR = 1
if SOR == 1:
recved = dataSocket.recv(BUFLEN)
rec = recved.decode()
if not recved:
break
if rec:
# re_SOR = pi_sr.search(rec)
# SOR = re_SOR.group(1)
handle(rec)
print("received", rec)
dataSocket.send(message.encode())
SOR = 0


server_thread = threading.Thread(target = TCP_Server )
server_thread.start()
menu()
dataSocket.close()
listenSocket.close()

客户端

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import pygame
import ctypes
# === TCP 客户端程序 client.py ===
import time
from socket import *
import threading
import re

global pi_reg,pi_sure_flag,pi_row,pi_col,pi_flash,message,SOR,sure_flag,flash_flag,over_pos,regret_flag,over_flag

pi_sure_flag=re.compile(r'sure_f(\d)')
pi_row=re.compile(r'row(\d)')
pi_col=re.compile(r'col(\d)')
pi_flash=re.compile(r'flash(\d)')##刷新参数
pi_reg = re.compile(r'reg(\d)')
message= "sure_f0 row0 col0 flash0 SenOrRec0 reg0"
SOR = 1
sure_flag = 0
flash_flag = 0
regret_flag = 0
over_pos= []
# IP = '127.0.0.1'
IP ='192.168.196.156'
SERVER_PORT = 50000
BUFLEN = 1024

# 实例化一个socket对象,指明协议
dataSocket = socket(AF_INET, SOCK_STREAM)
global Send_Flag,Receive_Flag,current_player,previewImg,gameMode
Send_Flag = 0
Receive_Flag = 1
current_player = 'X'#服务端先下
gameMode = 0
send_row = 0
send_col = 0
# 连接服务端socket
dataSocket.connect((IP, SERVER_PORT))
# 初始化 pygame
pygame.init()

# 定义颜色
blue = (78, 140, 243)
light_blue = (100, 100, 255)
red = (242, 89, 97)
light_red = (255, 100, 100)
dark_grey = (85, 85, 85)
light_grey = (100, 100, 100)
background_color = (225, 225, 225)

# 创建窗口
screen = pygame.display.set_mode((600, 800))
pygame.display.set_caption('井字棋-客户端')

# 游戏图片
crossImg = pygame.image.load('Images/crossImg.png')
crossImg_rect = crossImg.get_rect()
crossImg_rect.center = (200, 300)
circleImg = pygame.image.load('Images/circleImg.png')
circleImg_rect = crossImg.get_rect()
circleImg_rect.center = (400, 300)
previewCrossImg = pygame.image.load('Images/prev_crossImg.png')
previewCircleImg = pygame.image.load('Images/prev_circleImg.png')
previewImg = previewCrossImg
# 按钮图片
restartImg = pygame.image.load('Images/restart.png')
restartHoveredImg = pygame.image.load('Images/restart_hovered.png')
ReGretImg = pygame.image.load('Images/button4Img.png')

# 定义棋盘
board = [['', '', ''],
['', '', ''],
['', '', '']]

# 定义计分板
score = {'X': 0, 'O': 0}
font = pygame.font.Font('freesansbold.ttf', 32)
X_score = pygame.image.load('Images/X_scoreImg.png')
O_score = pygame.image.load('Images/O_scoreImg.png')

# 菜单图片
buttom1 = pygame.image.load('Images/button1Img.png')
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (300, 312)
buttom2 = pygame.image.load('Images/button2Img.png')
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (300, 472)
buttom3 = pygame.image.load('Images/button3Img.png')
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (300, 632)
buttom4_rect = ReGretImg.get_rect()
buttom4_rect.center = (478, 751)
logo = pygame.image.load('Images/logo.png')

# 选择菜单图片
chooseImg = pygame.image.load('Images/choose.png')


def menu():
global gameMode
running = True
while running:
screen.fill(background_color)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):
gameMode= 0
game(0, 'X')
elif buttom2_rect.collidepoint((mx, my)):
player = choose()
if player is not None:
gameMode= 1
game(1, player)
elif buttom3_rect.collidepoint((mx, my)):
gameMode = 2
game(2, 'O')
screen.blit(logo, (8, 25))
screen.blit(buttom1, (100, 250))
screen.blit(buttom2, (100, 410))
screen.blit(buttom3, (100, 570))
pygame.display.update()


def game(gameMode, player):
global send_row, send_col, Send_Flag, Receive_Flag,row, col,current_player,previewImg,message,sure_flag,flash_flag,over,regret_flag
my = player
player = "X"
running = True
if gameMode == 2:
previewImg = previewCrossImg # 服务端先下
else:
if player == 'X':
previewImg = previewCrossImg
else:
previewImg = previewCircleImg
while running:
mouse = pygame.mouse.get_pos()
row, col = int(mouse[0] / 200), int(mouse[1] / 200)
for event in pygame.event.get():
if verifyWinner('O'):
player = 'X'
previewImg = previewCircleImg

if verifyWinner('X'):
player = 'X'
previewImg = previewCrossImg

if event.type == pygame.QUIT:
resetGame()
running = False
elif isBoardFull():
ctypes.windll.user32.MessageBoxW(0, '平局', '提示', 0)
resetBoard()
elif gameMode == 1 and player != my:
computerMove(player)
drawBoard()
pygame.display.update()
if verifyWinner(player):
player = 'X'
previewImg = previewCrossImg
else:
player, previewImg = updatePlayer(player)
# elif gameMode == 2 and player != my:
# CounterMove(player)
# drawBoard()
# pygame.display.update()
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# else:
# player, previewImg = updatePlayer(player)
elif event.type == pygame.MOUSEBUTTONDOWN:
if gameMode != 2:
if row < 3 and col < 3 and board[row][col] == '':
send_row = row
send_col = col
playerMove(player, row, col)
drawBoard()
# Send_Flag = 1
# time.sleep(0.5)
if verifyWinner('O'):
player = 'X'
previewImg = previewCrossImg
else :
player, previewImg = updatePlayer(player)
#
# else:
# Receive_Flag = 1
# elif 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
# resetGame()
if gameMode == 2:
if row < 3 and col < 3 and board[row][col] == '':
print("Current_Player", current_player)
if row < 3 and col < 3 and board[row][col] == '' and current_player == 'O':#自己的回合鼠标才能点击
send_row = row
send_col = col
sure_flag =1
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(
send_col) + "flash" + str(
flash_flag) + "reg" + str(regret_flag)
playerMove('O', row, col)
drawBoard()
current_player = 'X'#下完换对方
previewImg = previewCrossImg
regret_flag = 0
Send_Flag = 1
Receive_Flag = 1
print("I am going to send O message")
# time.sleep(0.5)
print("I am wating for message")
# if verifyWinner(player):
# player = 'O'
# previewImg = previewCrossImg
# elif gameMode != 2:
#
# else:
# Receive_Flag = 1
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
flash_flag = 1
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(
send_col) + "flash" + str(flash_flag) + "reg" + str(regret_flag)
resetGame()
if buttom4_rect.collidepoint((mouse[0], mouse[1])):
if gameMode != 1:
print("悔棋一次")
lenth =len(over_pos)
if lenth > 0:
x = over_pos[lenth - 1][0]
y = over_pos[lenth - 1][1]
del over_pos[lenth-1]
if lenth == 1:
resetGame()
player = 'X'
current_player = 'X'
previewImg = previewCrossImg
elif board[x][y] == "X":
print("regret x")
player = "X"
current_player = "X"
previewImg = previewCrossImg
board[x][y] = ''
drawBoard()
elif board[x][y] == "O":
print("regret o")
player = "O"
current_player = "O"
previewImg = previewCircleImg
board[x][y] = ''
drawBoard()
pygame.display.update()
if gameMode == 1:
print("按钮有效")
lenth =len(over_pos)
print("regret,computer1111")
if lenth > 1 and current_player == my:
print("regret,computer")
x1 = over_pos[lenth - 1][0]
y1 = over_pos[lenth - 1][1]
x2 = over_pos[lenth - 2][0]
y2 = over_pos[lenth - 2][1]
del over_pos[lenth-1]
del over_pos[lenth-2]
board[x1][y1]= ''
board[x2][y2]= ''
drawBoard()
pygame.display.update()
if gameMode == 2 :
print("regret.....in ..here")
regret_flag = 1
message = "sure_f"+str(sure_flag) + "row" + str(send_row)+" col"+str(send_col) + "flash"+ str(flash_flag)+"reg"+str(regret_flag)
screen.fill(background_color)
drawBoard()
drawBottomMenu(mouse)
if row < 3 and col < 3:
visualizeMove(row, col, previewImg)
pygame.display.update()


def choose():
player = None
running = True
while running:
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if crossImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'X'
running = False
elif circleImg_rect.collidepoint((mouse[0], mouse[1])):
player = 'O'
running = False
screen.blit(crossImg, (80, 300))
screen.blit(circleImg, (340, 300))
screen.blit(chooseImg, (8, 25))
pygame.display.update()
return player


def drawBoard():
# 画棋子
for row in range(3):
for col in range(3):
pos = (row * 200 + 12, col * 200 + 12)
if board[row][col] == 'X':
screen.blit(crossImg, pos)
elif board[row][col] == 'O':
screen.blit(circleImg, pos)
# 画网格
width = 10
color = dark_grey
pygame.draw.line(screen, color, (200, 0), (200, 600), width)
pygame.draw.line(screen, color, (400, 0), (400, 600), width)
pygame.draw.line(screen, color, (0, 200), (600, 200), width)
pygame.draw.line(screen, color, (0, 400), (600, 400), width)
# 画边框
pygame.draw.rect(screen, color, (0, 0, 10, 600))
pygame.draw.rect(screen, color, (0, 0, 600, 10))
pygame.draw.rect(screen, color, (590, 0, 10, 600))


def drawBottomMenu(mouse):
pygame.draw.rect(screen, dark_grey, (0, 600, 600, 100))
pygame.draw.rect(screen, light_grey, (10, 610, 580, 80))
screen.blit(restartImg, (550, 610))
screen.blit(ReGretImg,(400,720))
# Hover animation
if 550 < mouse[0] < 582 and 610 < mouse[1] < 642:
screen.blit(restartHoveredImg, (548, 608))
screen.blit(X_score, (200, 610))
screen.blit(O_score, (370, 610))
scoreboard = font.render(': %d x %d :' % (score['X'], score['O']), True, background_color, light_grey)
screen.blit(scoreboard, (244, 610))


def visualizeMove(row, col, previewImg):
if board[row][col] == '':
screen.blit(previewImg, (row * 200 + 12, col * 200 + 12))


def playerMove(player, row, col):
board[row][col] = player
over_pos.append((row,col))

def computerMove(player):
global over_pos
bestScore = float('inf')
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = 'O'
score = minimax(board, 'X')
board[row][col] = ''
if score < bestScore:
bestScore = score
bestMove = (row, col)
board[bestMove[0]][bestMove[1]] = player
over_pos.append((bestMove[0],bestMove[1]))

scores = {'X': 1, 'O': -1, 'tie': 0}


def minimax(board, cur_player):
if isWinner('X'):
return scores['X']
elif isWinner('O'):
return scores['O']
elif isBoardFull():
return scores['tie']
if cur_player == 'X':
bestScore = float('-inf')
nextPlayer = 'O'
minORmax = max
else:
bestScore = float('inf')
nextPlayer = 'X'
minORmax = min
for row in range(3):
for col in range(3):
if board[row][col] == '':
board[row][col] = cur_player
score = minimax(board, nextPlayer)
board[row][col] = ''
bestScore = minORmax(score, bestScore)
if bestScore == scores[cur_player]:
return bestScore
return bestScore


def updatePlayer(player):
if player == 'X':
newPlayer = 'O'
previewImg = previewCircleImg
else:
newPlayer = 'X'
previewImg = previewCrossImg
return newPlayer, previewImg



def isWinner(player):
return ((board[0][0] == player and board[0][1] == player and board[0][2] == player) or
(board[1][0] == player and board[1][1] == player and board[1][2] == player) or
(board[2][0] == player and board[2][1] == player and board[2][2] == player) or
(board[0][0] == player and board[1][0] == player and board[2][0] == player) or
(board[0][1] == player and board[1][1] == player and board[2][1] == player) or
(board[0][2] == player and board[1][2] == player and board[2][2] == player) or
(board[0][0] == player and board[1][1] == player and board[2][2] == player) or
(board[0][2] == player and board[1][1] == player and board[2][0] == player))


def verifyWinner(player):
global Send_Flag,Receive_Flag,current_player,dataSocket,previewImg,gameMode,SOR
if isWinner(player):
print(player, "win")
if gameMode ==2:
previewImg = previewCrossImg
current_player = 'X' # 服务端先下
SOR = 0
# if player == 'X':
# toSend = 'Over'
# dataSocket.send(toSend.encode())
# print("send_meseage:", toSend)
# Send_Flag = 0
# Receive_Flag = 1
score[player] += 1
ctypes.windll.user32.MessageBoxW(0, player + ' 获胜!', '提示', 0)
resetBoard()
return True
return False


def isBoardFull():
for i in range(3):
for j in range(3):
if board[i][j] == '':
return False
return True


def resetBoard():
for i in range(3):
for j in range(3):
board[i][j] = ''

def Common_Reset():##对方刷新引起的刷新,被动刷新
global Send_Flag,Receive_Flag,gameMode,current_player,previewImg,dataSocket
resetBoard()
score['X'] = 0
score['O'] = 0
if gameMode == 2:
current_player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg
def resetGame():##主动刷新
global Send_Flag, Receive_Flag, gameMode, current_player, previewImg, dataSocket,over_pos
resetBoard()
over_pos= []
score['X'] = 0
score['O'] = 0
if gameMode == 2:
current_player = 'X'
print("I have turn the picture to Cross")
previewImg = previewCrossImg

resetBoard()
score['X'] = 0
score['O'] = 0
global i
i = 0
def handle(rec):
global send_row, send_col ,Send_Flag,row, col,Receive_Flag, i, current_player, previewImg,message,over_pos
global pi_sure_flag, pi_row, pi_col, pr_flash
if rec:
re_sure_flag = int(pi_sure_flag.search(rec).group(1))
re_row = int(pi_row.search(rec).group(1))
re_col = int(pi_col.search(rec).group(1))
re_flash = int(pi_flash.search(rec).group(1))
re_reg = int(pi_reg.search(rec).group(1))
if re_sure_flag == 1:
counter_row = re_row
counter_col = re_col
board[counter_row][counter_col] = "X"
over_pos.append((counter_row,counter_col))
drawBoard()
current_player = 'O' ##收到对面信息后回到主场
previewImg = previewCircleImg
pygame.display.update()
if re_flash ==1 :
Common_Reset()
if re_reg == 1:
print("悔棋一次")
lenth = len(over_pos)
if lenth > 0:
x = over_pos[lenth - 1][0]
y = over_pos[lenth - 1][1]
del over_pos[lenth - 1]
if lenth == 1:
resetGame()
elif board[x][y] == "X":
print("regret x")
current_player = "X"
previewImg = previewCrossImg
board[x][y] = ''
drawBoard()
elif board[x][y] == "O":
print("regret o")
current_player = "O"
previewImg = previewCircleImg
board[x][y] = ''
drawBoard()
pygame.display.update()



def TCP_Client():
global send_row, send_col ,Send_Flag,row, col,Receive_Flag, i, current_player, previewImg,message,SOR,sure_flag,flash_flag,regret_flag
global pi_send_flag, pi_received_flag, pi_row, pi_col, pr_flash
pi_sr = re.compile(r'SenOrRec(\d)')
while True:
if SOR == 1:
print("waiting for receiving...........")
recved = dataSocket.recv(BUFLEN)
rec = recved.decode()
if not recved:
break
if rec:
handle(rec)
print("received", rec)
dataSocket.send(message.encode())
SOR = 0
# time.sleep(0.3)
if SOR == 0:
print("sending",message)
dataSocket.send(message.encode())
sure_flag = 0
flash_flag = 0
regret_flag = 0
message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(send_col) + "flash" + str(
flash_flag) + "reg" + str(regret_flag)
# time.sleep(0.1)
SOR = 1


client_thread = threading.Thread(target=TCP_Client)
client_thread.start()

menu()
dataSocket.close()

TCP连接基本没问题

服务端

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import pygame, sys, random,time
from pygame.locals import *
import numpy as np
from socket import *
import threading
import time
import re


global SOR,Socket_init_Flag,message,sure_f, row ,col
IP = '192.168.2.95'
PORT = 50000
BUFLEN = 1024
Socket_init_Flag = 0
SOR = 0 #0是
sure_f = 0
message = "sure_f0 row0 col0 T0"
row = 0
col =1

BACKGROUNDCOLOR = (255, 255, 255)
BLACK = (255, 255, 255)
BLUE = (0, 0, 255)
CELLWIDTH = 40
CELLHEIGHT = 40
PIECEWIDTH = 47
PIECEHEIGHT = 47
BOARDX = 2
BOARDY = 2
FPS = 40
INF_VALUE = 1000000
iteration_depth = 5
HASHMAP_SIZE = 8
windowSurface2 = pygame.display.set_mode((320, 420))
# 菜单图片
background = pygame.image.load('background.png')
background = pygame.transform.smoothscale(background,(320,420))
logo = pygame.image.load('logo.png')
logo =pygame.transform.smoothscale(logo,(160,80))

buttom1 = pygame.image.load('button1.png')
buttom1 = pygame.transform.smoothscale(buttom1,(160,80))
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (80, 140)
buttom2 = pygame.image.load('button2.png')
buttom2 = pygame.transform.smoothscale(buttom2,(160,80))
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (80, 240)

buttom3 = pygame.image.load('button3.png')
buttom3 = pygame.transform.smoothscale(buttom3,(160,80))
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (80, 340)

def Client_socket():
global dataSocket,Socket_init_Flag,dataSocket
# 实例化一个socket对象
# 参数 AF_INET 表示该socket网络层使用IP协议
# 参数 SOCK_STREAM 表示该socket传输层使用TCP协议
listenSocket = socket(AF_INET, SOCK_STREAM)

# socket绑定地址和端口
listenSocket.bind((IP, PORT))

# 使socket处于监听状态,等待客户端的连接请求
# 参数 8 表示 最多接受多少个等待连接的客户端
listenSocket.listen(8)
print(f'服务端启动成功,在{PORT}端口等待客户端连接...')

dataSocket, addr = listenSocket.accept()
Socket_init_Flag = 1
print('接受一个客户端连接:', addr)

def getNewZobrist():
board = []
for i in range(8):
board.append([random.randint(0,2**HASHMAP_SIZE - 1) for i in range(8)])
return board

def get_hashcode(hashcode,board,tile):
for i in range(8):
for j in range(8):
if board[i][j] == 'black':
hashcode ^= zobrist_black[i][j]
elif board[i][j] == 'white':
hashcode ^= zobrist_white[i][j]

if tile == 'white':
hashcode ^= zobrist_swap_player[0]
else:
hashcode ^= zobrist_swap_player[1]
return hashcode
class Hashtable_Node:
lower = -INF_VALUE
upper = INF_VALUE
bestmove = [0,0]
depth = 0
class Hashtable:
lock = 0
deepest = Hashtable_Node()
newest = Hashtable_Node()

hashmap = {}

zobrist_white = getNewZobrist()
zobrist_black = getNewZobrist()
zobrist_swap_player = [random.randint(0, 2 ** HASHMAP_SIZE - 1), random.randint(0, 2 ** HASHMAP_SIZE - 1)]


def hash_update(hashcode,lower,upper,bestmove,depth):
p = hashmap.get(hashcode)
if depth == p.deepest.depth :
if lower > p.deepest.lower:
p.deepest.lower = lower
p.deepest.bestmove = bestmove
if upper < p.deepest.upper:
p.deepest.upper = upper
elif depth == p.newest.depth:
if lower > p.newest.lower:
p.newest.lower = lower
p.newest.bestmove = bestmove
if upper < p.newest.upper:
p.newest.upper = upper
elif depth > p.deepest.depth:
p.newest.lower = p.deepest.lower
p.newest.upper = p.deepest.upper
p.newest.bestmove = p.deepest.bestmove
p.newest.depth = p.deepest.depth

p.deepest.lower = lower
p.deepest.upper = upper
p.deepest.bestmove = bestmove
p.deepest.depth = depth

def hash_get(p,depth):
if depth == p.deepest.depth:
return p.deepest
elif depth == p.newest.depth:
return p.newest
else:
return None

def alpha_beta_with_hashtable(board,computerTile,playerTile,flag,alpha,beta,depth):
if flag is True:
Tile = computerTile
else:
Tile = playerTile
hashcode = 0
hashcode = get_hashcode(hashcode,board,Tile)
bestmove = []
p = hashmap.get(hashcode)

if p is not None :
global find_number
find_number += 1
# print('find number is %d***********'%find_number)
node = hash_get(p, current_depth + iteration_depth - depth)
if node is not None:
if node.lower > alpha:
alpha = node.lower
if alpha >= beta:
return alpha
if node.upper < beta:
beta = node.upper
if beta <= alpha:
return beta
else:
global non_find_number
non_find_number += 1
# print('not find number is %d$$$$$$$$' % non_find_number)
newTable = Hashtable()
newTable.lock = hashcode
hashmap[hashcode] = newTable
# print('hash map size is %d??????????' %len(hashmap))

temp = alpha_beta(board,computerTile,playerTile,flag,alpha,beta,depth)
if isinstance(temp,float) or isinstance(temp,int):
best_value = temp
else:
best_value = temp[0]
bestmove = temp[1]
if best_value >= beta:
hash_update(hashcode, best_value, INF_VALUE, bestmove, current_depth + iteration_depth - depth)
elif best_value <= alpha:
hash_update(hashcode, -INF_VALUE, best_value, bestmove, current_depth + iteration_depth - depth)
else:
hash_update(hashcode, best_value, best_value, bestmove, current_depth + iteration_depth - depth)
return best_value
# alpha_beta减枝算法
#传进来如果flag是True 那么就是computer下
#传进来flag为false 那么就是player下
def alpha_beta(board,computerTile,playerTile,flag,alpha,beta,depth):
bestValue = -INF_VALUE
bestMove = []
if flag is True:
Tile = computerTile
else:
Tile = playerTile
possible = getValidMoves(board,Tile)
for x,y in possible:
copyBoard = getBoardCopy(board)
makeMove(copyBoard,Tile,x,y)
if depth <= 1:
Value = getEvaluationOfBoard(copyBoard)[Tile]
else:
temp = alpha_beta(copyBoard,computerTile,playerTile,not flag,-beta,-alpha,depth-1)
if isinstance(temp,float) or isinstance(temp,int):
Value = -temp
else:
Value = -temp[0]
if Value >= beta:
return Value
if Value > bestValue:
bestValue = Value
bestMove = [x,y]
if Value > alpha:
alpha = Value

return bestValue,bestMove
def mtd(board,computerTile,playerTile,flag,alpha,beta,test,depth):
bestValue = -INF_VALUE
while alpha < beta:
temp = alpha_beta(board,computerTile,playerTile,flag,test-1,test,depth)
if isinstance(temp, float):
bestValue = temp
else:
bestValue = temp[0]
if bestValue < test:
beta = bestValue
test = bestValue
else:
alpha = bestValue
test = bestValue + 1
return bestValue
def pvs(board,computerTile,playerTile,flag,alpha,beta,depth):
bestValue = -INF_VALUE
if flag is True:
Tile = computerTile
else:
Tile = playerTile
possible = getValidMoves(board,Tile)
for x,y in possible:
copyBoard = getBoardCopy(board)
makeMove(copyBoard,Tile,x,y)
if depth <= 1:
Value = getEvaluationOfBoard(copyBoard)[Tile]
elif bestValue == -INF_VALUE:
Value = -pvs(copyBoard,computerTile,playerTile,not flag,-beta,-alpha,depth-1)
else:
Value = -pvs(copyBoard,computerTile,playerTile,not flag,-alpha-1,-alpha,depth-1)
if Value >alpha and Value < beta:
alpha = Value
Value = -pvs(copyBoard, computerTile, playerTile, not flag, -beta, -alpha, depth - 1)
if Value >= beta:
return Value
if Value > bestValue:
bestValue = Value
if Value > alpha:
alpha = Value
return bestValue
# 退出
def terminate():
pygame.quit()
sys.exit()

# 初始化棋盘

def resetBoard(board):
for x in range(8):
for y in range(8):
board[x][y] = 'none'
#初始布局:
board[3][3] = 'black'
board[3][4] = 'white'
board[4][3] = 'white'
board[4][4] = 'black'

# 开局时建立新棋盘
def getNewBoard():
board = []
for i in range(8):
board.append(['none'] * 8)
return board

# 是否是合法走法,返回false或者此走法能够被翻转的棋子位置
def isValidMove(board, tile, xstart, ystart):
# 如果该位置已经有棋子或者出界了,返回False
if not isOnBoard(xstart, ystart) or board[xstart][ystart] != 'none':
return False
# 临时将tile 放到指定的位置
board[xstart][ystart] = tile
if tile == 'black':
otherTile = 'white'
else:
otherTile = 'black'
# 要被翻转的棋子
tilesToFlip = []
for xdirection, ydirection in [[0, 1], [1, 1], [1, 0], [1, -1], [0, -1], [-1, -1], [-1, 0], [-1, 1]]:
x, y = xstart, ystart
x += xdirection
y += ydirection
if isOnBoard(x, y) and board[x][y] == otherTile:
x += xdirection
y += ydirection
if not isOnBoard(x, y):
continue
# 一直走到出界或不是对方棋子的位置
while board[x][y] == otherTile:
x += xdirection
y += ydirection
if not isOnBoard(x, y):
break
# 出界了,则没有棋子要翻转OXXXXX
if not isOnBoard(x, y):
continue
# 是自己的棋子OXXXXXXO
if board[x][y] == tile:
while True:
x -= xdirection
y -= ydirection
# 回到了起点则结束
if x == xstart and y == ystart:
break
# 需要翻转的棋子
tilesToFlip.append([x, y])
# 将前面临时放上的棋子去掉,即还原棋盘
board[xstart][ystart] = 'none' # restore the empty space
# 没有要被翻转的棋子,则走法非法。翻转棋的规则。
if len(tilesToFlip) == 0: # If no tiles were flipped, this is not a valid move.
return False
return tilesToFlip

# 是否出界
def isOnBoard(x, y):
return x >= 0 and x <= 7 and y >= 0 and y <= 7

# 获取可落子的位置,返回这些坐标,并作出标记

def getValidMoves(board, tile):
validMoves = []
for x in range(8):
for y in range(8):
if isValidMove(board, tile, x, y) != False:
validMoves.append([x, y])
return validMoves

# 获取棋盘上黑白双方的棋子数
def getEvaluationOfBoard(board):
BoardBlack = np.zeros((8,8))
BoardWhite = np.zeros((8,8))
# 棋盘估值表
Vmap = np.array([[500, -25, 10, 5, 5, 10, -25, 500], [-25, -45, 1, 1, 1, 1, -45, -25], [10, 1, 3, 2, 2, 3, 1, 10],
[5, 1, 2, 1, 1, 2, 1, 5], [5, 1, 2, 1, 1, 2, 1, 5], [10, 1, 3, 2, 2, 3, 1, 10],
[-25, -45, 1, 1, 1, 1, -45, -25], [500, -25, 10, 5, 5, 10, -25, 500]])
for x in range(8):
for y in range(8):
if board[x][y] == 'black':
BoardBlack[x][y] = 1
if board[x][y] == 'white':
BoardWhite[x][y] = 1
# #
# print(BoardWhite,end='**************')
# print(BoardBlack,end='$$$$$$$$$$$$$$$$$$$')
BoardBlack = BoardBlack * Vmap
BoardWhite = BoardWhite * Vmap
BlackValue = np.sum(BoardBlack)
WhiteValue = np.sum(BoardWhite)
return {'black': BlackValue, 'white': WhiteValue}

def getScoreOfBoard(board):
xscore = 0
oscore = 0
for x in range(8):
for y in range(8):
if board[x][y] == 'black':
xscore += 1
if board[x][y] == 'white':
oscore += 1
return {'black': xscore, 'white': oscore}


# 谁先走,返回turn
def whoGoesFirst():
if random.randint(0, 1) == 0:
return 'computer'
else:
return 'player'

# 将一个tile棋子放到(xstart, ystart),返回True或False,并在board中修改值
def makeMove(board, tile, xstart, ystart):
tilesToFlip = isValidMove(board, tile, xstart, ystart) #是否正确落子

if tilesToFlip == False:
return False

board[xstart][ystart] = tile #打印出来

for x, y in tilesToFlip:
board[x][y] = tile

return True

# 复制棋盘
def getBoardCopy(board):
dupeBoard = getNewBoard()
for x in range(8):
for y in range(8):
dupeBoard[x][y] = board[x][y]

return dupeBoard

# 是否在角上
def isOnCorner(x, y):
return (x == 0 and y == 0) or (x == 7 and y == 0) or (x == 0 and y == 7) or (x == 7 and y == 7)

# 电脑走法,AI,返回最佳走法的坐标
def getComputerMove(board, computerTile):
# 获取所以合法走法
flag = True
bestMove = []
possibleMoves = getValidMoves(board, computerTile)
# 打乱所有合法走法
sscore = []
random.shuffle(possibleMoves)
# [x, y]在角上,则优先走,因为角上的不会被再次翻转
for x, y in possibleMoves:
if isOnCorner(x, y):
return [x, y]
bestScore = -1
for x, y in possibleMoves:
dupeBoard = getBoardCopy(board)
makeMove(dupeBoard, computerTile, x, y)
#score = getScoreOfBoard(dupeBoard)[computerTile]
# score = pvs(dupeBoard,computerTile,playerTile,flag,-INF_VALUE,INF_VALUE,iteration_depth)
# score = mtd(dupeBoard,computerTile,playerTile,flag,-INF_VALUE,INF_VALUE,10,iteration_depth)
score = alpha_beta_with_hashtable(dupeBoard,computerTile,playerTile,flag,-INF_VALUE,INF_VALUE,iteration_depth)
# sscore.append(score)
# print(sscore)
if score is not INF_VALUE and score > bestScore:
bestMove = [x, y]
bestScore = score
if len(bestMove) == 0:
for x, y in possibleMoves:
bestMove = [x,y]
break

print(bestMove)
return bestMove


# 是否游戏结束

def isGameOver(board):
for x in range(8):
for y in range(8):
if board[x][y] == 'none':
return False

return True

# 画出棋子,无返回值
def drawTile(board):
for x in range(8):
for y in range(8):
rectDst = pygame.Rect(BOARDX + x * CELLWIDTH + 2, BOARDY + y * CELLHEIGHT + 2, PIECEWIDTH, PIECEHEIGHT)
if mainBoard[x][y] == 'black':
windowSurface2.blit(blackImage, rectDst, blackRect)
elif mainBoard[x][y] == 'white':
windowSurface2.blit(whiteImage, rectDst, whiteRect)

# 画出能够落子的位置,无返回值
def drawValidMoves(validmoves):
for [x,y] in validMoves:
rectDst = pygame.Rect(BOARDX + x * CELLWIDTH + 2, BOARDY + y * CELLHEIGHT + 2, PIECEWIDTH, PIECEHEIGHT)
windowSurface2.blit(chooseImage, rectDst, chooseRect)

#游戏结束时的界面显示
def drawGameOver(board):
scorePlayer = getScoreOfBoard(board)[playerTile]
scoreComputer = getScoreOfBoard(board)[computerTile]
outputStr = gameoverStr + str(scorePlayer) + ":" + str(scoreComputer)
text = basicFont.render(outputStr, True, BLACK, BLUE)
textRect = text.get_rect()
textRect.centerx = windowSurface2.get_rect().centerx
textRect.centery = windowSurface2.get_rect().centery
windowSurface2.blit(text, textRect)
def drawWhosTurn1(board,tile):
# print('tile',tile)
if tile == "player":
tile = "Player1"
else:
tile = "Player2"
outstr = "it is " + tile + "'s turn"
text = basicFont.render(outstr, True, BLACK, BLUE)
textRect = text.get_rect()
textRect.centerx = windowSurface2.get_rect().centerx
textRect.centery = windowSurface2.get_rect().centery + 150
windowSurface2.blit(text, textRect)

scorePlayer = getScoreOfBoard(board)[playerTile]
scoreComputer = getScoreOfBoard(board)[computerTile]
outputStr = "Player1 vs Player2 " + str(scorePlayer) + ":" + str(scoreComputer)
text = basicFont.render(outputStr, True, BLACK, BLUE)
textRect = text.get_rect()
textRect.centerx = windowSurface2.get_rect().centerx
textRect.centery = windowSurface2.get_rect().centery + 180
windowSurface2.blit(text, textRect)
def drawWhosTurn(board,tile):
outstr = "it is " + tile + "'s turn"
text = basicFont.render(outstr, True, BLACK, BLUE)
textRect = text.get_rect()
textRect.centerx = windowSurface2.get_rect().centerx
textRect.centery = windowSurface2.get_rect().centery + 150
windowSurface2.blit(text, textRect)

scorePlayer = getScoreOfBoard(board)[playerTile]
scoreComputer = getScoreOfBoard(board)[computerTile]
outputStr = "Player vs Computer " + str(scorePlayer) + ":" + str(scoreComputer)
text = basicFont.render(outputStr, True, BLACK, BLUE)
textRect = text.get_rect()
textRect.centerx = windowSurface2.get_rect().centerx
textRect.centery = windowSurface2.get_rect().centery + 180
windowSurface2.blit(text, textRect)
def PVP():
global mainBoard,sure_f,message,playerTile,computerTile,row,col
global turn, gameOver
mainBoard = getNewBoard()
resetBoard(mainBoard)
global validMoves
global current_depth
# turn = whoGoesFirst()#随机返回“computer或player”,computer作为主机,Player作为客户端
turn = 'player'
if turn == 'player':
playerTile = 'black'#先手黑棋
computerTile = 'white'
else:
playerTile = 'white'
computerTile = 'black'
print(turn)
gameOver = False

while True:
for event in pygame.event.get():
# print("i am here server 111")
if event.type == QUIT:
terminate()
# if event.type == MOUSEBUTTONDOWN :
# print("i am here server")
if gameOver == False and turn == 'player' and event.type == MOUSEBUTTONDOWN and event.button == 1:
print(playerTile)
x, y = pygame.mouse.get_pos()
col = int((x - BOARDX) / CELLWIDTH)
row = int((y - BOARDY) / CELLHEIGHT)
if makeMove(mainBoard, playerTile, col, row) == True: ##成功行走
current_depth += 1
print(current_depth)
validMoves = getValidMoves(mainBoard, computerTile)
if validMoves != []: #还能不能继续走
sure_f = 1
message = "sure_f" + str(sure_f) + " " + "row" + str(row) + " " + "col" + str(col) + " " + "T0"
turn = 'computer'
else:
if len(getValidMoves(mainBoard, playerTile)) == 0:
if getValidMoves(mainBoard, computerTile) != []:
sure_f = 1
message = "sure_f" + str(sure_f) + " " + "row" + str(row) + " " + "col" + str(
col) + " " + "T0"
turn = 'computer'
else:
sure_f = 1
message = "sure_f" + str(sure_f) + " " + "row" + str(row) + " " + "col" + str(
col) + " " + "T0"
turn = 'computer'
gameOver = True
windowSurface2.fill(BACKGROUNDCOLOR)
windowSurface2.blit(boardImage, boardRect, boardRect)
drawValidMoves(validMoves)
drawTile(mainBoard)
drawWhosTurn1(mainBoard, turn)
if isGameOver(mainBoard) or gameOver is True:
drawGameOver(mainBoard)
# 刷新显示与计时
pygame.display.update()
mainClock.tick(FPS)


#人机对战
def rjdz():
global mainBoard
mainBoard = getNewBoard()
resetBoard(mainBoard)
global validMoves
global current_depth
turn = whoGoesFirst()
if turn == 'player':
playerTile = 'black'
computerTile = 'white'
else:
playerTile = 'white'
computerTile = 'black'
print(turn)
gameOver = False

while True:
for event in pygame.event.get():
if event.type == QUIT:
terminate()
if gameOver == False and turn == 'player' and event.type == MOUSEBUTTONDOWN and event.button == 1:
x, y = pygame.mouse.get_pos()

col = int((x - BOARDX) / CELLWIDTH)
row = int((y - BOARDY) / CELLHEIGHT)

if makeMove(mainBoard, playerTile, col, row) == True:
current_depth += 1
print(current_depth)
validMoves = getValidMoves(mainBoard, computerTile)
if validMoves != []:
turn = 'computer'
else:
if len(getValidMoves(mainBoard, playerTile)) == 0:
if getValidMoves(mainBoard, computerTile) != []:
turn = 'computer'
else:
gameOver = True
windowSurface2.fill(BACKGROUNDCOLOR)
windowSurface2.blit(boardImage, boardRect, boardRect)
drawWhosTurn(mainBoard, turn)
drawValidMoves(validMoves)
drawTile(mainBoard)
if isGameOver(mainBoard) or gameOver is True:
drawGameOver(mainBoard)

# 刷新显示与计时
pygame.display.update()

mainClock.tick(FPS)

if (gameOver == False and turn == 'computer'):
tmp = getComputerMove(mainBoard, computerTile)
if len(tmp):
x, y = tmp
else:
if getValidMoves(mainBoard, playerTile) != []:
turn = 'player'
else:
gameOver = True
time.sleep(1)
makeMove(mainBoard, computerTile, x, y)
current_depth += 1
print(current_depth)
# 玩家有可行的走法
validMoves = getValidMoves(mainBoard, playerTile)
if validMoves != []:
turn = 'player'
def menu():
global Socket_init_Flag
running = True
windowSurface2.blit(background, (0, 0))
windowSurface2.blit(logo, (80, 0))
windowSurface2.blit(buttom1, (80, 140))
windowSurface2.blit(buttom2, (80, 240))
windowSurface2.blit(buttom3, (80, 340))
pygame.display.update()



validMoves = [[2, 4], [3, 5], [4, 2], [5, 3]]
current_depth = 0
find_number = 0
non_find_number = 0
while running:
windowSurface2.fill(BACKGROUNDCOLOR)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
terminate()
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):

rjdz()

elif buttom2_rect.collidepoint((mx, my)):
Client_socket()
PVP()
elif buttom3_rect.collidepoint((mx,my)):
terminate()

# 初始化
pygame.init()
mainClock = pygame.time.Clock()
# 加载图片
boardImage = pygame.image.load('board.png')
boardRect = boardImage.get_rect()
blackImage = pygame.image.load('black.png')
blackRect = blackImage.get_rect()
whiteImage = pygame.image.load('white.png')
whiteRect = whiteImage.get_rect()


chooseImage = pygame.image.load('choose.png')
chooseRect = chooseImage.get_rect()

basicFont = pygame.font.SysFont(None, 36)

gameoverStr = 'Game Over Score '
mainBoard = getNewBoard()
resetBoard(mainBoard)

# 设置窗口界面

pygame.display.set_caption('黑白棋-服务端')

gameOver = False

def handele(rec):
global turn , gameOver,current_depth,playerTile,computerTile,mainBoard
global validMoves, handle_flag,d
pi_T = re.compile(r'T(\d)')
pi_sure_flag = re.compile(r'sure_f1')
d = 0
if pi_sure_flag:
for i in range(0,len(rec)):
if rec[i] == 'f' and rec[i+1] =='1':
d = i+2
break
rec = rec[d:]
re_T = int(pi_T.search(rec).group(1))
pi_row = re.compile(r'row(\d)')
pi_col = re.compile(r'col(\d)')

re_col = int(pi_col.search(rec).group(1))
re_row = int(pi_row.search(rec).group(1))
# print("re_sure_flag",re_sure_flag)

if pi_sure_flag.search(rec) and re_T == 1 :
print("sure_flag to handle")
if turn == 'computer' :#对方下棋
print(computerTile)
col = re_col
row = re_row
# print("makeMove(mainBoard, computerTile, col, row)",makeMove(mainBoard, computerTile, col, row))
if makeMove(mainBoard, computerTile, col, row) == True: ##成功行走
current_depth += 1
print(current_depth)
validMoves = getValidMoves(mainBoard, playerTile)
print("validMoves",validMoves)
if validMoves != []: # 还能不能继续走
turn = 'player'
print("turn to player-myself here")

else:
print("validMoves", validMoves)
if len(getValidMoves(mainBoard, computerTile)) == 0:
if getValidMoves(mainBoard, playerTile) != []:
turn = 'player'
print("turn to player-myself here")
else:
gameOver = True
windowSurface2.fill(BACKGROUNDCOLOR)
windowSurface2.blit(boardImage, boardRect, boardRect)
drawWhosTurn(mainBoard, turn)
drawValidMoves(validMoves)
drawTile(mainBoard)
# handle_flag = 1





def TCP_Server():
global SOR,Socket_init_Flag,dataSocket,message,BUFLEN,sure_f, handle_flag,row , col
handle_flag = 1#一开始发数据
while True:
if Socket_init_Flag == 1:
print("进入TCP")
if SOR == 0 :
# time.sleep(0.3)
if sure_f ==1 :
time.sleep(0.3)
temp = message
print("Send_message", temp)
dataSocket.send(temp.encode())
# time.sleep(0.3)
print("Send_message", message)
dataSocket.send(message.encode())
sure_f = 0
message = "sure_f" + str(sure_f) + " " + "row" + str(row) + " " + "col" + str(col) + " " + "T0"
# sure_flag = 0
# flash_flag = 0
# regret_flag = 0
# message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(send_col) + "flash" + str(
# flash_flag) + "reg" + str(regret_flag)
# print("waiting for receiving...........")
# # time.sleep(0.1)
SOR = 1
if SOR == 1:
recved = dataSocket.recv(BUFLEN)
rec = recved.decode()
if not recved:
break
if rec:
print("received", rec)
# handle_flag = 0
handele(rec)
##关键代码,需要进行延时处理,不然会出现Handle无法完全执行,又开始进行发送数据
time.sleep(0.5)
dataSocket.send(message.encode())
SOR = 0





# 游戏主循环
validMoves = [[2,4],[3,5],[4,2],[5,3]]
current_depth = 0
find_number = 0
non_find_number = 0
turn = whoGoesFirst()
if turn == 'player':
playerTile = 'black'
computerTile = 'white'
else:
playerTile = 'white'
computerTile = 'black'


running = True
gameoverStr = 'Game Over Score '
server_thread = threading.Thread(target=TCP_Server)
server_thread.start()
while running:
menu()
for event in pygame.event.get():
if event.type == pygame.QUIT:
terminate()

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import pygame, sys, random,time
from pygame.locals import *
import numpy as np
from socket import *
import threading
import time
import re





BACKGROUNDCOLOR = (255, 255, 255)
BLACK = (255, 255, 255)
BLUE = (0, 0, 255)
CELLWIDTH = 40
CELLHEIGHT = 40
PIECEWIDTH = 47
PIECEHEIGHT = 47
BOARDX = 2
BOARDY = 2
FPS = 40
INF_VALUE = 1000000
iteration_depth = 5
HASHMAP_SIZE = 8
windowSurface2 = pygame.display.set_mode((320, 420))
# 菜单图片
background = pygame.image.load('background.png')
background = pygame.transform.smoothscale(background,(320,420))
logo = pygame.image.load('logo.png')
logo =pygame.transform.smoothscale(logo,(160,80))

buttom1 = pygame.image.load('button1.png')
buttom1 = pygame.transform.smoothscale(buttom1,(160,80))
buttom1_rect = buttom1.get_rect()
buttom1_rect.center = (80, 140)
buttom2 = pygame.image.load('button2.png')
buttom2 = pygame.transform.smoothscale(buttom2,(160,80))
buttom2_rect = buttom2.get_rect()
buttom2_rect.center = (80, 240)

buttom3 = pygame.image.load('button3.png')
buttom3 = pygame.transform.smoothscale(buttom3,(160,80))
buttom3_rect = buttom3.get_rect()
buttom3_rect.center = (80, 340)




IP = '192.168.2.95'
# 端口号
SERVER_PORT = 50000
# 定义一次从socket缓冲区最多读入512个字节数据
BUFLEN = 1024
global dataSocket, SOR, message,sure_f, row ,col
SOR =1
sure_f = 0
row = 0
col =1
# 实例化一个socket对象,指明协议
dataSocket = socket(AF_INET, SOCK_STREAM)
# 连接服务端socket
dataSocket.connect((IP, SERVER_PORT))
message = "sure_f0 row0 col0 for client T1"
def getNewZobrist():
board = []
for i in range(8):
board.append([random.randint(0,2**HASHMAP_SIZE - 1) for i in range(8)])
return board

def get_hashcode(hashcode,board,tile):
for i in range(8):
for j in range(8):
if board[i][j] == 'black':
hashcode ^= zobrist_black[i][j]
elif board[i][j] == 'white':
hashcode ^= zobrist_white[i][j]

if tile == 'white':
hashcode ^= zobrist_swap_player[0]
else:
hashcode ^= zobrist_swap_player[1]
return hashcode
class Hashtable_Node:
lower = -INF_VALUE
upper = INF_VALUE
bestmove = [0,0]
depth = 0
class Hashtable:
lock = 0
deepest = Hashtable_Node()
newest = Hashtable_Node()

hashmap = {}

zobrist_white = getNewZobrist()
zobrist_black = getNewZobrist()
zobrist_swap_player = [random.randint(0, 2 ** HASHMAP_SIZE - 1), random.randint(0, 2 ** HASHMAP_SIZE - 1)]


def hash_update(hashcode,lower,upper,bestmove,depth):
p = hashmap.get(hashcode)
if depth == p.deepest.depth :
if lower > p.deepest.lower:
p.deepest.lower = lower
p.deepest.bestmove = bestmove
if upper < p.deepest.upper:
p.deepest.upper = upper
elif depth == p.newest.depth:
if lower > p.newest.lower:
p.newest.lower = lower
p.newest.bestmove = bestmove
if upper < p.newest.upper:
p.newest.upper = upper
elif depth > p.deepest.depth:
p.newest.lower = p.deepest.lower
p.newest.upper = p.deepest.upper
p.newest.bestmove = p.deepest.bestmove
p.newest.depth = p.deepest.depth

p.deepest.lower = lower
p.deepest.upper = upper
p.deepest.bestmove = bestmove
p.deepest.depth = depth

def hash_get(p,depth):
if depth == p.deepest.depth:
return p.deepest
elif depth == p.newest.depth:
return p.newest
else:
return None

def alpha_beta_with_hashtable(board,computerTile,playerTile,flag,alpha,beta,depth):
if flag is True:
Tile = computerTile
else:
Tile = playerTile
hashcode = 0
hashcode = get_hashcode(hashcode,board,Tile)
bestmove = []
p = hashmap.get(hashcode)

if p is not None :
global find_number
find_number += 1
# print('find number is %d***********'%find_number)
node = hash_get(p, current_depth + iteration_depth - depth)
if node is not None:
if node.lower > alpha:
alpha = node.lower
if alpha >= beta:
return alpha
if node.upper < beta:
beta = node.upper
if beta <= alpha:
return beta
else:
global non_find_number
non_find_number += 1
# print('not find number is %d$$$$$$$$' % non_find_number)
newTable = Hashtable()
newTable.lock = hashcode
hashmap[hashcode] = newTable
# print('hash map size is %d??????????' %len(hashmap))

temp = alpha_beta(board,computerTile,playerTile,flag,alpha,beta,depth)
if isinstance(temp,float) or isinstance(temp,int):
best_value = temp
else:
best_value = temp[0]
bestmove = temp[1]
if best_value >= beta:
hash_update(hashcode, best_value, INF_VALUE, bestmove, current_depth + iteration_depth - depth)
elif best_value <= alpha:
hash_update(hashcode, -INF_VALUE, best_value, bestmove, current_depth + iteration_depth - depth)
else:
hash_update(hashcode, best_value, best_value, bestmove, current_depth + iteration_depth - depth)
return best_value
# alpha_beta减枝算法
#传进来如果flag是True 那么就是computer下
#传进来flag为false 那么就是player下
def alpha_beta(board,computerTile,playerTile,flag,alpha,beta,depth):
bestValue = -INF_VALUE
bestMove = []
if flag is True:
Tile = computerTile
else:
Tile = playerTile
possible = getValidMoves(board,Tile)
for x,y in possible:
copyBoard = getBoardCopy(board)
makeMove(copyBoard,Tile,x,y)
if depth <= 1:
Value = getEvaluationOfBoard(copyBoard)[Tile]
else:
temp = alpha_beta(copyBoard,computerTile,playerTile,not flag,-beta,-alpha,depth-1)
if isinstance(temp,float) or isinstance(temp,int):
Value = -temp
else:
Value = -temp[0]
if Value >= beta:
return Value
if Value > bestValue:
bestValue = Value
bestMove = [x,y]
if Value > alpha:
alpha = Value

return bestValue,bestMove
def mtd(board,computerTile,playerTile,flag,alpha,beta,test,depth):
bestValue = -INF_VALUE
while alpha < beta:
temp = alpha_beta(board,computerTile,playerTile,flag,test-1,test,depth)
if isinstance(temp, float):
bestValue = temp
else:
bestValue = temp[0]
if bestValue < test:
beta = bestValue
test = bestValue
else:
alpha = bestValue
test = bestValue + 1
return bestValue
def pvs(board,computerTile,playerTile,flag,alpha,beta,depth):
bestValue = -INF_VALUE
if flag is True:
Tile = computerTile
else:
Tile = playerTile
possible = getValidMoves(board,Tile)
for x,y in possible:
copyBoard = getBoardCopy(board)
makeMove(copyBoard,Tile,x,y)
if depth <= 1:
Value = getEvaluationOfBoard(copyBoard)[Tile]
elif bestValue == -INF_VALUE:
Value = -pvs(copyBoard,computerTile,playerTile,not flag,-beta,-alpha,depth-1)
else:
Value = -pvs(copyBoard,computerTile,playerTile,not flag,-alpha-1,-alpha,depth-1)
if Value >alpha and Value < beta:
alpha = Value
Value = -pvs(copyBoard, computerTile, playerTile, not flag, -beta, -alpha, depth - 1)
if Value >= beta:
return Value
if Value > bestValue:
bestValue = Value
if Value > alpha:
alpha = Value
return bestValue
# 退出
def terminate():
pygame.quit()
sys.exit()

# 初始化棋盘

def resetBoard(board):
for x in range(8):
for y in range(8):
board[x][y] = 'none'
#初始布局:
board[3][3] = 'black'
board[3][4] = 'white'
board[4][3] = 'white'
board[4][4] = 'black'

# 开局时建立新棋盘
def getNewBoard():
board = []
for i in range(8):
board.append(['none'] * 8)
return board

# 是否是合法走法,返回false或者此走法能够被翻转的棋子位置
def isValidMove(board, tile, xstart, ystart):
# 如果该位置已经有棋子或者出界了,返回False
if not isOnBoard(xstart, ystart) or board[xstart][ystart] != 'none':
return False
# 临时将tile 放到指定的位置
board[xstart][ystart] = tile
if tile == 'black':
otherTile = 'white'
else:
otherTile = 'black'
# 要被翻转的棋子
tilesToFlip = []
for xdirection, ydirection in [[0, 1], [1, 1], [1, 0], [1, -1], [0, -1], [-1, -1], [-1, 0], [-1, 1]]:
x, y = xstart, ystart
x += xdirection
y += ydirection
if isOnBoard(x, y) and board[x][y] == otherTile:
x += xdirection
y += ydirection
if not isOnBoard(x, y):
continue
# 一直走到出界或不是对方棋子的位置
while board[x][y] == otherTile:
x += xdirection
y += ydirection
if not isOnBoard(x, y):
break
# 出界了,则没有棋子要翻转OXXXXX
if not isOnBoard(x, y):
continue
# 是自己的棋子OXXXXXXO
if board[x][y] == tile:
while True:
x -= xdirection
y -= ydirection
# 回到了起点则结束
if x == xstart and y == ystart:
break
# 需要翻转的棋子
tilesToFlip.append([x, y])
# 将前面临时放上的棋子去掉,即还原棋盘
board[xstart][ystart] = 'none' # restore the empty space
# 没有要被翻转的棋子,则走法非法。翻转棋的规则。
if len(tilesToFlip) == 0: # If no tiles were flipped, this is not a valid move.
return False
return tilesToFlip

# 是否出界
def isOnBoard(x, y):
return x >= 0 and x <= 7 and y >= 0 and y <= 7

# 获取可落子的位置,返回这些坐标,并作出标记

def getValidMoves(board, tile):
validMoves = []
for x in range(8):
for y in range(8):
if isValidMove(board, tile, x, y) != False:
validMoves.append([x, y])
return validMoves

# 获取棋盘上黑白双方的棋子数
def getEvaluationOfBoard(board):
BoardBlack = np.zeros((8,8))
BoardWhite = np.zeros((8,8))
# 棋盘估值表
Vmap = np.array([[500, -25, 10, 5, 5, 10, -25, 500], [-25, -45, 1, 1, 1, 1, -45, -25], [10, 1, 3, 2, 2, 3, 1, 10],
[5, 1, 2, 1, 1, 2, 1, 5], [5, 1, 2, 1, 1, 2, 1, 5], [10, 1, 3, 2, 2, 3, 1, 10],
[-25, -45, 1, 1, 1, 1, -45, -25], [500, -25, 10, 5, 5, 10, -25, 500]])
for x in range(8):
for y in range(8):
if board[x][y] == 'black':
BoardBlack[x][y] = 1
if board[x][y] == 'white':
BoardWhite[x][y] = 1
# #
# print(BoardWhite,end='**************')
# print(BoardBlack,end='$$$$$$$$$$$$$$$$$$$')
BoardBlack = BoardBlack * Vmap
BoardWhite = BoardWhite * Vmap
BlackValue = np.sum(BoardBlack)
WhiteValue = np.sum(BoardWhite)
return {'black': BlackValue, 'white': WhiteValue}

def getScoreOfBoard(board):
xscore = 0
oscore = 0
for x in range(8):
for y in range(8):
if board[x][y] == 'black':
xscore += 1
if board[x][y] == 'white':
oscore += 1
return {'black': xscore, 'white': oscore}


# 谁先走,返回turn
def whoGoesFirst():
if random.randint(0, 1) == 0:
return 'computer'
else:
return 'player'

# 将一个tile棋子放到(xstart, ystart),返回True或False,并在board中修改值
def makeMove(board, tile, xstart, ystart):
tilesToFlip = isValidMove(board, tile, xstart, ystart) #是否正确落子

if tilesToFlip == False:
return False

board[xstart][ystart] = tile #打印出来

for x, y in tilesToFlip:
board[x][y] = tile

return True

# 复制棋盘
def getBoardCopy(board):
dupeBoard = getNewBoard()
for x in range(8):
for y in range(8):
dupeBoard[x][y] = board[x][y]

return dupeBoard

# 是否在角上
def isOnCorner(x, y):
return (x == 0 and y == 0) or (x == 7 and y == 0) or (x == 0 and y == 7) or (x == 7 and y == 7)

# 电脑走法,AI,返回最佳走法的坐标
def getComputerMove(board, computerTile):
# 获取所以合法走法
flag = True
bestMove = []
possibleMoves = getValidMoves(board, computerTile)
# 打乱所有合法走法
sscore = []
random.shuffle(possibleMoves)
# [x, y]在角上,则优先走,因为角上的不会被再次翻转
for x, y in possibleMoves:
if isOnCorner(x, y):
return [x, y]
bestScore = -1
for x, y in possibleMoves:
dupeBoard = getBoardCopy(board)
makeMove(dupeBoard, computerTile, x, y)
#score = getScoreOfBoard(dupeBoard)[computerTile]
# score = pvs(dupeBoard,computerTile,playerTile,flag,-INF_VALUE,INF_VALUE,iteration_depth)
# score = mtd(dupeBoard,computerTile,playerTile,flag,-INF_VALUE,INF_VALUE,10,iteration_depth)
score = alpha_beta_with_hashtable(dupeBoard,computerTile,playerTile,flag,-INF_VALUE,INF_VALUE,iteration_depth)
# sscore.append(score)
# print(sscore)
if score is not INF_VALUE and score > bestScore:
bestMove = [x, y]
bestScore = score
if len(bestMove) == 0:
for x, y in possibleMoves:
bestMove = [x,y]
break

print(bestMove)
return bestMove


# 是否游戏结束

def isGameOver(board):
for x in range(8):
for y in range(8):
if board[x][y] == 'none':
return False

return True

# 画出棋子,无返回值
def drawTile(board):
for x in range(8):
for y in range(8):
rectDst = pygame.Rect(BOARDX + x * CELLWIDTH + 2, BOARDY + y * CELLHEIGHT + 2, PIECEWIDTH, PIECEHEIGHT)
if mainBoard[x][y] == 'black':
windowSurface2.blit(blackImage, rectDst, blackRect)
elif mainBoard[x][y] == 'white':
windowSurface2.blit(whiteImage, rectDst, whiteRect)

# 画出能够落子的位置,无返回值
def drawValidMoves(validmoves):
for [x,y] in validMoves:
rectDst = pygame.Rect(BOARDX + x * CELLWIDTH + 2, BOARDY + y * CELLHEIGHT + 2, PIECEWIDTH, PIECEHEIGHT)
windowSurface2.blit(chooseImage, rectDst, chooseRect)

#游戏结束时的界面显示
def drawGameOver(board):
scorePlayer = getScoreOfBoard(board)[playerTile]
scoreComputer = getScoreOfBoard(board)[computerTile]
outputStr = gameoverStr + str(scorePlayer) + ":" + str(scoreComputer)
text = basicFont.render(outputStr, True, BLACK, BLUE)
textRect = text.get_rect()
textRect.centerx = windowSurface2.get_rect().centerx
textRect.centery = windowSurface2.get_rect().centery
windowSurface2.blit(text, textRect)
def drawWhosTurn1(board,tile):
# print('tile',tile)
if tile == "player":
tile = "Player1"
else:
tile = "Player2"
outstr = "it is " + tile + "'s turn"
text = basicFont.render(outstr, True, BLACK, BLUE)
textRect = text.get_rect()
textRect.centerx = windowSurface2.get_rect().centerx
textRect.centery = windowSurface2.get_rect().centery + 150
windowSurface2.blit(text, textRect)

scorePlayer = getScoreOfBoard(board)[playerTile]
scoreComputer = getScoreOfBoard(board)[computerTile]
outputStr = "Player1 vs Player2 " + str(scorePlayer) + ":" + str(scoreComputer)
text = basicFont.render(outputStr, True, BLACK, BLUE)
textRect = text.get_rect()
textRect.centerx = windowSurface2.get_rect().centerx
textRect.centery = windowSurface2.get_rect().centery + 180
windowSurface2.blit(text, textRect)
def drawWhosTurn(board,tile):
outstr = "it is " + tile + "'s turn"
text = basicFont.render(outstr, True, BLACK, BLUE)
textRect = text.get_rect()
textRect.centerx = windowSurface2.get_rect().centerx
textRect.centery = windowSurface2.get_rect().centery + 150
windowSurface2.blit(text, textRect)

scorePlayer = getScoreOfBoard(board)[playerTile]
scoreComputer = getScoreOfBoard(board)[computerTile]
outputStr = "Player vs Computer " + str(scorePlayer) + ":" + str(scoreComputer)
text = basicFont.render(outputStr, True, BLACK, BLUE)
textRect = text.get_rect()
textRect.centerx = windowSurface2.get_rect().centerx
textRect.centery = windowSurface2.get_rect().centery + 180
windowSurface2.blit(text, textRect)
def PVP():
global mainBoard, sure_f, message, row, col
global turn, gameOver
mainBoard = getNewBoard()
resetBoard(mainBoard)
global validMoves
global current_depth
# turn = whoGoesFirst()#随机返回“computer或player”
turn = 'player'
if turn == 'player':
playerTile = 'black'#先手黑棋
computerTile = 'white'
else:
playerTile = 'white'
computerTile = 'black'
print("turn on begining",turn)
gameOver = False

while True:
for event in pygame.event.get():
if event.type == QUIT:
terminate()
# if (event.type == MOUSEBUTTONDOWN ):
# print(" i am here client")
if (gameOver == False and turn == 'computer' and event.type == MOUSEBUTTONDOWN and event.button == 1):
print("computerTile: ", computerTile)
x, y = pygame.mouse.get_pos()
col = int((x - BOARDX) / CELLWIDTH)
row = int((y - BOARDY) / CELLHEIGHT)
if makeMove(mainBoard, computerTile, col, row) == True: ##成功行走
current_depth += 1
print(current_depth)
validMoves = getValidMoves(mainBoard, playerTile)
if validMoves != []: # 还能不能继续走
sure_f = 1
message = "sure_f" + str(sure_f) + " " + "row" + str(row) + " " + "col" + str(col) + " " + "T1"
turn = 'player'
else:
if len(getValidMoves(mainBoard, computerTile)) == 0:
if getValidMoves(mainBoard, playerTile) != []:
sure_f = 1
message = "sure_f" + str(sure_f) + " " + "row" + str(row) + " " + "col" + str(
col) + " " + "T1"
turn = 'player'
else:
sure_f = 1
message = "sure_f" + str(sure_f) + " " + "row" + str(row) + " " + "col" + str(
col) + " " + "T1"
turn = 'player'
gameOver = True

windowSurface2.fill(BACKGROUNDCOLOR)
windowSurface2.blit(boardImage, boardRect, boardRect)
drawValidMoves(validMoves)
drawTile(mainBoard)
drawWhosTurn1(mainBoard, turn)
if isGameOver(mainBoard) or gameOver is True:
drawGameOver(mainBoard)
# 刷新显示与计时
pygame.display.update()
mainClock.tick(FPS)


#人机对战
def rjdz():
global mainBoard
mainBoard = getNewBoard()
resetBoard(mainBoard)
global validMoves
global current_depth
turn = whoGoesFirst()
if turn == 'player':
playerTile = 'black'
computerTile = 'white'
else:
playerTile = 'white'
computerTile = 'black'
print(turn)
gameOver = False

while True:
for event in pygame.event.get():
if event.type == QUIT:
terminate()
if gameOver == False and turn == 'player' and event.type == MOUSEBUTTONDOWN and event.button == 1:
x, y = pygame.mouse.get_pos()

col = int((x - BOARDX) / CELLWIDTH)
row = int((y - BOARDY) / CELLHEIGHT)

if makeMove(mainBoard, playerTile, col, row) == True:
current_depth += 1
print(current_depth)
validMoves = getValidMoves(mainBoard, computerTile)
if validMoves != []:
turn = 'computer'
else:
if len(getValidMoves(mainBoard, playerTile)) == 0:
if getValidMoves(mainBoard, computerTile) != []:
turn = 'computer'
else:
gameOver = True
windowSurface2.fill(BACKGROUNDCOLOR)
windowSurface2.blit(boardImage, boardRect, boardRect)
drawWhosTurn(mainBoard, turn)
drawValidMoves(validMoves)
drawTile(mainBoard)
if isGameOver(mainBoard) or gameOver is True:
drawGameOver(mainBoard)

# 刷新显示与计时
pygame.display.update()

mainClock.tick(FPS)

if (gameOver == False and turn == 'computer'):
tmp = getComputerMove(mainBoard, computerTile)
if len(tmp):
x, y = tmp
else:
if getValidMoves(mainBoard, playerTile) != []:
turn = 'player'
else:
gameOver = True
time.sleep(1)
makeMove(mainBoard, computerTile, x, y)
current_depth += 1
print(current_depth)
# 玩家有可行的走法
validMoves = getValidMoves(mainBoard, playerTile)
if validMoves != []:
turn = 'player'
def menu():
running = True
windowSurface2.blit(background, (0, 0))
windowSurface2.blit(logo, (80, 0))
windowSurface2.blit(buttom1, (80, 140))
windowSurface2.blit(buttom2, (80, 240))
windowSurface2.blit(buttom3, (80, 340))
pygame.display.update()



validMoves = [[2, 4], [3, 5], [4, 2], [5, 3]]
current_depth = 0
find_number = 0
non_find_number = 0
while running:
windowSurface2.fill(BACKGROUNDCOLOR)
mx, my = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
terminate()
elif event.type == pygame.MOUSEBUTTONDOWN:
if buttom1_rect.collidepoint((mx, my)):

rjdz()

elif buttom2_rect.collidepoint((mx, my)):
PVP()
elif buttom3_rect.collidepoint((mx,my)):
terminate()

# 初始化
pygame.init()
mainClock = pygame.time.Clock()
# 加载图片
boardImage = pygame.image.load('board.png')
boardRect = boardImage.get_rect()
blackImage = pygame.image.load('black.png')
blackRect = blackImage.get_rect()
whiteImage = pygame.image.load('white.png')
whiteRect = whiteImage.get_rect()


chooseImage = pygame.image.load('choose.png')
chooseRect = chooseImage.get_rect()

basicFont = pygame.font.SysFont(None, 36)

gameoverStr = 'Game Over Score '
mainBoard = getNewBoard()
resetBoard(mainBoard)

# 设置窗口界面

pygame.display.set_caption('黑白棋-客户端')

gameOver = False


def handle(rec):
global turn, gameOver,current_depth,playerTile,computerTile,mainBoard,handle_flag
global validMoves,d
pi_T = re.compile(r'T(\d)')
pi_sure_flag = re.compile(r'sure_f1')
d = 0
if pi_sure_flag:
for i in range(0,len(rec)):
if rec[i] == 'f' and rec[i+1] =='1':
d = i+2
break
rec = rec[d:]
re_T = int(pi_T.search(rec).group(1))
pi_row = re.compile(r'row(\d)')
pi_col = re.compile(r'col(\d)')
# re_sure_flag = pi_sure_flag.search(rec).group(1)
re_col = int(pi_col.search(rec).group(1))
re_row = int(pi_row.search(rec).group(1))
# print("re_sure_flag",re_sure_flag)
if pi_sure_flag.search(rec) and re_T == 0:
print("sure_flag to handle")
if turn == 'player' :
print(playerTile)
col = re_col
row = re_row
# print("makeMove(mainBoard, playerTile, col, row) ",makeMove(mainBoard, playerTile, col, row) )
if makeMove(mainBoard, playerTile, col, row) == True: ##成功行走
current_depth += 1
print(current_depth)
validMoves = getValidMoves(mainBoard, computerTile)
print("makeMove is True")
print("validMoves",validMoves)
if validMoves != []: # 还能不能继续走
turn = 'computer'
print("turn to computer-myself here")
else:
print("makeMove is Flase")
print("validMoves", validMoves)
if len(getValidMoves(mainBoard, playerTile)) == 0:
if getValidMoves(mainBoard, computerTile) != []:
turn = 'computer'
print("turn to computer-myself here")
else:
gameOver = True
windowSurface2.fill(BACKGROUNDCOLOR)
windowSurface2.blit(boardImage, boardRect, boardRect)
drawWhosTurn(mainBoard, turn)
drawValidMoves(validMoves)
drawTile(mainBoard)
# handle_flag = 1

def TCP_Client():
global dataSocket, SOR, message,BUFLEN, handle_flag,sure_f,row, col

while True:
if SOR == 1 :
# print("waiting for receiving...........")
recved = dataSocket.recv(BUFLEN)
rec = recved.decode()
if not recved:
break
if rec:
print("received", rec)
# handle_flag = 0
handle(rec)
##关键代码,需要进行延时处理,不然会出现Handle无法完全执行,又开始进行发送数据
time.sleep(0.5)
SOR = 0
# time.sleep(0.3)
if SOR == 0 :
# if sure_f == 1:
# time.sleep(0.3)
if sure_f == 1:
time.sleep(0.3)
temp = message
print("Send_message", temp)
dataSocket.send(temp.encode())
print("sending",message)
dataSocket.send(message.encode())
sure_f = 0
message = "sure_f" + str(sure_f) + " " + "row" + str(row) + " " + "col" + str(col) + " " + "T1"
# sure_flag = 0
# flash_flag = 0
# regret_flag = 0
# message = "sure_f" + str(sure_flag) + "row" + str(send_row) + " col" + str(send_col) + "flash" + str(
# flash_flag) + "reg" + str(regret_flag)
# # time.sleep(0.1)
SOR = 1






# 游戏主循环
validMoves = [[2,4],[3,5],[4,2],[5,3]]
current_depth = 0
find_number = 0
non_find_number = 0
turn = whoGoesFirst()
if turn == 'player':
playerTile = 'black'
computerTile = 'white'
else:
playerTile = 'white'
computerTile = 'black'


running = True
gameoverStr = 'Game Over Score '
client_thread = threading.Thread(target=TCP_Client)
client_thread.start()

while running:
menu()
for event in pygame.event.get():
if event.type == pygame.QUIT:
terminate()