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So verwenden Sie Python+Pygame, um das Vier-Schach-Spiel zu implementieren

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2023-05-15 12:43:061361Durchsuche

1. Spielerklärung

„Zou Si Er“ ist hauptsächlich in Jinan, Liaocheng, Heze und anderen Orten in der Provinz Shandong aktiv. Es ist ein Schachspiel, das besonders für Kinder zum Ausprobieren geeignet ist.

Auf einem 4×4-Schachbrett hat jede Seite 4 Figuren, die an den vier Positionen auf den beiden oberen Endlinien des Schachbretts platziert werden. Das Bild unten

zeigt, wie das „Go Four“-Spiel zu Beginn aussieht.

So verwenden Sie Python+Pygame, um das Vier-Schach-Spiel zu implementieren

2. Spielregeln

Die Spielregeln von „Go Four“ sind:

1. Beide Seiten wechseln sich ab, um sich zu bewegen, und jeder Schritt kann nur ein Feld nach oben, unten, links oder rechts bewegen und kann sich nicht diagonal bewegen. Wenn eine Partei nicht umziehen kann, geht die andere Partei.

2. Wenn sich eine Figur von Partei A auf eine Linie bewegt, befinden sich nur zwei Figuren von Partei A und eine Figur von Partei B auf dieser Linie, und die beiden Figuren von Partei A sind verbunden, und die Figur von Partei B ist mit einer der beiden Figuren von Partei A verbunden . Wenn die Stücke verbunden sind, wird das Stück von Partei B gegessen.

Das Bild unten ist ein Beispiel für die Stile, die gegessen werden können:

So verwenden Sie Python+Pygame, um das Vier-Schach-Spiel zu implementieren

3. Die Seite mit weniger als 2 Stück ist der Verlierer. Wenn keine Seite die andere schlagen kann, kann es als Unentschieden gewertet werden.

3. Umgebungsinstallation

1) Materialien (Bilder)

So verwenden Sie Python+Pygame, um das Vier-Schach-Spiel zu implementieren

2) Laufumgebung Die vom Editor verwendete Umgebung: Python3, Pycharm Community Edition, Pygame und Numpy-Modulteile sind enthalten und werden nicht einzeln angezeigt um eins.

Modulinstallation: pip install -i https://pypi.douban.com/simple/+module name

4. Codeanzeige

import pygame as pg
from pygame.locals import *
import sys
import time
import numpy as np

pg.init()
size = width, height = 600, 400
screen = pg.display.set_mode(size)
f_clock = pg.time.Clock()
fps = 30
pg.display.set_caption("走四棋儿")
background = pg.image.load("background.png").convert_alpha()
glb_pos = [[(90, 40), (190, 40), (290, 40), (390, 40)],
           [(90, 140), (190, 140), (290, 140), (390, 140)],
           [(90, 240), (190, 240), (290, 240), (390, 240)],
           [(90, 340), (190, 340), (290, 340), (390, 340)]]


class ChessPieces():
    def __init__(self, img_name):
        self.name = img_name
        self.id = None
        if self.name == 'heart':
            self.id = 2
        elif self.name == 'spade':
            self.id = 3
        self.img = pg.image.load(img_name + ".png").convert_alpha()
        self.rect = self.img.get_rect()
        self.pos_x, self.pos_y = 0, 0
        self.alive_state = True

    def get_rect(self):
        return (self.rect[0], self.rect[1])

    def get_pos(self):
        return (self.pos_x, self.pos_y)

    def update(self):
        if self.alive_state == True:
            self.rect[0] = glb_pos[self.pos_y][self.pos_x][0]
            self.rect[1] = glb_pos[self.pos_y][self.pos_x][1]
            screen.blit(self.img, self.rect)


class Pointer():
    def __init__(self):
        self.img = pg.image.load("pointer.png").convert_alpha()
        self.rect = self.img.get_rect()
        self.show = False
        self.selecting_item = False

    def point_to(self, Heart_Blade_class):
        if Heart_Blade_class.alive_state:
            self.pointing_to_item = Heart_Blade_class
            self.item_pos = Heart_Blade_class.get_rect()
            self.rect[0], self.rect[1] = self.item_pos[0], self.item_pos[1] - 24

    def update(self):
        screen.blit(self.img, self.rect)


class GlobalSituation():
    def __init__(self):
        self.glb_situation = np.array([[2, 2, 2, 2],
                                       [0, 0, 0, 0],
                                       [0, 0, 0, 0],
                                       [3, 3, 3, 3]], dtype=np.uint8)
        self.spade_turn = None

    def refresh_situation(self):
        self.glb_situation = np.zeros([4, 4], np.uint8)
        for i in range(4):
            if heart[i].alive_state:
                self.glb_situation[heart[i].pos_y, heart[i].pos_x] = heart[i].id
        for i in range(4):
            if spade[i].alive_state:
                self.glb_situation[spade[i].pos_y, spade[i].pos_x] = spade[i].id
        for i in range(4):
            print(self.glb_situation[i][:])
        print('=' * 12)
        if self.spade_turn != None:
            self.spade_turn = not self.spade_turn

    def check_situation(self, moved_item):
        curr_pos_x, curr_pos_y = moved_item.get_pos()
        curr_pos_col = self.glb_situation[:, curr_pos_x]
        curr_pos_raw = self.glb_situation[curr_pos_y, :]
        enemy_die = False
        if moved_item.id == 2:
            if np.sum(curr_pos_col) == 7:
                if (curr_pos_col == np.array([0, 2, 2, 3])).all():
                    enemy_die = True
                    self.glb_situation[3, curr_pos_x] = 0
                    for spade_i in spade:
                        if spade_i.alive_state and spade_i.pos_x == curr_pos_x and spade_i.pos_y == 3:
                            spade_i.alive_state = False
                elif (curr_pos_col == np.array([2, 2, 3, 0])).all():
                    enemy_die = True
                    self.glb_situation[2, curr_pos_x] = 0
                    for spade_i in spade:
                        if spade_i.alive_state and spade_i.pos_x == curr_pos_x and spade_i.pos_y == 2:
                            spade_i.alive_state = False
                elif (curr_pos_col == np.array([0, 3, 2, 2])).all():
                    enemy_die = True
                    self.glb_situation[1, curr_pos_x] = 0
                    for spade_i in spade:
                        if spade_i.alive_state and spade_i.pos_x == curr_pos_x and spade_i.pos_y == 1:
                            spade_i.alive_state = False
                elif (curr_pos_col == np.array([3, 2, 2, 0])).all():
                    enemy_die = True
                    self.glb_situation[0, curr_pos_x] = 0
                    for spade_i in spade:
                        if spade_i.alive_state and spade_i.pos_x == curr_pos_x and spade_i.pos_y == 0:
                            spade_i.alive_state = False
            if np.sum(curr_pos_raw) == 7:
                if (curr_pos_raw == np.array([0, 2, 2, 3])).all():
                    enemy_die = True
                    self.glb_situation[curr_pos_y, 3] = 0
                    for spade_i in spade:
                        if spade_i.alive_state and spade_i.pos_x == 3 and spade_i.pos_y == curr_pos_y:
                            spade_i.alive_state = False
                elif (curr_pos_raw == np.array([2, 2, 3, 0])).all():
                    enemy_die = True
                    self.glb_situation[curr_pos_y, 2] = 0
                    for spade_i in spade:
                        if spade_i.alive_state and spade_i.pos_x == 2 and spade_i.pos_y == curr_pos_y:
                            spade_i.alive_state = False
                elif (curr_pos_raw == np.array([0, 3, 2, 2])).all():
                    enemy_die = True
                    self.glb_situation[curr_pos_y, 1] = 0
                    for spade_i in spade:
                        if spade_i.alive_state and spade_i.pos_x == 1 and spade_i.pos_y == curr_pos_y:
                            spade_i.alive_state = False
                elif (curr_pos_raw == np.array([3, 2, 2, 0])).all():
                    enemy_die = True
                    self.glb_situation[curr_pos_y, 0] = 0
                    for spade_i in spade:
                        if spade_i.alive_state and spade_i.pos_x == 0 and spade_i.pos_y == curr_pos_y:
                            spade_i.alive_state = False
        elif moved_item.id == 3:
            if np.sum(curr_pos_col) == 8:
                if (curr_pos_col == np.array([0, 3, 3, 2])).all():
                    enemy_die = True
                    self.glb_situation[3, curr_pos_x] = 0
                    for heart_i in heart:
                        if heart_i.alive_state and heart_i.pos_x == curr_pos_x and heart_i.pos_y == 3:
                            heart_i.alive_state = False
                elif (curr_pos_col == np.array([3, 3, 2, 0])).all():
                    enemy_die = True
                    self.glb_situation[2, curr_pos_x] = 0
                    for heart_i in heart:
                        if heart_i.alive_state and heart_i.pos_x == curr_pos_x and heart_i.pos_y == 2:
                            heart_i.alive_state = False
                elif (curr_pos_col == np.array([0, 2, 3, 3])).all():
                    enemy_die = True
                    self.glb_situation[1, curr_pos_x] = 0
                    for heart_i in heart:
                        if heart_i.alive_state and heart_i.pos_x == curr_pos_x and heart_i.pos_y == 1:
                            heart_i.alive_state = False
                elif (curr_pos_col == np.array([2, 3, 3, 0])).all():
                    enemy_die = True
                    self.glb_situation[0, curr_pos_x] = 0
                    for heart_i in heart:
                        if heart_i.alive_state and heart_i.pos_x == curr_pos_x and heart_i.pos_y == 0:
                            heart_i.alive_state = False
            if np.sum(curr_pos_raw) == 8:
                if (curr_pos_raw == np.array([0, 3, 3, 2])).all():
                    enemy_die = True
                    self.glb_situation[curr_pos_y, 3] = 0
                    for heart_i in heart:
                        if heart_i.alive_state and heart_i.pos_x == 3 and heart_i.pos_y == curr_pos_y:
                            heart_i.alive_state = False
                elif (curr_pos_raw == np.array([3, 3, 2, 0])).all():
                    enemy_die = True
                    self.glb_situation[curr_pos_y, 2] = 0
                    for heart_i in heart:
                        if heart_i.alive_state and heart_i.pos_x == 2 and heart_i.pos_y == curr_pos_y:
                            heart_i.alive_state = False
                elif (curr_pos_raw == np.array([0, 2, 3, 3])).all():
                    enemy_die = True
                    self.glb_situation[curr_pos_y, 1] = 0
                    for heart_i in heart:
                        if heart_i.alive_state and heart_i.pos_x == 1 and heart_i.pos_y == curr_pos_y:
                            heart_i.alive_state = False
                elif (curr_pos_raw == np.array([2, 3, 3, 0])).all():
                    enemy_die = True
                    self.glb_situation[curr_pos_y, 0] = 0
                    for heart_i in heart:
                        if heart_i.alive_state and heart_i.pos_x == 0 and heart_i.pos_y == curr_pos_y:
                            heart_i.alive_state = False
        if enemy_die == True:
            self.glb_situation = np.zeros([4, 4], np.uint8)
            for i in range(4):
                if heart[i].alive_state:
                    self.glb_situation[heart[i].pos_y, heart[i].pos_x] = heart[i].id
            for i in range(4):
                if spade[i].alive_state:
                    self.glb_situation[spade[i].pos_y, spade[i].pos_x] = spade[i].id
            for i in range(4):
                print(self.glb_situation[i][:])
            print('=' * 12)

    def check_game_over(self):
        heart_alive_num, spade_alive_num = 0, 0
        for heart_i in heart:
            if heart_i.alive_state:
                heart_alive_num += 1
        for spade_i in spade:
            if spade_i.alive_state:
                spade_alive_num += 1
        if heart_alive_num <= 1:
            print(&#39;Spades win!&#39;)
            GlobalSituation.__init__(self)
            Pointer.__init__(self)
            chess_pieces_init()
        if spade_alive_num <= 1:
            print(&#39;Hearts win!&#39;)
            GlobalSituation.__init__(self)
            Pointer.__init__(self)
            chess_pieces_init()


heart, spade = [None] * 4, [None] * 4
for i in range(4):
    heart[i] = ChessPieces(&#39;heart&#39;)
    spade[i] = ChessPieces(&#39;spade&#39;)


def chess_pieces_init():
    for i in range(4):
        heart[i].pos_y, heart[i].pos_x = 0, i
        spade[i].pos_y, spade[i].pos_x = 3, i
        heart[i].alive_state = True
        spade[i].alive_state = True

chess_pieces_init()
pointer = Pointer()
situation = GlobalSituation()


def check_click_item(c_x, c_y):
    selected_item = None
    if situation.spade_turn==None:
        for heart_i in heart:
            if heart_i.alive_state and heart_i.rect.collidepoint(c_x, c_y):
                situation.spade_turn = False
                selected_item = heart_i

        for spade_i in spade:
            if spade_i.alive_state and spade_i.rect.collidepoint(c_x, c_y):
                situation.spade_turn = True
                selected_item = spade_i

    else:
        if situation.spade_turn:
            for spade_i in spade:
                if spade_i.alive_state and spade_i.rect.collidepoint(c_x, c_y):
                    selected_item = spade_i
        else:
            for heart_i in heart:
                if heart_i.alive_state and heart_i.rect.collidepoint(c_x, c_y):
                    selected_item = heart_i
    return selected_item


def move_to_dst_pos(selected_item, c_x, c_y):
    update_situation = False
    enemy_exist = False
    if selected_item.name == &#39;heart&#39;:
        for spade_i in spade:
            if spade_i.rect.collidepoint(c_x, c_y) and spade_i.alive_state:
                enemy_exist = True
    elif selected_item.name == &#39;spade&#39;:
        for heart_i in heart:
            if heart_i.rect.collidepoint(c_x, c_y) and heart_i.alive_state:
                enemy_exist = True
    if enemy_exist == False:
        delta_y, delta_x = c_y - selected_item.rect[1], c_x - selected_item.rect[0]
        if 80 <= abs(delta_x) <= 120 and abs(delta_y) <= 20:
            if delta_x < 0:
                if selected_item.pos_x > 0:
                    selected_item.pos_x -= 1
            else:
                if selected_item.pos_x < 3:
                    selected_item.pos_x += 1
            update_situation = True
        if 80 <= abs(delta_y) <= 120 and abs(delta_x) <= 20:
            if delta_y < 0:
                if selected_item.pos_y > 0:
                    selected_item.pos_y -= 1
            else:
                if selected_item.pos_y < 3:
                    selected_item.pos_y += 1
            update_situation = True
    return update_situation


while True:
    for event in pg.event.get():
        if event.type == pg.QUIT:
            sys.exit()
        elif event.type == pg.MOUSEBUTTONDOWN:
            cursor_x, cursor_y = pg.mouse.get_pos()
            clicked_item = check_click_item(cursor_x, cursor_y)
            if clicked_item != None:
                pointer.selecting_item = True
                pointer.point_to(clicked_item)
            else:
                if pointer.selecting_item:
                    update_situation_flag = move_to_dst_pos(pointer.pointing_to_item, cursor_x, cursor_y)
                    if update_situation_flag:
                        situation.refresh_situation()
                        situation.check_situation(pointer.pointing_to_item)
                        situation.check_game_over()
                pointer.selecting_item = False
    screen.blit(background, (0, 0))
    for heart_i in heart:
        heart_i.update()
    for spade_i in spade:
        spade_i.update()
    if pointer.selecting_item:
        pointer.update()
    f_clock.tick(fps)
    pg.display.update()

5

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