Home >Backend Development >Python Tutorial >How to use Python+Pygame to implement the four-chess game
"Zou Si Er" is mostly active in Jinan, Liaocheng, Heze and other places in Shandong Province. It is a chess game, especially suitable for children to try.
On a 4×4 chessboard, each side has 4 pieces, which are placed in the four positions on the two top end lines of the chessboard. The picture below
is how "Zou Si'er" starts.
The game rules of "Go Four" are:
1. Both sides take turns to move, and each step can only move one square in one of the up, down, left, and right directions, and cannot move diagonally. If one party cannot move, the other party goes.
2. When one of Party A's pieces moves to a line, there are only two of Party A's pieces and one of Party B's pieces on this line, and Party A's two pieces are connected, and Party B's piece is connected to one of Party A's two pieces. If the pieces are connected, then the piece of Party B will be eaten.
The picture below is an example of the styles that can be eaten:
3. The side with less than 2 pieces is the loser. If neither side can beat the other, it can be considered a draw.
1) Materials (pictures)
## 2) Running environment The environment used by the editor: Python3, Pycharm The community version, Pygame, and numpy modules are included so I will not show them one by one. Module installation: pip install -i https://pypi.douban.com/simple/ Module name4. Code displayimport 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('Spades win!') GlobalSituation.__init__(self) Pointer.__init__(self) chess_pieces_init() if spade_alive_num <= 1: print('Hearts win!') GlobalSituation.__init__(self) Pointer.__init__(self) chess_pieces_init() heart, spade = [None] * 4, [None] * 4 for i in range(4): heart[i] = ChessPieces('heart') spade[i] = ChessPieces('spade') 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 == 'heart': 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 == 'spade': 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()
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