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怎么使用Python+Pygame實(shí)現(xiàn)走四棋兒游戲

發(fā)布時(shí)間:2022-07-21 09:46:48 來源:億速云 閱讀:180 作者:iii 欄目:開發(fā)技術(shù)

今天小編給大家分享一下怎么使用Python+Pygame實(shí)現(xiàn)走四棋兒游戲的相關(guān)知識(shí)點(diǎn),內(nèi)容詳細(xì),邏輯清晰,相信大部分人都還太了解這方面的知識(shí),所以分享這篇文章給大家參考一下,希望大家閱讀完這篇文章后有所收獲,下面我們一起來了解一下吧。

一、游戲解說

“走四兒”大部分活躍在山東濟(jì)南、聊城、菏澤等地,是一種棋類游戲,特別適合兒童試玩。

在一個(gè)4×4的棋盤上,雙方各有4子,分別擺放在棋盤兩個(gè)最上面的兩端線的四個(gè)位置上。下圖

就是“走四兒”開局的樣子。

怎么使用Python+Pygame實(shí)現(xiàn)走四棋兒游戲

二、游戲規(guī)則

“走四兒”的游戲規(guī)則是:

1.雙方輪流走,每一步只能在上下左右中的一個(gè)無子的方向上走一個(gè)格,不能斜走。如果一方無法移動(dòng),則由另一方走。

2.當(dāng)甲方的一個(gè)子移動(dòng)到一條線上之后,這條線上只有甲方的兩個(gè)子和乙方的一個(gè)子,且甲方的這兩子相連,乙方的子與甲方那兩子中的一個(gè)子相連,那么乙方的這個(gè)子就被吃掉。

下圖是可以吃子的樣式例舉:

怎么使用Python+Pygame實(shí)現(xiàn)走四棋兒游戲

3.少于2個(gè)子的一方為輸者。雙方都無法勝對(duì)方就可以認(rèn)為是和棋。

三、環(huán)境安裝

 1)素材(圖片) 

怎么使用Python+Pygame實(shí)現(xiàn)走四棋兒游戲

 2)運(yùn)行環(huán)境 小編使用的環(huán)境:Python3、Pycharm社區(qū)版、Pygame、 numpy模塊部分自帶就不一一 展示啦。 

模塊安裝:pip install -i https://pypi.douban.com/simple/+模塊名

四、代碼展示

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("走四棋兒")
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()

五、效果展示

怎么使用Python+Pygame實(shí)現(xiàn)走四棋兒游戲

以上就是“怎么使用Python+Pygame實(shí)現(xiàn)走四棋兒游戲”這篇文章的所有內(nèi)容,感謝各位的閱讀!相信大家閱讀完這篇文章都有很大的收獲,小編每天都會(huì)為大家更新不同的知識(shí),如果還想學(xué)習(xí)更多的知識(shí),請(qǐng)關(guān)注億速云行業(yè)資訊頻道。

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