用 Python 实现中国象棋:智慧与代码的精彩碰撞

在中国悠久的文化历史中,中国象棋以其深厚的策略性和趣味性深受人们喜爱。如今,我们将通过 Python 这一强大的编程语言,让古老的中国象棋在数字世界中焕发出新的活力。

一、中国象棋的魅力

中国象棋是一种两人对弈的棋类游戏,棋盘上分为楚河汉界,双方各执十六个棋子,通过巧妙的布局、进攻和防守来争夺胜利。它不仅考验着玩家的智力和决策能力,还蕴含着丰富的文化内涵。

二、Python 实现中国象棋的优势

Python 以其简洁的语法、丰富的库和强大的扩展性,成为实现中国象棋的理想选择。我们可以利用 Python 的图形库来创建直观的棋盘界面,通过逻辑控制实现棋子的移动、吃子等规则,还可以加入人工智能算法,让玩家与电脑进行对战。

三、代码结构与功能实现

import sys
import time
import pygame


class Game(object):
    """
    游戏类
    """

    def __init__(self, screen, chessboard):
        self.screen = screen
        self.player = "r"  # 默认走棋的为红方r
        self.player_tips_r_image = pygame.image.load("images/red.png")
        self.player_tips_r_image_topleft = (550, 500)
        self.player_tips_b_image = pygame.image.load("images/black.png")
        self.player_tips_b_image_topleft = (550, 100)
        self.show_attack = False
        self.show_attack_count = 0
        self.show_attack_time = 100
        self.attack_img = pygame.image.load("images/pk.png")
        self.show_win = False
        self.win_img = pygame.image.load("images/win.png")
        self.win_player = None
        self.show_win_count = 0
        self.show_win_time = 300
        self.chessboard = chessboard

    def get_player(self):
        """
        获取当前走棋方
        """
        return self.player

    def exchange(self):
        """
        交换走棋方
        """
        self.player = "r" if self.player == "b" else "b"
        return self.get_player()

    def reset_game(self):
        """重置游戏"""
        # 所谓的重置游戏,就是将棋盘恢复到默认,走棋方默认的红方
        # 重建新的默认棋子
        self.chessboard.create_chess()
        # 设置走棋方为红方
        self.player = 'r'

    def show(self):
        # 如果一方获胜,那么显示"赢"
        # 通过计时,实现显示一会"将军"之后,就消失
        if self.show_win:
            self.show_win_count += 1
            if self.show_win_count == self.show_win_time:
                self.show_win_count = 0
                self.show_win = False
                self.reset_game()  # 游戏玩过一局之后,重置游戏

        if self.show_win:
            if self.win_player == "b":
                self.screen.blit(self.win_img, (550, 100))
            else:
                self.screen.blit(self.win_img, (550, 450))
            return

        # 通过计时,实现显示一会"将军"之后,就消失
        if self.show_attack:
            self.show_attack_count += 1
            if self.show_attack_count == self.show_attack_time:
                self.show_attack_count = 0
                self.show_attack = False

        if self.player == "r":
            self.screen.blit(self.player_tips_r_image, self.player_tips_r_image_topleft)
            # 显示"将军"效果
            if self.show_attack:
                self.screen.blit(self.attack_img, (230, 400))
        else:
            # 显示"将军"效果
            if self.show_attack:
                self.screen.blit(self.attack_img, (230, 100))
            self.screen.blit(self.player_tips_b_image, self.player_tips_b_image_topleft)

    def set_attack(self):
        """
        标记"将军"效果
        """
        self.show_attack = True

    def set_win(self, win_player):
        """
        设置获胜方
        """
        self.show_win = True
        self.win_player = win_player


class Dot(object):
    group = list()  # 这个类属性用来存储所有的“可落子对象”的引用

    def __init__(self, screen, row, col):
        """初始化"""
        self.image = pygame.image.load("images/dot2.png")
        self.rect = self.image.get_rect()
        self.rect.topleft = (60 + col * 57, 60 + row * 57)
        self.screen = screen
        self.row = row
        self.col = col

    def show(self):
        """显示一颗棋子"""
        self.screen.blit(self.image, self.rect.topleft)

    @classmethod
    def create_nums_dot(cls, screen, pos_list):
        """批量创建多个对象"""
        for temp in pos_list:
            cls.group.append(cls(screen, *temp))

    @classmethod
    def clean_last_position(cls):
        """
        清除所有可以落子对象
        """
        cls.group.clear()

    @classmethod
    def show_all(cls):
        for temp in cls.group:
            temp.show()

    @classmethod
    def click(cls):
        """
        点击棋子
        """
        for dot in cls.group:
            if pygame.mouse.get_pressed()[0] and dot.rect.collidepoint(pygame.mouse.get_pos()):
                print("被点击了「可落子」对象")
                return dot


class ClickBox(pygame.sprite.Sprite):
    """
    标记类
    """
    singleton = None

    def __new__(cls, *args, **kwargs):
        """通过重写此方法,实现单例"""
        if cls.singleton is None:
            cls.singleton = super().__new__(cls)
        return cls.singleton

    def __init__(self, screen, row, col):
        super().__init__()
        self.screen = screen
        self.image = pygame.image.load("images/r_box.png")
        self.rect = self.image.get_rect()
        self.rect.topleft = (50 + col * 57, 50 + row * 57)
        self.row = row
        self.col = col

    @classmethod
    def show(cls):
        if cls.singleton:
            cls.singleton.screen.blit(cls.singleton.image, cls.singleton.rect)

    @classmethod
    def clean(cls):
        """
        清理上次的对象
        """
        cls.singleton = None


# class Chess(object):
class Chess(pygame.sprite.Sprite):
    """
    棋子类
    """

    def __init__(self, screen, chess_name, row, col):
        super().__init__()
        self.screen = screen
        # self.name = chess_name
        self.team = chess_name[0]  # 队伍(红方 r、黑方b)
        self.name = chess_name[2]  # 名字(炮p、马m等
        self.image = pygame.image.load("images/" + chess_name + ".png")
        self.top_left = (50 + col * 57, 50 + row * 57)
        self.rect = self.image.get_rect()
        self.rect.topleft = (50 + col * 57, 50 + row * 57)
        self.row, self.col = row, col

    def show(self):
        # self.screen.blit(self.image, self.top_left)
        self.screen.blit(self.image, self.rect)

    @staticmethod
    # def get_clicked_chess(chessboard):
    def get_clicked_chess(player, chessboard):
        """
        获取被点击的棋子
        """
        for chess in chessboard.get_chess():
            if pygame.mouse.get_pressed()[0] and chess.rect.collidepoint(pygame.mouse.get_pos()):
          
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