参考链接:
python项目之华容道_# “华容道”游戏项目模板 import simpleguitk as gui # 全局变量 can-CSDN博客
simpleguitk导入本地图片出现问题_simplegui.load_image-CSDN博客
华容道游戏说明
曹操败走华容道”是《三国演义》精彩的篇章。赤壁大战前,诸葛亮算定曹操必败走华容,且夜观天象,曹操不当身亡,考虑到曹操与关羽有恩,于是派关云长把守华容道以还人情。曹操赤壁大败后果然由乌林向华容道败退,并在途中三次大笑诸葛亮智谋不足,未在险要处暗设伏兵。然而,一笑笑出赵子龙,多亏徐晃、张郃二人双敌赵云,才使曹操得以逃脱;二笑笑出张翼德,又是张辽、徐晃二将抵挡张飞,使曹操再次脱险;三笑非同小可,笑出了关云长,且又在有一夫当关之险的华容狭路上,加之曹军几经打击,此时已无力再战,无奈,曹操只得亲自哀求关羽放行,关羽念旧日恩情,义释曹操,使曹操得以回到江陵。
传统的“华容道”游戏道具有一个可容纳二十个小方格的棋盘,代表华容道。棋盘下方有一个两方格边长的出口,是供曹操逃走的。棋盘上共摆有十个大小不等的棋子,它们分别代表曹操、张飞、赵云、马超、黄忠和关羽,还有四个卒。“华容道”有几十种布阵方法,最著名的为“横刀立马”。
市面上购买的游戏图板,则还有其他7种布阵,分别是:
“横刀立马”,“将拥曹营”,“水泄不通”,“峰回路转”,“一路进军”,“井底之蛙","过五关”和“夹道藏兵”,如下图所示。
程序说明
游戏主程序的文件名称为HuaRongPuzzle.py,通过该项目,你可以巩固前5个项目学会的本领,同时了解Python字典(dict)的使用方法、鼠标拖动事件及功能,了解Python面向对象编程的概念。
通过该项目你可以获得以下能力:
- 了解如何在程序中使用字典(dict)
- 了解利用鼠标拖动来移动物体的编程技巧
- 了解如何检测物体之间是否发生了碰撞
- 了解Python面向对象编程的概念
- 增强逻辑思维能力
- 培养解决问题的能力
项目基本模板:
# “华容道”游戏项目模板
import simpleguitk as gui
# 全局变量
canvas_height = 500 # 画布高度,单位为像素
canvas_width = 400 # 画布宽度,单位为像素
game_over = False # 游戏是否结束
figure_moving = False # 是否有运动的人物
figures = {} # 所有人物
steps = 0 # 移动步数
current_figure = None # 鼠标点中的人物
current_center = [] # 鼠标点中人物的中心坐标
original_point = [] # 鼠标点击的初始位置坐标,用来计算鼠标拖动的方向
speed = 5 # 人物移动的速度
machao_image = gui.load_image('http://202.201.225.74/video/PythonResoure/ProjectResource/images/project6/machao.png')
zhangfei_image = gui.load_image('http://202.201.225.74/video/PythonResoure/ProjectResource/images/project6/zhangfei.png')
zhaoyun_image = gui.load_image('http://202.201.225.74/video/PythonResoure/ProjectResource/images/project6/zhaoyun.png')
huangzhong_image = gui.load_image('http://202.201.225.74/video/PythonResoure/ProjectResource/images/project6/huangzhong.png')
guanyu_image = gui.load_image('http://202.201.225.74/video/PythonResoure/ProjectResource/images/project6/guanyu.png')
caocao_image = gui.load_image('http://202.201.225.74/video/PythonResoure/ProjectResource/images/project6/caocao.png')
soldier_image = gui.load_image('http://202.201.225.74/video/PythonResoure/ProjectResource/images/project6/shibing.png')
# Figure类(棋子类)
class Figure:
def __init__(self, image, src_center, src_size, des_center, des_size, name, move_direction = None):
self.image = image # 棋子图像
self.src_center = src_center # 源图像中心坐标
self.src_size = src_size # 源图像大小
self.des_center = des_center # 画布显示图像中心坐标
self.des_size = des_size # 画布显示图像大小
self.name = name # 棋子名称,如“曹操”
self.move_direction = move_direction # 移动方向
def get_des_center(self):
pass
def get_des_size(self):
pass
def get_name(self):
pass
def set_move_direction(self, direction):
pass
def draw(self, canvas):
pass
def update(self):
pass
def collide(self, other):
global figure_moving, steps
pass
# # 检查移动与其它静止棋子及边界的碰撞
def check_collide():
pass
# 绘制全部棋子
def draw_figures(figures, canvas):
pass
# 绘制游戏结束信息
def draw_game_over_msg(canvas, msg):
pass
# 鼠标点击事件的处理函数
def mouse_click(pos):
pass
# 鼠标拖动事件的处理函数
def mouse_drag(pos):
pass
# 屏幕刷新事件处理函数
def draw(canvas):
pass
# 为游戏开始或重新开始初始化全局变量,也是鼠标点击按钮的事件处理函数
def start_game():
pass
# 创建窗口初始化画布
frame = gui.create_frame("华容道之横刀立马", canvas_width, canvas_height)
label = frame.add_label("移动次数 = 0 步")
# 注册事件处理函数
frame.set_draw_handler(draw) # 显示处理,每秒调用draw函数60次
button = frame.add_button('重新开始游戏', start_game, 50) # 鼠标每次点击“重新开始游戏”按钮,调用start_game函数1次
frame.set_mouseclick_handler(mouse_click) #
frame.set_mousedrag_handler(mouse_drag)
# 启动游戏
start_game() # 为游戏开始或重新开始初始化全局变量
frame.start() # 显示窗口
编码步骤
“华容道”游戏的开发策略为:
定义表示游戏棋子的Figure类
该类有6个私有属性:
- self.image # 棋子图像
- self.src_center # 源图像中心坐标
- self.src_size # 源图像大小
- self.des_center # 画布显示图像中心坐标
- self.des_size # 画布显示图像大小
- self.name = name # 棋子名称,如“曹操”
- self.move_direction # 移动方向
- self.move_direction的有效值为None、’ left ’ 、’ right '、 ’ up '以及 ’ down ',分别表示棋子静止、向左移动、向右移动、向上移动及向下移动。
# Figure类(棋子类)
class Figure:
def __init__(self, image, src_center, src_size, des_center, des_size, name, move_direction = None):
self.image = image # 棋子图像
self.src_center = src_center # 源图像中心坐标
self.src_size = src_size # 源图像大小
self.des_center = des_center # 画布显示图像中心坐标
self.des_size = des_size # 画布显示图像大小
self.name = name # 棋子名称,如“曹操”
self.move_direction = move_direction # 移动方向
该类的有7个方法:
四个基本方法
get_des_center (self)、get_des_size (self)、get_name (self) 及方法set_move_direction (self)均非常直观。
def get_des_center(self):
return self.des_center
def get_des_size(self):
return self.des_size
def get_name(self):
return self.name
def set_move_direction(self, direction):
self.move_direction = direction
draw(self, canvas)方法
调用draw_image 并以前5个私有属性在画布绘制棋子
def draw(self, canvas):
canvas.draw_image(self.image,self.src_center, self.src_size, self.des_center, self.des_size)
update(self) 方法
根据self.move_direction的取值用全局变量speed 更新self.des_center
def update(self):
if self.move_direction =='left':
self.des_center[0] -= speed
elif self.move_direction =='right':
self.des_center[0] += speed
elif self.move_direction =='up':
self.des_center[1] -= speed
elif self.move_direction =='down':
self.des_center[1] += speed
else:
self.des_center[0] = self.des_center[0]
self.des_center[1] = self.des_center[1]
collide(self, other)方法,
根据self.move_direction的取值计算是否和另一个静止的棋子发生碰撞,如果发生碰撞或到达棋盘边界则返回True,否则返回False。
def collide(self, other):
global figure_moving, steps
h_distance = self.des_center[0] - other.get_des_center()[0]
h_length = self.des_size[0]/2 + other.get_des_size()[0]/2
v_distance = self.des_center[1] - other.get_des_center()[1]
v_length = self.des_size[1]/2 + other.get_des_size()[1]/2
if self.move_direction =='left' and h_distance>0 and h_distance <=h_length and math.fabs(v_distance) < v_length :
#print(self.des_size[0]/2+other.get_des_size()[0]/2)
figure_moving = True
self.move_direction = None
print(h_distance<0)
print(h_distance <=h_length)
print(math.fabs(v_distance < v_length))
elif self.move_direction =='right'and h_distance < 0 and -h_distance <= h_length and math.fabs(v_distance) < v_length:
figure_moving = False
self.move_direction = None
elif self.move_direction =='down'and v_distance < 0 and -v_distance <= v_length and math.fabs(h_distance) < h_length :
figure_moving = False
self.move_direction = None
print(v_distance<0)
print(-v_distance <=v_length)
print(math.fabs(h_distance < h_length))
elif self.move_direction =='up'and v_distance > 0 and v_distance <= v_length and math.fabs(h_distance) < h_length:
figure_moving = False
self.move_direction = None
else:
figure_moving = figure_moving
self.move_direction =self.move_direction
if self.move_direction =='left' and self.des_center[0] <= self.des_size[0]/2:
figure_moving = False
self.move_direction = None
elif self.move_direction =='right' and self.des_center[0] >= canvas_width - self.des_size[0]/2-1:
figure_moving = False
self.move_direction = None
elif self.move_direction =='up' and self.des_center[1] <= self.des_size[1]/2:
figure_moving = False
self.move_direction = None
elif self.move_direction =='down' and self.des_center[1] >= canvas_height - self.des_size[1]/2-1:
figure_moving = False
self.move_direction = None
else:
figure_moving = figure_moving
self.move_direction =self.move_direction
label_text = "移动次数 = " + str(steps) + " 步"
label.set_text(label_text)
编写绘制全部棋子的draw_figures(figures, canvas)函数
用for循环遍历figures并调用每个棋子的draw方法完成对所有棋子的绘制。
# 绘制全部棋子
def draw_figures(figures, canvas):
for p in figures:
p.draw(canvas)
编写绘制游戏结束信息的draw_game_over_msg(canvas, msg)函数
调用draw_text函数绘制msg。
# 绘制游戏结束信息
def draw_game_over_msg(canvas, msg):
canvas.draw_text(msg, (75, 250), 48, 'Red')
编写屏幕刷新事件处理函数(主后绘制函数)draw(canvas)
如果全局变量game_over为True则调用draw_game_over_msg绘制游戏结束信息,否则先调用draw_figures完成对所有棋子的绘制,然后判断current_figure是否有效,如果有效,则调用check_collide()检查移动的棋子是否和其它棋子发生碰撞(后面你将实现该函数)和current_figure.update()。
def draw(canvas):
if game_over == True:
draw_game_over_msg(canvas, "通关成功")
else:
draw_figures(figure_list,canvas)
if current_figure != None:
check_collide()
figure_list[current_figure].update()
编写start_game()
为游戏开始或重新开始初始化全局变量,该函数也是鼠标点击“重新开始游戏”按钮的事件处理函数。至此运行游戏应当在画布正确绘制最著名的“横刀立马”布阵。但玩家拖动鼠标时棋子没有任何反应。
def start_game():
global figure_list,picture_list,figure_src_size,figure_src_center,figure_name,figure_des_center,figure_des_size,game_over,figure_moving,steps,current_figure,current_center,original_point
picture_list = [machao_image,zhangfei_image,zhaoyun_image,huangzhong_image,guanyu_image,caocao_image,soldier_image,soldier_image,soldier_image,soldier_image]
figure_src_size = [[100,200],[100,200],[100,200],[100,200],[200,100],[200,200],[100,100],[100,100],[100,100],[100,100]]
figure_src_center =[[50,100], [50,100], [50,100], [50,100], [100,50],[100,100], [50,50], [50,50], [50,50], [50,50]]
figure_name =["马超","张飞","赵云","黄忠","关羽","曹操","士兵1","士兵2","士兵3","士兵4"]
figure_des_center = [[350,300],[50,300],[350,100],[50,100],[200,250],[200,100],[150,350],[250,350],[50,450],[350,450]]
figure_des_size =[[100,200],[100,200],[100,200],[100,200],[200,100],[200,200],[100,100],[100,100],[100,100],[100,100]]
figure_list = []
for i in range(10):
p =Figure(picture_list[i],figure_src_center[i],figure_src_size[i],figure_des_center[i],figure_des_size[i],figure_name[i],move_direction=None)
figure_list.append(p)
game_over = False # 游戏是否结束
figure_moving = False # 是否有运动的人物
steps = 0 # 移动步数
current_figure = None # 鼠标点中的人物
current_center = [] # 鼠标点中人物的中心坐标
original_point = []
label.set_text("回合次数 = 0")
在mouse_click(pos)函数中添加功能来确定鼠标点击了哪个棋子
关键是遍历所有棋子,将每个棋子的4各角的坐标和鼠标的坐标比较来确定点中的棋子。如果点中了某个棋子,将其赋值给全局变量,同时对全局变量current_figure、original_point赋予合适的值。如果鼠标点击的区域没有棋子,current_figure的值应当为None。可以将棋子的名称输出带控制台以便观察该函数是否正常工作。
# 鼠标点击事件的处理函数
def mouse_click(pos):
global current_center,current_figure,original_point,steps
flag_pos = list(pos)
for p in figure_list:
list1 = p.get_des_center()
list2 =p.get_des_size()
if flag_pos[0]<=list1[0]+list2[0]/2 and flag_pos[0]>=list1[0]-list2[0]/2:
if flag_pos[1]<=list1[1]+list2[1]/2 and flag_pos[1]>=list1[1]-list2[1]/2:
m=figure_list.index(p)
current_figure = m
current_center = figure_list[m].get_des_center
original_point = list(pos)
steps = steps+1
编写mouse_drag(pos)函数,对鼠标拖动事件进行处理
先比较鼠标落下的位置original_point和拖动后的位置pos,判断四个方向上哪个移动距离最多,将current_figure的move_direction属性设置为该方向,同时将全局变量figure_moving的值设置为True。注意这些操作只有鼠标点中了某个棋子并拖动时才有效,如果鼠标点击和拖动的区域没有棋子则无效。到此为止,鼠标拖动棋子将发生作用,但棋子不会停下来。
# 鼠标拖动事件的处理函数
def mouse_drag(pos):
global figure_moving,steps
fina_pos = list(pos)
if current_figure != None:
figure_moving = True
if math.fabs(original_point[0]-fina_pos[0])> math.fabs(original_point[1]-fina_pos[1]) and original_point[0]-fina_pos[0]>0:
figure_list[current_figure].set_move_direction('left')
elif math.fabs(original_point[0]-fina_pos[0])> math.fabs(original_point[1]-fina_pos[1]) and original_point[0]-fina_pos[0]<0:
figure_list[current_figure].set_move_direction('right')
elif math.fabs(original_point[0]-fina_pos[0])<= math.fabs(original_point[1]-fina_pos[1]) and original_point[1]-fina_pos[1]>0:
figure_list[current_figure].set_move_direction('up')
else:
figure_list[current_figure].set_move_direction('down')
编写check_collide()函数,检查移动i与其它静止棋子及边界的碰撞
用for循环遍历figures并调用每个棋子的collide方法检测与移动的棋子是否发生碰撞,但遍历要避免移动棋子自己之间检测碰撞。
# 检查移动与其它静止棋子及边界的碰撞
def check_collide():
global game_over
if figure_list[current_figure].get_name()=="曹操" and figure_list[current_figure].get_des_center() == [200,400]:
game_over = True
figure_list[current_figure].set_move_direction("down")
for p in figure_list:
if figure_list.index(p) != current_figure :
figure_list[current_figure].collide(p)
更新控制面板“移动次数”标签
设法在合适的函数中添加更新控制面板“移动次数”标签的代码,在Figure类的方法collide(self, other)中刷新,在check_collide()函数中调用。
当曹操被移动到最下方中部出口位置时
设法在合适的函数中代码让其一直下移直到从画布中消失为止。
在check_collide()函数中调用实现。
只实现“横刀立马”布局的完整代码
请参考下面文章,本文不再重复。
python项目之华容道_# “华容道”游戏项目模板 import simpleguitk as gui # 全局变量 can-CSDN博客
布局扩展,增加其他7个布局
首先,增加4个虎将的横放棋子
分别为马超,张飞,赵云和黄忠的横放棋子 。
原来代码中图像都从url地址获得
machao_image = gui.load_image('http://202.201.225.74/video/PythonResoure/ProjectResource/images/project6/machao.png')
zhangfei_image = gui.load_image('http://202.201.225.74/video/PythonResoure/ProjectResource/images/project6/zhangfei.png')
zhaoyun_image = gui.load_image('http://202.201.225.74/video/PythonResoure/ProjectResource/images/project6/zhaoyun.png')
huangzhong_image = gui.load_image('http://202.201.225.74/video/PythonResoure/ProjectResource/images/project6/huangzhong.png')
guanyu_image = gui.load_image('http://202.201.225.74/video/PythonResoure/ProjectResource/images/project6/guanyu.png')
caocao_image = gui.load_image('http://202.201.225.74/video/PythonResoure/ProjectResource/images/project6/caocao.png')
soldier_image = gui.load_image('http://202.201.225.74/video/PythonResoure/ProjectResource/images/project6/shibing.png')
现改为图像都从本地文件获得。
machao_image = gui.load_image('./image/machao.png')
zhangfei_image = gui.load_image('./image/zhangfei.png')
zhaoyun_image = gui.load_image('./image/zhaoyun.png')
huangzhong_image = gui.load_image('./image/huangzhong.png')
machao_h_image = gui.load_image('./image/machao_h.png')
zhangfei_h_image = gui.load_image('./image/zhangfei_h.png')
zhaoyun_h_image = gui.load_image('./image/zhaoyun_h.png')
huangzhong_h_image = gui.load_image('./image/huangzhong_h.png')
guanyu_image = gui.load_image('./image/guanyu.png')
caocao_image = gui.load_image('./image/caocao.png')
soldier_image = gui.load_image('./image/shibing.png')
用simpleguitk导入本地图片时,会报错误,须改动Python\Python312\Lib\site-packages\simpleguitk\image.py代码,请参考下面链接说明。
simpleguitk导入本地图片出现问题_simplegui.load_image-CSDN博客
相应地棋子属性数据增加到14个
针对布局中使用不到的棋子,放到画布外,画布尺寸为400x500。例如“横刀立马”中,新增的4个横放的棋子的画布中心坐标定为(-200,-200),当然也可定为(600,600).
picture_list = [machao_image,zhangfei_image,zhaoyun_image,huangzhong_image,machao_h_image,zhangfei_h_image,zhaoyun_h_image,huangzhong_h_image,
guanyu_image,caocao_image,soldier_image,soldier_image,soldier_image,soldier_image]
figure_src_size = [[100,200],[100,200],[100,200],[100,200],[200,100],[200,100],[200,100],[200,100],
[200,100],[200,200],[100,100],[100,100],[100,100],[100,100]]
figure_src_center =[[50,100], [50,100], [50,100], [50,100],[100,50],[100,50],[100,50],[100,50],
[100,50],[100,100], [50,50], [50,50], [50,50], [50,50]]
figure_name =["马超","张飞","赵云","黄忠","马超_h","张飞_h","赵云_h","黄忠_h",
"关羽","曹操","士兵1","士兵2","士兵3","士兵4"]
figure_des_size =[[100,200],[100,200],[100,200],[100,200],[200,100],[200,100],[200,100],[200,100],
[200,100],[200,200],[100,100],[100,100],[100,100],[100,100]]
figure_des_center = [[50,100],[50,300],[350,100],[350,300],[-200,-200],[-200,-200],[-200,-200],[-200,-200],
[200,250],[200,100],[150,350],[250,350],[50,450],[350,450]]
增加7个布局启动按钮
def start_game1():# 横刀立马
start_game(1)
def start_game2():# 将拥曹营
start_game(2)
def start_game3():# 水泄不通
start_game(3)
def start_game4():# 峰回路转
start_game(4)
def start_game5():# 一路进军
start_game(5)
def start_game6():# 井底之蛙
start_game(6)
def start_game7():# 连过五关
start_game(7)
def start_game8():# 夹道藏兵
start_game(8)
# 鼠标每次点击“重新开始游戏”按钮,调用start_game函数1次
button1 = frame.add_button('1. 横刀立马', start_game1, 60)
button2 = frame.add_button('2. 将拥曹营', start_game2, 60)
button3 = frame.add_button('3. 水泄不通', start_game3, 60)
button4 = frame.add_button('4. 峰回路转', start_game4, 60)
button5 = frame.add_button('5. 一路进军', start_game5, 60)
button6 = frame.add_button('6. 井底之蛙', start_game6, 60)
button7 = frame.add_button('7. 连过五关', start_game7, 60)
button8 = frame.add_button('8. 夹道藏兵', start_game8, 60)
布局启动,初始化棋子在画布上的中心坐标,不用的棋子放到画布之外
if mapNum == 1: #横刀立马
figure_des_center = [[50,100],[50,300],[350,100],[350,300],[-200,-200],[-200,-200],[-200,-200],[-200,-200],
[200,250],[200,100],[150,350],[250,350],[50,450],[350,450]]
elif mapNum == 2: #将拥曹营
figure_des_center = [[50,200],[150,300],[350,200],[250,300],[-200,-200],[-200,-200],[-200,-200],[-200,-200],
[100,450],[200,100],[50,350],[250,450],[350,350],[350,450]]
elif mapNum == 3: #水泄不通
figure_des_center = [[-200,-200],[-200,-200],[-200,-200],[50,100],[300,350],[300,250],[100,350],[-200,-200],
[100,250],[200,100],[350,50],[350,150],[50,450],[350,450]]
elif mapNum == 4: #峰回路转
figure_des_center = [[250,200],[-200,-200],[350,100],[350,300],[-200,-200],[200,450],[-200,-200],[-200,-200],
[200,350],[100,200],[50,50],[150,50],[250,50],[350,450]]
elif mapNum == 5: #一路进军
figure_des_center = [[150,300],[50,100],[50,300],[250,300],[200,450],[-200,-200],[-200,-200],[-200,-200],[-200,-200],
[200,100],[350,50],[350,150],[350,250],[350,350]]
elif mapNum == 6: #井底之蛙
figure_des_center = [[50,200],[-200,-200],[-200,-200],[350,200],[-200,-200],[200,350],[200,450],[-200,-200],
[200,50],[200,200],[50,50],[350,50],[50,350],[350,350]]
elif mapNum == 7: #连过五关
figure_des_center = [[-200,-200],[-200,-200],[-200,-200],[-200,-200],[300,350],[300,250],[100,350],[100,250],
[200,450],[200,100],[50,50],[50,150],[350,50],[350,150]]
elif mapNum == 8: #夹道藏兵
figure_des_center = [[-200,-200],[-200,-200],[-200,-200],[350,100],[300,350],[100,250],[300,250],[-200,-200],
[100,350],[100,100],[250,50],[250,150],[50,450],[350,450]]
else: #横刀立马
figure_des_center = [[50,100],[50,300],[350,100],[350,300],[-200,-200],[-200,-200],[-200,-200],[-200,-200],
[200,250],[200,100],[150,350],[250,350],[50,450],[350,450]]
扩展后的全部代码
import simpleguitk as gui
import math
# 全局变量
canvas_height = 500 # 画布高度,单位为像素
canvas_width = 400 # 画布宽度,单位为像素
game_over = False # 游戏是否结束
figure_moving = False # 是否有运动的人物
figures = {} # 所有人物
steps = 0 # 移动步数
current_figure = None # 鼠标点中的人物
current_center = [] # 鼠标点中人物的中心坐标
original_point = [] # 鼠标点击的初始位置坐标,用来计算鼠标拖动的方向
speed = 5 # 人物移动的速度
machao_image = gui.load_image('./image/machao.png')
zhangfei_image = gui.load_image('./image/zhangfei.png')
zhaoyun_image = gui.load_image('./image/zhaoyun.png')
huangzhong_image = gui.load_image('./image/huangzhong.png')
machao_h_image = gui.load_image('./image/machao_h.png')
zhangfei_h_image = gui.load_image('./image/zhangfei_h.png')
zhaoyun_h_image = gui.load_image('./image/zhaoyun_h.png')
huangzhong_h_image = gui.load_image('./image/huangzhong_h.png')
guanyu_image = gui.load_image('./image/guanyu.png')
caocao_image = gui.load_image('./image/caocao.png')
soldier_image = gui.load_image('./image/shibing.png')
picture_list = [machao_image,zhangfei_image,zhaoyun_image,huangzhong_image,machao_h_image,zhangfei_h_image,zhaoyun_h_image,huangzhong_h_image,
guanyu_image,caocao_image,soldier_image,soldier_image,soldier_image,soldier_image]
figure_src_size = [[100,200],[100,200],[100,200],[100,200],[200,100],[200,100],[200,100],[200,100],
[200,100],[200,200],[100,100],[100,100],[100,100],[100,100]]
figure_src_center =[[50,100], [50,100], [50,100], [50,100],[100,50],[100,50],[100,50],[100,50],
[100,50],[100,100], [50,50], [50,50], [50,50], [50,50]]
figure_name =["马超","张飞","赵云","黄忠","马超_h","张飞_h","赵云_h","黄忠_h",
"关羽","曹操","士兵1","士兵2","士兵3","士兵4"]
figure_des_size =[[100,200],[100,200],[100,200],[100,200],[200,100],[200,100],[200,100],[200,100],
[200,100],[200,200],[100,100],[100,100],[100,100],[100,100]]
figure_des_center = [[50,100],[50,300],[350,100],[350,300],[-200,-200],[-200,-200],[-200,-200],[-200,-200],
[200,250],[200,100],[150,350],[250,350],[50,450],[350,450]]
# Figure类(棋子类)
class Figure:
def __init__(self, image, src_center, src_size, des_center, des_size, name, move_direction = None):
self.image = image # 棋子图像
self.src_center = src_center # 源图像中心坐标
self.src_size = src_size # 源图像大小
self.des_center = des_center # 画布显示图像中心坐标
self.des_size = des_size # 画布显示图像大小
self.name = name # 棋子名称,如“曹操”
self.move_direction = move_direction # 移动方向
def get_des_center(self):
return self.des_center
def get_des_size(self):
return self.des_size
def get_name(self):
return self.name
def set_move_direction(self, direction):
self.move_direction = direction
def draw(self, canvas):
canvas.draw_image(self.image,self.src_center, self.src_size, self.des_center, self.des_size)
def update(self):
if self.move_direction =='left':
self.des_center[0] -= speed
elif self.move_direction =='right':
self.des_center[0] += speed
elif self.move_direction =='up':
self.des_center[1] -= speed
elif self.move_direction =='down':
self.des_center[1] += speed
else:
self.des_center[0] = self.des_center[0]
self.des_center[1] = self.des_center[1]
def collide(self, other):
global figure_moving, steps
h_distance = self.des_center[0] - other.get_des_center()[0]
h_length = self.des_size[0]/2 + other.get_des_size()[0]/2
v_distance = self.des_center[1] - other.get_des_center()[1]
v_length = self.des_size[1]/2 + other.get_des_size()[1]/2
if self.move_direction =='left' and h_distance>0 and h_distance <=h_length and math.fabs(v_distance) < v_length :
#print(self.des_size[0]/2+other.get_des_size()[0]/2)
figure_moving = True
self.move_direction = None
print(h_distance<0)
print(h_distance <=h_length)
print(math.fabs(v_distance < v_length))
elif self.move_direction =='right'and h_distance < 0 and -h_distance <= h_length and math.fabs(v_distance) < v_length:
figure_moving = False
self.move_direction = None
elif self.move_direction =='down'and v_distance < 0 and -v_distance <= v_length and math.fabs(h_distance) < h_length :
figure_moving = False
self.move_direction = None
print(v_distance<0)
print(-v_distance <=v_length)
print(math.fabs(h_distance < h_length))
elif self.move_direction =='up'and v_distance > 0 and v_distance <= v_length and math.fabs(h_distance) < h_length:
figure_moving = False
self.move_direction = None
else:
figure_moving = figure_moving
self.move_direction =self.move_direction
if self.move_direction =='left' and self.des_center[0] <= self.des_size[0]/2:
figure_moving = False
self.move_direction = None
elif self.move_direction =='right' and self.des_center[0] >= canvas_width - self.des_size[0]/2-1:
figure_moving = False
self.move_direction = None
elif self.move_direction =='up' and self.des_center[1] <= self.des_size[1]/2:
figure_moving = False
self.move_direction = None
elif self.move_direction =='down' and self.des_center[1] >= canvas_height - self.des_size[1]/2-1:
figure_moving = False
self.move_direction = None
else:
figure_moving = figure_moving
self.move_direction =self.move_direction
label_text = "移动次数 = " + str(steps) + " 步"
label.set_text(label_text)
# 检查移动与其它静止棋子及边界的碰撞
def check_collide():
global game_over
if figure_list[current_figure].get_name()=="曹操" and figure_list[current_figure].get_des_center() == [200,400]:
game_over = True
figure_list[current_figure].set_move_direction("down")
for p in figure_list:
if figure_list.index(p) != current_figure :
figure_list[current_figure].collide(p)
# 绘制全部棋子
def draw_figures(figures, canvas):
for p in figures:
p.draw(canvas)
# 绘制游戏结束信息
def draw_game_over_msg(canvas, msg):
canvas.draw_text(msg, (75, 250), 48, 'Red')
# 鼠标点击事件的处理函数
def mouse_click(pos):
global current_center,current_figure,original_point,steps
flag_pos = list(pos)
for p in figure_list:
list1 = p.get_des_center()
list2 =p.get_des_size()
if flag_pos[0]<=list1[0]+list2[0]/2 and flag_pos[0]>=list1[0]-list2[0]/2:
if flag_pos[1]<=list1[1]+list2[1]/2 and flag_pos[1]>=list1[1]-list2[1]/2:
m=figure_list.index(p)
current_figure = m
current_center = figure_list[m].get_des_center
original_point = list(pos)
steps = steps+1
# 鼠标拖动事件的处理函数
def mouse_drag(pos):
global figure_moving,steps
fina_pos = list(pos)
if current_figure != None:
figure_moving = True
if math.fabs(original_point[0]-fina_pos[0])> math.fabs(original_point[1]-fina_pos[1]) and original_point[0]-fina_pos[0]>0:
figure_list[current_figure].set_move_direction('left')
elif math.fabs(original_point[0]-fina_pos[0])> math.fabs(original_point[1]-fina_pos[1]) and original_point[0]-fina_pos[0]<0:
figure_list[current_figure].set_move_direction('right')
elif math.fabs(original_point[0]-fina_pos[0])<= math.fabs(original_point[1]-fina_pos[1]) and original_point[1]-fina_pos[1]>0:
figure_list[current_figure].set_move_direction('up')
else:
figure_list[current_figure].set_move_direction('down')
# 屏幕刷新事件处理函数
def draw(canvas):
if game_over == True:
draw_game_over_msg(canvas, "通关成功")
else:
draw_figures(figure_list,canvas)
if current_figure != None:
check_collide()
figure_list[current_figure].update()
# 为游戏开始或重新开始初始化全局变量,也是鼠标点击按钮的事件处理函数
# 创建对象
figure_list = []
def start_game(mapNum):
global figure_list,picture_list,figure_src_size,figure_src_center,figure_name,figure_des_center,figure_des_size,game_over,figure_moving,steps,current_figure,current_center,original_point
picture_list = [machao_image,zhangfei_image,zhaoyun_image,huangzhong_image,machao_h_image,zhangfei_h_image,zhaoyun_h_image,huangzhong_h_image,
guanyu_image,caocao_image,soldier_image,soldier_image,soldier_image,soldier_image]
figure_src_size = [[100,200],[100,200],[100,200],[100,200],[200,100],[200,100],[200,100],[200,100],
[200,100],[200,200],[100,100],[100,100],[100,100],[100,100]]
figure_src_center =[[50,100], [50,100], [50,100], [50,100],[100,50],[100,50],[100,50],[100,50],
[100,50],[100,100], [50,50], [50,50], [50,50], [50,50]]
figure_name =["马超","张飞","赵云","黄忠","马超_h","张飞_h","赵云_h","黄忠_h",
"关羽","曹操","士兵1","士兵2","士兵3","士兵4"]
figure_des_center = [[50,100],[50,300],[350,100],[350,300],[-200,-200],[-200,-200],[-200,-200],[-200,-200],
[200,250],[200,100],[150,350],[250,350],[50,450],[350,450]]
figure_des_size =[[100,200],[100,200],[100,200],[100,200],[200,100],[200,100],[200,100],[200,100],
[200,100],[200,200],[100,100],[100,100],[100,100],[100,100]]
if mapNum == 1: #横刀立马
figure_des_center = [[50,100],[50,300],[350,100],[350,300],[-200,-200],[-200,-200],[-200,-200],[-200,-200],
[200,250],[200,100],[150,350],[250,350],[50,450],[350,450]]
elif mapNum == 2: #将拥曹营
figure_des_center = [[50,200],[150,300],[350,200],[250,300],[-200,-200],[-200,-200],[-200,-200],[-200,-200],
[100,450],[200,100],[50,350],[250,450],[350,350],[350,450]]
elif mapNum == 3: #水泄不通
figure_des_center = [[-200,-200],[-200,-200],[-200,-200],[50,100],[300,350],[300,250],[100,350],[-200,-200],
[100,250],[200,100],[350,50],[350,150],[50,450],[350,450]]
elif mapNum == 4: #峰回路转
figure_des_center = [[250,200],[-200,-200],[350,100],[350,300],[-200,-200],[200,450],[-200,-200],[-200,-200],
[200,350],[100,200],[50,50],[150,50],[250,50],[350,450]]
elif mapNum == 5: #一路进军
figure_des_center = [[150,300],[50,100],[50,300],[250,300],[200,450],[-200,-200],[-200,-200],[-200,-200],[-200,-200],
[200,100],[350,50],[350,150],[350,250],[350,350]]
elif mapNum == 6: #井底之蛙
figure_des_center = [[50,200],[-200,-200],[-200,-200],[350,200],[-200,-200],[200,350],[200,450],[-200,-200],
[200,50],[200,200],[50,50],[350,50],[50,350],[350,350]]
elif mapNum == 7: #连过五关
figure_des_center = [[-200,-200],[-200,-200],[-200,-200],[-200,-200],[300,350],[300,250],[100,350],[100,250],
[200,450],[200,100],[50,50],[50,150],[350,50],[350,150]]
elif mapNum == 8: #夹道藏兵
figure_des_center = [[-200,-200],[-200,-200],[-200,-200],[350,100],[300,350],[100,250],[300,250],[-200,-200],
[100,350],[100,100],[250,50],[250,150],[50,450],[350,450]]
else: #横刀立马
figure_des_center = [[50,100],[50,300],[350,100],[350,300],[-200,-200],[-200,-200],[-200,-200],[-200,-200],
[200,250],[200,100],[150,350],[250,350],[50,450],[350,450]]
figure_list = []
for i in range(14):
p =Figure(picture_list[i],figure_src_center[i],figure_src_size[i],figure_des_center[i],figure_des_size[i],figure_name[i],move_direction=None)
figure_list.append(p)
game_over = False # 游戏是否结束
figure_moving = False # 是否有运动的人物
steps = 0 # 移动步数
current_figure = None # 鼠标点中的人物
current_center = [] # 鼠标点中人物的中心坐标
original_point = []
label.set_text("回合次数 = 0")
# 创建窗口初始化画布
frame = gui.create_frame("华容道", canvas_width, canvas_height)
label = frame.add_label("移动次数 = 0 步")
# 注册事件处理函数
frame.set_draw_handler(draw) # 显示处理,每秒调用draw函数60次
# 启动游戏
# 为游戏开始或重新开始初始化全局变量
start_game(1)
def start_game1():# 横刀立马
start_game(1)
def start_game2():# 将拥曹营
start_game(2)
def start_game3():# 水泄不通
start_game(3)
def start_game4():# 峰回路转
start_game(4)
def start_game5():# 一路进军
start_game(5)
def start_game6():# 井底之蛙
start_game(6)
def start_game7():# 连过五关
start_game(7)
def start_game8():# 夹道藏兵
start_game(8)
# 鼠标每次点击“重新开始游戏”按钮,调用start_game函数1次
button1 = frame.add_button('1. 横刀立马', start_game1, 60)
button2 = frame.add_button('2. 将拥曹营', start_game2, 60)
button3 = frame.add_button('3. 水泄不通', start_game3, 60)
button4 = frame.add_button('4. 峰回路转', start_game4, 60)
button5 = frame.add_button('5. 一路进军', start_game5, 60)
button6 = frame.add_button('6. 井底之蛙', start_game6, 60)
button7 = frame.add_button('7. 连过五关', start_game7, 60)
button8 = frame.add_button('8. 夹道藏兵', start_game8, 60)
frame.set_mouseclick_handler(mouse_click) #
frame.set_mousedrag_handler(mouse_drag)
frame.start() # 显示窗口