在上一版的基础上增加了将军、被将、绝杀判断算法
# -*- coding: utf-8 -*-
# -*- coding: utf-8 -*-
"""
Created on Sun Jun 13 15:41:56 2021
@author: Administrator
"""
import pygame
import sys
from pygame.locals import *
from collections import Counter
from socket import *
from time import ctime
import json
import select
import socket
pygame.init()
screen=pygame.display.set_mode((450,550))
pygame.display.set_caption('中国象棋')
file_path='D:/hk/pygame/中国象棋/'
img_board=pygame.image.load(file_path+'board.png')
img_redSoldier=pygame.image.load(file_path+'redSoldier.png')
img_redCannon=pygame.image.load(file_path+'redCannon.png')
img_redCar=pygame.image.load(file_path+'redCar.png')
img_redHorse=pygame.image.load(file_path+'redHorse.png')
img_redElephant=pygame.image.load(file_path+'redElephant.png')
img_redAttendant=pygame.image.load(file_path+'redAttendant.png')
img_chief=pygame.image.load(file_path+'chief.png')
img_blackSoldier=pygame.image.load(file_path+'blackSoldier.png')
img_blackCannon=pygame.image.load(file_path+'blackCannon.png')
img_blackCar=pygame.image.load(file_path+'blackCar.png')
img_blackHorse=pygame.image.load(file_path+'blackHorse.png')
img_blackElephant=pygame.image.load(file_path+'blackElephant.png')
img_blackAttendant=pygame.image.load(file_path+'blackAttendant.png')
img_general=pygame.image.load(file_path+'general.png')
screen.blit(img_board,(0,0))
pygame.display.update()
red_chess=[[0,6],[2,6],[4,6],[6,6],[8,6],[1,7],[7,7],[0,9],[1,9],[2,9],[3,9],[4,9],[5,9],[6,9],[7,9],[8,9]]
black_chess=[[0,3],[2,3],[4,3],[6,3],[8,3],[1,2],[7,2],[0,0],[1,0],[2,0],[3,0],[4,0],[5,0],[6,0],[7,0],[8,0]]
#画棋子
def draw_chess():
for i in range(len(red_chess)):
if 0<=i<=4:
screen.blit(img_redSoldier,(red_chess[i][0]*50,red_chess[i][1]*50))
elif 5<=i<=6:
screen.blit(img_redCannon,(red_chess[i][0]*50,red_chess[i][1]*50))
elif i==7 or i==15:
screen.blit(img_redCar,(red_chess[i][0]*50,red_chess[i][1]*50))
elif i==8 or i==14:
screen.blit(img_redHorse,(red_chess[i][0]*50,red_chess[i][1]*50))
elif i==9 or i==13:
screen.blit(img_redElephant,(red_chess[i][0]*50,red_chess[i][1]*50))
elif i==10 or i==12:
screen.blit(img_redAttendant,(red_chess[i][0]*50,red_chess[i][1]*50))
else:
screen.blit(img_chief,(red_chess[i][0]*50,red_chess[i][1]*50))
for i in range(len(black_chess)):
if 0<=i<=4:
screen.blit(img_blackSoldier,(black_chess[i][0]*50,black_chess[i][1]*50))
elif 5<=i<=6:
screen.blit(img_blackCannon,(black_chess[i][0]*50,black_chess[i][1]*50))
elif i==7 or i==15:
screen.blit(img_blackCar,(black_chess[i][0]*50,black_chess[i][1]*50))
elif i==8 or i==14:
screen.blit(img_blackHorse,(black_chess[i][0]*50,black_chess[i][1]*50))
elif i==9 or i==13:
screen.blit(img_blackElephant,(black_chess[i][0]*50,black_chess[i][1]*50))
elif i==10 or i==12:
screen.blit(img_blackAttendant,(black_chess[i][0]*50,black_chess[i][1]*50))
else:
screen.blit(img_general,(black_chess[i][0]*50,black_chess[i][1]*50))
pygame.display.update()
#返回1表示正常移动,返回2表示有子被吃,返回0表示拒绝移动
#兵移动规则,红兵chess1为red_chess,chess2为black_chess
def soldier_rule(chess1,chess2,current_pos,next_pos):
if chess1==red_chess:
pos,index=[5,6],1
elif chess1==black_chess:
pos,index=[3,4],-1
if current_pos[1] in pos:
if current_pos[0]==next_pos[0] and current_pos[1]==next_pos[1]+index and next_pos not in chess1:
for i in range(len(chess2)):
if chess2[i]==next_pos:
chess2[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2,i]
current_pos=next_pos
return [current_pos,1]
else:
if current_pos[0]==next_pos[0] and current_pos[1]==next_pos[1]+index and next_pos not in chess1:
for i in range(len(chess2)):
if chess2[i]==next_pos:
chess2[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2,i]
current_pos=next_pos
return [current_pos,1]
elif current_pos[1]==next_pos[1] and current_pos[0]+1==next_pos[0] and next_pos not in chess1:
for i in range(len(chess2)):
if chess2[i]==next_pos:
chess2[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2,i]
current_pos=next_pos
return [current_pos,1]
elif current_pos[1]==next_pos[1] and current_pos[0]-1==next_pos[0] and next_pos not in chess1:
for i in range(len(chess2)):
if chess2[i]==next_pos:
chess2[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2,i]
current_pos=next_pos
return [current_pos,1]
#车移动规则,红车前两个参数为red_chess、black_chess,黑车前两个参数为black_chess、red_chess
def car_rule(chess1,chess2,current_pos,next_pos):
if next_pos not in chess1 and current_pos[0]==next_pos[0]:
a,b=current_pos,next_pos
if a[1]>b[1]:
a,b=b,a
for i in range(a[1]+1,b[1]):
if [a[0],i] in black_chess+red_chess:
return 0
for i in range(len(chess2)):
if chess2[i]==next_pos:
chess2[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2,i]
current_pos=next_pos
return [current_pos,1]
elif next_pos not in chess1 and current_pos[1]==next_pos[1]:
a,b=current_pos,next_pos
if a[0]>b[0]:
a,b=b,a
for i in range(a[0]+1,b[0]):
if [i,a[1]] in black_chess+red_chess:
return 0
for i in range(len(chess2)):
if chess2[i]==next_pos:
chess2[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2,i]
current_pos=next_pos
return [current_pos,1]
#炮移动规则
def cannon_rule(chess1,chess2,current_pos,next_pos):
if next_pos not in chess1 and current_pos[0]==next_pos[0]:
num=0
a,b=current_pos,next_pos
if a[1]>b[1]:
a,b=b,a
for i in range(a[1]+1,b[1]):
if [a[0],i] in black_chess+red_chess:
num+=1
if num==1:
for i in range(len(chess2)):
if chess2[i]==next_pos:
chess2[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2,i]
return 0
elif num==0:
current_pos=next_pos
return [current_pos,1]
else:
return 0
elif next_pos not in chess1 and current_pos[1]==next_pos[1]:
num=0
a,b=current_pos,next_pos
if a[0]>b[0]:
a,b=b,a
for i in range(a[0]+1,b[0]):
if [i,a[1]] in black_chess+red_chess:
num+=1
if num==1:
for i in range(len(chess2)):
if chess2[i]==next_pos:
chess2[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2,i]
return 0
elif num==0:
current_pos=next_pos
return [current_pos,1]
else:
return 0
#马移动规则,红马chess为black_chess
def horse_rule(chess,current_pos,next_pos):
index=[[2,-1],[1,-2],[-1,-2],[-2,-1],[-2,1],[-1,2],[1,2],[2,1]]
leg=[[1,0],[0,-1],[0,-1],[-1,0],[-1,0],[0,1],[0,1],[1,0]]
if next_pos not in red_chess+black_chess:
for i in range(len(index)):
if current_pos[0]+index[i][0]==next_pos[0] and current_pos[1]+index[i][1]==next_pos[1]:
if [current_pos[0]+leg[i][0],current_pos[1]+leg[i][1]] not in black_chess+red_chess:
current_pos=next_pos
return [current_pos,1]
elif next_pos in chess:
for i in range(len(index)):
if current_pos[0]+index[i][0]==next_pos[0] and current_pos[1]+index[i][1]==next_pos[1]:
if [current_pos[0]+leg[i][0],current_pos[1]+leg[i][1]] not in black_chess+red_chess:
for i in range(len(chess)):
if chess[i]==next_pos:
chess[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2,i]
#象移动规则,红相chess为black_chess
def elephant_rule(chess,current_pos,next_pos):
index=[[2,-2],[-2,-2],[-2,2],[2,2]]
leg=[[1,-1],[-1,-1],[-1,1],[1,1]]
if chess==black_chess:
pos=[5,7,9]
elif chess==red_chess:
pos=[0,2,4]
if next_pos not in red_chess+black_chess and next_pos[1] in pos:
for i in range(len(index)):
if current_pos[0]+index[i][0]==next_pos[0] and current_pos[1]+index[i][1]==next_pos[1]:
if [current_pos[0]+leg[i][0],current_pos[1]+leg[i][1]] not in black_chess+red_chess:
current_pos=next_pos
return [current_pos,1]
elif next_pos in chess and next_pos[1] in pos:
for i in range(len(index)):
if current_pos[0]+index[i][0]==next_pos[0] and current_pos[1]+index[i][1]==next_pos[1]:
if [current_pos[0]+leg[i][0],current_pos[1]+leg[i][1]] not in black_chess+red_chess:
for i in range(len(chess)):
if chess[i]==next_pos:
chess[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2,i]
#士移动规则
def attendant_rule(chess1,chess2,current_pos,next_pos):
if chess1==red_chess:
pos1=[[3,9],[3,7],[5,7],[5,9]]
pos2=[4,8]
elif chess1==black_chess:
pos1=[[3,0],[3,2],[5,2],[5,0]]
pos2=[4,1]
if current_pos in pos1 and next_pos==pos2 and next_pos not in chess1:
if next_pos not in chess2:
current_pos=next_pos
return [current_pos,1]
else:
for i in range(len(chess2)):
if chess2[i]==next_pos:
chess2[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2,i]
elif current_pos==pos2 and next_pos in pos1 and next_pos not in chess1:
if next_pos not in chess2:
current_pos=next_pos
return [current_pos,1]
else:
for i in range(len(chess2)):
if chess2[i]==next_pos:
chess2[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2,i]
#将帅移动规则
def boss_rule(chess1,chess2,current_pos,next_pos,j_pos):
if chess1==red_chess:
pos=[7,8,9]
elif chess1==black_chess:
pos=[0,1,2]
flag=0
if next_pos not in chess1:
if next_pos[0]==j_pos[0]:
a,b=j_pos,next_pos
if a[1]>b[1]:
a,b=b,a
for i in range(a[1]+1,b[1]):
if [a[0],i] in black_chess+red_chess:
flag=1
break
if flag==0:
return 0
if next_pos not in chess1 and 3<=next_pos[0]<=5 and next_pos[1] in pos:
if next_pos not in chess2:
if current_pos[0]==next_pos[0]:
if current_pos[1]+1==next_pos[1] or current_pos[1]-1==next_pos[1]:
current_pos=next_pos
return [current_pos,1]
elif current_pos[1]==next_pos[1]:
if current_pos[0]+1==next_pos[0] or current_pos[0]-1==next_pos[0]:
current_pos=next_pos
return [current_pos,1]
else:
if current_pos[0]==next_pos[0]:
if current_pos[1]+1==next_pos[1] or current_pos[1]-1==next_pos[1]:
for i in range(len(chess2)):
if chess2[i]==next_pos:
chess2[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2,i]
elif current_pos[1]==next_pos[1]:
if current_pos[0]+1==next_pos[0] or current_pos[0]-1==next_pos[0]:
for i in range(len(chess2)):
if chess2[i]==next_pos:
chess2[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2,i]
bj=0
#棋子移动,bj:被将
def move(chess1,chess2,next_pos):
x=0
global bj
temp=[]
if i in range(5): #兵
x=soldier_rule(chess1,chess2,chess1[i],next_pos)
if x!=None and x!=0:
temp=chess1[i]
chess1[i]=x[0]
fl=check(chess2,chess1) #判断是否被将,因为轮到的是chess1下棋,但判断的应该是chess2是否还在将军,故用check(chess2,chess1)
if fl == 1:
if x[1]==2:
chess2[x[2]]=x[0]
chess1[i] = temp
draw_text("你或被将军!", 225, 250, 15)
return 2 #表示仍此行仍或被将军,故不给执行
else:
bj = 0
draw_text(" ", 225, 250, 15)
screen.blit(img_board, (0, 0))
draw_chess()
return x #此行将不被将军,可矣
elif i==5 or i==6: #炮
x=cannon_rule(chess1,chess2,chess1[i],next_pos)
if x!=None and x!=0:
temp = chess1[i]
chess1[i]=x[0]
fl = check(chess2, chess1)
if fl == 1:
if x[1] == 2:
chess2[x[2]] = x[0]
chess1[i] = temp
draw_text("你或被将军!", 225, 250, 15)
return 2 # 表示仍此行仍或被将军,故不给执行
else:
bj = 0
draw_text(" ", 225, 250, 15)
screen.blit(img_board, (0, 0))
draw_chess()
return x # 此行将不被将军,可矣
elif i==7 or i==15: #車
x=car_rule(chess1,chess2,chess1[i],next_pos)
if x!=None and x!=0:
temp = chess1[i]
chess1[i]=x[0]
fl = check(chess2, chess1)
if fl == 1:
if x[1] == 2:
chess2[x[2]] = x[0]
chess1[i] = temp
draw_text("你或被将军!", 225, 250, 15)
return 2 # 表示仍此行仍或被将军,故不给执行
else:
bj = 0
draw_text(" ", 225, 250, 15)
screen.blit(img_board, (0, 0))
draw_chess()
return x # 此行将不被将军,可矣
elif i==8 or i==14: #馬
x=horse_rule(chess2,chess1[i],next_pos)
if x!=None and x!=0:
temp = chess1[i]
chess1[i]=x[0]
fl = check(chess2, chess1)
if fl == 1:
if x[1] == 2:
chess2[x[2]] = x[0]
chess1[i] = temp
draw_text("你或被将军!", 225, 250, 15)
return 2 # 表示仍此行仍或被将军,故不给执行
else:
bj = 0
draw_text(" ", 225, 250, 15)
screen.blit(img_board, (0, 0))
draw_chess()
return x # 此行将不被将军,可矣
elif i==9 or i==13: #相
x=elephant_rule(chess2,chess1[i],next_pos)
if x!=None and x!=0:
temp = chess1[i]
chess1[i]=x[0]
fl = check(chess2, chess1)
if fl == 1:
if x[1] == 2:
chess2[x[2]] = x[0]
chess1[i] = temp
draw_text("你或被将军!", 225, 250, 15)
return 2 # 表示仍此行仍或被将军,故不给执行
else:
bj = 0
draw_text(" ", 225, 250, 15)
screen.blit(img_board, (0, 0))
draw_chess()
return x # 此行将不被将军,可矣
elif i==10 or i==12: #仕
x=attendant_rule(chess1,chess2,chess1[i],next_pos)
if x!=None and x!=0:
temp = chess1[i]
chess1[i]=x[0]
fl = check(chess2, chess1)
if fl == 1:
if x[1] == 2:
chess2[x[2]] = x[0]
chess1[i] = temp
draw_text("你或被将军!", 225, 250, 15)
return 2 # 表示仍此行仍或被将军,故不给执行
else:
bj = 0
draw_text(" ", 225, 250, 15)
screen.blit(img_board, (0, 0))
draw_chess()
return x # 此行将不被将军,可矣
else: #帥
x=boss_rule(chess1,chess2,chess1[i],next_pos,chess2[11])
if x!=None and x!=0:
temp = chess1[i]
chess1[i]=x[0]
fl = check(chess2, chess1)
if fl == 1:
if x[1] == 2:
chess2[x[2]] = x[0]
chess1[i] = temp
draw_text("你或被将军!", 225, 250, 15)
return 2 # 表示仍此行仍或被将军,故不给执行
else:
bj = 0
draw_text(" ", 225, 250, 15)
screen.blit(img_board, (0, 0))
draw_chess()
return x # 此行将不被将军,可矣
#将军
def check(chess1,chess2):
#兵叫将
if chess1==red_chess:
for i in range(5):
if chess1[i]!=[-1,-1]:
if chess1[i][0]==chess2[11][0] and chess1[i][1]-1==chess2[11][1]:
return 1
elif chess1[i][1]==chess2[11][1] and (chess1[i][0]+1==chess2[11][0] or chess1[i][0]-1==chess2[11][0]):
return 1
elif chess1==black_chess:
for i in range(5):
if chess1[i]!=[-1,-1]:
if chess1[i][0]==chess2[11][0] and chess1[i][1]+1==chess2[11][1]:
return 1
elif chess1[i][1]==chess2[11][1] and (chess1[i][0]+1==chess2[11][0] or chess1[i][0]-1==chess2[11][0]):
return 1
#炮叫将
num=0
for i in [5,6]:
if chess1[i]!=[-1,-1]:
#前
if chess1[i][0]==chess2[11][0] and chess1[i][1]>chess2[11][1]+1:
for j in range(chess2[11][1]+1,chess1[i][1]):
if [chess1[i][0],j] in chess1+chess2:
num+=1
if num==1:
num = 0
return 1
else:
num=0
#后
elif chess1[i][0]==chess2[11][0] and chess1[i][1]<chess2[11][1]-1:
for j in range(chess1[i][1]+1,chess2[11][1]):
if [chess1[i][0],j] in chess1+chess2:
num+=1
if num==1:
num = 0
return 1
else:
num=0
#右
elif chess1[i][1]==chess2[11][1] and chess1[i][0]>chess2[11][0]+1:
for j in range(chess2[11][0]+1,chess1[i][0]):
if [j,chess1[i][1]] in chess1+chess2:
num+=1
if num==1:
num = 0
return 1
else:
num=0
#左
elif chess1[i][1]==chess2[11][1] and chess1[i][0]<chess2[11][0]-1:
for j in range(chess1[i][0]+1,chess2[11][0]):
if [j,chess1[i][1]] in chess1+chess2:
num+=1
if num==1:
num = 0
return 1
else:
num=0
#车叫将
for i in [7,15]:
if chess1[i]!=[-1,-1]:
#前
if chess1[i][0]==chess2[11][0] and chess1[i][1]>chess2[11][1]:
for j in range(chess2[11][1]+1,chess1[i][1]):
if [chess1[i][0],j] in chess1+chess2:
num+=1
if num==0:
return 1
else:
num=0
#后
elif chess1[i][0]==chess2[11][0] and chess1[i][1]<chess2[11][1]:
for j in range(chess1[i][1]+1,chess2[11][1]):
if [chess1[i][0],j] in chess1+chess2:
num+=1
if num==0:
return 1
else:
num=0
#右
elif chess1[i][1]==chess2[11][1] and chess1[i][0]>chess2[11][0]:
for j in range(chess2[11][0]+1,chess1[i][0]):
if [j,chess1[i][1]] in chess1+chess2:
num+=1
if num==0:
return 1
else:
num=0
#左
elif chess1[i][1]==chess2[11][1] and chess1[i][0]<chess2[11][0]:
for j in range(chess1[i][0]+1,chess2[11][0]):
if [j,chess1[i][1]] in chess1+chess2:
num+=1
if num==0:
return 1
else:
num=0
pass
#马叫将
index=[[2,-1],[1,-2],[-1,-2],[-2,-1],[-2,1],[-1,2],[1,2],[2,1]]
leg=[[1,0],[0,-1],[0,-1],[-1,0],[-1,0],[0,1],[0,1],[1,0]]
for i in [8,14]:
for j in range(len(index)):
if chess1[i][0]+index[j][0]==chess2[11][0] and chess1[i][1]+index[j][1]==chess2[11][1]:
if [chess1[i][0]+leg[j][0],chess1[i][1]+leg[j][1]] not in chess1+chess2:
return 1
#绝杀
def chess_jam(chess1,chess2):
all_pos=[]
for i in range(9):
for j in range(10):
all_pos.append([i,j])
if bj==0:
return [1,0]
else:
for i in range(5):
for j in all_pos:
x=soldier_rule(chess1,chess2,chess1[i],j)
if x!=None and x!=0:
temp=chess1[i]
chess1[i]=x[0]
fl=check(chess2,chess1)
chess1[i] = temp
if x[1] == 2:
chess2[x[2]] = x[0]
if fl!=1:
return [1,x]
for i in [5,6]:
for j in all_pos:
x=cannon_rule(chess1,chess2,chess1[i],j)
if x!=None and x!=0:
temp = chess1[i]
chess1[i] = x[0]
fl = check(chess2, chess1)
chess1[i] = temp
if x[1] == 2:
chess2[x[2]] = x[0]
if fl != 1:
return [1, x]
for i in [7,15]:
for j in all_pos:
x=car_rule(chess1,chess2,chess1[i],j)
if x!=None and x!=0:
temp = chess1[i]
chess1[i] = x[0]
fl = check(chess2, chess1)
chess1[i] = temp
if x[1] == 2:
chess2[x[2]] = x[0]
if fl != 1:
return [1, x]
for i in [8,14]:
for j in all_pos:
x=horse_rule(chess2,chess1[i],j)
if x!=None and x!=0:
temp = chess1[i]
chess1[i] = x[0]
fl = check(chess2, chess1)
chess1[i] = temp
if x[1] == 2:
chess2[x[2]] = x[0]
if fl != 1:
return [1, x]
for i in [9,13]:
for j in all_pos:
x=elephant_rule(chess2,chess1[i],j)
if x!=None and x!=0:
temp = chess1[i]
chess1[i] = x[0]
fl = check(chess2, chess1)
chess1[i] = temp
if x[1] == 2:
chess2[x[2]] = x[0]
if fl != 1:
return [1, x]
for i in [10,12]:
for j in all_pos:
x=attendant_rule(chess1,chess2,chess1[i],j)
if x!=None and x!=0:
temp = chess1[i]
chess1[i] = x[0]
fl = check(chess2, chess1)
chess1[i] = temp
if x[1] == 2:
chess2[x[2]] = x[0]
if fl != 1:
return [1, x]
i=11
for j in all_pos:
x = boss_rule(chess1, chess2, chess1[i], j, chess2[11])
if x != None and x != 0:
temp = chess1[i]
chess1[i] = x[0]
fl = check(chess2, chess1)
chess1[i] = temp
if x[1] == 2:
chess2[x[2]] = x[0]
if fl != 1:
return [1, x]
return [0,chess1,chess2]
white=(255,255,255)
black=(0,0,0)
def draw_text(text,x,y,size):
pygame.font.init()
fontObj=pygame.font.SysFont('SimHei',size )
textSurfaceObj=fontObj.render(text, True, white,black)
textRectObj=textSurfaceObj.get_rect()
textRectObj.center=(x,y)
screen.blit(textSurfaceObj, textRectObj)
pygame.display.update()
if __name__=='__main__':
all_pos,progress=[],[]
for i in range(10):
for j in range(9):
all_pos.append([j,i])
draw_text('红方先走',225,525,15)
chess_kind=0
gameover=0
while True:
draw_chess()
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
sys.exit()
elif event.type==MOUSEBUTTONDOWN:
pos=pygame.mouse.get_pos()
if chess_kind==0:
chess1,chess2=red_chess,black_chess
elif chess_kind==1:
chess1,chess2=black_chess,red_chess
for i in range(len(chess1)):
if chess1[i][0]*50<pos[0]<(chess1[i][0]+1)*50 and chess1[i][1]*50<pos[1]<(chess1[i][1]+1)*50:
flag=False
while True:
for event in pygame.event.get():
if event.type==MOUSEBUTTONDOWN:
pos=pygame.mouse.get_pos()
next_pos=[pos[0]//50,pos[1]//50]
flag=True
break
if flag==True:
break
progress.append(move(chess1,chess2,next_pos))
jj=0
if progress[-1]!=None and progress[-1]!=0 and progress[-1]!=2:
if chess_kind==0:
chess_kind=1
elif chess_kind==1:
chess_kind=0
jj=check(chess1,chess2)
if chess_kind==1:
if jj==1:
bj=1
cj=chess_jam(chess2,chess1)
print("cj:",cj)
if cj[0]!=1:
gameover=1
draw_text("绝杀", 225, 250, 30)
draw_text('红方胜利', 225, 525, 15)
else:
draw_text('将军', 150, 525, 15)
draw_text('轮到黑方',225,525,15)
else:
draw_text(' ', 150, 525, 15)
draw_text('轮到黑方', 225, 525, 15)
elif chess_kind==0:
if jj==1:
bj=1
cj = chess_jam(chess2, chess1)
print("cj:", cj)
if cj[0] != 1:
gameover = 1
draw_text("绝杀", 225, 250, 30)
draw_text('黑方胜利', 225, 525, 15)
else:
draw_text('将军', 150, 525, 15)
draw_text('轮到红方',225,525,15)
else:
draw_text(' ', 150, 525, 15)
draw_text('轮到红方', 225, 525, 15)
if gameover==1:
while True:
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
sys.exit()
break