Pygame实现”走四棋儿“双人对战小游戏

        “走四棋儿”是我小时候经常玩的“小型棋类益智小游戏”,规则很简单,双方各有四个子儿,在棋盘上一人走一步,两个同一方的子儿顶掉一个另一方的子儿,被顶的那个子儿就拿下去,谁最后先少于两个也就是失去战斗力了,就算输了。详细见百度百科的解释。貌似这种棋只有我们那里玩~~~网上没找到这种棋的小游戏,不管有没有,自己一直想写一个了,最近终于动手了。由于对动态显示要求不高,所以用Python的Pygame就足够了,简单易上手。下边是我的源代码,我之前没有写过面向对象的程序,这是第一次写,很多地方都不好,甚至整体框架思路我觉得都多了很多不必要的步骤,大神勿喷,欢迎留言经验和意见建议。

        目前这个小游戏实现了基本的功能,还有待完善。界面只有一个,就是这个下棋的界面,一方红桃一方黑桃。棋盘是我自己拿画图画的,棋子图片是很久之前在QQ表情里找的,在QQ的某个文件夹下有QQ的emoji,里边有QQ的普通表情。双方对战都只能用同一个鼠标操作,当然更好的方法是使用键盘控制,或者增加局域网联机。目前只是一个大体框架,就不先纠结那么多了。双方谁先走都可以,可以自动判断谁的棋子应该被拿掉,游戏结束也没什么绚丽的,只是在控制台输出哪一方赢的信息并复盘。

        

        上边就是游戏界面,十分简洁~~

        不多说了直接上代码。

        嗯…………没写注释……逻辑还不足够清晰……

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()

源码和文件放到资源中了,资源链接https://download.csdn.net/download/zugexiaodui/10805748

界面目前不会考虑改进了,但之后会增加一个AI,可以玩单机。敬请期待。

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