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Python+Pygame实现之走四棋儿游戏的实现

作者:木木子学python  发布时间:2023-08-29 21:34:55 

标签:Python,Pygame,游戏

导语

大家以前应该都听说过一个游戏:叫做走四棋儿

这款游戏出来到现在时间挺长了,小时候的家乡农村条件有限,附近也没有正式的玩具店能买到玩具,因此小朋友们聚在一起玩耍时,其玩具大多都是就地取材的。

直接在家里的水泥地上用烧完的炭火灰画出几条线,摆上几颗石头子即可。当时的火爆程度可谓是达到了一个新的高度。包括我当时也比较喜欢这款游戏。因为时间推移,小时候很多游戏都已经在现在这个时代看不到啦!

今天小编就带大家追忆童年——一起敲一敲《走四棋儿》小游戏,你小时候还玩儿过那些游戏呢?(抓石头、跳绳、丢手绢儿 .......捂脸.jpg)

一、游戏解说

“走四儿”大部分活跃在山东济南、聊城、菏泽等地,是一种棋类游戏,特别适合儿童试玩。

在一个4×4的棋盘上,双方各有4子,分别摆放在棋盘两个最上面的两端线的四个位置上。下图

就是“走四儿”开局的样子。

Python+Pygame实现之走四棋儿游戏的实现

二、游戏规则

“走四儿”的游戏规则是:

1.双方轮流走,每一步只能在上下左右中的一个无子的方向上走一个格,不能斜走。如果一方无法移动,则由另一方走。

2.当甲方的一个子移动到一条线上之后,这条线上只有甲方的两个子和乙方的一个子,且甲方的这两子相连,乙方的子与甲方那两子中的一个子相连,那么乙方的这个子就被吃掉。

下图是可以吃子的样式例举:

Python+Pygame实现之走四棋儿游戏的实现

3.少于2个子的一方为输者。双方都无法胜对方就可以认为是和棋。

三、环境安装

 1)素材(图片) 

Python+Pygame实现之走四棋儿游戏的实现

 2)运行环境 小编使用的环境:Python3、Pycharm社区版、Pygame、 numpy模块部分自带就不一一 展示啦。 

模块安装:pip install -i https://pypi.douban.com/simple/+模块名

四、代码展示

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()

五、效果展示

Python+Pygame实现之走四棋儿游戏的实现

是不是效果跟上面的示例图很像啦~棋子效果太死板啦!感觉会更加好看点儿撒!小编只是把双方的棋子换成了红心💓跟黑桃&spades;啦!大家可以自己更换的哈~

走棋的效果我就不一一展示了哈,跟着游戏规则大家可以自己来探索哦!

来源:https://juejin.cn/post/7121295376333668359

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