这几天看到抖音上有个妹子下象棋超级猛,我的中国象棋也差不到哪去啊,走 做一个。。。。 本中国象棋是用Python3+pygame实现的
一、运行效果,下载地 址如下:www.itprojects.cn/detail.html…
"""
作者:it项目实例网
网址:www.itprojects.cn
"""
import sys
import pygame
# 要显示的窗口的宽、高
WIDTH, HEIGHT = 750, 667
class ClickBox(pygame.sprite.Sprite):
"""
选中棋子对象
"""
singleton = None
def __new__(cls, *args, **kwargs):
if cls.singleton is None:
cls.singleton = super().__new__(cls)
return cls.singleton
def __init__(self, screen, row, col, team):
super().__init__()
self.image = pygame.image.load("images/r_box.png")
self.rect = self.image.get_rect()
self.row, self.col = row, col
self.rect.topleft = (50 + self.col * 57, 50 + self.row * 57)
self.screen = screen
self.team = team
@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 Dot(pygame.sprite.Sprite):
"""
可落棋子类
"""
group = list()
def __init__(self, screen, position):
super().__init__()
self.image = pygame.image.load("images/dot2.png")
self.rect = self.image.get_rect()
self.row, self.col = position # 将元组拆包
self.rect.topleft = (60 + self.col * 57, 60 + self.row * 57)
self.group.append(self)
self.screen = screen
@classmethod
def show(cls):
for dot in cls.group:
dot.screen.blit(dot.image, dot.rect)
@classmethod
def clean_last_postion(cls):
"""
清除上次落子位置
"""
cls.group.clear()
@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 Chess(pygame.sprite.Sprite):
"""
棋子类
"""
def __init__(self, screen, chess_name, row, col):
self.screen = screen
self.image = pygame.image.load("images/" + chess_name + ".png")
self.rect = self.image.get_rect()
self.rect.topleft = (50 + col * 57, 50 + row * 57)
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.row = row
self.col = col
def show(self):
self.screen.blit(self.image, self.rect)
@staticmethod
def click(player, chesses):
"""
点击棋子
"""
for chess in chesses:
if pygame.mouse.get_pressed()[0] and chess.rect.collidepoint(pygame.mouse.get_pos()):
if player == chess.team:
print("被点击了")
return chess
def update_postion(self, new_row, new_col):
"""
更新要显示的图片的坐标
"""
self.row = new_row
self.col = new_col
self.rect.topleft = (50 + new_col * 57, 50 + new_row * 57)
class ChessBoard(object):
"""
棋盘类
"""
def __init__(self, screen):
self.screen = screen
self.image = pygame.image.load("images/bg.png")
self.topleft = (50, 50)
self.__create_default_chess()
def __create_default_chess(self):
"""
创建默认棋子
"""
self.map = [
["b_c", "b_m", "b_x", "b_s", "b_j", "b_s", "b_x", "b_m", "b_c"],
["", "", "", "", "", "", "", "", ""],
["", "b_p", "", "", "", "", "", "b_p", ""],
["b_z", "", "b_z", "", "b_z", "", "b_z", "", "b_z"],
["", "", "", "", "", "", "", "", ""],
["", "", "", "", "", "", "", "", ""],
["r_z", "", "r_z", "", "r_z", "", "r_z", "", "r_z"],
["", "r_p", "", "", "", "", "", "r_p", ""],
["", "", "", "", "", "", "", "", ""],
["r_c", "r_m", "r_x", "r_s", "r_j", "r_s", "r_x", "r_m", "r_c"],
]
for row, line in enumerate(self.map):
for col, chess_name in enumerate(line):
if chess_name:
# 将创建的棋子添加到属性map中
self.map[row][col] = Chess(self.screen, chess_name, row, col)
else:
self.map[row][col] = None
def show(self):
# 显示棋盘
self.screen.blit(self.image, self.topleft)
# 显示棋盘上的所有棋子
for line_chess in self.map:
for chess in line_chess:
if chess:
chess.show()
def get_put_down_postion(self, clicked_chess):
"""
计算当前棋子可以移动的位置
"""
# 存储当前棋子可以落子的位置
all_position = list()
# 拿到当前棋子的行、列
row, col = clicked_chess.row, clicked_chess.col
# 拿到当前棋子的team,即时红方r还是黑方b
team = clicked_chess.team
# 计算当前选中棋子的所有可以落子位置
if clicked_chess.name == "p": # 炮
# 一行
direction_left_chess_num = 0
direction_right_chess_num = 0
for i in range(1, 9):
# 计算当前行中,棋子左边与右边可以落子的位置
# 左边位置没有越界
if direction_left_chess_num >= 0 and col - i >= 0:
if not self.map[row][col - i] and direction_left_chess_num == 0:
# 如果没有棋子,则将当前位置组成一个元组,添加到列表
all_position.append((row, col - i))
elif self.map[row][col - i]:
# 如果当前位置有棋子,那么就判断是否能够吃掉它
direction_left_chess_num += 1
if direction_left_chess_num == 2 and self.map[row][col - i].team != team:
all_position.append((row, col - i))
direction_left_chess_num = -1 # 让其不能够在下次for循环时再次判断
# 右边位置没有越界
if direction_right_chess_num >= 0 and col + i = 0 and row - i >= 0:
if not self.map[row - i][col] and direction_up_chess_num == 0:
# 如果没有棋子,则将当前位置组成一个元组,添加到列表
all_position.append((row - i, col))
elif self.map[row - i][col]:
# 如果当前位置有棋子,那么就判断是否能够吃掉它
direction_up_chess_num += 1
if direction_up_chess_num == 2 and self.map[row - i][col].team != team:
all_position.append((row - i, col))
direction_up_chess_num = -1
# 下边位置没有越界
if direction_down_chess_num >= 0 and row + i = 0: # 只能向上移动
if not self.map[row - 1][col] or self.map[row - 1][col].team != team:
all_position.append((row - 1, col))
else: # 黑方
if row + 1 = 0 and col + 1 = 0 and not self.map[row][col - 1]: # 如果当前棋子没有被蹩马腿,那么再对这个方向的2个位置进行判断
# 左上2(因为有左上了,暂且称为左上2吧)
if row - 1 >= 0 and col - 2 >= 0 and (not self.map[row - 1][col - 2] or self.map[row - 1][col - 2].team != team):
all_position.append((row - 1, col - 2))
# 左下2
if row + 1 = 0 and (not self.map[row + 1][col - 2] or self.map[row + 1][col - 2].team != team):
all_position.append((row + 1, col - 2))
# 右方
if col + 1 = 0 and col + 2 = row_start and col + 2 = row_start and col + 1 general_row:
return False
elif (attack_row - general_row) ** 2 + (attack_col - general_col) ** 2 == 1:
return True
def get_general_position(self, general_player):
"""
找到general_player标记的一方的将的位置
"""
for row, line in enumerate(self.map):
for col, chess in enumerate(line):
if chess and chess.team == general_player and chess.name == "j":
return chess.row, chess.col
def judge_win(self, attack_player):
"""
判断是否获胜
"""
# 依次判断是否被攻击方的所有棋子,是否有阻挡攻击的可能
for line_chesses in self.map:
for chess in line_chesses:
if chess and chess.team != attack_player:
move_position_list = self.get_put_down_postion(chess)
if move_position_list: # 只要找到一个可以移动的位置,就表示没有失败,还是有机会的
return False
return True
class Game(object):
"""
游戏类
"""
def __init__(self, screen):
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
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 show(self):
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:
self.screen.blit(self.player_tips_b_image, self.player_tips_b_image_topleft)
# 显示"将军"效果
if self.show_attack:
self.screen.blit(self.attack_img, (230, 100))
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
def main():
# 初始化pygame
pygame.init()
# 创建用来显示画面的对象(理解为相框)
screen = pygame.display.set_mode((WIDTH, HEIGHT))
# 游戏背景图片
background_img = pygame.image.load("images/bg.jpg")
# 创建游戏对象
game = Game(screen)
# 创建一个游戏棋盘对象
chess_board = ChessBoard(screen)
# 创建计时器
clock = pygame.time.Clock()
# 主循环
while True:
# 事件检测(例如点击了键盘、鼠标等)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit() # 退出程序
# 如果游戏没有获胜方,则游戏继续,否则一直显示"获胜"
if not game.show_win:
# 检测是否点击了"可落子"对象
clicked_dot = Dot.click()
if clicked_dot:
chess_board.move_chess(clicked_dot.row, clicked_dot.col)
# 清理「点击对象」、「可落子位置对象」
Dot.clean_last_postion()
ClickBox.clean()
# 判断此棋子走完之后,是否"将军"
if chess_board.judge_attack_general(game.get_player()):
# 检测对方是否可以挽救棋局,如果能挽救,就显示"将军",否则显示"胜利"
if chess_board.judge_win(game.get_player()):
game.set_win(game.get_player())
else:
# 如果攻击到对方,则标记显示"将军"效果
game.set_attack()
# 落子之后,交换走棋方
game.exchange()
# 检查是否点击了棋子
clicked_chess = Chess.click(game.get_player(), [chess for line in chess_board.map for chess in line if chess])
if clicked_chess:
# 创建选中棋子对象
ClickBox(screen, clicked_chess.row, clicked_chess.col, clicked_chess.team)
# 清除之前的所有的可以落子对象
Dot.clean_last_postion()
# 真的点击了棋子,那么计算当前被点击的棋子可以走的位置
all_position = chess_board.get_put_down_postion(clicked_chess)
if all_position:
# 清空上次可落子对象
Dot.clean_last_postion()
# 创建可落子对象
for position in all_position:
Dot(screen, position)
# 显示游戏背景
screen.blit(background_img, (0, 0))
screen.blit(background_img, (0, 270))
screen.blit(background_img, (0, 540))
# 显示棋盘以及棋盘上的棋子
chess_board.show()
# 显示被点击的棋子
ClickBox.show()
# 显示可落子对象
Dot.show()
# 显示游戏相关信息
game.show()
# 显示screen这个相框的内容(此时在这个相框中的内容像照片、文字等会显示出来)
pygame.display.update()
# FPS(每秒钟显示画面的次数)
clock.tick(60) # 通过一定的延时,实现1秒钟能够循环60次
if __name__ == '__main__':
main()