上一篇,我们实现了棋子的任意移动,但感觉不过瘾,这节我们就来实现吃子功能,可是,凡事都得讲规则,对吧,正所谓‘无规矩不成方圆’嘛,棋子乱跑怎么成呢?这一篇,我们再给棋子定制一些规则,约束一下它,谁让它这么浪呢,对吧~~~
import pygame
import pygame.font
import sys
import traceback
import copy
from math import sqrt
from pygame.locals import *
pygame.font.init()
pygame.init()
#用于判断是拿子还是落子
running = True
#定义棋子半径
r = 40
#绘制棋盘
def Draw_a_chessboard(screen):
#填充背景色
screen.fill((233,204,138))
#画外框
outer_frame_color = (60,20,0)
pygame.draw.rect(screen,outer_frame_color,[80,80,830,740],5)
#行
inner_frame_color = (0,0,0)
for i in range(1,10):
pygame.draw.line(screen, inner_frame_color, (90, 90*i), (900, 90*i))
#列
for i in range(1,11):
pygame.draw.line(screen,inner_frame_color, (90*i, 90), (90*i, 810))
#‘将’
jiang_rote_color = (0,0,0)
pygame.draw.lines(screen, jiang_rote_color, True,[(90, 360),(270, 360),(270,540),(90,540)],3)
pygame.draw.lines(screen, jiang_rote_color, True,[(720, 360),(900, 360),(900,540),(720,540)],3)
#‘士’路线
shi_rote_color = (0,0,0)
pygame.draw.line(screen, shi_rote_color, (90, 360), (270, 540),3)
pygame.draw.line(screen, shi_rote_color, (90, 540), (270, 360),3)
pygame.draw.line(screen, shi_rote_color, (720, 360), (900, 540),3)
pygame.draw.line(screen, shi_rote_color, (720, 540), (900, 360),3)
#‘象’路线
xiang_rote_color = (0,0,0)
pygame.draw.lines(screen, xiang_rote_color, True,[(270, 450),(90, 270),(270,90),(450,270)])
pygame.draw.lines(screen, xiang_rote_color, True,[(270, 450),(90, 630),(270,810),(450,630)])
pygame.draw.lines(screen, xiang_rote_color, True,[(720, 450),(900, 270),(720,90),(540,270)])
pygame.draw.lines(screen, xiang_rote_color, True,[(720, 450),(900, 630),(720,810),(540,630)])
#‘兵’,用抗锯齿连续线段
bing_rote_color = (255,0,0)
for j in range(0,2):
for k in range(0,4):
pygame.draw.aalines(screen, bing_rote_color, False,[(330+270*j, 260+180*k),(350+270*j, 260+180*k),(350+270*j,240+180*k)],3)
pygame.draw.aalines(screen, bing_rote_color, False,[(390+270*j, 260+180*k),(370+270*j, 260+180*k),(370+270*j,240+180*k)],3)
pygame.draw.aalines(screen, bing_rote_color, False,[(330+270*j, 100+180*k),(350+270*j, 100+180*k),(350+270*j,120+180*k)],3)
pygame.draw.aalines(screen, bing_rote_color, False,[(390+270*j, 100+180*k),(370+270*j, 100+180*k),(370+270*j,120+180*k)],3)
#‘炮’
pao_rote_color = (255,0,0)
for m in range(0,2):
for n in range(0,2):
pygame.draw.aalines(screen, pao_rote_color, False,[(240+450*m, 170+540*n),(260+450*m, 170+540*n),(260+450*m,150+540*n)],3)
pygame.draw.aalines(screen, pao_rote_color, False,[(300+450*m, 170+540*n),(280+450*m, 170+540*n),(280+450*m,150+540*n)],3)
pygame.draw.aalines(screen, pao_rote_color, False,[(240+450*m, 190+540*n),(260+450*m, 190+540*n),(260+450*m,210+540*n)],3)
pygame.draw.aalines(screen, pao_rote_color, False,[(300+450*m, 190+540*n),(280+450*m, 190+540*n),(280+450*m,210+540*n)],3)
#绘制‘楚河汉界’
pygame.draw.rect(screen,[233,204,138],[451,91,89,719])
chuhehanjie = pygame.image.load("楚河汉界.png").convert_alpha()
screen.blit(chuhehanjie,(451,91))
#画‘悔棋’,‘重新开始’和‘退出’按钮
button_color = (163,80,21)
pygame.draw.rect(screen,button_color,[980,300,200,100],5)
pygame.draw.rect(screen,button_color,[980,500,200,100],5)
pygame.draw.rect(screen,button_color,[980,700,200,100],5)
s_font = pygame.font.Font('anjian_font.ttf',45)
text1 = s_font.render("悔 棋",True,button_color)
text2 = s_font.render("重新开始",True,button_color)
text3 = s_font.render("退出游戏",True,button_color)
screen.blit(text1,(1000,320))
screen.blit(text2,(980,520))
screen.blit(text3,(980,720))
#绘制棋子
def Draw_a_chessman(screen,color,qizi,x,y):
red_color = (255,0,0)
black_color = (0,0,0)
pygame.draw.circle(screen,(0,0,0),(x,y),46)
pygame.draw.circle(screen,(247,157,12),(x,y),45)
pygame.draw.circle(screen,(0,0,0),(x,y),40,3)
pygame.draw.circle(screen,(181,131,16),(x,y),35)
q_font = pygame.font.Font('qizi_font.ttf',60)
if color == 'red':
q_color = red_color
elif color == 'black':
q_color = black_color
screen.blit(q_font.render(qizi[0],True,q_color),(x-30,y-40))
#绘制带有棋盘的棋子
def Draw_a_chessboard_with_chessman(map,screen):
Draw_a_chessboard(screen)
for each_qizi in hongqi.keys():
Draw_a_chessman(screen,hongqi[each_qizi]['color'],each_qizi,hongqi[each_qizi]['now_weizhi'][0],hongqi[each_qizi]['now_weizhi'][1])
for each_qizi in heiqi.keys():
Draw_a_chessman(screen,heiqi[each_qizi]['color'],each_qizi,heiqi[each_qizi]['now_weizhi'][0],heiqi[each_qizi]['now_weizhi'][1])
#通过位置寻找棋子
def find (x,y):
for key in hongqi.keys():
if sqrt((hongqi[key]['now_weizhi'][0] - x)**2+(hongqi[key]['now_weizhi'][1]-y)**2) < r:
return [key,hongqi[key]]
for key in heiqi.keys():
if sqrt((heiqi[key]['now_weizhi'][0] - x)**2+(heiqi[key]['now_weizhi'][1]-y)**2) < r:
return [key,heiqi[key]]
#判断该位置有无棋子
def weizhi_panduan(x,y):
for key in hongqi.keys():
if [x,y] == hongqi[key]['now_weizhi']:
return True
for key in heiqi.keys():
if [x,y]==heiqi[key]['now_weizhi']:
return True
return False
#棋子移动的规则
def move_rules(qizi,x,y):
can_move =[]
#一格代表的像素
#直接安格子存放,打印时计算像素
i = 90
if qizi == '将':
can_move += [[x+i,y],[x-i,y],[x,y+i],[x,y-i]]
elif qizi[0] == '士':
can_move += [[x+i,y+i],[x-i,y-i],[x-i,y+i],[x+i,y-i]]
elif qizi[0] == '相':
can_move += [[x+2*i,y+2*i],[x-2*i,y-2*i],[x-2*i,y+2*i],[x+2*i,y-2*i]]
elif qizi[0] == '马':
can_move += [[x+i,y+2*i],[x+2*i,y+i],[x-i,y-2*i],[x-2*i,y-i],[x+i,y-2*i],[x+2*i,y-i],[x-i,y+2*i],[x-2*i,y+i]]
'''#删除马憋腿的情况
if weizhi_panduan(x,y-i):
can_move += [[x+i,y+2*i],[x+2*i,y+i],[x-2*i,y-i],[x+2*i,y-i],[x-i,y+2*i],[x-2*i,y+i]]
elif weizhi_panduan(x+i,y):
can_move += [[x+i,y+2*i],[x-i,y-2*i],[x-2*i,y-i],[x+i,y-2*i],[x-i,y+2*i],[x-2*i,y+i]]
elif weizhi_panduan(x,y+i):
can_move += [[x+2*i,y+i],[x-2*i,y-i],[x+i,y-2*i],[x+2*i,y-i],[x-i,y+2*i],[x-2*i,y+i]]
elif weizhi_panduan(x-i,y):
can_move += [[x+i,y+2*i],[x+2*i,y+i],[x-i,y-2*i],[x-2*i,y-i],[x+i,y-2*i],[x+2*i,y-i]]'''
elif qizi[0] == '车':
for m in range(10):
can_move.append([x,y+m*i])
can_move.append([x,y-m*i])
can_move.append([x+m*i,y])
can_move.append([x-m*i,y])
elif qizi[0] == '炮':
for m in range(10):
can_move.append([x,y+m*i])
can_move.append([x,y-m*i])
can_move.append([x+m*i,y])
can_move.append([x-m*i,y])
elif qizi[0] == '兵':
can_move += [[x+i,y],[x-i,y],[x,y+i],[x,y-i]]
return can_move
#判断棋子是否可以走该位置
#(棋子,棋子现在所处位置,判断棋子是否可走的位置)
def weizhi_able(qizi,x,y,d_x,d_y):
can_move = move_rules(qizi,x,y)
if [d_x,d_y] in can_move:
return True
else:
return False
#绘制提示器(类容,屏幕,字大小)
def text(s,screen,x):
#先把上一次的类容用一个矩形覆盖
pygame.draw.rect(screen,(233,204,138),[980,100,1200,100])
#定义字体跟大小
s_font = pygame.font.Font('anjian_font.ttf',45)
#定义类容,是否抗锯齿,颜色
s_text=s_font.render(s,True,(255,0,0))
#将字放在窗口指定位置
screen.blit(s_text,(980,100))
pygame.display.flip()
def main():
#将'hongqi','heiqi','running','order',设置为可改
global hongqi,heiqi,running,order
#棋子初始位置
hongqi = {'将':{'color':'red','now_weizhi':[90,450]},'士1':{'color':'red','now_weizhi':[90,360]},'士2':{'color':'red','now_weizhi':[90,540]},'相1':{'color':'red','now_weizhi':[90,270]},
'相2':{'color':'red','now_weizhi':[90,630]},'马1':{'color':'red','now_weizhi':[90,180]},'马2':{'color':'red','now_weizhi':[90,720]},'车1':{'color':'red','now_weizhi':[90,90]},
'车2':{'color':'red','now_weizhi':[90,810]},'炮1':{'color':'red','now_weizhi':[270,180]},'炮2':{'color':'red','now_weizhi':[270,720]},'兵1':{'color':'red','now_weizhi':[360,90]},
'兵2':{'color':'red','now_weizhi':[360,270]},'兵3':{'color':'red','now_weizhi':[360,450]},'兵4':{'color':'red','now_weizhi':[360,630]},'兵5':{'color':'red','now_weizhi':[360,810]}
}
heiqi = {'将':{'color':'black','now_weizhi':[900,450]},'士1':{'color':'black','now_weizhi':[900,360]},'士2':{'color':'black','now_weizhi':[900,540]},'相1':{'color':'black','now_weizhi':[900,270]},
'相2':{'color':'black','now_weizhi':[900,630]},'马1':{'color':'black','now_weizhi':[900,180]},'马2':{'color':'black','now_weizhi':[900,720]},'车1':{'color':'black','now_weizhi':[900,90]},
'车2':{'color':'black','now_weizhi':[900,810]},'炮1':{'color':'black','now_weizhi':[720,180]},'炮2':{'color':'black','now_weizhi':[720,720]},'兵1':{'color':'black','now_weizhi':[630,90]},
'兵2':{'color':'black','now_weizhi':[630,270]},'兵3':{'color':'black','now_weizhi':[630,450]},'兵4':{'color':'black','now_weizhi':[630,630]},'兵5':{'color':'black','now_weizhi':[630,810]}
}
#定义棋子半径
r = 40
#定义两个存储棋子现在的状态
backups1 = []
backups2 = []
#创建一个窗口
screen = pygame.display.set_mode([1200,900])
# 设置窗口标题
pygame.display.set_caption("中国象棋")
#在窗口画出棋盘以及按钮
Draw_a_chessboard(screen)
clock = pygame.time.Clock()
while True:
Draw_a_chessboard_with_chessman(map,screen)
pygame.display.flip()
#监听所有事件
for event in pygame.event.get():
#点击x则关闭窗口
if event.type ==pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
if event.button == 1:
#鼠标第一次按下选择棋子
if running:
x,y = event.pos[0],event.pos[1]
for key in hongqi.keys():
if sqrt((hongqi[key]['now_weizhi'][0] - x)**2+(hongqi[key]['now_weizhi'][1]-y)**2) < r:
backups1 = [key,hongqi[key]]
for key in heiqi.keys():
if sqrt((heiqi[key]['now_weizhi'][0] - x)**2+(heiqi[key]['now_weizhi'][1]-y)**2) < r:
backups2 = [key,heiqi[key]]
if backups1:
#用于暂存棋子状态
backups3 = copy.deepcopy(backups1)
hongqi.pop(backups1[0])
running = not running
elif backups2:
#用于暂存棋子状态
backups4 = copy.deepcopy(backups2)
heiqi.pop(backups2[0])
running = not running
#鼠标再次按下,落下棋子
else:
if r < event.pos[0] < 900+r and r <event.pos[1] < 810+r:
x = (event.pos[0]+r)//90*90
y = (event.pos[1]+r)//90*90
if backups1 :#红棋
#判断是否符合走棋规则
if weizhi_able(backups1[0],backups1[1]['now_weizhi'][0],backups1[1]['now_weizhi'][1],x,y):
#判断所走位置是否有棋子
if weizhi_panduan(x,y):
#判断是否为敌方棋子
if backups1[1]['color'] != find(x,y)[1]['color']:
heiqi.pop(find(x,y)[0])
hongqi[backups1[0]] = backups1[1]
hongqi[backups1[0]]['now_weizhi'] = [x,y]
else:
hongqi[backups3[0]] = backups3[1]
else:
hongqi[backups1[0]] = backups1[1]
hongqi[backups1[0]]['now_weizhi'] = [x,y]
else:
#若不符合走棋规则,返回原位置
hongqi[backups3[0]] = backups3[1]
backups1 = []
running = not running
elif backups2:#黑棋
if weizhi_able(backups2[0],backups2[1]['now_weizhi'][0],backups2[1]['now_weizhi'][1],x,y):
#判断所走位置是否有棋子
if weizhi_panduan(x,y):
#判断是否为敌方棋子
if backups2[1]['color'] != find(x,y)[1]['color']:
hongqi.pop(find(x,y)[0])
heiqi[backups2[0]] = backups2[1]
heiqi[backups2[0]]['now_weizhi'] = [x,y]
else:
heiqi[backups4[0]] = backups4[1]
else:
heiqi[backups2[0]] = backups2[1]
heiqi[backups2[0]]['now_weizhi'] = [x,y]
else:
heiqi[backups4[0]] = backups4[1]
backups2=[]
running=not running
else:
if backups1 :
hongqi[backups1[0]] = backups3[1]
backups1 = []
running = not running
elif backups2:
heiqi[backups2[0]] = backups4[1]
backups2=[]
running=not running
#Draw_a_chessman(screen)
if __name__ == "__main__":
try:
main()
except SystemExit:
pass
except:
traceback.print_exc()
pygame.quit()
input()
至此,我们已经实现了一些简单的移动规则,距离我们的目标越来越近了,下一篇,我们就来实现判赢与按键。
文章中有任何不懂的问题,欢迎大家骚扰,博主很愿意和大家共同进步哟,整理不易,喜欢的话就打赏一下吧~~~
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