Python实现人机中国象棋游戏

导语

哈喽!哈喽!我是木木子!今日游戏更新——中国象棋上线啦!

中国象棋是一种古老的棋类游戏,大约有两千年的历史。

是中华文明非物质文化经典产物,艺术价值泛属于整个人类文明进化史的一个分枝。

在中国,可以随处在大街上、小公园儿里等地方经常看到一堆人围在一起下棋,这就足以说明中国象棋的流行性以及普遍性有多高!

早前曾有统计,14、15个中国人当中,就有1个会下中国象棋。中国象棋的受众,可能数以亿计!

今天教大家制作一款中国象棋and想学象棋的话也可以来看看当作新手村吧~

1.游戏规则&基本玩法

1.1 基本玩法

中国象棋的游戏用具由棋盘和棋子组成,对局时,由执红棋的一方先走,双方轮流各走一招,直至分出胜、负、和,对局即终了。轮到走棋的一方,将某个棋子从一个交叉点走到另一个交叉点,或者吃掉对方的棋子而占领其交叉点,都算走了一着。双方各走一着,称为一个回合。

1.2 行棋规则

2.素材文件

3.主要代码

chinachess.py 为主文件;constants.py 数据常量;pieces.py 棋子类,走法;computer.py 电脑走法计算;button.py按钮定义。

目前电脑走法比较傻,有兴趣的朋友可以对computer.py 进行升级!不过这针对大部分的新手刚开始学象棋的话完全够用了哈~哈哈哈 如果你新手入门玩儿的过电脑就说明你入门了!

3.1 Chinachess.py 为主文件

import pygame

import time

import Xiangqi.constants as constants

from Xiangqi.button import Button

import Xiangqi.pieces as pieces

import Xiangqi.computer as computer

class MainGame():

window = None

Start_X = constants.Start_X

Start_Y = constants.Start_Y

Line_Span = constants.Line_Span

Max_X = Start_X + 8 * Line_Span

Max_Y = Start_Y + 9 * Line_Span

player1Color = constants.player1Color

player2Color = constants.player2Color

Putdownflag = player1Color

piecesSelected = None

button_go = None

piecesList = []

def start_game(self):

MainGame.window = pygame.display.set_mode([constants.SCREEN_WIDTH, constants.SCREEN_HEIGHT])

pygame.display.set_caption("Python代码大全-中国象棋")

MainGame.button_go = Button(MainGame.window, "重新开始", constants.SCREEN_WIDTH - 100, 300) # 创建开始按钮

self.piecesInit()

while True:

time.sleep(0.1)

# 获取事件

MainGame.window.fill(constants.BG_COLOR)

self.drawChessboard()

#MainGame.button_go.draw_button()

self.piecesDisplay()

self.VictoryOrDefeat()

self.Computerplay()

self.getEvent()

pygame.display.update()

pygame.display.flip()

def drawChessboard(self): #画象棋盘

mid_end_y = MainGame.Start_Y + 4 * MainGame.Line_Span

min_start_y = MainGame.Start_Y + 5 * MainGame.Line_Span

for i in range(0, 9):

x = MainGame.Start_X + i * MainGame.Line_Span

if i==0 or i ==8:

y = MainGame.Start_Y + i * MainGame.Line_Span

pygame.draw.line(MainGame.window, constants.BLACK, [x, MainGame.Start_Y], [x, MainGame.Max_Y], 1)

else:

pygame.draw.line(MainGame.window, constants.BLACK, [x, MainGame.Start_Y], [x, mid_end_y], 1)

pygame.draw.line(MainGame.window, constants.BLACK, [x, min_start_y], [x, MainGame.Max_Y], 1)

for i in range(0, 10):

x = MainGame.Start_X + i * MainGame.Line_Span

y = MainGame.Start_Y + i * MainGame.Line_Span

pygame.draw.line(MainGame.window, constants.BLACK, [MainGame.Start_X, y], [MainGame.Max_X, y], 1)

speed_dial_start_x = MainGame.Start_X + 3 * MainGame.Line_Span

speed_dial_end_x = MainGame.Start_X + 5 * MainGame.Line_Span

speed_dial_y1 = MainGame.Start_Y + 0 * MainGame.Line_Span

speed_dial_y2 = MainGame.Start_Y + 2 * MainGame.Line_Span

speed_dial_y3 = MainGame.Start_Y + 7 * MainGame.Line_Span

speed_dial_y4 = MainGame.Start_Y + 9 * MainGame.Line_Span

pygame.draw.line(MainGame.window, constants.BLACK, [speed_dial_start_x, speed_dial_y1], [speed_dial_end_x, speed_dial_y2], 1)

pygame.draw.line(MainGame.window, constants.BLACK, [speed_dial_start_x, speed_dial_y2],

[speed_dial_end_x, speed_dial_y1], 1)

pygame.draw.line(MainGame.window, constants.BLACK, [speed_dial_start_x, speed_dial_y3],

[speed_dial_end_x, speed_dial_y4], 1)

pygame.draw.line(MainGame.window, constants.BLACK, [speed_dial_start_x, speed_dial_y4],

[speed_dial_end_x, speed_dial_y3], 1)

def piecesInit(self): #加载棋子

MainGame.piecesList.append(pieces.Rooks(MainGame.player2Color, 0,0))

MainGame.piecesList.append(pieces.Rooks(MainGame.player2Color, 8, 0))

MainGame.piecesList.append(pieces.Elephants(MainGame.player2Color, 2, 0))

MainGame.piecesList.append(pieces.Elephants(MainGame.player2Color, 6, 0))

MainGame.piecesList.append(pieces.King(MainGame.player2Color, 4, 0))

MainGame.piecesList.append(pieces.Knighs(MainGame.player2Color, 1, 0))

MainGame.piecesList.append(pieces.Knighs(MainGame.player2Color, 7, 0))

MainGame.piecesList.append(pieces.Cannons(MainGame.player2Color, 1, 2))

MainGame.piecesList.append(pieces.Cannons(MainGame.player2Color, 7, 2))

MainGame.piecesList.append(pieces.Mandarins(MainGame.player2Color, 3, 0))

MainGame.piecesList.append(pieces.Mandarins(MainGame.player2Color, 5, 0))

MainGame.piecesList.append(pieces.Pawns(MainGame.player2Color, 0, 3))

MainGame.piecesList.append(pieces.Pawns(MainGame.player2Color, 2, 3))

MainGame.piecesList.append(pieces.Pawns(MainGame.player2Color, 4, 3))

MainGame.piecesList.append(pieces.Pawns(MainGame.player2Color, 6, 3))

MainGame.piecesList.append(pieces.Pawns(MainGame.player2Color, 8, 3))

MainGame.piecesList.append(pieces.Rooks(MainGame.player1Color, 0, 9))

MainGame.piecesList.append(pieces.Rooks(MainGame.player1Color, 8, 9))

MainGame.piecesList.append(pieces.Elephants(MainGame.player1Color, 2, 9))

MainGame.piecesList.append(pieces.Elephants(MainGame.player1Color, 6, 9))

MainGame.piecesList.append(pieces.King(MainGame.player1Color, 4, 9))

MainGame.piecesList.append(pieces.Knighs(MainGame.player1Color, 1, 9))

MainGame.piecesList.append(pieces.Knighs(MainGame.player1Color, 7, 9))

MainGame.piecesList.append(pieces.Cannons(MainGame.player1Color, 1, 7))

MainGame.piecesList.append(pieces.Cannons(MainGame.player1Color, 7, 7))

MainGame.piecesList.append(pieces.Mandarins(MainGame.player1Color, 3, 9))

MainGame.piecesList.append(pieces.Mandarins(MainGame.player1Color, 5, 9))

MainGame.piecesList.append(pieces.Pawns(MainGame.player1Color, 0, 6))

MainGame.piecesList.append(pieces.Pawns(MainGame.player1Color, 2, 6))

MainGame.piecesList.append(pieces.Pawns(MainGame.player1Color, 4, 6))

MainGame.piecesList.append(pieces.Pawns(MainGame.player1Color, 6, 6))

MainGame.piecesList.append(pieces.Pawns(MainGame.player1Color, 8, 6))

def piecesDisplay(self):

for item in MainGame.piecesList:

item.displaypieces(MainGame.window)

#MainGame.window.blit(item.image, item.rect)

def getEvent(self):

# 获取所有的事件

eventList = pygame.event.get()

for event in eventList:

if event.type == pygame.QUIT:

self.endGame()

elif event.type == pygame.MOUSEBUTTONDOWN:

pos = pygame.mouse.get_pos()

mouse_x = pos[0]

mouse_y = pos[1]

if (

mouse_x > MainGame.Start_X - MainGame.Line_Span / 2 and mouse_x < MainGame.Max_X + MainGame.Line_Span / 2) and (

mouse_y > MainGame.Start_Y - MainGame.Line_Span / 2 and mouse_y < MainGame.Max_Y + MainGame.Line_Span / 2):

# print( str(mouse_x) + "" + str(mouse_y))

# print(str(MainGame.Putdownflag))

if MainGame.Putdownflag != MainGame.player1Color:

return

click_x = round((mouse_x - MainGame.Start_X) / MainGame.Line_Span)

click_y = round((mouse_y - MainGame.Start_Y) / MainGame.Line_Span)

click_mod_x = (mouse_x - MainGame.Start_X) % MainGame.Line_Span

click_mod_y = (mouse_y - MainGame.Start_Y) % MainGame.Line_Span

if abs(click_mod_x - MainGame.Line_Span / 2) >= 5 and abs(

click_mod_y - MainGame.Line_Span / 2) >= 5:

# print("有效点:x="+str(click_x)+" y="+str(click_y))

# 有效点击点

self.PutdownPieces(MainGame.player1Color, click_x, click_y)

else:

print("out")

if MainGame.button_go.is_click():

#self.restart()

print("button_go click")

else:

print("button_go click out")

def PutdownPieces(self, t, x, y):

selectfilter=list(filter(lambda cm: cm.x == x and cm.y == y and cm.player == MainGame.player1Color,MainGame.piecesList))

if len(selectfilter):

MainGame.piecesSelected = selectfilter[0]

return

if MainGame.piecesSelected :

#print("1111")

arr = pieces.listPiecestoArr(MainGame.piecesList)

if MainGame.piecesSelected.canmove(arr, x, y):

self.PiecesMove(MainGame.piecesSelected, x, y)

MainGame.Putdownflag = MainGame.player2Color

else:

fi = filter(lambda p: p.x == x and p.y == y, MainGame.piecesList)

listfi = list(fi)

if len(listfi) != 0:

MainGame.piecesSelected = listfi[0]

def PiecesMove(self,pieces, x , y):

for item in MainGame.piecesList:

if item.x ==x and item.y == y:

MainGame.piecesList.remove(item)

pieces.x = x

pieces.y = y

print("move to " +str(x) +" "+str(y))

return True

def Computerplay(self):

if MainGame.Putdownflag == MainGame.player2Color:

print("轮到电脑了")

computermove = computer.getPlayInfo(MainGame.piecesList)

#if computer==None:

#return

piecemove = None

for item in MainGame.piecesList:

if item.x == computermove[0] and item.y == computermove[1]:

piecemove= item

self.PiecesMove(piecemove, computermove[2], computermove[3])

MainGame.Putdownflag = MainGame.player1Color

#判断游戏胜利

def VictoryOrDefeat(self):

txt =""

result = [MainGame.player1Color,MainGame.player2Color]

for item in MainGame.piecesList:

if type(item) ==pieces.King:

if item.player == MainGame.player1Color:

result.remove(MainGame.player1Color)

if item.player == MainGame.player2Color:

result.remove(MainGame.player2Color)

if len(result)==0:

return

if result[0] == MainGame.player1Color :

txt = "失败!"

else:

txt = "胜利!"

MainGame.window.blit(self.getTextSuface("%s" % txt), (constants.SCREEN_WIDTH - 100, 200))

MainGame.Putdownflag = constants.overColor

def getTextSuface(self, text):

pygame.font.init()

# print(pygame.font.get_fonts())

font = pygame.font.SysFont('kaiti', 18)

txt = font.render(text, True, constants.TEXT_COLOR)

return txt

def endGame(self):

print("exit")

exit()

if __name__ == '__main__':

MainGame().start_game()

3.2 Constants.py 数据常量

#数据常量

import pygame

SCREEN_WIDTH=900

SCREEN_HEIGHT=650

Start_X = 50

Start_Y = 50

Line_Span = 60

player1Color = 1

player2Color = 2

overColor = 3

BG_COLOR=pygame.Color(200, 200, 200)

Line_COLOR=pygame.Color(255, 255, 200)

TEXT_COLOR=pygame.Color(255, 0, 0)

# 定义颜色

BLACK = ( 0, 0, 0)

WHITE = (255, 255, 255)

RED = (255, 0, 0)

GREEN = ( 0, 255, 0)

BLUE = ( 0, 0, 255)

repeat = 0

pieces_images = {

'b_rook': pygame.image.load("imgs/s2/b_c.gif"),

'b_elephant': pygame.image.load("imgs/s2/b_x.gif"),

'b_king': pygame.image.load("imgs/s2/b_j.gif"),

'b_knigh': pygame.image.load("imgs/s2/b_m.gif"),

'b_mandarin': pygame.image.load("imgs/s2/b_s.gif"),

'b_cannon': pygame.image.load("imgs/s2/b_p.gif"),

'b_pawn': pygame.image.load("imgs/s2/b_z.gif"),

'r_rook': pygame.image.load("imgs/s2/r_c.gif"),

'r_elephant': pygame.image.load("imgs/s2/r_x.gif"),

'r_king': pygame.image.load("imgs/s2/r_j.gif"),

'r_knigh': pygame.image.load("imgs/s2/r_m.gif"),

'r_mandarin': pygame.image.load("imgs/s2/r_s.gif"),

'r_cannon': pygame.image.load("imgs/s2/r_p.gif"),

'r_pawn': pygame.image.load("imgs/s2/r_z.gif"),

}

3.3 Pieces.py 棋子类,走法

#棋子类,走法

import pygame

import Xiangqi.constants as constants

class Pieces():

def __init__(self, player, x, y):

self.imagskey = self.getImagekey()

self.image = constants.pieces_images[self.imagskey]

self.x = x

self.y = y

self.player = player

self.rect = self.image.get_rect()

self.rect.left = constants.Start_X + x * constants.Line_Span - self.image.get_rect().width / 2

self.rect.top = constants.Start_Y + y * constants.Line_Span - self.image.get_rect().height / 2

def displaypieces(self,screen):

#print(str(self.rect.left))

self.rect.left = constants.Start_X + self.x * constants.Line_Span - self.image.get_rect().width / 2

self.rect.top = constants.Start_Y + self.y * constants.Line_Span - self.image.get_rect().height / 2

screen.blit(self.image,self.rect);

#self.image = self.images

#MainGame.window.blit(self.image,self.rect)

def canmove(self, arr, moveto_x, moveto_y):

pass

def getImagekey(self):

return None

def getScoreWeight(self,listpieces):

return None

class Rooks(Pieces):

def __init__(self, player, x, y):

self.player = player

super().__init__(player, x, y)

def getImagekey(self):

if self.player == constants.player1Color:

return "r_rook"

else:

return "b_rook"

def canmove(self, arr, moveto_x, moveto_y):

if self.x == moveto_x and self.y == moveto_y:

return False

if arr[moveto_x][moveto_y] ==self.player :

return False

if self.x == moveto_x:

step = -1 if self.y > moveto_y else 1

for i in range(self.y +step, moveto_y, step):

if arr[self.x][i] !=0 :

return False

#print(" move y")

return True

if self.y == moveto_y:

step = -1 if self.x > moveto_x else 1

for i in range(self.x + step, moveto_x, step):

if arr[i][self.y] != 0:

return False

return True

def getScoreWeight(self, listpieces):

score = 11

return score

class Knighs(Pieces):

def __init__(self, player, x, y):

self.player = player

super().__init__(player, x, y)

def getImagekey(self):

if self.player == constants.player1Color:

return "r_knigh"

else:

return "b_knigh"

def canmove(self, arr, moveto_x, moveto_y):

if self.x == moveto_x and self.y == moveto_y:

return False

if arr[moveto_x][moveto_y] == self.player:

return False

#print(str(self.x) +""+str(self.y))

move_x = moveto_x-self.x

move_y = moveto_y - self.y

if abs(move_x) == 1 and abs(move_y) == 2:

step = 1 if move_y > 0 else -1

if arr[self.x][self.y + step] == 0:

return True

if abs(move_x) == 2 and abs(move_y) == 1:

step = 1 if move_x >0 else -1

if arr[self.x +step][self.y] ==0 :

return True

def getScoreWeight(self, listpieces):

score = 5

return score

class Elephants(Pieces):

def __init__(self, player, x, y):

self.player = player

super().__init__(player, x, y)

def getImagekey(self):

if self.player == constants.player1Color:

return "r_elephant"

else:

return "b_elephant"

def canmove(self, arr, moveto_x, moveto_y):

if self.x == moveto_x and self.y == moveto_y:

return False

if arr[moveto_x][moveto_y] == self.player:

return False

if self.y <=4 and moveto_y >=5 or self.y >=5 and moveto_y <=4:

return False

move_x = moveto_x - self.x

move_y = moveto_y - self.y

if abs(move_x) == 2 and abs(move_y) == 2:

step_x = 1 if move_x > 0 else -1

step_y = 1 if move_y > 0 else -1

if arr[self.x + step_x][self.y + step_y] == 0:

return True

def getScoreWeight(self, listpieces):

score = 2

return score

class Mandarins(Pieces):

def __init__(self, player, x, y):

self.player = player

super().__init__(player, x, y)

def getImagekey(self):

if self.player == constants.player1Color:

return "r_mandarin"

else:

return "b_mandarin"

def canmove(self, arr, moveto_x, moveto_y):

if self.x == moveto_x and self.y == moveto_y:

return False

if arr[moveto_x][moveto_y] == self.player:

return False

if moveto_x <3 or moveto_x >5:

return False

if moveto_y > 2 and moveto_y < 7:

return False

move_x = moveto_x - self.x

move_y = moveto_y - self.y

if abs(move_x) == 1 and abs(move_y) == 1:

return True

def getScoreWeight(self, listpieces):

score = 2

return score

class King(Pieces):

def __init__(self, player, x, y):

self.player = player

super().__init__(player, x, y)

def getImagekey(self):

if self.player == constants.player1Color:

return "r_king"

else:

return "b_king"

def canmove(self, arr, moveto_x, moveto_y):

if self.x == moveto_x and self.y == moveto_y:

return False

if arr[moveto_x][moveto_y] == self.player:

return False

if moveto_x < 3 or moveto_x > 5:

return False

if moveto_y > 2 and moveto_y < 7:

return False

move_x = moveto_x - self.x

move_y = moveto_y - self.y

if abs(move_x) + abs(move_y) == 1:

return True

def getScoreWeight(self, listpieces):

score = 150

return score

class Cannons(Pieces):

def __init__(self, player, x, y):

self.player = player

super().__init__(player, x, y)

def getImagekey(self):

if self.player == constants.player1Color:

return "r_cannon"

else:

return "b_cannon"

def canmove(self, arr, moveto_x, moveto_y):

if self.x == moveto_x and self.y == moveto_y:

return False

if arr[moveto_x][moveto_y] == self.player:

return False

overflag = False

if self.x == moveto_x:

step = -1 if self.y > moveto_y else 1

for i in range(self.y + step, moveto_y, step):

if arr[self.x][i] != 0:

if overflag:

return False

else:

overflag = True

if overflag and arr[moveto_x][moveto_y] == 0:

return False

if not overflag and arr[self.x][moveto_y] != 0:

return False

return True

if self.y == moveto_y:

step = -1 if self.x > moveto_x else 1

for i in range(self.x + step, moveto_x, step):

if arr[i][self.y] != 0:

if overflag:

return False

else:

overflag = True

if overflag and arr[moveto_x][moveto_y] == 0:

return False

if not overflag and arr[moveto_x][self.y] != 0:

return False

return True

def getScoreWeight(self, listpieces):

score = 6

return score

class Pawns(Pieces):

def __init__(self, player, x, y):

self.player = player

super().__init__(player, x, y)

def getImagekey(self):

if self.player == constants.player1Color:

return "r_pawn"

else:

return "b_pawn"

def canmove(self, arr, moveto_x, moveto_y):

if self.x == moveto_x and self.y == moveto_y:

return False

if arr[moveto_x][moveto_y] == self.player:

return False

move_x = moveto_x - self.x

move_y = moveto_y - self.y

if self.player == constants.player1Color:

if self.y > 4 and move_x != 0 :

return False

if move_y > 0:

return False

elif self.player == constants.player2Color:

if self.y <= 4 and move_x != 0 :

return False

if move_y < 0:

return False

if abs(move_x) + abs(move_y) == 1:

return True

def getScoreWeight(self, listpieces):

score = 2

return score

def listPiecestoArr(piecesList):

arr = [[0 for i in range(10)] for j in range(9)]

for i in range(0, 9):

for j in range(0, 10):

if len(list(filter(lambda cm: cm.x == i and cm.y == j and cm.player == constants.player1Color,

piecesList))):

arr[i][j] = constants.player1Color

elif len(list(filter(lambda cm: cm.x == i and cm.y == j and cm.player == constants.player2Color,

piecesList))):

arr[i][j] = constants.player2Color

return arr

3.4 Computer.py 电脑走法计算

#电脑走法计算

import Xiangqi.constants as constants

#import time

from Xiangqi.pieces import listPiecestoArr

def getPlayInfo(listpieces):

pieces = movedeep(listpieces ,1 ,constants.player2Color)

return [pieces[0].x,pieces[0].y, pieces[1], pieces[2]]

def movedeep(listpieces, deepstep, player):

arr = listPiecestoArr(listpieces)

listMoveEnabel = []

for i in range(0, 9):

for j in range(0, 10):

for item in listpieces:

if item.player == player and item.canmove(arr, i, j):

#标记是否有子被吃 如果被吃 在下次循环时需要补会

piecesremove = None

for itembefore in listpieces:

if itembefore.x == i and itembefore.y == j:

piecesremove= itembefore

break

if piecesremove != None:

listpieces.remove(piecesremove)

#记录移动之前的位置

move_x = item.x

move_y = item.y

item.x = i

item.y = j

#print(str(move_x) + "," + str(move_y) + "," + str(item.x) + " , " + str(item.y))

scoreplayer1 = 0

scoreplayer2 = 0

for itemafter in listpieces:

if itemafter.player == constants.player1Color:

scoreplayer1 += itemafter.getScoreWeight(listpieces)

elif itemafter.player == constants.player2Color:

scoreplayer2 += itemafter.getScoreWeight(listpieces)

#print("得分:"+item.imagskey +", "+str(len(moveAfterListpieces))+","+str(i)+","+str(j)+"," +str(scoreplayer1) +" , "+ str(scoreplayer2) )

#print(str(deepstep))

#如果得子 判断对面是否可以杀过来,如果又被杀,而且子力评分低,则不干

arrkill = listPiecestoArr(listpieces)

if scoreplayer2 > scoreplayer1 :

for itemkill in listpieces:

if itemkill.player == constants.player1Color and itemkill.canmove(arrkill, i, j):

scoreplayer2=scoreplayer1

if deepstep > 0 :

nextplayer = constants.player1Color if player == constants.player2Color else constants.player2Color

nextpiecesbest= movedeep(listpieces, deepstep -1, nextplayer)

listMoveEnabel.append([item, i, j, nextpiecesbest[3], nextpiecesbest[4], nextpiecesbest[5]])

else:

#print(str(len(listpieces)))

#print("得分:" + item.imagskey + ", " + str(len(listpieces)) + "," + str(move_x) + "," + str(move_y) + "," + str(i) + " , " + str(j))

if player == constants.player2Color:

listMoveEnabel.append([item, i, j, scoreplayer1, scoreplayer2, scoreplayer1 - scoreplayer2])

else:

listMoveEnabel.append([item, i, j, scoreplayer1, scoreplayer2, scoreplayer2 - scoreplayer1])

#print("得分:"+str(scoreplayer1))

item.x = move_x

item.y = move_y

if piecesremove != None:

listpieces.append(piecesremove)

list_scorepalyer1 = sorted(listMoveEnabel, key=lambda tm: tm[5], reverse=True)

piecesbest = list_scorepalyer1[0]

if deepstep ==1 :

print(list_scorepalyer1)

return piecesbest

3.5 Button.py按钮定义

#设置按钮

import pygame

class Button():

def __init__(self, screen, msg, left,top): # msg为要在按钮中显示的文本

"""初始化按钮的属性"""

self.screen = screen

self.screen_rect = screen.get_rect()

self.width, self.height = 150, 50 # 这种赋值方式很不错

self.button_color = (72, 61, 139) # 设置按钮的rect对象颜色为深蓝

self.text_color = (255, 255, 255) # 设置文本的颜色为白色

pygame.font.init()

self.font = pygame.font.SysFont('kaiti', 20) # 设置文本为默认字体,字号为40

self.rect = pygame.Rect(0, 0, self.width, self.height)

#self.rect.center = self.screen_rect.center # 创建按钮的rect对象,并使其居中

self.left = left

self.top = top

self.deal_msg(msg) # 渲染图像

def deal_msg(self, msg):

"""将msg渲染为图像,并将其在按钮上居中"""

self.msg_img = self.font.render(msg, True, self.text_color, self.button_color) # render将存储在msg的文本转换为图像

self.msg_img_rect = self.msg_img.get_rect() # 根据文本图像创建一个rect

self.msg_img_rect.center = self.rect.center # 将该rect的center属性设置为按钮的center属性

def draw_button(self):

#self.screen.fill(self.button_color, self.rect) # 填充颜色

self.screen.blit(self.msg_img, (self.left,self.top)) # 将该图像绘制到屏幕

def is_click(self):

point_x, point_y = pygame.mouse.get_pos()

x = self.left

y = self.top

w, h = self.msg_img.get_size()

in_x = x < point_x < x + w

in_y = y < point_y < y + h

return in_x and in_y

4.游戏效果

总结

好啦!文章就写到这里了哈,想入门象棋的可以先试着自己研究下,上面的教程也有说走法、行棋的规则,然后后面就是实战,自己动手跟电脑来一场对决吧~

以上就是Python实现人机中国象棋游戏的详细内容,更多关于Python中国象棋的资料请关注其它相关文章!

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