Pygame合集|Pygame实战(中国象棋人机对抗赛今开战、谁占上风(要不要来一盘试试?))

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。
Pygame合集|Pygame实战(中国象棋人机对抗赛今开战、谁占上风(要不要来一盘试试?))
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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~
PS 小编有话说 小编小时候也是下过各种棋的,比如 五子棋、泡泡棋、然后就是象棋吧~尤其是下课期间作为娱乐
活动,经常跟小伙伴儿凑一起下着玩儿。今天的话估计说起“下棋“——我居然想起了”云顶之奕”哈
哈哈!估计也有人爱玩儿 。小声bb.jpg
之前疯狂沉迷——咋感觉我是个“汉子“呢!233333~不要质疑我,我真的是个女孩子女孩纸~


正文 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
【Pygame合集|Pygame实战(中国象棋人机对抗赛今开战、谁占上风(要不要来一盘试试?))】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:
Pygame合集|Pygame实战(中国象棋人机对抗赛今开战、谁占上风(要不要来一盘试试?))
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2)素材文件 Pygame合集|Pygame实战(中国象棋人机对抗赛今开战、谁占上风(要不要来一盘试试?))
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3)这款中国象棋主要分为五大部分: 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 computerclass 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_Spanplayer1Color = constants.player1Color player2Color = constants.player2Color Putdownflag = player1Color piecesSelected = Nonebutton_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_Spanpygame.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: returnclick_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] returnif 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 inMainGame.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 Truedef 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= itemself.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.overColordef 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 txtdef endGame(self): print("exit") exit()if __name__ == '__main__': MainGame().start_game()

3.2 Constants.py 数据常量
#数据常量 import pygameSCREEN_WIDTH=900 SCREEN_HEIGHT=650 Start_X = 50 Start_Y = 50 Line_Span = 60player1Color = 1 player2Color = 2 overColor = 3BG_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 = 0pieces_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 constantsclassPieces(): 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 / 2def 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): returnNoneclass 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 : returnFalse 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 Trueif 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 Truedef getScoreWeight(self, listpieces): score = 11 return scoreclass 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 : returnTruedef getScoreWeight(self, listpieces): score = 5 return scoreclass 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: returnFalse 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 Truedef 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 scoreclass 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 = Trueif overflag and arr[moveto_x][moveto_y] == 0: return False if not overflag and arr[self.x][moveto_y] != 0: return Falsereturn Trueif 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 = Trueif 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 scoreclass 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.yif self.player == constants.player1Color: if self.y > 4and move_x != 0 : returnFalse if move_y > 0: returnFalse elif self.player == constants.player2Color: if self.y <= 4and move_x != 0 : returnFalse if move_y < 0: return Falseif abs(move_x) + abs(move_y) == 1: return True def getScoreWeight(self, listpieces): score = 2 return scoredef 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.player2Colorreturn 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 listPiecestoArrdef 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) elifitemafter.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=scoreplayer1if 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40self.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 = topself.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 Pygame合集|Pygame实战(中国象棋人机对抗赛今开战、谁占上风(要不要来一盘试试?))
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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~
完整的免费源码领取处: 滴滴我即可吖!
你们的支持是我最大的动力!!记得三连哦~mua 欢迎阅读往期更多文章哦!
推荐往期文章—— 项目1.0超级玛丽
程序员自制游戏:超级玛丽100%真实版,能把你玩哭了~【附源码】
项目1.1扫雷
Pygame实战:据说这是史上最难扫雷游戏,没有之一,你们感受下......
项目1.2魂斗罗
Pygame实战:多年后“魂斗罗”像素风归来 不止是经典与情怀@全体成员
项目1.3太空机甲游戏
Pygame实战:牛,几千行代码实现《机甲闯关冒险游戏》,太牛了(保存起来慢慢学)
文章汇总—— 项目1.0 Python—2021 |已有文章汇总 | 持续更新,直接看这篇就够了
(更多内容+源码都在文章汇总哦!!欢迎阅读~)
Pygame合集|Pygame实战(中国象棋人机对抗赛今开战、谁占上风(要不要来一盘试试?))
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