„Zou Si Er“ ist hauptsächlich in Jinan, Liaocheng, Heze und anderen Orten in der Provinz Shandong aktiv. Es ist ein Schachspiel, das besonders für Kinder zum Ausprobieren geeignet ist.
Auf einem 4×4-Schachbrett hat jede Seite 4 Figuren, die an den vier Positionen auf den beiden oberen Endlinien des Schachbretts platziert werden. Das Bild unten
zeigt, wie das „Go Four“-Spiel zu Beginn aussieht.
Die Spielregeln von „Go Four“ sind:
1. Beide Seiten wechseln sich ab, um sich zu bewegen, und jeder Schritt kann nur ein Feld nach oben, unten, links oder rechts bewegen und kann sich nicht diagonal bewegen. Wenn eine Partei nicht umziehen kann, geht die andere Partei.
2. Wenn sich eine Figur von Partei A auf eine Linie bewegt, befinden sich nur zwei Figuren von Partei A und eine Figur von Partei B auf dieser Linie, und die beiden Figuren von Partei A sind verbunden, und die Figur von Partei B ist mit einer der beiden Figuren von Partei A verbunden . Wenn die Stücke verbunden sind, wird das Stück von Partei B gegessen.
Das Bild unten ist ein Beispiel für die Stile, die gegessen werden können:
3. Die Seite mit weniger als 2 Stück ist der Verlierer. Wenn keine Seite die andere schlagen kann, kann es als Unentschieden gewertet werden.
1) Materialien (Bilder)
2) Laufumgebung Die vom Editor verwendete Umgebung: Python3, Pycharm Community Edition, Pygame und Numpy-Modulteile sind enthalten und werden nicht einzeln angezeigt um eins.
Modulinstallation: pip install -i https://pypi.douban.com/simple/+module name
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()
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