Table of Contents
1. Game explanation
2. Game Rules
3. Environment installation
Home Backend Development Python Tutorial How to use Python+Pygame to implement the four-chess game

How to use Python+Pygame to implement the four-chess game

May 15, 2023 pm 12:43 PM
python pygame

1. Game explanation

"Zou Si Er" is mostly active in Jinan, Liaocheng, Heze and other places in Shandong Province. It is a chess game, especially suitable for children to try.

On a 4×4 chessboard, each side has 4 pieces, which are placed in the four positions on the two top end lines of the chessboard. The picture below

is how "Zou Si'er" starts.

How to use Python+Pygame to implement the four-chess game

2. Game Rules

The game rules of "Go Four" are:

1. Both sides take turns to move, and each step can only move one square in one of the up, down, left, and right directions, and cannot move diagonally. If one party cannot move, the other party goes.

2. When one of Party A's pieces moves to a line, there are only two of Party A's pieces and one of Party B's pieces on this line, and Party A's two pieces are connected, and Party B's piece is connected to one of Party A's two pieces. If the pieces are connected, then the piece of Party B will be eaten.

The picture below is an example of the styles that can be eaten:

How to use Python+Pygame to implement the four-chess game

3. The side with less than 2 pieces is the loser. If neither side can beat the other, it can be considered a draw.

3. Environment installation

1) Materials (pictures)

How to use Python+Pygame to implement the four-chess game

## 2) Running environment The environment used by the editor: Python3, Pycharm The community version, Pygame, and numpy modules are included so I will not show them one by one.

Module installation: pip install -i https://pypi.douban.com/simple/ Module name

4. Code display

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(&#39;Spades win!&#39;)
            GlobalSituation.__init__(self)
            Pointer.__init__(self)
            chess_pieces_init()
        if spade_alive_num <= 1:
            print(&#39;Hearts win!&#39;)
            GlobalSituation.__init__(self)
            Pointer.__init__(self)
            chess_pieces_init()


heart, spade = [None] * 4, [None] * 4
for i in range(4):
    heart[i] = ChessPieces(&#39;heart&#39;)
    spade[i] = ChessPieces(&#39;spade&#39;)


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 == &#39;heart&#39;:
        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 == &#39;spade&#39;:
        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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5. Effect display

How to use Python+Pygame to implement the four-chess game

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