"Zou Si Er" est principalement actif à Jinan, Liaocheng, Heze et dans d'autres endroits de la province du Shandong. C'est un jeu d'échecs, particulièrement adapté aux enfants.
Sur un échiquier 4×4, chaque côté comporte 4 pièces, qui sont placées dans les quatre positions des deux lignes d'extrémité supérieures de l'échiquier. L'image ci-dessous
montre à quoi ressemble le jeu "Go Four" au début.
Les règles du jeu "Go Four" sont :
1. Les deux côtés se déplacent à tour de rôle, et chaque pas ne peut se déplacer que d'une case dans l'une des directions haut, bas, gauche et droite, et ne peut pas se déplacer en diagonale. Si une partie ne peut pas bouger, l’autre partie s’en va.
2. Lorsqu'une des pièces du groupe A se déplace vers une ligne, il n'y a que deux pièces du groupe A et une pièce du groupe B sur cette ligne, et les deux pièces du groupe A sont connectées, et la pièce du groupe B est connectée à l'une des deux pièces du groupe A. . Si les pièces sont connectées, alors la pièce de la partie B sera mangée.
L'image ci-dessous est un exemple des styles qui peuvent être consommés :
3. Le camp avec moins de 2 pièces est le perdant. Si aucune des deux équipes ne parvient à battre l’autre, cela peut être considéré comme un match nul.
1) Matériel (images)
2) Environnement d'exécution L'environnement utilisé par l'éditeur : Python3, Pycharm Community Edition, Pygame et les parties du module numpy sont inclus et ne seront pas affichés. par un.
Installation du module : 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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