"Zou Si Er"은 주로 산둥성 지난, 요청, 허쩌 및 기타 지역에서 활동하며 특히 어린이들이 시도하기에 적합합니다.
4×4 체스판에서는 각 변에 4개의 말이 있고, 체스판의 상단 두 줄의 네 위치에 배치됩니다. 아래 사진
은 "Go Four" 게임의 초기 모습입니다.
"Go Four"의 게임 규칙은 다음과 같습니다.
1. 양측이 교대로 이동하며, 각 단계는 상하좌우 중 한 방향으로 한 칸만 이동할 수 있으며 대각선으로는 이동할 수 없습니다. 한 쪽이 움직일 수 없으면 다른 쪽이 이동합니다.
2. A파티의 피스 중 하나가 한 줄로 이동하면 이 라인에는 A파티의 피스 2개와 B의 피스 중 1개만 있고 A파티의 피스 2개가 연결되고, A의 피스 2개 중 1개의 피스가 연결됩니다. 조각이 연결되면 파티 B의 조각이 먹히게 됩니다.
아래 사진은 먹을 수 있는 스타일의 예시입니다:
3. 2개 미만의 조각이 있는 쪽이 패자입니다. 어느 쪽도 다른 쪽을 이길 수 없으면 무승부로 간주될 수 있습니다.
1) 재료(사진)
2) 실행 환경 에디터에서 사용하는 환경 : Python3, Pycharm Community Edition, Pygame, numpy 모듈 부분이 포함되어 있으므로 보여주지 않겠습니다. 그것들을 하나씩.
모듈 설치: pip install -i https://pypi.douban.com/simple/+모듈 이름
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()
위 내용은 Python+Pygame을 사용하여 4개 체스 게임을 구현하는 방법의 상세 내용입니다. 자세한 내용은 PHP 중국어 웹사이트의 기타 관련 기사를 참조하세요!