Python实现人机中国象棋游戏
作者:顾木子吖 时间:2023-01-28 21:33:52
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。
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~
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
2.素材文件
3.主要代码
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 computer
class 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_Span
player1Color = constants.player1Color
player2Color = constants.player2Color
Putdownflag = player1Color
piecesSelected = None
button_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_Span
pygame.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:
return
click_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]
return
if 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 in MainGame.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 True
def 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= item
self.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.overColor
def 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 txt
def endGame(self):
print("exit")
exit()
if __name__ == '__main__':
MainGame().start_game()
3.2 Constants.py 数据常量
#数据常量
import pygame
SCREEN_WIDTH=900
SCREEN_HEIGHT=650
Start_X = 50
Start_Y = 50
Line_Span = 60
player1Color = 1
player2Color = 2
overColor = 3
BG_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 = 0
pieces_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 constants
class Pieces():
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 / 2
def 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):
return None
class 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 :
return 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 :
return False
#print(" move y")
return True
if 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 True
def getScoreWeight(self, listpieces):
score = 11
return score
class 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 :
return True
def getScoreWeight(self, listpieces):
score = 5
return score
class 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:
return False
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 True
def 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 score
class 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 = True
if overflag and arr[moveto_x][moveto_y] == 0:
return False
if not overflag and arr[self.x][moveto_y] != 0:
return False
return True
if 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 = True
if 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 score
class 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.y
if self.player == constants.player1Color:
if self.y > 4 and move_x != 0 :
return False
if move_y > 0:
return False
elif self.player == constants.player2Color:
if self.y <= 4 and move_x != 0 :
return False
if move_y < 0:
return False
if abs(move_x) + abs(move_y) == 1:
return True
def getScoreWeight(self, listpieces):
score = 2
return score
def 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.player2Color
return 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 listPiecestoArr
def 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)
elif itemafter.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=scoreplayer1
if 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40
self.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 = top
self.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
来源:https://blog.csdn.net/weixin_55822277/article/details/120795609
标签:Python,人机,中国象棋
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