# -*- coding: utf-8 -*-
"""
Created on Sun Jun 13 15:41:56 2021
@author: Administrator
"""
import pygame
from pygame.locals import *
import sys
import math
pygame.init()
screen=pygame.display.set_mode((450,550))
pygame.display.set_caption('中國(guó)象棋')
img_board=pygame.image.load('F:/images/中國(guó)象棋/board.png')
img_redSoldier=pygame.image.load('F:/images/中國(guó)象棋/chess_redSoldier.png')
img_redCannon=pygame.image.load('F:/images/中國(guó)象棋/chess_redCannon.png')
img_redCar=pygame.image.load('F:/images/中國(guó)象棋/chess_redCar.png')
img_redHorse=pygame.image.load('F:/images/中國(guó)象棋/chess_redHorse.png')
img_redElephant=pygame.image.load('F:/images/中國(guó)象棋/chess_redElephant.png')
img_redAttendant=pygame.image.load('F:/images/中國(guó)象棋/chess_redAttendant.png')
img_chief=pygame.image.load('F:/images/中國(guó)象棋/chess_chief.png')
img_blackSoldier=pygame.image.load('F:/images/中國(guó)象棋/chess_blackSoldier.png')
img_blackCannon=pygame.image.load('F:/images/中國(guó)象棋/chess_blackCannon.png')
img_blackCar=pygame.image.load('F:/images/中國(guó)象棋/chess_blackCar.png')
img_blackHorse=pygame.image.load('F:/images/中國(guó)象棋/chess_blackHorse.png')
img_blackElephant=pygame.image.load('F:/images/中國(guó)象棋/chess_blackElephant.png')
img_blackAttendant=pygame.image.load('F:/images/中國(guó)象棋/chess_blackAttendant.png')
img_general=pygame.image.load('F:/images/中國(guó)象棋/chess_general.png')
screen.blit(img_board,(0,0))
pygame.display.update()
red_chess=[[0,6],[2,6],[4,6],[6,6],[8,6],[1,7],[7,7],[0,9],[1,9],[2,9],[3,9],[4,9],[5,9],[6,9],[7,9],[8,9]]
black_chess=[[0,3],[2,3],[4,3],[6,3],[8,3],[1,2],[7,2],[0,0],[1,0],[2,0],[3,0],[4,0],[5,0],[6,0],[7,0],[8,0]]
#畫(huà)棋子
def draw_chess():
for i in range(len(red_chess)):
if 0=i=4:
screen.blit(img_redSoldier,(red_chess[i][0]*50,red_chess[i][1]*50))
elif 5=i=6:
screen.blit(img_redCannon,(red_chess[i][0]*50,red_chess[i][1]*50))
elif i==7 or i==15:
screen.blit(img_redCar,(red_chess[i][0]*50,red_chess[i][1]*50))
elif i==8 or i==14:
screen.blit(img_redHorse,(red_chess[i][0]*50,red_chess[i][1]*50))
elif i==9 or i==13:
screen.blit(img_redElephant,(red_chess[i][0]*50,red_chess[i][1]*50))
elif i==10 or i==12:
screen.blit(img_redAttendant,(red_chess[i][0]*50,red_chess[i][1]*50))
else:
screen.blit(img_chief,(red_chess[i][0]*50,red_chess[i][1]*50))
for i in range(len(black_chess)):
if 0=i=4:
screen.blit(img_blackSoldier,(black_chess[i][0]*50,black_chess[i][1]*50))
elif 5=i=6:
screen.blit(img_blackCannon,(black_chess[i][0]*50,black_chess[i][1]*50))
elif i==7 or i==15:
screen.blit(img_blackCar,(black_chess[i][0]*50,black_chess[i][1]*50))
elif i==8 or i==14:
screen.blit(img_blackHorse,(black_chess[i][0]*50,black_chess[i][1]*50))
elif i==9 or i==13:
screen.blit(img_blackElephant,(black_chess[i][0]*50,black_chess[i][1]*50))
elif i==10 or i==12:
screen.blit(img_blackAttendant,(black_chess[i][0]*50,black_chess[i][1]*50))
else:
screen.blit(img_general,(black_chess[i][0]*50,black_chess[i][1]*50))
pygame.display.update()
#返回1表示正常移動(dòng),返回2表示有子被吃,返回0表示拒絕移動(dòng)
#兵移動(dòng)規(guī)則,紅兵chess1為red_chess,chess2為black_chess
def soldier_rule(chess1,chess2,current_pos,next_pos):
if chess1==red_chess:
pos,index=[5,6],1
elif chess1==black_chess:
pos,index=[3,4],-1
if current_pos[1] in pos:
if current_pos[0]==next_pos[0] and current_pos[1]==next_pos[1]+index and next_pos not in chess1:
for i in range(len(chess2)):
if chess2[i]==next_pos:
chess2[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2]
current_pos=next_pos
return [current_pos,1]
else:
if current_pos[0]==next_pos[0] and current_pos[1]==next_pos[1]+index and next_pos not in chess1:
for i in range(len(chess2)):
if chess2[i]==next_pos:
chess2[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2]
current_pos=next_pos
return [current_pos,1]
elif current_pos[1]==next_pos[1] and current_pos[0]+1==next_pos[0] and next_pos not in chess1:
for i in range(len(chess2)):
if chess2[i]==next_pos:
chess2[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2]
current_pos=next_pos
return [current_pos,1]
elif current_pos[1]==next_pos[1] and current_pos[0]-1==next_pos[0] and next_pos not in chess1:
for i in range(len(chess2)):
if chess2[i]==next_pos:
chess2[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2]
current_pos=next_pos
return [current_pos,1]
#車移動(dòng)規(guī)則,紅車前兩個(gè)參數(shù)為red_chess、black_chess,黑車前兩個(gè)參數(shù)為black_chess、red_chess
def car_rule(chess1,chess2,current_pos,next_pos):
if next_pos not in chess1 and current_pos[0]==next_pos[0]:
a,b=current_pos,next_pos
if a[1]>b[1]:
a,b=b,a
for i in range(a[1]+1,b[1]):
if [a[0],i] in black_chess+red_chess:
return 0
for i in range(len(chess2)):
if chess2[i]==next_pos:
chess2[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2]
current_pos=next_pos
return [current_pos,1]
elif next_pos not in chess1 and current_pos[1]==next_pos[1]:
a,b=current_pos,next_pos
if a[0]>b[0]:
a,b=b,a
for i in range(a[0]+1,b[0]):
if [i,a[1]] in black_chess+red_chess:
return 0
for i in range(len(chess2)):
if chess2[i]==next_pos:
chess2[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2]
current_pos=next_pos
return [current_pos,1]
#炮移動(dòng)規(guī)則
def cannon_rule(chess1,chess2,current_pos,next_pos):
if next_pos not in chess1 and current_pos[0]==next_pos[0]:
num=0
a,b=current_pos,next_pos
if a[1]>b[1]:
a,b=b,a
for i in range(a[1]+1,b[1]):
if [a[0],i] in black_chess+red_chess:
num+=1
if num==1:
for i in range(len(chess2)):
if chess2[i]==next_pos:
chess2[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2]
return 0
elif num==0:
current_pos=next_pos
return [current_pos,1]
else:
return 0
elif next_pos not in chess1 and current_pos[1]==next_pos[1]:
num=0
a,b=current_pos,next_pos
if a[0]>b[0]:
a,b=b,a
for i in range(a[0]+1,b[0]):
if [i,a[1]] in black_chess+red_chess:
num+=1
if num==1:
for i in range(len(chess2)):
if chess2[i]==next_pos:
chess2[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2]
return 0
elif num==0:
current_pos=next_pos
return [current_pos,1]
else:
return 0
#馬移動(dòng)規(guī)則,紅馬chess為black_chess
def horse_rule(chess,current_pos,next_pos):
index=[[2,-1],[1,-2],[-1,-2],[-2,-1],[-2,1],[-1,2],[1,2],[2,1]]
leg=[[1,0],[0,-1],[0,-1],[-1,0],[-1,0],[0,1],[0,1],[1,0]]
if next_pos not in red_chess+black_chess:
for i in range(len(index)):
if current_pos[0]+index[i][0]==next_pos[0] and current_pos[1]+index[i][1]==next_pos[1]:
if [current_pos[0]+leg[i][0],current_pos[1]+leg[i][1]] not in black_chess+red_chess:
current_pos=next_pos
return [current_pos,1]
elif next_pos in chess:
for i in range(len(index)):
if current_pos[0]+index[i][0]==next_pos[0] and current_pos[1]+index[i][1]==next_pos[1]:
if [current_pos[0]+leg[i][0],current_pos[1]+leg[i][1]] not in black_chess+red_chess:
for i in range(len(chess)):
if chess[i]==next_pos:
chess[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2]
#象移動(dòng)規(guī)則,紅相chess為black_chess
def elephant_rule(chess,current_pos,next_pos):
index=[[2,-2],[-2,-2],[-2,2],[2,2]]
leg=[[1,-1],[-1,-1],[-1,1],[1,1]]
if chess==black_chess:
pos=[5,7,9]
elif chess==red_chess:
pos=[0,2,4]
if next_pos not in red_chess+black_chess and next_pos[1] in pos:
for i in range(len(index)):
if current_pos[0]+index[i][0]==next_pos[0] and current_pos[1]+index[i][1]==next_pos[1]:
if [current_pos[0]+leg[i][0],current_pos[1]+leg[i][1]] not in black_chess+red_chess:
current_pos=next_pos
return [current_pos,1]
elif next_pos in chess and next_pos[1] in pos:
for i in range(len(index)):
if current_pos[0]+index[i][0]==next_pos[0] and current_pos[1]+index[i][1]==next_pos[1]:
if [current_pos[0]+leg[i][0],current_pos[1]+leg[i][1]] not in black_chess+red_chess:
for i in range(len(chess)):
if chess[i]==next_pos:
chess[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2]
#士移動(dòng)規(guī)則
def attendant_rule(chess1,chess2,current_pos,next_pos):
if chess1==red_chess:
pos1=[[3,9],[3,7],[5,7],[5,9]]
pos2=[4,8]
elif chess1==black_chess:
pos1=[[3,0],[3,2],[5,2],[5,0]]
pos2=[4,1]
if current_pos in pos1 and next_pos==pos2 and next_pos not in chess1:
if next_pos not in chess2:
current_pos=next_pos
return [current_pos,1]
else:
for i in range(len(chess2)):
if chess2[i]==next_pos:
chess2[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2]
elif current_pos==pos2 and next_pos in pos1 and next_pos not in chess1:
if next_pos not in chess2:
current_pos=next_pos
return [current_pos,1]
else:
for i in range(len(chess2)):
if chess2[i]==next_pos:
chess2[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2]
#將帥移動(dòng)規(guī)則
def boss_rule(chess1,chess2,current_pos,next_pos,j_pos):
if chess1==red_chess:
pos=[7,8,9]
elif chess1==black_chess:
pos=[0,1,2]
flag=0
if next_pos not in chess1:
if next_pos[0]==j_pos[0]:
for i in range(j_pos[1]+1,next_pos[1]):
if [j_pos[0],j_pos[1]+i] in black_chess+red_chess:
flag=1
break
if flag==0:
return 0
if next_pos not in chess1 and 3=next_pos[0]=5 and next_pos[1] in pos:
if next_pos not in chess2:
if current_pos[0]==next_pos[0]:
if current_pos[1]+1==next_pos[1] or current_pos[1]-1==next_pos[1]:
current_pos=next_pos
return [current_pos,1]
elif current_pos[1]==next_pos[1]:
if current_pos[0]+1==next_pos[0] or current_pos[0]-1==next_pos[0]:
current_pos=next_pos
return [current_pos,1]
else:
if current_pos[0]==next_pos[0]:
if current_pos[1]+1==next_pos[1] or current_pos[1]-1==next_pos[1]:
for i in range(len(chess2)):
if chess2[i]==next_pos:
chess2[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2]
elif current_pos[1]==next_pos[1]:
if current_pos[0]+1==next_pos[0] or current_pos[0]-1==next_pos[0]:
for i in range(len(chess2)):
if chess2[i]==next_pos:
chess2[i]=[-1,-1]
current_pos=next_pos
return [current_pos,2]
#棋子移動(dòng)
def move(chess1,chess2,next_pos):
x=0
if i in range(5): #兵
x=soldier_rule(chess1,chess2,chess1[i],next_pos)
if x!=None and x!=0:
chess1[i]=x[0]
print(chess1[i])
screen.blit(img_board,(0,0))
draw_chess()
elif i==5 or i==6: #炮
x=cannon_rule(chess1,chess2,chess1[i],next_pos)
if x!=None and x!=0:
chess1[i]=x[0]
print(chess1[i])
screen.blit(img_board,(0,0))
draw_chess()
elif i==7 or i==15: #車
x=car_rule(chess1,chess2,chess1[i],next_pos)
if x!=None and x!=0:
chess1[i]=x[0]
print(chess1[i])
screen.blit(img_board,(0,0))
draw_chess()
elif i==8 or i==14: #馬
x=horse_rule(chess2,chess1[i],next_pos)
if x!=None and x!=0:
chess1[i]=x[0]
print(chess1[i])
screen.blit(img_board,(0,0))
draw_chess()
elif i==9 or i==13: #相
x=elephant_rule(chess2,chess1[i],next_pos)
if x!=None and x!=0:
chess1[i]=x[0]
print(chess1[i])
screen.blit(img_board,(0,0))
draw_chess()
elif i==10 or i==12: #仕
x=attendant_rule(chess1,chess2,chess1[i],next_pos)
if x!=None and x!=0:
chess1[i]=x[0]
print(chess1[i])
screen.blit(img_board,(0,0))
draw_chess()
else: #帥
x=boss_rule(chess1,chess2,chess1[i],next_pos,chess2[11])
if x!=None and x!=0:
chess1[i]=x[0]
print(chess1[i])
screen.blit(img_board,(0,0))
draw_chess()
return x
white=(255,255,255)
black=(0,0,0)
def draw_text(text,x,y,size):
pygame.font.init()
fontObj=pygame.font.SysFont('SimHei',size )
textSurfaceObj=fontObj.render(text, True, white,black)
textRectObj=textSurfaceObj.get_rect()
textRectObj.center=(x,y)
screen.blit(textSurfaceObj, textRectObj)
pygame.display.update()
#判斷游戲是否結(jié)束
def game_over():
if red_chess[11]==[-1,-1]:
draw_text('黑方勝利',225,525,15)
return 1
elif black_chess[11]==[-1,-1]:
draw_text('紅方勝利',225,525,15)
return 1
if __name__=='__main__':
all_pos,progress=[],[]
for i in range(10):
for j in range(9):
all_pos.append([j,i])
draw_text('紅方先走',225,525,15)
chess_kind=0
while True:
draw_chess()
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
sys.exit()
elif event.type==MOUSEBUTTONDOWN:
pos=pygame.mouse.get_pos()
print(pos)
if chess_kind==0:
chess1,chess2=red_chess,black_chess
elif chess_kind==1:
chess1,chess2=black_chess,red_chess
for i in range(len(chess1)):
if chess1[i][0]*50pos[0](chess1[i][0]+1)*50 and chess1[i][1]*50pos[1](chess1[i][1]+1)*50:
flag=False
while True:
for event in pygame.event.get():
if event.type==MOUSEBUTTONDOWN:
pos=pygame.mouse.get_pos()
next_pos=[pos[0]//50,pos[1]//50]
flag=True
break
if flag==True:
break
progress.append(move(chess1,chess2,next_pos))
if progress[-1]!=None and progress[-1]!=0:
if chess_kind==0:
chess_kind=1
elif chess_kind==1:
chess_kind=0
if chess_kind==1:
draw_text('輪到黑方',225,525,15)
elif chess_kind==0:
draw_text('輪到紅方',225,525,15)
if game_over()==1:
while True:
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
sys.exit()
break
到此這篇關(guān)于Python pygame實(shí)現(xiàn)中國(guó)象棋單機(jī)版源碼的文章就介紹到這了,更多相關(guān)pygame實(shí)現(xiàn)中國(guó)象棋內(nèi)容請(qǐng)搜索腳本之家以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持腳本之家!