導(dǎo)語
大家以前應(yīng)該都聽說過一個(gè)游戲:叫做走四棋兒
這款游戲出來到現(xiàn)在時(shí)間挺長了,小時(shí)候的家鄉(xiāng)農(nóng)村條件有限,附近也沒有正式的玩具店能買
到玩具,因此小朋友們聚在一起玩耍時(shí),其玩具大多都是就地取材的。
直接在家里的水泥地上用燒完的炭火灰畫出幾條線,擺上幾顆石頭子即可。當(dāng)時(shí)的火爆程度可
謂是達(dá)到了一個(gè)新的高度。包括我當(dāng)時(shí)也比較喜歡這款游戲。因?yàn)闀r(shí)間推移,小時(shí)候很多游戲
都已經(jīng)在現(xiàn)在這個(gè)時(shí)代看不到啦!
今天小編就帶大家追憶童年——一起敲一敲《走四棋兒》小游戲,你小時(shí)候還玩兒過那些游戲
呢?(抓石頭、跳繩、丟手絹兒 .......捂臉.jpg)
所有文章完整的素材+源碼都在????
粉絲白嫖源碼福利,請(qǐng)移步至CSDN社區(qū)或文末公眾hao即可免費(fèi)。
正文
一、游戲解說
“走四兒”大部分活躍在山東濟(jì)南、聊城、菏澤等地,是一種棋類游戲,特別適合兒童試玩。
在一個(gè)4×4的棋盤上,雙方各有4子,分別擺放在棋盤兩個(gè)最上面的兩端線的四個(gè)位置上。下圖
就是“走四兒”開局的樣子。
二、游戲規(guī)則
“走四兒”的游戲規(guī)則是:
1.雙方輪流走,每一步只能在上下左右中的一個(gè)無子的方向上走一個(gè)格,不能斜走。如果一方
無法移動(dòng),則由另一方走。
2.當(dāng)甲方的一個(gè)子移動(dòng)到一條線上之后,這條線上只有甲方的兩個(gè)子和乙方的一個(gè)子,且甲方
的這兩子相連,乙方的子與甲方那兩子中的一個(gè)子相連,那么乙方的這個(gè)子就被吃掉。
下圖是可以吃子的樣式例舉:
3.少于2個(gè)子的一方為輸者。雙方都無法勝對(duì)方就可以認(rèn)為是和棋。
三、環(huán)境安裝
?1)素材(圖片)?
?2)運(yùn)行環(huán)境
小編使用的環(huán)境:Python3、Pycharm社區(qū)版、Pygame、?numpy模塊部分自帶就不一一 展示啦。?
模塊安裝:pip install -i https://pypi.douban.com/simple/+模塊名
四、代碼展示
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("走四棋兒")
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()
五、效果展示
?是不是效果跟上面的示例圖很像啦~棋子效果太死板啦!感覺會(huì)更加好看點(diǎn)兒撒!小編只是把雙
方的棋子換成了紅心??跟黑桃?啦!大家可以自己更換的哈~
走棋的效果我就不一一展示了哈,跟著游戲規(guī)則大家可以自己來探索哦!
總結(jié)
想起這些童年的棋盤游戲真是又興奮又疲憊,興奮地是童年趣事那么歡樂,疲憊的是長大后發(fā)
現(xiàn)童年“狼心狗肺”一樣的玩耍再也一去不復(fù)返。
好啦!不說那些“傷感”的話題了,游戲源碼給你們,開心一下叭??
??完整的免費(fèi)源碼領(lǐng)取處:找我吖!文末公眾hao可自行領(lǐng)取,滴滴我也可!
??推薦往期文章——
項(xiàng)目0.1? 末世生存游戲
【Pygame實(shí)戰(zhàn)】末世來臨,真正從零開始的殘酷生存游戲,你能活多久?
項(xiàng)目1.0? 泡泡機(jī)游戲
?【Pygame實(shí)戰(zhàn)】超有趣的泡泡游戲來襲——愿你童心不泯,永遠(yuǎn)快樂簡單哦~
項(xiàng)目8.1? ?《籃球“王子”》小游戲
?【Pygame實(shí)戰(zhàn)】趣味籃球——迎“籃”而上 ,樂在“球”中,喜歡打籃球的小可愛前來報(bào)道~
項(xiàng)目7.3? 想滅病毒保衛(wèi)城市》游戲
【Pygame實(shí)戰(zhàn)】疫情期間給不能出門的你推薦一款爽游 《消滅病毒保衛(wèi)城市》【強(qiáng)推】愿早日結(jié)束
項(xiàng)目5.8? 翻牌小游戲
Pygame實(shí)戰(zhàn):記憶差怎么辦?別急,增強(qiáng)記憶力的小游戲送給你~【越玩越上癮】
??文章匯總——
項(xiàng)目1.0?Python—2021 |已有文章匯總 | 持續(xù)更新,直接看這篇就夠了
(更多內(nèi)容+源碼都在文章匯總哦?。g迎閱讀~)文章來源:http://www.zghlxwxcb.cn/news/detail-449043.html
文章來源地址http://www.zghlxwxcb.cn/news/detail-449043.html
到了這里,關(guān)于【Pygame實(shí)戰(zhàn)】懷舊經(jīng)典—這款給娃的棋類游戲,你還記得叫什么吧?(一定要收藏)的文章就介紹完了。如果您還想了解更多內(nèi)容,請(qǐng)?jiān)谟疑辖撬阉鱐OY模板網(wǎng)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TOY模板網(wǎng)!