From 122e37f940b19f38418aed9b3abbf57f7ca8695f Mon Sep 17 00:00:00 2001 From: hnu202110040410 Date: Thu, 2 Jun 2022 00:05:57 +0800 Subject: [PATCH] ADD file via upload --- Design Five-in-a-row With Pygame .py | 187 +++++++++++++++++++++++++++ 1 file changed, 187 insertions(+) create mode 100644 Design Five-in-a-row With Pygame .py diff --git a/Design Five-in-a-row With Pygame .py b/Design Five-in-a-row With Pygame .py new file mode 100644 index 0000000..667e8f0 --- /dev/null +++ b/Design Five-in-a-row With Pygame .py @@ -0,0 +1,187 @@ +import pygame,sys #导入pygame和sys模块 +from pygame.locals import * #导入pygame.locals模块中的常量变量 + +pygame.init() #要让众多pygame函数能够工作,需要先调用这个函数 + +WINDOWWIDTH=1000 #颜色 +WINDOWHEIGHT=700 +BLACK=(50,50,50) +SENIORASH=(143,143,143) +TEXTCOLOR=(0,0,0) +FPS=60 #frames per second setting +space = 20 # 四周留下的边距 +cell_size = 40 # 每个格子大小 +cell_num = 15 #设置线条数 + +def drawText(text,font,surface,x,y): + textobj=font.render(text,1,TEXTCOLOR) + textrect=textobj.get_rect() + textrect.topright(x,y) + surface.blit(textobj,textrect) + +#在死循环外创建一个列表,用来记录落子的横坐标和竖坐标。 +#创建列表记录落子位置 +chess_arr = [] #将每次落子的坐标放到列表中 + +#创建一个函数判断连子情况 +##最新棋子的x,y和附近的x,y和m列表 +def get_one_dire_num(lx, ly, dx, dy, m): + #将最后的x坐标赋值给tx + tx = lx + #将最后的y坐标赋值给ty + ty = ly + #判断连子 + s = 0 + while True: + #判断上下左右斜方向是否有连子 + tx += dx + ty += dy + #如果没有的连子的话返回当前连子数量 + if tx < 0 or tx >= cell_num or ty < 0 or ty >= cell_num or m[ty][tx] == 0: return s + #连子累加 1 + s+=1 + +#区分黑白子 +flag = 1 # 1=》黑 2=》白 + +#创建判断获胜的函数 +def check_win(chess_arr, flag): + m = [[0] * cell_num for i in range(cell_num)] # 先定义一个15*15的全0的数组,不能用[[0]*cell_num]*cell_num的方式去定义因为一位数组会被重复引用 + for x, y, c in chess_arr: + if c == flag: + m[y][x] = 1 # 上面有棋则标1 + + lx = chess_arr[-1][0] # 最后一个子的x + ly = chess_arr[-1][1] # 最后一个子的y + + #定义个列表,里面放入上下左右斜方向各方向的坐标值: + dire_arr = [[(-1, 0), (1, 0)], [(0, -1), (0, 1)], [(-1, -1), (1, 1)], + [(-1, 1), (1, -1)]] # 4个方向数组,往左+往右、往上+往下、往左上+往右下、往左下+往右上,4组判断方向 + for dire1, dire2 in dire_arr: #dire1,dire2是元组 + # 往左,往上,往左上,往左下判断是否有连子 + dx, dy = dire1 #dx,dy是坐标值 + num1 = get_one_dire_num(lx, ly, dx, dy, m) #连子数量1 + # 往右,往下,往右下、往右上判断是否有连子 + dx, dy = dire2 + num2 = get_one_dire_num(lx, ly, dx, dy, m) #连子数量2 + + # 不同方向加起来的连子数为5的则获胜返回True + if num1 + num2 + 1 >= 5: return True + return False + +#定义一个全局变量,来记录现在状态是否获胜 +game_state = 1 # 游戏状态1.表示正常进行 2.表示白胜 3.表示黑胜 + +#set up the block data structure. +player=pygame.Rect(600,0,40,40) +playerImage=pygame.image.load('ok1.jpg') +playerStretchedImage=pygame.transform.scale(playerImage, (400,700)) + +#Loading and playing a sound effect: +pygame.mixer.music.load('backgroundmusic.wav') +pygame.mixer.music.play(-1,0.0) +musicPlaying=True + +screen = pygame.display.set_mode((WINDOWWIDTH,WINDOWHEIGHT)) # 设置窗口长宽 +pygame.display.set_caption('快乐五子棋') # 设置 pygame 窗口名 +fpsClock=pygame.time.Clock() #让游戏以相同的速率运行 + +#main game loop +while True: # 死循环确保窗口一直显示 + for event in pygame.event.get(): # 遍历所有事件 + if event.type==QUIT: # 如果单击关闭窗口,则退出 + pygame.quit() #关闭 pygame 程序 + sys.exit() #结束程序 + + if game_state == 1 and event.type == pygame.MOUSEBUTTONUP: # 鼠标弹起 + x, y = pygame.mouse.get_pos() # 获取鼠标位置 + xi = int(round((x - space) * 1.0 / cell_size)) # 获取到x方向上取整的序号 + yi = int(round((y - space) * 1.0 / cell_size)) # 获取到y方向上取整的序号 + if xi >= 0 and xi < cell_num and yi >= 0 and yi < cell_num and (xi, yi,1) not in chess_arr and (xi, yi,2) not in chess_arr: + chess_arr.append((xi, yi,flag)) + #调用函数判断下的该子是否获胜 + if check_win(chess_arr, flag): + #若状态值为 1 则表示3,否则表示2 + game_state = 2 if flag == 1 else 3 + else: + #若状态值为 1 则表示 2 否则为 1(代表转换棋子) + flag = 2 if flag == 1 else 1 + + screen.fill(SENIORASH) #界面颜色高级灰 + + #绘制棋子 + for x, y,c in chess_arr: + chess_color = (30, 30, 30) if c == 1 else (225, 225, 225) + pygame.draw.circle(screen, chess_color, [x * cell_size + space, y * cell_size + space], 16, 0) + + #绘制竖条 + #pygame.draw.line(窗口, 线条颜色, 开始坐标, 结束坐标, 线条大小 ) + for x in range(0, cell_size * cell_num, cell_size): #步长为格子大小 + pygame.draw.line(screen, BLACK, (x + space, 0 + space), + (x + space, cell_size * (cell_num - 1) + space), 1) + + #绘制横条 + # 遍历竖位置点,步长为40 + # pygame.draw.line(窗口, 线条颜色, 开始坐标, 结束坐标, 线条大小 ) + for y in range(0, cell_size * cell_num, cell_size): + pygame.draw.line(screen, BLACK, (0 + space, y + space), + (cell_size * (cell_num - 1) + space, y + space), 1) + + # 绘制五个点 + # pygame.draw.circle(窗口,颜色,坐标,圆半径,线条大小) + #优化落子:判断当该坐标上面有棋子则不显示黑点,即如果黑点的坐标不在棋子的坐标列表上,则绘制出来 + if (4, 4,1) not in chess_arr and (4, 4,2) not in chess_arr: + pygame.draw.circle(screen, (0, 0, 0), (cell_size * 4 + space, cell_size * 4 + space), radius=3, width=5) + if (10, 10, 1) not in chess_arr and (10, 10, 2) not in chess_arr: + pygame.draw.circle(screen, (0, 0, 0), (cell_size * 10 + space, cell_size * 10 + space), radius=3, width=5) + if (10, 4, 1) not in chess_arr and (10, 4, 2) not in chess_arr: + pygame.draw.circle(screen, (0, 0, 0), (cell_size * 10 + space, cell_size * 4 + space),radius=3, width=5) + if (4, 10, 1) not in chess_arr and (4 ,10, 2) not in chess_arr: + pygame.draw.circle(screen, (0, 0, 0), (cell_size * 4 + space, cell_size * 10 + space), radius=3, width=5) + if (7, 7, 1) not in chess_arr and (7, 7, 2) not in chess_arr: + pygame.draw.circle(screen, (0, 0, 0), (cell_size * 7 + space, cell_size * 7 + space), radius=3, width=5) + + if game_state != 1: + myfont = pygame.font.Font(None, 100) #字体,字体大小 + win_text = "%s win" % ('Black' if game_state == 2 else 'White') + textImage = myfont.render(win_text, True, BLACK) #True抗锯齿 + screen.blit(textImage, (120, 600)) + + for event in pygame.event.get(): + if event.type == KEYUP: + if event.key == K_1: + if musicPlaying: + pygame.mixer.music.stop() + else: + pygame.mixer.music.play(-1,0.0) + musicPlaying = not musicPlaying + + + screen.blit(playerStretchedImage,player) + pygame.display.update() ## 必须调用update才能看到绘图显示 + fpsClock.tick(FPS) + + + + + + + + + + + + + + + + + + + + + + + + +