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hnu202110040410 3 years ago
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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)
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