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SafariChess/SafariChess_Gamev1.0.py

781 lines
33 KiB

3 years ago
"""
Course: Programming practice
Students: Qu Qian /Tan Zhengyuan
"""
"""
Safafi Chess Game/SFF Chess Game
(Animal Chess Game)
Main code for run the game
it handle user input and GUI
"""
import colorsys
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import json
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from multiprocessing import connection
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import pygame as pg
import sys
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import socket
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import SafariChess_backend as backend
import SafariChess_AI as AI
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from SafariChess_Classes import Button, DropDown
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from threading import Thread, Lock
from itertools import count, cycle
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import time
import random
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#设置棋盘的参数
WIDTH = 1000
HEIGHT = 800
BOARD_WIDTH = 800
BOARD_HEIGHT = 600
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
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MOVE_LOG_PANEL_WIDTH = 0
MOVE_LOG_PANEL_HEIGHT = BOARD_HEIGHT
DIMENSION = 8
DIMENSION_ROWS = 7
DIMENSION_COLUMNS = 9
SIZE = 64
IMAGES = {}
bias_top = 100 #棋盘的上边距
bias_left = 20 #棋盘的左边距
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#网络道具
general_countdown = 40
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client = None
networkMsg = None
server = None
port = None
addr = None
connection = None
DEPTH = 3
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#网络版更新需要注意多线程的问题?
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server_died_message = 'fucking server died and quit'
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#尝试写一个函数分配一个新线程供监听
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def startNewThread(target):
thread = Thread(target=target)
thread.daemon =True
thread.start()
def listenFromServer():
global networkMsg
try:
while True:
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recvMsg = client.recv(1024).decode('utf-8')
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if len(recvMsg) != 0:
networkMsg = json.loads(recvMsg)
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print('receive thread catch: ',networkMsg)
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except socket.error as e:
#print('Error encountered in connection. Quit.')
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print(e)
return False
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def startNetworkServices():
global client,server,port,addr,connection
client = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
server = '127.0.0.1'
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port = 50005
addr = (server,port)
connection = client.connect(addr)
startNewThread(target=listenFromServer)
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#等待敌人移动
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def loadImages():#加载图片,a,b双方分别有象狮豹狼狐鹰鼠七个角色
pieces = ["r7", "r6", "r5", "r4", "r3", "r2", "r1",
"b7", "b6", "b5", "b4", "b3", "b2", "b1",
]
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for piece in pieces:#字典的形式存储图片
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IMAGES[piece] = pg.transform.scale(pg.image.load("./Image/pieces/pieces_rb/" + piece + ".png"), (SIZE - 10, SIZE - 10))
tools = ["trap", "home1","home2"]
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for tool in tools:
IMAGES[tool] = pg.transform.scale(pg.image.load("./Image/tools/" + tool + ".jpg"), (SIZE-10, SIZE-10))
#screen = pg.display.set_mode((BOARD_WIDTH + MOVE_LOG_PANEL_WIDTH, BOARD_HEIGHT))#设置窗口大小
#screen.fill(pg.Color("white"))
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def drawBoard(screen):#绘制棋盘:格子,河流,陷阱,巢穴
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#colors = [(255, 255, 255), (0, 0, 0)]
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for row in range(DIMENSION_ROWS):
for column in range(DIMENSION_COLUMNS):
pg.draw.rect(screen, pg.Color(199,237,204), pg.Rect(bias_left+column * SIZE, bias_top+row * SIZE, SIZE, SIZE))
pg.draw.rect(screen, pg.Color(90,150,75), pg.Rect((column * SIZE) + bias_left+3, (row * SIZE) + 3+bias_top, SIZE - 4, SIZE - 4))
#画河流
for row in [1,2,4,5]:
for column in [3,4,5]:
pg.draw.rect(screen, pg.Color(67,142,219),pg.Rect((column * SIZE) +bias_left+2, (row * SIZE) +bias_top +3, SIZE-2,SIZE-2))
#画陷阱
for row in [2,4]:
for column in [0,8]:
screen.blit(IMAGES["trap"], pg.Rect((column * SIZE) +bias_left+6, (row * SIZE) +bias_top +6, SIZE ,SIZE ))
for column in [1,7]:
screen.blit(IMAGES["trap"], pg.Rect((column * SIZE) +bias_left+6, (3 * SIZE) +bias_top +6, SIZE ,SIZE ))
#画巢穴
screen.blit(IMAGES["home1"], pg.Rect((bias_left+6, (3 * SIZE) +bias_top +6, SIZE ,SIZE )))
screen.blit(IMAGES["home2"], pg.Rect( 8*SIZE+bias_left+6, (3 * SIZE) +bias_top +6, SIZE ,SIZE ))
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def drawPieces(screen,board):
#画棋子的位置
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for row in range(DIMENSION_ROWS):
for column in range(DIMENSION_COLUMNS):
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piece = board[row][column]
if piece != "00":
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screen.blit(IMAGES[piece], pg.Rect((column * SIZE) + bias_left + 5, (row * SIZE) + bias_top + 5, SIZE - 10, SIZE - 10))
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# square_selected 是当前选中的可以移动的棋子的位置
def protrudeSquares(screen,game_state,square_selected,valid_moves):
#高亮选中的棋子接下来可行的位置
if square_selected != ():
row = square_selected[0]
column = square_selected[1]
if game_state.board[row][column][0] == ('r' if game_state.red_to_move else 'b'):
# highlight selected square
s = pg.Surface((SIZE, SIZE))
s.set_alpha(100)
s.fill(pg.Color('blue'))
screen.blit(s, (column *SIZE + bias_left, row * SIZE + bias_top))
# highlight moves from that square
s.fill(pg.Color('yellow'))
for move in valid_moves:
if move.start_row == row and move.start_col == column:
screen.blit(s, (move.end_col * SIZE + bias_left, move.end_row * SIZE + bias_top))
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def ShowGameState(screen,game_state,valid_moves,square_selected):#游戏状态
drawBoard(screen)
protrudeSquares(screen,game_state,square_selected,valid_moves)
drawPieces(screen,game_state.board)
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#待开发
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def drawMovelog(screen):#绘制移动日志
pass
def startGamePage(mode = 1):#开始游戏界面Human/AI
startpage = ('''
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WELCOME TO
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____ ____________ _____ _
/ __/ ___/ __ | / __ \ |
|__| |___| |__| | | / / |___ ___ ___ ___
\__ | ___| _ / | | | _ \/ _ \/ __/ __|
__| | | | | \ \ | \__/\ | | | __/\__ \__ |
|____/_| |_| \__| \_____/_| |_|\___||___/___/
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################################################################
Please type one of the numbers below to choose a playing mode:
( 1 ) - 单机游戏
( 2 ) - 网络对战
( 3 ) - 人机对战
( 4 ) - AI代打
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################################################################
Current Mode is: %s
'''%['单机游戏','网络对战','人机对战','AI代打'][mode-1])
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print(startpage)
# 选择游戏模式
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not_selected = True
p1 , p2 = 0, 0
while not_selected:
try:
#mode = int(input())
#mode = 1
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if mode in [1,2,3,4]:
if mode == 1:
p1 = 1
p2 = 1
##其余版本还未写
not_selected = False
else:
print("Please type one of the numbers below to choose a playing mode:")
print(" ( 1 ) - 单机游戏")
print(" ( 2 ) - 网络对战")
print(" ( 3 ) - 人机对战")
print(" ( 4 ) - 退出游戏")
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except ValueError:
print("Wrong Input")
return p1, p2, mode
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def showGameOverText(screen, text):
#游戏结束,出现的文字 text是字符串“Left Win”或“Right Win”
font = pg.font.SysFont("comicsansms", 32)
text_object = font.render(text, True, pg.Color("grey"))
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text_location = pg.Rect(0, 0, BOARD_WIDTH, BOARD_HEIGHT).move(BOARD_WIDTH / 2 - text_object.get_width() / 2,
BOARD_HEIGHT / 2 - text_object.get_height() / 2)
screen.blit(text_object, text_location)
text_object = font.render(text, False, pg.Color('red'))
screen.blit(text_object, text_location.move(-2 , -2))
pg.display.flip()
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def MainMenu():
#显示主菜单
pg.init()
mainClock = pg.time.Clock()
#ui
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screen = pg.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pg.display.set_caption("SafariChess by ZY&&DQ")
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bg = pg.transform.scale(pg.image.load("Image/MenuBg.bmp"), (SCREEN_WIDTH, SCREEN_HEIGHT))
bt1 = pg.transform.scale(pg.image.load("Image/button1.jpg"),(150,40))
bt2 = pg.transform.scale(pg.image.load("Image/button2.jpg"),(150,40))
bt3 = pg.transform.scale(pg.image.load("Image/button3.jpg"),(150,40))
bt4 = pg.transform.scale(pg.image.load("Image/button4.jpg"),(150,40))
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music_settings = pg.transform.scale(pg.image.load("Image/music.bmp"),(100,40))
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#按钮设置
#主菜单包含如下按钮:
#单机游戏,双人游戏,人机对战,退出游戏
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button_1 = Button(bt1,(300,350))
button_2 = Button(bt2,(300,400))
button_3 = Button(bt3,(300,450))
button_4 = Button(bt4,(300,500))
music_button = Button(music_settings,(700,0))
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#音乐设置
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file=r'./Image/music1.mp3' #要播放的歌曲本地地址
pg.mixer.init() #mixer的初始化
music = pg.mixer.music.load(file) #载入一个音乐文件用于播放
pg.mixer.music.play(-1) #播放音乐,-1表示循环播放
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COLOR_INACTIVE = (255, 108, 0)
COLOR_ACTIVE = (255, 208, 0)
COLOR_LIST_INACTIVE = (0, 143, 90)
COLOR_LIST_ACTIVE = (3, 252, 140)
# music_ops = DropDown([COLOR_INACTIVE, COLOR_ACTIVE],[COLOR_LIST_INACTIVE, COLOR_LIST_ACTIVE],
# 600,30, 100, 20,
# pg.font.SysFont("Courier", 20),
# "Music",
# music_lists)
mode = -1
run = True
while run:
mainClock.tick(60)
mode = 0
events = pg.event.get()
for event in events:
if event.type == pg.QUIT:
pg.quit()
sys.exit()
if event.type == pg.KEYDOWN:
if event.key == pg.K_ESCAPE:
pg.quit()
sys.exit()
if event.type == pg.MOUSEBUTTONDOWN:
if event.button == 1: #左键
if button_1.rect.collidepoint(event.pos):
mode = 1
run = False
if button_2.rect.collidepoint(event.pos):
activate_AI = input("activate_AI? y/[n]: ")
mode = 2
if activate_AI == 'y':
mode = 4
run = False
if button_3.rect.collidepoint(event.pos):
mode = 3
run = False
if button_4.rect.collidepoint(event.pos):
pg.quit()
sys.exit()
if music_button.rect.collidepoint(event.pos):
if pg.mixer.music.get_volume() == 0:
pg.mixer.music.set_volume(0.5)
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else:
pg.mixer.music.set_volume(0)
pg.display.flip()
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screen.blit(bg, (0, 0))
screen.blit(button_1.image, button_1.rect)
screen.blit(button_2.image, button_2.rect)
screen.blit(button_3.image, button_3.rect)
screen.blit(button_4.image, button_4.rect)
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screen.blit(music_button.image, music_button.rect)
pg.display.flip()
return mode
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#绘制Text在屏幕上
def showText(screen,fontObj,text,x,y):
textSurfaceObj = fontObj.render(text, True, pg.Color('red'),pg.Color('white'))# 配置要显示的文字
textRectObj = textSurfaceObj.get_rect()# 获得要显示的对象的rect
textRectObj.center = (x, y)# 设置显示对象的坐标
screen.blit(textSurfaceObj, textRectObj)# 绘制字体
def drawButton22(screen):
##一些按钮的实例化
button_stop = Button(pg.transform.scale(pg.image.load("Image/叫停.bmp"),(100,50)),(400,0))
screen.blit(button_stop.image, button_stop.rect)
button_quit = Button(pg.transform.scale(pg.image.load("Image/退出.bmp"),(100,50)),(300,0))
screen.blit(button_quit.image, button_quit.rect)
button_fail = Button(pg.transform.scale(pg.image.load("Image/认输.bmp"),(100,50)),(500,0))
screen.blit(button_fail.image, button_fail.rect)
button_restart = Button(pg.transform.scale(pg.image.load("Image/restart.bmp"),(100,50)),(100,0))
screen.blit(button_restart.image, button_restart.rect)
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def main(mode):
global networkMsg
networkMsg = None
pg.init()
screen = pg.display.set_mode((BOARD_WIDTH + MOVE_LOG_PANEL_WIDTH, BOARD_HEIGHT))
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pg.display.set_caption("Safari Chess Game")
clock = pg.time.Clock()
screen.fill(pg.Color("white"))
loadImages()
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drawBoard(screen)
isOnline = bool(mode == 2 or mode == 4)
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game_state=backend.GameState()
#* cancelled args: MySide=True if not isOnline else bool(NewPlayerMessage['side']),game_id=NewPlayerMessage['game_id']
valid_moves=game_state.getAllMoves()
running = True
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other_joined = False #network element
other_stage = False #network element
game_id = None #network element
MySide = None #network element
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time_out_side = None #network element
foul = None #network element
mademove = False
game_over = False
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square_selected = () #刚开始没有选择任何一个棋子
click_queue = [] #点击队列,记录第一次点击和第二次点击位置,方便移动棋子
##音乐按钮,均有
button_music = Button(pg.transform.scale(pg.image.load("Image/music.bmp"),(80,40)),(650,0))
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screen.blit(button_music.image, button_music.rect)
pg.display.update()
startGamePage(mode) #游戏进入前,可以进一步优化一些显示细节
if mode == 1 or mode == 3:
if mode == 3:
AI_side = random.randint(0,1)
print('AI side:{}'.format('b' if AI_side == 1 else 'r'))
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while running:
for e in pg.event.get():
#接下来处理游戏中的事件
if e.type == pg.QUIT:
pg.quit()
sys.exit()
elif e.type == pg.MOUSEBUTTONDOWN:
#鼠标点击事件:用于选择棋子,移动棋子
if not game_over:
mouse_loc = pg.mouse.get_pos()
row = int((mouse_loc[1] - bias_top) / SIZE)
col = int((mouse_loc[0] - bias_left) / SIZE) #* get position of mouse click
if square_selected == (row,col) or col >=DIMENSION_COLUMNS or row >= DIMENSION_ROWS:
square_selected = ()
click_queue = []
else:
square_selected = (row,col)
click_queue.append(square_selected)
if(len(click_queue) == 2):
cur_piece_loc = click_queue[0]
nxt_piece_loc = click_queue[1]
move = backend.Move(cur_piece_loc,nxt_piece_loc,game_state.board)
if move in valid_moves:
game_state.makeMove(move)
mademove = True
square_selected = ()
click_queue = []
valid_moves = game_state.getAllMoves()
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else:
click_queue = [square_selected]
elif e.type == pg.KEYDOWN:
#设置某些按键用于悔棋,重新开始游戏,机器提示,退出游戏等功能
if e.key == pg.K_z: # undo when 'z' is pressed
game_state.undoMove()
mademove = True
game_over = False
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if mademove:
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valid_moves = game_state.getAllMoves()
mademove = False
if not game_over and mode == 3:
if AI_side == 1 and not game_state.red_to_move:
ai_move = AI.find_BestMove(game_state,valid_moves,DEPTH)
if ai_move is not None:
game_state.makeMove(ai_move)
mademove = True
else:
ai_move = AI.find_GreadyMove(game_state,valid_moves)
game_state.makeMove(ai_move)
mademove = True
elif AI_side == 0 and game_state.red_to_move:
ai_move = AI.find_BestMove(game_state,valid_moves,DEPTH)
if ai_move is not None:
game_state.makeMove(ai_move)
mademove = True
else:
ai_move = AI.find_GreadyMove(game_state,valid_moves)
game_state.makeMove(ai_move)
mademove = True
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ShowGameState(screen,game_state,valid_moves,square_selected)
if game_state.conquer():
showGameOverText(screen,"player "+game_state.win_person+" wins")
game_over = True
clock.tick(60)
pg.display.flip()
elif mode == 2 or mode == 4:
counts=general_countdown #双方倒计时
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startNetworkServices()
#! start login
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myPlayerData = {
'type': 0, # game state type ?
'msg': {
'name': 'myName'
}
}
login_packet = json.dumps(myPlayerData)
if (sys.version[:1] == '3'):
login_packet = login_packet.encode('utf-8')
lastNetworkMsg = networkMsg
client.send(login_packet)
login_font = pg.font.SysFont("comicsansms", 32)
text_object = login_font.render('waiting 4 connection...', True, pg.Color("grey"))
login_text_location = pg.Rect(0, 0, BOARD_WIDTH, BOARD_HEIGHT).move(BOARD_WIDTH / 2 - text_object.get_width() / 2,BOARD_HEIGHT / 2 - text_object.get_height() / 2)
while networkMsg == None:
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit()
sys.exit()
screen.blit(text_object,login_text_location)
clock.tick(20)
pg.display.update()
pg.display.flip()
#! end login
# 自定义计时事件-----计时器实现
COUNTS = pg.USEREVENT +1
# 每隔1秒发送一次自定义事件
pg.time.set_timer(COUNTS,1000) #以毫秒为单位
bigfont = pg.font.SysFont("Consolas", 20)
minfont = pg.font.SysFont("Courier", 18)
showText(screen,bigfont,"RemainTime:",680,200) #650,250为时间650350为对方轮数
showText(screen,minfont,"Turn:",650,300)
clock = pg.time.Clock()
clock.tick(60)
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#drawButton22(screen)
button_stop = Button(pg.transform.scale(pg.image.load("Image/叫停.bmp"), (100, 50)), (400, 0))
screen.blit(button_stop.image, button_stop.rect)
button_quit = Button(pg.transform.scale(pg.image.load("Image/退出.bmp"), (100, 50)), (300, 0))
screen.blit(button_quit.image, button_quit.rect)
button_fail = Button(pg.transform.scale(pg.image.load("Image/认输.bmp"), (100, 50)), (500, 0))
screen.blit(button_fail.image, button_fail.rect)
button_restart = Button(pg.transform.scale(pg.image.load("Image/restart.bmp"), (100, 50)), (100, 0))
screen.blit(button_restart.image, button_restart.rect)
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while running:
#! 特别注意红方是0蓝方是1
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#print('current moving color: ',game_state.color())
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if lastNetworkMsg != networkMsg:#handle
#! 无法解决的问题:判断延迟导致无法同时接收来自服务器的两条转发消息。
#! 尝试让输方发送消息解决上述问题。
print('handling new msg: ',networkMsg)
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lastNetworkMsg = networkMsg #networkMsg中保存当前字典
if 'status' in networkMsg.keys():
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#Login_handler
if networkMsg['status'] == 1: #Finished Login process
if other_joined == False:
other_joined = True
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print('Game start 2 play!')
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game_id = networkMsg['game_id']
MySide = networkMsg['side']
other_stage = True if networkMsg['side']==1 else False #一开始如果我是蓝方则other_stage为真
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if(other_stage == True):
print('waiting for other player to move...')
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#state_game_handler
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elif networkMsg['status'] == 2 : # Stopping request
print('other player returned special message: ',networkMsg['request'])
if networkMsg['request']=='quit':
other_joined = False
elif networkMsg['request'] == 'stop':
game_state.win_person = 'b' if networkMsg['side'] == 1 else 'r'
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elif networkMsg['request'] == 'report':
foul = MySide
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otherQuitJson = {
'type': 3,
'side': MySide
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}
client.send(json.dumps(otherQuitJson).encode('utf-8'))
game_over = True
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#timeout handler
elif networkMsg['status'] == 3 :
time_out_side = networkMsg['side']
otherQuitJson = {
'type': 3,
'side': MySide
}
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client.send(json.dumps(otherQuitJson).encode('utf-8'))
game_over = True
#Move handler
elif 'src' and 'dst' in networkMsg.keys():# 接受对手行棋
theMove = backend.Move([networkMsg['src']['y'],networkMsg['src']['x']],[networkMsg['dst']['y'],networkMsg['dst']['x']],game_state.board)
#print(theMove)
violate_175 = game_state.seventeen_five_violation(goal=theMove.get_goal(),color=theMove.get_turn(), showTrace= True)
violate_73 = game_state.seventy_three_violation(goal=theMove.get_goal(), color=theMove.get_turn(), showTrace= True)
if not type(violate_175) == bool:
print("player {} foul 17-5".format(theMove.get_turn()))
print("Recent Moves: {}".format(violate_175))
reportJson = {
"type": 2,
"msg": {
"request": "report",
"game_id": game_id,
"side": MySide
}
}
client.send(json.dumps(reportJson).encode('utf-8'))
foul = theMove.get_turn()
if not type(violate_73) == bool:
print("player {} foul 7-3".format(theMove.get_turn()))
print("Recent Moves: {}".format(violate_73))
reportJson = {
"type": 2,
"msg": {
"request": "report",
"game_id": game_id,
"side": MySide
}
}
client.send(json.dumps(reportJson).encode('utf-8'))
foul = theMove.get_turn()
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game_state.makeMove(theMove)
valid_moves = game_state.getAllMoves()
other_stage = not other_stage
counts=general_countdown
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thisMove = None
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for e in pg.event.get():
#接下来处理游戏中的事件
if e.type == pg.QUIT:
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quitJson = {
"type": 2,
"msg": {
"request": "quit",
"game_id": game_id,
"side": MySide
}
}
client.send(json.dumps(quitJson).encode('utf-8'))
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pg.quit()
sys.exit()
elif e.type == pg.MOUSEBUTTONDOWN:
#鼠标点击事件:用于选择棋子,移动棋子
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if game_over and other_joined:
if e.button == 1:
if button_quit.rect.collidepoint(e.pos):
quitJson = {
"type": 2,
"msg": {
"request": "quit",
"game_id": game_id,
"side": MySide
}
}
client.send(json.dumps(quitJson).encode('utf-8'))
pg.quit()
sys.exit()
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if not game_over and not other_stage and other_joined:
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if e.button == 1:
if button_quit.rect.collidepoint(e.pos):
quitJson = {
"type": 2,
"msg": {
"request": "quit",
"game_id": game_id,
"side": MySide
}
}
client.send(json.dumps(quitJson).encode('utf-8'))
pg.quit()
sys.exit()
if button_stop.rect.collidepoint(e.pos):
winJson = {
'type': 2,
'msg': {
'request': 'stop',
'game_id': game_id,
'side': MySide
}
}
client.send(json.dumps(winJson).encode("utf-8"))
if button_fail.rect.collidepoint(e.pos):
quitJson = {
"type": 2,
"msg": {
"request": "quit",
"game_id": game_id,
"side": MySide
}
}
client.send(json.dumps(quitJson).encode('utf-8'))
if button_restart.rect.collidepoint(e.pos):
reportJson = {
"type": 2,
"msg": {
"request": "report",
"game_id": game_id,
"side": MySide
}
}
client.send(json.dumps(reportJson).encode('utf-8'))
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mouse_loc = pg.mouse.get_pos()
row = int((mouse_loc[1] - bias_top) / SIZE)
col = int((mouse_loc[0] - bias_left) / SIZE) #* get position of mouse click
if square_selected == (row,col) or col >=DIMENSION_COLUMNS or row >= DIMENSION_ROWS:
square_selected = ()
click_queue = []
else:
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square_selected = (row,col)
click_queue.append(square_selected)
if(len(click_queue) == 2):
cur_piece_loc = click_queue[0]
nxt_piece_loc = click_queue[1]
move = backend.Move(cur_piece_loc,nxt_piece_loc,game_state.board)
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thisMove = move
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if move in valid_moves:
game_state.makeMove(move)
mademove = True
square_selected = ()
click_queue = []
else:
click_queue = [square_selected]
elif e.type == COUNTS:# 判断事件是否为计时事件
if not other_stage and counts > 0 and not game_over: counts -= 1
text = str(counts).rjust(3)
showText(screen,bigfont,text,650,250)
pg.display.update()
if not game_over and mode == 4:
#! 特别注意红方是0蓝方是1
if MySide == 1 and not game_state.red_to_move:
thisMove = AI.find_BestMove(game_state,valid_moves,DEPTH)
if thisMove is not None:
game_state.makeMove(thisMove)
mademove = True
else:
thisMove = AI.find_GreadyMove(game_state,valid_moves)
game_state.makeMove(thisMove)
mademove = True
elif MySide == 0 and game_state.red_to_move:
thisMove = AI.find_BestMove(game_state,valid_moves,DEPTH)
if thisMove is not None:
game_state.makeMove(thisMove)
mademove = True
else:
thisMove = AI.find_GreadyMove(game_state,valid_moves)
game_state.makeMove(thisMove)
mademove = True
square_selected = ()
click_queue = []
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if mademove:
#print(thisMove)
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valid_moves = game_state.getAllMoves()
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mademove = False
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if isOnline:
print('waiting for the other player to move...')
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other_stage = not other_stage
thisMoveJson = {
'type': 1,
'msg': {
"game_id": game_id,
"side": MySide,
"chessman": int(thisMove.cur_piece[1:]),
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"src": {
"y": thisMove.start_row,
"x": thisMove.start_col
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},
"dst": {
"y": thisMove.end_row,
"x": thisMove.end_col
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}
}
}
client.send(json.dumps(thisMoveJson).encode('utf-8'))
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#思路变成:定时对敌方进行扫描,若收到更新相关包则进行局面更新。
ShowGameState(screen,game_state,valid_moves,square_selected)
if game_state.conquer() and not game_over:
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print("GAME OVER!")
#
if game_state.win_person == ('r' if MySide == 1 else 'b'): #测试:我输了再发
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winJson = {
'type': 2,
'msg': {
'request': 'stop',
'game_id': game_id,
'side': MySide
}
}
client.send(json.dumps(winJson).encode("utf-8"))
print('i lost, and game over message sent.')
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game_over = True
#print('game over label confirmed.')
if time_out_side != None:
showGameOverText(screen,"player "+ ("b" if time_out_side==1 else "r")+" timed out") #超时了
elif foul is not None:
showGameOverText(screen,"player "+ ("b" if foul == 1 else "r") + "'s foul play")
game_over = True
elif game_over and other_joined:
if (game_state.win_person == ''): game_state.conquer()
showGameOverText(screen,"player "+game_state.win_person+" wins")
elif game_over and not other_joined:
showGameOverText(screen,"player "+ ("b" if MySide==0 else "r") + " quitted the game") #对手退出了
showText(screen,bigfont,game_state.color(),700,350)
clock.tick(50)
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pg.display.flip()
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if __name__ == '__main__':
#print("Loading...")
#print("Initialing game...")
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mode = MainMenu()
#mode = 4
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main(mode)
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