fixstep1-220902

tzy_branch
tzzzzzzzx 3 years ago
commit 185822d0d3

@ -1,10 +1,6 @@
from re import S
from shutil import move
class GameState:
def __init__(self):
'''
@ -99,9 +95,9 @@ class GameState:
if 0<=new_row<=8 and 0<=new_col<=6 :
nxt_piece = self.board[new_row][new_col]
if nxt_piece == '00' and not self.inWater(new_row,new_col) and not self.inHome(new_row,new_col,self.color):#如果下一个位置是空的,则可以移动
moves.append((new_row,new_col))
moves.append(Move((row,col),(new_row,new_col),self.board))
elif nxt_piece[0]==enemy_color and not self.inWater(new_row,new_col) and not self.inHome(new_row,new_col,self.color) and self.Eliminate(row,col,new_row,new_col):#如果是敌方棋子,且不在水里,且可以消除,则添加到可行路径中
moves.append((new_row,new_col))
moves.append(Move((row,col),(new_row,new_col),self.board))
return moves
def getMseMoves(self,row,col,moves):
@ -113,9 +109,9 @@ class GameState:
if 0<=new_row<=8 and 0<=new_col<=6 :
nxt_piece = self.board[new_row][new_col]
if nxt_piece == '00' and not self.inHome(new_row,new_col,self.color):
moves.append((new_row,new_col))
moves.append(Move((row,col),(new_row,new_col),self.board))
elif nxt_piece[0]==enemy_color and self.Eliminate(row,col,new_row,new_col):
moves.append((new_row,new_col))
moves.append(Move((row,col),(new_row,new_col),self.board))
return moves
def getEagMoves(self,row,col,moves):
@ -131,9 +127,9 @@ class GameState:
if 0<=new_row<=6:
nxt_piece = self.board[new_row][col]
if nxt_piece == '00':
moves.append((new_row,col))
moves.append(Move((row,col),(new_row,new_col),self.board))
elif nxt_piece[0]==enemy_color and not self.inWater(new_row,col) and not self.inHome(row,new_col,self.color) and self.Eliminate(row,col,new_row,new_col):
moves.append((new_row,col))
moves.append(Move((row,col),(new_row,new_col),self.board))
else :
break
moveNum_row += 1
@ -143,9 +139,9 @@ class GameState:
if 0 <= new_col <= 8:
nxt_piece = self.board[row][new_col]
if nxt_piece == '00' and not self.inWater(row,new_col) and not self.inHome(row,new_col,self.color):
moves.append((row,new_col))
moves.append(Move((row,col),(new_row,new_col),self.board))
elif nxt_piece[0]==enemy_color and self.Eliminate(row,col,new_row,new_col):
moves.append((row,new_col))
moves.append(Move((row,col),(new_row,new_col),self.board))
else :
break
moveNum_col += 1
@ -162,9 +158,9 @@ class GameState:
if 0<=new_row<=8 and 0<=new_col<=6 :
nxt_piece = self.board[new_row][new_col]
if nxt_piece == '00' and not self.inWater(new_row,new_col) and not self.inHome(new_row,new_col,self.color):#如果下一个位置是空的,则可以移动
moves.append((new_row,new_col))
moves.append(Move((row,col),(new_row,new_col),self.board))
elif nxt_piece[0]==enemy_color and not self.inWater(new_row,new_col) and not self.inHome(new_row,new_col,self.color) and self.Eliminate(row,col,new_row,new_col):#如果是敌方棋子,且不在水里,且可以消除,则添加到可行路径中
moves.append((new_row,new_col))
moves.append(Move((row,col),(new_row,new_col),self.board))
return moves
def getLionMoves(self,row,col,moves):
@ -178,20 +174,20 @@ class GameState:
end_piece = self.board[end_row][end_col]
if end_piece == "--" and not self.inWater(end_row,end_col) and self.moveNotOwnDen(end_row,end_col,enemy_color): # empty space is valid and Not in Water
moves.append((end_row, end_col))
moves.append(Move((row, col), (end_row, end_col), self.board))
elif end_piece == "--" and self.inWater(end_row,end_col):
jump_row = end_row - row #Vertical jump
jump_col = end_col - col #Horizontal jump
if jump_row != 0 and self.jumpConditions(row,col,end_row,end_col,jump_row,jump_col,enemy_color):
moves.append((end_row+(3*jump_row), end_col))
moves.append(Move((row, col), (end_row+(3*jump_row), end_col), self.board))
elif jump_col != 0 and self.jumpConditions(row,col,end_row,end_col,jump_row,jump_col,enemy_color):
moves.append((end_row, end_col+(2*jump_col)))
elif end_piece[0] == enemy_color and not self.inWater(end_row,end_col) and self.canAttack(row, col, end_row, end_col): # capture enemy piece
moves.append((end_row, end_col))
moves.append(Move((row, col), (end_row, end_col), self.board))
break
else: # friendly piece
break
@ -203,4 +199,17 @@ class GameState:
if self.board[3][0][0] == 'r' or self.board[3][8][0] == 'b':
self.conquered = True
return self.conquered
#移动操作
def makeMove(self,move):#cur是当前位置nxt是下一个位置,参数传入为元组
self.board[move.end_row][move.end_col] = self.board[move.start_row][move.start_col]
self.board[move.start_row][move.start_col] = '00'
class Move:
def __init__(self,start_loc,end_loc,board):
self.start_row = start_loc[0]
self.start_col = start_loc[1]
self.end_row = end_loc[0]
self.end_col = end_loc[1]
self.nxt_piece = board[self.end_row][self.end_col]
self.cur_piece = board[self.start_row][self.start_col]
self.attack = self.nxt_piece != '00'

@ -191,7 +191,12 @@ def main():
screen.fill(pg.Color("white"))
loadImages()
drawBoard(screen)
game_state=backend.GameState()
valid_moves=game_state.getAllMoves()
running = True
game_over = False
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
pg.display.update()
startGamePage()
while True:
@ -203,7 +208,26 @@ def main():
elif e.type == pg.MOUSEBUTTONDOWN:
#鼠标点击事件:用于选择棋子,移动棋子
pass
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)
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)
square_selected = ()
click_queue = []
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

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