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自学教程:Python实现人机中国象棋游戏

51自学网 2022-02-21 10:36:44
  python
这篇教程Python实现人机中国象棋游戏写得很实用,希望能帮到您。

导语

哈喽!哈喽!我是木木子!今日游戏更新——中国象棋上线啦!

中国象棋是一种古老的棋类游戏,大约有两千年的历史。

是中华文明非物质文化经典产物,艺术价值泛属于整个人类文明进化史的一个分枝。

在中国,可以随处在大街上、小公园儿里等地方经常看到一堆人围在一起下棋,这就足以说明中国象棋的流行性以及普遍性有多高!

早前曾有统计,14、15个中国人当中,就有1个会下中国象棋。中国象棋的受众,可能数以亿计!

今天教大家制作一款中国象棋and想学象棋的话也可以来看看当作新手村吧~

1.游戏规则&基本玩法

1.1 基本玩法

中国象棋的游戏用具由棋盘和棋子组成,对局时,由执红棋的一方先走,双方轮流各走一招,直至分出胜、负、和,对局即终了。轮到走棋的一方,将某个棋子从一个交叉点走到另一个交叉点,或者吃掉对方的棋子而占领其交叉点,都算走了一着。双方各走一着,称为一个回合。

1.2 行棋规则

2.素材文件

3.主要代码

chinachess.py 为主文件;constants.py 数据常量;pieces.py 棋子类,走法;computer.py 电脑走法计算;button.py按钮定义。

目前电脑走法比较傻,有兴趣的朋友可以对computer.py 进行升级!不过这针对大部分的新手刚开始学象棋的话完全够用了哈~哈哈哈 如果你新手入门玩儿的过电脑就说明你入门了!

3.1 Chinachess.py 为主文件

import pygameimport timeimport Xiangqi.constants as constantsfrom Xiangqi.button import Buttonimport Xiangqi.pieces as piecesimport Xiangqi.computer as computer  class MainGame():    window = None    Start_X = constants.Start_X    Start_Y = constants.Start_Y    Line_Span = constants.Line_Span    Max_X = Start_X + 8 * Line_Span    Max_Y = Start_Y + 9 * Line_Span      player1Color = constants.player1Color    player2Color = constants.player2Color    Putdownflag = player1Color    piecesSelected = None      button_go = None    piecesList = []      def start_game(self):        MainGame.window = pygame.display.set_mode([constants.SCREEN_WIDTH, constants.SCREEN_HEIGHT])        pygame.display.set_caption("Python代码大全-中国象棋")        MainGame.button_go = Button(MainGame.window, "重新开始", constants.SCREEN_WIDTH - 100, 300)  # 创建开始按钮        self.piecesInit()          while True:            time.sleep(0.1)            # 获取事件            MainGame.window.fill(constants.BG_COLOR)            self.drawChessboard()            #MainGame.button_go.draw_button()            self.piecesDisplay()            self.VictoryOrDefeat()            self.Computerplay()            self.getEvent()            pygame.display.update()            pygame.display.flip()      def drawChessboard(self): #画象棋盘        mid_end_y = MainGame.Start_Y + 4 * MainGame.Line_Span        min_start_y = MainGame.Start_Y + 5 * MainGame.Line_Span        for i in range(0, 9):            x = MainGame.Start_X + i * MainGame.Line_Span            if i==0 or i ==8:                y = MainGame.Start_Y + i * MainGame.Line_Span                pygame.draw.line(MainGame.window, constants.BLACK, [x, MainGame.Start_Y], [x, MainGame.Max_Y], 1)            else:                pygame.draw.line(MainGame.window, constants.BLACK, [x, MainGame.Start_Y], [x, mid_end_y], 1)                pygame.draw.line(MainGame.window, constants.BLACK, [x, min_start_y], [x, MainGame.Max_Y], 1)          for i in range(0, 10):            x = MainGame.Start_X + i * MainGame.Line_Span            y = MainGame.Start_Y + i * MainGame.Line_Span            pygame.draw.line(MainGame.window, constants.BLACK, [MainGame.Start_X, y], [MainGame.Max_X, y], 1)          speed_dial_start_x =  MainGame.Start_X + 3 * MainGame.Line_Span        speed_dial_end_x =  MainGame.Start_X + 5 * MainGame.Line_Span        speed_dial_y1 = MainGame.Start_Y + 0 * MainGame.Line_Span        speed_dial_y2 = MainGame.Start_Y + 2 * MainGame.Line_Span        speed_dial_y3 = MainGame.Start_Y + 7 * MainGame.Line_Span        speed_dial_y4 = MainGame.Start_Y + 9 * MainGame.Line_Span          pygame.draw.line(MainGame.window, constants.BLACK, [speed_dial_start_x, speed_dial_y1], [speed_dial_end_x, speed_dial_y2], 1)        pygame.draw.line(MainGame.window, constants.BLACK, [speed_dial_start_x, speed_dial_y2],                         [speed_dial_end_x, speed_dial_y1], 1)        pygame.draw.line(MainGame.window, constants.BLACK, [speed_dial_start_x, speed_dial_y3],                         [speed_dial_end_x, speed_dial_y4], 1)        pygame.draw.line(MainGame.window, constants.BLACK, [speed_dial_start_x, speed_dial_y4],                         [speed_dial_end_x, speed_dial_y3], 1)      def piecesInit(self):  #加载棋子        MainGame.piecesList.append(pieces.Rooks(MainGame.player2Color, 0,0))        MainGame.piecesList.append(pieces.Rooks(MainGame.player2Color,  8, 0))        MainGame.piecesList.append(pieces.Elephants(MainGame.player2Color,  2, 0))        MainGame.piecesList.append(pieces.Elephants(MainGame.player2Color,  6, 0))        MainGame.piecesList.append(pieces.King(MainGame.player2Color, 4, 0))        MainGame.piecesList.append(pieces.Knighs(MainGame.player2Color,  1, 0))        MainGame.piecesList.append(pieces.Knighs(MainGame.player2Color,  7, 0))        MainGame.piecesList.append(pieces.Cannons(MainGame.player2Color,  1, 2))        MainGame.piecesList.append(pieces.Cannons(MainGame.player2Color, 7, 2))        MainGame.piecesList.append(pieces.Mandarins(MainGame.player2Color,  3, 0))        MainGame.piecesList.append(pieces.Mandarins(MainGame.player2Color, 5, 0))        MainGame.piecesList.append(pieces.Pawns(MainGame.player2Color, 0, 3))        MainGame.piecesList.append(pieces.Pawns(MainGame.player2Color, 2, 3))        MainGame.piecesList.append(pieces.Pawns(MainGame.player2Color, 4, 3))        MainGame.piecesList.append(pieces.Pawns(MainGame.player2Color, 6, 3))        MainGame.piecesList.append(pieces.Pawns(MainGame.player2Color, 8, 3))          MainGame.piecesList.append(pieces.Rooks(MainGame.player1Color,  0, 9))        MainGame.piecesList.append(pieces.Rooks(MainGame.player1Color,  8, 9))        MainGame.piecesList.append(pieces.Elephants(MainGame.player1Color, 2, 9))        MainGame.piecesList.append(pieces.Elephants(MainGame.player1Color, 6, 9))        MainGame.piecesList.append(pieces.King(MainGame.player1Color,  4, 9))        MainGame.piecesList.append(pieces.Knighs(MainGame.player1Color, 1, 9))        MainGame.piecesList.append(pieces.Knighs(MainGame.player1Color, 7, 9))        MainGame.piecesList.append(pieces.Cannons(MainGame.player1Color,  1, 7))        MainGame.piecesList.append(pieces.Cannons(MainGame.player1Color,  7, 7))        MainGame.piecesList.append(pieces.Mandarins(MainGame.player1Color,  3, 9))        MainGame.piecesList.append(pieces.Mandarins(MainGame.player1Color,  5, 9))        MainGame.piecesList.append(pieces.Pawns(MainGame.player1Color, 0, 6))        MainGame.piecesList.append(pieces.Pawns(MainGame.player1Color, 2, 6))        MainGame.piecesList.append(pieces.Pawns(MainGame.player1Color, 4, 6))        MainGame.piecesList.append(pieces.Pawns(MainGame.player1Color, 6, 6))        MainGame.piecesList.append(pieces.Pawns(MainGame.player1Color, 8, 6))      def piecesDisplay(self):        for item in MainGame.piecesList:            item.displaypieces(MainGame.window)            #MainGame.window.blit(item.image, item.rect)      def getEvent(self):        # 获取所有的事件        eventList = pygame.event.get()        for event in eventList:            if event.type == pygame.QUIT:                self.endGame()            elif event.type == pygame.MOUSEBUTTONDOWN:                pos = pygame.mouse.get_pos()                mouse_x = pos[0]                mouse_y = pos[1]                if (                        mouse_x > MainGame.Start_X - MainGame.Line_Span / 2 and mouse_x < MainGame.Max_X + MainGame.Line_Span / 2) and (                        mouse_y > MainGame.Start_Y - MainGame.Line_Span / 2 and mouse_y < MainGame.Max_Y + MainGame.Line_Span / 2):                    # print( str(mouse_x) + "" + str(mouse_y))                    # print(str(MainGame.Putdownflag))                    if MainGame.Putdownflag != MainGame.player1Color:                        return                      click_x = round((mouse_x - MainGame.Start_X) / MainGame.Line_Span)                    click_y = round((mouse_y - MainGame.Start_Y) / MainGame.Line_Span)                    click_mod_x = (mouse_x - MainGame.Start_X) % MainGame.Line_Span                    click_mod_y = (mouse_y - MainGame.Start_Y) % MainGame.Line_Span                    if abs(click_mod_x - MainGame.Line_Span / 2) >= 5 and abs(                            click_mod_y - MainGame.Line_Span / 2) >= 5:                        # print("有效点:x="+str(click_x)+" y="+str(click_y))                        # 有效点击点                        self.PutdownPieces(MainGame.player1Color, click_x, click_y)                else:                    print("out")                if MainGame.button_go.is_click():                    #self.restart()                    print("button_go click")                else:                    print("button_go click out")      def PutdownPieces(self, t, x, y):        selectfilter=list(filter(lambda cm: cm.x == x and cm.y == y and cm.player == MainGame.player1Color,MainGame.piecesList))        if len(selectfilter):            MainGame.piecesSelected = selectfilter[0]            return          if MainGame.piecesSelected :            #print("1111")              arr = pieces.listPiecestoArr(MainGame.piecesList)            if MainGame.piecesSelected.canmove(arr, x, y):                self.PiecesMove(MainGame.piecesSelected, x, y)                MainGame.Putdownflag = MainGame.player2Color        else:            fi = filter(lambda p: p.x == x and p.y == y, MainGame.piecesList)            listfi = list(fi)            if len(listfi) != 0:                MainGame.piecesSelected = listfi[0]      def PiecesMove(self,pieces,  x , y):        for item in  MainGame.piecesList:            if item.x ==x and item.y == y:                MainGame.piecesList.remove(item)        pieces.x = x        pieces.y = y        print("move to " +str(x) +" "+str(y))        return True      def Computerplay(self):        if MainGame.Putdownflag == MainGame.player2Color:            print("轮到电脑了")            computermove = computer.getPlayInfo(MainGame.piecesList)            #if computer==None:                #return            piecemove = None            for item in MainGame.piecesList:                if item.x == computermove[0] and item.y == computermove[1]:                    piecemove= item              self.PiecesMove(piecemove, computermove[2], computermove[3])            MainGame.Putdownflag = MainGame.player1Color      #判断游戏胜利    def VictoryOrDefeat(self):        txt =""        result = [MainGame.player1Color,MainGame.player2Color]        for item in MainGame.piecesList:            if type(item) ==pieces.King:                if item.player == MainGame.player1Color:                    result.remove(MainGame.player1Color)                if item.player == MainGame.player2Color:                    result.remove(MainGame.player2Color)          if len(result)==0:            return        if result[0] == MainGame.player1Color :            txt = "失败!"        else:            txt = "胜利!"        MainGame.window.blit(self.getTextSuface("%s" % txt), (constants.SCREEN_WIDTH - 100, 200))        MainGame.Putdownflag = constants.overColor      def getTextSuface(self, text):        pygame.font.init()        # print(pygame.font.get_fonts())        font = pygame.font.SysFont('kaiti', 18)        txt = font.render(text, True, constants.TEXT_COLOR)        return txt      def endGame(self):        print("exit")        exit()  if __name__ == '__main__':    MainGame().start_game()

3.2 Constants.py 数据常量

#数据常量import pygame  SCREEN_WIDTH=900SCREEN_HEIGHT=650Start_X = 50Start_Y = 50Line_Span = 60  player1Color = 1player2Color = 2overColor = 3  BG_COLOR=pygame.Color(200, 200, 200)Line_COLOR=pygame.Color(255, 255, 200)TEXT_COLOR=pygame.Color(255, 0, 0)  # 定义颜色BLACK = ( 0, 0, 0)WHITE = (255, 255, 255)RED = (255, 0, 0)GREEN = ( 0, 255, 0)BLUE = ( 0, 0, 255)  repeat = 0  pieces_images = {    'b_rook': pygame.image.load("imgs/s2/b_c.gif"),    'b_elephant': pygame.image.load("imgs/s2/b_x.gif"),    'b_king': pygame.image.load("imgs/s2/b_j.gif"),    'b_knigh': pygame.image.load("imgs/s2/b_m.gif"),    'b_mandarin': pygame.image.load("imgs/s2/b_s.gif"),    'b_cannon': pygame.image.load("imgs/s2/b_p.gif"),    'b_pawn': pygame.image.load("imgs/s2/b_z.gif"),      'r_rook': pygame.image.load("imgs/s2/r_c.gif"),    'r_elephant': pygame.image.load("imgs/s2/r_x.gif"),    'r_king': pygame.image.load("imgs/s2/r_j.gif"),    'r_knigh': pygame.image.load("imgs/s2/r_m.gif"),    'r_mandarin': pygame.image.load("imgs/s2/r_s.gif"),    'r_cannon': pygame.image.load("imgs/s2/r_p.gif"),    'r_pawn': pygame.image.load("imgs/s2/r_z.gif"),}

3.3 Pieces.py 棋子类,走法

#棋子类,走法import pygameimport Xiangqi.constants as constants  class  Pieces():    def __init__(self, player,  x, y):        self.imagskey = self.getImagekey()        self.image = constants.pieces_images[self.imagskey]        self.x = x        self.y = y        self.player = player        self.rect = self.image.get_rect()        self.rect.left = constants.Start_X + x * constants.Line_Span - self.image.get_rect().width / 2        self.rect.top = constants.Start_Y + y * constants.Line_Span - self.image.get_rect().height / 2      def displaypieces(self,screen):        #print(str(self.rect.left))        self.rect.left = constants.Start_X + self.x * constants.Line_Span - self.image.get_rect().width / 2        self.rect.top = constants.Start_Y + self.y * constants.Line_Span - self.image.get_rect().height / 2        screen.blit(self.image,self.rect);        #self.image = self.images        #MainGame.window.blit(self.image,self.rect)      def canmove(self, arr, moveto_x, moveto_y):        pass    def getImagekey(self):        return None    def getScoreWeight(self,listpieces):        return  None  class Rooks(Pieces):    def __init__(self, player,  x, y):        self.player = player        super().__init__(player,  x, y)      def getImagekey(self):        if self.player == constants.player1Color:            return "r_rook"        else:            return "b_rook"      def canmove(self, arr, moveto_x, moveto_y):        if self.x == moveto_x and self.y == moveto_y:            return False        if arr[moveto_x][moveto_y] ==self.player :            return  False        if self.x == moveto_x:            step = -1 if self.y > moveto_y else 1            for i in range(self.y +step, moveto_y, step):                if arr[self.x][i] !=0 :                    return False            #print(" move y")            return True          if self.y == moveto_y:            step = -1 if self.x > moveto_x else 1            for i in range(self.x + step, moveto_x, step):                if arr[i][self.y] != 0:                    return False            return True      def getScoreWeight(self, listpieces):        score = 11        return score  class Knighs(Pieces):    def __init__(self, player,  x, y):        self.player = player        super().__init__(player,  x, y)    def getImagekey(self):        if self.player == constants.player1Color:            return "r_knigh"        else:            return "b_knigh"    def canmove(self, arr, moveto_x, moveto_y):        if self.x == moveto_x and self.y == moveto_y:            return False        if arr[moveto_x][moveto_y] == self.player:            return False        #print(str(self.x) +""+str(self.y))        move_x = moveto_x-self.x        move_y = moveto_y - self.y        if abs(move_x) == 1 and abs(move_y) == 2:            step = 1 if move_y > 0 else -1            if arr[self.x][self.y + step] == 0:                return True        if abs(move_x) == 2 and abs(move_y) == 1:            step = 1 if move_x >0 else -1            if arr[self.x +step][self.y] ==0 :                return  True      def getScoreWeight(self, listpieces):        score = 5        return score  class Elephants(Pieces):    def __init__(self, player, x, y):        self.player = player        super().__init__(player, x, y)    def getImagekey(self):        if self.player == constants.player1Color:            return "r_elephant"        else:            return "b_elephant"    def canmove(self, arr, moveto_x, moveto_y):        if self.x == moveto_x and self.y == moveto_y:            return False        if arr[moveto_x][moveto_y] == self.player:            return False        if self.y <=4 and moveto_y >=5 or self.y >=5 and moveto_y <=4:            return  False        move_x = moveto_x - self.x        move_y = moveto_y - self.y        if abs(move_x) == 2 and abs(move_y) == 2:            step_x = 1 if move_x > 0 else -1            step_y = 1 if move_y > 0 else -1            if arr[self.x + step_x][self.y + step_y] == 0:                return True      def getScoreWeight(self, listpieces):        score = 2        return scoreclass Mandarins(Pieces):      def __init__(self, player,  x, y):        self.player = player        super().__init__(player,  x, y)      def getImagekey(self):        if self.player == constants.player1Color:            return "r_mandarin"        else:            return "b_mandarin"    def canmove(self, arr, moveto_x, moveto_y):        if self.x == moveto_x and self.y == moveto_y:            return False        if arr[moveto_x][moveto_y] == self.player:            return False        if moveto_x <3 or moveto_x >5:            return False        if moveto_y > 2 and moveto_y < 7:            return False        move_x = moveto_x - self.x        move_y = moveto_y - self.y        if abs(move_x) == 1 and abs(move_y) == 1:            return True    def getScoreWeight(self, listpieces):        score = 2        return score  class King(Pieces):    def __init__(self, player, x, y):        self.player = player        super().__init__(player, x, y)    def getImagekey(self):        if self.player == constants.player1Color:            return "r_king"        else:            return "b_king"      def canmove(self, arr, moveto_x, moveto_y):        if self.x == moveto_x and self.y == moveto_y:            return False        if arr[moveto_x][moveto_y] == self.player:            return False        if moveto_x < 3 or moveto_x > 5:            return False        if moveto_y > 2 and moveto_y < 7:            return False        move_x = moveto_x - self.x        move_y = moveto_y - self.y        if abs(move_x) + abs(move_y) == 1:            return True    def getScoreWeight(self, listpieces):        score = 150        return scoreclass Cannons(Pieces):    def __init__(self, player,  x, y):        self.player = player        super().__init__(player, x, y)    def getImagekey(self):        if self.player == constants.player1Color:            return "r_cannon"        else:            return "b_cannon"      def canmove(self, arr, moveto_x, moveto_y):        if self.x == moveto_x and self.y == moveto_y:            return False        if arr[moveto_x][moveto_y] == self.player:            return False        overflag = False        if self.x == moveto_x:            step = -1 if self.y > moveto_y else 1            for i in range(self.y + step, moveto_y, step):                if arr[self.x][i] != 0:                    if overflag:                        return False                    else:                        overflag = True              if overflag and arr[moveto_x][moveto_y] == 0:                return False            if not overflag and arr[self.x][moveto_y] != 0:                return False              return True          if self.y == moveto_y:            step = -1 if self.x > moveto_x else 1            for i in range(self.x + step, moveto_x, step):                if arr[i][self.y] != 0:                    if overflag:                        return False                    else:                        overflag = True              if overflag and arr[moveto_x][moveto_y] == 0:                return False            if not overflag and arr[moveto_x][self.y] != 0:                return False            return True    def getScoreWeight(self, listpieces):        score = 6        return score  class Pawns(Pieces):    def __init__(self, player, x, y):        self.player = player        super().__init__(player,  x, y)    def getImagekey(self):        if self.player == constants.player1Color:            return "r_pawn"        else:            return "b_pawn"      def canmove(self, arr, moveto_x, moveto_y):        if self.x == moveto_x and self.y == moveto_y:            return False        if arr[moveto_x][moveto_y] == self.player:            return False        move_x = moveto_x - self.x        move_y = moveto_y - self.y          if self.player == constants.player1Color:            if self.y > 4  and move_x != 0 :                return  False            if move_y > 0:                return  False        elif self.player == constants.player2Color:            if self.y <= 4  and move_x != 0 :                return  False            if move_y < 0:                return False          if abs(move_x) + abs(move_y) == 1:            return True    def getScoreWeight(self, listpieces):        score = 2        return score  def listPiecestoArr(piecesList):    arr = [[0 for i in range(10)] for j in range(9)]    for i in range(0, 9):        for j in range(0, 10):            if len(list(filter(lambda cm: cm.x == i and cm.y == j and cm.player == constants.player1Color,                               piecesList))):                arr[i][j] = constants.player1Color            elif len(list(filter(lambda cm: cm.x == i and cm.y == j and cm.player == constants.player2Color,                                 piecesList))):                arr[i][j] = constants.player2Color      return arr

3.4 Computer.py 电脑走法计算

#电脑走法计算import Xiangqi.constants as constants#import timefrom Xiangqi.pieces import listPiecestoArr  def getPlayInfo(listpieces):    pieces = movedeep(listpieces ,1 ,constants.player2Color)    return [pieces[0].x,pieces[0].y, pieces[1], pieces[2]]  def movedeep(listpieces, deepstep, player):    arr = listPiecestoArr(listpieces)    listMoveEnabel = []    for i in range(0, 9):        for j in range(0, 10):            for item in listpieces:                if item.player == player and item.canmove(arr, i, j):                    #标记是否有子被吃 如果被吃 在下次循环时需要补会                    piecesremove = None                    for itembefore in listpieces:                        if itembefore.x == i and itembefore.y == j:                            piecesremove= itembefore                            break                    if piecesremove != None:                        listpieces.remove(piecesremove)                      #记录移动之前的位置                    move_x = item.x                    move_y = item.y                    item.x = i                    item.y = j                      #print(str(move_x) + "," + str(move_y) + "," + str(item.x) + "  ,  " + str(item.y))                    scoreplayer1 = 0                    scoreplayer2 = 0                    for itemafter in listpieces:                        if itemafter.player == constants.player1Color:                            scoreplayer1 += itemafter.getScoreWeight(listpieces)                        elif  itemafter.player == constants.player2Color:                            scoreplayer2 += itemafter.getScoreWeight(listpieces)                      #print("得分:"+item.imagskey +", "+str(len(moveAfterListpieces))+","+str(i)+","+str(j)+"," +str(scoreplayer1) +"  ,  "+ str(scoreplayer2) )                    #print(str(deepstep))                    #如果得子 判断对面是否可以杀过来,如果又被杀,而且子力评分低,则不干                    arrkill = listPiecestoArr(listpieces)                      if scoreplayer2 > scoreplayer1 :                        for itemkill in listpieces:                            if itemkill.player == constants.player1Color and itemkill.canmove(arrkill, i, j):                                scoreplayer2=scoreplayer1                      if deepstep > 0 :                        nextplayer = constants.player1Color if player == constants.player2Color else constants.player2Color                        nextpiecesbest= movedeep(listpieces, deepstep -1, nextplayer)                        listMoveEnabel.append([item, i, j, nextpiecesbest[3], nextpiecesbest[4], nextpiecesbest[5]])                    else:                        #print(str(len(listpieces)))                        #print("得分:" + item.imagskey + ", " + str(len(listpieces)) + "," + str(move_x) + "," + str(move_y) + "," + str(i) + "  ,  " + str(j))                        if player == constants.player2Color:                            listMoveEnabel.append([item, i, j, scoreplayer1, scoreplayer2, scoreplayer1 - scoreplayer2])                        else:                            listMoveEnabel.append([item, i, j, scoreplayer1, scoreplayer2, scoreplayer2 - scoreplayer1])                    #print("得分:"+str(scoreplayer1))                    item.x = move_x                    item.y = move_y                    if piecesremove != None:                        listpieces.append(piecesremove)      list_scorepalyer1 = sorted(listMoveEnabel, key=lambda tm: tm[5], reverse=True)    piecesbest = list_scorepalyer1[0]    if deepstep ==1 :        print(list_scorepalyer1)    return piecesbest

3.5 Button.py按钮定义

#设置按钮import pygameclass Button():    def __init__(self, screen, msg, left,top):  # msg为要在按钮中显示的文本        """初始化按钮的属性"""        self.screen = screen        self.screen_rect = screen.get_rect()          self.width, self.height = 150, 50  # 这种赋值方式很不错        self.button_color = (72, 61, 139)  # 设置按钮的rect对象颜色为深蓝        self.text_color = (255, 255, 255)  # 设置文本的颜色为白色        pygame.font.init()        self.font = pygame.font.SysFont('kaiti', 20)  # 设置文本为默认字体,字号为40          self.rect = pygame.Rect(0, 0, self.width, self.height)        #self.rect.center = self.screen_rect.center  # 创建按钮的rect对象,并使其居中        self.left = left        self.top = top          self.deal_msg(msg)  # 渲染图像      def deal_msg(self, msg):        """将msg渲染为图像,并将其在按钮上居中"""        self.msg_img = self.font.render(msg, True, self.text_color, self.button_color)  # render将存储在msg的文本转换为图像        self.msg_img_rect = self.msg_img.get_rect()  # 根据文本图像创建一个rect        self.msg_img_rect.center = self.rect.center  # 将该rect的center属性设置为按钮的center属性      def draw_button(self):        #self.screen.fill(self.button_color, self.rect)  # 填充颜色        self.screen.blit(self.msg_img, (self.left,self.top))  # 将该图像绘制到屏幕      def is_click(self):        point_x, point_y = pygame.mouse.get_pos()        x = self.left        y = self.top        w, h = self.msg_img.get_size()          in_x = x < point_x < x + w        in_y = y < point_y < y + h        return in_x and in_y

4.游戏效果

总结

好啦!文章就写到这里了哈,想入门象棋的可以先试着自己研究下,上面的教程也有说走法、行棋的规则,然后后面就是实战,自己动手跟电脑来一场对决吧~

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