上一篇,我们实现了棋子的任意移动,但感觉不过瘾,这节我们就来实现吃子功能,可是,凡事都得讲规则,对吧,正所谓‘无规矩不成方圆’嘛,棋子乱跑怎么成呢?这一篇,我们再给棋子定制一些规则,约束一下它,谁让它这么浪呢,对吧~~~

import pygame
import pygame.font
import sys
import traceback
import copy
from math import sqrt
from pygame.locals import *


pygame.font.init()
pygame.init()

#用于判断是拿子还是落子
running = True
#定义棋子半径
r = 40

#绘制棋盘
def Draw_a_chessboard(screen):
    #填充背景色
    screen.fill((233,204,138))
    #画外框
    outer_frame_color = (60,20,0)
    pygame.draw.rect(screen,outer_frame_color,[80,80,830,740],5)
    #行
    inner_frame_color = (0,0,0)
    for i in range(1,10):
        pygame.draw.line(screen, inner_frame_color, (90, 90*i), (900, 90*i)) 
    #列
    for i in range(1,11):
        pygame.draw.line(screen,inner_frame_color, (90*i, 90), (90*i, 810))
    #‘将’
    jiang_rote_color = (0,0,0)
    pygame.draw.lines(screen, jiang_rote_color, True,[(90, 360),(270, 360),(270,540),(90,540)],3)
    pygame.draw.lines(screen, jiang_rote_color, True,[(720, 360),(900, 360),(900,540),(720,540)],3)
    #‘士’路线
    shi_rote_color = (0,0,0)
    pygame.draw.line(screen, shi_rote_color, (90, 360), (270, 540),3)
    pygame.draw.line(screen, shi_rote_color, (90, 540), (270, 360),3) 
    pygame.draw.line(screen, shi_rote_color, (720, 360), (900, 540),3)
    pygame.draw.line(screen, shi_rote_color, (720, 540), (900, 360),3)
    #‘象’路线
    xiang_rote_color = (0,0,0)
    pygame.draw.lines(screen, xiang_rote_color, True,[(270, 450),(90, 270),(270,90),(450,270)])
    pygame.draw.lines(screen, xiang_rote_color, True,[(270, 450),(90, 630),(270,810),(450,630)])
    pygame.draw.lines(screen, xiang_rote_color, True,[(720, 450),(900, 270),(720,90),(540,270)])
    pygame.draw.lines(screen, xiang_rote_color, True,[(720, 450),(900, 630),(720,810),(540,630)])
    #‘兵’,用抗锯齿连续线段
    bing_rote_color = (255,0,0)
    for j in range(0,2):
        for k in range(0,4):
            pygame.draw.aalines(screen, bing_rote_color, False,[(330+270*j, 260+180*k),(350+270*j, 260+180*k),(350+270*j,240+180*k)],3)
            pygame.draw.aalines(screen, bing_rote_color, False,[(390+270*j, 260+180*k),(370+270*j, 260+180*k),(370+270*j,240+180*k)],3)
            pygame.draw.aalines(screen, bing_rote_color, False,[(330+270*j, 100+180*k),(350+270*j, 100+180*k),(350+270*j,120+180*k)],3)
            pygame.draw.aalines(screen, bing_rote_color, False,[(390+270*j, 100+180*k),(370+270*j, 100+180*k),(370+270*j,120+180*k)],3)
    #‘炮’
    pao_rote_color = (255,0,0)
    for m in range(0,2):
        for n in range(0,2):
            pygame.draw.aalines(screen, pao_rote_color, False,[(240+450*m, 170+540*n),(260+450*m, 170+540*n),(260+450*m,150+540*n)],3)
            pygame.draw.aalines(screen, pao_rote_color, False,[(300+450*m, 170+540*n),(280+450*m, 170+540*n),(280+450*m,150+540*n)],3)
            pygame.draw.aalines(screen, pao_rote_color, False,[(240+450*m, 190+540*n),(260+450*m, 190+540*n),(260+450*m,210+540*n)],3)
            pygame.draw.aalines(screen, pao_rote_color, False,[(300+450*m, 190+540*n),(280+450*m, 190+540*n),(280+450*m,210+540*n)],3)

    #绘制‘楚河汉界’
    pygame.draw.rect(screen,[233,204,138],[451,91,89,719])
    chuhehanjie = pygame.image.load("楚河汉界.png").convert_alpha()
    screen.blit(chuhehanjie,(451,91))
    #画‘悔棋’,‘重新开始’和‘退出’按钮
    button_color = (163,80,21)
    pygame.draw.rect(screen,button_color,[980,300,200,100],5)
    pygame.draw.rect(screen,button_color,[980,500,200,100],5)
    pygame.draw.rect(screen,button_color,[980,700,200,100],5)

    s_font = pygame.font.Font('anjian_font.ttf',45)

    text1 = s_font.render("悔    棋",True,button_color)
    text2 = s_font.render("重新开始",True,button_color)
    text3 = s_font.render("退出游戏",True,button_color)
    screen.blit(text1,(1000,320))
    screen.blit(text2,(980,520))
    screen.blit(text3,(980,720))


#绘制棋子
def Draw_a_chessman(screen,color,qizi,x,y):
    red_color = (255,0,0)
    black_color = (0,0,0)

    pygame.draw.circle(screen,(0,0,0),(x,y),46)
    pygame.draw.circle(screen,(247,157,12),(x,y),45)
    pygame.draw.circle(screen,(0,0,0),(x,y),40,3)
    pygame.draw.circle(screen,(181,131,16),(x,y),35)

    q_font = pygame.font.Font('qizi_font.ttf',60)

    if color == 'red':
        q_color = red_color
    elif color == 'black':
        q_color = black_color
       
    screen.blit(q_font.render(qizi[0],True,q_color),(x-30,y-40))

#绘制带有棋盘的棋子
def Draw_a_chessboard_with_chessman(map,screen):  
    Draw_a_chessboard(screen)
    for each_qizi in hongqi.keys():
        Draw_a_chessman(screen,hongqi[each_qizi]['color'],each_qizi,hongqi[each_qizi]['now_weizhi'][0],hongqi[each_qizi]['now_weizhi'][1])
    for each_qizi in heiqi.keys():
        Draw_a_chessman(screen,heiqi[each_qizi]['color'],each_qizi,heiqi[each_qizi]['now_weizhi'][0],heiqi[each_qizi]['now_weizhi'][1])

#通过位置寻找棋子
def find (x,y):
    for key in hongqi.keys():
          if sqrt((hongqi[key]['now_weizhi'][0] - x)**2+(hongqi[key]['now_weizhi'][1]-y)**2) < r:
              return [key,hongqi[key]]
    for key in heiqi.keys():
          if sqrt((heiqi[key]['now_weizhi'][0] - x)**2+(heiqi[key]['now_weizhi'][1]-y)**2) < r:
              return [key,heiqi[key]]
#判断该位置有无棋子
def weizhi_panduan(x,y):
    for key in hongqi.keys():
        if [x,y] == hongqi[key]['now_weizhi']:
            return True
    for key in heiqi.keys():
        if [x,y]==heiqi[key]['now_weizhi']:
            return True
    return False

#棋子移动的规则
def move_rules(qizi,x,y):
    can_move =[]
    #一格代表的像素
    #直接安格子存放,打印时计算像素
    i = 90
    if qizi == '将':
        can_move += [[x+i,y],[x-i,y],[x,y+i],[x,y-i]]
    elif qizi[0] == '士':
        can_move += [[x+i,y+i],[x-i,y-i],[x-i,y+i],[x+i,y-i]]
    elif qizi[0] == '相':
        can_move += [[x+2*i,y+2*i],[x-2*i,y-2*i],[x-2*i,y+2*i],[x+2*i,y-2*i]]
    elif qizi[0] == '马':
        can_move += [[x+i,y+2*i],[x+2*i,y+i],[x-i,y-2*i],[x-2*i,y-i],[x+i,y-2*i],[x+2*i,y-i],[x-i,y+2*i],[x-2*i,y+i]]
        '''#删除马憋腿的情况
        if weizhi_panduan(x,y-i):
            can_move += [[x+i,y+2*i],[x+2*i,y+i],[x-2*i,y-i],[x+2*i,y-i],[x-i,y+2*i],[x-2*i,y+i]]
        elif weizhi_panduan(x+i,y):
            can_move += [[x+i,y+2*i],[x-i,y-2*i],[x-2*i,y-i],[x+i,y-2*i],[x-i,y+2*i],[x-2*i,y+i]]
        elif weizhi_panduan(x,y+i):
            can_move += [[x+2*i,y+i],[x-2*i,y-i],[x+i,y-2*i],[x+2*i,y-i],[x-i,y+2*i],[x-2*i,y+i]]
        elif weizhi_panduan(x-i,y):
             can_move += [[x+i,y+2*i],[x+2*i,y+i],[x-i,y-2*i],[x-2*i,y-i],[x+i,y-2*i],[x+2*i,y-i]]'''
    elif qizi[0] == '车':
        for m in range(10):
            can_move.append([x,y+m*i])
            can_move.append([x,y-m*i])
            can_move.append([x+m*i,y])
            can_move.append([x-m*i,y])
    elif qizi[0] == '炮':
        for m in range(10):
            can_move.append([x,y+m*i])
            can_move.append([x,y-m*i])
            can_move.append([x+m*i,y])
            can_move.append([x-m*i,y])
    elif qizi[0] == '兵':
       can_move += [[x+i,y],[x-i,y],[x,y+i],[x,y-i]]
    
    return can_move                

#判断棋子是否可以走该位置
#(棋子,棋子现在所处位置,判断棋子是否可走的位置)
def weizhi_able(qizi,x,y,d_x,d_y):
    can_move = move_rules(qizi,x,y)
    if [d_x,d_y] in can_move:
        return True
    else:
        return False




#绘制提示器(类容,屏幕,字大小)
def text(s,screen,x):
    #先把上一次的类容用一个矩形覆盖
    pygame.draw.rect(screen,(233,204,138),[980,100,1200,100])
    #定义字体跟大小
    s_font = pygame.font.Font('anjian_font.ttf',45)
    #定义类容,是否抗锯齿,颜色
    s_text=s_font.render(s,True,(255,0,0))
    #将字放在窗口指定位置
    screen.blit(s_text,(980,100))
    pygame.display.flip()
    
def main():
    #将'hongqi','heiqi','running','order',设置为可改
    global hongqi,heiqi,running,order

    #棋子初始位置
    hongqi = {'将':{'color':'red','now_weizhi':[90,450]},'士1':{'color':'red','now_weizhi':[90,360]},'士2':{'color':'red','now_weizhi':[90,540]},'相1':{'color':'red','now_weizhi':[90,270]},
              '相2':{'color':'red','now_weizhi':[90,630]},'马1':{'color':'red','now_weizhi':[90,180]},'马2':{'color':'red','now_weizhi':[90,720]},'车1':{'color':'red','now_weizhi':[90,90]},
              '车2':{'color':'red','now_weizhi':[90,810]},'炮1':{'color':'red','now_weizhi':[270,180]},'炮2':{'color':'red','now_weizhi':[270,720]},'兵1':{'color':'red','now_weizhi':[360,90]},
              '兵2':{'color':'red','now_weizhi':[360,270]},'兵3':{'color':'red','now_weizhi':[360,450]},'兵4':{'color':'red','now_weizhi':[360,630]},'兵5':{'color':'red','now_weizhi':[360,810]}
             }
    heiqi = {'将':{'color':'black','now_weizhi':[900,450]},'士1':{'color':'black','now_weizhi':[900,360]},'士2':{'color':'black','now_weizhi':[900,540]},'相1':{'color':'black','now_weizhi':[900,270]},
             '相2':{'color':'black','now_weizhi':[900,630]},'马1':{'color':'black','now_weizhi':[900,180]},'马2':{'color':'black','now_weizhi':[900,720]},'车1':{'color':'black','now_weizhi':[900,90]},
             '车2':{'color':'black','now_weizhi':[900,810]},'炮1':{'color':'black','now_weizhi':[720,180]},'炮2':{'color':'black','now_weizhi':[720,720]},'兵1':{'color':'black','now_weizhi':[630,90]},
             '兵2':{'color':'black','now_weizhi':[630,270]},'兵3':{'color':'black','now_weizhi':[630,450]},'兵4':{'color':'black','now_weizhi':[630,630]},'兵5':{'color':'black','now_weizhi':[630,810]}
            }

    #定义棋子半径
    r = 40

    #定义两个存储棋子现在的状态
    backups1 = []
    backups2 = []

    #创建一个窗口
    screen = pygame.display.set_mode([1200,900])
    # 设置窗口标题
    pygame.display.set_caption("中国象棋")
     #在窗口画出棋盘以及按钮
    Draw_a_chessboard(screen)
    clock = pygame.time.Clock()

    while True: 
        Draw_a_chessboard_with_chessman(map,screen)
        pygame.display.flip()
        #监听所有事件
        for event in pygame.event.get():
            #点击x则关闭窗口
            if event.type ==pygame.QUIT:
                pygame.quit()
                sys.exit()

            elif event.type == MOUSEBUTTONDOWN:
                if event.button == 1:
                    #鼠标第一次按下选择棋子
                    if running:
                        x,y = event.pos[0],event.pos[1]
                        for key in hongqi.keys():
                            if sqrt((hongqi[key]['now_weizhi'][0] - x)**2+(hongqi[key]['now_weizhi'][1]-y)**2) < r:
                                backups1 = [key,hongqi[key]]
                        for key in heiqi.keys():
                            if sqrt((heiqi[key]['now_weizhi'][0] - x)**2+(heiqi[key]['now_weizhi'][1]-y)**2) < r:
                                backups2 = [key,heiqi[key]]
                        if backups1:
                            #用于暂存棋子状态
                            backups3 = copy.deepcopy(backups1)
                            hongqi.pop(backups1[0])
                            running = not running
                        elif backups2:
                            #用于暂存棋子状态
                            backups4 = copy.deepcopy(backups2)
                            heiqi.pop(backups2[0])
                            running = not running
                    #鼠标再次按下,落下棋子
                    else:
                        if r < event.pos[0] < 900+r and r <event.pos[1] < 810+r:
                            x = (event.pos[0]+r)//90*90
                            y = (event.pos[1]+r)//90*90

                            if backups1 :#红棋
                                #判断是否符合走棋规则
                                if weizhi_able(backups1[0],backups1[1]['now_weizhi'][0],backups1[1]['now_weizhi'][1],x,y):
                                    #判断所走位置是否有棋子
                                    if weizhi_panduan(x,y):
                                        #判断是否为敌方棋子
                                        if backups1[1]['color'] != find(x,y)[1]['color']:
                                            heiqi.pop(find(x,y)[0])
                                            hongqi[backups1[0]] = backups1[1]
                                            hongqi[backups1[0]]['now_weizhi'] = [x,y]
                                        else:
                                            hongqi[backups3[0]] = backups3[1]
                                    else:
                                        hongqi[backups1[0]] = backups1[1]
                                        hongqi[backups1[0]]['now_weizhi'] = [x,y]
                                else:
                                    #若不符合走棋规则,返回原位置
                                    hongqi[backups3[0]] = backups3[1]
                                
                                backups1 = []
                                running = not running
                            elif backups2:#黑棋
                                if weizhi_able(backups2[0],backups2[1]['now_weizhi'][0],backups2[1]['now_weizhi'][1],x,y):
                                    #判断所走位置是否有棋子
                                    if weizhi_panduan(x,y):
                                        #判断是否为敌方棋子
                                        if backups2[1]['color'] != find(x,y)[1]['color']:
                                            hongqi.pop(find(x,y)[0])
                                            heiqi[backups2[0]] = backups2[1]
                                            heiqi[backups2[0]]['now_weizhi'] = [x,y]
                                        else:
                                            heiqi[backups4[0]] = backups4[1]
                                    else:
                                        heiqi[backups2[0]] = backups2[1]
                                        heiqi[backups2[0]]['now_weizhi'] = [x,y]
                                else:
                                    heiqi[backups4[0]] = backups4[1]
                                 
                                backups2=[]
                                running=not running
                        else:
                            if backups1 :
                                hongqi[backups1[0]] = backups3[1]
                                backups1 = []
                                running = not running
                            elif backups2:
                                heiqi[backups2[0]] = backups4[1]
                                backups2=[]
                                running=not running
       
       


        #Draw_a_chessman(screen)

if __name__ == "__main__":
    try:
        main()
    except SystemExit:
        pass
    except:
        traceback.print_exc()
        pygame.quit()
        input()

至此,我们已经实现了一些简单的移动规则,距离我们的目标越来越近了,下一篇,我们就来实现判赢与按键。