yoy*_*123 4 python pygame chess
我正在制作一个国际象棋游戏,但我完全停留在拖放元素上,那里有一些指南,但它们要么拖动形状,要么只拖动一个图像。
我已经尝试了几种代码变体,但都是 50 多行只是为了移动一个,.png而且大多数都非常低效
pygame.init()
pygame.display.set_caption("Python Chess")
clock = pygame.time.Clock()
red = (213,43,67)
chew = pygame.image.load("chew.png")
gameDisplay.fill(red)
gameDisplay.blit(chew, (400, 400))
pygame.display.update()
drag = 0
if pygame.MOUSEBUTTONDOWN:
drag = 1
if pygame.MOUSEBUTTONUP:
drag = 0
gameExit = False
while not gameExit:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
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图像根本不会拖动。
slo*_*oth 11
让我们一步一步地完成这个过程。
import pygame
def main():
screen = pygame.display.set_mode((640, 480))
clock = pygame.time.Clock()
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
screen.fill(pygame.Color('grey'))
pygame.display.flip()
clock.tick(60)
if __name__ == '__main__':
main()
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我们创建一个窗口,然后启动一个循环来监听事件并绘制窗口。
到现在为止还挺好。这里没什么可看的,让我们继续。
所以,我们想要一个国际象棋游戏。所以我们需要一个板子。我们创建一个列表列表来代表我们的板,我们创建一个Surface在屏幕上绘制我们的板。我们希望始终将游戏状态与实际绘图函数分开,因此我们创建了一个board变量和一个board_surf.
import pygame
TILESIZE = 32
def create_board_surf():
board_surf = pygame.Surface((TILESIZE*8, TILESIZE*8))
dark = False
for y in range(8):
for x in range(8):
rect = pygame.Rect(x*TILESIZE, y*TILESIZE, TILESIZE, TILESIZE)
pygame.draw.rect(board_surf, pygame.Color('black' if dark else 'white'), rect)
dark = not dark
dark = not dark
return board_surf
def create_board():
board = []
for y in range(8):
board.append([])
for x in range(8):
board[y].append(None)
return board
def main():
screen = pygame.display.set_mode((640, 480))
board = create_board()
board_surf = create_board_surf()
clock = pygame.time.Clock()
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
screen.fill(pygame.Color('grey'))
screen.blit(board_surf, (0, 0))
pygame.display.flip()
clock.tick(60)
if __name__ == '__main__':
main()
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我们需要知道我们想要选择哪一块,所以我们必须将屏幕坐标(鼠标相对于窗口的位置?)转换为世界坐标(鼠标指向棋盘的哪个方块?)。
所以如果棋盘不在原点(位置(0, 0)),我们也必须考虑这个偏移。
基本上,我们必须从鼠标位置(因此我们有鼠标相对于板的位置)中减去偏移量(即板在屏幕上的位置),然后除以方块的大小。
为了看看这是否有效,让我们在选定的正方形上绘制一个红色矩形。
import pygame
TILESIZE = 32
BOARD_POS = (10, 10)
def create_board_surf():
board_surf = pygame.Surface((TILESIZE*8, TILESIZE*8))
dark = False
for y in range(8):
for x in range(8):
rect = pygame.Rect(x*TILESIZE, y*TILESIZE, TILESIZE, TILESIZE)
pygame.draw.rect(board_surf, pygame.Color('black' if dark else 'white'), rect)
dark = not dark
dark = not dark
return board_surf
def create_board():
board = []
for y in range(8):
board.append([])
for x in range(8):
board[y].append(None)
return board
def get_square_under_mouse(board):
mouse_pos = pygame.Vector2(pygame.mouse.get_pos()) - BOARD_POS
x, y = [int(v // TILESIZE) for v in mouse_pos]
try:
if x >= 0 and y >= 0: return (board[y][x], x, y)
except IndexError: pass
return None, None, None
def main():
screen = pygame.display.set_mode((640, 480))
board = create_board()
board_surf = create_board_surf()
clock = pygame.time.Clock()
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
piece, x, y = get_square_under_mouse(board)
screen.fill(pygame.Color('grey'))
screen.blit(board_surf, BOARD_POS)
if x != None:
rect = (BOARD_POS[0] + x * TILESIZE, BOARD_POS[1] + y * TILESIZE, TILESIZE, TILESIZE)
pygame.draw.rect(screen, (255, 0, 0, 50), rect, 2)
pygame.display.flip()
clock.tick(60)
if __name__ == '__main__':
main()
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国际象棋很无聊,没有一些棋子可以移动,所以让我们创造一些棋子。
我只是使用 aSysFont来绘制一些文本而不是使用真实图像,因此每个人都可以复制/粘贴代码并立即运行它。
我们(color, type)在嵌套board列表中存储一个元组。另外,让我们为我们的电路板使用一些其他颜色。
import pygame
TILESIZE = 32
BOARD_POS = (10, 10)
def create_board_surf():
board_surf = pygame.Surface((TILESIZE*8, TILESIZE*8))
dark = False
for y in range(8):
for x in range(8):
rect = pygame.Rect(x*TILESIZE, y*TILESIZE, TILESIZE, TILESIZE)
pygame.draw.rect(board_surf, pygame.Color('darkgrey' if dark else 'beige'), rect)
dark = not dark
dark = not dark
return board_surf
def get_square_under_mouse(board):
mouse_pos = pygame.Vector2(pygame.mouse.get_pos()) - BOARD_POS
x, y = [int(v // TILESIZE) for v in mouse_pos]
try:
if x >= 0 and y >= 0: return (board[y][x], x, y)
except IndexError: pass
return None, None, None
def create_board():
board = []
for y in range(8):
board.append([])
for x in range(8):
board[y].append(None)
for x in range(0, 8):
board[1][x] = ('black', 'pawn')
for x in range(0, 8):
board[6][x] = ('white', 'pawn')
return board
def draw_pieces(screen, board, font):
for y in range(8):
for x in range(8):
piece = board[y][x]
if piece:
color, type = piece
s1 = font.render(type[0], True, pygame.Color(color))
s2 = font.render(type[0], True, pygame.Color('darkgrey'))
pos = pygame.Rect(BOARD_POS[0] + x * TILESIZE+1, BOARD_POS[1] + y * TILESIZE + 1, TILESIZE, TILESIZE)
screen.blit(s2, s2.get_rect(center=pos.center).move(1, 1))
screen.blit(s1, s1.get_rect(center=pos.center))
def draw_selector(screen, piece, x, y):
if piece != None:
rect = (BOARD_POS[0] + x * TILESIZE, BOARD_POS[1] + y * TILESIZE, TILESIZE, TILESIZE)
pygame.draw.rect(screen, (255, 0, 0, 50), rect, 2)
def main():
pygame.init()
font = pygame.font.SysFont('', 32)
screen = pygame.display.set_mode((640, 480))
board = create_board()
board_surf = create_board_surf()
clock = pygame.time.Clock()
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
piece, x, y = get_square_under_mouse(board)
screen.fill(pygame.Color('grey'))
screen.blit(board_surf, BOARD_POS)
draw_pieces(screen, board, font)
draw_selector(screen, piece, x, y)
pygame.display.flip()
clock.tick(60)
if __name__ == '__main__':
main()
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对于拖放,我们需要做两件事:
其实没那么复杂。要进入“拖动模式”,我们只需selected_piece在MOUSEBUTTONDOWN事件发生时设置一个变量 ( ) 。因为我们已经有了这个get_square_under_mouse函数,所以很容易知道鼠标光标下是否真的有一块。
如果selected_piece设置,我们在鼠标光标下画一条线和棋子,并在MOUSEBUTTONUP事件发生时跟踪光标下的当前方块。如果是这种情况,我们将在我们的board.
import pygame
TILESIZE = 32
BOARD_POS = (10, 10)
def create_board_surf():
board_surf = pygame.Surface((TILESIZE*8, TILESIZE*8))
dark = False
for y in range(8):
for x in range(8):
rect = pygame.Rect(x*TILESIZE, y*TILESIZE, TILESIZE, TILESIZE)
pygame.draw.rect(board_surf, pygame.Color('darkgrey' if dark else 'beige'), rect)
dark = not dark
dark = not dark
return board_surf
def get_square_under_mouse(board):
mouse_pos = pygame.Vector2(pygame.mouse.get_pos()) - BOARD_POS
x, y = [int(v // TILESIZE) for v in mouse_pos]
try:
if x >= 0 and y >= 0: return (board[y][x], x, y)
except IndexError: pass
return None, None, None
def create_board():
board = []
for y in range(8):
board.append([])
for x in range(8):
board[y].append(None)
for x in range(0, 8):
board[1][x] = ('black', 'pawn')
for x in range(0, 8):
board[6][x] = ('white', 'pawn')
return board
def draw_pieces(screen, board, font, selected_piece):
sx, sy = None, None
if selected_piece:
piece, sx, sy = selected_piece
for y in range(8):
for x in range(8):
piece = board[y][x]
if piece:
selected = x == sx and y == sy
color, type = piece
s1 = font.render(type[0], True, pygame.Color('red' if selected else color))
s2 = font.render(type[0], True, pygame.Color('darkgrey'))
pos = pygame.Rect(BOARD_POS[0] + x * TILESIZE+1, BOARD_POS[1] + y * TILESIZE + 1, TILESIZE, TILESIZE)
screen.blit(s2, s2.get_rect(center=pos.center).move(1, 1))
screen.blit(s1, s1.get_rect(center=pos.center))
def draw_selector(screen, piece, x, y):
if piece != None:
rect = (BOARD_POS[0] + x * TILESIZE, BOARD_POS[1] + y * TILESIZE, TILESIZE, TILESIZE)
pygame.draw.rect(screen, (255, 0, 0, 50), rect, 2)
def draw_drag(screen, board, selected_piece, font):
if selected_piece:
piece, x, y = get_square_under_mouse(board)
if x != None:
rect = (BOARD_POS[0] + x * TILESIZE, BOARD_POS[1] + y * TILESIZE, TILESIZE, TILESIZE)
pygame.draw.rect(screen, (0, 255, 0, 50), rect, 2)
color, type = selected_piece[0]
s1 = font.render(type[0], True, pygame.Color(color))
s2 = font.render(type[0], True, pygame.Color('darkgrey'))
pos = pygame.Vector2(pygame.mouse.get_pos())
screen.blit(s2, s2.get_rect(center=pos + (1, 1)))
screen.blit(s1, s1.get_rect(center=pos))
selected_rect = pygame.Rect(BOARD_POS[0] + selected_piece[1] * TILESIZE, BOARD_POS[1] + selected_piece[2] * TILESIZE, TILESIZE, TILESIZE)
pygame.draw.line(screen, pygame.Color('red'), selected_rect.center, pos)
return (x, y)
def main():
pygame.init()
font = pygame.font.SysFont('', 32)
screen = pygame.display.set_mode((640, 480))
board = create_board()
board_surf = create_board_surf()
clock = pygame.time.Clock()
selected_piece = None
drop_pos = None
while True:
piece, x, y = get_square_under_mouse(board)
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
if e.type == pygame.MOUSEBUTTONDOWN:
if piece != None:
selected_piece = piece, x, y
if e.type == pygame.MOUSEBUTTONUP:
if drop_pos:
piece, old_x, old_y = selected_piece
board[old_y][old_x] = 0
new_x, new_y = drop_pos
board[new_y][new_x] = piece
selected_piece = None
drop_pos = None
screen.fill(pygame.Color('grey'))
screen.blit(board_surf, BOARD_POS)
draw_pieces(screen, board, font, selected_piece)
draw_selector(screen, piece, x, y)
drop_pos = draw_drag(screen, board, selected_piece, font)
pygame.display.flip()
clock.tick(60)
if __name__ == '__main__':
main()
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当然,还有很多可以改进的地方(比如使用比元组更好的数据类型,将公共逻辑提取到函数中等),但这应该会给你一个关于如何实现这些东西的良好开端。
始终牢记:
pygame.display.flip每帧只调用一次time.sleep或pygame.time.waitVector2和Rect,它们会让你的生活更容易(我没有的Sprite类在此代码,但它也是非常有用)