Beispiel #1
0
def load(screen, config):
    init(screen, config)
    onButton = -1
    while True:
        for event in pygame.event.get():
            if event.type == QUIT:  # 退出按钮被按下
                exit()
            elif event.type == MOUSEBUTTONDOWN:  # 鼠标按键被按下
                func = button.checkButtonPress(pygame.mouse.get_pos())
                if func == 6:
                    config['show_order'] = not config['show_order']
                    init(screen, config)
                elif func == 7:
                    config['music_on'] = not config['music_on']
                    if config['music_on']:
                        pygame.mixer.music.play(-1)
                    else:
                        pygame.mixer.music.fadeout(2000)
                    init(screen, config)
                elif func == 8:
                    config['sound_on'] = not config['sound_on']
                    init(screen, config)
                elif func == 5:
                    return gameConfig  # 返回按钮对应的操作
            elif event.type == MOUSEMOTION:
                func = button.checkButtonPress(pygame.mouse.get_pos())
                if func != onButton:
                    surf = button.drawBtn(screen, func)
                    screen.blit(background, (0, 0))
                    screen.blit(surf, (0, 0))
                    pygame.display.update()
                    onButton = func
Beispiel #2
0
def init(screen, config):
    # 初始化界面
    if not pygame.get_init():
        pygame.init()

    # 绘制背景
    global background
    background = pygame.image.load(new_img_filename)
    background = pygame.transform.scale(background, SCREEN)
    screen.blit(background, (0, 0))

    # 构造按钮组
    buttonList = []
    if config["music_on"]:
        buttonList.append(["音乐:开", 7])
    else:
        buttonList.append(["音乐:关", 7])
    if config["show_order"]:
        buttonList.append(["落子顺序:显示", 6])
    else:
        buttonList.append(["落子顺序:隐藏", 6])

    buttonList.append(["返回", 5])

    # 绘制按钮
    button.init(buttonList)
    surf = button.drawBtn(screen)

    # 合并图层
    screen.blit(surf, (0, 0))

    # 展示
    pygame.display.update()
Beispiel #3
0
def load(screen):
    init(screen)
    onButton = -1
    while True:
        for event in pygame.event.get():
            if event.type == QUIT:  # 退出按钮被按下
                exit()
            elif event.type == MOUSEBUTTONDOWN:  # 鼠标按键被按下
                func = button.checkButtonPress(pygame.mouse.get_pos())
                if func != -1:
                    return func  # 返回按钮对应的操作
            elif event.type == MOUSEMOTION:
                func = button.checkButtonPress(pygame.mouse.get_pos())
                if func != onButton:
                    surf = button.drawBtn(screen, func)
                    screen.blit(backGround, (0, 0))
                    screen.blit(surf, (0, 0))
                    pygame.display.update()
                    onButton = func
Beispiel #4
0
def init(screen):
    # 初始化界面
    if not pygame.get_init():
        pygame.init()
    # screen = pygame.display.set_mode(SCREEN, 0, 32)

    # 绘制背景
    global backGround
    backGround = pygame.image.load(cover_img_filename)
    backGround = pygame.transform.scale(backGround, SCREEN)
    screen.blit(backGround, (0, 0))

    # 绘制按钮
    button.init(buttonList)
    surf = button.drawBtn(screen)

    # 合并图层
    screen.blit(surf, (0, 0))

    # 展示
    pygame.display.update()
Beispiel #5
0
def load(screen, config):
    # 初始化游戏
    init(screen)
    global gameConfig
    gameConfig = config
    # 初始化玩家
    # PLAYER1.init(BLACK_PIECE),将玩家1初始化为黑棋玩家
    # PLAYER2.init(WHITE_PIECE),将玩家2初始化成为白棋玩家,对于机器玩家来说,黑棋白棋策略不同,所以要先定义

    global CUR_PIECE_LOCATION, CUR_PIECE_COLOR, WIN

    while True:  # 双方轮流落子,直到决出胜负
        # 调用棋手模块go程序,取得棋手给出的落子位置
        CUR_PIECE_LOCATION = player[CUR_PIECE_COLOR].go(
            pieceRecord,
            CUR_PIECE_LOCATION)  # 每个棋手模块必须有一个go()函数,返回一个棋盘上的位置,作为落子的的地垫
        # 检测落子位置是否合法,合法的话将落子信息记录到落子信息表,否则的话重新调用 TODO:AI棋手要具有判断落子是否合法的能力
        if pieceRecord[CUR_PIECE_LOCATION[0], CUR_PIECE_LOCATION[1]] != -1:
            continue
        else:
            pieceRecord[CUR_PIECE_LOCATION[0],
                        CUR_PIECE_LOCATION[1]] = CUR_PIECE_COLOR

        print(pieceRecord.T)

        # 绘制棋子
        drawPiece(screen)

        # 判胜,如果获胜则退出当前循环,否则继续换下一位棋手落子
        if judgeVictory():
            break
        # 切换当前玩家
        CUR_PIECE_COLOR = (CUR_PIECE_COLOR + 1) % 2

    # -------------------------------------------

    # TODO:在决胜棋型上标记红色

    # -------------------------------------------
    for wp in winPiece:
        pygame.draw.circle(sufPiece, (255, 0, 0),
                           (wp[0] * CELL_WIDTH + 10 + CELL_WIDTH // 2,
                            wp[1] * CELL_WIDTH + 10 + CELL_WIDTH // 2), 10)
    screen.blit(sufPiece, (0, 0))

    # 显示胜负信息
    # 绘制文字
    font = pygame.font.Font(FONT_FILE, 150)  # 读取字体
    sufFont = font.render(player[CUR_PIECE_COLOR].winText, False,
                          (0, 255, 0))  # 渲染文字
    fontRect = sufFont.get_rect()  # 取得渲染后画板的尺寸

    # 调整文字显示位置
    x = (WIDE - fontRect[2]) / 2
    y = 180

    # 合并文字图层
    screen.blit(sufFont, (x, y))

    # -------------------------------------------
    # 绘制按钮
    button.init(buttonList, (BTN_ARRANGED_VERTICALLY, BTN_ON_BOTTOM_CENTER))
    surf = button.drawBtn(screen)

    # 合并图层并显示
    screen.blit(surf, (0, 0))
    pygame.display.update()

    # -------------------------------------------
    while True:  # 根据点击的按钮做出相应的处理
        buttonPress = button.checkButtonPress(mouseClick())
        if buttonPress != -1:
            if buttonPress == 2:  # 重新开局
                return 5
            elif buttonPress == 0:  # 退出游戏
                return 3
            break