本文实例为大家分享了python版大富翁游戏的具体代码,供大家参考,具体内容如下

# -*- coding: utf-8 -*-
 
 
# code by: 物网141 王璞??halil
# name:   理工大富翁beta2.0
# describe: 基于python的一个2D大富翁游戏
\'\'\'
1.游戏地图为自己使用各种网络素材制作;
 各种按钮和选项,小图标等也是使用PS制作。
2.声音效果主要为背景音乐和几种游戏中音效;
3.游戏设定了两个类:玩家和建筑
 玩家的参数和方法都在代码中给出;
 具体有:移动方法、位置判断方法、
  购买房屋方法、添加小房子方法、
 事件判断方法。
4.玩家在大富翁的主要操作是投掷骰子,由随机函数
 进行判定然后进行移动,进行位置判断,然后开始
 进行相关的判定。
5.游戏中的按键有:是、否、和结束回合;
 每个按键由没按下与按下两种状态的图片组成,
 这个设计花费了一定时间。
 还有 开始游戏 和 扔骰子 的两个明暗按钮,
 由pygame优化后的一个函数实现。
6.玩家的位置与电脑重叠时会将双方的位置进行一定
 偏移,防止进行覆盖,分不清自己的位置。
7.游戏基础功能有移动,购买房子,在已经购买的房子下
 搭建新的小房子增加过路费,被收费,判断胜负的基础
 功能,此外还加入了幸运事件:
  财神 - 免收费一次
  衰神 - 双倍被收费一次
  破坏神 - 直接破坏一个建筑 无论敌我
  土地神 - 强占对面建筑
 这四项功能在位置处于左上角和右下角的时候会被触发,
 添加了很多游戏乐趣哦~~~ ^_^
8.游戏基于python的一个模块pygame实现,给我提供了很
 多快乐的时光,谢谢老师的阅览与郭宁同学的协助答辩
 :)
\'\'\'
 
#####################准备工作##################
 
# 初始化各种模块
import pygame
import random
import sys
 
# 定义类
class P ():
  def __init__(self, image ,name , isP ):
    self.name = name
    self.money = 10000
    self.isGoingToMove = False 
    self.movable = True
    self.image = image
    self.position = 0 
    self.temp_position = False
    self.dice_value = 0
    self.locatedBuilding = 0
    self.showText = []
    self.isP  = isP 
    self.ownedBuildings = []
    self.isShowText = False
    self.soundPlayList = 0
    self.caishen = 0
    self.shuaishen = 0
    self.tudishen = 0
    self.pohuaishen = 0
    
  
  def judgePosition(self,buildings): # 位置判断 返回值是所在位置的建筑
    for each in buildings:
      for every in each.location:
        if self.position == every:
          return each
          
      
      # 当使用元组时 当元组中只有一个元素时 发现该元素不可迭代 
      # 出现错误 换成列表后解决
      \'\'\' 
      try:
        for every in each.location:
          if self.position == every:
            print(each.name)
      except:
        if self.position == every:
          print(each.name)
      \'\'\'
      
  def buyaBuilding(self,isPressYes):  # 购买方法
    if isPressYes and self.locatedBuilding.owner != self.name:
      self.locatedBuilding.owner = self.name
      self.locatedBuilding.wasBought = True
      self.ownedBuildings.append(self.locatedBuilding)
      self.money -= self.locatedBuilding.price
      self.showText = [self.name + \'购买了\' + self.locatedBuilding.name + \'!\']
      self.soundPlayList = 1
      return True
    else:
      return False
    
     
      
  def addaHouse(self,isPressYes): # 在建筑物上添加一个房子
    try:
      if isPressYes and self.locatedBuilding.owner == self.name:
        self.locatedBuilding.builtRoom += 1
        self.money -= self.locatedBuilding.payment
        self.showText = [self.name + \'在\' + self.locatedBuilding.name + \'上!\',\'盖了一座房子!\',\\
                \'有%d\' % self.locatedBuilding.builtRoom + \'个房子了!\',\\
                \"它的过路费是%d\" % (self.locatedBuilding.payment * \\
                        (self.locatedBuilding.builtRoom + 1)) ]
        self.soundPlayList = 2
        return True
      else:
        return False
    except:
      pass
  
  def move(self,buildings,allp s):  # 移动方法 返回值是所在的建筑位置
    self.dice_value = random.randint(1,6)
    self.position += self.dice_value
    if self.position >= 16:
      self.position -= 16
    self.locatedBuilding = self.judgePosition(buildings)
    self.isShowText = True
    return self.eventInPosition(allp s)
  
  
  def eventInPosition(self,allp s):    # 判断在建筑位置应该发生的事件    
    building = self.locatedBuilding
    if building.name != \'空地\':
      if self.locatedBuilding.wasBought == False: # 未购买的时候显示建筑的数据!
        if self.isP  == True:
          textLine0 = self.name +\'扔出了\' + \'%d\'% self.dice_value + \'点!\'
          textLine1 = self.name +\'来到了\' + building.name + \'!\'
          textLine2 = \'购买价格:%d\' % building.price
          textLine3 = \'过路收费:%d\' % building.payment
          textLine4 = \'是否购买?\'
          self.showText = [textLine0,textLine1,textLine2,textLine3,textLine4]
          return True
        else :
          self.addaHouse(not self.buyaBuilding(True))
          
        # ----- 动画 -------
        # ----- 是否购买 ------
      elif building.owner == self.name: # 路过自己的房子开始加盖建筑!
        if self.pohuaishen == 1:
          textLine0 = self.name + \'破坏神附体!\'
          textLine1 = \'摧毁了自己的房子!\'
          building.owner = \'no\'
          building.wasBought = False
          self.showText = [textLine0,textLine1]
          self.pohuaishen = 0
        else:
          if self.isP  == True:
            textLine0 = self.name + \'扔出了\' + \'%d\'% self.dice_value + \'点!\'
            textLine1 = \'来到了ta的\'+ self.locatedBuilding.name +\'!\'
            textLine2 = \'可以加盖小房子!\' 
            textLine3 = \'加盖收费:%d\' % building.payment
            textLine4 = \'是否加盖?\'
            self.showText = [textLine0,textLine1,textLine2,textLine3,textLine4]
            return True
          # ----- 动画-------
          else:
            self.addaHouse(True)
      else:
        for each in allp s: # 被收费!
          if self.locatedBuilding.owner == each.name and each.name != self.name:
            if self.caishen == 1:
              textLine0 = self.name + \'财神附体!\'
              textLine1 = \'免除过路费%d!\' % (building.payment * (building.builtRoom + 1))
              self.showText = [textLine0,textLine1]
              self.caishen = 0
            else:
              if self.tudishen == 1:
                textLine0 = self.name + \'土地神附体!\'
                textLine1 = \'强占土地!\'
                textLine2 = building.name + \'现在属于\'+ self.name
                self.locatedBuilding.owner = self.name
                self.showText = [textLine0,textLine1,textLine2]
                self.tudishen = 0
              else:
                if self.pohuaishen == 1:
                  textLine0 = self.name + \'破坏神附体!\'
                  textLine1 = \'摧毁了对手的房子!\'
                  building.owner = \'no\'
                  building.wasBought = False
                  self.showText = [textLine0,textLine1]
                  self.pohuaishen = 0  
                else:
                  textLine0 = self.name + \'扔出了\' + \'%d\'% self.dice_value + \'点!\'
                  textLine1 = self.name+ \'来到了\'+ each.name+\'的:\' 
                  textLine2 = building.name + \',被收费!\'
                  if self.shuaishen == 1:
                    textLine3 = \'过路收费:%d*2!\' % (building.payment * (building.builtRoom + 1)*2)
                    self.shuaishen = 0
                  else:
                    textLine3 = \'过路收费:%d\' % (building.payment * (building.builtRoom + 1))
                  textLine4 = \'哦!\'+ self.name +\'好倒霉!\'
                  self.showText = [textLine0,textLine1,textLine2,textLine3,textLine4]
                  # 收费!
                  self.money -= building.payment * (building.builtRoom + 1)
                  each.money += building.payment * (building.builtRoom + 1)
                  self.soundPlayList = 3
                  # ----- 动画-------
            
    else:
      # 发现不能处理在空地上的情况 于是使用 try & except 来解决!然后加入了幸运事件功能!
      # 后来发现 try except 弊端太大 找不到错误的根源 换为if else嵌套。。
      whichone = self.dice_value % 4
      if whichone == 0:
        self.caishen = 1
        textLine2 = \'遇到了财神!\'
        textLine3 = \'免一次过路费!\'
      if whichone == 1:
        self.shuaishen = 1
        textLine2 = \'遇到了衰神!\'
        textLine3 = \'过路费加倍一次!\'
      if whichone == 2:
        self.tudishen = 1
        textLine2 = \'遇到了土地神!\'
        textLine3 = \'强占一次房子!\'
      if whichone == 3:
        self.pohuaishen = 1
        textLine3 = \'摧毁路过的房子!\'
        textLine2 = \'遇到了破坏神!\'
      textLine0 = self.name +\'扔出了\' +\'%d\'% self.dice_value + \'点!\'
      textLine1 = \'来到了运气地点!\'
      self.showText = [textLine0,textLine1,textLine2,textLine3]
 
  
  
  
class Building():              # 好像所有功能都在P 类里实现了=_=
  def __init__(self,name,price,payment,location):
    self.name = name
    self.price = price
    self.payment = payment
    self.location = location
    self.wasBought = False        # 是否被购买
    self.builtRoom = 0          # 小房子建造的数目
    self.owner = \'no\'
 
# 带透明度的绘图方法 by turtle 2333
def blit_alpha(target,source,location,opacity):
  x = location[0]
  y = location[1]
  temp = pygame.Surface((source.get_width(),source.get_height())).convert()
  temp.blit(target , (-x , -y))
  temp.blit(source,(0,0))
  temp.set_alpha(opacity)
  target.blit(temp,location)
 
########################主函数#########################  
 
 
def main():
  pygame.init()
  clock = pygame.time.Clock()
  
  # 初始化屏幕
  size = (1270,768)
  screen = pygame.display.set_mode(size)
  pygame.display.set_caption(\"理工大大富翁 - made by 王璞??)
  
  # 读取字体以及有关数据
  textColorInMessageBox = (141,146,152)
  white = (255,255,255)
  black = (0,0,0)
  red = (255,0,0)
  font = pygame.font.Font(\'resource\\\\font\\\\myfont.ttf\',30)
  
  
  # 读取资源
  backgroud = pygame.image.load(\"resource\\\\pic\\\\GameMap.png\")
  chess = pygame.image.load(\"resource\\\\pic\\\\chess.png\")
  chess_com = pygame.image.load(\"resource\\\\pic\\\\chess1.png\")
  bigdice_image = pygame.image.load(\"resource\\\\pic\\\\dice.png\").convert_alpha()
  dice_1 = pygame.image.load(\"resource\\\\pic\\\\dice_1.png\")
  dice_2 = pygame.image.load(\"resource\\\\pic\\\\dice_2.png\")
  dice_3 = pygame.image.load(\"resource\\\\pic\\\\dice_3.png\")
  dice_4 = pygame.image.load(\"resource\\\\pic\\\\dice_4.png\")
  dice_5 = pygame.image.load(\"resource\\\\pic\\\\dice_5.png\")
  dice_6 = pygame.image.load(\"resource\\\\pic\\\\dice_6.png\")
  dices = [dice_1,dice_2,dice_3,dice_4,dice_5,dice_6]
  yes = pygame.image.load(\"resource\\\\pic\\\\yes.png\")
  yes2 = pygame.image.load(\"resource\\\\pic\\\\yes2.png\")
  no = pygame.image.load(\"resource\\\\pic\\\\no.png\")
  no2 = pygame.image.load(\"resource\\\\pic\\\\no2.png\")
  GameStart = pygame.image.load(\"resource\\\\pic\\\\GameStart.png\")
  StartGameButton = pygame.image.load(\"resource\\\\pic\\\\StartGameButton.png\").convert_alpha()
  turnover = pygame.image.load(\"resource\\\\pic\\\\turnover.png\")
  turnover2 = pygame.image.load(\"resource\\\\pic\\\\turnover2.png\")
  shuaishen = pygame.image.load(\"resource\\\\pic\\\\shuaishen.png\").convert_alpha()
  tudishen = pygame.image.load(\"resource\\\\pic\\\\tudishen.png\").convert_alpha()
  caishen = pygame.image.load(\"resource\\\\pic\\\\caishen.png\").convert_alpha()
  pohuaishen = pygame.image.load(\"resource\\\\pic\\\\pohuaishen.png\").convert_alpha()
  
  rollDiceSound = pygame.mixer.Sound(\"resource\\\\sound\\\\rolldicesound.wav\")
  bgm = pygame.mixer.music.load(\"resource\\\\sound\\\\bgm.ogg\")
  throwcoin = pygame.mixer.Sound(\"resource\\\\sound\\\\throwcoin.wav\")
  moneysound = pygame.mixer.Sound(\"resource\\\\sound\\\\moneysound.wav\")
  aiyo = pygame.mixer.Sound(\"resource\\\\sound\\\\aiyo.wav\")
  didong = pygame.mixer.Sound(\"resource\\\\sound\\\\didong.wav\")
  
  # PlayList 在对象中设置应该播放的声音
  playList = [moneysound ,throwcoin ,aiyo]
  
  # 各种Surface的rect 
  bigdice_rect = bigdice_image.get_rect()
  bigdice_rect.left , bigdice_rect.top = 50 , 600
  yes_rect = yes.get_rect()
  yes_rect.left , yes_rect.top = 500,438 
  no_rect = no.get_rect()
  no_rect.left , no_rect.top = 630,438
  button_rect = StartGameButton.get_rect()
  button_rect.left , button_rect.top = 1003,30
  turnover_rect = turnover.get_rect()
  turnover_rect.left , turnover_rect.top = 1035,613
  
  # 实例化对象
  p s = []
  computers = []
  allp s = []
  p _1 = P (chess , \'玩家\' , True )
  p _com1 = P (chess_com , \'电脑\' , False )
  p s.append(p _1)
  computers.append(p _com1)
  allp s.append(p _1)
  allp s.append(p _com1)
  
  presentP  = p _com1
  
  # 初始化建筑物数据
  gate = Building(\'大门\',1000,200,[1,2])
  fountain = Building(\'喷泉\',2000,400,[3,4])
  path = Building(\'小道\',800,160,[5])
  library = Building(\'图书馆\',2000,400,[6,7])
  kongdi1 = Building(\'空地\',0,0,[8])
  classroomTen = Building(\'教十\',1200,240,[9,10])
  classroomNine = Building(\'教九\',1200,240,[11,12])
  resOne = Building(\'三餐厅\',800,160,[13])
  resTwo = Building(\'二餐厅\',800,160,[14])
  resThree = Building(\'一餐厅\',800,160,[15])
  kongdi2 = Building(\'空地\',0,0,[0])
  
  buildings = [gate,fountain,path,library,classroomNine,\\
         classroomTen,resOne,resThree,resTwo,kongdi1,kongdi2]
  
  
  
  # 坐标数据 同时处理坐标数据 使之合适
  MapXYvalue = [(435.5,231.5),(509.5,231.5),(588.5,231.5),(675.5,231.5),(758.5,231.5),\\
         (758.5,317.0),(758.5,405.5),(758.5,484.5),(758.5,558.5),(679.5,558.5),\\
         (601.5,558.5),(518.5,556.5),(435.5,556.5),(435.5,479.5),(435.5,399.0),\\
         (435.5,315.5)
         ]
  
  MapChessPosition_P  = []
  MapChessPosition_Com = []
  MapChessPosition_Original = []
  MapChessPosition_Payment = []
  
  MapMessageBoxPosition = (474.1 , 276.9)
  YesNoMessageBoxPosition = [(500,438) , (630,438)]
  StartGameButtonPosition = (1003,30)
  TurnOvwrButtonPosition = (1035,613)
  
  
        # 调整位置
  for i in range(0,16):
    MapChessPosition_Original.append((MapXYvalue[i][0]-50,MapXYvalue[i][1]-80))
    MapChessPosition_P .append((MapXYvalue[i][0]-70,MapXYvalue[i][1]-60))
    MapChessPosition_Com.append((MapXYvalue[i][0]-30,MapXYvalue[i][1]-100))
    MapChessPosition_Payment.append((MapXYvalue[i][0]-30,MapXYvalue[i][1]-15))
    
  # 循环时所用的一些变量   
  running = True
  image_alpha = 255
  button_alpha = 255
  half_alpha = 30
  showdice = True
  showYes2 = False
  showNo2 = False
  showYes_No = False
  pressYes = False
  whetherYes_NoJudge = False
  gameStarted = False
  showButton2 = False
  
  # 播放背景音乐
  pygame.mixer.music.play(100)
  
#################进入游戏循环!########################  
 
 
  # 循环开始! 
  while running:
    if not gameStarted:
      for event in pygame.event.get():
        if event.type == pygame.QUIT:
          sys.exit()
        
        # 明暗触发 鼠标位置判断 
        if event.type == pygame.MOUSEMOTION:
          if button_rect.collidepoint(event.pos):
            button_alpha = 255  
          else:
            button_alpha = 120 
            
        if event.type == pygame.MOUSEBUTTONDOWN:
           
          if button_rect.collidepoint(event.pos): # 按下按钮
            didong.play()           
            gameStarted = True 
      
      screen.blit(GameStart , (0,0))    
      blit_alpha(screen, StartGameButton, StartGameButtonPosition, button_alpha)
    
    
    
    if gameStarted:
    
      for event in pygame.event.get():
        if event.type == pygame.QUIT:
          sys.exit()
        
        # 明暗触发 鼠标位置判断
        if event.type == pygame.MOUSEMOTION:
          if bigdice_rect.collidepoint(event.pos):
            image_alpha = 255  
          else:
            image_alpha = 190
            
        
        if event.type == pygame.MOUSEBUTTONDOWN:
          
          if bigdice_rect.collidepoint(event.pos): # 按骰子
            if presentP  != p _1:
              rollDiceSound.play(1, 2000)
              pygame.time.delay(2000)
              showYes_No = p _1.move(buildings,allp s)
              whetherYes_NoJudge = showYes_No
              presentP  = p _1
            else:
              presentP .showText = [\'还没到你的回合!\']
            
          if turnover_rect.collidepoint(event.pos): # 按回合结束
            showButton2 = True
            if presentP  != p _com1:
              showYes_No = p _com1.move(buildings,allp s)
              presentP  = p _com1
            else:
              presentP .showText = [\'还没到你的回合!\']              
          else:
            showButton2 = False
          
            # 不显示Yes_No的时候不能点击它们!
          if whetherYes_NoJudge == True: 
            if yes_rect.collidepoint(event.pos): # 按是否
              showYes2 = True
              
            if no_rect.collidepoint(event.pos): # 按是否
              showNo2 = True
           
        if event.type == pygame.MOUSEBUTTONUP:
          
          if turnover_rect.collidepoint(event.pos): # 按回合结束
            showButton2 = False
          
          if yes_rect.collidepoint(event.pos): # 按是否
            showYes2 = False
            showYes_No = False
            # 只有在可以判定的时候才能算按下了是 同时将判断条件置为空
            if whetherYes_NoJudge == True:
              pressYes = True
              whetherYes_NoJudge = False
              
              
          if no_rect.collidepoint(event.pos): # 按是否
            showNo2 = False
            pressYes = False
            showYes_No = False       
            whetherYes_NoJudge = False    
      
        # 测试事件选项    
        if event.type == pygame.KEYDOWN:
          if event.key == pygame.K_w:
            showYes_No = p _1.move(buildings,allp s)
            whetherYes_NoJudge = showYes_No
            presentP  = p _1
          if event.key == pygame.K_q:
            showYes_No = p _com1.move(buildings,allp s)
            presentP  = p _com1
      
      
      \'\'\'for each in allp s:
        if each.isGoingToMove == True and each.movable == True :
          showYes_No = each.move(buildings,allp s)
          each.movable = False
          each.isGoingToMove = False\'\'\'
      \'\'\'
      allisready = True
      
      for each in allp s:
        if each.movable == True:
          allisready = False
      
      if allisready:
        for each in allp s:
          each.movable = True
      \'\'\'       
       
      # 购买房屋!!!!!!!!
      
      if presentP .buyaBuilding(pressYes) == True:
        pressYes = False
        
      if presentP .addaHouse(pressYes) == True:
        pressYes = False    
        
      #########################################################################      
      screen.blit( backgroud , (0,0) )
      blit_alpha(screen, bigdice_image, (50, 600), image_alpha)
      
      
      textPosition = [MapMessageBoxPosition[0],MapMessageBoxPosition[1]]
      
      # 打印信息
      for each in presentP .showText:
        text = font.render(each, True, white, textColorInMessageBox)
        screen.blit(text,textPosition)
        textPosition[1] += 30
      
      # 播放行动声音
      if presentP .soundPlayList != 0:
        playList[presentP .soundPlayList - 1].play()
        presentP .soundPlayList = 0
        
      # 在位置上显示过路费
      
      for i in range(1,8):
        for each in buildings:
          for every in each.location:
            if i == every:
              if each.owner == presentP .name:
                text = font.render(\'%d\' % (each.payment * (each.builtRoom + 1))\\
                          , True, red)
              elif each.owner == \'no\':
                text = font.render(\'%d\' % (each.payment * (each.builtRoom + 1))\\
                          , True, white)
              elif each.owner != presentP .name and each.owner != \'no\':
                text = font.render(\'%d\' % (each.payment * (each.builtRoom + 1))\\
                          , True, black)
              screen.blit(text,MapChessPosition_Payment[i])
      
      for i in range(9,16):
        for each in buildings:
          for every in each.location:
            if i == every:
              if each.owner == presentP .name:
                text = font.render(\'%d\' % (each.payment * (each.builtRoom + 1))\\
                          , True, red)
              elif each.owner == \'no\':
                text = font.render(\'%d\' % (each.payment * (each.builtRoom + 1))\\
                          , True, white)
              elif each.owner != presentP .name and each.owner != \'no\':
                text = font.render(\'%d\' % (each.payment * (each.builtRoom + 1))\\
                          , True, black)
              screen.blit(text,MapChessPosition_Payment[i])        
      
          
      # 打印金钱数和幸运状态
      
      money_1 = font.render(p _1.name +\'金钱:%d\' % p _1.money, True, black, white)
      screen.blit(money_1,(0,0))
      
      if p _1.pohuaishen == True:
        screen.blit(pohuaishen,(0,30))
      else:
        blit_alpha(screen, pohuaishen, (0, 30), half_alpha)
        
      if p _1.caishen == True:
        screen.blit(caishen,(55,30))
      else:
        blit_alpha(screen, caishen, (55, 30), half_alpha)
      
      if p _1.shuaishen == True:
        screen.blit(shuaishen,(110,30))
      else:
        blit_alpha(screen, shuaishen, (110, 30), half_alpha)
      
      if p _1.tudishen == True:
        screen.blit(tudishen,(165,30))
      else:
        blit_alpha(screen, tudishen, (165, 30), half_alpha)
      
    
      money_2 = font.render(p _com1.name +\'金钱:%d\' % p _com1.money, True, black, white)
      screen.blit(money_2,(1000,0))    
      if p _com1.pohuaishen == True:
        screen.blit(pohuaishen,(1000,30))
      else:
        blit_alpha(screen, pohuaishen, (1000, 30), half_alpha)
    
      if p _com1.caishen == True:
        screen.blit(caishen,(1055,30))
      else:
        blit_alpha(screen, caishen, (1055, 30), half_alpha)
      
      if p _com1.shuaishen == True:
        screen.blit(shuaishen,(1110,30))
      else:
        blit_alpha(screen, shuaishen, (1110, 30), half_alpha)
        
      if p _com1.tudishen == True:
        screen.blit(tudishen,(1165,30))
      else:
        blit_alpha(screen, tudishen, (1165, 30), half_alpha)
        
        
      # 放置扔出来的骰子
      if p _1.dice_value != 0 and showdice:
        screen.blit(dices[p _1.dice_value - 1],(70,450))    
      
      # 放置回合结束按钮
      if showButton2:
        screen.blit(turnover2,TurnOvwrButtonPosition)
      else:
        screen.blit(turnover,TurnOvwrButtonPosition)
      
      # 放置是否按钮
      if showYes_No == True:
        screen.blit(yes , YesNoMessageBoxPosition[0])
        screen.blit(no , YesNoMessageBoxPosition[1])
        
        if showYes2 == True:
          screen.blit(yes2 , YesNoMessageBoxPosition[0])
          
        if showNo2 == True:
          screen.blit(no2 , YesNoMessageBoxPosition[1])  
               
          
      # 放置玩家与电脑的位置 如果重合则挪位
      for each in p s:
        for every in computers:
          if each.position == every.position:
            screen.blit(each.image,MapChessPosition_P [each.position])
            screen.blit(every.image,MapChessPosition_Com[every.position])
            each.temp_position = True
            every.temp_position = True
            
      for each in p s:
        if each.temp_position == False:
          screen.blit(each.image,MapChessPosition_Original[each.position])
          each.temp_position = True
        each.temp_position = not each.temp_position
        
         
      for every in computers:
        if every.temp_position == False:
          screen.blit(every.image,MapChessPosition_Original[every.position])
          every.temp_position = True
        every.temp_position = not every.temp_position
            
      
      # 输赢判断
      for each in allp s:
        if each.money <= 0:
          font = pygame.font.Font(\'resource\\\\font\\\\myfont.ttf\',200)
          loseText = font.render(each.name +\'输了!\', True, red)
          screen.fill(black)
          screen.blit(loseText,(100,100))
          font = pygame.font.Font(\'resource\\\\font\\\\myfont.ttf\',30)      
          pygame.time.delay(3000)
            
    # 画面运行
    
    pygame.display.flip()
    clock.tick(60)       # 刷新率
        
 
# 双击打开运行      
if __name__ == \"__main__\":
  main()    

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。

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