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python版大富翁源代码分享

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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 。

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# -*- coding: utf-8 -*-
 
 
# code by: 物网141 王璞劼khalil
# 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 player():
   def __init__( self , image ,name , isplayer):
     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 .isplayer = isplayer
     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,allplayers):  # 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(allplayers)
  
  
   def eventinposition( self ,allplayers):    # 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 .isplayer = = 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 .isplayer = = 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 allplayers: # 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player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 王璞劼" )
  
   # 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
   players = []
   computers = []
   allplayers = []
   player_1 = player(chess , '玩家' , true )
   player_com1 = player(chess_com , '电脑' , false )
   players.append(player_1)
   computers.append(player_com1)
   allplayers.append(player_1)
   allplayers.append(player_com1)
  
   presentplayer = player_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_player = []
   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_player.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 presentplayer ! = player_1:
               rolldicesound.play( 1 , 2000 )
               pygame.time.delay( 2000 )
               showyes_no = player_1.move(buildings,allplayers)
               whetheryes_nojudge = showyes_no
               presentplayer = player_1
             else :
               presentplayer.showtext = [ '还没到你的回合!' ]
            
           if turnover_rect.collidepoint(event.pos): # 按回合结束
             showbutton2 = true
             if presentplayer ! = player_com1:
               showyes_no = player_com1.move(buildings,allplayers)
               presentplayer = player_com1
             else :
               presentplayer.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 = player_1.move(buildings,allplayers)
             whetheryes_nojudge = showyes_no
             presentplayer = player_1
           if event.key = = pygame.k_q:
             showyes_no = player_com1.move(buildings,allplayers)
             presentplayer = player_com1
      
      
       '''for each in allplayers:
         if each.isgoingtomove == true and each.movable == true :
           showyes_no = each.move(buildings,allplayers)
           each.movable = false
           each.isgoingtomove = false'''
       '''
       allisready = true
      
       for each in allplayers:
         if each.movable == true:
           allisready = false
      
       if allisready:
         for each in allplayers:
           each.movable = true
       '''      
       
       # 购买房屋!!!!!!!!
      
       if presentplayer.buyabuilding(pressyes) = = true:
         pressyes = false
        
       if presentplayer.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 presentplayer.showtext:
         text = font.render(each, true, white, textcolorinmessagebox)
         screen.blit(text,textposition)
         textposition[ 1 ] + = 30
      
       # 播放行动声音
       if presentplayer.soundplaylist ! = 0 :
         playlist[presentplayer.soundplaylist - 1 ].play()
         presentplayer.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 = = presentplayer.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 ! = presentplayer.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 = = presentplayer.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 ! = presentplayer.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(player_1.name + '金钱:%d' % player_1.money, true, black, white)
       screen.blit(money_1,( 0 , 0 ))
      
       if player_1.pohuaishen = = true:
         screen.blit(pohuaishen,( 0 , 30 ))
       else :
         blit_alpha(screen, pohuaishen, ( 0 , 30 ), half_alpha)
        
       if player_1.caishen = = true:
         screen.blit(caishen,( 55 , 30 ))
       else :
         blit_alpha(screen, caishen, ( 55 , 30 ), half_alpha)
      
       if player_1.shuaishen = = true:
         screen.blit(shuaishen,( 110 , 30 ))
       else :
         blit_alpha(screen, shuaishen, ( 110 , 30 ), half_alpha)
      
       if player_1.tudishen = = true:
         screen.blit(tudishen,( 165 , 30 ))
       else :
         blit_alpha(screen, tudishen, ( 165 , 30 ), half_alpha)
      
    
       money_2 = font.render(player_com1.name + '金钱:%d' % player_com1.money, true, black, white)
       screen.blit(money_2,( 1000 , 0 ))   
       if player_com1.pohuaishen = = true:
         screen.blit(pohuaishen,( 1000 , 30 ))
       else :
         blit_alpha(screen, pohuaishen, ( 1000 , 30 ), half_alpha)
    
       if player_com1.caishen = = true:
         screen.blit(caishen,( 1055 , 30 ))
       else :
         blit_alpha(screen, caishen, ( 1055 , 30 ), half_alpha)
      
       if player_com1.shuaishen = = true:
         screen.blit(shuaishen,( 1110 , 30 ))
       else :
         blit_alpha(screen, shuaishen, ( 1110 , 30 ), half_alpha)
        
       if player_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 player_1.dice_value ! = 0 and showdice:
         screen.blit(dices[player_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 players:
         for every in computers:
           if each.position = = every.position:
             screen.blit(each.image,mapchessposition_player[each.position])
             screen.blit(every.image,mapchessposition_com[every.position])
             each.temp_position = true
             every.temp_position = true
            
       for each in players:
         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 allplayers:
         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()

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原文链接:https://blog.csdn.net/hsgwpj/article/details/49000369 。

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