基于Python制作炸金花游戲的過程詳解
前言
《詐金花》又叫三張牌,是在全國廣泛流傳的一種民間多人紙牌游戲。比如JJ比賽中的詐金花(贏三張),具有獨特的比牌規(guī)則。游戲過程中需要考驗玩家的膽略和智慧。--《百度百科》 前幾天在交流群里邊,有個叫【^-^】的粉絲分享了一道撲克牌詐金花的題目,要求用Python實現(xiàn),題目如下:
自己寫一個程序,實現(xiàn)發(fā)牌、比大小判斷輸贏。
游戲規(guī)則:
一付撲克牌,去掉大小王,每個玩家發(fā)3張牌,最后比大小,看誰贏。
有以下幾種牌:
豹子:三張一樣的牌,如3張6.
順金:又稱同花順,即3張同樣花色的順子, 如紅桃 5、6、7
順子:又稱拖拉機,花色不同,但是順子,如紅桃5、方片6、黑桃7,組成的順子
對子:2張牌一樣
單張:單張最大的是A
這幾種牌的大小順序為, 豹子>順金>順子>對子>單張
一、思路
針對這個問題,首先需要構(gòu)造一副撲克牌,根據(jù)撲克牌的屬性特征,進行不斷的拆解,然后構(gòu)造玩家用戶,這里經(jīng)常會用到字典和列表來存儲信息,屢試不爽。
二、解決方案
針對該問題,粉絲【^-^】給出了解決方法,直接上代碼如下:
# -*- coding: utf-8 -*-
import random
puke = [] # 存儲撲克牌
num_list = ['2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K', 'A']
hua_list = ['梅花', '紅桃', '黑桃', '方塊']
sort_dic = {'2': 0, '3': 1, '4': 2, '5': 3, '6': 4, '7': 5, '8': 6, '9': 7, '10': 8, 'J': 9, 'Q': 10, 'K': 11, 'A': 12,
'對子': 15, '順子': 30, '順金': 60, '豹子': 100}
count_new_list = [] # 存儲玩家分?jǐn)?shù)和排序后排名
count_dic = {} # 存儲玩家分?jǐn)?shù)
# 準(zhǔn)備52張撲克
for hua in hua_list:
for num in num_list:
a = hua + num
puke.append(a)
player_dic = {'玩家1': [], '玩家2': [], '玩家3': [], '玩家4': [], '玩家5': []}
# 隨機給五個玩家發(fā)牌
# print(len(puke))
for key, value in player_dic.items():
for i in range(3):
plate = random.sample(puke, 3)
player_dic[key] = plate
for i in plate:
puke.remove(i)
print(player_dic)
# 獲取玩家的牌型
def paixing(list1):
num = []
huase = []
for i in list1:
a = i[2:]
b = i[:2]
num.append(a)
huase.append(b)
return num, huase
# sort_dic = {'2': 0, '3': 1, '4': 2, '5': 3, '6': 4}
# 對數(shù)字的牌型進行排序
def sort(num):
new_num = []
sort_list2 = []
list1 = []
for i in num:
new_num.append(sort_dic[i])
new_num = sorted(new_num) # 排序后是[2, 4, 7]
for new in new_num:
sort_list2.append([k for k, v in sort_dic.items() if v == new])
for m in sort_list2:
for n in m:
list1.append(n)
return list1
# 對玩家的牌形統(tǒng)計分?jǐn)?shù)
def count(num, huase):
a = 0
base_count = sort_dic[num[0]] + sort_dic[num[1]] + sort_dic[num[2]]
if num[0] == num[1] and num[1] == num[2]:
paixing = '豹子'
a = base_count + sort_dic[paixing]
elif (sort_dic[num[0]] + 1 == sort_dic[num[1]] and sort_dic[num[2]] - 1 == sort_dic[num[1]]) and (huase[0] == huase[
1] and huase[1] == huase[2]):
paixing = '順金'
a = base_count + sort_dic[paixing]
elif (sort_dic[num[0]] + 1 == sort_dic[num[1]]) and (sort_dic[num[2]] - 1 == sort_dic[num[1]]) and (
huase[0] != huase[
1] or huase[1] != huase[2]):
paixing = '順子'
a = base_count + sort_dic[paixing]
elif (num[0] == num[1] and num[1] != num[2]) or (num[1] == num[2] and num[0] != num[1]) or (
num[0] == num[2] and num[1] != num[0]):
paixing = '對子'
a = base_count + sort_dic[paixing]
else:
a = base_count
return a
# 對存儲玩家分?jǐn)?shù)的字典進行排序
def compare(count_dic):
d = list(zip(count_dic.values(), count_dic.keys()))
return sorted(d, reverse=True)
for key, value in player_dic.items():
num, huase = paixing(value)
num = sort(num)
count1 = count(num, huase)
count_dic[key] = count1
print(key + "的牌為:" + str(value))
count_new_list = compare(count_dic)
# print(count_new_list)
print('最終排名:' + "\t" + count_new_list[0][1] + "第一名" + "\t" + count_new_list[1][1] + "第二名" + "\t" + count_new_list[2][
1] + "第三名" + "\t" + count_new_list[3][1] + "第四名" + "\t" + count_new_list[4][1] + "第五名")代碼看上去確實挺多的,超過了100行,需要花點時間去讀,不過涉及的知識點并不復(fù)雜,基本上有點Python基礎(chǔ),也可以理解。代碼運行之后,可以看到效果如下:

不過后來我在讀取這份代碼的時候,發(fā)現(xiàn)中間有個地方寫的著實有些冗余,稍微修改下,代碼方面簡潔一些,一些函數(shù)和變量命名加了一些對應(yīng)的現(xiàn)實意義的單詞,可讀性強了一丟丟,代碼如下:
# -*- coding: utf-8 -*-
import random
puke = [] # 存儲撲克牌
num_list = ['2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K', 'A']
hua_list = ['梅花', '紅桃', '黑桃', '方塊']
sort_dic = {'2': 0, '3': 1, '4': 2, '5': 3, '6': 4, '7': 5, '8': 6, '9': 7, '10': 8, 'J': 9, 'Q': 10, 'K': 11, 'A': 12,
'對子': 15, '順子': 30, '順金': 60, '豹子': 100}
count_new_list = [] # 存儲玩家分?jǐn)?shù)和排序后排名
count_dic = {} # 存儲玩家分?jǐn)?shù)
# 準(zhǔn)備52張撲克
for hua in hua_list:
for num in num_list:
a = hua + num
puke.append(a)
player_dic = {'玩家1': [], '玩家2': [], '玩家3': [], '玩家4': [], '玩家5': []}
# 隨機給五個玩家發(fā)牌
print(len(puke))
for key, value in player_dic.items():
for i in range(3):
plate = random.sample(puke, 3)
player_dic[key] = plate
for i in plate:
puke.remove(i)
print(player_dic)
# 獲取玩家的牌型
def paixing(list1):
num = []
huase = []
for data in list1:
huase_type = data[:2]
pai_number = data[2:]
num.append(pai_number)
huase.append(huase_type)
return num, huase
# 對玩家的牌形統(tǒng)計分?jǐn)?shù)
def get_score(num, huase):
base_count = sort_dic[num[0]] + sort_dic[num[1]] + sort_dic[num[2]]
if num[0] == num[1] and num[1] == num[2]:
paixing = '豹子'
score = base_count + sort_dic[paixing]
elif (sort_dic[num[0]] + 1 == sort_dic[num[1]] and sort_dic[num[2]] - 1 == sort_dic[num[1]]) and (huase[0] == huase[
1] and huase[1] == huase[2]):
paixing = '順金'
score = base_count + sort_dic[paixing]
elif (sort_dic[num[0]] + 1 == sort_dic[num[1]]) and (sort_dic[num[2]] - 1 == sort_dic[num[1]]) and (
huase[0] != huase[
1] or huase[1] != huase[2]):
paixing = '順子'
score = base_count + sort_dic[paixing]
elif (num[0] == num[1] and num[1] != num[2]) or (num[1] == num[2] and num[0] != num[1]) or (
num[0] == num[2] and num[1] != num[0]):
paixing = '對子'
score = base_count + sort_dic[paixing]
else:
score = base_count
return score
if __name__ == '__main__':
for key, value in player_dic.items():
num, huase = paixing(value)
# 對數(shù)字的牌型進行排序
num = sorted(num)
score = get_score(num, huase)
count_dic[key] = score
print(key + "的牌為:" + str(value))
# 對存儲玩家分?jǐn)?shù)的字典進行排序
count_new_list = sorted(zip(count_dic.values(), count_dic.keys()), reverse=True)
print("最終排名:")
for i in range(len(count_new_list)):
print(count_new_list[i][1] + '\t', end='')三、總結(jié)
我是Python進階者。本文實際生活中的詐金花游戲,基于Python編程,使用Python基礎(chǔ)知識中的列表、字典、函數(shù)等,實現(xiàn)了在線詐金花的過程。
到此這篇關(guān)于基于Python制作炸金花游戲的過程詳解的文章就介紹到這了,更多相關(guān)Python炸金花游戲內(nèi)容請搜索腳本之家以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持腳本之家!
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