基于Python制作炸金花游戏的过程详解

《诈金花》又叫三张牌,是在全国广泛流传的一种民间多人纸牌游戏。比如JJ比赛中的诈金花(赢三张),具有独特的比牌规则。游戏过程中需要考验玩家的胆略和智慧。--《百度百科》 前几天在交流群里边,有个叫【^-^】的粉丝分享了一道扑克牌诈金花的题目,要求用Python实现,题目如下:

自己写一个程序,实现发牌、比大小判断输赢。

游戏规则:

一付扑克牌,去掉大小王,每个玩家发3张牌,最后比大小,看谁赢。

有以下几种牌:

豹子:三张一样的牌,如3张6.

顺金:又称同花顺,即3张同样花色的顺子, 如红桃 5、6、7

顺子:又称拖拉机,花色不同,但是顺子,如红桃5、方片6、黑桃7,组成的顺子

对子:2张牌一样

单张:单张最大的是A

这几种牌的大小顺序为, 豹子>顺金>顺子>对子>单张

 

一、思路

针对这个问题,首先需要构造一副扑克牌,根据扑克牌的属性特征,进行不断的拆解,然后构造玩家用户,这里经常会用到字典和列表来存储信息,屡试不爽。

 

二、解决方案

针对该问题,粉丝【^-^】给出了解决方法,直接上代码如下:

# -*- coding: utf-8 -*-
import random


puke = []  # 存储扑克牌
num_list = ['2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K', 'A']
hua_list = ['梅花', '红桃', '黑桃', '方块']
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,
    '对子': 15, '顺子': 30, '顺金': 60, '豹子': 100}
count_new_list = []  # 存储玩家分数和排序后排名
count_dic = {}  # 存储玩家分数
# 准备52张扑克
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': []}
# 随机给五个玩家发牌
# 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)


# 获取玩家的牌型
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}
# 对数字的牌型进行排序
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


# 对玩家的牌形统计分数
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 = '顺金'
  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 = '顺子'
  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 = '对子'
  a = base_count + sort_dic[paixing]

else:
  a = base_count
return a


# 对存储玩家分数的字典进行排序
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 + "的牌为:" + str(value))
count_new_list = compare(count_dic)
# print(count_new_list)
print('最终排名:' + "\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")

代码看上去确实挺多的,超过了100行,需要花点时间去读,不过涉及的知识点并不复杂,基本上有点Python基础,也可以理解。代码运行之后,可以看到效果如下:

不过后来我在读取这份代码的时候,发现中间有个地方写的着实有些冗余,稍微修改下,代码方面简洁一些,一些函数和变量命名加了一些对应的现实意义的单词,可读性强了一丢丢,代码如下:

# -*- coding: utf-8 -*-
import random


puke = []  # 存储扑克牌
num_list = ['2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K', 'A']
hua_list = ['梅花', '红桃', '黑桃', '方块']
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,
    '对子': 15, '顺子': 30, '顺金': 60, '豹子': 100}
count_new_list = []  # 存储玩家分数和排序后排名
count_dic = {}  # 存储玩家分数
# 准备52张扑克
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': []}
# 随机给五个玩家发牌
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)


# 获取玩家的牌型
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


# 对玩家的牌形统计分数
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 = '顺金'
  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 = '顺子'
  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 = '对子'
  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)
  # 对数字的牌型进行排序
  num = sorted(num)
  score = get_score(num, huase)
  count_dic[key] = score
  print(key + "的牌为:" + str(value))
  # 对存储玩家分数的字典进行排序
  count_new_list = sorted(zip(count_dic.values(), count_dic.keys()), reverse=True)
print("最终排名:")
for i in range(len(count_new_list)):
  print(count_new_list[i][1] + '\t', end='')

 

三、总结

我是Python进阶者。本文实际生活中的诈金花游戏,基于Python编程,使用Python基础知识中的列表、字典、函数等,实现了在线诈金花的过程。

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