python实现单机五子棋
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2022-06-18 13:58:32
简介这是实验室2018年底招新时的考核题目,使用python编写一个能够完成基本对战的五子棋游戏。面向新手。程序主要包括两个部分,图形创建与逻辑编写两部分。程序的运行结果:样式创建老规矩,先把用到的包...
简介
这是实验室2018年底招新时的考核题目,使用python编写一个能够完成基本对战的五子棋游戏。面向新手。
程序主要包括两个部分,图形创建与逻辑编写两部分。
程序的运行结果:
样式创建
老规矩,先把用到的包导入进来。
''' @auther : gaoxin @date : 2019.01.01 @version : 1.0 ''' from tkinter import * import math
然后建立一个样式的类,类名称chessboard。这里加了很多注释,避免新手看不懂函数的作用,说实话我觉得挺别扭的。
#定义棋盘类 class chessboard() : def __init__(self) : #创建一个tk对象,即窗口 self.window = tk() #窗口命名 self.window.title("五子棋游戏") #定义窗口大小 self.window.geometry("660x470") #定义窗口不可放缩 self.window.resizable(0,0) #定义窗口里的画布 self.canvas=canvas(self.window , bg="#eee8ac" , width=470, height=470) #画出画布内容 self.paint_board() #定义画布所在的网格 self.canvas.grid(row = 0 , column = 0) def paint_board(self) : #画横线 for row in range(0,15) : if row == 0 or row == 14 : self.canvas.create_line(25 , 25+row*30 , 25+14*30 , 25+row*30 , width = 2) else : self.canvas.create_line(25 , 25+row*30 , 25+14*30 , 25+row*30 , width = 1) #画竖线 for column in range(0,15) : if column == 0 or column == 14 : self.canvas.create_line(25+column*30 ,25, 25+column*30 , 25+14*30 ,width = 2) else : self.canvas.create_line(25+column*30 ,25, 25+column*30 , 25+14*30 , width = 1) #画圆 self.canvas.create_oval(112, 112, 118, 118, fill="black") self.canvas.create_oval(352, 112, 358, 118, fill="black") self.canvas.create_oval(112, 352, 118, 358, fill="black") self.canvas.create_oval(232, 232, 238, 238, fill="black") self.canvas.create_oval(352, 352, 358, 358, fill="black")
逻辑编写
这里的主要看每个函数的功能就好了。
#定义五子棋游戏类 #0为黑子 , 1为白子 , 2为空位 class gobang() : #初始化 def __init__(self) : self.board = chessboard() self.game_print = stringvar() self.game_print.set("") #16*16的二维列表,保证不会out of index self.db = [([2] * 16) for i in range(16)] #悔棋用的顺序列表 self.order = [] #棋子颜色 self.color_count = 0 self.color = 'black' #清空与赢的初始化,已赢为1,已清空为1 self.flag_win = 1 self.flag_empty = 1 self.options() #黑白互换 def change_color(self) : self.color_count = (self.color_count + 1 ) % 2 if self.color_count == 0 : self.color = "black" elif self.color_count ==1 : self.color = "white" #落子 def chess_moving(self ,event) : #不点击“开始”与“清空”无法再次开始落子 if self.flag_win ==1 or self.flag_empty ==0 : return #坐标转化为下标 x,y = event.x-25 , event.y-25 x = round(x/30) y = round(y/30) #点击位置没用落子,且没有在棋盘线外,可以落子 while self.db[y][x] == 2 and self.limit_boarder(y,x): self.db[y][x] = self.color_count self.order.append(x+15*y) self.board.canvas.create_oval(25+30*x-12 , 25+30*y-12 , 25+30*x+12 , 25+30*y+12 , fill = self.color,tags = "chessman") if self.game_win(y,x,self.color_count) : print(self.color,"获胜") self.game_print.set(self.color+"获胜") else : self.change_color() self.game_print.set("请"+self.color+"落子") #保证棋子落在棋盘上 def limit_boarder(self , y , x) : if x<0 or x>14 or y<0 or y>14 : return false else : return true #计算连子的数目,并返回最大连子数目 def chessman_count(self , y , x , color_count ) : count1,count2,count3,count4 = 1,1,1,1 #横计算 for i in range(-1 , -5 , -1) : if self.db[y][x+i] == color_count : count1 += 1 else: break for i in range(1 , 5 ,1 ) : if self.db[y][x+i] == color_count : count1 += 1 else: break #竖计算 for i in range(-1 , -5 , -1) : if self.db[y+i][x] == color_count : count2 += 1 else: break for i in range(1 , 5 ,1 ) : if self.db[y+i][x] == color_count : count2 += 1 else: break #/计算 for i in range(-1 , -5 , -1) : if self.db[y+i][x+i] == color_count : count3 += 1 else: break for i in range(1 , 5 ,1 ) : if self.db[y+i][x+i] == color_count : count3 += 1 else: break #\计算 for i in range(-1 , -5 , -1) : if self.db[y+i][x-i] == color_count : count4 += 1 else: break for i in range(1 , 5 ,1 ) : if self.db[y+i][x-i] == color_count : count4 += 1 else: break return max(count1 , count2 , count3 , count4) #判断输赢 def game_win(self , y , x , color_count ) : if self.chessman_count(y,x,color_count) >= 5 : self.flag_win = 1 self.flag_empty = 0 return true else : return false #悔棋,清空棋盘,再画剩下的n-1个棋子 def withdraw(self ) : if len(self.order)==0 or self.flag_win == 1: return self.board.canvas.delete("chessman") z = self.order.pop() x = z%15 y = z//15 self.db[y][x] = 2 self.color_count = 1 for i in self.order : ix = i%15 iy = i//15 self.change_color() self.board.canvas.create_oval(25+30*ix-12 , 25+30*iy-12 , 25+30*ix+12 , 25+30*iy+12 , fill = self.color,tags = "chessman") self.change_color() self.game_print.set("请"+self.color+"落子") #清空 def empty_all(self) : self.board.canvas.delete("chessman") #还原初始化 self.db = [([2] * 16) for i in range(16)] self.order = [] self.color_count = 0 self.color = 'black' self.flag_win = 1 self.flag_empty = 1 self.game_print.set("") #将self.flag_win置0才能在棋盘上落子 def game_start(self) : #没有清空棋子不能置0开始 if self.flag_empty == 0: return self.flag_win = 0 self.game_print.set("请"+self.color+"落子") def options(self) : self.board.canvas.bind("<button-1>",self.chess_moving) label(self.board.window , textvariable = self.game_print , font = ("arial", 20) ).place(relx = 0, rely = 0 ,x = 495 , y = 200) button(self.board.window , text= "开始游戏" ,command = self.game_start,width = 13, font = ("verdana", 12)).place(relx=0, rely=0, x=495, y=15) button(self.board.window , text= "我要悔棋" ,command = self.withdraw,width = 13, font = ("verdana", 12)).place(relx=0, rely=0, x=495, y=60) button(self.board.window , text= "清空棋局" ,command = self.empty_all,width = 13, font = ("verdana", 12)).place(relx=0, rely=0, x=495, y=105) button(self.board.window , text= "结束游戏" ,command = self.board.window.destroy,width = 13, font = ("verdana", 12)).place(relx=0, rely=0, x=495, y=420) self.board.window.mainloop()
最后,main函数
if __name__ == "__main__": game = gobang()
将以上的所有程序复制粘贴,即为完整的程序了,可以运行。
最后来一个完整程序,一个一个复制粘贴简直不要太麻烦。
''' @auther : gaoxin @date : 2019.01.01 @version : 1.0 ''' from tkinter import * import math #定义棋盘类 class chessboard() : def __init__(self) : self.window = tk() self.window.title("五子棋游戏") self.window.geometry("660x470") self.window.resizable(0,0) self.canvas=canvas(self.window , bg="#eee8ac" , width=470, height=470) self.paint_board() self.canvas.grid(row = 0 , column = 0) def paint_board(self) : for row in range(0,15) : if row == 0 or row == 14 : self.canvas.create_line(25 , 25+row*30 , 25+14*30 , 25+row*30 , width = 2) else : self.canvas.create_line(25 , 25+row*30 , 25+14*30 , 25+row*30 , width = 1) for column in range(0,15) : if column == 0 or column == 14 : self.canvas.create_line(25+column*30 ,25, 25+column*30 , 25+14*30 ,width = 2) else : self.canvas.create_line(25+column*30 ,25, 25+column*30 , 25+14*30 , width = 1) self.canvas.create_oval(112, 112, 118, 118, fill="black") self.canvas.create_oval(352, 112, 358, 118, fill="black") self.canvas.create_oval(112, 352, 118, 358, fill="black") self.canvas.create_oval(232, 232, 238, 238, fill="black") self.canvas.create_oval(352, 352, 358, 358, fill="black") #定义五子棋游戏类 #0为黑子 , 1为白子 , 2为空位 class gobang() : #初始化 def __init__(self) : self.board = chessboard() self.game_print = stringvar() self.game_print.set("") #16*16的二维列表,保证不会out of index self.db = [([2] * 16) for i in range(16)] #悔棋用的顺序列表 self.order = [] #棋子颜色 self.color_count = 0 self.color = 'black' #清空与赢的初始化,已赢为1,已清空为1 self.flag_win = 1 self.flag_empty = 1 self.options() #黑白互换 def change_color(self) : self.color_count = (self.color_count + 1 ) % 2 if self.color_count == 0 : self.color = "black" elif self.color_count ==1 : self.color = "white" #落子 def chess_moving(self ,event) : #不点击“开始”与“清空”无法再次开始落子 if self.flag_win ==1 or self.flag_empty ==0 : return #坐标转化为下标 x,y = event.x-25 , event.y-25 x = round(x/30) y = round(y/30) #点击位置没用落子,且没有在棋盘线外,可以落子 while self.db[y][x] == 2 and self.limit_boarder(y,x): self.db[y][x] = self.color_count self.order.append(x+15*y) self.board.canvas.create_oval(25+30*x-12 , 25+30*y-12 , 25+30*x+12 , 25+30*y+12 , fill = self.color,tags = "chessman") if self.game_win(y,x,self.color_count) : print(self.color,"获胜") self.game_print.set(self.color+"获胜") else : self.change_color() self.game_print.set("请"+self.color+"落子") #保证棋子落在棋盘上 def limit_boarder(self , y , x) : if x<0 or x>14 or y<0 or y>14 : return false else : return true #计算连子的数目,并返回最大连子数目 def chessman_count(self , y , x , color_count ) : count1,count2,count3,count4 = 1,1,1,1 #横计算 for i in range(-1 , -5 , -1) : if self.db[y][x+i] == color_count : count1 += 1 else: break for i in range(1 , 5 ,1 ) : if self.db[y][x+i] == color_count : count1 += 1 else: break #竖计算 for i in range(-1 , -5 , -1) : if self.db[y+i][x] == color_count : count2 += 1 else: break for i in range(1 , 5 ,1 ) : if self.db[y+i][x] == color_count : count2 += 1 else: break #/计算 for i in range(-1 , -5 , -1) : if self.db[y+i][x+i] == color_count : count3 += 1 else: break for i in range(1 , 5 ,1 ) : if self.db[y+i][x+i] == color_count : count3 += 1 else: break #\计算 for i in range(-1 , -5 , -1) : if self.db[y+i][x-i] == color_count : count4 += 1 else: break for i in range(1 , 5 ,1 ) : if self.db[y+i][x-i] == color_count : count4 += 1 else: break return max(count1 , count2 , count3 , count4) #判断输赢 def game_win(self , y , x , color_count ) : if self.chessman_count(y,x,color_count) >= 5 : self.flag_win = 1 self.flag_empty = 0 return true else : return false #悔棋,清空棋盘,再画剩下的n-1个棋子 def withdraw(self ) : if len(self.order)==0 or self.flag_win == 1: return self.board.canvas.delete("chessman") z = self.order.pop() x = z%15 y = z//15 self.db[y][x] = 2 self.color_count = 1 for i in self.order : ix = i%15 iy = i//15 self.change_color() self.board.canvas.create_oval(25+30*ix-12 , 25+30*iy-12 , 25+30*ix+12 , 25+30*iy+12 , fill = self.color,tags = "chessman") self.change_color() self.game_print.set("请"+self.color+"落子") #清空 def empty_all(self) : self.board.canvas.delete("chessman") #还原初始化 self.db = [([2] * 16) for i in range(16)] self.order = [] self.color_count = 0 self.color = 'black' self.flag_win = 1 self.flag_empty = 1 self.game_print.set("") #将self.flag_win置0才能在棋盘上落子 def game_start(self) : #没有清空棋子不能置0开始 if self.flag_empty == 0: return self.flag_win = 0 self.game_print.set("请"+self.color+"落子") def options(self) : self.board.canvas.bind("<button-1>",self.chess_moving) label(self.board.window , textvariable = self.game_print , font = ("arial", 20) ).place(relx = 0, rely = 0 ,x = 495 , y = 200) button(self.board.window , text= "开始游戏" ,command = self.game_start,width = 13, font = ("verdana", 12)).place(relx=0, rely=0, x=495, y=15) button(self.board.window , text= "我要悔棋" ,command = self.withdraw,width = 13, font = ("verdana", 12)).place(relx=0, rely=0, x=495, y=60) button(self.board.window , text= "清空棋局" ,command = self.empty_all,width = 13, font = ("verdana", 12)).place(relx=0, rely=0, x=495, y=105) button(self.board.window , text= "结束游戏" ,command = self.board.window.destroy,width = 13, font = ("verdana", 12)).place(relx=0, rely=0, x=495, y=420) self.board.window.mainloop() if __name__ == "__main__": game = gobang()
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