python 实现围棋游戏(纯tkinter gui)
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2022-07-06 21:31:41
1. 开始前本程序基于tkinter生成gui,使用前请确保已经安装好tkinter对于windows用户,您可能已经安装了tkinter,cmd中输入python -c 'import tkinte...
1. 开始前
本程序基于tkinter生成gui,使用前请确保已经安装好tkinter
对于windows用户,您可能已经安装了tkinter,cmd中输入python -c 'import tkinter',如果没有出错则已安装tkinter
对于linux用户,您可能未安装tkinter,使用包管理工具搜索tkinter,如:apt search tkinter,pacman -ss tkinter,yum search tkinter,选择符合要求的软件包,然后安装,如果未找到,请自行下载并编译源代码,再安装。
2.完整代码
#!/usr/bin/python3 # 使用python内置gui模块tkinter from tkinter import * # ttk覆盖tkinter部分对象,ttk对tkinter进行了优化 from tkinter.ttk import * # 深拷贝时需要用到copy模块 import copy import tkinter.messagebox # 围棋应用对象定义 class application(tk): # 初始化棋盘,默认九路棋盘 def __init__(self,my_mode_num=9): tk.__init__(self) # 模式,九路棋:9,十三路棋:13,十九路棋:19 self.mode_num=my_mode_num # 窗口尺寸设置,默认:1.8 self.size=1.8 # 棋盘每格的边长 self.dd=360*self.size/(self.mode_num-1) # 相对九路棋盘的矫正比例 self.p=1 if self.mode_num==9 else (2/3 if self.mode_num==13 else 4/9) # 定义棋盘阵列,超过边界:-1,无子:0,黑棋:1,白棋:2 self.positions=[[0 for i in range(self.mode_num+2)] for i in range(self.mode_num+2)] # 初始化棋盘,所有超过边界的值置-1 for m in range(self.mode_num+2): for n in range(self.mode_num+2): if (m*n==0 or m==self.mode_num+1 or n==self.mode_num+1): self.positions[m][n]=-1 # 拷贝三份棋盘“快照”,悔棋和判断“打劫”时需要作参考 self.last_3_positions=copy.deepcopy(self.positions) self.last_2_positions=copy.deepcopy(self.positions) self.last_1_positions=copy.deepcopy(self.positions) # 记录鼠标经过的地方,用于显示shadow时 self.cross_last=none # 当前轮到的玩家,黑:0,白:1,执黑先行 self.present=0 # 初始停止运行,点击“开始游戏”运行游戏 self.stop=true # 悔棋次数,次数大于0才可悔棋,初始置0(初始不能悔棋),悔棋后置0,下棋或弃手时恢复为1,以禁止连续悔棋 self.regretchance=0 # 图片资源,存放在当前目录下的/pictures/中 self.photow=photoimage(file = "./pictures/w.png") self.photob=photoimage(file = "./pictures/b.png") self.photobd=photoimage(file = "./pictures/"+"bd"+"-"+str(self.mode_num)+".png") self.photowd=photoimage(file = "./pictures/"+"wd"+"-"+str(self.mode_num)+".png") self.photobu=photoimage(file = "./pictures/"+"bu"+"-"+str(self.mode_num)+".png") self.photowu=photoimage(file = "./pictures/"+"wu"+"-"+str(self.mode_num)+".png") # 用于黑白棋子图片切换的列表 self.photowbu_list=[self.photobu,self.photowu] self.photowbd_list=[self.photobd,self.photowd] # 窗口大小 self.geometry(str(int(600*self.size))+'x'+str(int(400*self.size))) # 画布控件,作为容器 self.canvas_bottom=canvas(self,bg='#369',bd=0,width=600*self.size,height=400*self.size) self.canvas_bottom.place(x=0,y=0) # 几个功能按钮 self.startbutton=button(self,text='开始游戏',command=self.start) self.startbutton.place(x=480*self.size,y=200*self.size) self.passmebutton=button(self,text='弃一手',command=self.passme) self.passmebutton.place(x=480*self.size,y=225*self.size) self.regretbutton=button(self,text='悔棋',command=self.regret) self.regretbutton.place(x=480*self.size,y=250*self.size) # 初始悔棋按钮禁用 self.regretbutton['state']=disabled self.replaybutton=button(self,text='重新开始',command=self.reload) self.replaybutton.place(x=480*self.size,y=275*self.size) self.newgamebutton1=button(self,text=('十三' if self.mode_num==9 else '九')+'路棋',command=self.newgame1) self.newgamebutton1.place(x=480*self.size,y=300*self.size) self.newgamebutton2=button(self,text=('十三' if self.mode_num==19 else '十九')+'路棋',command=self.newgame2) self.newgamebutton2.place(x=480*self.size,y=325*self.size) self.quitbutton=button(self,text='退出游戏',command=self.quit) self.quitbutton.place(x=480*self.size,y=350*self.size) # 画棋盘,填充颜色 self.canvas_bottom.create_rectangle(0*self.size,0*self.size,400*self.size,400*self.size,fill='#c51') # 刻画棋盘线及九个点 # 先画外框粗线 self.canvas_bottom.create_rectangle(20*self.size,20*self.size,380*self.size,380*self.size,width=3) # 棋盘上的九个定位点,以中点为模型,移动位置,以作出其余八个点 for m in [-1,0,1]: for n in [-1,0,1]: self.oringinal=self.canvas_bottom.create_oval(200*self.size-self.size*2,200*self.size-self.size*2, 200*self.size+self.size*2,200*self.size+self.size*2,fill='#000') self.canvas_bottom.move(self.oringinal,m*self.dd*(2 if self.mode_num==9 else (3 if self.mode_num==13 else 6)), n*self.dd*(2 if self.mode_num==9 else (3 if self.mode_num==13 else 6))) # 画中间的线条 for i in range(1,self.mode_num-1): self.canvas_bottom.create_line(20*self.size,20*self.size+i*self.dd,380*self.size,20*self.size+i*self.dd,width=2) self.canvas_bottom.create_line(20*self.size+i*self.dd,20*self.size,20*self.size+i*self.dd,380*self.size,width=2) # 放置右侧初始图片 self.pw=self.canvas_bottom.create_image(500*self.size+11, 65*self.size,image=self.photow) self.pb=self.canvas_bottom.create_image(500*self.size-11, 65*self.size,image=self.photob) # 每张图片都添加image标签,方便reload函数删除图片 self.canvas_bottom.addtag_withtag('image',self.pw) self.canvas_bottom.addtag_withtag('image',self.pb) # 鼠标移动时,调用shadow函数,显示随鼠标移动的棋子 self.canvas_bottom.bind('<motion>',self.shadow) # 鼠标左键单击时,调用getdown函数,放下棋子 self.canvas_bottom.bind('<button-1>',self.getdown) # 设置退出快捷键<ctrl>+<d>,快速退出游戏 self.bind('<control-keypress-d>',self.keyboardquit) # 开始游戏函数,点击“开始游戏”时调用 def start(self): # 删除右侧太极图 self.canvas_bottom.delete(self.pw) self.canvas_bottom.delete(self.pb) # 利用右侧图案提示开始时谁先落子 if self.present==0: self.create_pb() self.del_pw() else: self.create_pw() self.del_pb() # 开始标志,解除stop self.stop=none # 放弃一手函数,跳过落子环节 def passme(self): # 悔棋恢复 if not self.regretchance==1: self.regretchance+=1 else: self.regretbutton['state']=normal # 拷贝棋盘状态,记录前三次棋局 self.last_3_positions=copy.deepcopy(self.last_2_positions) self.last_2_positions=copy.deepcopy(self.last_1_positions) self.last_1_positions=copy.deepcopy(self.positions) self.canvas_bottom.delete('image_added_sign') # 轮到下一玩家 if self.present==0: self.create_pw() self.del_pb() self.present=1 else: self.create_pb() self.del_pw() self.present=0 # 悔棋函数,可悔棋一回合,下两回合不可悔棋 def regret(self): # 判定是否可以悔棋,以前第三盘棋局复原棋盘 if self.regretchance==1: self.regretchance=0 self.regretbutton['state']=disabled list_of_b=[] list_of_w=[] self.canvas_bottom.delete('image') if self.present==0: self.create_pb() else: self.create_pw() for m in range(1,self.mode_num+1): for n in range(1,self.mode_num+1): self.positions[m][n]=0 for m in range(len(self.last_3_positions)): for n in range(len(self.last_3_positions[m])): if self.last_3_positions[m][n]==1: list_of_b+=[[n,m]] elif self.last_3_positions[m][n]==2: list_of_w+=[[n,m]] self.recover(list_of_b,0) self.recover(list_of_w,1) self.last_1_positions=copy.deepcopy(self.last_3_positions) for m in range(1,self.mode_num+1): for n in range(1,self.mode_num+1): self.last_2_positions[m][n]=0 self.last_3_positions[m][n]=0 # 重新加载函数,删除图片,序列归零,设置一些初始参数,点击“重新开始”时调用 def reload(self): if self.stop==1: self.stop=0 self.canvas_bottom.delete('image') self.regretchance=0 self.present=0 self.create_pb() for m in range(1,self.mode_num+1): for n in range(1,self.mode_num+1): self.positions[m][n]=0 self.last_3_positions[m][n]=0 self.last_2_positions[m][n]=0 self.last_1_positions[m][n]=0 # 以下四个函数实现了右侧太极图的动态创建与删除 def create_pw(self): self.pw=self.canvas_bottom.create_image(500*self.size+11, 65*self.size,image=self.photow) self.canvas_bottom.addtag_withtag('image',self.pw) def create_pb(self): self.pb=self.canvas_bottom.create_image(500*self.size-11, 65*self.size,image=self.photob) self.canvas_bottom.addtag_withtag('image',self.pb) def del_pw(self): self.canvas_bottom.delete(self.pw) def del_pb(self): self.canvas_bottom.delete(self.pb) # 显示鼠标移动下棋子的移动 def shadow(self,event): if not self.stop: # 找到最近格点,在当前位置靠近的格点出显示棋子图片,并删除上一位置的棋子图片 if (20*self.size<event.x<380*self.size) and (20*self.size<event.y<380*self.size): dx=(event.x-20*self.size)%self.dd dy=(event.y-20*self.size)%self.dd self.cross=self.canvas_bottom.create_image(event.x-dx+round(dx/self.dd)*self.dd+22*self.p, event.y-dy+round(dy/self.dd)*self.dd-27*self.p,image=self.photowbu_list[self.present]) self.canvas_bottom.addtag_withtag('image',self.cross) if self.cross_last!=none: self.canvas_bottom.delete(self.cross_last) self.cross_last=self.cross # 落子,并驱动玩家的轮流下棋行为 def getdown(self,event): if not self.stop: # 先找到最近格点 if (20*self.size-self.dd*0.4<event.x<self.dd*0.4+380*self.size) and (20*self.size-self.dd*0.4<event.y<self.dd*0.4+380*self.size): dx=(event.x-20*self.size)%self.dd dy=(event.y-20*self.size)%self.dd x=int((event.x-20*self.size-dx)/self.dd+round(dx/self.dd)+1) y=int((event.y-20*self.size-dy)/self.dd+round(dy/self.dd)+1) # 判断位置是否已经被占据 if self.positions[y][x]==0: # 未被占据,则尝试占据,获得占据后能杀死的棋子列表 self.positions[y][x]=self.present+1 self.image_added=self.canvas_bottom.create_image(event.x-dx+round(dx/self.dd)*self.dd+4*self.p, event.y-dy+round(dy/self.dd)*self.dd-5*self.p,image=self.photowbd_list[self.present]) self.canvas_bottom.addtag_withtag('image',self.image_added) # 棋子与位置标签绑定,方便“杀死” self.canvas_bottom.addtag_withtag('position'+str(x)+str(y),self.image_added) deadlist=self.get_deadlist(x,y) self.kill(deadlist) # 判断是否重复棋局 if not self.last_2_positions==self.positions: # 判断是否属于有气和杀死对方其中之一 if len(deadlist)>0 or self.if_dead([[x,y]],self.present+1,[x,y])==false: # 当不重复棋局,且属于有气和杀死对方其中之一时,落下棋子有效 if not self.regretchance==1: self.regretchance+=1 else: self.regretbutton['state']=normal self.last_3_positions=copy.deepcopy(self.last_2_positions) self.last_2_positions=copy.deepcopy(self.last_1_positions) self.last_1_positions=copy.deepcopy(self.positions) # 删除上次的标记,重新创建标记 self.canvas_bottom.delete('image_added_sign') self.image_added_sign=self.canvas_bottom.create_oval(event.x-dx+round(dx/self.dd)*self.dd+0.5*self.dd, event.y-dy+round(dy/self.dd)*self.dd+0.5*self.dd,event.x-dx+round(dx/self.dd)*self.dd-0.5*self.dd, event.y-dy+round(dy/self.dd)*self.dd-0.5*self.dd,width=3,outline='#3ae') self.canvas_bottom.addtag_withtag('image',self.image_added_sign) self.canvas_bottom.addtag_withtag('image_added_sign',self.image_added_sign) if self.present==0: self.create_pw() self.del_pb() self.present=1 else: self.create_pb() self.del_pw() self.present=0 else: # 不属于杀死对方或有气,则判断为无气,警告并弹出警告框 self.positions[y][x]=0 self.canvas_bottom.delete('position'+str(x)+str(y)) self.bell() self.showwarningbox('无气',"你被包围了!") else: # 重复棋局,警告打劫 self.positions[y][x]=0 self.canvas_bottom.delete('position'+str(x)+str(y)) self.recover(deadlist,(1 if self.present==0 else 0)) self.bell() self.showwarningbox("打劫","此路不通!") else: # 覆盖,声音警告 self.bell() else: # 超出边界,声音警告 self.bell() # 判断棋子(种类为yourchessman,位置为yourposition)是否无气(死亡),有气则返回false,无气则返回无气棋子的列表 # 本函数是游戏规则的关键,初始deadlist只包含了自己的位置,每次执行时,函数尝试寻找yourposition周围有没有空的位置,有则结束,返回false代表有气; # 若找不到,则找自己四周的同类(不在deadlist中的)是否有气,即调用本函数,无气,则把该同类加入到deadlist,然后找下一个邻居,只要有一个有气,返回false代表有气; # 若四周没有一个有气的同类,返回deadlist,至此结束递归 # def if_dead(self,deadlist,yourchessman,yourposition): def if_dead(self,deadlist,yourchessman,yourposition): for i in [-1,1]: if [yourposition[0]+i,yourposition[1]] not in deadlist: if self.positions[yourposition[1]][yourposition[0]+i]==0: return false if [yourposition[0],yourposition[1]+i] not in deadlist: if self.positions[yourposition[1]+i][yourposition[0]]==0: return false if ([yourposition[0]+1,yourposition[1]] not in deadlist) and (self.positions[yourposition[1]][yourposition[0]+1]==yourchessman): midvar=self.if_dead(deadlist+[[yourposition[0]+1,yourposition[1]]],yourchessman,[yourposition[0]+1,yourposition[1]]) if not midvar: return false else: deadlist+=copy.deepcopy(midvar) if ([yourposition[0]-1,yourposition[1]] not in deadlist) and (self.positions[yourposition[1]][yourposition[0]-1]==yourchessman): midvar=self.if_dead(deadlist+[[yourposition[0]-1,yourposition[1]]],yourchessman,[yourposition[0]-1,yourposition[1]]) if not midvar: return false else: deadlist+=copy.deepcopy(midvar) if ([yourposition[0],yourposition[1]+1] not in deadlist) and (self.positions[yourposition[1]+1][yourposition[0]]==yourchessman): midvar=self.if_dead(deadlist+[[yourposition[0],yourposition[1]+1]],yourchessman,[yourposition[0],yourposition[1]+1]) if not midvar: return false else: deadlist+=copy.deepcopy(midvar) if ([yourposition[0],yourposition[1]-1] not in deadlist) and (self.positions[yourposition[1]-1][yourposition[0]]==yourchessman): midvar=self.if_dead(deadlist+[[yourposition[0],yourposition[1]-1]],yourchessman,[yourposition[0],yourposition[1]-1]) if not midvar: return false else: deadlist+=copy.deepcopy(midvar) return deadlist # 警告消息框,接受标题和警告信息 def showwarningbox(self,title,message): self.canvas_bottom.delete(self.cross) tkinter.messagebox.showwarning(title,message) # 落子后,依次判断四周是否有棋子被杀死,并返回死棋位置列表 def get_deadlist(self,x,y): deadlist=[] for i in [-1,1]: if self.positions[y][x+i]==(2 if self.present==0 else 1) and ([x+i,y] not in deadlist): killlist=self.if_dead([[x+i,y]],(2 if self.present==0 else 1),[x+i,y]) if not killlist==false: deadlist+=copy.deepcopy(killlist) if self.positions[y+i][x]==(2 if self.present==0 else 1) and ([x,y+i] not in deadlist): killlist=self.if_dead([[x,y+i]],(2 if self.present==0 else 1),[x,y+i]) if not killlist==false: deadlist+=copy.deepcopy(killlist) return deadlist # 恢复位置列表list_to_recover为b_or_w指定的棋子 def recover(self,list_to_recover,b_or_w): if len(list_to_recover)>0: for i in range(len(list_to_recover)): self.positions[list_to_recover[i][1]][list_to_recover[i][0]]=b_or_w+1 self.image_added=self.canvas_bottom.create_image(20*self.size+(list_to_recover[i][0]-1)*self.dd+4*self.p, 20*self.size+(list_to_recover[i][1]-1)*self.dd-5*self.p,image=self.photowbd_list[b_or_w]) self.canvas_bottom.addtag_withtag('image',self.image_added) self.canvas_bottom.addtag_withtag('position'+str(list_to_recover[i][0])+str(list_to_recover[i][1]),self.image_added) # 杀死位置列表killlist中的棋子,即删除图片,位置值置0 def kill(self,killlist): if len(killlist)>0: for i in range(len(killlist)): self.positions[killlist[i][1]][killlist[i][0]]=0 self.canvas_bottom.delete('position'+str(killlist[i][0])+str(killlist[i][1])) # 键盘快捷键退出游戏 def keyboardquit(self,event): self.quit() # 以下两个函数修改全局变量值,newapp使主函数循环,以建立不同参数的对象 def newgame1(self): global mode_num,newapp mode_num=(13 if self.mode_num==9 else 9) newapp=true self.quit() def newgame2(self): global mode_num,newapp mode_num=(13 if self.mode_num==19 else 19) newapp=true self.quit() # 声明全局变量,用于新建application对象时切换成不同模式的游戏 global mode_num,newapp mode_num=9 newapp=false if __name__=='__main__': # 循环,直到不切换游戏模式 while true: newapp=false app=application(mode_num) app.title('围棋') app.mainloop() if newapp: app.destroy() else: break
3.运行效果
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