基于Python实现围棋游戏的示例代码

作者:梦执.py 时间:2022-08-21 07:56:39 

1.导入模块

tkinter:ttk覆盖tkinter部分对象,ttk对tkinter进行了优化

copy:深拷贝时需要用到copy模块

tkinter.messagebox:围棋应用对象定义

如没有以上模块,在pycharm终端输入以下指令:

pip install 相应模块 -i https://pypi.douban.com/simple

from tkinter import *
from tkinter.ttk import *
import copy
import tkinter.messagebox

2.初始化棋盘

对棋盘进行初始化和棋盘右侧的按钮设置,以及对棋子的控制。

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)

3. 开始游戏

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

4.放弃当前回合落子

点击弃一手,可跳过当前回合落子。

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

5.悔棋判断

若当前回合悔棋,则下两个回合都不能悔棋。

def regret(self):
# 判定是否可以悔棋
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

6.重新开始

点击重新开始,恢复棋盘。

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

7.右侧太极图的设置

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)

8.落子设置

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()

9.吃子规则判定设置

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]))

10.其他

退出游戏和全局变量的说明。

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

11.程序入口

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

12.效果图

基于Python实现围棋游戏的示例代码

文件自取

所有文件和图片都放在网盘内啦:提取码r6v7,点击提取

来源:https://blog.csdn.net/m0_70127749/article/details/124942171

标签:Python,围棋,游戏
0
投稿

猜你喜欢

  • 如何使用AspUpload2.0组件?

    2010-06-05 12:33:00
  • 设计之外随谈

    2009-06-16 14:38:00
  • python基础教程之csv文件的写入与读取

    2021-06-18 21:21:00
  • js验证表单(form)中多选框(checkbox)值

    2008-03-18 13:39:00
  • 简单了解python列表和元组的区别

    2022-02-11 17:14:43
  • Python下载网络文本数据到本地内存的四种实现方法示例

    2022-10-09 15:48:25
  • 关于计算到期时间的问题

    2009-05-26 15:51:00
  • 使用PHP Socket 编程模拟Http post和get请求

    2023-11-15 10:58:52
  • 微信小程序页面缩放式侧滑效果的实现代码

    2023-09-02 05:21:45
  • Python Trie树实现字典排序

    2023-08-23 02:06:10
  • 长文章自动分页asp实例-支持HTML

    2007-10-10 21:29:00
  • 数据库复制性能测试 推送模式性能测试

    2012-07-11 16:13:52
  • Ubuntu下创建虚拟独立的Python环境全过程

    2021-07-27 13:22:29
  • Python pickle模块常用方法代码实例

    2023-12-25 03:09:16
  • 两段不错的JS文字特效

    2007-09-27 12:52:00
  • WEB页面工具语言XML应用分类之运用

    2008-05-29 10:58:00
  • Python Pytorch深度学习之核心小结

    2021-05-26 20:03:50
  • 记录密码的asp代码

    2009-11-02 10:50:00
  • PyCharm常用配置和常用插件(小结)

    2023-07-21 03:21:17
  • WEB3.0时代的开放与聚合

    2008-08-21 17:19:00
  • asp之家 网络编程 m.aspxhome.com