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python 实现围棋游戏(纯tkinter gui)

【字号: 日期:2022-07-05 15:16:58浏览:4作者:猪猪

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tkinterfrom 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 copyimport 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:19self.mode_num=my_mode_num# 窗口尺寸设置,默认:1.8self.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:2self.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-1for 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’]=DISABLEDself.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stopself.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+=1else: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=1else: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=0self.regretButton[’state’]=DISABLEDlist_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]=0for 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]=0self.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=0self.canvas_bottom.delete(’image’)self.regretchance=0self.present=0self.create_pB()for m in range(1,self.mode_num+1):for n in range(1,self.mode_num+1):self.positions[m][n]=0self.last_3_positions[m][n]=0self.last_2_positions[m][n]=0self.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.dddy=(event.y-20*self.size)%self.ddself.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.dddy=(event.y-20*self.size)%self.ddx=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+1self.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+=1else:self.regretButton[’state’]=NORMALself.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=1else:self.create_pB()self.del_pW()self.present=0else:# 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]=0self.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]=0self.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 Falseif [yourPosition[0],yourPosition[1]+i] not in deadList:if self.positions[yourPosition[1]+i][yourPosition[0]]==0:return Falseif ([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 Falseelse: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 Falseelse: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 Falseelse: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 Falseelse: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+1self.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0def kill(self,killList):if len(killList)>0:for i in range(len(killList)):self.positions[killList[i][1]][killList[i][0]]=0self.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,newAppmode_num=(13 if self.mode_num==9 else 9)newApp=Trueself.quit()def newGame2(self):global mode_num,newAppmode_num=(13 if self.mode_num==19 else 19)newApp=Trueself.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,newAppmode_num=9newApp=Falseif __name__==’__main__’:# 循环,直到不切换游戏模式while True:newApp=Falseapp=Application(mode_num)app.title(’围棋’)app.mainloop()if newApp:app.destroy()else:break

3.运行效果

python 实现围棋游戏(纯tkinter gui)

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