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今天给大家带来一期围棋的源码分享。下面我们先看看效果。游戏进去默认为九路玩法,当然也可以选择十三路或是十九路玩法。
目录-文末领取所有文件
1.导入模块2.初始化棋盘3. 开始游戏4.放弃当前回合落子5.悔棋判断6.重新开始7.右侧太极图的设置8.落子设置9.吃子规则判定设置10.其他11.程序入口文件自取
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('
# 鼠标左键单击时,调用getdown函数,放下棋子
self.canvas_bottom.bind('
# 设置退出快捷键
self.bind('
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 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 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 文件自取 所有文件和图片都放在网盘内啦:提取码0524,点击提取 推荐阅读
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