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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('',self.shadow)

# 鼠标左键单击时,调用getdown函数,放下棋子

self.canvas_bottom.bind('',self.getDown)

# 设置退出快捷键+,快速退出游戏

self.bind('',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

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

 

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