基于Python實(shí)現(xiàn)圍棋游戲的示例代碼
1.導(dǎo)入模塊
tkinter:ttk覆蓋tkinter部分對(duì)象,ttk對(duì)tkinter進(jìn)行了優(yōu)化
copy:深拷貝時(shí)需要用到copy模塊
tkinter.messagebox:圍棋應(yīng)用對(duì)象定義
如沒(méi)有以上模塊,在pycharm終端輸入以下指令:
pip install 相應(yīng)模塊 -i https://pypi.douban.com/simple
from tkinter import * from tkinter.ttk import * import copy import tkinter.messagebox
2.初始化棋盤
對(duì)棋盤進(jìn)行初始化和棋盤右側(cè)的按鈕設(shè)置,以及對(duì)棋子的控制。
class Application(Tk):
# 初始化棋盤,默認(rèn)九路棋盤
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
# 窗口尺寸設(shè)置,默認(rèn):1.8
self.size=1.8
# 棋盤每格的邊長(zhǎng)
self.dd=360*self.size/(self.mode_num-1)
# 相對(duì)九路棋盤的矯正比例
self.p=1 if self.mode_num==9 else (2/3 if self.mode_num==13 else 4/9)
# 定義棋盤陣列,超過(guò)邊界:-1,無(wú)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)]
# 初始化棋盤,所有超過(guò)邊界的值置-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
# 拷貝三份棋盤“快照”,悔棋和判斷“打劫”時(shí)需要作參考
self.last_3_positions=copy.deepcopy(self.positions)
self.last_2_positions=copy.deepcopy(self.positions)
self.last_1_positions=copy.deepcopy(self.positions)
# 記錄鼠標(biāo)經(jīng)過(guò)的地方,用于顯示shadow時(shí)
self.cross_last=None
# 當(dāng)前輪到的玩家,黑:0,白:1,執(zhí)黑先行
self.present=0
# 初始停止運(yùn)行,點(diǎn)擊“開始游戲”運(yùn)行游戲
self.stop=True
# 悔棋次數(shù),次數(shù)大于0才可悔棋,初始置0(初始不能悔棋),悔棋后置0,下棋或棄手時(shí)恢復(fù)為1,以禁止連續(xù)悔棋
self.regretchance=0
# 圖片資源,存放在當(dāng)前目錄下的/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")
# 用于黑白棋子圖片切換的列表
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)))
# 畫布控件,作為容器
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)
# 幾個(gè)功能按鈕
self.startButton=Button(self,text='開始游戲',command=self.start)
self.startButton.place(x=480*self.size,y=200*self.size)
self.passmeButton=Button(self,text='棄一手',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)
# 初始悔棋按鈕禁用
self.regretButton['state']=DISABLED
self.replayButton=Button(self,text='重新開始',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='退出游戲',command=self.quit)
self.quitButton.place(x=480*self.size,y=350*self.size)
# 畫棋盤,填充顏色
self.canvas_bottom.create_rectangle(0*self.size,0*self.size,400*self.size,400*self.size,fill='#c51')
# 刻畫棋盤線及九個(gè)點(diǎn)
# 先畫外框粗線
self.canvas_bottom.create_rectangle(20*self.size,20*self.size,380*self.size,380*self.size,width=3)
# 棋盤上的九個(gè)定位點(diǎn),以中點(diǎn)為模型,移動(dòng)位置,以作出其余八個(gè)點(diǎn)
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)))
# 畫中間的線條
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)
# 放置右側(cè)初始圖片
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)
# 每張圖片都添加image標(biāo)簽,方便reload函數(shù)刪除圖片
self.canvas_bottom.addtag_withtag('image',self.pW)
self.canvas_bottom.addtag_withtag('image',self.pB)
# 鼠標(biāo)移動(dòng)時(shí),調(diào)用shadow函數(shù),顯示隨鼠標(biāo)移動(dòng)的棋子
self.canvas_bottom.bind('<Motion>',self.shadow)
# 鼠標(biāo)左鍵單擊時(shí),調(diào)用getdown函數(shù),放下棋子
self.canvas_bottom.bind('<Button-1>',self.getDown)
# 設(shè)置退出快捷鍵<Ctrl>+<D>,快速退出游戲
self.bind('<Control-KeyPress-d>',self.keyboardQuit)
3. 開始游戲
def start(self): # 刪除右側(cè)太極圖 self.canvas_bottom.delete(self.pW) self.canvas_bottom.delete(self.pB) # 利用右側(cè)圖案提示開始時(shí)誰(shuí)先落子 if self.present==0: self.create_pB() self.del_pW() else: self.create_pW() self.del_pB() # 開始標(biāo)志,解除stop self.stop=None
4.放棄當(dāng)前回合落子
點(diǎn)擊棄一手,可跳過(guò)當(dāng)前回合落子。
def passme(self):
# 悔棋恢復(fù)
if not self.regretchance==1:
self.regretchance+=1
else:
self.regretButton['state']=NORMAL
# 拷貝棋盤狀態(tài),記錄前三次棋局
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')
# 輪到下一玩家
if self.present==0:
self.create_pW()
self.del_pB()
self.present=1
else:
self.create_pB()
self.del_pW()
self.present=0
5.悔棋判斷
若當(dāng)前回合悔棋,則下兩個(gè)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.重新開始
點(diǎn)擊重新開始,恢復(fù)棋盤。
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.右側(cè)太極圖的設(shè)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.落子設(shè)置
def shadow(self,event):
if not self.stop:
# 找到最近格點(diǎn),在當(dāng)前位置靠近的格點(diǎn)出顯示棋子圖片,并刪除上一位置的棋子圖片
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,并驅(qū)動(dòng)玩家的輪流下棋行為
def getDown(self,event):
if not self.stop:
# 先找到最近格點(diǎn)
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)
# 判斷位置是否已經(jīng)被占據(jù)
if self.positions[y][x]==0:
# 未被占據(jù),則嘗試占據(jù),獲得占據(jù)后能殺死的棋子列表
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)
# 棋子與位置標(biāo)簽綁定,方便“殺死”
self.canvas_bottom.addtag_withtag('position'+str(x)+str(y),self.image_added)
deadlist=self.get_deadlist(x,y)
self.kill(deadlist)
# 判斷是否重復(fù)棋局
if not self.last_2_positions==self.positions:
# 判斷是否屬于有氣和殺死對(duì)方其中之一
if len(deadlist)>0 or self.if_dead([[x,y]],self.present+1,[x,y])==False:
# 當(dāng)不重復(fù)棋局,且屬于有氣和殺死對(duì)方其中之一時(shí),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)
# 刪除上次的標(biāo)記,重新創(chuàng)建標(biāo)記
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:
# 不屬于殺死對(duì)方或有氣,則判斷為無(wú)氣,警告并彈出警告框
self.positions[y][x]=0
self.canvas_bottom.delete('position'+str(x)+str(y))
self.bell()
self.showwarningbox('無(wú)氣',"你被包圍了!")
else:
# 重復(fù)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:
# 覆蓋,聲音警告
self.bell()
else:
# 超出邊界,聲音警告
self.bell()
9.吃子規(guī)則判定設(shè)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,接受標(biāo)題和警告信息
def showwarningbox(self,title,message):
self.canvas_bottom.delete(self.cross)
tkinter.messagebox.showwarning(title,message)
# 落子后,依次判斷四周是否有棋子被殺死,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
# 恢復(fù)位置列表list_to_recover為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)
# 殺死位置列表killList中的棋子,即刪除圖片,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
退出游戲和全局變量的說(shuō)明。
def keyboardQuit(self,event): self.quit() # 以下兩個(gè)函數(shù)修改全局變量值,newApp使主函數(shù)循環(huán),以建立不同參數(shù)的對(duì)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() # 聲明全局變量,用于新建Application對(duì)象時(shí)切換成不同模式的游戲 global mode_num,newApp mode_num=9 newApp=False
11.程序入口
if __name__=='__main__':
# 循環(huán),直到不切換游戲模式
while True:
newApp=False
app=Application(mode_num)
app.title('圍棋')
app.mainloop()
if newApp:
app.destroy()
else:
break12.效果圖

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