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服务器之家 - 脚本之家 - Python - 基于Python实现围棋游戏的示例代码

基于Python实现围棋游戏的示例代码

2023-02-16 11:54梦执.py Python

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,感兴趣的可以了解一下

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

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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。

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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

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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。

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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。

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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。

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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

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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

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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

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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。

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    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

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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

以上就是基于Python实现围棋游戏的示例代码的详细内容,更多关于Python围棋的资料请关注服务器之家其它相关文章!

原文链接:https://blog.csdn.net/m0_70127749/article/details/124942171

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