本文实例为大家分享了python实现五子棋游戏的具体代码,供大家参考,具体内容如下
一、运行截图:
二、代码
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# 用数组定义一个棋盘,棋盘大小为 15×15 # 数组索引代表位置, # 元素值代表该位置的状态:0代表没有棋子,1代表有黑棋,-1代表有白棋。 from tkinter import * from tkinter.messagebox import * class chess( object ): def __init__( self ): ############# # param # ####################################### self .row, self .column = 15 , 15 self .mesh = 25 self .ratio = 0.9 self .board_color = "#cdba96" self .header_bg = "#cdc0b0" self .btn_font = ( "黑体" , 12 , "bold" ) self .step = self .mesh / 2 self .chess_r = self .step * self .ratio self .point_r = self .step * 0.2 self .matrix = [[ 0 for y in range ( self .column)] for x in range ( self .row)] self .is_start = false self .is_black = true self .last_p = none ########### # gui # ####################################### self .root = tk() self .root.title( "gobang by young" ) self .root.resizable(width = false, height = false) self .f_header = frame( self .root, highlightthickness = 0 , bg = self .header_bg) self .f_header.pack(fill = both, ipadx = 10 ) self .b_start = button( self .f_header, text = "开始" , command = self .bf_start, font = self .btn_font) self .b_restart = button( self .f_header, text = "重来" , command = self .bf_restart, state = disabled, font = self .btn_font) self .l_info = label( self .f_header, text = "未开始" , bg = self .header_bg, font = ( "楷体" , 18 , "bold" ), fg = "white" ) self .b_regret = button( self .f_header, text = "悔棋" , command = self .bf_regret, state = disabled, font = self .btn_font) self .b_lose = button( self .f_header, text = "认输" , command = self .bf_lose, state = disabled, font = self .btn_font) self .b_start.pack(side = left, padx = 20 ) self .b_restart.pack(side = left) self .l_info.pack(side = left, expand = yes, fill = both, pady = 10 ) self .b_lose.pack(side = right, padx = 20 ) self .b_regret.pack(side = right) self .c_chess = canvas( self .root, bg = self .board_color, width = ( self .column + 1 ) * self .mesh, height = ( self .row + 1 ) * self .mesh, highlightthickness = 0 ) self .draw_board() self .c_chess.bind( "<button-1>" , self .cf_board) self .c_chess.pack() self .root.mainloop() # 画x行y列处的网格 def draw_mesh( self , x, y): # 一个倍率,由于tkinter操蛋的gui,如果不加倍率,悔棋的时候会有一点痕迹,可以试试把这个改为1,就可以看到 ratio = ( 1 - self .ratio) * 0.99 + 1 center_x, center_y = self .mesh * (x + 1 ), self .mesh * (y + 1 ) # 先画背景色 self .c_chess.create_rectangle(center_y - self .step, center_x - self .step, center_y + self .step, center_x + self .step, fill = self .board_color, outline = self .board_color) # 再画网格线,这里面a b c d是不同的系数,根据x,y不同位置确定,需要一定推导。 a, b = [ 0 , ratio] if y = = 0 else [ - ratio, 0 ] if y = = self .row - 1 else [ - ratio, ratio] c, d = [ 0 , ratio] if x = = 0 else [ - ratio, 0 ] if x = = self .column - 1 else [ - ratio, ratio] self .c_chess.create_line(center_y + a * self .step, center_x, center_y + b * self .step, center_x) self .c_chess.create_line(center_y, center_x + c * self .step, center_y, center_x + d * self .step) # 有一些特殊的点要画小黑点 if ((x = = 3 or x = = 11 ) and (y = = 3 or y = = 11 )) or (x = = 7 and y = = 7 ): self .c_chess.create_oval(center_y - self .point_r, center_x - self .point_r, center_y + self .point_r, center_x + self .point_r, fill = "black" ) # 画x行y列处的棋子,color指定棋子颜色 def draw_chess( self , x, y, color): center_x, center_y = self .mesh * (x + 1 ), self .mesh * (y + 1 ) # 就是画个圆 self .c_chess.create_oval(center_y - self .chess_r, center_x - self .chess_r, center_y + self .chess_r, center_x + self .chess_r, fill = color) # 画整个棋盘 def draw_board( self ): [ self .draw_mesh(x, y) for y in range ( self .column) for x in range ( self .row)] # 在正中间显示文字 def center_show( self , text): width, height = int ( self .c_chess[ 'width' ]), int ( self .c_chess[ 'height' ]) self .c_chess.create_text( int (width / 2 ), int (height / 2 ), text = text, font = ( "黑体" , 30 , "bold" ), fill = "red" ) # 开始的时候设置各个组件,变量的状态,初始化matrix矩阵,初始化棋盘,初始化信息 def bf_start( self ): self .set_btn_state( "start" ) self .is_start = true self .is_black = true self .matrix = [[ 0 for y in range ( self .column)] for x in range ( self .row)] self .draw_board() self .l_info.config(text = "黑方下棋" ) # 重来跟开始的效果一样 def bf_restart( self ): self .bf_start() # 用last_p来标识上一步的位置。先用网格覆盖掉棋子,操作相应的变量,matrix[x][y]要置空,只能悔一次棋 def bf_regret( self ): if not self .last_p: showinfo( "提示" , "现在不能悔棋" ) return x, y = self .last_p self .draw_mesh(x, y) self .matrix[x][y] = 0 self .last_p = none self .trans_identify() # 几个状态改变,还有显示文字,没什么说的 def bf_lose( self ): self .set_btn_state( "init" ) self .is_start = false text = self .ternary_operator( "黑方认输" , "白方认输" ) self .l_info.config(text = text) self .center_show( "蔡" ) # canvas的click事件 def cf_board( self , e): # 找到离点击点最近的坐标 x, y = int ((e.y - self .step) / self .mesh), int ((e.x - self .step) / self .mesh) # 找到该坐标的中心点位置 center_x, center_y = self .mesh * (x + 1 ), self .mesh * (y + 1 ) # 计算点击点到中心的距离 distance = ((center_x - e.y) * * 2 + (center_y - e.x) * * 2 ) * * 0.5 # 如果距离不在规定的圆内,退出//如果这个位置已经有棋子,退出//如果游戏还没开始,退出 if distance > self .step * 0.95 or self .matrix[x][y] ! = 0 or not self .is_start: return # 此时棋子的颜色,和matrix中该棋子的标识。 color = self .ternary_operator( "black" , "white" ) tag = self .ternary_operator( 1 , - 1 ) # 先画棋子,在修改matrix相应点的值,用last_p记录本次操作点 self .draw_chess(x, y, color) self .matrix[x][y] = tag self .last_p = [x, y] # 如果赢了,则游戏结束,修改状态,中心显示某方获胜 if self .is_win(x, y, tag): self .is_start = false self .set_btn_state( "init" ) text = self .ternary_operator( "黑方获胜" , "白方获胜" ) self .center_show(text) return # 如果游戏继续,则交换棋手 self .trans_identify() def is_win( self , x, y, tag): # 获取斜方向的列表 def direction(i, j, di, dj, row, column, matrix): temp = [] while 0 < = i < row and 0 < = j < column: i, j = i + di, j + dj i, j = i - di, j - dj while 0 < = i < row and 0 < = j < column: temp.append(matrix[i][j]) i, j = i - di, j - dj return temp four_direction = [] # 获取水平和竖直方向的列表 four_direction.append([ self .matrix[i][y] for i in range ( self .row)]) four_direction.append([ self .matrix[x][j] for j in range ( self .column)]) # 获取斜方向的列表 four_direction.append(direction(x, y, 1 , 1 , self .row, self .column, self .matrix)) four_direction.append(direction(x, y, 1 , - 1 , self .row, self .column, self .matrix)) # 一一查看这四个方向,有没有满足五子连珠 for v_list in four_direction: count = 0 for v in v_list: if v = = tag: count + = 1 if count = = 5 : return true else : count = 0 return false # 设置四个按钮是否可以点击 def set_btn_state( self , state): state_list = [normal, disabled, disabled, disabled] if state = = "init" else [disabled, normal, normal, normal] self .b_start.config(state = state_list[ 0 ]) self .b_restart.config(state = state_list[ 1 ]) self .b_regret.config(state = state_list[ 2 ]) self .b_lose.config(state = state_list[ 3 ]) # 因为有很多和self.black相关的三元操作,所以就提取出来 def ternary_operator( self , true, false): return true if self .is_black else false # 交换棋手 def trans_identify( self ): self .is_black = not self .is_black text = self .ternary_operator( "黑方下棋" , "白方下棋" ) self .l_info.config(text = text) if __name__ = = '__main__' : chess() |
三、增加复盘和保存棋谱功能
直接贴可以运行的源码,添加了两个按键和一个页面。
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# 用数组定义一个棋盘,棋盘大小为 15×15 # 数组索引代表位置, # 元素值代表该位置的状态:0代表没有棋子,1代表有黑棋,-1代表有白棋。 from tkinter import * from tkinter.messagebox import * import os tag_black = "1" tag_empty = "." tag_white = "0" root_dir = os.path.abspath(os.path.dirname(os.path.abspath(__file__)) + os.path.sep + "." ) class chess( object ): def bf_save( self ): path = os.path.join(root_dir, "record.txt" ) file = open (path, "w" ) for i in range ( len ( self .record)): x, y = self .record[i] file .write( "{}: [{}, {}]\n" . format ( "黑方" if i % 2 = = 0 else "白方" , x, y)) file .close() def init_matrix( self ): return [[tag_empty for y in range ( self .column)] for x in range ( self .row)] def __init__( self ): ############# # param # ####################################### self .row, self .column = 15 , 15 self .mesh = 25 self .ratio = 0.9 self .board_color = "#cdba96" self .header_bg = "#cdc0b0" self .btn_font = ( "黑体" , 12 , "bold" ) self .step = self .mesh / 2 self .chess_r = self .step * self .ratio self .point_r = self .step * 0.2 self .matrix = self .init_matrix() self .is_start = false self .is_black = true self .record = [] ########### # gui # ####################################### self .root = tk() self .root.title( "gobang by young" ) self .root.resizable(width = false, height = false) self .f_header = frame( self .root, highlightthickness = 0 , bg = self .header_bg) self .b_start = button( self .f_header, text = "开始" , command = self .bf_start, font = self .btn_font) self .b_restart = button( self .f_header, text = "重来" , command = self .bf_restart, state = disabled, font = self .btn_font) self .l_info = label( self .f_header, text = "未开始" , bg = self .header_bg, font = ( "楷体" , 18 , "bold" ), fg = "white" ) self .b_regret = button( self .f_header, text = "悔棋" , command = self .bf_regret, state = disabled, font = self .btn_font) self .b_lose = button( self .f_header, text = "认输" , command = self .bf_lose, state = disabled, font = self .btn_font) self .c_chess = canvas( self .root, bg = self .board_color, width = ( self .column + 1 ) * self .mesh, height = ( self .row + 1 ) * self .mesh, highlightthickness = 0 ) self .draw_board() self .c_chess.bind( "<button-1>" , self .cf_board) self .b_record = button( self .root, text = "复 盘" , command = self .bf_record, font = self .btn_font, bg = "lightblue" ) self .b_save = button( self .root, text = "保 存" , command = self .bf_save, font = self .btn_font, bg = "lightblue" ) self .f_header.pack(side = top, fill = both, ipadx = 10 ) self .b_start.pack(side = left, padx = 20 ) self .b_restart.pack(side = left) self .l_info.pack(side = left, expand = yes, fill = both, pady = 10 ) self .b_lose.pack(side = right, padx = 20 ) self .b_regret.pack(side = right) self .c_chess.pack(side = top) self .b_record.pack(side = top, expand = yes, fill = x) self .b_save.pack(side = top, expand = yes, fill = x) self .root.mainloop() # 画x行y列处的网格 def draw_mesh( self , x, y): # 一个倍率,由于tkinter操蛋的gui,如果不加倍率,悔棋的时候会有一点痕迹,可以试试把这个改为1,就可以看到 ratio = ( 1 - self .ratio) * 0.99 + 1 center_x, center_y = self .mesh * (x + 1 ), self .mesh * (y + 1 ) # 先画背景色 self .c_chess.create_rectangle(center_y - self .step, center_x - self .step, center_y + self .step, center_x + self .step, fill = self .board_color, outline = self .board_color) # 再画网格线,这里面a b c d是不同的系数,根据x,y不同位置确定,需要一定推导。 a, b = [ 0 , ratio] if y = = 0 else [ - ratio, 0 ] if y = = self .row - 1 else [ - ratio, ratio] c, d = [ 0 , ratio] if x = = 0 else [ - ratio, 0 ] if x = = self .column - 1 else [ - ratio, ratio] self .c_chess.create_line(center_y + a * self .step, center_x, center_y + b * self .step, center_x) self .c_chess.create_line(center_y, center_x + c * self .step, center_y, center_x + d * self .step) # 有一些特殊的点要画小黑点 if ((x = = 3 or x = = 11 ) and (y = = 3 or y = = 11 )) or (x = = 7 and y = = 7 ): self .c_chess.create_oval(center_y - self .point_r, center_x - self .point_r, center_y + self .point_r, center_x + self .point_r, fill = "black" ) # 画x行y列处的棋子,color指定棋子颜色 def draw_chess( self , x, y, color): center_x, center_y = self .mesh * (x + 1 ), self .mesh * (y + 1 ) # 就是画个圆 self .c_chess.create_oval(center_y - self .chess_r, center_x - self .chess_r, center_y + self .chess_r, center_x + self .chess_r, fill = color) # 画整个棋盘 def draw_board( self ): [ self .draw_mesh(x, y) for y in range ( self .column) for x in range ( self .row)] # 在正中间显示文字 def center_show( self , text): width, height = int ( self .c_chess[ 'width' ]), int ( self .c_chess[ 'height' ]) self .c_chess.create_text( int (width / 2 ), int (height / 2 ), text = text, font = ( "黑体" , 30 , "bold" ), fill = "red" ) def bf_record( self ): record( self .record) pass # 开始的时候设置各个组件,变量的状态,初始化matrix矩阵,初始化棋盘,初始化信息 def bf_start( self ): self .set_btn_state( "start" ) self .is_start = true self .is_black = true self .matrix = self .init_matrix() self .draw_board() self .record = [] self .l_info.config(text = "黑方下棋" ) # 重来跟开始的效果一样 def bf_restart( self ): self .record = [] self .bf_start() # 用last_p来标识上一步的位置。先用网格覆盖掉棋子,操作相应的变量,matrix[x][y]要置空,只能悔一次棋 def bf_regret( self ): if len ( self .record) = = 0 : showinfo( "提示" , "现在不能悔棋" ) return x, y = self .record[ - 1 ] self .draw_mesh(x, y) self .matrix[x][y] = tag_empty self .record = self .record[: - 1 ] self .trans_identify() # 几个状态改变,还有显示文字,没什么说的 def bf_lose( self ): self .set_btn_state( "init" ) self .is_start = false text = self .ternary_operator( "黑方认输" , "白方认输" ) self .l_info.config(text = text) self .center_show( "蔡" ) def go_chess( self , x, y): # 此时棋子的颜色,和matrix中该棋子的标识。 color = self .ternary_operator( "black" , "white" ) tag = self .ternary_operator(tag_black, tag_white) # 先画棋子,在修改matrix相应点的值,用last_p记录本次操作点 self .draw_chess(x, y, color) self .matrix[x][y] = tag self .record.append([x, y]) # 如果赢了,则游戏结束,修改状态,中心显示某方获胜 if self .is_win(x, y, tag): self .is_start = false self .set_btn_state( "init" ) text = self .ternary_operator( "黑方获胜" , "白方获胜" ) self .center_show(text) return # 如果游戏继续,则交换棋手 self .trans_identify() # canvas的click事件 def cf_board( self , e): # 找到离点击点最近的坐标 x, y = int ((e.y - self .step) / self .mesh), int ((e.x - self .step) / self .mesh) # 找到该坐标的中心点位置 center_x, center_y = self .mesh * (x + 1 ), self .mesh * (y + 1 ) # 计算点击点到中心的距离 distance = ((center_x - e.y) * * 2 + (center_y - e.x) * * 2 ) * * 0.5 # 如果距离不在规定的圆内,退出//如果这个位置已经有棋子,退出//如果游戏还没开始,退出 if distance > self .step * 0.95 or self .matrix[x][y] ! = tag_empty or not self .is_start: return self .go_chess(x, y) def is_win( self , x, y, tag): # 获取斜方向的列表 def direction(i, j, di, dj, row, column, matrix): temp = [] while 0 < = i < row and 0 < = j < column: i, j = i + di, j + dj i, j = i - di, j - dj while 0 < = i < row and 0 < = j < column: temp.append(matrix[i][j]) i, j = i - di, j - dj return temp four_direction = [] # 获取水平和竖直方向的列表 four_direction.append([ self .matrix[i][y] for i in range ( self .row)]) four_direction.append([ self .matrix[x][j] for j in range ( self .column)]) # 获取斜方向的列表 four_direction.append(direction(x, y, 1 , 1 , self .row, self .column, self .matrix)) four_direction.append(direction(x, y, 1 , - 1 , self .row, self .column, self .matrix)) # 一一查看这四个方向,有没有满足五子连珠 for v_list in four_direction: if tag * 5 in "".join(v_list): return true return false # 设置四个按钮是否可以点击 def set_btn_state( self , state): state_list = [normal, disabled, disabled, disabled] if state = = "init" else [disabled, normal, normal, normal] self .b_start.config(state = state_list[ 0 ]) self .b_restart.config(state = state_list[ 1 ]) self .b_regret.config(state = state_list[ 2 ]) self .b_lose.config(state = state_list[ 3 ]) # 因为有很多和self.black相关的三元操作,所以就提取出来 def ternary_operator( self , true, false): return true if self .is_black else false # 交换棋手 def trans_identify( self ): self .is_black = not self .is_black text = self .ternary_operator( "黑方下棋" , "白方下棋" ) self .l_info.config(text = text) def print_process( self ): pass class record( object ): def __init__( self , record): ############# # param # ####################################### self .row, self .column = 15 , 15 self .mesh = 25 self .ratio = 0.9 self .board_color = "#cdba96" self .header_bg = "#cdc0b0" self .btn_font = ( "黑体" , 12 , "bold" ) self .step = self .mesh / 2 self .chess_r = self .step * self .ratio self .point_r = self .step * 0.2 ########### self .is_black = true self .index = - 1 self .record = record ########### # gui # ####################################### self .root = tk() self .root.title( "复盘" ) self .root.resizable(width = false, height = false) self .root.bind( "<key>" , self .kf_step) self .f_header = frame( self .root, highlightthickness = 0 , bg = self .header_bg) self .l_info = label( self .f_header, text = "未开始" , bg = self .header_bg, font = ( "楷体" , 18 , "bold" ), fg = "white" ) self .c_chess = canvas( self .root, bg = self .board_color, width = ( self .column + 1 ) * self .mesh, height = ( self .row + 1 ) * self .mesh, highlightthickness = 0 ) self .draw_board() self .f_header.pack(fill = both, ipadx = 10 ) self .l_info.pack(side = left, expand = yes, fill = both, pady = 10 ) self .c_chess.pack() self .root.mainloop() def kf_step( self , e): if e.keycode not in [ 37 , 39 ]: return if e.keycode = = 37 : if self .index = = - 1 : self .l_info.config(text = "已经走到最开始了" ) return x, y = self .record[ self .index] self .draw_mesh(x, y) if self .index = = 0 : self .l_info.config(text = "未开始" ) else : self .l_info.config(text = "黑方走棋" if self .is_black else "白方走棋" ) self .is_black = not self .is_black self .index - = 1 if self .index > 0 : x, y = self .record[ self .index] color = "white" if self .is_black else "black" self .draw_chess(x, y, color, "red" ) elif e.keycode = = 39 : if self .index = = len ( self .record) - 1 : self .l_info.config(text = "已经走到最末尾了" ) return self .index + = 1 x, y = self .record[ self .index] color = "black" if self .is_black else "white" self .draw_chess(x, y, color, "red" ) if self .index > 0 : x, y = self .record[ self .index - 1 ] color = "white" if self .is_black else "black" self .draw_chess(x, y, color) self .l_info.config(text = "黑方走棋" if self .is_black else "白方走棋" ) self .is_black = not self .is_black else : pass # 画x行y列处的网格 def draw_mesh( self , x, y): # 一个倍率,由于tkinter操蛋的gui,如果不加倍率,悔棋的时候会有一点痕迹,可以试试把这个改为1,就可以看到 ratio = ( 1 - self .ratio) * 0.99 + 1 center_x, center_y = self .mesh * (x + 1 ), self .mesh * (y + 1 ) # 先画背景色 self .c_chess.create_rectangle(center_y - self .step, center_x - self .step, center_y + self .step, center_x + self .step, fill = self .board_color, outline = self .board_color) # 再画网格线,这里面a b c d是不同的系数,根据x,y不同位置确定,需要一定推导。 a, b = [ 0 , ratio] if y = = 0 else [ - ratio, 0 ] if y = = self .row - 1 else [ - ratio, ratio] c, d = [ 0 , ratio] if x = = 0 else [ - ratio, 0 ] if x = = self .column - 1 else [ - ratio, ratio] self .c_chess.create_line(center_y + a * self .step, center_x, center_y + b * self .step, center_x) self .c_chess.create_line(center_y, center_x + c * self .step, center_y, center_x + d * self .step) # 有一些特殊的点要画小黑点 if ((x = = 3 or x = = 11 ) and (y = = 3 or y = = 11 )) or (x = = 7 and y = = 7 ): self .c_chess.create_oval(center_y - self .point_r, center_x - self .point_r, center_y + self .point_r, center_x + self .point_r, fill = "black" ) # 画x行y列处的棋子,color指定棋子颜色 def draw_chess( self , x, y, color, outline = "black" ): center_x, center_y = self .mesh * (x + 1 ), self .mesh * (y + 1 ) # 就是画个圆 self .c_chess.create_oval(center_y - self .chess_r, center_x - self .chess_r, center_y + self .chess_r, center_x + self .chess_r, fill = color, outline = outline) # 画整个棋盘 def draw_board( self ): [ self .draw_mesh(x, y) for y in range ( self .column) for x in range ( self .row)] # 在正中间显示文字 def center_show( self , text): width, height = int ( self .c_chess[ 'width' ]), int ( self .c_chess[ 'height' ]) self .c_chess.create_text( int (width / 2 ), int (height / 2 ), text = text, font = ( "黑体" , 30 , "bold" ), fill = "red" ) # 开始的时候设置各个组件,变量的状态,初始化matrix矩阵,初始化棋盘,初始化信息 if __name__ = = '__main__' : chess() |
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。
原文链接:https://blog.csdn.net/qq_28969139/article/details/81008389