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【圍棋遊戲——使用Python實作(純tkinter gui)】

目錄

    • 代碼
    • 說明
    • 效果
這篇文章主要介紹了python 如何實作圍棋遊戲,幫助大家利用tkinter制作圖形界面程式,感興趣的朋友可以了解下…

代碼

#!/usr/bin/python3
# 使用Python内置GUI子產品tkinter
from tkinter import *
# ttk覆寫tkinter部分對象,ttk對tkinter進行了優化
from tkinter.ttk import *
# 深拷貝時需要用到copy子產品
import copy
import tkinter.messagebox
# 圍棋應用對象定義
class Application(Tk):
	# 初始化棋盤,預設九路棋盤
	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
		# 視窗尺寸設定,預設:1.8
		self.size=1.8
		# 棋盤每格的邊長
		self.dd=360*self.size/(self.mode_num-1)
		# 相對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,超過邊界:-1,無子: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)
		# 記錄滑鼠經過的地方,用于顯示shadow時
		self.cross_last=None
		# 目前輪到的玩家,黑:0,白:1,執黑先行
		self.present=0 
		# 初始停止運作,點選“開始遊戲”運作遊戲
		self.stop=True
		# 悔棋次數,次數大于0才可悔棋,初始置0(初始不能悔棋),悔棋後置0,下棋或棄手時恢複為1,以禁止連續悔棋
		self.regretchance=0
		# 圖檔資源,存放在目前目錄下的/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")
		# 用于黑白棋子圖檔切換的清單
		self.photoWBU_list=[self.photoBU,self.photoWU]
		self.photoWBD_list=[self.photoBD,self.photoWD]
		# 視窗大小
		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)
		# 幾個功能按鈕
		self.startButton=Button(self,text='開始遊戲',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='退出遊戲',command=self.quit)
		self.quitButton.place(x=480*self.size,y=350*self.size)
		# 畫棋盤,填充顔色
		self.canvas_bottom.create_rectangle(0*self.size,0*self.size,400*self.size,400*self.size,fill='#c51')
		# 刻畫棋盤線及九個點
		# 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)
		# 棋盤上的九個定位點,以中點為模型,移動位置,以作出其餘八個點
		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)
		# 放置右側初始圖檔
		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)
		# 每張圖檔都添加image标簽,友善reload函數删除圖檔
		self.canvas_bottom.addtag_withtag('image',self.pW)
		self.canvas_bottom.addtag_withtag('image',self.pB)
		# 滑鼠移動時,調用shadow函數,顯示随滑鼠移動的棋子
		self.canvas_bottom.bind('<Motion>',self.shadow)
		# 滑鼠左鍵單擊時,調用getdown函數,放下棋子
		self.canvas_bottom.bind('<Button-1>',self.getDown)
		# 設定退出快捷鍵<Ctrl>+<D>,快速退出遊戲
		self.bind('<Control-KeyPress-d>',self.keyboardQuit)
	# 開始遊戲函數,點選“開始遊戲”時調用
	def start(self):
		# 删除右側太極圖
		self.canvas_bottom.delete(self.pW)
		self.canvas_bottom.delete(self.pB)
		# 利用右側圖案提示開始時誰先落子
		if self.present==0:
			self.create_pB()
			self.del_pW()
		else:
			self.create_pW()
			self.del_pB()
		# 開始标志,解除stop
		self.stop=None
	# 放棄一手函數,跳過落子環節
	def passme(self):
		# 悔棋恢複
		if not self.regretchance==1:
			self.regretchance+=1
		else:
			self.regretButton['state']=NORMAL
		# 拷貝棋盤狀态,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
	# 悔棋函數,可悔棋一回合,下兩回合不可悔棋
	def regret(self):
		# 判定是否可以悔棋,以前第三盤棋局複原棋盤
		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
	# 重新加載函數,删除圖檔,序列歸零,設定一些初始參數,點選“重新開始”時調用
	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
	# 以下四個函數實作了右側太極圖的動态建立與删除
	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)
	# 顯示滑鼠移動下棋子的移動
	def shadow(self,event):
		if not self.stop:
			# 找到最近格點,在目前位置靠近的格點出顯示棋子圖檔,并删除上一位置的棋子圖檔
			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,并驅動玩家的輪流下棋行為
	def getDown(self,event):
		if not self.stop:
			# 先找到最近格點
			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)
				# 判斷位置是否已經被占據
				if self.positions[y][x]==0:
					# 未被占據,則嘗試占據,獲得占據後能殺死的棋子清單
					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)
					# 棋子與位置标簽綁定,友善“殺死”
					self.canvas_bottom.addtag_withtag('position'+str(x)+str(y),self.image_added)
					deadlist=self.get_deadlist(x,y)
					self.kill(deadlist)
					# 判斷是否重複棋局
					if not self.last_2_positions==self.positions:
						# 判斷是否屬于有氣和殺死對方其中之一
						if len(deadlist)>0 or self.if_dead([[x,y]],self.present+1,[x,y])==False:
							# 當不重複棋局,且屬于有氣和殺死對方其中之一時,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)
							# 删除上次的标記,重新建立标記
							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:
							# 不屬于殺死對方或有氣,則判斷為無氣,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('無氣',"你被包圍了!")
					else:
						# 重複棋局,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:
					# 覆寫,聲音警告
					self.bell()
			else:
				# 超出邊界,聲音警告
				self.bell()
	# 判斷棋子(種類為yourChessman,位置為yourPosition)是否無氣(死亡),有氣則傳回False,無氣則傳回無氣棋子的清單
	# 本函數是遊戲規則的關鍵,初始deadlist隻包含了自己的位置,每次執行時,函數嘗試尋找yourPosition周圍有沒有空的位置,有則結束,傳回False代表有氣;
	# 若找不到,則找自己四周的同類(不在deadlist中的)是否有氣,即調用本函數,無氣,則把該同類加入到deadlist,然後找下一個鄰居,隻要有一個有氣,傳回False代表有氣;
	# 若四周沒有一個有氣的同類,傳回deadlist,至此結束遞歸
	# def if_dead(self,deadlist,yourChessman,yourPosition):

	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,接受标題和警告資訊			
	def showwarningbox(self,title,message):
		self.canvas_bottom.delete(self.cross)
		tkinter.messagebox.showwarning(title,message)
	# 落子後,依次判斷四周是否有棋子被殺死,并傳回死棋位置清單
	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
	# 恢複位置清單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)
	# 殺死位置清單killList中的棋子,即删除圖檔,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]))
	# 鍵盤快捷鍵退出遊戲
	def keyboardQuit(self,event):
		self.quit()
	# 以下兩個函數修改全局變量值,newApp使主函數循環,以建立不同參數的對象
	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,用于建立Application對象時切換成不同模式的遊戲
global mode_num,newApp
mode_num=9
newApp=False	
if __name__=='__main__':
	# 循環,直到不切換遊戲模式
	while True:
		newApp=False
		app=Application(mode_num)
		app.title('圍棋')
		app.mainloop()
		if newApp:
			app.destroy()
		else:
			break

           

說明

本程式基于tkinter生成GUI,使用前請確定已經安裝好tkinter

對于windows使用者,您可能已經安裝了tkinter,cmd中輸入python -c ‘import tkinter’,如果沒有出錯則已安裝tkinter

對于linux使用者,您可能未安裝tkinter,使用包管理工具搜尋tkinter,如:apt search tkinter,pacman -Ss tkinter,yum search tkinter,選擇符合要求的軟體包,然後安裝,如果未找到,請自行下載下傳并編譯源代碼,再安裝。(版權所有,侵删…)

效果

【圍棋遊戲——使用Python實作(純tkinter gui)】