• Tkinter实现五子棋小游戏


    用Tkinter做一个五子棋游戏,但是我在做的时候心血来潮,决定稍微改变一下规则,于是在五子棋的基础上开发出了“四五棋”,具体规则如下:

    一方连成四子得一分;
    一方连成五子及以上得五分;
    当棋盘落满后,比较双方得分,较高的一方获胜。

    接下来就是用tkinter来实现它了,具体流程主要分为几部分:

    (1)棋盘绘制:15x15;

    (2)落子的相应判断:先判断点击的位置是否是棋盘线交叉点,然后判断是黑方还是白方,若落子点上没有棋子,则落子;

    (3)得分判断:每次落子后,从当前棋子的横、竖、斜三个方向寻找连子(不包括该棋子本身),找到三个则加一分,找到四个及以上则加五分;

    (4)胜负判断:若棋盘落满,根据双方得分判断胜负;

    (5)悔棋:删除上一步绘制的棋子,并将其移除棋子列表,减去相应分数;

    (6)信息显示:显示当前执子方和得分。

    与tkinter相关的部分主要用到了canvas.create_oval绘制棋子,以及Label显示信息,其余大多是各种判断的算法。下面是完整代码:

    from tkinter import *
    window = Tk()
    window.title("四五棋")
    #画棋盘
    canvas = Canvas(window, bg = "SandyBrown", width = 480, height = 480)
    canvas.grid(row = 0, column = 0, rowspan = 10)
    
    #画线条
    for i in range(15):
        canvas.create_line(30, (30 * i + 30), 450, (30 * i + 30))
        canvas.create_line((30* i + 30), 30, (30 * i + 30), 450)
    
    #画初始的五个星
    point_x = [3, 3, 11, 11, 7]
    point_y = [3, 11, 3, 11, 7]
    for i in range(5):
        canvas.create_oval(30 * point_x[i] + 27, 30 * point_y[i] + 27, 
                           30 * point_x[i] + 33, 30 * point_y[i] + 33, fill = "black")
    
    #设置必要参数
    r = 10
    click_x=0                 #定义x轴坐标
    click_y=0                 #定义y轴坐标
    piece_color = "black"     #当前棋子颜色
    person_flag = 1           #棋子标志,1为白子,-1为黑子
    a_flag = 1                #当一方获胜后,无法在棋盘上点击
    mouse_black = []          #黑子坐标存储列表
    mouse_white = []          #白子坐标存储列表
    mouse = []                #所有棋子坐标存储列表
    totala=0
    totalb=0
    ret=1
    #返回鼠标位置
    def mouseBack(event):     
        global click_x, click_y
        click_x = event.x
        click_y = event.y
        mouseJudge()
        
    #单击左键,返回当前位置    
    canvas.bind("<Button-1>",mouseBack) 
    
    #使落点在交叉点处
    def mouseJudge():
        global click_x, click_y, person_flag, mouse
        mouse = mouse_black + mouse_white   #将棋子(黑白)坐标全部存进去
        i=0
        j=0
        while click_x > (30+15*i):     #确定鼠标点击位置所在的格子
            i+=1
        while click_y > (30+15*j):
            j+=1
        if ((i%2)==1 and (j%2)==1):      #将一个格子分成四个区域,根据鼠标点击位置所在区域分得格子的顶点
            click_x=30+15*(i-1)                      
            click_y=30+15*(j-1)
        if ((i%2)==1 and (j%2)==0):
            click_x=30+15*(i-1)
            click_y=30+15*j
        if ((i%2)==0 and (j%2)==1):
            click_x=30+15*i
            click_y=30+15*(j-1)
        if ((i%2)==0 and (j%2)==0):
            click_x=30+15*i
            click_y=30+15*j
        if person_flag ==1:
            putPiece("black")
        elif person_flag ==-1:
            putPiece("white")
        
    #落子        
    def putPiece(piece_color):
        global mouse_black, mouse_white, person_flag, mouse,ret
        ret=1
        if (click_x>=30)and(click_x<=450)and(click_y>=30)and(click_y<=450): #只能在棋谱内产生棋子
            if (click_x, click_y) not in mouse:   #一个点只能产生一个棋子
                if a_flag == 0:
                    canvas.create_oval(click_x - r, click_y - r,
                                       click_x + r, click_y + r, 
                                       fill = piece_color, tags = ("piece"))
                    person_flag *= -1
                    if piece_color == "white":
                        Show(mouse)
                        mouse_white.append( (click_x, click_y) )   #将白子坐标放进白子列表中
                        Judge1(mouse_white) 
                        Tips(mouse)
                    elif piece_color == "black":
                        Show(mouse)
                        mouse_black.append( (click_x, click_y) )   #将黑子坐标放进黑子列表中
                        Judge1(mouse_black)
                        Tips(mouse)
                else:
                    return 0
    
    #根据连子数判断输赢
    def pieceCount(mouse,pieces_count,p,q):
        global piece_count
        if person_flag==-1:   #判断黑子
            for i in range(1,5):
                (x, y) = (click_x + p * 30 * i, click_y + q * 30 * i)
                if (x, y) in mouse_black:
                    piece_count+=1
                else:
                    break
            return piece_count
        if person_flag==1:   #判断白子
            for i in range(1,5):
                (x, y) = (click_x + p * 30 * i, click_y + q * 30 * i)
                if (x, y) in mouse_white:
                    piece_count+=1
                else:
                    break
            return piece_count
    
    #从横竖斜三个方向判断输赢
    def Judge1(mouse):
        global piece_count, piece_color
        piece_count = 0
        piece_count = pieceCount(mouse,piece_count,-1,0)              #从该落点坐标往左判断
        piece_count = pieceCount(mouse,piece_count,1,0)               #从该落点坐标往右判断
        #除了刚落下的棋子,还连接了三个,则连成了四子
        if  piece_count == 3:
            return 1
        elif  piece_count > 3:
            return 5
        else:
            piece_count = 0
            piece_count = pieceCount(mouse,piece_count,0,-1)          #从该落点坐标往上判断
            piece_count = pieceCount(mouse,piece_count,0,1)           #从该落点坐标往下判断
            if piece_count== 3:
                return 1
            elif  piece_count > 3:
                return 5
            else:
                piece_count = 0
                piece_count = pieceCount(mouse,piece_count,-1,-1)     #从该落点坐标往左上角判断
                piece_count = pieceCount(mouse,piece_count,1,1)       #从该落点坐标往右下角判断
                if piece_count == 3:
                    return 1
                elif  piece_count > 3:
                    return 5
                else:
                    piece_count = 0
                    piece_count = pieceCount(mouse,piece_count,1,-1)  #从该落点坐标往右上角判断
                    piece_count = pieceCount(mouse,piece_count,-1,1)  #从该落点坐标往左下角判断
                    if piece_count ==3:
                        return 1
                    elif  piece_count > 3:
                        return 5
                    else:
                        return 0
    
    
    #走棋提示
    def Show(mouse):
        var1 = StringVar()
        if person_flag==1:
            piece_canvas = Canvas(window, width = 200, height = 50)
            piece_canvas.grid(row = 0, column = 1)
            piece_canvas.create_oval(100 - r, 30 - r,
                                    100 + r, 30 + r,
                                    fill = 'black')
            var1.set("执黑轮次")
            label = Label(window, textvariable=var1, font=("宋体",16))
            label.grid(row = 1,column = 1) 
        if person_flag==-1:
            piece_canvas = Canvas(window, width = 200, height = 50)
            piece_canvas.grid(row = 0, column = 1)
            piece_canvas.create_oval(100 - r, 30 - r,
                                    100 + r, 30 + r,
                                    fill = 'white')
            var1.set("执白轮次")
            label = Label(window, textvariable=var1, font=("宋体",16))
            label.grid(row = 1,column = 1)
    
    #胜方提示
    def Tips(mouse):
        var2 = StringVar()
        global a_flag,totala,totalb
        if len(mouse)==224:  #如果棋盘铺满
            if totala>totalb:
                var2.set("黑方%s:%s白方,黑方胜"%(totala,totalb))
                label = Label(window, textvariable=var2, font=("宋体",16))
                label.grid(row = 2,column = 1) 
                a_flag = 1
                return a_flag
            elif totala<totalb:
                var2.set("黑方%s:%s白方,白方胜"%(totala,totalb))
                label = Label(window, textvariable=var2, font=("宋体",16))
                label.grid(row = 2,column = 1) 
                a_flag = 1  
                return a_flag
            else:
                var2.set("黑方%s:%s白方,和棋"%(totala,totalb))
                label = Label(window, textvariable=var2, font=("宋体",16))
                label.grid(row = 2,column = 1)   
                a_flag = 1
                return a_flag
        if  person_flag==-1:
            totala+=Judge1(mouse)
            var2.set("黑方%s:%s白方"%(totala,totalb))
            label = Label(window, textvariable=var2, font=("宋体",16))
            label.grid(row = 2,column = 1) 
            #a_flag = 1
            return a_flag
        if  person_flag==1:
            totalb+=Judge1(mouse)
            var2.set("黑方%s:%s白方"%(totala,totalb))
            label = Label(window, textvariable=var2, font=("宋体",16))
            label.grid(row = 2,column = 1) 
            #a_flag = 1
            return a_flag
    
    #重新开始后,输方先下
    def click_reset():
        var3 = StringVar()
        global a_flag, mouse_black, mouse_white, mouse,totala,totalb
        canvas.delete("piece")
        mouse_black = []
        mouse_white = []
        mouse = []
        a_flag=0
        totala,totalb=0,0
        var3.set("          ")
        label = Label(window, textvariable=var3, font=("宋体",16))
        label.grid(row = 2,column = 1) 
    
    #悔棋
    def click_return():
        global mouse_black, mouse_white, mouse,person_flag,totala,totalb,ret
        if ret==0:
            return
        canvas.delete("piece")
        ret=0
        var2 = StringVar()
        if person_flag==-1:
            mouse_black.pop()
            mouse=mouse_black+mouse_white
            totala-=Judge1(mouse)
            var2.set("黑方%s:%s白方"%(totala,totalb))
            label = Label(window, textvariable=var2, font=("宋体",16))
            label.grid(row = 2,column = 1)
            
            for i in range(len(mouse_black)):
                canvas.create_oval(mouse_black[i][0]-r,mouse_black[i][1]-r
                                  ,mouse_black[i][0]+r,mouse_black[i][1]+r,fill="black",tags="piece")
            for i in range(len(mouse_white)):
                canvas.create_oval(mouse_white[i][0]-r,mouse_white[i][1]-r
                                  ,mouse_white[i][0]+r,mouse_white[i][1]+r,fill="white",tags="piece")
            
        if person_flag==1:      
            for i in range(len(mouse_black)):
                canvas.create_oval(mouse_black[i][0]-r,mouse_black[i][1]-r
                                  ,mouse_black[i][0]+r,mouse_black[i][1]+r,fill="black",tags="piece")
            mouse_white.pop()
            mouse=mouse_black+mouse_white
            totalb-=Judge1(mouse)
            var2.set("黑方%s:%s白方"%(totala,totalb))
            label = Label(window, textvariable=var2, font=("宋体",16))
            label.grid(row = 2,column = 1)
            
            for i in range(len(mouse_white)):
                canvas.create_oval(mouse_white[i][0]-r,mouse_white[i][1]-r
                                  ,mouse_white[i][0]+r,mouse_white[i][1]+r,fill="white",tags="piece")
        person_flag *= -1
        Show(mouse)
        
    
    button1 = Button(window,text="开始/重来",font=('黑体', 10),fg='blue',width=10,height=2,command = click_reset)
    button1.grid(row = 4,column = 1)
    button2 = Button(window,text="悔 棋",font=('黑体', 10),fg='red',width=10,height=2,command = click_return)
    button2.grid(row = 6,column = 1)
    var = StringVar()
    piece_canvas = Canvas(window, width = 200, height = 50)
    piece_canvas.grid(row = 0, column = 1)
    piece_canvas.create_oval(100 - r, 30 - r,100 + r, 30 + r,fill = 'black')
    var.set("黑棋轮次")
    label = Label(window, textvariable=var, font=("宋体",16))
    label.grid(row = 1,column = 1) 
    window.mainloop()
    

      

    赶紧来试一试效果吧

  • 相关阅读:
    Java String截取判断文件类型
    HttpServletRequest request 转 Json
    httprunner3.x详细教程七(三种方式实现参数化数据驱动)
    httprunner3.x详细教程六(httprunner的setup和teardown及hook)
    httprunner3.x详细教程五(debugtalk.py介绍)
    httprunner3.x详细教程四(.env文件介绍)
    httprunner3.x详细教程三(httprunner中testcase的构造)
    httprunner3.x详细教程二(har文件录制及har文件转换)
    httprunner3.x详细教程一(框架结构介绍及搭建)
    mybatis.xml和mapper.xml文件的基本配置
  • 原文地址:https://www.cnblogs.com/Skypeduty1225/p/16259323.html
Copyright © 2020-2023  润新知