• python 中国象棋


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    代码如下:

    from tkinter import *
    from tkinter.messagebox import *
    import time
    root = Tk()
    # 创建一个Canvas,设置其背景色为白色 
    cv = Canvas(root, bg = 'white', width = 720, height = 800)
    chessname=["黑车","黑马","黑象","黑仕","黑将","黑仕","黑象","黑马","黑车","黑卒","黑炮",
               "红车","红马","红相","红仕","红帅","红仕","红相","红马","红车","红兵","红炮"]
    imgs= [PhotoImage(file='bmp\'+chessname[i]+'.png')for i in range(0,22) ]
    
    chessmap =  [[-1,-1,-1,-1,-1,-1,-1,-1,-1,-1]for y in range(9)]
    #定义一个字典
    dict_ChessName={}
    
    LocalPlayer=""     #LocalPlayer记录自己是红方还是黑方
    first=True           #区分第一次还是第二次选中的棋子
    IsMyTurn = True
    rect1=0
    rect2=0
    firstChessid=0
    def IsAbleToPut(id, x, y,oldx,oldy):# 实现判断是否能走棋返回逻辑值,这代码最复杂。
        # oldx, oldy 棋子在棋盘原坐标          
        # x, y       棋子移动到棋盘的新坐标
        print(id,"QQQ",dict_ChessName[id])
        qi_name = dict_ChessName[id][1]  #取字符串第二个字符,"黑将"变成""
        #"" ""走棋判断
        if (qi_name == "" or qi_name == ""):
            if ((x - oldx) * (y - oldy) != 0):
                return False;
            if (abs(x - oldx) > 1 or abs(y - oldy) > 1):
                return False;
            if (x < 3 or x > 5 or (y >= 3 and y <=6)):
                return False;
            return True;
    
    
        #""走棋判断
        if (qi_name == "" or qi_name == ""):
            if ((x - oldx) * (y - oldy) == 0):
                return False;
            if (abs(x - oldx) > 1 or abs(y - oldy) > 1):
                return False;
            if (x < 3 or x > 5 or (y >= 3 and y <=6)):
                return False;
            return True;
        
        #""走棋判断
        if (qi_name == "" or qi_name == ""):
            if ((x - oldx) * (y - oldy) == 0):
                return False;
            if (abs(x - oldx) != 2 or abs(y - oldy) != 2):
                return False;
            if (y < 5 and qi_name == "" ):#过河
                return False;
            if (y >= 5 and qi_name == "" ):#过河
                return False;
            i = 0; j = 0;#i,j必须有初始值
            if (x - oldx == 2):
                i = x - 1;
            if (x - oldx == -2):
                i = x + 1;
            if (y - oldy == 2):
                j = y - 1;
            if (y - oldy == -2):
                j = y + 1;
            if (chessmap[i][j] != -1):#憋象腿
               return False;
            return True;
    
        #""走棋判断
        if (qi_name == "" or qi_name == ""):
            if (abs(x - oldx) * abs(y - oldy) != 2):
                return False;
            if (x - oldx == 2): 
                if (chessmap[x - 1][oldy] != -1):#蹩马腿
                    return False;
            if (x - oldx == -2):
                if (chessmap[x + 1][oldy] != -1):#蹩马腿
                    return False;
            if (y - oldy == 2):
                if (chessmap[oldx][y - 1] != -1):#蹩马腿
                    return False;
            if (y - oldy == -2):
                if (chessmap[oldx][y + 1] != -1):#蹩马腿
                    return False;
            return True;
    
        #""走棋判断                
        if (qi_name == "" or qi_name == ""):
            #判断是否直线
            if ((x - oldx) * (y - oldy) != 0):
               return False;
            #判断是否隔有棋子
            if (x != oldx):
                if (oldx > x):
                    t = x;
                    x = oldx;
                    oldx = t; 
                for  i in range(oldx,x+1):
                    if (i != x and i != oldx):
                        if (chessmap[i][y] != -1):
                            return False;
            if (y != oldy):
                if (oldy > y):
                    t = y;
                    y = oldy;
                    oldy = t; 
                for  j in range(oldy,y+1): 
                    if (j != y and j != oldy):
                        if (chessmap[x][j] != -1):
                            return False;
            return True;
    
        # ""走棋判断
        if (qi_name == "" or qi_name == ""):
            swapflagx = False;
            swapflagy = False;
            if ((x - oldx) * (y - oldy) != 0):
                return False;
            c = 0;
            if (x != oldx):
                if (oldx > x):
                   t = x;
                   x = oldx;
                   oldx = t;
                   swapflagx = True; 
                for  i in range(oldx,x+1): #for (i = oldx; i <= x; i += 1):
                    if (i != x and i != oldx):
                        if (chessmap[i][y] != -1):
                            c = c + 1;
    
            if (y != oldy):
                if (oldy > y):
                   t = y;
                   y = oldy;
                   oldy = t;
                   swapflagy = True;                       
                for  j in range(oldy,y+1):#for (j = oldy; j <= y; j += 1):
                    if (j != y and j != oldy):
                        if (chessmap[x][j] != -1):
                            c = c + 1;
    
            if (c > 1):
               return False; #与目标处间隔1个以上棋子
            if (c == 0): #与目标处无间隔棋子
                if (swapflagx == True):
                   t = x;
                   x = oldx;
                   oldx = t;
                if (swapflagy == True):
                   t = y;
                   y = oldy;
                   oldy = t;                
                if (chessmap[x][y] != -1):
                    return False;
            if (c == 1):#与目标处间隔1个棋子
                if (swapflagx == True):
                   t = x;
                   x = oldx;
                   oldx = t;
                if (swapflagy == True):
                   t = y;
                   y = oldy;
                   oldy = t; 
                if ( chessmap[x][y] == -1):#如果目标处无棋子,则不能走此步
                    return False;
            return True;
            
        # "" ""走棋判断
        if (qi_name == "" or qi_name == ""):
            if ((x - oldx) * (y - oldy) != 0):         #不是直线走棋
                return False;
            if (abs(x - oldx) > 1 or abs(y - oldy) > 1):#走多步,不符合兵仅能走一步
                return False;
            if (y >= 5 and (x - oldx) != 0 and qi_name == ""):#未过河且横向走棋
                return False;
            if (y < 5 and (x - oldx) != 0 and qi_name == ""):#未过河且横向走棋
                return False;
            if (y - oldy > 0 and qi_name == ""):#后退
                return False;
            if (y - oldy < 0 and qi_name == ""):#后退
                return False;
            return True;
        return True;
    
    #——————————————————————
    def callback(event):#走棋picBoard_MouseClick
        global LocalPlayer
        global chessmap
        global rect1,rect2  #选中框图像id
        global firstChessid,secondChessid
        global x1,x2,y1,y2
        global first
        print ("clicked at", event.x, event.y,LocalPlayer)
        x=(event.x-14)//76  #换算棋盘坐标
        y=(event.y-14)//76
        print ("clicked at", x, y,LocalPlayer)
    
     
        #if (IsMyTurn == False):
        #   return;
    
        if (first):              #第1次单击棋子
            x1 = x;
            y1 = y;
            firstChessid=chessmap[x1][y1]
            if  not(chessmap[x1][y1]==-1):
                player=dict_ChessName[firstChessid][0]
                if (player != LocalPlayer):
                    print ( "单击成对方棋子了!");
                    return
                print("第1次单击",firstChessid)
                first = False;
                rect1=cv.create_rectangle(60+76*x-40,54+y*76-38,60+76*x+80-40,54+y*76+80-38,outline="red")#画选中标记框
                
        else:   #第2次单击
            x2 = x;
            y2 = y;
            secondChessid=chessmap[x2][y2]
            #目标处如果是自己的棋子,则换上次选择的棋子 
            if  not(chessmap[x2][y2]==-1):            
                player=dict_ChessName[secondChessid][0]
                if (player == LocalPlayer): #如果是自己的棋子,则换上次选择的棋子
                    firstChessid=chessmap[x2][y2]
                    print("第2次单击",firstChessid)
                    cv.delete(rect1);#取消上次选择的棋子标记框
                    x1 = x;
                    y1 = y;
                    #设置选择的棋子颜色
                    rect1=cv.create_rectangle(60+76*x-40,54+y*76-38,60+76*x+80-40,54+y*76+80-38,outline="red")#画选中标记框
                    print("第2次单击",firstChessid)
                    return;
                else:#在吃子目标处画框
                    rect2=cv.create_rectangle(60+76*x-40,54+y*76-38,60+76*x+80-40,54+y*76+80-38,outline="yellow")#目标处画框;            
            else:#在移动棋子目标处画框
                rect2=cv.create_rectangle(60+76*x-40,54+y*76-38,60+76*x+80-40,54+y*76+80-38,outline="yellow")#目标处画框;
            
            #目标处没棋子,移动棋子
            print("kkkkk",firstChessid)
            if (chessmap[x2][y2]==" " or chessmap[x2][y2]==-1):#目标处没棋子,移动棋子
                 print("目标处没棋子,移动棋子",firstChessid,x2,y2,x1,y1)
                 if (IsAbleToPut(firstChessid, x2, y2,x1,y1)):    #判断是否可以走棋
                     print ("can移动棋子",x1,y1)
                     cv.move(firstChessid,76*(x2-x1),76*(y2-y1));
                     #******************************************
                     #在map取掉原CurSelect棋子
                     chessmap[x1][y1]=-1;
                     chessmap[x2][y2]=firstChessid
                     cv.delete(rect1);
                     cv.delete(rect2);
    
                     #send
                     #send("move" + "|" + idx.ToString() + "|" + (10 - x2).ToString() + "|" 
                     #    + Convert.ToString(11 - y2) + "|" + StepList[StepList.Count - 1]);
                     #CurSelect = 0;
                     first = True;
                     SetMyTurn(False);#该对方了
                     #toolStripStatusLabel1.Text = "";
                 else:
                     #错误走棋 
                     print( "不符合走棋规则");
                     showinfo(title="提示",message="不符合走棋规则")
                 return;
            else:
            #目标处有棋子,可以吃子
                if (not(chessmap[x2][y2]==-1)  and IsAbleToPut(firstChessid, x2, y2,x1,y1)):#可以吃子
                    first = True;                     
                    print ("can吃子",x1,y1)
                    cv.move(firstChessid,76*(x2-x1),76*(y2-y1));
                    #******************************************
                    #在map取掉原CurSelect棋子
                    chessmap[x1][y1]=-1;
                    chessmap[x2][y2]=firstChessid
                    cv.delete(secondChessid);
                    cv.delete(rect1);    #删除选中标记框
                    cv.delete(rect2);    #删除目标标记框
     
    
                    if (dict_ChessName[secondChessid][1] == ""): # ""
                        showinfo(title="提示",message="红方你赢了")
                        return;
                    if (dict_ChessName[secondChessid][1] == ""): # ""
                        showinfo(title="提示",message="黑方你赢了")
                        return;
                    #send
                    
                    SetMyTurn(False);#该对方了 
                    #toolStripStatusLabel1.Text = "";
                else:  #不能吃子 
                   print( "不能吃子");
                   lable1['text']="不能吃子"
                   cv.delete(rect2);    #删除目标标记框
    #——————————————————————
    
    def SetMyTurn(flag):
       global LocalPlayer
       IsMyTurn=flag
       if LocalPlayer=="" :
           LocalPlayer=""
           lable1['text']="轮到黑方走"
       else:
           LocalPlayer=""
           lable1['text']="轮到红方走"
        
    #——————————————————————
    img1=PhotoImage(file='bmp\棋盘.png')
    def DrawBoard():        #画棋盘    
        p1=cv.create_image((0,0),image=img1)
        cv.coords(p1,(360,400))
    
    #——————————————————————
    def sleep():
        for i in range(0,10000):
            pass
    def LoadChess():        #加载棋子
        global chessmap
        #黑方16个棋子
        for i in range(0,9):
           img=imgs[i]
           id=cv.create_image((60+76*i,54),image=img)#76*76棋盘格子大小
    
           dict_ChessName[id]=chessname[i];  #图像对应的是那种棋子
           chessmap[i][0]=id                    #图像id
    
        for i in range(0,5):
           img=imgs[9]          #卒
           id=cv.create_image((60+76*2*i,54+3*76),image=img)#76*76棋盘格子大小
           chessmap[i*2][3]=id
           dict_ChessName[id]="黑卒";  #图像对应的是那种棋子
    
        img=imgs[10]         #黑方炮
        id=cv.create_image((60+76*1,54+2*76),image=img)#76*76棋盘格子大小
        chessmap[1][2]=id
        dict_ChessName[id]="黑炮";  #图像对应的是那种棋子
    
        id=cv.create_image((60+76*7,54+2*76),image=img)#76*76棋盘格子大小
        chessmap[7][2]=id
        dict_ChessName[id]="黑炮";  #图像对应的是那种棋子
    
        #红方16个棋子
        for i in range(0,9):
           img=imgs[i+11]
           id=cv.create_image((60+76*i,54+9*76),image=img)#76*76棋盘格子大小     
           dict_ChessName[id]=chessname[i+11];  #图像对应的是那种棋子
           chessmap[i][9]=id                    #图像id
    
        for i in range(0,5):
           img=imgs[20]          #兵
           id=cv.create_image((60+76*2*i,54+6*76),image=img)#76*76棋盘格子大小
           chessmap[i*2][6]=id                    #图像id
           dict_ChessName[id]=chessname[20];  #图像对应的是那种棋子
    
    
        img=imgs[21]         #红方炮
        id=cv.create_image((60+76*1,54+7*76),image=img)#76*76棋盘格子大小
        chessmap[1][7]=id
        dict_ChessName[id]="红炮";  #图像对应的是那种棋子
    
        id=cv.create_image((60+76*7,54+7*76),image=img)#76*76棋盘格子大小
        chessmap[7][7]=id
        dict_ChessName[id]="红炮";  #图像对应的是那种棋子
    
    #——————————————————————
    DrawBoard()         #画棋盘
    LoadChess()         #加载棋子
    #——————————————————————
    
    #print (map1)
    print(dict_ChessName)
    
    cv.bind("<Button-1>", callback)
    cv.pack()
    lable1 = Label(root, fg='red', bg='white',text="红方先走")
    lable1['text']="红方先走1"
    ##var = StringVar()
    ##l = Label(root, fg='red', bg='white',text=var, width=14, height=5)
    ##var.set("Hey")
    lable1.pack()
    root.mainloop() 

    效果如图:

    from tkinter import *from tkinter.messagebox import *import timeroot = Tk()# 创建一个Canvas,设置其背景色为白色 cv = Canvas(root, bg = 'white', width = 720, height = 800)chessname=["黑车","黑马","黑象","黑仕","黑将","黑仕","黑象","黑马","黑车","黑卒","黑炮",           "红车","红马","红相","红仕","红帅","红仕","红相","红马","红车","红兵","红炮"]imgs= [PhotoImage(file='bmp\'+chessname[i]+'.png')for i in range(0,22) ]
    chessmap =  [[-1,-1,-1,-1,-1,-1,-1,-1,-1,-1]for y in range(9)]#定义一个字典dict_ChessName={}
    LocalPlayer=""     #LocalPlayer记录自己是红方还是黑方first=True           #区分第一次还是第二次选中的棋子IsMyTurn = Truerect1=0rect2=0firstChessid=0def IsAbleToPut(id, x, y,oldx,oldy):# 实现判断是否能走棋返回逻辑值,这代码最复杂。    # oldx, oldy 棋子在棋盘原坐标              # x, y       棋子移动到棋盘的新坐标    print(id,"QQQ",dict_ChessName[id])    qi_name = dict_ChessName[id][1]  #取字符串第二个字符,"黑将"变成""    #"" ""走棋判断    if (qi_name == "" or qi_name == ""):        if ((x - oldx) * (y - oldy) != 0):            return False;        if (abs(x - oldx) > 1 or abs(y - oldy) > 1):            return False;        if (x < 3 or x > 5 or (y >= 3 and y <=6)):            return False;        return True;
    
        #""走棋判断    if (qi_name == "" or qi_name == ""):        if ((x - oldx) * (y - oldy) == 0):            return False;        if (abs(x - oldx) > 1 or abs(y - oldy) > 1):            return False;        if (x < 3 or x > 5 or (y >= 3 and y <=6)):            return False;        return True;        #""走棋判断    if (qi_name == "" or qi_name == ""):        if ((x - oldx) * (y - oldy) == 0):            return False;        if (abs(x - oldx) != 2 or abs(y - oldy) != 2):            return False;        if (y < 5 and qi_name == "" ):#过河            return False;        if (y >= 5 and qi_name == "" ):#过河            return False;        i = 0; j = 0;#i,j必须有初始值        if (x - oldx == 2):            i = x - 1;        if (x - oldx == -2):            i = x + 1;        if (y - oldy == 2):            j = y - 1;        if (y - oldy == -2):            j = y + 1;        if (chessmap[i][j] != -1):#憋象腿           return False;        return True;
        #""走棋判断    if (qi_name == "" or qi_name == ""):        if (abs(x - oldx) * abs(y - oldy) != 2):            return False;        if (x - oldx == 2):             if (chessmap[x - 1][oldy] != -1):#蹩马腿                return False;        if (x - oldx == -2):            if (chessmap[x + 1][oldy] != -1):#蹩马腿                return False;        if (y - oldy == 2):            if (chessmap[oldx][y - 1] != -1):#蹩马腿                return False;        if (y - oldy == -2):            if (chessmap[oldx][y + 1] != -1):#蹩马腿                return False;        return True;
        #""走棋判断                    if (qi_name == "" or qi_name == ""):        #判断是否直线        if ((x - oldx) * (y - oldy) != 0):           return False;        #判断是否隔有棋子        if (x != oldx):            if (oldx > x):                t = x;                x = oldx;                oldx = t;             for  i in range(oldx,x+1):                if (i != x and i != oldx):                    if (chessmap[i][y] != -1):                        return False;        if (y != oldy):            if (oldy > y):                t = y;                y = oldy;                oldy = t;             for  j in range(oldy,y+1):                 if (j != y and j != oldy):                    if (chessmap[x][j] != -1):                        return False;        return True;
        # ""走棋判断    if (qi_name == "" or qi_name == ""):        swapflagx = False;        swapflagy = False;        if ((x - oldx) * (y - oldy) != 0):            return False;        c = 0;        if (x != oldx):            if (oldx > x):               t = x;               x = oldx;               oldx = t;               swapflagx = True;             for  i in range(oldx,x+1): #for (i = oldx; i <= x; i += 1):                if (i != x and i != oldx):                    if (chessmap[i][y] != -1):                        c = c + 1;
            if (y != oldy):            if (oldy > y):               t = y;               y = oldy;               oldy = t;               swapflagy = True;                                   for  j in range(oldy,y+1):#for (j = oldy; j <= y; j += 1):                if (j != y and j != oldy):                    if (chessmap[x][j] != -1):                        c = c + 1;
            if (c > 1):           return False; #与目标处间隔1个以上棋子        if (c == 0): #与目标处无间隔棋子            if (swapflagx == True):               t = x;               x = oldx;               oldx = t;            if (swapflagy == True):               t = y;               y = oldy;               oldy = t;                            if (chessmap[x][y] != -1):                return False;        if (c == 1):#与目标处间隔1个棋子            if (swapflagx == True):               t = x;               x = oldx;               oldx = t;            if (swapflagy == True):               t = y;               y = oldy;               oldy = t;             if ( chessmap[x][y] == -1):#如果目标处无棋子,则不能走此步                return False;        return True;            # "" ""走棋判断    if (qi_name == "" or qi_name == ""):        if ((x - oldx) * (y - oldy) != 0): #不是直线走棋            return False;        if (abs(x - oldx) > 1 or abs(y - oldy) > 1):#走多步,不符合兵仅能走一步            return False;        if (y >= 5 and (x - oldx) != 0 and qi_name == ""):#未过河且横向走棋            return False;        if (y < 5 and (x - oldx) != 0 and qi_name == ""):#未过河且横向走棋            return False;        if (y - oldy > 0 and qi_name == ""):#后退            return False;        if (y - oldy < 0 and qi_name == ""):#后退            return False;        return True;    return True;
    #——————————————————————def callback(event):#走棋picBoard_MouseClick    global LocalPlayer    global chessmap    global rect1,rect2  #选中框图像id    global firstChessid,secondChessid    global x1,x2,y1,y2    global first    print ("clicked at", event.x, event.y,LocalPlayer)    x=(event.x-14)//76  #换算棋盘坐标    y=(event.y-14)//76    print ("clicked at", x, y,LocalPlayer)
         #if (IsMyTurn == False):    #   return;
        if (first):              #第1次单击棋子        x1 = x;        y1 = y;        firstChessid=chessmap[x1][y1]        if  not(chessmap[x1][y1]==-1):            player=dict_ChessName[firstChessid][0]            if (player != LocalPlayer):                print ( "单击成对方棋子了!");                return            print("第1次单击",firstChessid)            first = False;            rect1=cv.create_rectangle(60+76*x-40,54+y*76-38,60+76*x+80-40,54+y*76+80-38,outline="red")#画选中标记框                else:   #第2次单击        x2 = x;        y2 = y;        secondChessid=chessmap[x2][y2]        #目标处如果是自己的棋子,则换上次选择的棋子         if  not(chessmap[x2][y2]==-1):                        player=dict_ChessName[secondChessid][0]            if (player == LocalPlayer): #如果是自己的棋子,则换上次选择的棋子                firstChessid=chessmap[x2][y2]                print("第2次单击",firstChessid)                cv.delete(rect1);#取消上次选择的棋子标记框                x1 = x;                y1 = y;                #设置选择的棋子颜色                rect1=cv.create_rectangle(60+76*x-40,54+y*76-38,60+76*x+80-40,54+y*76+80-38,outline="red")#画选中标记框                print("第2次单击",firstChessid)                return;            else:#在吃子目标处画框                rect2=cv.create_rectangle(60+76*x-40,54+y*76-38,60+76*x+80-40,54+y*76+80-38,outline="yellow")#目标处画框;                    else:#在移动棋子目标处画框            rect2=cv.create_rectangle(60+76*x-40,54+y*76-38,60+76*x+80-40,54+y*76+80-38,outline="yellow")#目标处画框;                #目标处没棋子,移动棋子        print("kkkkk",firstChessid)        if (chessmap[x2][y2]==" " or chessmap[x2][y2]==-1):#目标处没棋子,移动棋子             print("目标处没棋子,移动棋子",firstChessid,x2,y2,x1,y1)             if (IsAbleToPut(firstChessid, x2, y2,x1,y1)):    #判断是否可以走棋                 print ("can移动棋子",x1,y1)                 cv.move(firstChessid,76*(x2-x1),76*(y2-y1));                 #******************************************                 #在map取掉原CurSelect棋子                 chessmap[x1][y1]=-1;                 chessmap[x2][y2]=firstChessid                 cv.delete(rect1);                 cv.delete(rect2);
                     #send                 #send("move" + "|" + idx.ToString() + "|" + (10 - x2).ToString() + "|"                  #    + Convert.ToString(11 - y2) + "|" + StepList[StepList.Count - 1]);                 #CurSelect = 0;                 first = True;                 SetMyTurn(False);#该对方了                 #toolStripStatusLabel1.Text = "";             else:                 #错误走棋                  print( "不符合走棋规则");                 showinfo(title="提示",message="不符合走棋规则")             return;        else:        #目标处有棋子,可以吃子            if (not(chessmap[x2][y2]==-1)  and IsAbleToPut(firstChessid, x2, y2,x1,y1)):#可以吃子                first = True;                                     print ("can吃子",x1,y1)                cv.move(firstChessid,76*(x2-x1),76*(y2-y1));                #******************************************                #在map取掉原CurSelect棋子                chessmap[x1][y1]=-1;                chessmap[x2][y2]=firstChessid                cv.delete(secondChessid);                cv.delete(rect1);    #删除选中标记框                cv.delete(rect2);    #删除目标标记框 
                    if (dict_ChessName[secondChessid][1] == ""): # ""                    showinfo(title="提示",message="红方你赢了")                    return;                if (dict_ChessName[secondChessid][1] == ""): # ""                    showinfo(title="提示",message="黑方你赢了")                    return;                #send                                SetMyTurn(False);#该对方了                 #toolStripStatusLabel1.Text = "";            else:  #不能吃子                print( "不能吃子");               lable1['text']="不能吃子"               cv.delete(rect2);    #删除目标标记框#——————————————————————
    def SetMyTurn(flag):   global LocalPlayer   IsMyTurn=flag   if LocalPlayer=="" :       LocalPlayer=""       lable1['text']="轮到黑方走"   else:       LocalPlayer=""       lable1['text']="轮到红方走"    #——————————————————————img1=PhotoImage(file='bmp\棋盘.png')def DrawBoard():        #画棋盘        p1=cv.create_image((0,0),image=img1)    cv.coords(p1,(360,400))
    #——————————————————————def sleep():    for i in range(0,10000):        passdef LoadChess():        #加载棋子    global chessmap    #黑方16个棋子    for i in range(0,9):       img=imgs[i]       id=cv.create_image((60+76*i,54),image=img)#76*76棋盘格子大小
           dict_ChessName[id]=chessname[i];  #图像对应的是那种棋子       chessmap[i][0]=id                    #图像id
        for i in range(0,5):       img=imgs[9]          #卒       id=cv.create_image((60+76*2*i,54+3*76),image=img)#76*76棋盘格子大小       chessmap[i*2][3]=id       dict_ChessName[id]="黑卒";  #图像对应的是那种棋子
        img=imgs[10]         #黑方炮    id=cv.create_image((60+76*1,54+2*76),image=img)#76*76棋盘格子大小    chessmap[1][2]=id    dict_ChessName[id]="黑炮";  #图像对应的是那种棋子
        id=cv.create_image((60+76*7,54+2*76),image=img)#76*76棋盘格子大小    chessmap[7][2]=id    dict_ChessName[id]="黑炮";  #图像对应的是那种棋子
        #红方16个棋子    for i in range(0,9):       img=imgs[i+11]       id=cv.create_image((60+76*i,54+9*76),image=img)#76*76棋盘格子大小            dict_ChessName[id]=chessname[i+11];  #图像对应的是那种棋子       chessmap[i][9]=id                    #图像id
        for i in range(0,5):       img=imgs[20]          #兵       id=cv.create_image((60+76*2*i,54+6*76),image=img)#76*76棋盘格子大小       chessmap[i*2][6]=id                    #图像id       dict_ChessName[id]=chessname[20];  #图像对应的是那种棋子
    
        img=imgs[21]         #红方炮    id=cv.create_image((60+76*1,54+7*76),image=img)#76*76棋盘格子大小    chessmap[1][7]=id    dict_ChessName[id]="红炮";  #图像对应的是那种棋子
        id=cv.create_image((60+76*7,54+7*76),image=img)#76*76棋盘格子大小    chessmap[7][7]=id    dict_ChessName[id]="红炮";  #图像对应的是那种棋子
    #——————————————————————DrawBoard()         #画棋盘LoadChess()         #加载棋子#——————————————————————
    #print (map1)print(dict_ChessName)
    cv.bind("<Button-1>", callback)cv.pack()lable1 = Label(root, fg='red', bg='white',text="红方先走")lable1['text']="红方先走1"##var = StringVar()##l = Label(root, fg='red', bg='white',text=var, width=14, height=5)##var.set("Hey")lable1.pack()root.mainloop() 
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  • 原文地址:https://www.cnblogs.com/crh666/p/12794072.html
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