diff --git a/weiqi.py b/weiqi.py new file mode 100644 index 0000000..47b1526 --- /dev/null +++ b/weiqi.py @@ -0,0 +1,583 @@ +from tkinter import * +# ttk覆盖tkinter部分对象,ttk对tkinter进行了优化 +from tkinter.ttk import * +# 深拷贝时需要用到copy模块 +import copy +import time +import threading +import tkinter.messagebox +# 围棋应用对象定义 +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=1.6 + # 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.photogo=PhotoImage(file = "./Pictures/go.png") + self.photovs=PhotoImage(file = "./Pictures/vs.png") + self.photoW=PhotoImage(file = "./Pictures/W.png") + self.photoB=PhotoImage(file = "./Pictures/B.png") + self.photoJ=PhotoImage(file = "./Pictures/J.png") + self.photoY=PhotoImage(file = "./Pictures/Y.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='#957',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.newGameButton3=Button(self,text='九路飞刀',command=self.newGame3) + self.newGameButton3.place(x=480*self.size,y=350*self.size) + self.quitButton=Button(self,text='退出游戏',command=self.quit) + self.quitButton.place(x=480*self.size,y=375*self.size) + + + self.title("倒计时示例") + self.l1 =Label(self) + + + + + + + + + + + # 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='#FFA500') + # 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) + for i in range(1,self.mode_num+1): + self.canvas_bottom.create_text(10*self.size,20*self.size+(i-1)*self.dd, text=str(self.mode_num+1-i)) + self.canvas_bottom.create_text(20*self.size+(i-1)*self.dd,390*self.size, text=chr(64 + i)) + + #放置左侧欢迎图片 + self.go=self.canvas_bottom.create_image(120*self.size, 120*self.size,image=self.photogo) + self.welcome_text = self.canvas_bottom.create_text( + 120*self.size, 120*self.size, + text="Welcome to Go!\n姓名: 唐鹏杰\n班级: 计科2105\n学号: 21412030525\n指导老师: 肖 哲", + font=("Arial", 30,"bold"), + fill="#00BFFF", + anchor="center", + ) + + # 放置右侧初始图片 + self.vs=self.canvas_bottom.create_image(500*self.size, 150*self.size,image=self.photovs) + self.pW=self.canvas_bottom.create_image(500*self.size+30, 65*self.size,image=self.photoW) + self.pJ=self.canvas_bottom.create_image(500*self.size-109, 150*self.size,image=self.photoJ) + self.pB=self.canvas_bottom.create_image(500*self.size+8, 65*self.size,image=self.photoB) + self.pY=self.canvas_bottom.create_image(500*self.size+129, 150*self.size,image=self.photoY) + # 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) + self.canvas_bottom.addtag_withtag('image',self.pJ) + self.canvas_bottom.addtag_withtag('image',self.pY) + # 鼠标移动时,调用shadow函数,显示随鼠标移动的棋子 + self.canvas_bottom.bind('',self.shadow) + # 鼠标左键单击时,调用getdown函数,放下棋子 + self.canvas_bottom.bind('',self.getDown) + # 设置退出快捷键+,快速退出游戏 + self.bind('',self.keyboardQuit) + + + + + + + + + #欢迎界面显示文字 + def welcome(self): + self.l2 =Label(self) + self.l2.config(text=f'白棋剩余') + self.l2.place(x=70*self.size, y=75*self.size) # 设置text文字显示位置 + + # 开始游戏函数,点击“开始游戏”时调用 + def start(self): + # 删除右侧和欢迎界面图案 + self.canvas_bottom.delete(self.pW) + self.canvas_bottom.delete(self.pB) + self.canvas_bottom.delete(self.pJ) + self.canvas_bottom.delete(self.pY) + self.canvas_bottom.delete(self.go) + self.canvas_bottom.delete(self.welcome_text) + + # 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 + # 放弃一手函数,跳过落子环节 + 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 + # 悔棋函数,可悔棋一回合,下两回合不可悔棋 + def regret(self): + # 判定是否可以悔棋,以前第三盘棋局复原棋盘 + 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 + # 重新加载函数,删除图片,序列归零,设置一些初始参数,点击“重新开始”时调用 + 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 + # 以下四个函数实现了右侧太极图的动态创建与删除 + + + #白棋图标创建 + def create_pW(self): + self.stop_countdown() # 停止当前计时 + self.start_countdown(self.countdown_white) + + self.pW=self.canvas_bottom.create_image(500*self.size+30, 65*self.size,image=self.photoW) + self.canvas_bottom.addtag_withtag('image',self.pW) + self.pJ=self.canvas_bottom.create_image(500*self.size-109, 65*self.size,image=self.photoJ) + self.canvas_bottom.addtag_withtag('image',self.pJ) + + + self.steps_label = Label(self,text="执白后行",background='#957') + self.steps_label.place(x=430*self.size, y=125*self.size) + + #黑棋图标创建 + def create_pB(self): + self.stop_countdown() # 停止当前计时 + self.start_countdown(self.countdown_black) + + self.pB=self.canvas_bottom.create_image(500*self.size+8, 65*self.size,image=self.photoB) + self.canvas_bottom.addtag_withtag('image',self.pB) + self.pY=self.canvas_bottom.create_image(500*self.size+129, 65*self.size,image=self.photoY) + self.canvas_bottom.addtag_withtag('image',self.pY) + + self.steps_label = Label(self,text="执黑先行",background='#957') + self.steps_label.place(x=530*self.size, y=125*self.size) + + def del_pW(self): + self.canvas_bottom.delete(self.pW) + self.canvas_bottom.delete(self.pJ) + + + + def del_pB(self): + self.canvas_bottom.delete(self.pB) + self.canvas_bottom.delete(self.pY) + + + #创建文本信息 + '''def create_bb(self): + + + self.steps_label = Tk.Label(self, text="步数:0DEWQDEW") + self.steps_label.place(x=50*self.size+129, y=65*self.size)''' + + + #倒计时 + '''def countdown(self): + remaining_time = 7200 # 120分钟对应的秒数 + for i in range(remaining_time, 0, -1): + self.l1.config(text=f'剩余时间:{i // 60}分{i % 60}秒') + self.update() + time.sleep(1)''' + + # 调用countdown函数开始倒计时 + + + + + + # 黑棋倒计时函数 + def countdown_black(self, remaining_time=None): + if remaining_time is None: + remaining_time = 15 # 5分钟对应的秒数 + self.present = 0 # 设置当前计时的玩家为黑棋 + while remaining_time > 0: + if self.present != 0: # 如果当前计时的不是黑棋,退出循环 + break + self.l1.config(text=f'黑棋剩余:{remaining_time // 60}分{remaining_time % 60}秒') + self.l1.place(x=520*self.size, y=175*self.size) # 设置text文字显示位置 + self.update() + time.sleep(1) + remaining_time -= 1 + if self.present == 0: # 如果当前计时的是黑棋 + self.game_over("黑棋超时,白棋获胜") + + # 白棋倒计时函数 + def countdown_white(self, remaining_time=None): + if remaining_time is None: + remaining_time = 15 # 5分钟对应的秒数 + self.present = 1 # 设置当前计时的玩家为白棋 + while remaining_time > 0: + if self.present != 1: + break + self.l1.config(text=f'白棋剩余:{remaining_time // 60}分{remaining_time % 60}秒') + self.l1.place(x=410*self.size, y=175*self.size) # 设置text文字显示位置 + self.l1.update_idletasks() # 强制更新Label组件的显示 + time.sleep(1) + remaining_time -= 1 + if self.present == 1: # 如果当前计时的是白棋 + self.game_over("白棋超时,黑棋获胜") + + + # 创建新线程执行倒计时函数 + def start_countdown(self,countdown_func): + countdown_thread = threading.Thread(target=countdown_func, daemon=True) + countdown_thread.start() + + + def stop_countdown(self): + # 停止计时 + if self.present is not None: + self.present = None + + + def game_over(self, message): + # 游戏结束操作,例如显示游戏结束信息、停止倒计时、禁用游戏操作等 + self.showwarningbox('超时!',message) + self.stop_countdown() # 停止倒计时 + self.reload() + + + + + + '''def switch_player(self): + if self.present ==0: + self.stop_countdown() + self.create_pB() # 切换到白棋并启动白棋计时 + self.present = 1 + if hasattr(self, 'remaining_time_black'): # 如果之前有记录黑棋剩余时间 + self.start_countdown(self.countdown_black, self.remaining_time_black) # 继续黑棋倒计时 + else: + self.stop_countdown() + self.create_pW() # 切换到黑棋并启动黑棋计时 + self.present = 0 + if hasattr(self, 'remaining_time_white'): # 如果之前有记录白棋剩余时间 + self.start_countdown(self.countdown_white, self.remaining_time_white) # 继续白棋倒计时''' + + + + + + + + + + # 显示鼠标移动下棋子的移动 + 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.size0 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.present=1 + self.create_pW() + self.del_pB() + + + else: + self.present=0 + self.create_pB() + self.del_pW() + + + + 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',"此处不可落子!") + 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","此处不可落子!") + else: + # 覆盖,声音警告 + self.bell() + else: + # 超出边界,声音警告 + self.bell() + + + + + + + + # 判断棋子(种类为yourChessman,位置为yourPosition)是否无气(死亡),有气则返回False,无气则返回无气棋子的列表 + # 本函数是游戏规则的关键,初始deadlist只包含了自己的位置,每次执行时,函数尝试寻找yourPosition周围有没有空的位置,有则结束,返回False代表有气; + # 若找不到,则找自己四周的同类(不在deadlist中的)是否有气,即调用本函数,无气,则把该同类加入到deadlist,然后找下一个邻居,只要有一个有气,返回False代表有气; + # 若四周没有一个有气的同类,返回deadlist,至此结束递归 + # 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])) + # 键盘快捷键退出游戏 + 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() + + def newGame3(self): + global mode_num,newApp + mode_num=(9) + 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 +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