ADD file via upload

main
plqe2tifu 6 months ago
parent 1c4b29665a
commit a25dd33008

@ -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01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 '')+'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('<Motion>',self.shadow)
# 鼠标左键单击时调用getdown函数放下棋子
self.canvas_bottom.bind('<Button-1>',self.getDown)
# 设置退出快捷键<Ctrl>+<D>,快速退出游戏
self.bind('<Control-KeyPress-d>',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}{i % 60}')
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}{remaining_time % 60}')
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}{remaining_time % 60}')
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.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,并驱动玩家的轮流下棋行为
def getDown(self,event):
if not self.stop:
# 先找到最近格点
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)
# 判断位置是否已经被占据
if self.positions[y][x]==0:
# 未被占据,则尝试占据,获得占据后能杀死的棋子列表
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)
# 棋子与位置标签绑定,方便“杀死”
self.canvas_bottom.addtag_withtag('position'+str(x)+str(y),self.image_added)
deadlist=self.get_deadlist(x,y)
self.kill(deadlist)
# 判断是否重复棋局
if not self.last_2_positions==self.positions:
# 判断是否属于有气和杀死对方其中之一
if len(deadlist)>0 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
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