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