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from tkinter import *
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# ttk覆盖tkinter部分对象,ttk对tkinter进行了优化
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from tkinter.ttk import *
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# 深拷贝时需要用到copy模块
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import copy
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import time
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import threading
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import tkinter.messagebox
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# 围棋应用对象定义
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class Application(Tk):
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# 初始化棋盘,默认九路棋盘
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def __init__(self,my_mode_num=9):
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Tk.__init__(self)
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# 模式,九路棋:9,十三路棋:13,十九路棋:19
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self.mode_num=my_mode_num
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# 窗口尺寸设置,默认:1.8
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self.size=1.6
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# 棋盘每格的边长
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self.dd=360*self.size/(self.mode_num-1)
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# 相对九路棋盘的矫正比例
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self.p=1 if self.mode_num==9 else (2/3 if self.mode_num==13 else 4/9)
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# 定义棋盘阵列,超过边界:-1,无子:0,黑棋:1,白棋:2
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self.positions=[[0 for i in range(self.mode_num+2)] for i in range(self.mode_num+2)]
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# 初始化棋盘,所有超过边界的值置-1
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for m in range(self.mode_num+2):
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for n in range(self.mode_num+2):
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if (m*n==0 or m==self.mode_num+1 or n==self.mode_num+1):
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self.positions[m][n]=-1
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# 拷贝三份棋盘“快照”,悔棋和判断“打劫”时需要作参考
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self.last_3_positions=copy.deepcopy(self.positions)
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self.last_2_positions=copy.deepcopy(self.positions)
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self.last_1_positions=copy.deepcopy(self.positions)
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# 记录鼠标经过的地方,用于显示shadow时
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self.cross_last=None
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# 当前轮到的玩家,黑:0,白:1,执黑先行
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self.present=0
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# 初始停止运行,点击“开始游戏”运行游戏
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self.stop=True
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# 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
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self.regretchance=0
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# 图片资源,存放在当前目录下的/Pictures/中
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self.photogo=PhotoImage(file = "./Pictures/go.png")
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self.photovs=PhotoImage(file = "./Pictures/vs.png")
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self.photoW=PhotoImage(file = "./Pictures/W.png")
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self.photoB=PhotoImage(file = "./Pictures/B.png")
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self.photoJ=PhotoImage(file = "./Pictures/J.png")
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self.photoY=PhotoImage(file = "./Pictures/Y.png")
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self.photoBD=PhotoImage(file = "./Pictures/"+"BD"+"-"+str(self.mode_num)+".png")
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self.photoWD=PhotoImage(file = "./Pictures/"+"WD"+"-"+str(self.mode_num)+".png")
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self.photoBU=PhotoImage(file = "./Pictures/"+"BU"+"-"+str(self.mode_num)+".png")
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self.photoWU=PhotoImage(file = "./Pictures/"+"WU"+"-"+str(self.mode_num)+".png")
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# 用于黑白棋子图片切换的列表
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self.photoWBU_list=[self.photoBU,self.photoWU]
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self.photoWBD_list=[self.photoBD,self.photoWD]
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# 窗口大小
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self.geometry(str(int(600*self.size))+'x'+str(int(400*self.size)))
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# 画布控件,作为容器
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self.canvas_bottom=Canvas(self,bg='#957',bd=0,width=600*self.size,height=400*self.size)
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self.canvas_bottom.place(x=0,y=0)
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# 几个功能按钮
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self.startButton=Button(self,text='开始游戏',command=self.start)
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self.startButton.place(x=480*self.size,y=200*self.size)
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self.passmeButton=Button(self,text='弃一手',command=self.passme)
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self.passmeButton.place(x=480*self.size,y=225*self.size)
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self.regretButton=Button(self,text='悔棋',command=self.regret)
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self.regretButton.place(x=480*self.size,y=250*self.size)
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# 初始悔棋按钮禁用
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self.regretButton['state']=DISABLED
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self.replayButton=Button(self,text='重新开始',command=self.reload)
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self.replayButton.place(x=480*self.size,y=275*self.size)
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self.newGameButton1=Button(self,text=('十三' if self.mode_num==9 else '九')+'路棋',command=self.newGame1)
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self.newGameButton1.place(x=480*self.size,y=300*self.size)
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self.newGameButton2=Button(self,text=('十三' if self.mode_num==19 else '十九')+'路棋',command=self.newGame2)
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self.newGameButton2.place(x=480*self.size,y=325*self.size)
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self.newGameButton3=Button(self,text='九路飞刀',command=self.newGame3)
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self.newGameButton3.place(x=480*self.size,y=350*self.size)
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self.quitButton=Button(self,text='退出游戏',command=self.quit)
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self.quitButton.place(x=480*self.size,y=375*self.size)
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self.title("倒计时示例")
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self.l1 =Label(self)
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# 画棋盘,填充颜色
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self.canvas_bottom.create_rectangle(0*self.size,0*self.size,400*self.size,400*self.size,fill='#FFA500')
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# 刻画棋盘线及九个点
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# 先画外框粗线
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self.canvas_bottom.create_rectangle(20*self.size,20*self.size,380*self.size,380*self.size,width=3)
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# 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
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for m in [-1,0,1]:
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for n in [-1,0,1]:
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self.oringinal=self.canvas_bottom.create_oval(200*self.size-self.size*2,200*self.size-self.size*2,
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200*self.size+self.size*2,200*self.size+self.size*2,fill='#000')
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self.canvas_bottom.move(self.oringinal,m*self.dd*(2 if self.mode_num==9 else (3 if self.mode_num==13 else 6)),
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n*self.dd*(2 if self.mode_num==9 else (3 if self.mode_num==13 else 6)))
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# 画中间的线条
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for i in range(1,self.mode_num-1):
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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)
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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)
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for i in range(1,self.mode_num+1):
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self.canvas_bottom.create_text(10*self.size,20*self.size+(i-1)*self.dd, text=str(self.mode_num+1-i))
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self.canvas_bottom.create_text(20*self.size+(i-1)*self.dd,390*self.size, text=chr(64 + i))
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#放置左侧欢迎图片
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self.go=self.canvas_bottom.create_image(120*self.size, 120*self.size,image=self.photogo)
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self.welcome_text = self.canvas_bottom.create_text(
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120*self.size, 120*self.size,
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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",
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font=("Arial", 30,"bold"),
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fill="#00BFFF",
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anchor="center",
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)
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# 放置右侧初始图片
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self.vs=self.canvas_bottom.create_image(500*self.size, 150*self.size,image=self.photovs)
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self.pW=self.canvas_bottom.create_image(500*self.size+30, 65*self.size,image=self.photoW)
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self.pJ=self.canvas_bottom.create_image(500*self.size-109, 150*self.size,image=self.photoJ)
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self.pB=self.canvas_bottom.create_image(500*self.size+8, 65*self.size,image=self.photoB)
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self.pY=self.canvas_bottom.create_image(500*self.size+129, 150*self.size,image=self.photoY)
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# 每张图片都添加image标签,方便reload函数删除图片
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self.canvas_bottom.addtag_withtag('image',self.pW)
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self.canvas_bottom.addtag_withtag('image',self.pB)
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self.canvas_bottom.addtag_withtag('image',self.pJ)
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self.canvas_bottom.addtag_withtag('image',self.pY)
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# 鼠标移动时,调用shadow函数,显示随鼠标移动的棋子
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self.canvas_bottom.bind('<Motion>',self.shadow)
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# 鼠标左键单击时,调用getdown函数,放下棋子
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self.canvas_bottom.bind('<Button-1>',self.getDown)
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# 设置退出快捷键<Ctrl>+<D>,快速退出游戏
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self.bind('<Control-KeyPress-d>',self.keyboardQuit)
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#欢迎界面显示文字
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def welcome(self):
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self.l2 =Label(self)
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self.l2.config(text=f'白棋剩余')
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self.l2.place(x=70*self.size, y=75*self.size) # 设置text文字显示位置
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# 开始游戏函数,点击“开始游戏”时调用
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def start(self):
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# 删除右侧和欢迎界面图案
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self.canvas_bottom.delete(self.pW)
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self.canvas_bottom.delete(self.pB)
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self.canvas_bottom.delete(self.pJ)
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self.canvas_bottom.delete(self.pY)
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self.canvas_bottom.delete(self.go)
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self.canvas_bottom.delete(self.welcome_text)
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# 利用右侧图案提示开始时谁先落子
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if self.present==0:
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self.create_pB()
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self.del_pW()
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else:
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self.create_pW()
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self.del_pB()
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# 开始标志,解除stop
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self.stop=None
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# 放弃一手函数,跳过落子环节
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def passme(self):
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# 悔棋恢复
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if not self.regretchance==1:
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self.regretchance+=1
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else:
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self.regretButton['state']=NORMAL
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# 拷贝棋盘状态,记录前三次棋局
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self.last_3_positions=copy.deepcopy(self.last_2_positions)
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self.last_2_positions=copy.deepcopy(self.last_1_positions)
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self.last_1_positions=copy.deepcopy(self.positions)
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self.canvas_bottom.delete('image_added_sign')
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# 轮到下一玩家
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if self.present==0:
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self.create_pW()
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self.del_pB()
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self.present=1
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else:
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self.create_pB()
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self.del_pW()
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self.present=0
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# 悔棋函数,可悔棋一回合,下两回合不可悔棋
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def regret(self):
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# 判定是否可以悔棋,以前第三盘棋局复原棋盘
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if self.regretchance==1:
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self.regretchance=0
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self.regretButton['state']=DISABLED
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list_of_b=[]
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list_of_w=[]
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self.canvas_bottom.delete('image')
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if self.present==0:
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self.create_pB()
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else:
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self.create_pW()
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for m in range(1,self.mode_num+1):
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for n in range(1,self.mode_num+1):
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self.positions[m][n]=0
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for m in range(len(self.last_3_positions)):
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for n in range(len(self.last_3_positions[m])):
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if self.last_3_positions[m][n]==1:
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list_of_b+=[[n,m]]
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elif self.last_3_positions[m][n]==2:
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list_of_w+=[[n,m]]
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self.recover(list_of_b,0)
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self.recover(list_of_w,1)
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self.last_1_positions=copy.deepcopy(self.last_3_positions)
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for m in range(1,self.mode_num+1):
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for n in range(1,self.mode_num+1):
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self.last_2_positions[m][n]=0
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self.last_3_positions[m][n]=0
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# 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
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def reload(self):
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if self.stop==1:
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self.stop=0
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self.canvas_bottom.delete('image')
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self.regretchance=0
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self.present=0
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self.create_pB()
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for m in range(1,self.mode_num+1):
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for n in range(1,self.mode_num+1):
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self.positions[m][n]=0
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self.last_3_positions[m][n]=0
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self.last_2_positions[m][n]=0
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self.last_1_positions[m][n]=0
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# 以下四个函数实现了右侧太极图的动态创建与删除
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#白棋图标创建
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def create_pW(self):
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self.stop_countdown() # 停止当前计时
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self.start_countdown(self.countdown_white)
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self.pW=self.canvas_bottom.create_image(500*self.size+30, 65*self.size,image=self.photoW)
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self.canvas_bottom.addtag_withtag('image',self.pW)
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self.pJ=self.canvas_bottom.create_image(500*self.size-109, 65*self.size,image=self.photoJ)
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self.canvas_bottom.addtag_withtag('image',self.pJ)
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self.steps_label = Label(self,text="执白后行",background='#957')
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self.steps_label.place(x=430*self.size, y=125*self.size)
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#黑棋图标创建
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def create_pB(self):
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self.stop_countdown() # 停止当前计时
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self.start_countdown(self.countdown_black)
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self.pB=self.canvas_bottom.create_image(500*self.size+8, 65*self.size,image=self.photoB)
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self.canvas_bottom.addtag_withtag('image',self.pB)
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self.pY=self.canvas_bottom.create_image(500*self.size+129, 65*self.size,image=self.photoY)
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self.canvas_bottom.addtag_withtag('image',self.pY)
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self.steps_label = Label(self,text="执黑先行",background='#957')
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self.steps_label.place(x=530*self.size, y=125*self.size)
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def del_pW(self):
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self.canvas_bottom.delete(self.pW)
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self.canvas_bottom.delete(self.pJ)
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def del_pB(self):
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self.canvas_bottom.delete(self.pB)
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self.canvas_bottom.delete(self.pY)
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#创建文本信息
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'''def create_bb(self):
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self.steps_label = Tk.Label(self, text="步数:0DEWQDEW")
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self.steps_label.place(x=50*self.size+129, y=65*self.size)'''
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#倒计时
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'''def countdown(self):
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remaining_time = 7200 # 120分钟对应的秒数
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for i in range(remaining_time, 0, -1):
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self.l1.config(text=f'剩余时间:{i // 60}分{i % 60}秒')
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self.update()
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time.sleep(1)'''
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# 调用countdown函数开始倒计时
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# 黑棋倒计时函数
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def countdown_black(self, remaining_time=None):
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if remaining_time is None:
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remaining_time = 15 # 5分钟对应的秒数
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self.present = 0 # 设置当前计时的玩家为黑棋
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while remaining_time > 0:
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if self.present != 0: # 如果当前计时的不是黑棋,退出循环
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break
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self.l1.config(text=f'黑棋剩余:{remaining_time // 60}分{remaining_time % 60}秒')
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self.l1.place(x=520*self.size, y=175*self.size) # 设置text文字显示位置
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self.update()
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time.sleep(1)
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remaining_time -= 1
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if self.present == 0: # 如果当前计时的是黑棋
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self.game_over("黑棋超时,白棋获胜")
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# 白棋倒计时函数
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def countdown_white(self, remaining_time=None):
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if remaining_time is None:
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remaining_time = 15 # 5分钟对应的秒数
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self.present = 1 # 设置当前计时的玩家为白棋
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while remaining_time > 0:
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if self.present != 1:
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break
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self.l1.config(text=f'白棋剩余:{remaining_time // 60}分{remaining_time % 60}秒')
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self.l1.place(x=410*self.size, y=175*self.size) # 设置text文字显示位置
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self.l1.update_idletasks() # 强制更新Label组件的显示
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time.sleep(1)
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remaining_time -= 1
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if self.present == 1: # 如果当前计时的是白棋
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self.game_over("白棋超时,黑棋获胜")
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# 创建新线程执行倒计时函数
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def start_countdown(self,countdown_func):
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countdown_thread = threading.Thread(target=countdown_func, daemon=True)
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countdown_thread.start()
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def stop_countdown(self):
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# 停止计时
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if self.present is not None:
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self.present = None
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def game_over(self, message):
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# 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
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self.showwarningbox('超时!',message)
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self.stop_countdown() # 停止倒计时
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self.reload()
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'''def switch_player(self):
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if self.present ==0:
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self.stop_countdown()
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self.create_pB() # 切换到白棋并启动白棋计时
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self.present = 1
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if hasattr(self, 'remaining_time_black'): # 如果之前有记录黑棋剩余时间
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self.start_countdown(self.countdown_black, self.remaining_time_black) # 继续黑棋倒计时
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else:
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self.stop_countdown()
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self.create_pW() # 切换到黑棋并启动黑棋计时
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self.present = 0
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if hasattr(self, 'remaining_time_white'): # 如果之前有记录白棋剩余时间
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self.start_countdown(self.countdown_white, self.remaining_time_white) # 继续白棋倒计时'''
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# 显示鼠标移动下棋子的移动
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def shadow(self,event):
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if not self.stop:
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# 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
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if (20*self.size<event.x<380*self.size) and (20*self.size<event.y<380*self.size):
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dx=(event.x-20*self.size)%self.dd
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dy=(event.y-20*self.size)%self.dd
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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])
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self.canvas_bottom.addtag_withtag('image',self.cross)
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if self.cross_last!=None:
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self.canvas_bottom.delete(self.cross_last)
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self.cross_last=self.cross
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# 落子,并驱动玩家的轮流下棋行为
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def getDown(self,event):
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if not self.stop:
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# 先找到最近格点
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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):
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dx=(event.x-20*self.size)%self.dd
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dy=(event.y-20*self.size)%self.dd
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x=int((event.x-20*self.size-dx)/self.dd+round(dx/self.dd)+1)
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y=int((event.y-20*self.size-dy)/self.dd+round(dy/self.dd)+1)
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# 判断位置是否已经被占据
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if self.positions[y][x]==0:
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# 未被占据,则尝试占据,获得占据后能杀死的棋子列表
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self.positions[y][x]=self.present+1
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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])
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self.canvas_bottom.addtag_withtag('image',self.image_added)
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# 棋子与位置标签绑定,方便“杀死”
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self.canvas_bottom.addtag_withtag('position'+str(x)+str(y),self.image_added)
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deadlist=self.get_deadlist(x,y)
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self.kill(deadlist)
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# 判断是否重复棋局
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if not self.last_2_positions==self.positions:
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# 判断是否属于有气和杀死对方其中之一
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if len(deadlist)>0 or self.if_dead([[x,y]],self.present+1,[x,y])==False:
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# 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
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if not self.regretchance==1:
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self.regretchance+=1
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else:
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self.regretButton['state']=NORMAL
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self.last_3_positions=copy.deepcopy(self.last_2_positions)
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self.last_2_positions=copy.deepcopy(self.last_1_positions)
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self.last_1_positions=copy.deepcopy(self.positions)
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# 删除上次的标记,重新创建标记
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self.canvas_bottom.delete('image_added_sign')
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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')
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self.canvas_bottom.addtag_withtag('image',self.image_added_sign)
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self.canvas_bottom.addtag_withtag('image_added_sign',self.image_added_sign)
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if self.present==0:
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self.present=1
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self.create_pW()
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self.del_pB()
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else:
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self.present=0
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self.create_pB()
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self.del_pW()
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else:
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# 不属于杀死对方或有气,则判断为无气,警告并弹出警告框
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|
self.positions[y][x]=0
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|
self.canvas_bottom.delete('position'+str(x)+str(y))
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|
self.bell()
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|
self.showwarningbox('无气',"此处不可落子!")
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|
else:
|
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|
# 重复棋局,警告打劫
|
|
|
self.positions[y][x]=0
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|
self.canvas_bottom.delete('position'+str(x)+str(y))
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|
|
self.recover(deadlist,(1 if self.present==0 else 0))
|
|
|
self.bell()
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|
|
self.showwarningbox("打劫","此处不可落子!")
|
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|
else:
|
|
|
# 覆盖,声音警告
|
|
|
self.bell()
|
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|
else:
|
|
|
# 超出边界,声音警告
|
|
|
self.bell()
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
# 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
|