python使用tkinter库实现五子棋游戏

本文实例为大家分享了python实现五子棋游戏的具体代码,供大家参考,具体内容如下

一、运行截图:

二、代码

# 用数组定义一个棋盘,棋盘大小为 15×15

# 数组索引代表位置,

# 元素值代表该位置的状态:0代表没有棋子,1代表有黑棋,-1代表有白棋。

from tkinter import *

from tkinter.messagebox import *

class Chess(object):

def __init__(self):

#############

# param #

#######################################

self.row, self.column = 15, 15

self.mesh = 25

self.ratio = 0.9

self.board_color = "#CDBA96"

self.header_bg = "#CDC0B0"

self.btn_font = ("黑体", 12, "bold")

self.step = self.mesh / 2

self.chess_r = self.step * self.ratio

self.point_r = self.step * 0.2

self.matrix = [[0 for y in range(self.column)] for x in range(self.row)]

self.is_start = False

self.is_black = True

self.last_p = None

###########

# GUI #

#######################################

self.root = Tk()

self.root.title("Gobang By Young")

self.root.resizable(width=False, height=False)

self.f_header = Frame(self.root, highlightthickness=0, bg=self.header_bg)

self.f_header.pack(fill=BOTH, ipadx=10)

self.b_start = Button(self.f_header, text="开始", command=self.bf_start, font=self.btn_font)

self.b_restart = Button(self.f_header, text="重来", command=self.bf_restart, state=DISABLED, font=self.btn_font)

self.l_info = Label(self.f_header, text="未开始", bg=self.header_bg, font=("楷体", 18, "bold"), fg="white")

self.b_regret = Button(self.f_header, text="悔棋", command=self.bf_regret, state=DISABLED, font=self.btn_font)

self.b_lose = Button(self.f_header, text="认输", command=self.bf_lose, state=DISABLED, font=self.btn_font)

self.b_start.pack(side=LEFT, padx=20)

self.b_restart.pack(side=LEFT)

self.l_info.pack(side=LEFT, expand=YES, fill=BOTH, pady=10)

self.b_lose.pack(side=RIGHT, padx=20)

self.b_regret.pack(side=RIGHT)

self.c_chess = Canvas(self.root, bg=self.board_color, width=(self.column + 1) * self.mesh,

height=(self.row + 1) * self.mesh, highlightthickness=0)

self.draw_board()

self.c_chess.bind("<Button-1>", self.cf_board)

self.c_chess.pack()

self.root.mainloop()

# 画x行y列处的网格

def draw_mesh(self, x, y):

# 一个倍率,由于tkinter操蛋的GUI,如果不加倍率,悔棋的时候会有一点痕迹,可以试试把这个改为1,就可以看到

ratio = (1 - self.ratio) * 0.99 + 1

center_x, center_y = self.mesh * (x + 1), self.mesh * (y + 1)

# 先画背景色

self.c_chess.create_rectangle(center_y - self.step, center_x - self.step,

center_y + self.step, center_x + self.step,

fill=self.board_color, outline=self.board_color)

# 再画网格线,这里面a b c d是不同的系数,根据x,y不同位置确定,需要一定推导。

a, b = [0, ratio] if y == 0 else [-ratio, 0] if y == self.row - 1 else [-ratio, ratio]

c, d = [0, ratio] if x == 0 else [-ratio, 0] if x == self.column - 1 else [-ratio, ratio]

self.c_chess.create_line(center_y + a * self.step, center_x, center_y + b * self.step, center_x)

self.c_chess.create_line(center_y, center_x + c * self.step, center_y, center_x + d * self.step)

# 有一些特殊的点要画小黑点

if ((x == 3 or x == 11) and (y == 3 or y == 11)) or (x == 7 and y == 7):

self.c_chess.create_oval(center_y - self.point_r, center_x - self.point_r,

center_y + self.point_r, center_x + self.point_r, fill="black")

# 画x行y列处的棋子,color指定棋子颜色

def draw_chess(self, x, y, color):

center_x, center_y = self.mesh * (x + 1), self.mesh * (y + 1)

# 就是画个圆

self.c_chess.create_oval(center_y - self.chess_r, center_x - self.chess_r,

center_y + self.chess_r, center_x + self.chess_r,

fill=color)

# 画整个棋盘

def draw_board(self):

[self.draw_mesh(x, y) for y in range(self.column) for x in range(self.row)]

# 在正中间显示文字

def center_show(self, text):

width, height = int(self.c_chess['width']), int(self.c_chess['height'])

self.c_chess.create_text(int(width / 2), int(height / 2), text=text, font=("黑体", 30, "bold"), fill="red")

# 开始的时候设置各个组件,变量的状态,初始化matrix矩阵,初始化棋盘,初始化信息

def bf_start(self):

self.set_btn_state("start")

self.is_start = True

self.is_black = True

self.matrix = [[0 for y in range(self.column)] for x in range(self.row)]

self.draw_board()

self.l_info.config(text="黑方下棋")

# 重来跟开始的效果一样

def bf_restart(self):

self.bf_start()

# 用last_p来标识上一步的位置。先用网格覆盖掉棋子,操作相应的变量,matrix[x][y]要置空,只能悔一次棋

def bf_regret(self):

if not self.last_p:

showinfo("提示", "现在不能悔棋")

return

x, y = self.last_p

self.draw_mesh(x, y)

self.matrix[x][y] = 0

self.last_p = None

self.trans_identify()

# 几个状态改变,还有显示文字,没什么说的

def bf_lose(self):

self.set_btn_state("init")

self.is_start = False

text = self.ternary_operator("黑方认输", "白方认输")

self.l_info.config(text=text)

self.center_show("蔡")

# Canvas的click事件

def cf_board(self, e):

# 找到离点击点最近的坐标

x, y = int((e.y - self.step) / self.mesh), int((e.x - self.step) / self.mesh)

# 找到该坐标的中心点位置

center_x, center_y = self.mesh * (x + 1), self.mesh * (y + 1)

# 计算点击点到中心的距离

distance = ((center_x - e.y) ** 2 + (center_y - e.x) ** 2) ** 0.5

# 如果距离不在规定的圆内,退出//如果这个位置已经有棋子,退出//如果游戏还没开始,退出

if distance > self.step * 0.95 or self.matrix[x][y] != 0 or not self.is_start:

return

# 此时棋子的颜色,和matrix中该棋子的标识。

color = self.ternary_operator("black", "white")

tag = self.ternary_operator(1, -1)

# 先画棋子,在修改matrix相应点的值,用last_p记录本次操作点

self.draw_chess(x, y, color)

self.matrix[x][y] = tag

self.last_p = [x, y]

# 如果赢了,则游戏结束,修改状态,中心显示某方获胜

if self.is_win(x, y, tag):

self.is_start = False

self.set_btn_state("init")

text = self.ternary_operator("黑方获胜", "白方获胜")

self.center_show(text)

return

# 如果游戏继续,则交换棋手

self.trans_identify()

def is_win(self, x, y, tag):

# 获取斜方向的列表

def direction(i, j, di, dj, row, column, matrix):

temp = []

while 0 <= i < row and 0 <= j < column:

i, j = i + di, j + dj

i, j = i - di, j - dj

while 0 <= i < row and 0 <= j < column:

temp.append(matrix[i][j])

i, j = i - di, j - dj

return temp

four_direction = []

# 获取水平和竖直方向的列表

four_direction.append([self.matrix[i][y] for i in range(self.row)])

four_direction.append([self.matrix[x][j] for j in range(self.column)])

# 获取斜方向的列表

four_direction.append(direction(x, y, 1, 1, self.row, self.column, self.matrix))

four_direction.append(direction(x, y, 1, -1, self.row, self.column, self.matrix))

# 一一查看这四个方向,有没有满足五子连珠

for v_list in four_direction:

count = 0

for v in v_list:

if v == tag:

count += 1

if count == 5:

return True

else:

count = 0

return False

# 设置四个按钮是否可以点击

def set_btn_state(self, state):

state_list = [NORMAL, DISABLED, DISABLED, DISABLED] if state == "init" else [DISABLED, NORMAL, NORMAL, NORMAL]

self.b_start.config(state=state_list[0])

self.b_restart.config(state=state_list[1])

self.b_regret.config(state=state_list[2])

self.b_lose.config(state=state_list[3])

# 因为有很多和self.black相关的三元操作,所以就提取出来

def ternary_operator(self, true, false):

return true if self.is_black else false

# 交换棋手

def trans_identify(self):

self.is_black = not self.is_black

text = self.ternary_operator("黑方下棋", "白方下棋")

self.l_info.config(text=text)

if __name__ == '__main__':

Chess()

三、增加复盘和保存棋谱功能

直接贴可以运行的源码,添加了两个按键和一个页面。

# 用数组定义一个棋盘,棋盘大小为 15×15

# 数组索引代表位置,

# 元素值代表该位置的状态:0代表没有棋子,1代表有黑棋,-1代表有白棋。

from tkinter import *

from tkinter.messagebox import *

import os

TAG_BLACK = "1"

TAG_EMPTY = "."

TAG_WHITE = "0"

ROOT_DIR = os.path.abspath(os.path.dirname(os.path.abspath(__file__)) + os.path.sep + ".")

class Chess(object):

def bf_save(self):

path = os.path.join(ROOT_DIR, "record.txt")

file = open(path, "w")

for i in range(len(self.record)):

x, y = self.record[i]

file.write("{}: [{}, {}]\n".format("黑方" if i % 2 == 0 else "白方", x, y))

file.close()

def init_matrix(self):

return [[TAG_EMPTY for y in range(self.column)] for x in range(self.row)]

def __init__(self):

#############

# param #

#######################################

self.row, self.column = 15, 15

self.mesh = 25

self.ratio = 0.9

self.board_color = "#CDBA96"

self.header_bg = "#CDC0B0"

self.btn_font = ("黑体", 12, "bold")

self.step = self.mesh / 2

self.chess_r = self.step * self.ratio

self.point_r = self.step * 0.2

self.matrix = self.init_matrix()

self.is_start = False

self.is_black = True

self.record = []

###########

# GUI #

#######################################

self.root = Tk()

self.root.title("Gobang By Young")

self.root.resizable(width=False, height=False)

self.f_header = Frame(self.root, highlightthickness=0, bg=self.header_bg)

self.b_start = Button(self.f_header, text="开始", command=self.bf_start, font=self.btn_font)

self.b_restart = Button(self.f_header, text="重来", command=self.bf_restart, state=DISABLED, font=self.btn_font)

self.l_info = Label(self.f_header, text="未开始", bg=self.header_bg, font=("楷体", 18, "bold"), fg="white")

self.b_regret = Button(self.f_header, text="悔棋", command=self.bf_regret, state=DISABLED, font=self.btn_font)

self.b_lose = Button(self.f_header, text="认输", command=self.bf_lose, state=DISABLED, font=self.btn_font)

self.c_chess = Canvas(self.root, bg=self.board_color, width=(self.column + 1) * self.mesh,

height=(self.row + 1) * self.mesh, highlightthickness=0)

self.draw_board()

self.c_chess.bind("<Button-1>", self.cf_board)

self.b_record = Button(self.root, text="复 盘", command=self.bf_record, font=self.btn_font, bg="lightblue")

self.b_save = Button(self.root, text="保 存", command=self.bf_save, font=self.btn_font, bg="lightblue")

self.f_header.pack(side=TOP, fill=BOTH, ipadx=10)

self.b_start.pack(side=LEFT, padx=20)

self.b_restart.pack(side=LEFT)

self.l_info.pack(side=LEFT, expand=YES, fill=BOTH, pady=10)

self.b_lose.pack(side=RIGHT, padx=20)

self.b_regret.pack(side=RIGHT)

self.c_chess.pack(side=TOP)

self.b_record.pack(side=TOP, expand=YES, fill=X)

self.b_save.pack(side=TOP, expand=YES, fill=X)

self.root.mainloop()

# 画x行y列处的网格

def draw_mesh(self, x, y):

# 一个倍率,由于tkinter操蛋的GUI,如果不加倍率,悔棋的时候会有一点痕迹,可以试试把这个改为1,就可以看到

ratio = (1 - self.ratio) * 0.99 + 1

center_x, center_y = self.mesh * (x + 1), self.mesh * (y + 1)

# 先画背景色

self.c_chess.create_rectangle(center_y - self.step, center_x - self.step,

center_y + self.step, center_x + self.step,

fill=self.board_color, outline=self.board_color)

# 再画网格线,这里面a b c d是不同的系数,根据x,y不同位置确定,需要一定推导。

a, b = [0, ratio] if y == 0 else [-ratio, 0] if y == self.row - 1 else [-ratio, ratio]

c, d = [0, ratio] if x == 0 else [-ratio, 0] if x == self.column - 1 else [-ratio, ratio]

self.c_chess.create_line(center_y + a * self.step, center_x, center_y + b * self.step, center_x)

self.c_chess.create_line(center_y, center_x + c * self.step, center_y, center_x + d * self.step)

# 有一些特殊的点要画小黑点

if ((x == 3 or x == 11) and (y == 3 or y == 11)) or (x == 7 and y == 7):

self.c_chess.create_oval(center_y - self.point_r, center_x - self.point_r,

center_y + self.point_r, center_x + self.point_r, fill="black")

# 画x行y列处的棋子,color指定棋子颜色

def draw_chess(self, x, y, color):

center_x, center_y = self.mesh * (x + 1), self.mesh * (y + 1)

# 就是画个圆

self.c_chess.create_oval(center_y - self.chess_r, center_x - self.chess_r,

center_y + self.chess_r, center_x + self.chess_r,

fill=color)

# 画整个棋盘

def draw_board(self):

[self.draw_mesh(x, y) for y in range(self.column) for x in range(self.row)]

# 在正中间显示文字

def center_show(self, text):

width, height = int(self.c_chess['width']), int(self.c_chess['height'])

self.c_chess.create_text(int(width / 2), int(height / 2), text=text, font=("黑体", 30, "bold"), fill="red")

def bf_record(self):

Record(self.record)

pass

# 开始的时候设置各个组件,变量的状态,初始化matrix矩阵,初始化棋盘,初始化信息

def bf_start(self):

self.set_btn_state("start")

self.is_start = True

self.is_black = True

self.matrix = self.init_matrix()

self.draw_board()

self.record = []

self.l_info.config(text="黑方下棋")

# 重来跟开始的效果一样

def bf_restart(self):

self.record = []

self.bf_start()

# 用last_p来标识上一步的位置。先用网格覆盖掉棋子,操作相应的变量,matrix[x][y]要置空,只能悔一次棋

def bf_regret(self):

if len(self.record) == 0:

showinfo("提示", "现在不能悔棋")

return

x, y = self.record[-1]

self.draw_mesh(x, y)

self.matrix[x][y] = TAG_EMPTY

self.record = self.record[:-1]

self.trans_identify()

# 几个状态改变,还有显示文字,没什么说的

def bf_lose(self):

self.set_btn_state("init")

self.is_start = False

text = self.ternary_operator("黑方认输", "白方认输")

self.l_info.config(text=text)

self.center_show("蔡")

def go_chess(self, x, y):

# 此时棋子的颜色,和matrix中该棋子的标识。

color = self.ternary_operator("black", "white")

tag = self.ternary_operator(TAG_BLACK, TAG_WHITE)

# 先画棋子,在修改matrix相应点的值,用last_p记录本次操作点

self.draw_chess(x, y, color)

self.matrix[x][y] = tag

self.record.append([x, y])

# 如果赢了,则游戏结束,修改状态,中心显示某方获胜

if self.is_win(x, y, tag):

self.is_start = False

self.set_btn_state("init")

text = self.ternary_operator("黑方获胜", "白方获胜")

self.center_show(text)

return

# 如果游戏继续,则交换棋手

self.trans_identify()

# Canvas的click事件

def cf_board(self, e):

# 找到离点击点最近的坐标

x, y = int((e.y - self.step) / self.mesh), int((e.x - self.step) / self.mesh)

# 找到该坐标的中心点位置

center_x, center_y = self.mesh * (x + 1), self.mesh * (y + 1)

# 计算点击点到中心的距离

distance = ((center_x - e.y) ** 2 + (center_y - e.x) ** 2) ** 0.5

# 如果距离不在规定的圆内,退出//如果这个位置已经有棋子,退出//如果游戏还没开始,退出

if distance > self.step * 0.95 or self.matrix[x][y] != TAG_EMPTY or not self.is_start:

return

self.go_chess(x, y)

def is_win(self, x, y, tag):

# 获取斜方向的列表

def direction(i, j, di, dj, row, column, matrix):

temp = []

while 0 <= i < row and 0 <= j < column:

i, j = i + di, j + dj

i, j = i - di, j - dj

while 0 <= i < row and 0 <= j < column:

temp.append(matrix[i][j])

i, j = i - di, j - dj

return temp

four_direction = []

# 获取水平和竖直方向的列表

four_direction.append([self.matrix[i][y] for i in range(self.row)])

four_direction.append([self.matrix[x][j] for j in range(self.column)])

# 获取斜方向的列表

four_direction.append(direction(x, y, 1, 1, self.row, self.column, self.matrix))

four_direction.append(direction(x, y, 1, -1, self.row, self.column, self.matrix))

# 一一查看这四个方向,有没有满足五子连珠

for v_list in four_direction:

if tag * 5 in "".join(v_list):

return True

return False

# 设置四个按钮是否可以点击

def set_btn_state(self, state):

state_list = [NORMAL, DISABLED, DISABLED, DISABLED] if state == "init" else [DISABLED, NORMAL, NORMAL, NORMAL]

self.b_start.config(state=state_list[0])

self.b_restart.config(state=state_list[1])

self.b_regret.config(state=state_list[2])

self.b_lose.config(state=state_list[3])

# 因为有很多和self.black相关的三元操作,所以就提取出来

def ternary_operator(self, true, false):

return true if self.is_black else false

# 交换棋手

def trans_identify(self):

self.is_black = not self.is_black

text = self.ternary_operator("黑方下棋", "白方下棋")

self.l_info.config(text=text)

def print_process(self):

pass

class Record(object):

def __init__(self, record):

#############

# param #

#######################################

self.row, self.column = 15, 15

self.mesh = 25

self.ratio = 0.9

self.board_color = "#CDBA96"

self.header_bg = "#CDC0B0"

self.btn_font = ("黑体", 12, "bold")

self.step = self.mesh / 2

self.chess_r = self.step * self.ratio

self.point_r = self.step * 0.2

###########

self.is_black = True

self.index = -1

self.record = record

###########

# GUI #

#######################################

self.root = Tk()

self.root.title("复盘")

self.root.resizable(width=False, height=False)

self.root.bind("<Key>", self.kf_step)

self.f_header = Frame(self.root, highlightthickness=0, bg=self.header_bg)

self.l_info = Label(self.f_header, text="未开始", bg=self.header_bg, font=("楷体", 18, "bold"), fg="white")

self.c_chess = Canvas(self.root, bg=self.board_color, width=(self.column + 1) * self.mesh,

height=(self.row + 1) * self.mesh, highlightthickness=0)

self.draw_board()

self.f_header.pack(fill=BOTH, ipadx=10)

self.l_info.pack(side=LEFT, expand=YES, fill=BOTH, pady=10)

self.c_chess.pack()

self.root.mainloop()

def kf_step(self, e):

if e.keycode not in [37, 39]:

return

if e.keycode == 37:

if self.index == -1:

self.l_info.config(text="已经走到最开始了")

return

x, y = self.record[self.index]

self.draw_mesh(x, y)

if self.index == 0:

self.l_info.config(text="未开始")

else:

self.l_info.config(text="黑方走棋" if self.is_black else "白方走棋")

self.is_black = not self.is_black

self.index -= 1

if self.index > 0:

x, y = self.record[self.index]

color = "white" if self.is_black else "black"

self.draw_chess(x, y, color, "red")

elif e.keycode == 39:

if self.index == len(self.record) - 1:

self.l_info.config(text="已经走到最末尾了")

return

self.index += 1

x, y = self.record[self.index]

color = "black" if self.is_black else "white"

self.draw_chess(x, y, color, "red")

if self.index > 0:

x, y = self.record[self.index - 1]

color = "white" if self.is_black else "black"

self.draw_chess(x, y, color)

self.l_info.config(text="黑方走棋" if self.is_black else "白方走棋")

self.is_black = not self.is_black

else:

pass

# 画x行y列处的网格

def draw_mesh(self, x, y):

# 一个倍率,由于tkinter操蛋的GUI,如果不加倍率,悔棋的时候会有一点痕迹,可以试试把这个改为1,就可以看到

ratio = (1 - self.ratio) * 0.99 + 1

center_x, center_y = self.mesh * (x + 1), self.mesh * (y + 1)

# 先画背景色

self.c_chess.create_rectangle(center_y - self.step, center_x - self.step,

center_y + self.step, center_x + self.step,

fill=self.board_color, outline=self.board_color)

# 再画网格线,这里面a b c d是不同的系数,根据x,y不同位置确定,需要一定推导。

a, b = [0, ratio] if y == 0 else [-ratio, 0] if y == self.row - 1 else [-ratio, ratio]

c, d = [0, ratio] if x == 0 else [-ratio, 0] if x == self.column - 1 else [-ratio, ratio]

self.c_chess.create_line(center_y + a * self.step, center_x, center_y + b * self.step, center_x)

self.c_chess.create_line(center_y, center_x + c * self.step, center_y, center_x + d * self.step)

# 有一些特殊的点要画小黑点

if ((x == 3 or x == 11) and (y == 3 or y == 11)) or (x == 7 and y == 7):

self.c_chess.create_oval(center_y - self.point_r, center_x - self.point_r,

center_y + self.point_r, center_x + self.point_r, fill="black")

# 画x行y列处的棋子,color指定棋子颜色

def draw_chess(self, x, y, color, outline="black"):

center_x, center_y = self.mesh * (x + 1), self.mesh * (y + 1)

# 就是画个圆

self.c_chess.create_oval(center_y - self.chess_r, center_x - self.chess_r,

center_y + self.chess_r, center_x + self.chess_r,

fill=color, outline=outline)

# 画整个棋盘

def draw_board(self):

[self.draw_mesh(x, y) for y in range(self.column) for x in range(self.row)]

# 在正中间显示文字

def center_show(self, text):

width, height = int(self.c_chess['width']), int(self.c_chess['height'])

self.c_chess.create_text(int(width / 2), int(height / 2), text=text, font=("黑体", 30, "bold"), fill="red")

# 开始的时候设置各个组件,变量的状态,初始化matrix矩阵,初始化棋盘,初始化信息

if __name__ == '__main__':

Chess()

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