上次我们说要用Tkinter做一个五子棋游戏,但是我在做的时候心血来潮,决定稍微改变一下规则,于是在五子棋的基础上开发出了“四五棋”,具体规则如下:一方连成四子得一分;
一方连成五子及以上得五分;
当棋盘落满后,比较双方得分,较高的一方获胜。
接下来就是用tkinter来实现它了,具体流程主要分为几部分:
(1)棋盘绘制:15x15;
(2)落子的相应判断:先判断点击的位置是否是棋盘线交叉点,然后判断是黑方还是白方,若落子点上没有棋子,则落子;
(3)得分判断:每次落子后,从当前棋子的横、竖、斜三个方向寻找连子(不包括该棋子本身),找到三个则加一分,找到四个及以上则加五分;
(4)胜负判断:若棋盘落满,根据双方得分判断胜负;
(5)悔棋:删除上一步绘制的棋子,并将其移除棋子列表,减去相应分数;
(6)信息显示:显示当前执子方和得分。
与tkinter相关的部分主要用到了canvas.create_oval绘制棋子,以及Label显示信息,其余大多是各种判断的算法。下面是完整代码:
from tkinter import *
window = Tk()
window.title("四五棋")
#画棋盘
canvas = Canvas(window, bg = "SandyBrown", width = 480, height = 480)
canvas.grid(row = 0, column = 0, rowspan = 10)
#画线条
for i in range(15):
canvas.create_line(30, (30 * i + 30), 450, (30 * i + 30))
canvas.create_line((30* i + 30), 30, (30 * i + 30), 450)
#画初始的五个星
point_x = [3, 3, 11, 11, 7]
point_y = [3, 11, 3, 11, 7]
for i in range(5):
canvas.create_oval(30 * point_x[i] + 27, 30 * point_y[i] + 27,
30 * point_x[i] + 33, 30 * point_y[i] + 33, fill = "black")
#设置必要参数
r = 10
click_x=0 #定义x轴坐标
click_y=0 #定义y轴坐标
piece_color = "black" #当前棋子颜色
person_flag = 1 #棋子标志,1为白子,-1为黑子
a_flag = 1 #当一方获胜后,无法在棋盘上点击
mouse_black = [] #黑子坐标存储列表
mouse_white = [] #白子坐标存储列表
mouse = [] #所有棋子坐标存储列表
totala=0
totalb=0
ret=1
#返回鼠标位置
def mouseBack(event):
global click_x, click_y
click_x = event.x
click_y = event.y
mouseJudge()
#单击左键,返回当前位置
canvas.bind("",mouseBack)
#使落点在交叉点处
def mouseJudge():
global click_x, click_y, person_flag, mouse
mouse = mouse_black + mouse_white #将棋子(黑白)坐标全部存进去
i=0
j=0
while click_x > (30+15*i): #确定鼠标点击位置所在的格子
i+=1
while click_y > (30+15*j):
j+=1
if ((i%2)==1 and (j%2)==1): #将一个格子分成四个区域,根据鼠标点击位置所在区域分得格子的顶点
click_x=30+15*(i-1)
click_y=30+15*(j-1)
if ((i%2)==1 and (j%2)==0):
click_x=30+15*(i-1)
click_y=30+15*j
if ((i%2)==0 and (j%2)==1):
click_x=30+15*i
click_y=30+15*(j-1)
if ((i%2)==0 and (j%2)==0):
click_x=30+15*i
click_y=30+15*j
if person_flag ==1:
putPiece("black")
elif person_flag ==-1:
putPiece("white")
#落子
def putPiece(piece_color):
global mouse_black, mouse_white, person_flag, mouse,ret
ret=1
if (click_x>=30)and(click_x<=450)and(click_y>=30)and(click_y<=450): #只能在棋谱内产生棋子
if (click_x, click_y) not in mouse: #一个点只能产生一个棋子
if a_flag == 0:
canvas.create_oval(click_x - r, click_y - r,
click_x + r, click_y + r,
fill = piece_color, tags = ("piece"))
person_flag *= -1
if piece_color == "white":
Show(mouse)
mouse_white.append( (click_x, click_y) ) #将白子坐标放进白子列表中
Judge1(mouse_white)
Tips(mouse)
elif piece_color == "black":
Show(mouse)
mouse_black.append( (click_x, click_y) ) #将黑子坐标放进黑子列表中
Judge1(mouse_black)
Tips(mouse)
else:
return 0
#根据连子数判断输赢
def pieceCount(mouse,pieces_count,p,q):
global piece_count
if person_flag==-1: #判断黑子
for i in range(1,5):
(x, y) = (click_x + p * 30 * i, click_y + q * 30 * i)
if (x, y) in mouse_black:
piece_count+=1
else:
break
return piece_count
if person_flag==1: #判断白子
for i in range(1,5):
(x, y) = (click_x + p * 30 * i, click_y + q * 30 * i)
if (x, y) in mouse_white:
piece_count+=1
else:
break
return piece_count
#从横竖斜三个方向判断输赢
def Judge1(mouse):
global piece_count, piece_color
piece_count = 0
piece_count = pieceCount(mouse,piece_count,-1,0) #从该落点坐标往左判断
piece_count = pieceCount(mouse,piece_count,1,0) #从该落点坐标往右判断
#除了刚落下的棋子,还连接了三个,则连成了四子
if piece_count == 3:
return 1
elif piece_count > 3:
return 5
else:
piece_count = 0
piece_count = pieceCount(mouse,piece_count,0,-1) #从该落点坐标往上判断
piece_count = pieceCount(mouse,piece_count,0,1) #从该落点坐标往下判断
if piece_count== 3:
return 1
elif piece_count > 3:
return 5
else:
piece_count = 0
piece_count = pieceCount(mouse,piece_count,-1,-1) #从该落点坐标往左上角判断
piece_count = pieceCount(mouse,piece_count,1,1) #从该落点坐标往右下角判断
if piece_count == 3:
return 1
elif piece_count > 3:
return 5
else:
piece_count = 0
piece_count = pieceCount(mouse,piece_count,1,-1) #从该落点坐标往右上角判断
piece_count = pieceCount(mouse,piece_count,-1,1) #从该落点坐标往左下角判断
if piece_count ==3:
return 1
elif piece_count > 3:
return 5
else:
return 0
#走棋提示
def Show(mouse):
var1 = StringVar()
if person_flag==1:
piece_canvas = Canvas(window, width = 200, height = 50)
piece_canvas.grid(row = 0, column = 1)
piece_canvas.create_oval(100 - r, 30 - r,
100 + r, 30 + r,
fill = 'black')
var1.set("执黑轮次")
label = Label(window, textvariable=var1, font=("宋体",16))
label.grid(row = 1,column = 1)
if person_flag==-1:
piece_canvas = Canvas(window, width = 200, height = 50)
piece_canvas.grid(row = 0, column = 1)
piece_canvas.create_oval(100 - r, 30 - r,
100 + r, 30 + r,
fill = 'white')
var1.set("执白轮次")
label = Label(window, textvariable=var1, font=("宋体",16))
label.grid(row = 1,column = 1)
#胜方提示
def Tips(mouse):
var2 = StringVar()
global a_flag,totala,totalb
if len(mouse)==224: #如果棋盘铺满
if totala>totalb:
var2.set("黑方%s:%s白方,黑方胜"%(totala,totalb))
label = Label(window, textvariable=var2, font=("宋体",16))
label.grid(row = 2,column = 1)
a_flag = 1
return a_flag
elif totala
var2.set("黑方%s:%s白方,白方胜"%(totala,totalb))
label = Label(window, textvariable=var2, font=("宋体",16))
label.grid(row = 2,column = 1)
a_flag = 1
return a_flag
else:
var2.set("黑方%s:%s白方,和棋"%(totala,totalb))
label = Label(window, textvariable=var2, font=("宋体",16))
label.grid(row = 2,column = 1)
a_flag = 1
return a_flag
if person_flag==-1:
totala+=Judge1(mouse)
var2.set("黑方%s:%s白方"%(totala,totalb))
label = Label(window, textvariable=var2, font=("宋体",16))
label.grid(row = 2,column = 1)
#a_flag = 1
return a_flag
if person_flag==1:
totalb+=Judge1(mouse)
var2.set("黑方%s:%s白方"%(totala,totalb))
label = Label(window, textvariable=var2, font=("宋体",16))
label.grid(row = 2,column = 1)
#a_flag = 1
return a_flag
#重新开始后,输方先下
def click_reset():
var3 = StringVar()
global a_flag, mouse_black, mouse_white, mouse,totala,totalb
canvas.delete("piece")
mouse_black = []
mouse_white = []
mouse = []
a_flag=0
totala,totalb=0,0
var3.set(" ")
label = Label(window, textvariable=var3, font=("宋体",16))
label.grid(row = 2,column = 1)
#悔棋
def click_return():
global mouse_black, mouse_white, mouse,person_flag,totala,totalb,ret
if ret==0:
return
canvas.delete("piece")
ret=0
var2 = StringVar()
if person_flag==-1:
mouse_black.pop()
mouse=mouse_black+mouse_white
totala-=Judge1(mouse)
var2.set("黑方%s:%s白方"%(totala,totalb))
label = Label(window, textvariable=var2, font=("宋体",16))
label.grid(row = 2,column = 1)
for i in range(len(mouse_black)):
canvas.create_oval(mouse_black[i][0]-r,mouse_black[i][1]-r
,mouse_black[i][0]+r,mouse_black[i][1]+r,fill="black",tags="piece")
for i in range(len(mouse_white)):
canvas.create_oval(mouse_white[i][0]-r,mouse_white[i][1]-r
,mouse_white[i][0]+r,mouse_white[i][1]+r,fill="white",tags="piece")
if person_flag==1:
for i in range(len(mouse_black)):
canvas.create_oval(mouse_black[i][0]-r,mouse_black[i][1]-r
,mouse_black[i][0]+r,mouse_black[i][1]+r,fill="black",tags="piece")
mouse_white.pop()
mouse=mouse_black+mouse_white
totalb-=Judge1(mouse)
var2.set("黑方%s:%s白方"%(totala,totalb))
label = Label(window, textvariable=var2, font=("宋体",16))
label.grid(row = 2,column = 1)
for i in range(len(mouse_white)):
canvas.create_oval(mouse_white[i][0]-r,mouse_white[i][1]-r
,mouse_white[i][0]+r,mouse_white[i][1]+r,fill="white",tags="piece")
person_flag *= -1
Show(mouse)
button1 = Button(window,text="开始/重来",font=('黑体', 10),fg='blue',width=10,height=2,command = click_reset)
button1.grid(row = 4,column = 1)
button2 = Button(window,text="悔 棋",font=('黑体', 10),fg='red',width=10,height=2,command = click_return)
button2.grid(row = 6,column = 1)
var = StringVar()
piece_canvas = Canvas(window, width = 200, height = 50)
piece_canvas.grid(row = 0, column = 1)
piece_canvas.create_oval(100 - r, 30 - r,100 + r, 30 + r,fill = 'black')
var.set("黑棋轮次")
label = Label(window, textvariable=var, font=("宋体",16))
label.grid(row = 1,column = 1)
window.mainloop()
效果如下:
如果你想做五子棋的话,只要稍加改动即可,这里就不详述了。