python实现简单的五子棋游戏

时间:2021-05-22

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

# -*- coding:utf-8 -*-# @Time: 2017/8/29 0029 10:14# @Author: assasin# @Email: assasin0308@sina.com from tkinter import *import math class chessBoard(): def __init__(self): # 创建一个tk对象,窗口 self.window = Tk() # 窗口名称 self.window.title('五子棋游戏') # 窗口大小 self.window.geometry('660x470') # 设置窗口不可缩放 self.window.resizable(0,0) # 定义窗口的画布 self.canvas = Canvas(self.window, bg="#EEE8AC", width=470, height=470) # 画出画布内容 self.paint_board() # 定义画布所在的网格 self.canvas.grid(row=0, column=0) def paint_board(self): # 画横线 for row in range(0, 15): if row == 0 or row == 14: self.canvas.create_line(25, 25 + row * 30, 25 + 14 * 30, 25 + row * 30, width=2) else: self.canvas.create_line(25, 25 + row * 30, 25 + 14 * 30, 25 + row * 30, width=1) # 画竖线 for column in range(0, 15): if column == 0 or column == 14: self.canvas.create_line(25 + column * 30, 25, 25 + column * 30, 25 + 14 * 30, width=2) else: self.canvas.create_line(25 + column * 30, 25, 25 + column * 30, 25 + 14 * 30, width=1) # 画圆 self.canvas.create_oval(112, 112, 118, 118, fill="black") self.canvas.create_oval(352, 112, 358, 118, fill="black") self.canvas.create_oval(112, 352, 118, 358, fill="black") self.canvas.create_oval(232, 232, 238, 238, fill="black") self.canvas.create_oval(352, 352, 358, 358, fill="black") #定义五子棋游戏类#0为黑子 , 1为白子 , 2为空位class Gobang() : #初始化 def __init__(self) : self.board = chessBoard() self.game_print = StringVar() self.game_print.set("") # 16*16的二维列表,保证不会out of index self.db = [([2] * 16) for i in range(16)] # 悔棋用的顺序列表 self.order = [] # 棋子颜色 self.color_count = 0 self.color = 'black' # 清空与赢的初始化,已赢为1,已清空为1 self.flag_win = 1 self.flag_empty = 1 self.options() # 黑白互换 def change_color(self): self.color_count = (self.color_count + 1) % 2 if self.color_count == 0: self.color = "black" elif self.color_count == 1: self.color = "white" # 落子 def chess_moving(self,event): # 不点击“开始”与“清空”无法再次开始落子 if self.flag_win == 1 or self.flag_empty == 0: return # 坐标转化为下标 x, y = event.x - 25, event.y - 25 x = round(x / 30) y = round(y / 30) # 点击位置没用落子,且没有在棋盘线外,可以落子 while self.db[y][x] == 2 and self.limit_boarder(y, x): self.db[y][x] = self.color_count self.order.append(x + 15 * y) self.board.canvas.create_oval(25 + 30 * x - 12, 25 + 30 * y - 12, 25 + 30 * x + 12, 25 + 30 * y + 12,fill=self.color, tags="chessman") if self.game_win(y, x, self.color_count): print(self.color, "获胜") self.game_print.set(self.color + "获胜") else: self.change_color() self.game_print.set("请" + self.color + "落子") # 保证棋子落在棋盘上 def limit_boarder(self, y, x): if x < 0 or x > 14 or y < 0 or y > 14: return False else: return True # 计算连子的数目,并返回最大连子数目 def chessman_count(self, y, x, color_count): count1, count2, count3, count4 = 1, 1, 1, 1 # 横计算 for i in range(-1, -5, -1): if self.db[y][x + i] == color_count: count1 += 1 else: break for i in range(1, 5, 1): if self.db[y][x + i] == color_count: count1 += 1 else: break # 竖计算 for i in range(-1, -5, -1): if self.db[y + i][x] == color_count: count2 += 1 else: break for i in range(1, 5, 1): if self.db[y + i][x] == color_count: count2 += 1 else: break # /计算 for i in range(-1, -5, -1): if self.db[y + i][x + i] == color_count: count3 += 1 else: break for i in range(1, 5, 1): if self.db[y + i][x + i] == color_count: count3 += 1 else: break # \计算 for i in range(-1, -5, -1): if self.db[y + i][x - i] == color_count: count4 += 1 else: break for i in range(1, 5, 1): if self.db[y + i][x - i] == color_count: count4 += 1 else: break return max(count1, count2, count3, count4) # 判断输赢 def game_win(self , y , x , color_count ): if self.chessman_count(y, x, color_count) >= 5: self.flag_win = 1 self.flag_empty = 0 return True else: return False #悔棋,清空棋盘,再画剩下的n-1个棋子 def withdraw(self): if len(self.order) == 0 or self.flag_win == 1: return self.board.canvas.delete("chessman") z = self.order.pop() x = z % 15 y = z // 15 self.db[y][x] = 2 self.color_count = 1 for i in self.order: ix = i % 15 iy = i // 15 self.change_color() self.board.canvas.create_oval(25 + 30 * ix - 12, 25 + 30 * iy - 12, 25 + 30 * ix + 12, 25 + 30 * iy + 12, fill=self.color, tags="chessman") self.change_color() self.game_print.set("请" + self.color + "落子") # 清空 def empty_all(self) : self.board.canvas.delete("chessman") # 还原初始化 self.db = [([2] * 16) for i in range(16)] self.order = [] self.color_count = 0 self.color = 'black' self.flag_win = 1 self.flag_empty = 1 self.game_print.set("") #将self.flag_win置0才能在棋盘上落子 def game_start(self): # 没有清空棋子不能置0开始 if self.flag_empty == 0: return self.flag_win = 0 self.game_print.set("请" + self.color + "落子") def options(self): self.board.canvas.bind("<Button-1>", self.chess_moving) Label(self.board.window, textvariable=self.game_print, font=("Arial", 20)).place(relx=0, rely=0, x=495, y=200) Button(self.board.window, text="开始游戏", command=self.game_start, width=13, font=("Verdana", 12)).place(relx=0,rely=0,x=495,y=15) Button(self.board.window, text="我要悔棋", command=self.withdraw, width=13, font=("Verdana", 12)).place(relx=0,rely=0,x=495, y=60) Button(self.board.window, text="清空棋局", command=self.empty_all, width=13, font=("Verdana", 12)).place(relx=0,rely=0,x=495,y=105) Button(self.board.window, text="结束游戏", command=self.board.window.destroy, width=13, font=("Verdana", 12)).place(relx=0, rely=0, x=495, y=420) self.board.window.mainloop() if __name__ == '__main__': chess_game = Gobang()

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