浔川AI五子棋v4.0——浔川总社部

浔川官方在浔川AI五子棋v1.4的基础上,改变了画布、选项等,为广大五子棋爱好者提供最方便的游戏体验。

正式代码:

# -*- coding: utf-8 -*-
import tkinter as tk
import tkinter.messagebox
import pickle
import random

# 窗口
window = tk.Tk()
window.title('AI五子棋登录界面')
window.geometry('450x200')
# 画布放置图片
# canvas=tk.Canvas(window,height=300,width=500)
# imagefile=tk.PhotoImage(file='qm.png')
# image=canvas.create_image(0,0,anchor='nw',image=imagefile)
# canvas.pack(side='top')
# 标签 用户名密码
Verification_Code = random.randint(1000, 9999)#设置一个随机的四位数
Verification_Code = str(Verification_Code)#把类型转换为str型
print(type(Verification_Code))
tk.Label(window, text='用户名:').place(x=100, y=30)
tk.Label(window, text='密码:').place(x=100, y=70)
tk.Label(window, text='验证码').place(x=100, y=110)
tk.Label(window, text=Verification_Code).place(x=320, y=110)
# 用户名输入框
var_usr_name = tk.StringVar()
entry_usr_name = tk.Entry(window, textvariable=var_usr_name)
entry_usr_name.place(x=160, y=30)
# 密码输入框
var_usr_pwd = tk.StringVar()
entry_usr_pwd = tk.Entry(window, textvariable=var_usr_pwd, show='*')
entry_usr_pwd.place(x=160, y=70)
#验证码输入框
var_usr_yzm = tk.StringVar()
entry_usr_yzm = tk.Entry(window, textvariable=var_usr_yzm)
entry_usr_yzm.place(x=160, y=110)


# 登录函数
def usr_log_in():
    # 输入框获取用户名密码
    usr_name = var_usr_name.get()
    usr_pwd = var_usr_pwd.get()
    usr_yzm = var_usr_yzm.get()
    #测试类型
    print(type(usr_yzm),type(Verification_Code))
    # 从本地字典获取用户信息,如果没有则新建本地数据库
    try:
        with open('usr_info.pickle', 'rb') as usr_file:
            usrs_info = pickle.load(usr_file)
    except FileNotFoundError:
        with open('usr_info.pickle', 'wb') as usr_file:
            usrs_info = {'admin': 'admin'}
            pickle.dump(usrs_info, usr_file)
    # 判断验证码是否正确用户名和密码是否匹配
    if usr_yzm == Verification_Code:
        if usr_name in usrs_info:
            if usr_pwd == usrs_info[usr_name]:
                tk.messagebox.showinfo(title='welcome',
                                       message='欢迎您:' + usr_name)
            else:
                tk.messagebox.showerror(message='密码错误')
        # 用户名密码不能为空
        elif usr_name == '' or usr_pwd == '':
            tk.messagebox.showerror(message='用户名或密码为空')
        # 不在数据库中弹出是否注册的框
        else:
            is_signup = tk.messagebox.askyesno('欢迎', '您还没有注册,是否现在注册')
            if is_signup:
                usr_sign_up()
    elif usr_yzm == '':
        tk.messagebox.showerror(message='验证码不能为空')
    else:
        tk.messagebox.showerror(message='验证码有误!')


# 注册函数
def usr_sign_up():
    # 确认注册时的相应函数
    def signtowcg():
        # 获取输入框内的内容
        nn = new_name.get()
        np = new_pwd.get()
        npf = new_pwd_confirm.get()

        # 本地加载已有用户信息,如果没有则已有用户信息为空
        try:
            with open('usr_info.pickle', 'rb') as usr_file:
                exist_usr_info = pickle.load(usr_file)
        except FileNotFoundError:
            exist_usr_info = {}

            # 检查用户名存在、密码为空、密码前后不一致
        if nn in exist_usr_info:
            tk.messagebox.showerror('错误', '用户名已存在')
        elif np == '' or nn == '':
            tk.messagebox.showerror('错误', '用户名或密码为空')
        elif np != npf:
            tk.messagebox.showerror('错误', '密码前后不一致')
        # 注册信息没有问题则将用户名密码写入数据库
        else:
            exist_usr_info[nn] = np
            with open('usr_info.pickle', 'wb') as usr_file:
                pickle.dump(exist_usr_info, usr_file)
            tk.messagebox.showinfo('欢迎', '注册成功')
            # 注册成功关闭注册框
            window_sign_up.destroy()

    # 新建注册界面
    window_sign_up = tk.Toplevel(window)
    window_sign_up.geometry('350x200')
    window_sign_up.title('注册')
    # 用户名变量及标签、输入框
    new_name = tk.StringVar()
    tk.Label(window_sign_up, text='用户名:').place(x=10, y=10)
    tk.Entry(window_sign_up, textvariable=new_name).place(x=150, y=10)
    # 密码变量及标签、输入框
    new_pwd = tk.StringVar()
    tk.Label(window_sign_up, text='请输入密码:').place(x=10, y=50)
    tk.Entry(window_sign_up, textvariable=new_pwd, show='*').place(x=150, y=50)
    # 重复密码变量及标签、输入框
    new_pwd_confirm = tk.StringVar()
    tk.Label(window_sign_up, text='请再次输入密码:').place(x=10, y=90)
    tk.Entry(window_sign_up, textvariable=new_pwd_confirm, show='*').place(x=150, y=90)
    # 确认注册按钮及位置
    bt_confirm_sign_up = tk.Button(window_sign_up, text='确认注册',
                                   command=signtowcg)
    bt_confirm_sign_up.place(x=150, y=130)


# 退出的函数
def usr_sign_quit():
    window.destroy()


# 登录 注册按钮
bt_login = tk.Button(window, text='登录', command=usr_log_in)
bt_login.place(x=140, y=150)
bt_logup = tk.Button(window, text='注册', command=usr_sign_up)
bt_logup.place(x=210, y=150)
bt_logquit = tk.Button(window, text='退出', command=usr_sign_quit)
bt_logquit.place(x=280, y=150)
# 主循环
window.mainloop()
#下载、安装
import tkinter as tk
import time

# 创建主窗口
window = tk.Tk()
window.title('进度条')
window.geometry('630x150')

# 设置下载进度条
tk.Label(window, text='下载进度:', ).place(x=50, y=60)
canvas = tk.Canvas(window, width=465, height=22, bg="white")
canvas.place(x=110, y=60)


# 显示下载进度
def progress():
    # 填充进度条
    fill_line = canvas.create_rectangle(1.5, 1.5, 0, 23, width=0, fill="green")
    x = 500  # 未知变量,可更改
    n = 465 / x  # 465是矩形填充满的次数
    for i in range(x):
        n = n + 465 / x
        canvas.coords(fill_line, (0, 0, n, 60))
        window.update()
        time.sleep(0.02)  # 控制进度条流动的速度

    # 清空进度条
    fill_line = canvas.create_rectangle(1.5, 1.5, 0, 23, width=0, fill="white")
    x = 500  # 未知变量,可更改
    n = 465 / x  # 465是矩形填充满的次数

    for t in range(x):
        n = n + 465 / x
        # 以矩形的长度作为变量值更新
        canvas.coords(fill_line, (0, 0, n, 60))
        window.update()
        time.sleep(0)  # 时间为0,即飞速清空进度条


btn_download = tk.Button(window, text='开始下载', command=progress)
btn_download.place(x=400, y=105)

window.mainloop()

import tkinter as tk
import time

# 创建主窗口
window = tk.Tk()
window.title('进度条')
window.geometry('630x150')

# 设置下载进度条
tk.Label(window, text='安装进度:', ).place(x=50, y=60)
canvas = tk.Canvas(window, width=465, height=22, bg="white")
canvas.place(x=110, y=60)


# 显示下载进度
def progress():
    # 填充进度条
    fill_line = canvas.create_rectangle(1.5, 1.5, 0, 23, width=0, fill="green")
    x = 500  # 未知变量,可更改
    n = 465 / x  # 465是矩形填充满的次数
    for i in range(x):
        n = n + 465 / x
        canvas.coords(fill_line, (0, 0, n, 60))
        window.update()
        time.sleep(0.02)  # 控制进度条流动的速度

    # 清空进度条
    fill_line = canvas.create_rectangle(1.5, 1.5, 0, 23, width=0, fill="white")
    x = 500  # 未知变量,可更改
    n = 465 / x  # 465是矩形填充满的次数

    for t in range(x):
        n = n + 465 / x
        # 以矩形的长度作为变量值更新
        canvas.coords(fill_line, (0, 0, n, 60))
        window.update()
        time.sleep(0)  # 时间为0,即飞速清空进度条


btn_download = tk.Button(window, text='开始安装', command=progress)
btn_download.place(x=400, y=105)

window.mainloop()
#五子棋
from tkinter import *
import math

#定义棋盘类
class chessBoard() :
  def __init__(self) :
    self.window = Tk()
    self.window.title("五子棋游戏")
    self.window.geometry("660x470")
    self.window.resizable(0,0)
    self.canvas=Canvas(self.window , bg="#EEE8AC" , width=470, height=470)
    self.paint_board()
    self.canvas.grid(row = 0 , column = 0)

  def paint_board(self) :
    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)
    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)
      
    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__":
  game = Gobang()

使用步骤:

1:登录浔川AI五子棋

2:下载浔川AI五子棋

3:安装浔川AI五子棋

4:进入五子棋游戏(双人)

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