python简单网格五子棋_python实现简单的五子棋游戏

# -*- coding:utf-8 -*-

# @Time: 2017/8/29 0029 10:14

# @Author: assasin

# @Email: assasin0308@sina.com

from tkinterimport *

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 rowin 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 columnin 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 iin 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 iin range(-1,-5,-1):

if self.db[y][x+ i]== color_count:

count1+= 1

else:

break

for iin range(1,5,1):

if self.db[y][x+ i]== color_count:

count1+= 1

else:

break

# 竖计算

for iin range(-1,-5,-1):

if self.db[y+ i][x]== color_count:

count2+= 1

else:

break

for iin range(1,5,1):

if self.db[y+ i][x]== color_count:

count2+= 1

else:

break

# /计算

for iin range(-1,-5,-1):

if self.db[y+ i][x+ i]== color_count:

count3+= 1

else:

break

for iin range(1,5,1):

if self.db[y+ i][x+ i]== color_count:

count3+= 1

else:

break

# \计算

for iin range(-1,-5,-1):

if self.db[y+ i][x- i]== color_count:

count4+= 1

else:

break

for iin 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 iin 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 iin 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("",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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