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python實(shí)現(xiàn)單機(jī)五子棋

 更新時(shí)間:2020年08月28日 13:35:50   作者:東流去也  
這篇文章主要為大家詳細(xì)介紹了python實(shí)現(xiàn)單機(jī)五子棋,文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下

簡(jiǎn)介

這是實(shí)驗(yàn)室2018年底招新時(shí)的考核題目,使用Python編寫(xiě)一個(gè)能夠完成基本對(duì)戰(zhàn)的五子棋游戲。面向新手。

程序主要包括兩個(gè)部分,圖形創(chuàng)建與邏輯編寫(xiě)兩部分。

程序的運(yùn)行結(jié)果:

樣式創(chuàng)建

老規(guī)矩,先把用到的包導(dǎo)入進(jìn)來(lái)。

'''
@Auther : gaoxin
@Date : 2019.01.01
@Version : 1.0
'''

from tkinter import *
import math

然后建立一個(gè)樣式的類(lèi),類(lèi)名稱(chēng)chessBoard。這里加了很多注釋?zhuān)苊庑率挚床欢瘮?shù)的作用,說(shuō)實(shí)話我覺(jué)得挺別扭的。

#定義棋盤(pán)類(lèi)
class chessBoard() :
 def __init__(self) :
  #創(chuàng)建一個(gè)tk對(duì)象,即窗口
  self.window = Tk()
  #窗口命名
  self.window.title("五子棋游戲")
  #定義窗口大小
  self.window.geometry("660x470")
  #定義窗口不可放縮
  self.window.resizable(0,0)
  #定義窗口里的畫(huà)布
  self.canvas=Canvas(self.window , bg="#EEE8AC" , width=470, height=470)
  #畫(huà)出畫(huà)布內(nèi)容
  self.paint_board()
  #定義畫(huà)布所在的網(wǎng)格
  self.canvas.grid(row = 0 , column = 0)

 def paint_board(self) :
  #畫(huà)橫線
  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)
  
  #畫(huà)豎線
  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)
  
  #畫(huà)圓
  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")

邏輯編寫(xiě)

這里的主要看每個(gè)函數(shù)的功能就好了。

#定義五子棋游戲類(lèi)
#0為黑子 , 1為白子 , 2為空位
class Gobang() :
 #初始化
 def __init__(self) :
  self.board = chessBoard()
  self.game_print = StringVar()
  self.game_print.set("")
  #16*16的二維列表,保證不會(huì)out of index
  self.db = [([2] * 16) for i in range(16)]
  #悔棋用的順序列表
  self.order = []
  #棋子顏色
  self.color_count = 0 
  self.color = 'black'
  #清空與贏的初始化,已贏為1,已清空為1
  self.flag_win = 1
  self.flag_empty = 1
  self.options()
  
  
 #黑白互換
 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) :
  #不點(diǎn)擊“開(kāi)始”與“清空”無(wú)法再次開(kāi)始落子
  if self.flag_win ==1 or self.flag_empty ==0 :
   return
  #坐標(biāo)轉(zhuǎn)化為下標(biāo)
  x,y = event.x-25 , event.y-25
  x = round(x/30)
  y = round(y/30)
  #點(diǎn)擊位置沒(méi)用落子,且沒(méi)有在棋盤(pán)線外,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,"獲勝")
    self.game_print.set(self.color+"獲勝")
   else :
    self.change_color()
    self.game_print.set("請(qǐng)"+self.color+"落子")
 

 #保證棋子落在棋盤(pán)上
 def limit_boarder(self , y , x) :
  if x<0 or x>14 or y<0 or y>14 :
   return False
  else :
   return True


 #計(jì)算連子的數(shù)目,并返回最大連子數(shù)目
 def chessman_count(self , y , x , color_count ) :
  count1,count2,count3,count4 = 1,1,1,1
  #橫計(jì)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 
  #豎計(jì)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 
  #/計(jì)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 
  #\計(jì)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)


 #判斷輸贏
 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,清空棋盤(pán),再畫(huà)剩下的n-1個(gè)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("請(qǐng)"+self.color+"落子")
 

 #清空
 def empty_all(self) :
  self.board.canvas.delete("chessman")
  #還原初始化
  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("")


 #將self.flag_win置0才能在棋盤(pán)上落子
 def game_start(self) :
  #沒(méi)有清空棋子不能置0開(kāi)始
  if self.flag_empty == 0:
   return
  self.flag_win = 0
  self.game_print.set("請(qǐng)"+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= "開(kāi)始游戲" ,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= "結(jié)束游戲" ,command = self.board.window.destroy,width = 13, font = ("Verdana", 12)).place(relx=0, rely=0, x=495, y=420)
  self.board.window.mainloop()

最后,main函數(shù)

if __name__ == "__main__":
 game = Gobang()

將以上的所有程序復(fù)制粘貼,即為完整的程序了,可以運(yùn)行。

最后來(lái)一個(gè)完整程序,一個(gè)一個(gè)復(fù)制粘貼簡(jiǎn)直不要太麻煩。

'''
@Auther : gaoxin
@Date : 2019.01.01
@Version : 1.0

'''

from tkinter import *
import math

#定義棋盤(pán)類(lèi)
class chessBoard() :
 def __init__(self) :
  self.window = Tk()
  self.window.title("五子棋游戲")
  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")


#定義五子棋游戲類(lèi)
#0為黑子 , 1為白子 , 2為空位
class Gobang() :
 #初始化
 def __init__(self) :
  self.board = chessBoard()
  self.game_print = StringVar()
  self.game_print.set("")
  #16*16的二維列表,保證不會(huì)out of index
  self.db = [([2] * 16) for i in range(16)]
  #悔棋用的順序列表
  self.order = []
  #棋子顏色
  self.color_count = 0 
  self.color = 'black'
  #清空與贏的初始化,已贏為1,已清空為1
  self.flag_win = 1
  self.flag_empty = 1
  self.options()
  
  
 #黑白互換
 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) :
  #不點(diǎn)擊“開(kāi)始”與“清空”無(wú)法再次開(kāi)始落子
  if self.flag_win ==1 or self.flag_empty ==0 :
   return
  #坐標(biāo)轉(zhuǎn)化為下標(biāo)
  x,y = event.x-25 , event.y-25
  x = round(x/30)
  y = round(y/30)
  #點(diǎn)擊位置沒(méi)用落子,且沒(méi)有在棋盤(pán)線外,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,"獲勝")
    self.game_print.set(self.color+"獲勝")
   else :
    self.change_color()
    self.game_print.set("請(qǐng)"+self.color+"落子")
 

 #保證棋子落在棋盤(pán)上
 def limit_boarder(self , y , x) :
  if x<0 or x>14 or y<0 or y>14 :
   return False
  else :
   return True


 #計(jì)算連子的數(shù)目,并返回最大連子數(shù)目
 def chessman_count(self , y , x , color_count ) :
  count1,count2,count3,count4 = 1,1,1,1
  #橫計(jì)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 
  #豎計(jì)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 
  #/計(jì)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 
  #\計(jì)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)


 #判斷輸贏
 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,清空棋盤(pán),再畫(huà)剩下的n-1個(gè)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("請(qǐng)"+self.color+"落子")
 

 #清空
 def empty_all(self) :
  self.board.canvas.delete("chessman")
  #還原初始化
  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("")


 #將self.flag_win置0才能在棋盤(pán)上落子
 def game_start(self) :
  #沒(méi)有清空棋子不能置0開(kāi)始
  if self.flag_empty == 0:
   return
  self.flag_win = 0
  self.game_print.set("請(qǐng)"+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= "開(kāi)始游戲" ,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= "結(jié)束游戲" ,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()

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