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python 中国象棋

时间:2020-04-28 14:46:13      阅读:93      评论:0      收藏:0      [点我收藏+]

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技术图片

代码如下:

from tkinter import *
from tkinter.messagebox import *
import time
root = Tk()
# 创建一个Canvas,设置其背景色为白色 
cv = Canvas(root, bg = white, width = 720, height = 800)
chessname=["黑车","黑马","黑象","黑仕","黑将","黑仕","黑象","黑马","黑车","黑卒","黑炮",
           "红车","红马","红相","红仕","红帅","红仕","红相","红马","红车","红兵","红炮"]
imgs= [PhotoImage(file=bmp\\+chessname[i]+.png)for i in range(0,22) ]

chessmap =  [[-1,-1,-1,-1,-1,-1,-1,-1,-1,-1]for y in range(9)]
#定义一个字典
dict_ChessName={}

LocalPlayer=""     #LocalPlayer记录自己是红方还是黑方
first=True           #区分第一次还是第二次选中的棋子
IsMyTurn = True
rect1=0
rect2=0
firstChessid=0
def IsAbleToPut(id, x, y,oldx,oldy):# 实现判断是否能走棋返回逻辑值,这代码最复杂。
    # oldx, oldy 棋子在棋盘原坐标          
    # x, y       棋子移动到棋盘的新坐标
    print(id,"QQQ",dict_ChessName[id])
    qi_name = dict_ChessName[id][1]  #取字符串第二个字符,"黑将"变成""
    #"" ""走棋判断
    if (qi_name == "" or qi_name == ""):
        if ((x - oldx) * (y - oldy) != 0):
            return False;
        if (abs(x - oldx) > 1 or abs(y - oldy) > 1):
            return False;
        if (x < 3 or x > 5 or (y >= 3 and y <=6)):
            return False;
        return True;


    #""走棋判断
    if (qi_name == "" or qi_name == ""):
        if ((x - oldx) * (y - oldy) == 0):
            return False;
        if (abs(x - oldx) > 1 or abs(y - oldy) > 1):
            return False;
        if (x < 3 or x > 5 or (y >= 3 and y <=6)):
            return False;
        return True;
    
    #""走棋判断
    if (qi_name == "" or qi_name == ""):
        if ((x - oldx) * (y - oldy) == 0):
            return False;
        if (abs(x - oldx) != 2 or abs(y - oldy) != 2):
            return False;
        if (y < 5 and qi_name == "" ):#过河
            return False;
        if (y >= 5 and qi_name == "" ):#过河
            return False;
        i = 0; j = 0;#i,j必须有初始值
        if (x - oldx == 2):
            i = x - 1;
        if (x - oldx == -2):
            i = x + 1;
        if (y - oldy == 2):
            j = y - 1;
        if (y - oldy == -2):
            j = y + 1;
        if (chessmap[i][j] != -1):#憋象腿
           return False;
        return True;

    #""走棋判断
    if (qi_name == "" or qi_name == ""):
        if (abs(x - oldx) * abs(y - oldy) != 2):
            return False;
        if (x - oldx == 2): 
            if (chessmap[x - 1][oldy] != -1):#蹩马腿
                return False;
        if (x - oldx == -2):
            if (chessmap[x + 1][oldy] != -1):#蹩马腿
                return False;
        if (y - oldy == 2):
            if (chessmap[oldx][y - 1] != -1):#蹩马腿
                return False;
        if (y - oldy == -2):
            if (chessmap[oldx][y + 1] != -1):#蹩马腿
                return False;
        return True;

    #""走棋判断                
    if (qi_name == "" or qi_name == ""):
        #判断是否直线
        if ((x - oldx) * (y - oldy) != 0):
           return False;
        #判断是否隔有棋子
        if (x != oldx):
            if (oldx > x):
                t = x;
                x = oldx;
                oldx = t; 
            for  i in range(oldx,x+1):
                if (i != x and i != oldx):
                    if (chessmap[i][y] != -1):
                        return False;
        if (y != oldy):
            if (oldy > y):
                t = y;
                y = oldy;
                oldy = t; 
            for  j in range(oldy,y+1): 
                if (j != y and j != oldy):
                    if (chessmap[x][j] != -1):
                        return False;
        return True;

    # ""走棋判断
    if (qi_name == "" or qi_name == ""):
        swapflagx = False;
        swapflagy = False;
        if ((x - oldx) * (y - oldy) != 0):
            return False;
        c = 0;
        if (x != oldx):
            if (oldx > x):
               t = x;
               x = oldx;
               oldx = t;
               swapflagx = True; 
            for  i in range(oldx,x+1): #for (i = oldx; i <= x; i += 1):
                if (i != x and i != oldx):
                    if (chessmap[i][y] != -1):
                        c = c + 1;

        if (y != oldy):
            if (oldy > y):
               t = y;
               y = oldy;
               oldy = t;
               swapflagy = True;                       
            for  j in range(oldy,y+1):#for (j = oldy; j <= y; j += 1):
                if (j != y and j != oldy):
                    if (chessmap[x][j] != -1):
                        c = c + 1;

        if (c > 1):
           return False; #与目标处间隔1个以上棋子
        if (c == 0): #与目标处无间隔棋子
            if (swapflagx == True):
               t = x;
               x = oldx;
               oldx = t;
            if (swapflagy == True):
               t = y;
               y = oldy;
               oldy = t;                
            if (chessmap[x][y] != -1):
                return False;
        if (c == 1):#与目标处间隔1个棋子
            if (swapflagx == True):
               t = x;
               x = oldx;
               oldx = t;
            if (swapflagy == True):
               t = y;
               y = oldy;
               oldy = t; 
            if ( chessmap[x][y] == -1):#如果目标处无棋子,则不能走此步
                return False;
        return True;
        
    # "" ""走棋判断
    if (qi_name == "" or qi_name == ""):
        if ((x - oldx) * (y - oldy) != 0):         #不是直线走棋
            return False;
        if (abs(x - oldx) > 1 or abs(y - oldy) > 1):#走多步,不符合兵仅能走一步
            return False;
        if (y >= 5 and (x - oldx) != 0 and qi_name == ""):#未过河且横向走棋
            return False;
        if (y < 5 and (x - oldx) != 0 and qi_name == ""):#未过河且横向走棋
            return False;
        if (y - oldy > 0 and qi_name == ""):#后退
            return False;
        if (y - oldy < 0 and qi_name == ""):#后退
            return False;
        return True;
    return True;

#——————————————————————
def callback(event):#走棋picBoard_MouseClick
    global LocalPlayer
    global chessmap
    global rect1,rect2  #选中框图像id
    global firstChessid,secondChessid
    global x1,x2,y1,y2
    global first
    print ("clicked at", event.x, event.y,LocalPlayer)
    x=(event.x-14)//76  #换算棋盘坐标
    y=(event.y-14)//76
    print ("clicked at", x, y,LocalPlayer)

 
    #if (IsMyTurn == False):
    #   return;

    if (first):              #第1次单击棋子
        x1 = x;
        y1 = y;
        firstChessid=chessmap[x1][y1]
        if  not(chessmap[x1][y1]==-1):
            player=dict_ChessName[firstChessid][0]
            if (player != LocalPlayer):
                print ( "单击成对方棋子了!");
                return
            print("第1次单击",firstChessid)
            first = False;
            rect1=cv.create_rectangle(60+76*x-40,54+y*76-38,60+76*x+80-40,54+y*76+80-38,outline="red")#画选中标记框
            
    else:   #第2次单击
        x2 = x;
        y2 = y;
        secondChessid=chessmap[x2][y2]
        #目标处如果是自己的棋子,则换上次选择的棋子 
        if  not(chessmap[x2][y2]==-1):            
            player=dict_ChessName[secondChessid][0]
            if (player == LocalPlayer): #如果是自己的棋子,则换上次选择的棋子
                firstChessid=chessmap[x2][y2]
                print("第2次单击",firstChessid)
                cv.delete(rect1);#取消上次选择的棋子标记框
                x1 = x;
                y1 = y;
                #设置选择的棋子颜色
                rect1=cv.create_rectangle(60+76*x-40,54+y*76-38,60+76*x+80-40,54+y*76+80-38,outline="red")#画选中标记框
                print("第2次单击",firstChessid)
                return;
            else:#在吃子目标处画框
                rect2=cv.create_rectangle(60+76*x-40,54+y*76-38,60+76*x+80-40,54+y*76+80-38,outline="yellow")#目标处画框;            
        else:#在移动棋子目标处画框
            rect2=cv.create_rectangle(60+76*x-40,54+y*76-38,60+76*x+80-40,54+y*76+80-38,outline="yellow")#目标处画框;
        
        #目标处没棋子,移动棋子
        print("kkkkk",firstChessid)
        if (chessmap[x2][y2]==" " or chessmap[x2][y2]==-1):#目标处没棋子,移动棋子
             print("目标处没棋子,移动棋子",firstChessid,x2,y2,x1,y1)
             if (IsAbleToPut(firstChessid, x2, y2,x1,y1)):    #判断是否可以走棋
                 print ("can移动棋子",x1,y1)
                 cv.move(firstChessid,76*(x2-x1),76*(y2-y1));
                 #******************************************
                 #在map取掉原CurSelect棋子
                 chessmap[x1][y1]=-1;
                 chessmap[x2][y2]=firstChessid
                 cv.delete(rect1);
                 cv.delete(rect2);

                 #send
                 #send("move" + "|" + idx.ToString() + "|" + (10 - x2).ToString() + "|" 
                 #    + Convert.ToString(11 - y2) + "|" + StepList[StepList.Count - 1]);
                 #CurSelect = 0;
                 first = True;
                 SetMyTurn(False);#该对方了
                 #toolStripStatusLabel1.Text = "";
             else:
                 #错误走棋 
                 print( "不符合走棋规则");
                 showinfo(title="提示",message="不符合走棋规则")
             return;
        else:
        #目标处有棋子,可以吃子
            if (not(chessmap[x2][y2]==-1)  and IsAbleToPut(firstChessid, x2, y2,x1,y1)):#可以吃子
                first = True;                     
                print ("can吃子",x1,y1)
                cv.move(firstChessid,76*(x2-x1),76*(y2-y1));
                #******************************************
                #在map取掉原CurSelect棋子
                chessmap[x1][y1]=-1;
                chessmap[x2][y2]=firstChessid
                cv.delete(secondChessid);
                cv.delete(rect1);    #删除选中标记框
                cv.delete(rect2);    #删除目标标记框
 

                if (dict_ChessName[secondChessid][1] == ""): # ""
                    showinfo(title="提示",message="红方你赢了")
                    return;
                if (dict_ChessName[secondChessid][1] == ""): # ""
                    showinfo(title="提示",message="黑方你赢了")
                    return;
                #send
                
                SetMyTurn(False);#该对方了 
                #toolStripStatusLabel1.Text = "";
            else:  #不能吃子 
               print( "不能吃子");
               lable1[text]="不能吃子"
               cv.delete(rect2);    #删除目标标记框
#——————————————————————

def SetMyTurn(flag):
   global LocalPlayer
   IsMyTurn=flag
   if LocalPlayer=="" :
       LocalPlayer=""
       lable1[text]="轮到黑方走"
   else:
       LocalPlayer=""
       lable1[text]="轮到红方走"
    
#——————————————————————
img1=PhotoImage(file=bmp\\棋盘.png)
def DrawBoard():        #画棋盘    
    p1=cv.create_image((0,0),image=img1)
    cv.coords(p1,(360,400))

#——————————————————————
def sleep():
    for i in range(0,10000):
        pass
def LoadChess():        #加载棋子
    global chessmap
    #黑方16个棋子
    for i in range(0,9):
       img=imgs[i]
       id=cv.create_image((60+76*i,54),image=img)#76*76棋盘格子大小

       dict_ChessName[id]=chessname[i];  #图像对应的是那种棋子
       chessmap[i][0]=id                    #图像id

    for i in range(0,5):
       img=imgs[9]          #卒
       id=cv.create_image((60+76*2*i,54+3*76),image=img)#76*76棋盘格子大小
       chessmap[i*2][3]=id
       dict_ChessName[id]="黑卒";  #图像对应的是那种棋子

    img=imgs[10]         #黑方炮
    id=cv.create_image((60+76*1,54+2*76),image=img)#76*76棋盘格子大小
    chessmap[1][2]=id
    dict_ChessName[id]="黑炮";  #图像对应的是那种棋子

    id=cv.create_image((60+76*7,54+2*76),image=img)#76*76棋盘格子大小
    chessmap[7][2]=id
    dict_ChessName[id]="黑炮";  #图像对应的是那种棋子

    #红方16个棋子
    for i in range(0,9):
       img=imgs[i+11]
       id=cv.create_image((60+76*i,54+9*76),image=img)#76*76棋盘格子大小     
       dict_ChessName[id]=chessname[i+11];  #图像对应的是那种棋子
       chessmap[i][9]=id                    #图像id

    for i in range(0,5):
       img=imgs[20]          #兵
       id=cv.create_image((60+76*2*i,54+6*76),image=img)#76*76棋盘格子大小
       chessmap[i*2][6]=id                    #图像id
       dict_ChessName[id]=chessname[20];  #图像对应的是那种棋子


    img=imgs[21]         #红方炮
    id=cv.create_image((60+76*1,54+7*76),image=img)#76*76棋盘格子大小
    chessmap[1][7]=id
    dict_ChessName[id]="红炮";  #图像对应的是那种棋子

    id=cv.create_image((60+76*7,54+7*76),image=img)#76*76棋盘格子大小
    chessmap[7][7]=id
    dict_ChessName[id]="红炮";  #图像对应的是那种棋子

#——————————————————————
DrawBoard()         #画棋盘
LoadChess()         #加载棋子
#——————————————————————

#print (map1)
print(dict_ChessName)

cv.bind("<Button-1>", callback)
cv.pack()
lable1 = Label(root, fg=red, bg=white,text="红方先走")
lable1[text]="红方先走1"
##var = StringVar()
##l = Label(root, fg=red, bg=white,text=var, width=14, height=5)
##var.set("Hey")
lable1.pack()
root.mainloop() 

效果如图:

技术图片技术图片?

技术图片技术图片?

技术图片技术图片?

 

from tkinter import *from tkinter.messagebox import *import timeroot = Tk()# 创建一个Canvas,设置其背景色为白色 cv = Canvas(root, bg = white, width = 720, height = 800)chessname=["黑车","黑马","黑象","黑仕","黑将","黑仕","黑象","黑马","黑车","黑卒","黑炮",           "红车","红马","红相","红仕","红帅","红仕","红相","红马","红车","红兵","红炮"]imgs= [PhotoImage(file=bmp\\+chessname[i]+.png)for i in range(0,22) ]
chessmap =  [[-1,-1,-1,-1,-1,-1,-1,-1,-1,-1]for y in range(9)]#定义一个字典dict_ChessName={}
LocalPlayer=""     #LocalPlayer记录自己是红方还是黑方first=True           #区分第一次还是第二次选中的棋子IsMyTurn = Truerect1=0rect2=0firstChessid=0def IsAbleToPut(id, x, y,oldx,oldy):# 实现判断是否能走棋返回逻辑值,这代码最复杂。    # oldx, oldy 棋子在棋盘原坐标              # x, y       棋子移动到棋盘的新坐标    print(id,"QQQ",dict_ChessName[id])    qi_name = dict_ChessName[id][1]  #取字符串第二个字符,"黑将"变成""    #"" ""走棋判断    if (qi_name == "" or qi_name == ""):        if ((x - oldx) * (y - oldy) != 0):            return False;        if (abs(x - oldx) > 1 or abs(y - oldy) > 1):            return False;        if (x < 3 or x > 5 or (y >= 3 and y <=6)):            return False;        return True;

    #""走棋判断    if (qi_name == "" or qi_name == ""):        if ((x - oldx) * (y - oldy) == 0):            return False;        if (abs(x - oldx) > 1 or abs(y - oldy) > 1):            return False;        if (x < 3 or x > 5 or (y >= 3 and y <=6)):            return False;        return True;        #""走棋判断    if (qi_name == "" or qi_name == ""):        if ((x - oldx) * (y - oldy) == 0):            return False;        if (abs(x - oldx) != 2 or abs(y - oldy) != 2):            return False;        if (y < 5 and qi_name == "" ):#过河            return False;        if (y >= 5 and qi_name == "" ):#过河            return False;        i = 0; j = 0;#i,j必须有初始值        if (x - oldx == 2):            i = x - 1;        if (x - oldx == -2):            i = x + 1;        if (y - oldy == 2):            j = y - 1;        if (y - oldy == -2):            j = y + 1;        if (chessmap[i][j] != -1):#憋象腿           return False;        return True;
    #""走棋判断    if (qi_name == "" or qi_name == ""):        if (abs(x - oldx) * abs(y - oldy) != 2):            return False;        if (x - oldx == 2):             if (chessmap[x - 1][oldy] != -1):#蹩马腿                return False;        if (x - oldx == -2):            if (chessmap[x + 1][oldy] != -1):#蹩马腿                return False;        if (y - oldy == 2):            if (chessmap[oldx][y - 1] != -1):#蹩马腿                return False;        if (y - oldy == -2):            if (chessmap[oldx][y + 1] != -1):#蹩马腿                return False;        return True;
    #""走棋判断                    if (qi_name == "" or qi_name == ""):        #判断是否直线        if ((x - oldx) * (y - oldy) != 0):           return False;        #判断是否隔有棋子        if (x != oldx):            if (oldx > x):                t = x;                x = oldx;                oldx = t;             for  i in range(oldx,x+1):                if (i != x and i != oldx):                    if (chessmap[i][y] != -1):                        return False;        if (y != oldy):            if (oldy > y):                t = y;                y = oldy;                oldy = t;             for  j in range(oldy,y+1):                 if (j != y and j != oldy):                    if (chessmap[x][j] != -1):                        return False;        return True;
    # ""走棋判断    if (qi_name == "" or qi_name == ""):        swapflagx = False;        swapflagy = False;        if ((x - oldx) * (y - oldy) != 0):            return False;        c = 0;        if (x != oldx):            if (oldx > x):               t = x;               x = oldx;               oldx = t;               swapflagx = True;             for  i in range(oldx,x+1): #for (i = oldx; i <= x; i += 1):                if (i != x and i != oldx):                    if (chessmap[i][y] != -1):                        c = c + 1;
        if (y != oldy):            if (oldy > y):               t = y;               y = oldy;               oldy = t;               swapflagy = True;                                   for  j in range(oldy,y+1):#for (j = oldy; j <= y; j += 1):                if (j != y and j != oldy):                    if (chessmap[x][j] != -1):                        c = c + 1;
        if (c > 1):           return False; #与目标处间隔1个以上棋子        if (c == 0): #与目标处无间隔棋子            if (swapflagx == True):               t = x;               x = oldx;               oldx = t;            if (swapflagy == True):               t = y;               y = oldy;               oldy = t;                            if (chessmap[x][y] != -1):                return False;        if (c == 1):#与目标处间隔1个棋子            if (swapflagx == True):               t = x;               x = oldx;               oldx = t;            if (swapflagy == True):               t = y;               y = oldy;               oldy = t;             if ( chessmap[x][y] == -1):#如果目标处无棋子,则不能走此步                return False;        return True;            # "" ""走棋判断    if (qi_name == "" or qi_name == ""):        if ((x - oldx) * (y - oldy) != 0): #不是直线走棋            return False;        if (abs(x - oldx) > 1 or abs(y - oldy) > 1):#走多步,不符合兵仅能走一步            return False;        if (y >= 5 and (x - oldx) != 0 and qi_name == ""):#未过河且横向走棋            return False;        if (y < 5 and (x - oldx) != 0 and qi_name == ""):#未过河且横向走棋            return False;        if (y - oldy > 0 and qi_name == ""):#后退            return False;        if (y - oldy < 0 and qi_name == ""):#后退            return False;        return True;    return True;
#——————————————————————def callback(event):#走棋picBoard_MouseClick    global LocalPlayer    global chessmap    global rect1,rect2  #选中框图像id    global firstChessid,secondChessid    global x1,x2,y1,y2    global first    print ("clicked at", event.x, event.y,LocalPlayer)    x=(event.x-14)//76  #换算棋盘坐标    y=(event.y-14)//76    print ("clicked at", x, y,LocalPlayer)
     #if (IsMyTurn == False):    #   return;
    if (first):              #第1次单击棋子        x1 = x;        y1 = y;        firstChessid=chessmap[x1][y1]        if  not(chessmap[x1][y1]==-1):            player=dict_ChessName[firstChessid][0]            if (player != LocalPlayer):                print ( "单击成对方棋子了!");                return            print("第1次单击",firstChessid)            first = False;            rect1=cv.create_rectangle(60+76*x-40,54+y*76-38,60+76*x+80-40,54+y*76+80-38,outline="red")#画选中标记框                else:   #第2次单击        x2 = x;        y2 = y;        secondChessid=chessmap[x2][y2]        #目标处如果是自己的棋子,则换上次选择的棋子         if  not(chessmap[x2][y2]==-1):                        player=dict_ChessName[secondChessid][0]            if (player == LocalPlayer): #如果是自己的棋子,则换上次选择的棋子                firstChessid=chessmap[x2][y2]                print("第2次单击",firstChessid)                cv.delete(rect1);#取消上次选择的棋子标记框                x1 = x;                y1 = y;                #设置选择的棋子颜色                rect1=cv.create_rectangle(60+76*x-40,54+y*76-38,60+76*x+80-40,54+y*76+80-38,outline="red")#画选中标记框                print("第2次单击",firstChessid)                return;            else:#在吃子目标处画框                rect2=cv.create_rectangle(60+76*x-40,54+y*76-38,60+76*x+80-40,54+y*76+80-38,outline="yellow")#目标处画框;                    else:#在移动棋子目标处画框            rect2=cv.create_rectangle(60+76*x-40,54+y*76-38,60+76*x+80-40,54+y*76+80-38,outline="yellow")#目标处画框;                #目标处没棋子,移动棋子        print("kkkkk",firstChessid)        if (chessmap[x2][y2]==" " or chessmap[x2][y2]==-1):#目标处没棋子,移动棋子             print("目标处没棋子,移动棋子",firstChessid,x2,y2,x1,y1)             if (IsAbleToPut(firstChessid, x2, y2,x1,y1)):    #判断是否可以走棋                 print ("can移动棋子",x1,y1)                 cv.move(firstChessid,76*(x2-x1),76*(y2-y1));                 #******************************************                 #在map取掉原CurSelect棋子                 chessmap[x1][y1]=-1;                 chessmap[x2][y2]=firstChessid                 cv.delete(rect1);                 cv.delete(rect2);
                 #send                 #send("move" + "|" + idx.ToString() + "|" + (10 - x2).ToString() + "|"                  #    + Convert.ToString(11 - y2) + "|" + StepList[StepList.Count - 1]);                 #CurSelect = 0;                 first = True;                 SetMyTurn(False);#该对方了                 #toolStripStatusLabel1.Text = "";             else:                 #错误走棋                  print( "不符合走棋规则");                 showinfo(title="提示",message="不符合走棋规则")             return;        else:        #目标处有棋子,可以吃子            if (not(chessmap[x2][y2]==-1)  and IsAbleToPut(firstChessid, x2, y2,x1,y1)):#可以吃子                first = True;                                     print ("can吃子",x1,y1)                cv.move(firstChessid,76*(x2-x1),76*(y2-y1));                #******************************************                #在map取掉原CurSelect棋子                chessmap[x1][y1]=-1;                chessmap[x2][y2]=firstChessid                cv.delete(secondChessid);                cv.delete(rect1);    #删除选中标记框                cv.delete(rect2);    #删除目标标记框 
                if (dict_ChessName[secondChessid][1] == ""): # ""                    showinfo(title="提示",message="红方你赢了")                    return;                if (dict_ChessName[secondChessid][1] == ""): # ""                    showinfo(title="提示",message="黑方你赢了")                    return;                #send                                SetMyTurn(False);#该对方了                 #toolStripStatusLabel1.Text = "";            else:  #不能吃子                print( "不能吃子");               lable1[text]="不能吃子"               cv.delete(rect2);    #删除目标标记框#——————————————————————
def SetMyTurn(flag):   global LocalPlayer   IsMyTurn=flag   if LocalPlayer=="" :       LocalPlayer=""       lable1[text]="轮到黑方走"   else:       LocalPlayer=""       lable1[text]="轮到红方走"    #——————————————————————img1=PhotoImage(file=bmp\\棋盘.png)def DrawBoard():        #画棋盘        p1=cv.create_image((0,0),image=img1)    cv.coords(p1,(360,400))
#——————————————————————def sleep():    for i in range(0,10000):        passdef LoadChess():        #加载棋子    global chessmap    #黑方16个棋子    for i in range(0,9):       img=imgs[i]       id=cv.create_image((60+76*i,54),image=img)#76*76棋盘格子大小
       dict_ChessName[id]=chessname[i];  #图像对应的是那种棋子       chessmap[i][0]=id                    #图像id
    for i in range(0,5):       img=imgs[9]          #卒       id=cv.create_image((60+76*2*i,54+3*76),image=img)#76*76棋盘格子大小       chessmap[i*2][3]=id       dict_ChessName[id]="黑卒";  #图像对应的是那种棋子
    img=imgs[10]         #黑方炮    id=cv.create_image((60+76*1,54+2*76),image=img)#76*76棋盘格子大小    chessmap[1][2]=id    dict_ChessName[id]="黑炮";  #图像对应的是那种棋子
    id=cv.create_image((60+76*7,54+2*76),image=img)#76*76棋盘格子大小    chessmap[7][2]=id    dict_ChessName[id]="黑炮";  #图像对应的是那种棋子
    #红方16个棋子    for i in range(0,9):       img=imgs[i+11]       id=cv.create_image((60+76*i,54+9*76),image=img)#76*76棋盘格子大小            dict_ChessName[id]=chessname[i+11];  #图像对应的是那种棋子       chessmap[i][9]=id                    #图像id
    for i in range(0,5):       img=imgs[20]          #兵       id=cv.create_image((60+76*2*i,54+6*76),image=img)#76*76棋盘格子大小       chessmap[i*2][6]=id                    #图像id       dict_ChessName[id]=chessname[20];  #图像对应的是那种棋子

    img=imgs[21]         #红方炮    id=cv.create_image((60+76*1,54+7*76),image=img)#76*76棋盘格子大小    chessmap[1][7]=id    dict_ChessName[id]="红炮";  #图像对应的是那种棋子
    id=cv.create_image((60+76*7,54+7*76),image=img)#76*76棋盘格子大小    chessmap[7][7]=id    dict_ChessName[id]="红炮";  #图像对应的是那种棋子
#——————————————————————DrawBoard()         #画棋盘LoadChess()         #加载棋子#——————————————————————
#print (map1)print(dict_ChessName)
cv.bind("<Button-1>", callback)cv.pack()lable1 = Label(root, fg=red, bg=white,text="红方先走")lable1[text]="红方先走1"##var = StringVar()##l = Label(root, fg=red, bg=white,text=var, width=14, height=5)##var.set("Hey")lable1.pack()root.mainloop() 

 

python 中国象棋

标签:***   idt   select   python语言   alt   element   一个   自己的   c++   

原文地址:https://www.cnblogs.com/crh666/p/12794072.html

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