class MancalaTest: def __init__(self, p1, p2): self.game = MancalaBoard() self.p1 = p1 self.p2 = p2 self.turn = p1 self.wait = p2 def newgame(self): """ Start a new game between the players """ self.game.reset() self.turn = self.p1 self.wait = self.p2 s = "Player " + str(self.turn) + "'s turn" if self.turn.type != Player.HUMAN: s += " Please wait..." self.continueGame() def continueGame( self ): """ Find out what to do next. If the game is over, report who won. If it's a human player's turn, enable the board for a click. If it's a computer player's turn, choose the next move.""" if self.game.gameOver(): if self.game.hasWon(self.p1.num): print "Player " + str(self.p1) + " wins" elif self.game.hasWon(self.p2.num): print "Player " + str(self.p2) + " wins" else: print "Tie game" return else: move = self.turn.chooseMove( self.game ) playAgain = self.game.makeMove( self.turn, move ) if not playAgain: self.swapTurns() self.continueGame() def swapTurns( self ): """ Change whose turn it is""" temp = self.turn self.turn = self.wait self.wait = temp
class MancalaWindow: """# A very simple GUI for playing the game of Mancala.""" def __init__(self, master, p1, p2): self.CUPW = 75 self.HEIGHT = 200 self.BOARDW = 400 self.PAD = 0 self.game = MancalaBoard() self.p1 = p1 self.p2 = p2 self.BINW = self.BOARDW / self.game.NCUPS self.turn = p1 self.wait = p2 self.root = master frame = Frame(master) frame.pack() # Create the board self.makeBoard( frame ) displayStr = "Welcome to Mancala" self.status = Label(frame, text=displayStr) self.status.pack(side=BOTTOM) def enableBoard(self): """ Allow a human player to make moves by clicking""" for i in [0, 1]: for j in range(self.game.NCUPS): self.cups[i][j].bind("<Button-1>", self.callback) def disableBoard(self): """ Prevent the human player from clicking while the computer thinks""" for i in [0, 1]: for j in range(self.game.NCUPS): self.cups[i][j].unbind("<Button-1>") def makeBoard( self, frame ): """ Create the board """ boardFrame = Frame(frame) boardFrame.pack(side=TOP) self.button = Button(frame, text="Start New Game", command=self.newgame) self.button.pack(side=BOTTOM) gamef = Frame(boardFrame) topRow = Frame(gamef) bottomRow = Frame(gamef) topRow.pack(side=TOP) bottomRow.pack(side=TOP) tmpCups = [] tmpCups2 = [] binW = self.BOARDW/self.game.NCUPS binH = self.HEIGHT/2 for i in range(self.game.NCUPS): c = Canvas(bottomRow, width=binW, height=binH) c.pack(side=LEFT) tmpCups += [c] c = Canvas(topRow, width=binW, height=binH) c.pack(side=LEFT) tmpCups2 += [c] self.cups = [tmpCups, tmpCups2] self.p1cup = Canvas(boardFrame, width=self.CUPW, height=self.HEIGHT) self.p2cup = Canvas(boardFrame, width=self.CUPW, height=self.HEIGHT) self.p2cup.pack(side=LEFT) gamef.pack(side=LEFT) self.p1cup.pack(side=LEFT) self.drawBoard() def drawBoard( self ): """ Draw the board on the canvas """ self.p2cup.create_oval(self.PAD, self.PAD, self.CUPW, 0.9*self.HEIGHT, width=2 ) binW = self.BOARDW/self.game.NCUPS binH = self.HEIGHT/2 for j in [0, 1]: for i in range(self.game.NCUPS): self.cups[j][i].create_rectangle(self.PAD, self.PAD, binW, binH) self.p1cup.create_oval(self.PAD, self.PAD+0.1*self.HEIGHT, self.CUPW, self.HEIGHT, width=2 ) def newgame(self): """ Start a new game between the players """ self.game.reset() self.turn = self.p1 self.wait = self.p2 s = "Player " + str(self.turn) + "'s turn" if self.turn.type != Player.HUMAN: s += " Please wait..." self.status['text'] = s self.resetStones() self.continueGame() # Board must be disabled to call continueGame def continueGame( self ): """ Find out what to do next. If the game is over, report who won. If it's a human player's turn, enable the board for a click. If it's a computer player's turn, choose the next move.""" self.root.update() if self.game.gameOver(): if self.game.hasWon(self.p1.num): self.status['text'] = "Player " + str(self.p1) + " wins" elif self.game.hasWon(self.p2.num): self.status['text'] = "Player " + str(self.p2) + " wins" else: self.status['text'] = "Tie game" return if self.turn.type == Player.HUMAN: self.enableBoard() else: move = self.turn.chooseMove( self.game ) playAgain = self.game.makeMove( self.turn, move ) if not playAgain: self.swapTurns() self.resetStones() self.continueGame() def swapTurns( self ): """ Change whose turn it is""" temp = self.turn self.turn = self.wait self.wait = temp statusstr = "Player " + str(self.turn) + "\'s turn " if self.turn.type != Player.HUMAN: statusstr += "Please wait..." self.status['text'] = statusstr def resetStones(self): """ Clear the stones and redraw them """ # Put the stones in the cups for i in range(len(self.game.P2Cups)): index = (len(self.game.P2Cups)-i)-1 self.clearCup(self.cups[1][index]) # put the number of stones at the top of the canvas self.cups[1][index].create_text(self.BINW/2, 0.05*self.HEIGHT, text=str(self.game.P2Cups[i]), tag="num") for i in range(len(self.game.P1Cups)): # put the number of stones at the bottom of the canvas self.clearCup(self.cups[0][i]) self.cups[0][i].create_text(self.BINW/2, 0.05*self.HEIGHT, text=str(self.game.P1Cups[i]), tag="num") self.clearCup(self.p1cup) self.clearCup(self.p2cup) self.p2cup.create_text(self.CUPW/2, 10, text=str(self.game.scoreCups[1]), tag="num") self.p1cup.create_text(self.CUPW/2, 10+0.1*self.HEIGHT, text=str(self.game.scoreCups[0]), tag="num") def clearCup( self, cup ): """ Clear the stones in the given cup""" titems = cup.find_withtag("num") stones = cup.find_withtag("stone") cup.delete(titems) cup.delete(stones) def callback(self, event): """ Handle the human player's move""" # calculate which box the click was in moveAgain = True self.disableBoard() if self.turn.num == 1: for i in range(len(self.cups[0])): if self.cups[0][i] == event.widget: if self.game.legalMove( self.turn, i+1 ): moveAgain = self.game.makeMove( self.turn, i+1 ) if not moveAgain: self.swapTurns() self.resetStones() else: for i in range(len(self.cups[1])): if self.cups[1][i] == event.widget: index = self.game.NCUPS - i if self.game.legalMove( self.turn, index ): moveAgain = self.game.makeMove( self.turn, index ) if not moveAgain: self.swapTurns() self.resetStones() if moveAgain: self.enableBoard() else: self.continueGame()
class MancalaWindow: """# A very simple GUI for playing the game of Mancala.""" def __init__(self, master, p1, p2): self.CUPW = 75 self.HEIGHT = 200 self.BOARDW = 400 self.PAD = 0 self.game = MancalaBoard() self.p1 = p1 self.p2 = p2 self.BINW = self.BOARDW / self.game.NCUPS self.turn = p1 self.wait = p2 self.root = master frame = Frame(master) frame.pack() # Create the board self.makeBoard( frame ) displayStr = "Welcome to Mancala" self.status = Label(frame, text=displayStr) self.status.pack(side=BOTTOM) def enableBoard(self): """ Allow a human player to make moves by clicking""" for i in [0, 1]: for j in range(self.game.NCUPS): self.cups[i][j].bind("<Button-1>", self.callback) def disableBoard(self): """ Prevent the human player from clicking while the computer thinks""" for i in [0, 1]: for j in range(self.game.NCUPS): self.cups[i][j].unbind("<Button-1>") def makeBoard( self, frame ): """ Create the board """ boardFrame = Frame(frame) boardFrame.pack(side=TOP) self.button = Button(frame, text="Start New Game", command=self.newgame) self.button.pack(side=BOTTOM) gamef = Frame(boardFrame) topRow = Frame(gamef) bottomRow = Frame(gamef) topRow.pack(side=TOP) bottomRow.pack(side=TOP) tmpCups = [] tmpCups2 = [] binW = self.BOARDW/self.game.NCUPS binH = self.HEIGHT/2 for i in range(self.game.NCUPS): c = Canvas(bottomRow, width=binW, height=binH) c.pack(side=LEFT) tmpCups += [c] c = Canvas(topRow, width=binW, height=binH) c.pack(side=LEFT) tmpCups2 += [c] self.cups = [tmpCups, tmpCups2] self.p1cup = Canvas(boardFrame, width=self.CUPW, height=self.HEIGHT) self.p2cup = Canvas(boardFrame, width=self.CUPW, height=self.HEIGHT) self.p2cup.pack(side=LEFT) gamef.pack(side=LEFT) self.p1cup.pack(side=LEFT) self.drawBoard() def drawBoard( self ): """ Draw the board on the canvas """ self.p2cup.create_oval(self.PAD, self.PAD, self.CUPW, 0.9*self.HEIGHT, width=2 ) binW = self.BOARDW/self.game.NCUPS binH = self.HEIGHT/2 for j in [0, 1]: for i in range(self.game.NCUPS): self.cups[j][i].create_rectangle(self.PAD, self.PAD, binW, binH) self.p1cup.create_oval(self.PAD, self.PAD+0.1*self.HEIGHT, self.CUPW, self.HEIGHT, width=2 ) def newgame(self): """ Start a new game between the players """ self.game.reset() self.turn = self.p1 self.wait = self.p2 s = "Player " + str(self.turn) + "'s turn" if self.turn.type != Player.HUMAN: s += " Please wait..." self.status['text'] = s self.resetStones() self.continueGame() # Board must be disabled to call continueGame def continueGame( self ): """ Find out what to do next. If the game is over, report who won. If it's a human player's turn, enable the board for a click. If it's a computer player's turn, choose the next move.""" self.root.update() if self.game.gameOver(): if self.game.hasWon(self.p1.num): self.status['text'] = "Player " + str(self.p1) + " wins" elif self.game.hasWon(self.p2.num): self.status['text'] = "Player " + str(self.p2) + " wins" else: self.status['text'] = "Tie game" return if self.turn.type == Player.HUMAN: self.enableBoard() else: move = self.turn.chooseMove( self.game ) playAgain = self.game.makeMove( self.turn, move ) if not playAgain: self.swapTurns() self.resetStones() self.continueGame() def swapTurns( self ): """ Change whose turn it is""" temp = self.turn self.turn = self.wait self.wait = temp statusstr = "Player " + str(self.turn) + "\'s turn " if self.turn.type != Player.HUMAN: statusstr += "Please wait..." self.status['text'] = statusstr def resetStones(self): """ Clear the stones and redraw them """ # Put the stones in the cups for i in range(len(self.game.P2Cups)): index = (len(self.game.P2Cups)-i)-1 self.clearCup(self.cups[1][index]) # put the number of stones at the top of the canvas self.cups[1][index].create_text(self.BINW/2, 0.05*self.HEIGHT, text=str(self.game.P2Cups[i]), tag="num") for i in range(len(self.game.P1Cups)): # put the number of stones at the bottom of the canvas self.clearCup(self.cups[0][i]) self.cups[0][i].create_text(self.BINW/2, 0.05*self.HEIGHT, text=str(self.game.P1Cups[i]), tag="num") self.clearCup(self.p1cup) self.clearCup(self.p2cup) self.p2cup.create_text(self.CUPW/2, 10, text=str(self.game.scoreCups[1]), tag="num") self.p1cup.create_text(self.CUPW/2, 10+0.1*self.HEIGHT, text=str(self.game.scoreCups[0]), tag="num") def clearCup( self, cup ): """ Clear the stones in the given cup""" titems = cup.find_withtag("num") stones = cup.find_withtag("stone") cup.delete(titems) cup.delete(stones) def callback(self, event): """ Handle the human player's move""" # calculate which box the click was in moveAgain = True self.disableBoard() if self.turn.num == 1: for i in range(len(self.cups[0])): if self.cups[0][i] == event.widget: if self.game.legalMove( self.turn, i+1 ): moveAgain = self.game.makeMove( self.turn, i+1 ) if not moveAgain: self.swapTurns() self.resetStones() else: for i in range(len(self.cups[1])): if self.cups[1][i] == event.widget: index = self.game.NCUPS - i if self.game.legalMove( self.turn, index ): moveAgain = self.game.makeMove( self.turn, index ) if not moveAgain: self.swapTurns() self.resetStones() if moveAgain: self.enableBoard() else: self.continueGame()
# game.makeMove(p1, 4) # game.makeMove(p1, 6) # game.makeMove(p2, 0) # game.makeMove(p2, 2) # game.makeMove(p2, 5) #game.hostGame(p1,p2) ABPRUNE_won = 0 Other_won = 0 tie = 0 for i in range(3): #print i game.reset() game.hostGame(p1,p2) if game.hasWon(1): ABPRUNE_won +=1 elif game.hasWon(2): Other_won +=1 else: tie +=1 print "results:" print " CUSTOM won: ", ABPRUNE_won print " Other won: ", Other_won print " tie: ", tie
class MancalaWindow: """ GUI for playing Mancala""" def __init__(self, master, p1, p2): self.HOLEW = 100 #width of hole self.HEIGHT = 250 #height of hole self.BOARDW = 500 #width of board self.PAD = 2 #padding between each hole self.game = MancalaBoard() #call Mancala Board class self.p1 = p1 #player 1 self.p2 = p2 #player 2 self.BINW = self.BOARDW / self.game.NHOLES #get the width of the board to fill the hole NHOLES=6 self.turn = p1 #current player is player 1 self.wait = p2 #player 2 has to wait self.root = master #root = Tk() open window frame = Frame(master,bg='light goldenrod yellow') #open frame frame.pack() #pack frame # Create the board self.makeBoard( frame ) #makeBoard function takes frame as argument displayStr = "Let's play Mancala!" #string # w = Label(master, option, ...) # master-parent window # option-list of commonly used option--text # self.frame is parent window self.status = Label(frame, text=displayStr,bg='light goldenrod yellow',fg='rosybrown4') #display one or more lines of text that cannot be modified by the user self.status.config(font=('Jokerman', 18,'bold')) self.status.pack(side=BOTTOM) #show text in status def enableBoard(self): """ Allow a human player to make moves by clicking""" for i in [0, 1]:#only allow 1 click for j in range(self.game.NHOLES): self.holes[i][j].bind("<Button-1>", self.callback) #bind for each hole-can click on each hole #use the bind method of the frame widget to bind a callback function to an event called <Button-1> #click in the window that appears def disableBoard(self): """ Prevent the human player from clicking while the computer thinks""" for i in [0, 1]: for j in range(self.game.NHOLES): self.holes[i][j].unbind("<Button-1>")#unbind/disable key once it's clicked def makeBoard( self, frame ): """ Create the board """ boardFrame = Frame(frame)#frame = Frame(master,bg='lemon chiffon') #open frame boardFrame.pack(side=BOTTOM) self.button = Button(frame, text="Start The Game!", command=self.newgame,bg='lightsalmon2',fg='lemon chiffon') #self.newgame is function to start the game-AI first self.button.config(font=('Jokerman', 16)) self.button.pack(side=TOP) gamef = Frame(boardFrame) #boardFrame = Frame(frame) topRow = Frame(gamef) bottomRow = Frame(gamef) topRow.pack(side=TOP) bottomRow.pack(side=TOP) #temporary list tmpHoles = [] tmpHoles2 = [] binW = self.BOARDW/self.game.NHOLES #width of each bin for the hole binH = self.HEIGHT/2 #height of each bin for the hole for i in range(self.game.NHOLES): #create canvas for each hole c = Canvas(bottomRow, width=binW, height=binH,bg='lightsalmon2') c.pack(side=LEFT) tmpHoles += [c] #store each hole canvas created for bottom row c = Canvas(topRow, width=binW, height=binH,bg='lightsalmon2') c.pack(side=LEFT) tmpHoles2 += [c]#store each hole canvas created for top row self.holes = [tmpHoles, tmpHoles2]#holes two row self.p1hole = Canvas(boardFrame, width=self.HOLEW, height=self.HEIGHT,bg='lightsalmon2') self.p2hole = Canvas(boardFrame, width=self.HOLEW, height=self.HEIGHT,bg='lightsalmon2') self.p2hole.pack(side=LEFT) gamef.pack(side=LEFT) self.p1hole.pack(side=LEFT) self.drawBoard()#function def drawBoard( self ): """ Draw the board on the canvas """ #create oval for each hole self.p2hole.create_oval(self.PAD, 10*self.PAD, self.HOLEW, 0.9*self.HEIGHT, width=2,fill='lemon chiffon',outline='brown')#player 2 house binW = self.BOARDW/self.game.NHOLES binH = self.HEIGHT/2#height for hole for j in range(self.game.NHOLES): # column # create oval for holes self.holes[0][j].create_oval(self.PAD, self.PAD, binW, binH, fill='lemon chiffon',outline='brown',activefill='peach puff') #bottom row self.holes[1][j].create_oval(self.PAD, self.PAD, binW, binH, fill='lemon chiffon', outline='brown') #top row self.p1hole.create_oval(self.PAD, 10*self.PAD, self.HOLEW, 0.9*self.HEIGHT, width=2,fill='lemon chiffon',outline='brown' )#player 1 house def newgame(self): """ Start a new game between the players """ self.game.reset() #MancalaBoard.py def reset(self): self.turn = self.p1 self.wait = self.p2 s = "Player " + str(self.turn) + "'s turn" if self.turn.type != Player.HUMAN: s += " Please wait..." self.status['text'] = s #status-string of text-s store to status #replace Let's play Mancala self.resetStones()#function self.continueGame()#function # Board must be disabled to call continueGame def continueGame( self ): """ Continue the game to next step. Announce the winner or continue to next move: human to click or AI to choose move""" self.root.update() #root = Tk() #updates the dictionary with the elements from the another dictionary object or from an iterable of key/value pairs. #updates the key with the new value if self.game.gameOver():#function in MancalaBoard.py def gameOver(self): if self.game.hasWon(self.p1.num):#def hasWon(self, playerNum): #check P1 has won self.status['text'] = "Player " + str(self.p1) + " wins" elif self.game.hasWon(self.p2.num): #check P2 has won self.status['text'] = "Player " + str(self.p2) + " wins" else: self.status['text'] = "Tie game" return if self.turn.type == Player.HUMAN: #Player class in AI.py self.enableBoard() #human turn,enable click else: #AI turn move = self.turn.chooseMove( self.game )#class in AI.py self.game = MancalaBoard() playAgain = self.game.makeMove( self.turn, move ) #def makeMove(self, player, hole) in MancalaBoard.py if not playAgain: self.swapTurns() self.resetStones()#function self.continueGame()#function to continue to next step-game over or continue def swapTurns( self ): """ Change turn/wait""" temp = self.turn self.turn = self.wait self.wait = temp statusstr = "Player " + str(self.turn) + "\'s turn " if self.turn.type != Player.HUMAN: #not human turn display wait statusstr += "Please wait..." self.status['text'] = statusstr def resetStones(self): """ Clear the stones and redraw them """ # Put the stones in the holes for i in range(len(self.game.P2Holes)):#self.P2Holes = [4] * self.NHOLES total 24 stone for 1 player index = (len(self.game.P2Holes)-i)-1#traverse the hole and minus each stone self.clearHole(self.holes[1][index])#clear hole function # display number of stones in each hole at top row self.holes[1][index].create_text(self.BINW/2, 0.25*self.HEIGHT, text=str(self.game.P2Holes[i]), tag="num",font='Jokerman') for i in range(len(self.game.P1Holes)): # display number of stones in each hole at bottom row self.clearHole(self.holes[0][i]) self.holes[0][i].create_text(self.BINW/2, 0.25*self.HEIGHT, text=str(self.game.P1Holes[i]), tag="num",font='Jokerman') self.clearHole(self.p1hole)#clear hole for house of p1 self.clearHole(self.p2hole)#clear hole for house of p1 #clear hole then redisplay new number of stone self.p2hole.create_text(self.HOLEW/2, 0.5*self.HEIGHT, text=str(self.game.scoreHoles[1]), tag="num",font='Jokerman') self.p1hole.create_text(self.HOLEW/2, 0.5*self.HEIGHT, text=str(self.game.scoreHoles[0]), tag="num",font='Jokerman') def clearHole( self, hole ): """ Clear the stones in the given hole""" titems = hole.find_withtag("num") #"all canvas items presently having that tag" #find tag num in hole stones = hole.find_withtag("stone") hole.delete(titems) hole.delete(stones) def callback(self, event): """ Handle the human player's move""" # calculate which box the click was in moveAgain = True self.disableBoard()#disable click if self.turn.num == 1: for i in range(len(self.holes[0])):#length of bottom row of holes if self.holes[0][i] == event.widget: #widget generated by this event if self.game.legalMove( self.turn, i+1 ):#allow to move to next hole moveAgain = self.game.makeMove( self.turn, i+1 )#continue moving to i+1 if not moveAgain:#cannot move self.swapTurns()#opponent turn self.resetStones()#display latest number of stone else:#AI side for i in range(len(self.holes[1])):#length of top row of holes if self.holes[1][i] == event.widget: index = self.game.NHOLES - i #eg 6=6-1 1 is the first box from left to right and is index 6 for AI if self.game.legalMove( self.turn, index ):#allow to move to next hole moveAgain = self.game.makeMove( self.turn, index )#continue moving if not moveAgain:#cannot move self.swapTurns()#opponent turn self.resetStones()#display latest number of stone if moveAgain: #if can move again self.enableBoard()#enable click for huamn player else: self.continueGame()