Ejemplo n.º 1
0
        previous_row = r  # Save last position
        previous_col = c


def newgame():
    global previous_row, previous_col, reversed_cards, match_count, attempts_count
    previous_row = previous_col = reversed_cards = match_count = attempts_count = 0
    game[0][0] = game[0][1] = 1
    game[0][2] = game[0][3] = 2
    game[1][0] = game[1][1] = 3
    game[1][2] = game[1][3] = 4
    game[2][0] = game[2][1] = 5
    game[2][2] = game[2][3] = 6
    game[3][0] = game[3][1] = 7
    game[3][2] = game[3][3] = 8
    game.shuffle()
    game.print(MSG)


game = Board(4, 4)
game.cell_size = 130
game.margin_color = game.grid_color = "wheat1"
game.cell_color = "wheat3"
game.cell_spacing = 2
game.title = "Memory Game"
game.create_output(background_color="wheat4", color="white")
game.on_mouse_click = fnmouse
game.on_key_press = fnkbd
game.on_start = newgame
game.show()
Ejemplo n.º 2
0
class BlobwarGui:
    def __init__(self, simulation_mode=False):
        """:cvar
        """

        env = get_environment("blobwar")()
        env.seed(10)
        self.images = {1: "blob_blue", 2: "blob_orange"}
        self.images_selected = {
            1: "blob_blue_selected",
            2: "blob_orange_selected"
        }
        self.images_candidates = {
            1: "blob_blue_candidate",
            2: "blob_orange_candidate"
        }
        self.env = env
        self.human_player = Human()
        try:

            self.ai_player_1 = PPO(self.env, size=self.env.core.board.shape[0])
        except Exception as e:
            print("PPO not yet trained for : ", self.env.core.board.shape[0])
            self.ai_player_1 = GreedyPlayer()

        self.ai_player_2 = GreedyPlayer()
        self.player1 = self.player2 = None

        if simulation_mode:
            self.state = GameState.WAITING_FIRST_CLICK
            self.player1 = self.ai_player_1
            self.player2 = self.player1
            return

        self.game = Board(self.env.core.board.shape[0],
                          self.env.core.board.shape[1])

        self.game.cell_size = 70

        self.game.cell_spacing = 1
        self.game.fill(None)

        self.game.margin_color = self.game.grid_color = "wheat4"
        self.game.cell_color = "white"
        self.game.title = "Blobwar"
        self.game.create_output(font_size=11)
        self.state = GameState.GAME_OVER

        self.move_start_case = None
        self.move_candidates_case = []

    def __player_num__(self, num):
        return min(2 - num, 2)  # 1=>1, -1 =>2

    def initialize(self, game_type=GameType.HUMAN_AI):
        """:cvar
        Initiliaze game and set automove if current player is not human
        """

        if game_type == GameType.HUMAN_AI:
            self.player1 = self.human_player
            self.player2 = self.ai_player_1

        elif game_type == GameType.HUMAN_HUMAN:
            self.player1 = self.human_player
            self.player2 = self.human_player

        else:
            self.player1 = self.ai_player_1
            self.player2 = self.ai_player_2
        self.env.core.reset()
        self.state = GameState.WAITING_FIRST_CLICK

        self.move_start_case = None
        self.move_candidates_case = []
        self.render()

        if not isinstance(self.player1, Human) and not isinstance(
                self.player2, Human):
            self.autoplay()
        else:
            self.state = GameState.WAITING_FIRST_CLICK
            self.print_status()
            if not isinstance(self.player1, Human):
                movement = self.player1.choose_action(self.env)
                self.env.core.apply_movement(movement)
                self.print_status()
                self.render()

    def render(self):
        for x in range(self.env.core.board.shape[0]):
            for y in range(self.env.core.board.shape[1]):
                if self.env.core.board[x][y] == 0:
                    self.game[x][y] = None
                    continue
                self.game[x][y] = self.images[self.__player_num__(
                    self.env.core.board[x][y])]

        if self.move_start_case is not None:
            self.render_selected()

    def fnkbd(self, key):
        if key == "Escape":
            self.game.close()
        elif key == "F2":
            self.initialize(game_type=GameType.HUMAN_AI)
        elif key == "F3":
            self.initialize(game_type=GameType.HUMAN_HUMAN)

        elif key == "F4":
            self.initialize(game_type=GameType.AI_AI)

    def setup(self):
        self.game.on_mouse_click = self.on_click
        self.game.on_key_press = self.fnkbd
        self.game.on_start = lambda: self.initialize()
        self.game.show()

    def on_click(self, btn, x, y):
        current_player = self.player1 if self.__player_num__(
            self.env.core.current_player) == 1 else self.player2

        if not isinstance(current_player, Human):
            return

        if self.state == GameState.GAME_OVER:
            return
        if self.state == GameState.WAITING_FIRST_CLICK:
            self.__on_first_click(btn, x, y)
            return

        if self.state == GameState.WAITING_SECOND_CLICK:
            self.__on_second_click(btn, x, y)
            return

    def __on_first_click(self, btn, x, y):
        if self.env.core.board[x][y] == 0:
            return
        current_player = self.__player_num__(self.env.core.current_player)
        if self.__player_num__(self.env.core.board[x][y]) != current_player:
            return

        else:
            self.move_start_case = (x, y)
            self.move_candidates_case = self.env.core.neighbours(x, y)
            self.render()
            self.state = GameState.WAITING_SECOND_CLICK

    def __on_second_click(self, btn, x, y):
        current_player = self.__player_num__(self.env.core.current_player)
        if (x, y) == self.move_start_case:
            self.move_start_case = None
            self.move_candidates_case = []
            self.render()
            self.state = GameState.WAITING_FIRST_CLICK
            return
        movement = [self.move_start_case, (x, y)]

        if self.env.core.check_move(movement):
            self.env.core.apply_movement(movement)
            self.print_status()
            (x_start, y_start) = self.move_start_case
            self.game[x_start][y_start] = self.images[current_player]
            self.move_start_case = None
            self.move_candidates_case = []
            self.state = GameState.WAITING_FIRST_CLICK
            self.render()

            ###Automatic play

            def after_move():
                current_player = self.player1 if self.__player_num__(
                    self.env.core.current_player) == 1 else self.player2

                if self.env.core.game_over():
                    self.state = GameState.GAME_OVER
                    winner_id = self.env.core.leading_player()

                    self.render()
                    self.print_status()
                    return

                self.print_status()
                if not isinstance(current_player, Human):
                    movement = current_player.choose_action(self.env)
                    # self.pause(1000)
                    self.env.core.apply_movement(movement)
                    self.print_status()

                else:
                    if len(self.env.core.movements()) == 0:
                        self.env.core.apply_movement(None)
                        self.print_status()

            after_move()
            self.render()

        else:
            x_old, y_old = self.move_start_case
            self.game[x_old][y_old] = self.images[current_player]
            self.move_candidates_case = []
            if self.game[x][y] == self.images[current_player]:
                self.move_start_case = x, y
                self.move_candidates_case = self.env.core.neighbours(x, y)
                self.state = GameState.WAITING_SECOND_CLICK
            else:
                self.move_start_case = None
                self.move_candidates_case = []
                self.state = GameState.WAITING_FIRST_CLICK
            self.render()

            return

        if self.env.core.game_over():
            self.state = GameState.GAME_OVER
            self.print_status()

    def render_selected(self):
        if self.move_start_case is None:
            return
        current_player_num = self.__player_num__(self.env.core.current_player)
        x, y = self.move_start_case
        self.game[x][y] = self.images_selected[current_player_num]
        for (x_cand, y_cand) in self.move_candidates_case:
            self.game[x_cand][y_cand] = self.images_candidates[
                current_player_num]

    def autoplay(self):
        """:cvar
        Game Autoplay between two IA players
        """
        while self.state != GameState.GAME_OVER:
            current_player = self.player1 if self.__player_num__(
                self.env.core.current_player) == 1 else self.player2
            movement = current_player.choose_action(self.env)
            self.env.core.apply_movement(movement)
            if self.env.core.game_over():
                self.state = GameState.GAME_OVER
            self.print_status()
            self.pause(50)
            self.render()

    def simulate(self):
        """:cvar
        Game Autoplay between two IA players
        """
        while self.state != GameState.GAME_OVER:
            current_player = self.player1
            movement = current_player.choose_action(self.env)
            self.env.core.apply_movement(movement)
            if self.env.core.game_over():
                self.state = GameState.GAME_OVER

        self.env.core.reset()

    def print_status(self):
        current_player, current_player_color = (
            self.player1, PLAYER1_COLOR) if self.__player_num__(
                self.env.core.current_player) == 1 else (self.player2,
                                                         PLAYER2_COLOR)

        player0_value = int(self.env.core.player_value(1))
        # scores=f" {self.player1.name}({PLAYER1_COLOR}) : {player0_value} ,  {self.player2.name}({PLAYER2_COLOR}) : {-1*player0_value}"

        header = f"\t{self.player1.name}({PLAYER1_COLOR}): {player0_value}   VS  {self.player2.name}({PLAYER2_COLOR}): {-player0_value}"
        restart_message = "\n \tF2:Human vs AI   F3:Human vs Human   F4:AI vs AI "
        if self.env.core.game_over():
            winner_id = self.env.core.leading_player()
            winner = self.__player_num__(winner_id)
            winner_player = self.player1 if winner == 1 else self.player2
            winner_color = PLAYER1_COLOR if winner == 1 else PLAYER2_COLOR

            if player0_value == 0:
                current_message = f"\tDraw"
            else:
                current_message = f"\t{winner_player.name}({winner_color}) won!!"

        else:

            current_message = f"\t{current_player.name}({current_player_color})  playing ..."

        text = header + "\n" + current_message + "\n" + restart_message
        self.game.print(text)

    def pause(self, millis):

        self.game.pause(millis)
Ejemplo n.º 3
0
from game2dboard import Board

b = Board(8, 8)
b.title = "Playground!"
b.margin = 21
b.cell_size = 74
b.cell_spacing = 1
b.background_image = "chess"
b.create_output(color='gray20', background_color='AntiqueWhite3', font_size=10)
b.on_mouse_click = lambda btn, r, c : b.print("Clicked on [{}][{}]".format(r, c))
b.print("Click me")
b.show()