Example #1
0
 def new_game(self):
     while self.running:
         self.grid = Grid(config.rows, config.columns, self)
         self.agent = Agent(self.grid, self)
         self.run()
         if self.restart():
             self.running = True
         else:
             self.running = False
Example #2
0
def test_init():
    row0 = Grid()
    assert row0.size == 0
    row1 = Grid(None, None, None)
    assert row1.size == 3
    row2 = Grid(None, None)
    assert row2.size == 2
    row3 = Grid(None)
    assert row3.size == 1
    print row2
Example #3
0
def test_grid_assignment0():
    SIZE = 3
    grid = Grid([Column([(x,y) for y in range(SIZE)]) for x in range(SIZE)])
    assert grid[0][0] == (0,0)
    assert grid[1][2] == (1,2)
    for x in range(SIZE):
        for y in range(SIZE):
            assert grid[x][y] == (x, y)
Example #4
0
def test_grid_and_squares():
    SIZE = 3
    grid = Grid([Column([Square(x,y) for y in range(SIZE)]) for x in range(SIZE)])
    assert isinstance(grid[0][0], Square)
    square = grid[0][0]
    print square
    assert (square.x, square.y) == (0,0)
    square0 = grid[1][2]
    print square0
    assert (square0.x, square0.y) == (1,2)
Example #5
0
def testCollapseRow():
    print("Running tests for collapse_row()")
    grid = Grid(4)

    a = [2, 0, 0, 0]
    b = [2, 0, 2, 0]
    c = [2, 2, 2, 0]
    d = [2, 0, 2, 2]
    e = [8, 8, 16, 8]
    f = [2, 0, 2, 4]
    g = [2, 8, 4, 4]
    h = [2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2]

    a_sol = ([2, 0, 0, 0], False)
    b_sol = ([4, 0, 0, 0], True)
    c_sol = ([4, 2, 0, 0], True)
    d_sol = ([4, 2, 0, 0], True)
    e_sol = ([16, 16, 8, 0], True)
    f_sol = ([4, 4, 0, 0], True)
    g_sol = ([2, 8, 8, 0], True)
    h_sol = ([4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], True)

    assert (grid.collapse_row(a) == a_sol)
    assert (grid.collapse_row(b) == b_sol)
    assert (grid.collapse_row(c) == c_sol)
    assert (grid.collapse_row(d) == d_sol)
    assert (grid.collapse_row(e) == e_sol)
    assert (grid.collapse_row(f) == f_sol)
    assert (grid.collapse_row(g) == g_sol)
    assert (grid.collapse_row(h) == h_sol)
Example #6
0
def main(win):
    grid = Grid()
    start = None
    end = None
    run = True
    while run:
        grid.redraw(win)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False
            if pygame.mouse.get_pressed()[0]:
                pos = pygame.mouse.get_pos()
                node = grid.get_clicked_position(pos)
                if not start and node != end:
                    start = node
                    start.is_start = True
                elif not end and node != start and node:
                    end = node
                    end.is_end = True
                elif node != end and node != start and node:
                    node.make_barrier()

            if pygame.mouse.get_pressed()[2]:
                pos = pygame.mouse.get_pos()
                node = grid.get_clicked_position(pos)
                if node:
                    node.reset()
                    if node == start:
                        start = None
                    elif node == end:
                        end = None

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and start and end:
                    for row in grid.grid:
                        for node in row:
                            node.update_neighbors(grid.grid, grid.ROWS,
                                                  grid.ROWS)
                    algorithm((lambda: grid.redraw(win)), start, end)

                if event.key == pygame.K_r:
                    start = None
                    end = None
                    grid = Grid()
    pygame.quit()
Example #7
0
def test_grids_assignment():
    grid = Grid([Column(i, i, i) for i in range(3)])
    assert isinstance(grid[0], Column)
    assert grid[0][0] == 0

    print grid[0][1]
    assert grid[0][1] == 0

    print grid [0][2]
    assert grid[0][2] == 0

    print grid[2][1]
    assert grid[2][1] == 2
Example #8
0
    def setup(self):
        """
        Setup and start game window
        """
        print("Starting setup")

        given = 0
        if self.difficulty == "easy":
            given = random.randint(36, 40)
        if self.difficulty == "medium":
            given = random.randint(30, 34)
        if self.difficulty == "hard":
            given = random.randint(19, 27)
        print(given)
        board_array = [
            [0, 0, 0, 0, 0, 0, 0, 0, 0],
            [0, 0, 0, 0, 0, 0, 0, 0, 0],
            [0, 0, 0, 0, 0, 0, 0, 0, 0],
            [0, 0, 0, 0, 0, 0, 0, 0, 0],
            [0, 0, 0, 0, 0, 0, 0, 0, 0],
            [0, 0, 0, 0, 0, 0, 0, 0, 0],
            [0, 0, 0, 0, 0, 0, 0, 0, 0],
            [0, 0, 0, 0, 0, 0, 0, 0, 0],
            [0, 0, 0, 0, 0, 0, 0, 0, 0],
        ]
        print("Generating board")
        print_board(board_array)

        board_array = make_board()
        print_board(board_array)
        for counter in range(81 - given):
            row = random.randint(0, 8)
            col = random.randint(0, 8)
            while board_array[row][col] == 0:
                row = random.randint(0, 8)
                col = random.randint(0, 8)
            board_array[row][col] = 0
        print(given)
        print("Board finished")
        data.gridobj = Grid(board_array, 9, 9)
        self.Dialog = QtWidgets.QDialog()
        self.ui = UiForm()
        self.ui.setup_ui(self.Dialog)

        labelslist = []
        rowcounter = 0
        itemcounter = 1
        data.labels = [[], [], [], [], [], [], [], [], []]

        for child in self.Dialog.findChildren(QLabel):
            if child.objectName() != "strikes":
                labelslist.append(child)
        labelslist.sort(key=lambda x: int(x.objectName()))

        for item in labelslist:
            data.labels[rowcounter].append(item)
            if itemcounter % 9 == 0:
                rowcounter += 1
                itemcounter = 0
            itemcounter += 1

        for rowcounter in range(0, 9):
            for colcounter in range(0, 9):
                if board_array[rowcounter][colcounter] != 0:
                    data.labels[rowcounter][colcounter].setText(
                        str(board_array[rowcounter][colcounter]))
                    data.labels[rowcounter][colcounter].setStyleSheet(
                        "color: rgb(40, 255, 6); border: "
                        "2px solid white !important")

        self.Dialog.show()
Example #9
0
import os
os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" % (400,100)

surface = pygame.display.set_mode((1200, 900))
pygame.display.set_caption('Minesweeper')


class States(Enum):
    running = auto()
    game_over = auto()
    win = auto()

state = States.running

player = Player()
grid = Grid(player)

running = True

while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.MOUSEBUTTONDOWN and state == States.running:
            if pygame.mouse.get_pressed()[0]: # check for the left mouse button
                pos = pygame.mouse.get_pos()
                grid.click(pos[0], pos[1])
            elif pygame.mouse.get_pressed()[2]:
                pos = pygame.mouse.get_pos()
                grid.mark_mine(pos[0]//30, pos[1]//30)
            if grid.check_if_win():
Example #10
0
def main():
    grid = Grid(GRID_X, GRID_Y, SCREEN_SIZE)
    grid.build_grid()

    a_star = None
    maze_generator = None
    step_a_on_update = True

    pressed_tiles = []

    running = True
    while running:
        # run the program at most 60 frames per second - makes program controllable on any system
        clock.tick(FPS)
        # process inputs
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False
            elif event.type == pygame.MOUSEBUTTONDOWN:
                if pygame.mouse.get_pressed(3) == (0, 0, 1):
                    # right mouse clicked
                    for tile in grid.tiles:
                        if tile.rect.collidepoint(event.pos):
                            if tile == grid.start_tile:
                                tile.set_color(GRID_COLOR)
                                grid.start_tile = None
                            elif tile == grid.end_tile:
                                tile.set_color(GRID_COLOR)
                                grid.end_tile = None
                            elif not tile.blocked:
                                if not grid.start_tile:
                                    tile.set_color(START_COLOR)
                                    grid.start_tile = tile
                                elif not grid.end_tile:
                                    tile.set_color(END_COLOR)
                                    grid.end_tile = tile

            elif event.type == pygame.MOUSEBUTTONUP:
                for tile in pressed_tiles:
                    if tile.drag_clicked:
                        tile.drag_clicked = False
                pressed_tiles.clear()

            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_s:
                    if grid.start_tile and grid.end_tile:
                        a_star = ASTAR(grid.start_tile, grid.end_tile, grid)
                elif event.key == pygame.K_n:
                    if a_star:
                        a_star.step_a_star()
                elif event.key == pygame.K_f:
                    step_a_on_update = not step_a_on_update
                elif event.key == pygame.K_r:
                    grid = Grid(GRID_X, GRID_Y, SCREEN_SIZE)
                    grid.build_grid()
                elif event.key == pygame.K_m:
                    maze_generator = MazeGenerator(grid)

        # moved outside event loop for mouse drag
        # gets called while left mouse is held
        if pygame.mouse.get_pressed(3) == (1, 0, 0):
            for tile in grid.tiles:
                if tile.rect.collidepoint(pygame.mouse.get_pos()):
                    # if the tile is neither a start or end, and it hasn't been clicked during mouse down
                    if not (tile == grid.start_tile or tile
                            == grid.end_tile) and not tile.drag_clicked:
                        tile.block(not tile.blocked)

                    # while mouse is held, change the tile
                    if not tile.drag_clicked:
                        pressed_tiles.append(tile)
                        tile.drag_clicked = True

        # update
        if step_a_on_update and a_star:
            if not a_star.finished:
                a_star.step_a_star()

        if maze_generator and not maze_generator.Finished:
            maze_generator.step_draw_maze()

        # render
        draw_screen(grid)

    pygame.quit()
Example #11
0
def test_setitem():
    row = Grid(1, 2, 3)
    assert (row[0], row[1], row[2]) == (1, 2, 3)
    row[0] = 4
    assert row[0] == 4
Example #12
0
def test_grids_init():
    column0 = Column(None, None, None)
    grid = Grid([Column(None,None,None) for i in range(3)])
    print type(grid[0])
    assert isinstance(grid[0], Column)
Example #13
0
 def new_board(self):
     if self.running:
         self.guessing = False
         self.drawing = True
         self.board = Grid()
Example #14
0
class Game():
    def __init__(self):
        pygame.init()
        self.game_display = pygame.display.set_mode(
            (stg.display_x, stg.display_y))
        pygame.display.set_caption(stg.display_title)
        self.tf_model = tf.keras.models.load_model('num_reader.model')
        self.running = True
        self.guessing = False
        self.drawing = True
        self.clock = pygame.time.Clock()
        self.click = False
        self.prediction_text = None


    def new_board(self):
        if self.running:
            self.guessing = False
            self.drawing = True
            self.board = Grid()

    def new_guess(self):
        self.info_text1 = gui.TextWindow(
            stg.text3_x, stg.text3_y, stg.text3_w, stg.text3_h, stg.text3_text_color, stg.text3_text, stg.text3_font)
        self.info_text2 = gui.TextWindow(
            stg.text4_x, stg.text4_y, stg.text4_w, stg.text4_h, stg.text4_text_color, stg.text4_text, stg.text4_font)
        while self.running:
            self.new_board()
            self.run()

    def run(self):
        self.playing = True
        while self.playing:
            self.clock.tick(60)
            self.events()
            self.update()
            self.draw()

    def events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self.playing = False
                self.running = False
                pygame.quit()
                sys.exit()
            if event.type == pygame.MOUSEBUTTONDOWN:
                self.click = True
            if event.type == pygame.MOUSEBUTTONUP:
                self.click = False

        self.mouse_pos = pygame.mouse.get_pos()
        self.keys = pygame.key.get_pressed()

        if self.keys[pygame.K_ESCAPE]:
            self.playing = False
            self.running = False
            pygame.quit()
            sys.exit()
        if self.keys[pygame.K_SPACE]:
            self.drawing = False
            self.guessing = True
        if self.keys[pygame.K_c]:
            self.new_board()

    def update(self):
        if self.drawing:
            if self.click:
                self.board.update()
        elif self.guessing:
            self.guess()

    def draw(self):
        self.game_display.fill(stg.BG_COLOR)
        self.board.draw(self.game_display)
        if self.drawing:
            self.info_text1.draw(self.game_display)
        elif self.prediction_text:
            self.prediction_text.draw(self.game_display)
            self.info_text2.draw(self.game_display)
        pygame.display.update()

    def guess(self):
        # self.data = self.overwriting_data()
        self.data = np.reshape(self.board.grid, (-1, 28, 28))
        self.predictions = self.tf_model.predict(self.data)
        self.prediction = (np.argmax(self.predictions[0]))
        self.prediction_text = gui.TextWindow(stg.text2_x, stg.text2_y, stg.text2_w, stg.text2_h,
                                              stg.text2_text_color, (f'{stg.text2_text}{self.prediction}'), stg.text2_font)
        self.guessing = False
Example #15
0
def main():
    print("Welcome to Tic Tac Toe!")
    p1, p2 = Player(input("Player 1:")), Player(input("Player 2:"))
    p1.setSymbol('X')
    p2.setSymbol('O')

    new_board = Grid()
    new_board.fillSections()

    current_player, next_player = p1, p2
    current_token, next_token = p1.getSymbol(), p2.getSymbol()
    move = None

    while True:
        print(new_board.drawGrid())

        move = int(input("What's your move? "))
        while not new_board.checkSpace(move):
            new_board.updateSection(move, current_token)

        if new_board.chickenWinner(current_token):
            print(new_board.drawGrid())
            print(f"{current_player} has won the game!")
            break
        elif new_board.itsFull():
            print(new_board.drawGrid())
            print("The Game is a tie!")
            break

        current_player, next_player = next_player, current_player
        current_token, next_token = next_token, current_token
Example #16
0
def main():
    while (setting.menu_pick):

        width = 540
        height = 650
        main_menu = pygame.display.set_mode((width, height))
        mode_pick = True
        run = True

        while mode_pick:
            reddraw_main_menu(main_menu)
            for event in pygame.event.get():
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        mode_pick = False
                        run = False
                        setting.menu_pick = False
                if event.type == pygame.MOUSEBUTTONDOWN:
                    pos = pygame.mouse.get_pos()
                    if (button(220, 100, 100, 40, pos)):
                        setting.number = 5
                        button_selected_toFalse()
                        setting.picked_5 = True
                    if (button(220, 160, 100, 40, pos)):
                        setting.number = 6
                        button_selected_toFalse()
                        setting.picked_6 = True
                    if (button(220, 220, 100, 40, pos)):
                        setting.number = 7
                        button_selected_toFalse()
                        setting.picked_7 = True
                    if (button(420, 580, 100, 40, pos)):
                        mode_pick = False
            pygame.display.update()

        win = pygame.display.set_mode((width, height))
        pygame.display.set_caption("Hitori")
        the_board = return_board(
            setting.number
        )  # Sets the board to a random board based on what size board the user chose.
        board = Grid(setting.number, setting.number, 540, 540, the_board)
        board.mark_all_cubes_type()
        start = time.time()
        strikes = 0
        clock_running = True

        while run:
            if (clock_running):
                play_time = round(time.time() - start)
            for event in pygame.event.get():
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        run = False
                        setting.menu_pick = False
                if event.type == pygame.QUIT:
                    run = False
                if event.type == pygame.MOUSEBUTTONDOWN:
                    pos = pygame.mouse.get_pos()

                    #Checks to if a button is clicked below the board
                    if (button(260, 550, 100, 40, pos)):

                        if (board.path_check()):
                            print(
                                "All non marked squares can reach each other")
                        else:
                            print(
                                "Marked Cubes are blocking off non marked cubes, Wrong"
                            )
                        if (board.adjacent_marked_check()
                                and board.num_col_row_check()
                                and board.path_check()):
                            print("win")
                            clock_running = False
                            set_fastest_time(play_time)
                        else:
                            print("fail")
                            if (strikes <= 8):
                                strikes += 1

                    if (button(260, 600, 100, 40, pos)):
                        run = False

                    #checks to see if game board is clicked
                    clicked = board.click(pos)
                    if clicked:
                        board.select(clicked[0], clicked[1])
            redraw_window(win, board, play_time, strikes)
            pygame.display.update()
Example #17
0
class Game():
    def __init__(self):
        pygame.init()
        self.game_display = pygame.display.set_mode(
            (config.display_w, config.display_h))
        pygame.display.set_caption(config.caption)
        self.running = True
        self.clock = pygame.time.Clock()
        self.click = False
        self.player_win = False
        self.difficulty = False
        self.choose = None

    def new_game(self):
        while self.running:
            self.grid = Grid(config.rows, config.columns, self)
            self.agent = Agent(self.grid, self)
            self.run()
            if self.restart():
                self.running = True
            else:
                self.running = False

    def run(self):
        self.turn = config.AI_turn
        self.playing = True
        while self.playing:
            self.check_filled()
            self.clock.tick(60)
            self.events()
            self.update()
            self.draw()
            if self.winning(self.grid.grid, config.player_mark):
                self.player_win = True
                self.playing = False
            elif self.winning(self.grid.grid, config.AI_mark):
                self.playing = False

    def events(self):
        self.click = False
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self.playing = False
                self.running = False
                pygame.quit()
                sys.exit()
            if event.type == pygame.MOUSEBUTTONDOWN:
                self.click = True

        self.mouse_pos = pygame.mouse.get_pos()
        self.keys = pygame.key.get_pressed()

        if self.keys[pygame.K_ESCAPE]:
            self.playing = False
            self.running = False
            pygame.quit()
            sys.exit()

    def update(self):
        if self.turn == config.AI_turn:
            self.grid.update(config.AI_mark)
            self.turn += 1
            self.turn = self.turn % 2
        elif self.turn == config.player_turn:
            if self.click:
                self.grid.update(config.player_mark)
                self.turn += 1
                self.turn = self.turn % 2

    def draw(self):
        self.game_display.fill(config.bg_color)
        self.grid.draw_grid(self.game_display)
        pygame.display.update()

    def check_filled(self):
        self.filled_spots = 0
        for columns in range(self.grid.cols):
            if self.grid.open_spot(columns) == "XD":
                self.filled_spots += 1

        if self.filled_spots == self.grid.cols:
            self.playing = False

    def winning(self, grid, piece):

        # Horizontal
        for row in range(self.grid.row):
            for column in range(self.grid.cols - (config.inarow - 1)):
                self.window = list(grid[row, column:column + config.inarow])
                if self.window.count(piece) == config.inarow:
                    return True

        # Vertical
        for row in range(self.grid.row - (config.inarow - 1)):
            for column in range(self.grid.cols):
                self.window = list(grid[row:row + config.inarow, column])
                if self.window.count(piece) == config.inarow:
                    return True

        # Positive diagonal
        for row in range(self.grid.row - (config.inarow - 1)):
            for column in range(self.grid.cols - (config.inarow - 1)):
                self.window = list(grid[range(row, row + config.inarow),
                                        range(column, column + config.inarow)])
                if self.window.count(piece) == config.inarow:
                    return True

        # Negative diagonal
        for row in range((config.inarow - 1), self.grid.row):
            for column in range(self.grid.cols - (config.inarow - 1)):
                self.window = list(grid[range(row, row - config.inarow, -1),
                                        range(column, column + config.inarow)])
                if self.window.count(piece) == config.inarow:
                    return True

        return False

    def start_screen(self):
        self.start = False
        while not self.start:
            self.events()
            self.start = gui.start_screen(self.mouse_pos, self.click,
                                          self.game_display)

    def restart(self):
        self.reset = False
        if self.player_win:
            self.winner = config.player_mark
        else:
            self.winner = config.AI_mark
        while not self.reset:
            self.events()
            self.choose = gui.restart_screen(self.mouse_pos, self.click,
                                             self.game_display, self.winner)
            if self.choose:
                return self.choose
            elif self.choose == False:
                return self.choose
            else:
                pass

    def game_over(self):
        pass

    def difficulty_screen(self):
        while not self.difficulty:
            self.events()
            self.difficulty = gui.difficulty_screen(self.mouse_pos, self.click,
                                                    self.game_display)
Example #18
0
def test_getitem():
    row0 = Grid(1, None, None)
    assert row0[0] == 1
Example #19
0
from board import Square, Grid, Column

SIZE = 3

grid = Grid([Column([(i, j) for j in range(SIZE)]) for i in range(SIZE)])

print grid
Example #20
0
def create_graphic_board(size=SIZE):
    return Grid([
        Column([Tile(DISPLAY_SURF, x, y) for y in range(size)])
        for x in range(size)
    ])