Example #1
0
class Game:
    def __init__(self):
        self.graphics = Graphics()
        self.board = Board()
        self.selected_piece = None

    def setup(self):
        self.graphics.setup_window()

    def event_loop(self):
        self.mouse_pos = self.graphics.board_coords(pygame.mouse.get_pos())

        for event in pygame.event.get():
            if event.type == QUIT:
                self.quit()
            if event.type == MOUSEBUTTONDOWN:
                if self.board.location(self.mouse_pos).occupant != None and \
                    self.board.location(self.mouse_pos).occupant.color == self.turn:
                    self.selected_piece = self.mouse_pos

                elif self.selected_piece != None and self.mouse_pos in \
                    self.board.legal_moves(self.selected_piece):
                    self.board.move_piece(self.selected_piece, self.mouse_pos)

                else:
                    self.end_turn()

    def update(self):
        self.graphics.update(self.board)

    def quit(self):
        pygame.quit()
        sys.exit()

    def main(self):
        self.setup()

        while True:
            self.event_loop()
            self.update()

    def end_turn(self):
        if self.turn == BLUE:
            self.turn = RED
        else:
            self.turn = BLUE
Example #2
0
class Game:
    """
	The main game control.
	"""
    def __init__(self):
        self.graphics = Graphics()
        self.board = Board()

        self.turn = Color.BLUE
        self.selected_piece = None  # a board location.
        self.hop = False
        self.selected_legal_moves = []

    def setup(self):
        """Draws the window and board at the beginning of the game"""
        self.graphics.setup_window()

    def event_loop(self):
        """
		The event loop. This is where events are triggered 
		(like a mouse click) and then effect the game state.
		"""
        self.mouse_pos = self.graphics.board_coords(
            pygame.mouse.get_pos())  # what square is the mouse in?
        if self.selected_piece != None:
            self.selected_legal_moves = self.board.legal_moves(
                self.selected_piece, self.hop)

        for event in pygame.event.get():

            if event.type == pygame.locals.QUIT:
                self.terminate_game()

            if event.type == pygame.locals.MOUSEBUTTONDOWN:
                if self.hop == False:
                    if self.board.location(
                            self.mouse_pos
                    ).occupant != None and self.board.location(
                            self.mouse_pos).occupant.color == self.turn:
                        self.selected_piece = self.mouse_pos

                    elif self.selected_piece != None and self.mouse_pos in self.board.legal_moves(
                            self.selected_piece):

                        self.board.move_piece(self.selected_piece,
                                              self.mouse_pos)

                        if self.mouse_pos not in self.board.adjacent(
                                self.selected_piece):
                            self.board.remove_piece((
                                self.selected_piece[0] +
                                (self.mouse_pos[0] - self.selected_piece[0]) //
                                2, self.selected_piece[1] +
                                (self.mouse_pos[1] - self.selected_piece[1]) //
                                2))

                            self.hop = True
                            self.selected_piece = self.mouse_pos

                        else:
                            self.end_turn()

                if self.hop == True:
                    if self.selected_piece != None and self.mouse_pos in self.board.legal_moves(
                            self.selected_piece, self.hop):
                        self.board.move_piece(self.selected_piece,
                                              self.mouse_pos)
                        self.board.remove_piece((
                            self.selected_piece[0] +
                            (self.mouse_pos[0] - self.selected_piece[0]) // 2,
                            self.selected_piece[1] +
                            (self.mouse_pos[1] - self.selected_piece[1]) // 2))

                    if self.board.legal_moves(self.mouse_pos, self.hop) == []:
                        self.end_turn()

                    else:
                        self.selected_piece = self.mouse_pos

    def update(self):
        """Calls on the graphics class to update the game display."""
        self.graphics.update_display(self.board, self.selected_legal_moves,
                                     self.selected_piece)

    def terminate_game(self):
        """Quits the program and ends the game."""
        pygame.quit()
        sys.exit

    def main(self):
        """"This executes the game and controls its flow."""
        self.setup()

        while True:  # main game loop
            self.event_loop()
            self.update()

    def end_turn(self):
        """
		End the turn. Switches the current player. 
		end_turn() also checks for and game and resets a lot of class attributes.
		"""
        if self.turn == Color.BLUE:
            self.turn = Color.RED
        else:
            self.turn = Color.BLUE

        self.selected_piece = None
        self.selected_legal_moves = []
        self.hop = False

        if self.check_for_endgame():
            if self.turn == Color.BLUE:
                self.graphics.draw_message("RED WINS!")
            else:
                self.graphics.draw_message("BLUE WINS!")

    def check_for_endgame(self):
        """
		Checks to see if a player has run out of moves or pieces. If so, then return True. Else return False.
		"""
        for x in range(8):
            for y in range(8):
                if self.board.location(
                    (x, y)).color == Color.BLACK and self.board.location(
                        (x, y)).occupant != None and self.board.location(
                            (x, y)).occupant.color == self.turn:
                    if self.board.legal_moves((x, y)) != []:
                        return False

        return True