Exemple #1
0
def process_turn(game: Board, players: list, player_turn: int,
                 timers: TimerManager, underlining):
    valid_move = False
    while not valid_move:
        if game.check_capacity() == 0:
            raise BoardFullError

        print("Current board:")
        game.print_board(underlining=underlining)

        timers.start_timer(players[player_turn])
        try:
            move = input(f"Player {players[player_turn]}, make your move:\n")
            move = move.split()
            if len(move) != 2:
                raise InvalidInputError
            game.set_tile(int(move[0]), int(move[1]), players[player_turn])
            valid_move = True
        except OccupiedSpaceError:
            print("Invalid move. That space is already occupied). Try again.")

        except InvalidInputError:
            print(
                "Invalid input. Please enter two coordinates (row & column) separated by a space."
            )

        else:
            timers.end_timer(players[player_turn])
            player_turn = player_turn + 1 if player_turn + 1 != len(
                players) else 0
            return player_turn
Exemple #2
0
def main():
    running = True
    game = Board()
    player_turn = 0
    player_timers = TimerManager()

    while running:
        in_game = True

        # Initialize player list, board, and if the user's output supports underlining
        players = init_players()
        init_board(game)
        underlining = check_underlining()

        while in_game:
            try:
                # Processes the turn AND advances who's turn it is.
                player_turn = process_turn(game, players, player_turn,
                                           player_timers, underlining)
            except BoardFullError:
                print("All spaces have become occupied!")
                in_game = False

            else:
                if game.winner is not None:
                    in_game = False

        game.print_endscreen(player_timers)

        play_again = input(
            "Would you like to start a new game? (Enter 'yes' or 'y' if so)\n")
        if play_again.lower() not in ("yes", 'y'):
            running = False
            print("Terminating program. Thank you for playing!")
Exemple #3
0
def init_board(board: Board):
    valid_board_size = False
    board_size = 3
    while not valid_board_size:
        board_size = int(
            input(
                "How big would you like the board to be? (Enter an integer)\n")
        )
        if board_size >= 3:
            valid_board_size = True
            board.reset(board_size)
        else:
            print("The board size must be 3 or greater.")
    return board
def connect_four(player1, player2):
    """ Plays a game of Connect Four between the two specified players,
        and returns the Board object as it looks at the end of the game.
        inputs: player1 and player2 are objects representing Connect Four
                  players (objects of the Player class or a subclass of Player).
                  One player should use 'X' checkers and the other should
                  use 'O' checkers.
    """
    # Make sure one player is 'X' and one player is 'O'.
    if player1.checker not in 'XO' or player2.checker not in 'XO' \
       or player1.checker == player2.checker:
        print('need one X player and one O player.')
        return None

    print('Welcome to Connect Four!')
    print()
    board = Board(6, 7)
    print(board)

    while True:
        if process_move(player1, board) == True:
            return board

        if process_move(player2, board) == True:
            return board
    def next_move(self, board):
        list_available_col = []
        for i in range(board.width):
            if Board.can_add_to(board, i) == True:
                list_available_col += [i]

        chosen_col = random.choice(list_available_col)
        self.num_moves += 1
        return chosen_col
Exemple #6
0
def game(clock, size, difficulty):
    run = True

    sudoku_board, solved_board = sudoku_solver.generateBoard(size, difficulty)
    board = Board(sudoku_board, WINDOW_WIDTH, WINDOW_HEIGHT)

    while run:
        clock.tick(FPS)
        SCREEN.fill((255, 255, 255))

        
        for event in pygame.event.get():
            #if the user pressed X or esc they return back to main menu
            if event.type == pygame.QUIT:
                run = False
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    run = False

            gameControls(event, board, solved_board)

        board.draw(SCREEN)
        pygame.display.update()
def process_move(player, board):
    """performs all of the steps involved in processing a single move
       by the specified player on the specified board"""
    print()
    s = player.__repr__() + "'s turn"
    print(s)

    chosen_col = player.next_move(board)

    Board.add_checker(board, player.checker, chosen_col)
    print()
    print(board)
    print()

    if Board.is_win_for(board, player.checker) == True:
        print(player.__repr__(), 'wins in', player.num_moves, 'moves.')
        print('Congratulations!')
        return True
    elif Board.is_full(board) == True and Board.is_win_for(
            board, player.checker) == False:
        print("It's a tie!")
        return True
    else:
        return False
Exemple #8
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def main():

    # get setup parameters
    limb, distance = get_distance_data()

    # read colour data from file
    colours = get_object_data()

    # create board class
    theBoard = Board()

    # create stack class instance
    baxter = robot(limb, distance, colours, theBoard)

    print "limb     = ", limb
    print "distance = ", distance

    # open the gripper
    baxter.gripper.open()

    # move to start position
    baxter.start_position()

    # wait for camera feedback
    rospy.sleep(1)
    baxter.send_image('sleep')
    baxter.locate_board()
    baxter.send_image('default')
    game = True
    while game:
        theBoard.printBoard()
        baxter.send_image('sleep')
        baxter.detect_pieces()
        theBoard.printBoard()
        if theBoard.checkWinner(baxter.playerPiece):
            baxter.send_image('anger')
            theBoard.printBoard()
            print('Hooray! You have won the game!')
            break
        elif theBoard.isFull():
            baxter.send_image('default')
            theBoard.printBoard()
            print('The game is a tie!')
            break
        baxter.send_image('default')
        baxter.take_turn()

        if theBoard.checkWinner('R'):
            baxter.send_image('happy')
            theBoard.printBoard()
            print('The computer has beaten you! You lose.')
            game = False
        elif theBoard.isFull():
            baxter.send_image('default')
            theBoard.printBoard()
            print('The game is a tie!')
            break

    sys.exit()

    rospy.spin()
Exemple #9
0
import pygame
import time
from drawBoard import *
from BoardClass import Board
from OpponentClass import Opponent

pygame.init()
board = Board()
boardDrawer = BoardDrawer()
opponent = Opponent()

#draw initial board
boardDrawer.init_board_draw()
pygame.display.update()

running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.MOUSEBUTTONUP:
            mousePos = pygame.mouse.get_pos()
            x = mousePos[0] // 75
            y = mousePos[1] // 75
            if board.moveKnight(x, y):
                boardDrawer.draw_knights(board)
                opponent.makeMove(board)
                pygame.display.update()
                time.sleep(0.03)

    boardDrawer.draw_knights(board)
 def __init__(self):
     self.board = Board()
     self.move_input = GetMoves()
Exemple #11
0
    display_size = list(gameDisplay.get_size())
    # print(display_size)

    gameSurface = pygame.Surface([display_size[0], display_size[1]])
    gameSurface.convert()
    gameSurface.fill(bg_color.value)
    return (gameDisplay, gameSurface)


pygame.init()

screens = startGame()

newBoard = Board(screens[1],
                 screens[1].get_size(),
                 amount_boards=(5, 5),
                 line_color=Colors.WHITISH,
                 hasBorder=False)

clock = pygame.time.Clock()

running = True
mouse_pos = ()

while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.MOUSEBUTTONDOWN:
            mouse_pos = pygame.mouse.get_pos()
            newBoard.check_Squares(mouse_pos)
#!/usr/bin/env python

import rospy
from BoardClass import Board
from turn_msg.srv import Turn, TurnResponse

board = Board()
player = 'x'


def hook(player):
    print player + " won!!"


def update_board(request):
    global player

    if (player == request.player):
        if (board.put_mark(player, request.x, request.y)):
            if (board.check_winner()):
                rospy.loginfo(player + " won!")
                return board.board
            if (player == 'x'):
                player = 'o'
            else:
                player = 'x'

            return board.board
        else:
            rospy.logerr("This cell is already filled!")
    else:
Exemple #13
0
def main():

	# get setup parameters
	limb, distance = get_distance_data()

	# read colour data from file
	colours = get_object_data()

	# create board class
	theBoard = Board()

	# create stack class instance
	baxter = robot(limb, distance, colours, theBoard)	


	print "limb     = ", limb
	print "distance = ", distance


	# open the gripper
	baxter.gripper.open()

	# move to start position
	baxter.start_position()
	
	# wait for camera feedback
	rospy.sleep(1)
	baxter.send_image('sleep')
	baxter.locate_board()	
	baxter.send_image('default')
	game = True					
	while game:
		theBoard.printBoard()
		baxter.send_image('sleep')
		baxter.detect_pieces()
		theBoard.printBoard()
		if theBoard.checkWinner(baxter.playerPiece):
			baxter.send_image('anger')
			theBoard.printBoard()
			print('Hooray! You have won the game!')
			break
		elif theBoard.isFull(): 
			baxter.send_image('default')
			theBoard.printBoard()
			print('The game is a tie!')
			break
		baxter.send_image('default')	
		baxter.take_turn()
		
		if theBoard.checkWinner('R'):
			baxter.send_image('happy')
			theBoard.printBoard()
			print('The computer has beaten you! You lose.')
			game = False
		elif theBoard.isFull(): 
			baxter.send_image('default')
			theBoard.printBoard()
			print('The game is a tie!')
			break


	sys.exit()

	rospy.spin()
Exemple #14
0
    def __init__(self, arm, distance, colours):

        # piece data
        self.playerPiece = 'X'
        self.playerPieceIndex = 2  # ( 1 or 2, 3 = board)
        self.robotPiece = 'Y'
        self.robotPieceIndex = 1
        # space detection
        self.board = Board()
        self.boardHeight = 0.289
        self.boardWidth = 0.410
        self.storePointPix = True
        self.pixelPoints = []

        # Background subtraction
        self.bgsubImg = None
        self.img = None

        # arm ("left" or "right")
        self.limb = arm
        self.limb_interface = baxter_interface.Limb(self.limb)

        if arm == "left":
            self.other_limb = "right"
        else:
            self.other_limb = "left"

        self.other_limb_interface = baxter_interface.Limb(self.other_limb)

        # gripper ("left" or "right")
        self.gripper = baxter_interface.Gripper(arm)

        # object color dictionary data
        self.objects = colours

        # zeroed lists for pixel coordinates of objects
        self.x = np.zeros(shape=(len(colours)), dtype=int)
        self.y = np.zeros(shape=(len(colours)), dtype=int)

        # speeds
        self.normal = 0.3
        self.slow = 0.1

        # start positions
        self.start_pos_x = 0.50  # x     = front back
        self.start_pos_y = 0.30  # y     = left right
        self.start_pos_z = 0.15  # z     = up down
        self.roll = -1.0 * math.pi  # roll  = horizontal
        self.pitch = 0.0 * math.pi  # pitch = vertical
        self.yaw = 0.0 * math.pi  # yaw   = rotation


        self.pose = [self.start_pos_x, self.start_pos_y, self.start_pos_z,     \
            self.roll, self.pitch, self.yaw]

        # distances
        self.distance = distance
        self.block_height = 0.05
        self.block_pickup_height = self.distance - self.block_height
        self.block_stack_height = self.distance - (self.block_height * 2)
        self.block_grip_height = 0.092
        self.block_tolerance = 0.005

        # camera parameters (NB. other parameters in open_camera)
        self.cam_calib = 0.0025  # meters per pixel at 1 meter
        #self.cam_x_offset = 0.045                    # original camera gripper offset
        #self.cam_y_offset = -0.01
        self.cam_x_offset = 0.035  # camera gripper offset
        self.cam_y_offset = -0.02
        self.width = 960  # Camera resolution
        self.height = 600

        # Enable the actuators
        baxter_interface.RobotEnable().enable()

        # set speed as a ratio of maximum speed
        self.limb_interface.set_joint_position_speed(0.8)
        self.other_limb_interface.set_joint_position_speed(0.8)

        # calibrate the gripper
        self.gripper.calibrate()

        # set camera resolution
        self.config_camera(self.limb, self.width, self.height)

        # subscribe to required camera
        self.subscribe_to_camera(self.limb)

        # move other arm out of harms way
        if arm == "left":
            self.baxter_ik_move("right", (0.25, -0.50, 0.2, math.pi, 0.0, 0.0))
        else:
            self.baxter_ik_move("left", (0.25, 0.50, 0.2, math.pi, 0.0, 0.0))