def run(self):
     while True:
         try:
             if self.check_win():
                self.won()
             SCREEN.fill(WHITE)
             SCREEN.blit(BG, (INDENT_BOARD, INDENT_BOARD))
             self.board.draw_board(self.colour_check)
             self.colour_check = (self.colour_check + 1) % FLASH_RATE
             self.score.draw()
             self.board.PLAYER_FIELD.draw()
             OUTPUT = self.board.ROLL_BUTTON.click()
             if OUTPUT is not None:
                 self.board.dice_object.dice.roll_dice_gif(OUTPUT, self.IN, 900, 230)
             self.board.dice_object.display_dice(900, 230, self.connection.current_dice)
             pygame.display.update()
             for event in pygame.event.get():
                 if event.type == QUIT:
                     self.terminate()
                 elif event.type == pygame.KEYDOWN:
                     if event.key == pygame.K_a:
                         self.board.move_piece(1, 1)
                     if event.key == pygame.K_s:
                         self.board.move_piece(4, 6)
                     if event.key == pygame.K_d:
                         self.board.move_piece(8, 1)
                     if event.key == pygame.K_f:
                         self.board.move_piece(12, 1)
                     if event.key == pygame.K_g:
                         self.board.move_piece(2, 1)
                     if event.key == pygame.K_h:
                         self.board.move_piece(3, 1)
                 elif event.type == pygame.MOUSEBUTTONDOWN:
                     if self.connection.my_player.turn_token:
                         x, y = event.pos
                         print(x, y)
                         for num in range(self.connection.my_player.low_range, self.connection.my_player.low_range + 4): #e.g for "red" - range(0, 4), for "green" - range(4, 8)
                             piece = self.connection.my_player.my_pieces[num - self.connection.my_player.low_range] #gets index 0-3 to use my_pieces.
                             pos = piece.get_position()
                             if piece.image.get_width() == 64:
                                 if pos is not None and piece.image.get_rect(topleft=(coOrds[pos][0]-7, coOrds[pos][1]-25)).collidepoint(x, y): #If you clicked a piece, move them (if you rolled)
                                     self.click_piece(num, piece)
                                     break
                                 elif piece.image.get_rect(topleft=(self.board.home_coords[num])).collidepoint(x, y) and self.connection.my_player.roll == 6: #If you clicked a piece in home and you rolled 6, move them out.
                                     self.board.move_piece(num, self.connection.my_player.roll)
                                     self.connection.send_out(num, self.connection.my_player.start)
                                     self.connection.my_player.turnstaken += 1 #Player sent piece out, increase turnstaken
                                     self.connection.my_player.roll = 0 #reset the dice so it can't be reused
                                     print("piece sent out - rolls:", self.connection.my_player.rollsleft, "-turnstaken:", self.connection.my_player.turnstaken)
                                     if self.connection.my_player.turnstaken >= 3:
                                         _thread.start_new_thread(self.connection.end_turn, ())
                                     print("Home", piece.get_steps_from_start())
                                     break
                             else:
                                 if piece.image.get_rect(topleft=(coOrds[pos][0], coOrds[pos][1])).collidepoint(x, y): #If you clicked a piece, move them (if you rolled)
                                     self.click_piece(num, piece)
                                     break
                 self.clock.tick(FPS)
         except pygame.error:
             continue
Exemple #2
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 def draw(self):
     pygame.draw.rect(SCREEN, self._c, (self._x, self._y, self._w, self._h),
                      self._s)
     small_text = pygame.font.Font("freesansbold.ttf", 20)
     text_surf, text_rect = self.text_objects(self._msg, small_text)
     text_rect.center = ((self._x + (self._w/2)), (self._y+(self._h/2)))
     SCREEN.blit(text_surf, text_rect)
Exemple #3
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    def draw_arrows_and_stars(self):
        """Draws the arrows and stars on the board. It also calls the
            draw_boxes function. The arrows are drawn using pygames draw
            function. The arrow images are blit on to the board.
        """
        pygame.draw.polygon(SCREEN, RED, (CENTRE, TOP_LEFT, BOTTOM_LEFT), 0)
        pygame.draw.polygon(SCREEN, GREEN, (CENTRE, TOP_LEFT, TOP_RIGHT), 0)
        pygame.draw.polygon(SCREEN, YELLOW, (CENTRE, TOP_RIGHT, BOTTOM_RIGHT),
                            0)
        pygame.draw.polygon(SCREEN, BLUE, (CENTRE, BOTTOM_LEFT, BOTTOM_RIGHT),
                            0)
        pygame.draw.polygon(SCREEN, BLACK, (CENTRE, TOP_LEFT, BOTTOM_LEFT), 1)
        pygame.draw.polygon(SCREEN, BLACK, (CENTRE, TOP_LEFT, TOP_RIGHT), 1)
        pygame.draw.polygon(SCREEN, BLACK, (CENTRE, TOP_RIGHT, BOTTOM_RIGHT),
                            1)
        pygame.draw.polygon(SCREEN, BLACK, (CENTRE, BOTTOM_LEFT, BOTTOM_RIGHT),
                            1)

        self.draw_boxes()

        #Print Arrows on SCREEN
        SCREEN.blit(
            UP_ARROW,
            (BOX_SIZE * 7 + INDENT_BOARD, BOX_SIZE * 14 + INDENT_BOARD))
        SCREEN.blit(DOWN_ARROW, (BOX_SIZE * 7 + INDENT_BOARD, INDENT_BOARD))
        SCREEN.blit(RIGHT_ARROW, (INDENT_BOARD, BOX_SIZE * 7 + INDENT_BOARD))
        SCREEN.blit(
            LEFT_ARROW,
            (BOX_SIZE * 14 + INDENT_BOARD, BOX_SIZE * 7 + INDENT_BOARD))
Exemple #4
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 def draw(self):
     mouse = pygame.mouse.get_pos()
     if self._x + self._w > mouse[0] > self._x and \
        self._y + self._h > mouse[1] > self._y:
         pygame.draw.rect(SCREEN, self._ac,
                          (self._x, self._y, self._w, self._h), self._s)
     else:
         pygame.draw.rect(SCREEN, self._c,
                          (self._x, self._y, self._w, self._h), self._s)
     small_text = pygame.font.Font("freesansbold.ttf", 20)
     text_surf, text_rect = self.text_objects(self._msg, small_text)
     text_rect.center = ((self._x + (self._w/2)), (self._y+(self._h/2)))
     SCREEN.blit(text_surf, text_rect)
     return None
Exemple #5
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 def draw_boxes(self):
     """Draws rectangles for each position on the board using the boc_pos
         list. It also blits star images on the board.
     """
     box_pos = [[0, -1, -2, -3, -4, -5], [-11, -12, -13, -14, -15, 13],
                [-6, -7, -8, -9, -10, 26], [39, -16, -17, -18, -19, -20],
                [
                    51, 1, 2, 3, 4, 18, 19, 20, 21, 22, 23, 50, 24, 49, 48,
                    47, 46, 45, 44, 30, 29, 28, 27, 26, 25, 11, 10, 9, 8, 7,
                    6, 5, 43, 42, 41, 40, 38, 37, 12, 14, 15, 16, 17, 31,
                    32, 33, 34, 35, 36
                ], [8, 34, 21, 47]]
     for item in box_pos[0]:
         pygame.draw.rect(
             SCREEN, RED,
             (coOrds[item][0], coOrds[item][1], BOX_SIZE, BOX_SIZE), 0)
         pygame.draw.rect(
             SCREEN, BLACK,
             (coOrds[item][0], coOrds[item][1], BOX_SIZE, BOX_SIZE), 1)
     for item in box_pos[1]:
         pygame.draw.rect(
             SCREEN, GREEN,
             (coOrds[item][0], coOrds[item][1], BOX_SIZE, BOX_SIZE), 0)
         pygame.draw.rect(
             SCREEN, BLACK,
             (coOrds[item][0], coOrds[item][1], BOX_SIZE, BOX_SIZE), 1)
     for item in box_pos[2]:
         pygame.draw.rect(
             SCREEN, YELLOW,
             (coOrds[item][0], coOrds[item][1], BOX_SIZE, BOX_SIZE), 0)
         pygame.draw.rect(
             SCREEN, BLACK,
             (coOrds[item][0], coOrds[item][1], BOX_SIZE, BOX_SIZE), 1)
     for item in box_pos[3]:
         pygame.draw.rect(
             SCREEN, BLUE,
             (coOrds[item][0], coOrds[item][1], BOX_SIZE, BOX_SIZE), 0)
         pygame.draw.rect(
             SCREEN, BLACK,
             (coOrds[item][0], coOrds[item][1], BOX_SIZE, BOX_SIZE), 1)
     for item in box_pos[4]:
         pygame.draw.rect(
             SCREEN, BLACK,
             (coOrds[item][0], coOrds[item][1], BOX_SIZE, BOX_SIZE), 1)
     for item in box_pos[5]:
         SCREEN.blit(STAR, (coOrds[item][0], coOrds[item][1]))
Exemple #6
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    def draw_pieces(self, home_coords, check=0):
        """Draws the pieces on the board.

        It goes through all the pieces on the board and draw it in their
        position. If there is a conflict their size changes.
        The pieces flash is they are movable depending on the dice roll.
        """
        piece_in = {}
        temp = None
        for num in range(16):
            piece = self.ALL_PIECES[num]
            piece_pos = piece.get_position()
            # If pieces are movable flash orange.
            if piece.colour == self.current_player and piece.movable and check > FPS * 2:
                temp = piece.image
                if piece.image.get_width() != 64:
                    piece.image = ORANGE_PIECE_32
                else:
                    piece.image = ORANGE_PIECE
            # If piece in home.
            if piece_pos is None:
                SCREEN.blit(piece.image, self.home_coords[num])
            else:
                if piece.image.get_width() != 64:
                    if piece.get_position() not in piece_in:
                        piece_in[piece.get_position()] = 0
                        SCREEN.blit(
                            piece.image,
                            (coOrds[piece_pos][0], coOrds[piece_pos][1]))
                        piece_in[piece.get_position()] += 1
                    elif piece_in[piece.get_position()] == 1:
                        SCREEN.blit(
                            piece.image,
                            (coOrds[piece_pos][0] + 20, coOrds[piece_pos][1]))
                        piece_in[piece.get_position()] += 1
                    else:
                        SCREEN.blit(piece.image, (coOrds[piece_pos][0] + 10,
                                                  coOrds[piece_pos][1] + 15))
                else:
                    SCREEN.blit(
                        piece.image,
                        (coOrds[piece_pos][0] - 7, coOrds[piece_pos][1] - 25))
            if temp:
                piece.image = temp
                temp = None
def endScreen(all_pieces):
    pygame.display.set_caption("End Screen")
    clock = pygame.time.Clock()
    font = pygame.font.Font(None, 100)
    x = ScoreBoard(all_pieces)
    while not pygame.event.get(QUIT):
        SCREEN.fill(WHITE)
        text = font.render("Final Score:", True, GREEN)
        text_rect = text.get_rect()
        text_x = SCREEN.get_width() / 2 - text_rect.width / 2
        text_y = SCREEN.get_height() / 2 - text_rect.height / 2
        SCREEN.blit(text, [text_x, text_y])
        x.draw(x=text_x, y=text_y + 80, w=200)
        font = pygame.font.SysFont("Comicsansms", 100)
        SCREEN.blit(text, [text_x, text_y])
        pygame.display.flip()
    pygame.quit()
    exit(0)
Exemple #8
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 def draw(self):
     # Draws the button
     # If the mouse is within the boundaries of the button it changes
     # to its active colour 'ac'
     mouse = pygame.mouse.get_pos()
     if self._x + self._w > mouse[0] > self._x and \
        self._y + self._h > mouse[1] > self._y:
         pygame.draw.rect(SCREEN, self._ac,
                          (self._x, self._y, self._w, self._h), self._s)
     else:
         pygame.draw.rect(SCREEN, self._c,
                          (self._x, self._y, self._w, self._h), self._s)
     small_text = pygame.font.Font("freesansbold.ttf", 20)
     text_surf, text_rect = self.text_objects(self._msg, small_text)
     text_rect.center = ((self._x + (self._w / 2)),
                         (self._y + (self._h / 2)))
     SCREEN.blit(text_surf, text_rect)
     return None
Exemple #9
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 def draw_genie(self):
     """Draws the genie on the board depending on who has the genie.
         If no-one has the genie, a lamp is placed in the middle.
     """
     if self.genie_owner == "red":
         SCREEN.blit(
             GENIE_SMALL,
             (self.home_coords[0][0] + 57, self.home_coords[0][1] + 89))
     elif self.genie_owner == "green":
         SCREEN.blit(
             GENIE_SMALL,
             (self.home_coords[4][0] + 57, self.home_coords[4][1] + 89))
     elif self.genie_owner == "yellow":
         SCREEN.blit(
             GENIE_SMALL,
             (self.home_coords[8][0] + 57, self.home_coords[8][1] + 89))
     elif self.genie_owner == "blue":
         SCREEN.blit(
             GENIE_SMALL,
             (self.home_coords[12][0] + 57, self.home_coords[12][1] + 89))
     else:
         SCREEN.blit(LAMP_SMALL, (CENTRE[0] - 37, CENTRE[1] - 37))
Exemple #10
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    def show_start_screen(self):
        FPSCLOCK = pygame.time.Clock()
        title_font = pygame.font.SysFont("Arial", 100)
        colours = [RED, GREEN, YELLOW, BLUE]
        index = 0
        while True:
            SCREEN.fill(WHITE)
            title_surf = title_font.render('Ludo!', True, colours[index])
            title_surf_rect = title_surf.get_rect()
            title_surf_rect.center = (BOARD_WIDTH / 2, BOARD_HEIGHT / 2)
            SCREEN.blit(title_surf, title_surf_rect)

            if self.connection.my_player is not None:
                pygame.event.get()
                return
            if pygame.event.get(QUIT):
                self.terminate()
                return

            index = (index + 1) % 4
            pygame.display.update()
            FPSCLOCK.tick(5)
Exemple #11
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    def show_start_screen(self):
        """Shows the start screen whent game first starts.

        It shows the word LUDO in flashing colours. Once the player
        connects to the server, the screen goes away."""
        FPSCLOCK = pygame.time.Clock()
        title_font = pygame.font.SysFont("Arial", 100)
        colours = [c.RED, c.GREEN, c.YELLOW, c.BLUE]
        index = 0
        while True:
            SCREEN.fill(c.WHITE)
            title_surf = title_font.render('Ludo!', True, colours[index])
            title_surf_rect = title_surf.get_rect()
            title_surf_rect.center = (c.BOARD_WIDTH / 2, c.BOARD_HEIGHT / 2)
            SCREEN.blit(title_surf, title_surf_rect)

            if self.connection.my_player is not None:
                pygame.event.get()
                return
            if pygame.event.get(pygame.QUIT):
                self.terminate()
            index = (index + 1) % 4
            pygame.display.update()
            FPSCLOCK.tick(5)
Exemple #12
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    def run(self):
        """This is the main game method.

        It draws the board, pieces and the buttons. It also shows the dice
        rolling animation.
        """
        while True:
            try:
                SCREEN.fill(c.WHITE)
                SCREEN.blit(c.BG, (c.INDENT_BOARD, c.INDENT_BOARD))
                self.board.draw_board(self.colour_check)
                self.colour_check = (self.colour_check + 1) % c.FLASH_RATE
                self.draw_scoreboard(self.all_pieces, 900, 500, 100, 30)
                self.board.PLAYER_FIELD.draw()
                OUTPUT = self.board.ROLL_BUTTON.click()
                if OUTPUT is not None:
                    self.board.dice_object.dice.roll_dice_gif(OUTPUT, self.IN, 900, 230)
                self.board.dice_object.display_dice(900, 230, self.connection.current_dice)
                # draw remain time
                if not self.p.empty():
                    message = self.p.get()  # receive a data and reset the timer
                    if message != "time":
                        self.text = self.font.render(message, True, (0, 128, 0))
                SCREEN.blit(self.text, (900, 20))

                pygame.display.update()

                for event in pygame.event.get():
                    if event.type == pygame.QUIT:
                        self.terminate()
                    elif event.type == pygame.KEYDOWN:
                        if event.key == pygame.K_a:
                            self.board.move_piece(1, 1)
                        if event.key == pygame.K_s:
                            self.board.move_piece(4, 6)
                        if event.key == pygame.K_d:
                            self.board.move_piece(8, 1)
                        if event.key == pygame.K_f:
                            self.board.move_piece(12, 1)
                        if event.key == pygame.K_g:
                            self.board.move_piece(2, 1)
                        if event.key == pygame.K_h:
                            self.board.move_piece(3, 1)
                    elif event.type == pygame.MOUSEBUTTONDOWN:
                        if self.connection.my_player.turn_token is True and self.connection.my_player.diceroll_token is False:
                            x, y = event.pos
                            print(x, y)
                            for num in range(self.connection.my_player.low_range, self.connection.my_player.low_range + 4): #e.g for "red" - range(0, 4), for "green" - range(4, 8)
                                piece = self.connection.my_player.my_pieces[num - self.connection.my_player.low_range] #gets index 0-3 to use my_pieces.
                                pos = piece.get_position()
                                if piece.movable:
                                    if piece.image.get_width() == 64:
                                        if pos is not None and piece.image.get_rect(topleft=(coOrds[pos][0]-7, coOrds[pos][1]-25)).collidepoint(x, y): #If you clicked a piece, move them (if you rolled)
                                            self.click_piece(num, piece)
                                            break
                                        elif piece.image.get_rect(topleft=(self.board.home_coords[num])).collidepoint(x, y) and self.connection.my_player.roll == 6: #If you clicked a piece in home and you rolled 6, move them out.
                                            self.board.move_piece(num, self.connection.my_player.roll)
                                            self.connection.send_out(num, self.connection.my_player.start)
                                            self.connection.end_roll()
                                            print("Home", piece.get_steps_from_start())
                                            break
                                    else:
                                        if piece.image.get_rect(topleft=(coOrds[pos][0], coOrds[pos][1])).collidepoint(x, y): #If you clicked a piece, move them (if you rolled)
                                            self.click_piece(num, piece)
                                            break
                    self.clock.tick(c.FPS)
            except pygame.error as e:
                print(e)
                continue
 def connection_handler(self):
     """This function controls all data received from the server, and updates
     the client-side program accoridng to the received JSON messages.
     When referring to JSON message comments, if the symbols <> are used,
     it implies that the data is dynamic, and what will be in there depends
     on the player colour, roll of the dice etc."""
     colors = ["red", "green", "yellow", "blue"]
     while True:
         data = self.sock.recv(4096).decode()  # decodes received data.
         print(data)
         msg = json.loads(data)
         self.q.put("already push a button"
                    )  # tell the time out function to reset the time
         # Start implies it is the first message of the game.
         # The message comes in the form {"start":True,"Colour":<colour>}
         if "start" in msg:
             names = msg["names"]
             self.my_player = Player(msg["Colour"],
                                     names[colors.index(msg["Colour"])],
                                     self.ALL_PIECES, names)
             self.board.my_player = self.my_player
             print(self.my_player.name, self.my_player.colour)
         # Messages come of the form {"turn_token":True,"Colour":<colour>}.
         # This tells all games which player's turn it is.
         if "turnToken" in msg:
             # If msg["Colour"] is this client's colour, then it is their turn.
             if msg["Colour"] == self.my_player.colour:
                 self.board.PLAYER_FIELD.set_msg("MY TURN")
                 self.my_player.turn_token = True
                 self.my_player.diceroll_token = True
             else:
                 self.board.PLAYER_FIELD.set_msg(msg["Colour"] + "'s turn")
             self.current_player = msg["Colour"]
             self.board.current_player = msg["Colour"]
         # This message is a response to pressing the "ROLL" button.
         # It comes in the form {"dicenum":<number between 1-6>,"Colour":<colour>}
         if "dicenum" in msg:
             roll = msg["dicenum"]
             self.my_player.roll = roll  # Assigns value of dice roll to self
             genie_status = msg[
                 "genie_result"]  # genie_status is either "take", "return" or None
             if genie_status == "take" and self.board.genie_owner is None:
                 # If you roll to take the genie and no one currently has it
                 SCREEN.blit(GENIE_BIG, (950, 50))
                 self.board.genie_owner = msg["Colour"]  # Take the genie
                 for num in range((LOW_RANGES[msg["Colour"]]),
                                  (LOW_RANGES[msg["Colour"]]) + 4):
                     self.ALL_PIECES[num].genie = True
             elif genie_status == "return" and self.board.genie_owner == msg[
                     "Colour"]:
                 # If you roll to give back the genie and you own it
                 SCREEN.blit(LAMP_BIG, (950, 50))
                 self.board.genie_owner = None  # The genie goes back to the centre
                 for num in range((LOW_RANGES[msg["Colour"]]),
                                  (LOW_RANGES[msg["Colour"]]) + 4):
                     self.ALL_PIECES[num].genie = False
             self.current_dice = ROLL_TO_IMG[
                 roll]  # updates the dice image.
             # If the dicenum is for this player, then react accordingly.
             if msg["Colour"] == self.my_player.colour:
                 self.pieces_playable()
         # This message is broadcast by the server if a player sends out a piece from their home.
         # It comes in the form {"Sendout":<piece-number>,"pos":<startposition>}
         if "Sendout" in msg:
             piece = msg["Sendout"]
             pos = msg["pos"]
             self.ALL_PIECES[piece].set_position(pos)
             self.board.check_conflict(self.ALL_PIECES[piece])
             if self.my_player.roll == 6:
                 self.my_player.diceroll_token == True
         # This message is broadcast if a player moves a piece.
         # As the player moves it's own pieces, they only react to other
         if "Movement" in msg and msg["Colour"] != self.my_player.colour:
             # It comes in the form {"Movement":<piecenum>,
             # "Moveforward":<number-of-steps-to-move>,"Colour":<colour>}
             # player's movements.
             steps = msg["Moveforward"]
             num = msg["Movement"]
             self.board.move_piece(num, steps)
             if self.my_player.roll == 6:
                 self.my_player.diceroll_token == True
         if "Player_Won" in msg:
             print(msg)
Exemple #14
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 def connection_handler(self):
     """This function controls all data received from the server, and updates
     the client-side program accoridng to the received JSON messages.
     When referring to JSON message comments, if the symbols <> are used,
     it implies that the data is dynamic, and what will be in there depends
     on the player colour, roll of the dice etc."""
     while True:
         data = self.sock.recv(4096).decode()  # decodes received data.
         print(data)
         msg = json.loads(data)
         self.q.put("already push a button"
                    )  # tell the time out function to reset the time
         # Start implies it is the first message of the game.
         # The message comes in the form {"start":True,"Colour":<colour>}
         if "start" in msg:
             self.my_player = Player(msg["Colour"], "", self.ALL_PIECES)
             self.board.my_player = self.my_player
             print(self.my_player.name, self.my_player.colour)
         # Messages come of the form {"turn_token":True,"Colour":<colour>}.
         # This tells all games which player's turn it is.
         if "turnToken" in msg:
             # If msg["Colour"] is this client's colour, then it is their turn.
             if msg["Colour"] == self.my_player.colour:
                 self.board.PLAYER_FIELD.set_msg("MY TURN")
                 self.my_player.turn_token = True
                 self.my_player.diceroll_token = True
                 self.my_player.rollsleft = 1
                 print("rolls:", self.my_player.rollsleft, "-turnstaken:",
                       self.my_player.turnstaken)
             else:
                 self.board.PLAYER_FIELD.set_msg(msg["Colour"] + "'s turn")
             self.current_player = msg["Colour"]
             self.board.current_player = msg["Colour"]
         # This message is a response to pressing the "ROLL" button.
         # It comes in the form {"dicenum":<number between 1-6>,"Colour":<colour>}
         if "dicenum" in msg:
             roll = msg["dicenum"]
             genie_status = msg[
                 "genie_result"]  # genie_status is either "take", "return" or None
             if genie_status == "take" and self.board.genie_owner is None:
                 # If you roll to take the genie and no one currently has it
                 SCREEN.blit(GENIE_BIG, (950, 50))
                 self.board.genie_owner = msg["Colour"]  # Take the genie
                 for num in range((LOW_RANGES[msg["Colour"]]),
                                  (LOW_RANGES[msg["Colour"]]) + 4):
                     self.ALL_PIECES[num].genie = True
             elif genie_status == "return" and self.board.genie_owner == msg[
                     "Colour"]:
                 # If you roll to give back the genie and you own it
                 SCREEN.blit(LAMP_BIG, (950, 50))
                 self.board.genie_owner = None  # The genie goes back to the centre
                 for num in range((LOW_RANGES[msg["Colour"]]),
                                  (LOW_RANGES[msg["Colour"]]) + 4):
                     self.ALL_PIECES[num].genie = False
             self.current_dice = ROLL_TO_IMG[
                 roll]  # updates the dice image.
             # If the dicenum is for this player, then react accordingly.
             if msg["Colour"] == self.my_player.colour:
                 self.pieces_playable()
         # This message is broadcast by the server if a player sends out a piece from their home.
         # It comes in the form {"Sendout":<piece-number>,"pos":<startposition>}
         if "Sendout" in msg:
             piece = msg["Sendout"]
             pos = msg["pos"]
             self.ALL_PIECES[piece].set_position(pos)
             self.board.check_conflict(self.ALL_PIECES[piece])
             if roll == 6:
                 self.my_player.rollsleft += 1
         # This message is broadcast if a player moves a piece.
         # As the player moves it's own pieces, they only react to other
         if "Movement" in msg and msg["Colour"] != self.my_player.colour:
             # It comes in the form {"Movement":<piecenum>,
             # "Moveforward":<number-of-steps-to-move>,"Colour":<colour>}
             # player's movements.
             steps = msg["Moveforward"]
             num = msg["Movement"]
             self.board.move_piece(num, steps)
             if roll == 6:
                 self.my_player.rollsleft += 1
         if "Player_Won" in msg:
             print(msg)
         if msg == "time is running out" and self.my_player.turn_token == True:
             # this is the time out function
             # either randomly pick a pieces or roll a
             print("success")
             print(self.my_player.rollsleft)
             if self.my_player.rollsleft == 1:
                 self.board.dice_object.roll_dice()
                 print("here")
                 continue  # send out a message and jump to the next loop
             self.pieces_playable()
             print(len(self.my_player.movable_pieces_array))
             if len(self.my_player.movable_pieces_array) != 0:
                 i = self.my_player.movable_pieces_array[randint(
                     0,
                     len(self.my_player.movable_pieces_array) - 1)]
                 print(i)
                 self.my_player.turnstaken += 1
                 if self.ALL_PIECES[i].position == None:
                     print("from home")
                     self.send_out(i, self.my_player.start)
                     self.my_player.roll = 0
                     self.ALL_PIECES[i].set_position(self.my_player.start)
                     self.ALL_PIECES[i].steps_from_start = 0
                     print("piece sent out - rolls:",
                           self.my_player.rollsleft, "-turnstaken:",
                           self.my_player.turnstaken)
                     if self.my_player.turnstaken >= 3:
                         _thread.start_new_thread(self.end_turn, ())
                         print("endturn")
                 else:
                     self.board.move_piece(i, self.my_player.roll)
                     print("from board")
                     if self.my_player.roll != 0:
                         self.my_player.turnstaken += 1  # Player moved piece, increase turnstaken
                         print("piece moved after update rolls:",
                               self.my_player.rollsleft, "-turnstaken:",
                               self.my_player.turnstaken)
                         self.send_movement(i, self.my_player.roll)
                     if self.my_player.turnstaken == 3 or self.my_player.rollsleft == 0:  # End turn if player has no rolls left, or they've already taken 3 turns.
                         _thread.start_new_thread(self.end_turn, ())
                     else:
                         self.my_player.roll = 0
                 continue
             else:
                 _thread.start_new_thread(self.end_turn, ())
Exemple #15
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 def display_dice(self, x, y, img):
     SCREEN.blit(img, (x, y))