Esempio n. 1
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	def __init__(this,wid=None,hei=None,mines=None,difficulty=None):
		this.grid = []
		this.foundMine = False # used to alert game when you lose, hope to never have to use it...
		this.numRevealed = 0 # you win when numRevealed = w * h - totalMines
		this.mines = []
		this.startedGame = False
		if (wid and hei and mines):
			this.h = hei
			this.w = wid
			this.numMines = mines
			this.totalMines = mines
		elif not difficulty is None:
			if difficulty is 0:
				this.h = 9
				this.w = 9
				this.numMines = 10
			elif difficulty is 1:
				this.h = 16
				this.w = 16
				this.numMines = 40
			elif difficulty is 2:
				this.h = 30
				this.w = 16
				this.numMines = 99
			this.totalMines = this.numMines
		for y in range(this.w):
			this.grid.append([])
			for x in range(this.h):
				tempSq = Square(0,vis=False)
				tempSq.setPosition(x,y)
				this.grid[y].append(tempSq)
Esempio n. 2
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def start():
    inputString = """Press
    "'s' for Square
    "'rt' for Rectangle
    "'rh' for Rhombus
    "'p' for Parellelogram
    "'t' for Trapezoid
    "'qq' to Quit
    "- """

    userInput = str(input(inputString))
    while userInput != 'qq':
        if userInput == 's':
            Square.start(board, turtle)
        elif userInput == 'rt':
            Rectangle.start(board, turtle)
        elif userInput == 'rh':
            Rhombus.start(board, turtle)
        elif userInput == 'p':
            Parallelogram.start(board, turtle)
        elif userInput == 't':
            Trapezoid.start(board, turtle)
        else:
            pass

        userInput = str(input(inputString))
Esempio n. 3
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    def _update_board(self, x, y):
        """
        Expose squares after one move.
        """

        # expose given square
        self._expose_square(x, y)

        # create a list of exposed squares
        squares = [Square(x, y, self.neighboring_mine_counts[x][y])]

        # if the square has a mine as a neighour we end up the update
        if self.neighboring_mine_counts[x][y] != 0:
            return squares

        # if have an explosion we end the update
        if self.mines_positions[x][y]:

            self._explosion = True
            return squares

        # exposing algorithm
        # push initial square in the stack, like dfs
        stack = [(x, y)]

        while len(stack) > 0:
            (x, y) = stack.pop()  # remove top of the stack

            for dx, dy in itertools.product([-1, 0, 1], [-1, 0, 1]):

                if dx == 0 and dy == 0:  # same as x and y
                    continue

                next_x = x + dx
                next_y = y + dy

                if self._is_inside_the_board(next_x, next_y):  # valid position

                    if not self.exposed_squares[next_x][
                            next_y]:  # not previously exposed

                        self._expose_square(next_x,
                                            next_y)  # expose the new square

                        squares.append(
                            Square(
                                next_x, next_y,
                                self.neighboring_mine_counts[next_x][next_y])
                        )  # add it on the exposed squares list

                        if self._test_if_neighbor_count_is_0(
                                next_x, next_y
                        ):  # we add it on the stack only if it has no mine neighbours
                            stack.append((next_x, next_y))

        # Returns a list of squares that have been exposed
        return squares
Esempio n. 4
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 def emptyspace(self, inexterior="ExteriorSpace"):
     extsq = []
     for i in range(self.height):
         for j in range(self.width):
             sq = self.getSquare(j, i)
             if sq.getTerrain().name == inexterior:
                 if inexterior == "ExteriorSpace"  and sq.hasequipment():
                      sq.takeequipment()
                 extsq.append(sq)
     return(extsq)
Esempio n. 5
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	def addMines(this,x,y): #parameters signify spot that was clicked, don't add mines around it
		minesToPlace = this.numMines
		while(minesToPlace>0):
			randY = random.randint(0,this.h-1)
			randX = random.randint(0,this.w-1)
			if this.grid[randX][randY].number != -1 and not (randY in range(y-1,y+2) and randX in range(x-1,x+2)):
				tempMine = Square(-1)
				tempMine.setPosition(randX,randY)
				this.mines.append(tempMine)
				this.grid[randX][randY] = tempMine
				minesToPlace-=1
Esempio n. 6
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 def __init__(self):
     self.square = Square(SQUARE_X, SQUARE_Y, SQUARE_HEIGHT, SQUARE_WIDTH,
                          [0, 0], SQUARE_SPEED)
     self.missiles = []
     self.display = Display(SCREEN_WIDTH, SCREEN_HEIGHT)
     self.done_game = True
     self.done_all = False
     self.time_between_missiles = TIME_BETWEEN_MISSILES
     self.time_last_missile = 0
     self.score = 0
     self.client = Client()
Esempio n. 7
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def clean_board():
    # Initialize values in the board
    new_grid = [[0 for j in range(0, 9)] for i in range(0, 9)]

    for sq_x in range(0, 9):  # 0, 1, 2, 3, ...,8
        for sq_y in range(0, 9):
            if grid[sq_y][sq_x] != 0:
                new_grid[sq_y][sq_x] = sq.Square(sq_x, sq_y, grid[sq_y][sq_x],
                                                 False)
            else:
                new_grid[sq_y][sq_x] = sq.Square(sq_x, sq_y, 0, True)
    return new_grid
Esempio n. 8
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def extendRowRight(inputList):
  input = inputList[0]
  square = parseSquare(input)
  
  if len(inputList[1::]) > 0:
    square.nextSquare = extendRowRight(inputList[1::])
    return square
  else:
    endSquare = Square()
    endSquare.tile = '$'
    square.nextSquare = endSquare
    return square
def extendRowRight(inputList):
    input = inputList[0]
    square = parseSquare(input)

    if len(inputList[1::]) > 0:
        square.nextSquare = extendRowRight(inputList[1::])
        return square
    else:
        endSquare = Square()
        endSquare.tile = '$'
        square.nextSquare = endSquare
        return square
Esempio n. 10
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 def drawMap(self):
     y = self.y
     for i in range(self.size):
         row = []
         x = self.x
         for j in range(self.size):
             square = Square(self.canvas, x, y)
             row.append(square)
             x += 2 * square.getSize() + self.padding
         y += 2 * square.getSize() + self.padding
         self.map.append(row)
     self.map[self.start.x][self.start.y].setState(Type.Start)
     self.map[self.goal.x][self.goal.y].setState(Type.Goal)
Esempio n. 11
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	def __init__(this,wid=9,hei=9,mines=10):
		this.grid = []
		this.numMines = mines
		this.mines = []
		this.startedGame = False
		this.h = hei
		this.w = wid
		for y in range(wid):
			this.grid.append([])
			for x in range(hei):
				tempSq = Square(0,vis=False)
				tempSq.setPosition(x,y)
				this.grid[y].append(tempSq)
Esempio n. 12
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def main(argv):
    radius = ''
    side = ''
    age = ''
    material = ''

    try:
        opts, args = getopt.getopt(argv, "hr:s:a:m:",
                                   ["radius=", "side=", "age=", "material="])
    except getopt.GetoptError:
        print("Error")
        usage()
        sys.exit(2)

    for opt, arg in opts:
        if opt == '-h':
            usage()
            sys.exit()
        elif opt in ("-r", "--radius"):
            radius = int(arg)
        elif opt in ("-s", "--side"):
            side = int(arg)
        elif opt in ("-a", "--age"):
            age = int(arg)
        elif opt in ("-m", "--material"):
            material = str(arg)

    square = Square(side)
    metal = Metal(material)
    ancientObject = AncientObject(age, metal)
    myCoin = ClassicalChinaCoin(radius, square, ancientObject)
    print(myCoin.toString())

    if myCoin.isValid():
        print("\nCoin is Valid")
    else:
        print("\nCoin is Invalid")

    square.setSide(2)
    metal.setMaterial("gold")
    ancientObject.setAge(700)
    ancientObject.setMetal(metal)
    myCoin.setRadius(5)
    myCoin.setSquare(square)
    myCoin.setAncientObject(ancientObject)

    print("\n" + myCoin.toString())

    ancientObject.destroy()
    print("\nCoin Destroyed\n\n" + myCoin.toString())
def main(argv):
   radius = ''
   side = ''
   material = ''

   try:
      opts, args = getopt.getopt(argv,"hr:s:m:",["radius=", "side=", "material="])
   except getopt.GetoptError:
      usage()
      sys.exit(2)

   for opt, arg in opts:
      if opt == '-h':
         usage()
         sys.exit()
      elif opt in ("-r", "--radius"):
         radius = arg
      elif opt in ("-s", "--side"):
         side = arg
      elif opt in ("-m", "--material"):
         material = arg

   square = Square.Square(int(side))
   coin = SpecialChinaCoin.SpecialChinaCoin(material, float(radius), square)
   print (coin.toString())
   print("-----------")

   coin.changeMaterial("gold");
   print (coin.toString())
   print("-----------")

   coin.enlarge(3)
   print (coin.toString())
   print("-----------")
Esempio n. 14
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    def hypermutants(self, wave):
        import HyperRadioactiveMutant

        if wave == 3:
            glomin = 10
        else:
            glomin = 7

        for mutidx in range(len(self.__mutants)):
            # Don't convert them more than once.
            if not isinstance(self.__mutants[mutidx], HyperRadioactiveMutant.HyperRadioactiveMutant):
                hypmutie = HyperRadioactiveMutant.HyperRadioactiveMutant(self.__mutants[mutidx], glomin)
                sq = self.__mutants[mutidx].square
                sq.removePiece()
                hypmutie.setPosition(sq)
                self.__mutants[mutidx] = hypmutie
Esempio n. 15
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 def initEmptyBoard(self):
     board = [FirstSquare(0)]
     for player in self.players:
         board[0].enter(player)
     for i in range(1, self._size):
         board.append(Square(i))
     return board
Esempio n. 16
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 def button_pres(self):
     """
     operating when the user clicked on the create
     button to create a shape or to change it
     if values are incorrect show msg in the screen
     """
     x = self.x_start.get()
     y = self.y_start.get()
     side = self.side.get()
     color = self.color.get()
     line = self.line.get()
     if x.isdigit() and y.isdigit() and side.isdigit(
     ) and color is not "" and color in COLORS and line in COLORS and int(
             x) < 1001 and int(y) < 916:
         if self.shape is not None:
             self.canv.delete(self.shape)
             self.data.delete_value(self.shape)
         obj = [
             Square(int(x), int(y), int(side), color, line),
             [int(x), int(y), int(side), color, line]
         ]
         obj_val = obj[0].draw_me(self.canv)
         self.data.set_value(obj_val, obj)
         destroy_Creat_Square()
     else:
         self.txt_Square.configure(text="invalid values")
Esempio n. 17
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File: Board.py Progetto: Neyri/chess
 def init_squares(self):
     # Init the squares
     for i in range(8):
         self.board.append([])
         for j in range(8):
             cell = Square(i, j)
             self.board[i].append(cell)
Esempio n. 18
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def main(args):
    # Get options
    options = OPTIONS.copy()

    # Set debug level
    set_log_active(options["debug"])

    print 'Solving %s for the %s problem.' % (solver_name, problem_name)
    # Create problem and solver
    problem = Square.Problem(options)
    solver = Heat.Solver(options)

    # Solve problem with solver
    wct = time()
    w = solver.solve(problem)

    # Compute elapsed time
    wct = time() - wct

    sys.stdout.flush()
    sys.stdout.write('\033[K')
    print 'Solved %s for the %s problem in %g seconds.' % (solver_name,
                                                           problem_name, wct)

    return 0
Esempio n. 19
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    def fill_empty_spaces(self, field_info):
        l.debug("Filling empty spaces with zeroes...")

        # Fill any empty spots with the previously extracted coordinates such that 
        # the result is the complete game field.
        for row_index in range(0, len(self._initial_squares)):
            for column_index in range(0, len(self._initial_squares[row_index])):
                stored = self._initial_squares[row_index][column_index]
                checked_stored = Square(stored.center_coordinates, 0, False)
                
                # Empty fields at the ends must be added manually.
                if column_index >= len(field_info[row_index]):
                    field_info[row_index].append(checked_stored)
                else:
                    new = field_info[row_index][column_index]
                    difference_x = abs(new.center_coordinates[0] - stored.center_coordinates[0])

                    # Distance greater than the previously calculated distance means 
                    # that an entry is missing here.
                    if difference_x >= self._initial_square_width:
                        field_info[row_index].insert(column_index, checked_stored)

        # Crude display of the result.
        l.debug("Filling results: {} rows with {} columns".format(len(field_info), list(map(lambda x: len(x), field_info))))
        for row in field_info:
            line = ""
            for column in row:
                if column.is_unchecked:
                    line += "?"
                else:
                    line += str(column.value)
            l.debug(line)
Esempio n. 20
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 def residentmutants(self):
     muties = []
     for i in range(self.height):
         for j in range(self.width):
             sq = self.getSquare(j, i)
             if sq.isOccupied() and sq.piece.name == "Mutant":
                 muties.append(sq.piece)
     return(muties)
Esempio n. 21
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    def __init__(self, window):
        self.window = window
        '''
        The game board is made up of 4 rows and 4 columns - 16 squares,
        with 15 labelled images (1 to 15) and a blank square image.
        However, because Python lists and tuples start at zero, the squares
        are internally numbered (indexed) 0 to 15, like this:
             0  1  2  3
             4  5  6  7
             8  9 10 11
            12 13 14 15
        (A Square is an area of the window, each contains a tile, which is movable.)

        The following is a dict of squareNumber:tuple.  Each tuple contains all
        moves (vertical and horizontal neighbors) that can switch with this square.
        For example, for Square 0, only Squares 1 and 4 are legal moves.
        '''

        LEGAL_MOVES_DICT = {
            0: (1, 4),
            1: (0, 2, 5),
            2: (1, 3, 6),
            3: (2, 7),
            4: (0, 5, 8),
            5: (1, 4, 6, 9),
            6: (2, 5, 7, 10),
            7: (3, 6, 11),
            8: (4, 9, 12),
            9: (5, 8, 10, 13),
            10: (6, 9, 11, 14),
            11: (7, 10, 15),
            12: (8, 13),
            13: (9, 12, 14),
            14: (10, 13, 15),
            15: (11, 14)
        }

        yPos = Game.START_TOP
        self.squaresList = []

        # Create list of Square objects
        for row in range(0, 4):
            xPos = Game.START_LEFT
            for col in range(0, 4):
                squareNumber = (row * 4) + col
                legalMovesTuple = LEGAL_MOVES_DICT[squareNumber]
                oSquare = Square(self.window, xPos, yPos, squareNumber,
                                 legalMovesTuple)
                self.squaresList.append(oSquare)
                xPos = xPos + SQUARE_WIDTH
            yPos = yPos + SQUARE_HEIGHT

        self.soundTick = pygame.mixer.Sound('sounds/tick.wav')
        self.soundApplause = pygame.mixer.Sound('sounds/applause.wav')
        self.soundNope = pygame.mixer.Sound('sounds/nope.wav')

        self.playing = False
        self.startNewGame()
Esempio n. 22
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 def create_grid(self):
     """
     Creates the whole grid
     :return: None
     """
     for i in range(4):
         for j in range(4):
             square = Square(i, j)
             self.grid.append(square)
Esempio n. 23
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    def draw_board(self):
        '''draws the board on the canvas'''
        self._canvas.delete(tkinter.ALL)
        self.square_list = []

        #updates the game information window
        self._white_score.set(self.gamestate._white_score)
        self._black_score.set(self.gamestate._black_score)
        self._current_color.set(self.gamestate.current_color)

        for y in range(self.gamestate.board_rows):
            for x in range(self.gamestate.board_columns):
                #Find fractional coordinates for drawing one square/circle
                min_x = x / self.gamestate.board_columns
                min_y = y / self.gamestate.board_rows
                max_x = (x + 1) / self.gamestate.board_columns
                max_y = (y + 1) / self.gamestate.board_rows

                #create coordinate objects
                tlc = coordinate.from_frac(min_x, min_y)
                brc = coordinate.from_frac(max_x, max_y)

                #find current canvas dimensions
                width = self._canvas.winfo_width()
                height = self._canvas.winfo_height()

                #find the absolute coordinates given current canvas dimensions
                #and coordinate objects of top-left corner and bottom-right corner
                tlc_x, tlc_y = tlc.absolute(width, height)
                brc_x, brc_y = brc.absolute(width, height)

                #determines the color of the circle
                color = '#68daae'
                if self.gamestate.board[y][x] == 'black':
                    color = 'black'
                elif self.gamestate.board[y][x] == 'white':
                    color = 'white'

                #creates a Square object to register click positions
                #creates an oval and rectangle to draw the piece and lines, respectively
                self.square_list.append(
                    Square.Square(tlc, brc, width, height, x, y))
                self._canvas.create_rectangle(tlc_x,
                                              tlc_y,
                                              brc_x,
                                              brc_y,
                                              fill='#ff6b62')
                self._canvas.create_oval(tlc_x,
                                         tlc_y,
                                         brc_x,
                                         brc_y,
                                         fill=color)

        #after drawing the board, checks if the game is over

        if self.gamestate.game_over():
            self._winner.set(self.gamestate.find_winner())
Esempio n. 24
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 def __init__(self):
     self.__playboard = list()
     self.__stack = list()
     self.King = {Color.BLACK: None, Color.WHITE: None}
     for i in range(8):
         self.__playboard.append([])
         for j in range(8):
             self.__playboard[i].append(Square((i, j)))
     self.readyToPlay()
     self.__stack.append(self.playboard)
Esempio n. 25
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 def clear(self):
     for i in range(0, 8):
         for j in range(8, 0, -1):
             if j == 8:
                 self.squares[(Board.letters[i],
                               j)] = Square.Square(Board.startingPieces[i],
                                                   "black")
             elif j == 1:
                 self.squares[(Board.letters[i],
                               j)] = Square.Square(Board.startingPieces[i],
                                                   "white")
             elif j == 7:
                 self.squares[(Board.letters[i],
                               j)] = Square.Square("Pawn", "black")
             elif j == 2:
                 self.squares[(Board.letters[i],
                               j)] = Square.Square("Pawn", "white")
             else:
                 self.squares[(Board.letters[i], j)] = Square.Square("0")
Esempio n. 26
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 def update_square_index(self):
     for i in range(0, self.height):
         if i > 0:
             self.index -= 8
         for j in range(0, self.width):
             # Initialization: Aim to make 12 independent squares
             temp = sq.Square()
             self.matrix[i][j] = temp
             self.matrix[i][j].pos_update(self.index)
             self.index += 1
def main(argv):
    radius = ''
    side = ''
    age = ''
    material = ''   

    try:
        opts, args = getopt.getopt(argv,"hr:s:a:m:",["radius=", "side=", "age=", "material="])
    except getopt.GetoptError:
        usage()
            
    for opt, arg in opts:
        if opt == '-h':
            usage()
            sys.exit()
        elif opt in ("-r", "--radius"):
            radius = arg
        elif opt in ("-s", "--side"):
            side = arg
        elif opt in ("-a", "--age"):
            age = arg
        elif opt in ("-m", "--material"):
            material = arg    

    print("***** My Coin by default *****")
    square = Square.Square(1)
    metal = Metal.Metal('cupper')
    myCoin = ClassicalChinaCoin.ClassicalChinaCoin(3, square, 600, metal)
    print (myCoin.toString())
    if myCoin.isValid():
        print("My coin is valid.")
    else:
        print("My coin is invalid.")
    print("------------------")
    
    print("***** Change my coin *****")
    myCoin.setRadius(radius)
    myCoin.getSquare().setSide(side)
    myCoin.setAge(age)
    myCoin.getMetal().changeMaterial(material);
    print (myCoin.toString())
    if myCoin.isValid():
        print("My coin is valid.")
    else:
        print("My coin is invalid.")
    print("-----------")

    print("***** Destroy my coin *****")
    myCoin.destroy()
    print (myCoin.toString())
    if myCoin.isValid():
        print("My coin is valid.")
    else:
        print("My coin is invalid.")
    print("-----------")
Esempio n. 28
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    def add_next_square_char(self, current_row):
        next_square_char = self.my_file.read(1)

        if (next_square_char == "\n"):
            #if we've reached the end of the line, end the loop
            return False
        else:
            #if we haven't reached the end of the line, add this Square to the row
            new_square_object = Square(next_square_char)
            current_row.append(new_square_object)
            return True
Esempio n. 29
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 def createGrid(self, file_name):
     types = [
         0, NORMAL_GRD_COST, MODERATE_GRD_COST, HARD_GRD_COST,
         LOCKED_GRD_COST
     ]
     data = open(r'data/' + file_name + '.txt')
     data = [line.split(',') for line in data.readlines()]
     for row in range(GRD_LENGTH):
         elements = []
         for column in range(GRD_LENGTH):
             value = int(data[row][column])
             elements.append(Square(value, types[value]))
         self.grid.append(elements)
def parseSquare(input):
    square = Square()
    if input == 'DW':
        square.wordBonus = 2
    elif input == 'TW':
        square.wordBonus = 3
    elif input == 'DL':
        square.letterBonus = 2
    elif input == 'TL':
        square.letterBonus = 3
    else:
        square.tile = input

    return square
Esempio n. 31
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    def __init__(self, x_pos, y_pos):
        # use a list to store all components of a grid
        self.x_pos = x_pos
        self.y_pos = y_pos
        self.square_lst = []
        self.ship_lst = []
        self.hit_lst = []

        # create squares
        for row in range(1,11):
            for col in "ABCDEFGHIJ":
                sq = Square.Square(x_pos, y_pos, (col, row)) # create a new Square object
                self.square_lst.append(sq) # append it to the list of squares
                x_pos += Constants.LENGTH; # set the x-coor of the next square
            x_pos = self.square_lst[0].x_pos # prepare for the next row
            y_pos += Constants.LENGTH
Esempio n. 32
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def main():
    '''
    For these lines, rearrange the arguments so that they are in the same
    order as the ones you passed in your __init__ functions.
    '''

    circle = Circle(3, True, "red")
    if circle.getFilled() == True:
        print("The", circle.getColor(), " circle has an area of",
              circle.area(), ", and a circumference of",
              circle.circumference())
    elif circle.getFilled() == False:
        print("The circle has an area of", circle.area(),
              ", a circumference of", circle.circumference())

    square = Square(5, False, "maroon")
    if square.getFilled() == True:
        print("The", square.getColor(), " square has an area of",
              square.area(), ", and a perimeter of", square.perimeter())
    elif square.getFilled() == False:
        print("The square has an area of", square.area(), ", a perimeter of",
              square.perimeter())
Esempio n. 33
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 def __init__(self, default=True, id=-1):
     self.cube = [
         Square.Square(1),
         Square.Square(2),
         Square.Square(3),
         Square.Square(4),
         Square.Square(5),
         Square.Square(6)
     ]
     self.queueReady = False
     self.sides = 6
     self.id = id
Esempio n. 34
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 def initBoard(self):
     i = 0
     for n in range(self.BoardHeight):
         ii = 0
         for m in range(self.BoardWidth):
             square = Square.Square(self, n, m)
             self.squares[str(square.m)+","+str(square.n)] = square
             square.setGeometry(ii, i, 40, 40)
             if ((m == 7 and n == 7) or
                 (m == 4 and n == 4) or (m == 4 and n == 10) or
                 (m == 10 and n == 4) or (m == 10 and n == 10)):
                 square.setNormal2()
             else:
                 square.setNormal()
             self.connect(square, QtCore.SIGNAL('clicked()'), self.play)
             ii = ii + 40
         i = i + 40
     print(self.board)
Esempio n. 35
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    def __init__(self):

        super(Board, self).__init__()

        self.__tab = []  # List containing the squares of the board
        color = "black"  # first color for A1

        # Computation of the color for each square of the board
        for i in range(8):
            if "white" in color:
                color = "black"
            else:
                color = "white"
            for j in range(8):
                if "white" in color:
                    color = "black"
                else:
                    color = "white"
                self.__tab.append(Square(color))
Esempio n. 36
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def parseSquare(input):
  square = Square()
  if input == 'DW':
    square.wordBonus = 2
  elif input == 'TW':
    square.wordBonus = 3
  elif input == 'DL':
    square.letterBonus = 2
  elif input == 'TL':
    square.letterBonus = 3
  else:
    square.tile = input
  
  return square
Esempio n. 37
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    def readMove(self):
        ok = 0
        while ok == 0:
            row = input("Give row(1-8)").strip()
            '''if row>='1' and row<='8':
                row=int(row)-1
                ok=1
            else:
                print("wrong row input")'''
            if row.isdigit():
                row = int(row)
                if row >= 1 and row <= 8:
                    row = row - 1
                    ok = 1
            else:
                print("wrong row input")
        OK = 0
        while OK == 0:
            col = input("Give col(a-h)").lower().strip()
            if col >= 'a' and col <= 'h':
                OK = 1
                if col == 'a':
                    col = 0
                elif col == 'b':
                    col = 1
                elif col == 'c':
                    col = 2
                elif col == 'd':
                    col = 3
                elif col == 'e':
                    col = 4
                elif col == 'f':
                    col = 5
                elif col == 'g':
                    col = 6
                elif col == 'h':
                    col = 7
            else:
                print("wrong col input")

        return Square(row, col)
Esempio n. 38
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 def __init__(self):
     self.agent = ag.Agent()
     self.index = 9
     self.width = 4
     self.height = 3
     # To create a map with 4*3 size
     self.matrix = np.array([[sq.Square()] * self.width] * self.height)
     self.squares = {
         1: self.matrix[2][0],
         2: self.matrix[2][1],
         3: self.matrix[2][2],
         4: self.matrix[2][3],
         5: self.matrix[1][0],
         6: self.matrix[1][1],
         7: self.matrix[1][2],
         8: self.matrix[1][3],
         9: self.matrix[0][0],
         10: self.matrix[0][1],
         11: self.matrix[0][2],
         12: self.matrix[0][3]
     }
Esempio n. 39
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 def clearmutants(self):
     for i in range(self.height):
         for j in range(self.width):
             sq = self.getSquare(j, i)
             if sq.isOccupied() and sq.piece.name == "Mutant":
                 sq.removePiece()