class LocalGame: #Constructor params: #@mode: 1 or 2, repping either 1 or 2 players #@difficulty = "Easy", "Normal" or "Hard"; only used if in 1P mode #@board_coordinates = starting (x,y) coordinate of the board #@screen = screen to blit to def __init__(self, mode, difficulty, screen, menu): self.mode = mode self.screen = screen self.current_player = None #x always goes first self.player = None self.pc = None self.menu = menu self.gameBoard = GameBoard() self.AI = MoveGenerator(difficulty) def run_game(self): clock = pygame.time.Clock() #Determine whether AI or player goes first self.determine_turns() '''Game Loop''' while (not (self.check_game_over() or self.check_tie()) and (self.menu.current_state != 0)): #Event Processing mouse_click = (0,0) mouse_position = pygame.mouse.get_pos() for event in pygame.event.get(): if event.type == pygame.QUIT: self.menu.current_state = -1 return if event.type == pygame.MOUSEBUTTONUP: mouse_click = mouse_position #Logic if (self.mode == 1): if (self.current_player == self.player): self.player_click(mouse_click[0], mouse_click[1]) else: self.pc_move() elif (self.mode == 2): try: mouse_x = mouse_click[0] mouse_y = mouse_click[1] self.player_click(mouse_x, mouse_y) except: pass #Drawing self.draw_background() self.draw_buttons() self.draw_buttons_hover(mouse_position[0], mouse_position[1]) self.draw_marker_hover(mouse_position[0], mouse_position[1]) self.gameBoard.draw_markers(self.screen, constants.BOARD_COORDINATES) if (self.check_game_over()): self.switch_turns() #Turn is switched after move, so switch back to draw winner correctly if (self.current_player == "x"): l = self.gameBoard.x_list else: l = self.gameBoard.o_list self.draw_win(l) pygame.display.flip() #If the game is over, pause for a moment to let player see that game is over if (self.check_game_over() or self.check_tie()): time.sleep(1) clock.tick(60) #For 1p, determine whether pc or player goes first. "x" always goes first def determine_turns(self): num = randint(1,10) if (num%2 == 0): self.player = "x" self.pc = "o" self.current_player = self.player else: self.player = "o" self.pc = "x" self.current_player = self.pc def check_game_over(self): if ((self.gameBoard.check_win(self.gameBoard.x_list, constants.WIN_POSITION_LIST)) or (self.gameBoard.check_win(self.gameBoard.o_list, constants.WIN_POSITION_LIST))): return True else: return False def check_tie(self): if (len(self.gameBoard.taken_positions_list) == 9) and (not (self.check_game_over())): return True else: return False def player_click(self, mouse_x, mouse_y): b_x = constants.BOARD_COORDINATES[0] b_y = constants.BOARD_COORDINATES[1] if b_x < mouse_x < (b_x + constants.TILE_DIMENSION): if (b_y < mouse_y < (b_y + constants.TILE_DIMENSION*3)) and ((((mouse_y - b_y) // 100)*3) not in self.gameBoard.taken_positions_list): position = ((mouse_y - b_y) // 100)*3 self.gameBoard.update_player_list(self.current_player, position) self.switch_turns() elif b_x + constants.TILE_DIMENSION < mouse_x < (b_x + 2*constants.TILE_DIMENSION): if (b_y < mouse_y < (b_y + constants.TILE_DIMENSION*3)) and (((((mouse_y - b_y) // 100)*3+1) not in self.gameBoard.taken_positions_list)): position = ((mouse_y - b_y) // 100)*3+1 self.gameBoard.update_player_list(self.current_player, position) self.switch_turns() elif b_x + 2*constants.TILE_DIMENSION < mouse_x < (b_x + 3*constants.TILE_DIMENSION): if (b_y < mouse_y < (b_y + constants.TILE_DIMENSION*3)) and (((((mouse_y - b_y) // 100)*3+2) not in self.gameBoard.taken_positions_list)): position = ((mouse_y - b_y) // 100)*3+2 self.gameBoard.update_player_list(self.current_player, position) self.switch_turns() elif (constants.GAME_BACK_ARROW_COOR[0] < mouse_x < constants.GAME_BACK_ARROW_COOR[0] + constants.BACK_ARROW.get_size()[0]): if (constants.GAME_BACK_ARROW_COOR[1] < mouse_y < constants.GAME_BACK_ARROW_COOR[1] + constants.BACK_ARROW.get_size()[1]): self.menu.current_state = 0 if (constants.GAME_RESET_COOR[0] < mouse_x < constants.GAME_RESET_COOR[0] + constants.RESET.get_size()[0]): if (constants.GAME_RESET_COOR[1] < mouse_y < constants.GAME_RESET_COOR[1] + constants.RESET.get_size()[1]): self.reset_game() def pc_move(self): if self.current_player == "x": AI_list = self.gameBoard.x_list player_list = self.gameBoard.o_list else: AI_list = self.gameBoard.o_list player_list = self.gameBoard.x_list time.sleep(0.2) pc_move = self.AI.generate_move(AI_list, player_list, self.gameBoard.taken_positions_list) self.gameBoard.update_player_list(self.current_player, pc_move) self.switch_turns() def draw_background(self): self.screen.blit(constants.BACKGROUND, (0,0)) self.screen.blit(constants.HEADING, constants.HEADING_COORDINATES) self.screen.blit(constants.TITLE, constants.TITLE_COORDINATES) self.screen.blit(constants.BOARD_SURFACE, constants.BOARD_COORDINATES) def draw_marker_hover(self, mouse_x, mouse_y): if (self.mode == 1): if (self.current_player == self.player): self.draw_marker_hover_helper(mouse_x, mouse_y) else: self.draw_marker_hover_helper(mouse_x, mouse_y) def draw_marker_hover_helper(self, mouse_x, mouse_y): if (self.current_player == "x"): hover_marker = constants.HOVER_EX else: hover_marker = constants.HOVER_OH self.gameBoard.draw_hover(mouse_x, mouse_y, hover_marker, self.screen, constants.BOARD_COORDINATES) def draw_markers(self): self.gameBoard.draw_markers(self.screen, constants.BOARD_COORDINATES) def draw_buttons(self): self.screen.blit(constants.BACK_ARROW, constants.GAME_BACK_ARROW_COOR) self.screen.blit(constants.RESET, constants.GAME_RESET_COOR) def draw_buttons_hover(self, mouse_x, mouse_y): if (constants.GAME_BACK_ARROW_COOR[0] < mouse_x < constants.GAME_BACK_ARROW_COOR[0] + constants.BACK_ARROW.get_size()[0]): if (constants.GAME_BACK_ARROW_COOR[1] < mouse_y < constants.GAME_BACK_ARROW_COOR[1] + constants.BACK_ARROW.get_size()[1]): self.screen.blit(constants.BACK_ARROW_HOVER, constants.GAME_BACK_ARROW_COOR) if (constants.GAME_RESET_COOR[0] < mouse_x < constants.GAME_RESET_COOR[0] + constants.RESET.get_size()[0]): if (constants.GAME_RESET_COOR[1] < mouse_y < constants.GAME_RESET_COOR[1] + constants.RESET.get_size()[1]): self.screen.blit(constants.RESET_HOVER, constants.GAME_RESET_COOR) def draw_win (self, given_list): gset = set(given_list) for item in constants.WIN_POSITION_LIST: wset = set(item) intersection = wset.intersection(gset) if (len(intersection) == 3): if (self.current_player == "x"): surface = constants.WINNING_EX else: surface = constants.WINNING_OH for i in intersection: self.gameBoard.draw_marker(self.current_player, i, self.screen, constants.BOARD_COORDINATES, surface) def reset_game(self): self.gameBoard.x_list = [] self.gameBoard.o_list = [] self.gameBoard.taken_positions_list = [] def switch_turns(self): if (self.current_player == self.player): self.current_player = self.pc else: self.current_player = self.player def change_difficulty(self, diff): self.AI.change_difficulty(diff)