def __init__(self): pygame.display.set_caption("SNAKE by Qelery") pygame.mouse.set_visible(False) self.window_dimensions = DEFAULT_WINDOW_DIMENSIONS self.screen = pygame.display.set_mode(self.window_dimensions) self.start_menu = StartMenu(self.window_dimensions, self.screen) self.clock_speed = 0 self.stats_banner = None self.grid = None self.color_palettes = ( GREEN_PALETTE, RED_PALETTE, BLUE_PALETTE, BROWN_PALETTE, PURPLE_PALETTE, )
def main(): """ The main launch function. """ window = Window(GAME_NAME, WINDOW_SIZE, fullscreen=FULLSCREEN) window.handler = StartMenu(window) window.show()
def __init__(self): ShowBase.__init__(self) #PStatClient.connect() #self.lookPoint = NodePath(PandaNode("floater")) self.lookPoint = self.loader.loadModel("models/cone") self.lookPoint.reparentTo(render) self.menu = StartMenu(self)
class TestStartMenu(unittest.TestCase): def setUp(self): self.start_menu = StartMenu('Tasapeli') def test_constructor(self): self.assertEqual(self.start_menu.num_squares, 0) self.assertEqual(self.start_menu.player1, '') self.assertEqual(self.start_menu.player2, '') self.assertEqual(self.start_menu.name_max_size, 10) self.assertEqual(self.start_menu.window_width, 600) self.assertEqual(self.start_menu.window_height, 450) self.assertEqual(self.start_menu.previous_result, 'Tasapeli') def test_set_num_squares_is_working(self): slider = Scale(self.start_menu.root, from_=5, to=30, orient=HORIZONTAL, sliderlength=200, length=500, width=30) slider.pack() player1_name = Entry(width=30) player1_name.pack() player2_name = Entry(width=30) player2_name.pack() self.start_menu.player1 = 'Testi' self.start_menu.player2 = 'Testi2' self.start_menu.set_num_squares(slider, player1_name, player2_name) self.assertTrue(self.start_menu.num_squares == 5) self.assertEqual(self.start_menu.player1, '') self.assertEqual(self.start_menu.player2, '') def test_set_window(self): self.start_menu.set_window() self.assertEqual(self.start_menu.root.title(), 'Aloita uusi ristinolla-peli') def test_set_players(self): player1, player2 = self.start_menu.set_players() self.assertEqual(player1.get(), '') self.assertEqual(player2.get(), '')
def start_game(self): """Call Tkinter Class where the user sets the names of the players and number of squares. If one of player names are incorrect, starts again with error message. Else calls set_game function """ self.start_menu = StartMenu(self.result_text) num_squares, player1, player2 = self.get_game_variables() self.tictactoeboard = TicTacToeBoard(num_squares, player1, player2) if self.tictactoeboard.num_squares == 0: return if self.players_name_ok(self.start_menu.name_max_size) is False: self.result_text = 'Virheellinen pelaajan nimi' self.start_game() else: self.set_game()
def build(self): self.screen_manager = ScreenManager() self.start_menu = StartMenu(events_callback=self.events_program) self.type_menu = GameTypeMenu(events_callback=self.events_program) self.screen_manager.add_widget(self.start_menu) self.screen_manager.add_widget(self.type_menu) self.init_game() #game type variables self.isTwoPlayers = False self.isFirstArranged = False self.message_data = None return self.screen_manager
class Game: """" Snake game. Move the snake to collect apples, score points, and level up. 10 levels total. ... Attributes ---------- window_dimensions : tuple of int dimension in pixels of the game window screen : pygame.Surface the surface on which all of the game's sprites are displayed start_menu : StartMenu the game's start menu clock_speed : int the game's frame rate stats_banner : StatsBanner displays the points and current level grid : Grid the board on which the game is played color_palettes : tuple of tuple tuples of rgb color values Methods ------- play() the main loop of the game """ def __init__(self): pygame.display.set_caption("SNAKE by Qelery") pygame.mouse.set_visible(False) self.window_dimensions = DEFAULT_WINDOW_DIMENSIONS self.screen = pygame.display.set_mode(self.window_dimensions) self.start_menu = StartMenu(self.window_dimensions, self.screen) self.clock_speed = 0 self.stats_banner = None self.grid = None self.color_palettes = ( GREEN_PALETTE, RED_PALETTE, BLUE_PALETTE, BROWN_PALETTE, PURPLE_PALETTE, ) def play(self): self._run_start_menu() clock = pygame.time.Clock() self.stats_banner.announce_level_change() while True: clock.tick(self.clock_speed) self._handle_input_events() self._update() self._draw() self._checks() pygame.display.flip() if self.grid.check_snake_collision(): self._game_lost() break def _update(self): self.stats_banner.update() self.grid.update() def _draw(self): self.grid.draw(self.screen) self.stats_banner.draw(self.screen) pygame.display.flip() def _checks(self): is_collision = self.grid.check_apple_eaten() if is_collision: self.stats_banner.score += 1 if self.stats_banner.score == POINTS_PER_LEVEL: self._update_level() def _run_start_menu(self): settings = self.start_menu.get_users_settings() self.clock_speed = settings[0] snake = Snake(settings[1], settings[2]) dimensions = (settings[3][0] * TILE_WIDTH_PIXELS, settings[3][1] * TILE_WIDTH_PIXELS) self.grid = Grid(dimensions, GREEN_PALETTE, snake) self.window_dimensions = self.grid.dimensions[0], self.grid.dimensions[1] + BANNER_DIMENSIONS[1] self.stats_banner = StatsBanner(self.grid.dimensions, GREEN_PALETTE[2]) self.start_menu.show_directions() wait_for_keypress() self.screen = pygame.display.set_mode((self.grid.dimensions[0], self.grid.dimensions[1] + BANNER_DIMENSIONS[1])) def _update_level(self): if self.stats_banner.level == 10: self._game_won() self.grid.level_up() self.stats_banner.level += 1 self.stats_banner.score = 0 self.stats_banner.announce_level_change() if self.stats_banner.level == 10: # final level self.grid.snake.color = YARN_COLOR palette = GREY_PALETTE else: palette = self.color_palettes[(self.stats_banner.level - 1) % len(self.color_palettes)] self.grid.change_color(palette[0], palette[1]) self.stats_banner.change_color(palette[2]) def _handle_input_events(self): for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() elif event.type == KEYDOWN and event.key == K_ESCAPE: pygame.quit() sys.exit() elif event.type == KEYDOWN and event.key in ARROW_KEYS: self.grid.snake.head.command_pending = event.key def _game_lost(self): pygame.mixer.Sound(SOUND_PATH + LOSS_SOUND).play() time.sleep(3.5) font_huge = pygame.font.Font(FONT_PATH + STANDARD_FONT, FONT_SIZE_HUGE) font_large = pygame.font.Font(FONT_PATH + STANDARD_FONT, FONT_SIZE_LARGE) you_lost_text = font_huge.render("YOU LOST", True, DARK_GRAY) you_lost_rect = you_lost_text.get_rect() you_lost_rect.center = self.grid.dimensions[0] * 0.5, (self.grid.dimensions[1] * 0.45) + BANNER_DIMENSIONS[1] play_again_text = font_large.render("Play again? Y / N", True, DARK_GRAY) play_again_rect = play_again_text.get_rect() play_again_rect.center = self.grid.dimensions[0] * 0.5, (self.grid.dimensions[1] * 0.55) + BANNER_DIMENSIONS[1] self.screen.blit(you_lost_text, you_lost_rect) self.screen.blit(play_again_text, play_again_rect) pygame.display.flip() def _game_won(self): pygame.mixer.Sound(SOUND_PATH + VICTORY_SOUND).play() font_huge = pygame.font.Font(FONT_PATH + STANDARD_FONT, FONT_SIZE_HUGE) text = font_huge.render("YOU WON!", True, DARK_GRAY) text_rect = text.get_rect() text_rect.center = self.grid.dimensions[0] * 0.5, (self.grid.dimensions[1] * 0.5) + BANNER_DIMENSIONS[1] self.screen.blit(text, text_rect) pygame.display.flip() time.sleep(3) wait_for_keypress() pygame.quit() sys.exit()
class NewGame: def __init__(self, cli=False): """Setup the game""" # Misc Variables - all attributes registered in __init__() self.image_dir = 'images' self.cli = cli self.image_buffer = {} # Board Grid (x right, y down) self.board = Board({ (0, 0): None, (1, 0): None, (2, 0): None, (3, 0): None, (4, 0): None, (5, 0): None, (6, 0): None, (0, 1): None, (1, 1): None, (2, 1): None, (3, 1): None, (4, 1): None, (5, 1): None, (6, 1): None, (0, 2): None, (1, 2): None, (2, 2): None, (3, 2): None, (4, 2): None, (5, 2): None, (6, 2): None, (0, 3): None, (1, 3): None, (2, 3): None, (3, 3): None, (4, 3): None, (5, 3): None, (6, 3): None, (0, 4): None, (1, 4): None, (2, 4): None, (3, 4): None, (4, 4): None, (5, 4): None, (6, 4): None, (0, 5): None, (1, 5): None, (2, 5): None, (3, 5): None, (4, 5): None, (5, 5): None, (6, 5): None, (0, 6): None, (1, 6): None, (2, 6): None, (3, 6): None, (4, 6): None, (5, 6): None, (6, 6): None, }) # List of items in game self.items = [ 'genie', 'map', 'book', 'bat', 'skull', 'ring', 'sword', 'candles', 'gem', 'lizzard', 'spider', 'purse', 'chest', 'beetle', 'owl', 'keys', 'dwarf', 'helmet', 'fairy', 'moth', 'dragon', 'mouse', 'ghost', 'crown' ] self.actions = [ 'second_push', 'two_turns', 'swap_figures', 'see_two_cards', 'swap_card', 'through_wall' ] self.player_home_colors = [ 'home-red', 'home-yellow', 'home-green', 'home-blue' ] # Game state self.num_human_players = 1 #2,3,4 players self.num_computer_players = 1 #2,3,4 players if not (2 <= (self.num_human_players + self.num_computer_players) <= 4): raise Exception("2 - 4 players allowed only") self.game_phase = 'start' #start -> (rotate) + "push" -> "move" -> self.text_message_box = { 'start': 'Click start to begin!', 'push': 'Hover the mouse over the push-in square. Rotate the tile with left-click. Right-Click to push tile in.', 'move': 'Click a square to move there.', 'won': 'You Won!!' } self.game_history = [] self.move_number = 0 if self.cli == False: self.setup_pygame() self.game_loop() def setup_pygame(self): """Setup Variables, Surfaces ,etc. for pygame""" # Initialise PyGame Variables pygame.init() self.mainscreen_size = (1100, 900) self.background_color = (160, 217, 92) self.menu_background_color = (71, 163, 255) self.start_button_color = (255, 0, 0) self.menu_button_color = (71, 163, 255) self.color_push_in_rect = (153, 255, 179) self.color_no_push_in = (204, 0, 0) self.is_hover = False self.screen = pygame.display.set_mode( self.mainscreen_size, HWSURFACE | DOUBLEBUF | RESIZABLE) self.game_area_x_offset = 200 self.game_area_y_offset = 0 self.game_area = self.screen.subsurface( Rect(self.game_area_x_offset, self.game_area_y_offset, 900, 900)) self.board_area_x_offset = 100 self.board_area_y_offset = 100 self.board_area = self.game_area.subsurface( Rect(self.board_area_x_offset, self.board_area_y_offset, 700, 700)) self.menu_area_x_offset = 0 self.menu_area_y_offset = 0 self.menu_area = self.screen.subsurface( Rect(self.menu_area_x_offset, self.menu_area_y_offset, 200, 900)) self.tilerect = {} for square in self.board.keys(): self.tilerect[square] = Rect(square[0] * 100, square[1] * 100, 100, 100) self.game_push_in_map = { (400, 800): (3, 6), (800, 600): (6, 5), (200, 0): (1, 0), (200, 800): (1, 6), (800, 400): (6, 3), (0, 600): (0, 5), (0, 200): (0, 1), (0, 400): (0, 3), (800, 200): (6, 1), (400, 0): (3, 0), (600, 800): (5, 6), (600, 0): (5, 0) } self.inv_push_in_map = {v: k for k, v in self.game_push_in_map.items()} self.game_push_in_rects = (Rect(400, 800, 100, 100), Rect(800, 600, 100, 100), Rect(200, 0, 100, 100), Rect(200, 800, 100, 100), Rect(800, 400, 100, 100), Rect(0, 600, 100, 100), Rect(0, 200, 100, 100), Rect(0, 400, 100, 100), Rect(800, 200, 100, 100), Rect(400, 0, 100, 100), Rect(600, 800, 100, 100), Rect(600, 0, 100, 100)) self.menu = StartMenu(self.screen) def game_loop(self): """Game loop for capturing user input, displaying screens, updating players and squares. """ def process_human_move(): pygame.time.wait(100) for event in pygame.event.get(): if event.type not in [ pygame.QUIT, MOUSEBUTTONDOWN, MOUSEMOTION ]: continue if event.type == pygame.QUIT: sys.exit() elif event.type == MOUSEBUTTONDOWN: if event.button == 1: if self.game_phase == "push": if self.mouse_over_push_in(event.pos)[0]: self.board.current_tile.rotate() elif self.game_phase == "move": square = self.mouse_over_board(event.pos) if square: #TODO function for this? if self.board.path_exists( self.board.current_player.location, square): self.board.update_player_location( self.board.current_player, square) if self.board.update_player_item( self.board.current_player, square) == "winner": self.game_phase == "won" self.board.next_active_player() self.game_phase = "push" self.game_history.append(self.board) self.move_number += 1 elif event.button == 3: if self.game_phase == "push": if self.mouse_over_push_in(event.pos)[0]: if self.mouse_over_push_in( event.pos )[2] != self.board.last_pushed_out: self.board.push_in( self.mouse_over_push_in(event.pos)[2]) self.game_phase = "move" elif event.type == MOUSEMOTION: is_hover = self.mouse_over_push_in(event.pos) if is_hover[0]: self.is_hover = is_hover[1] else: self.is_hover = False self.display_everything() def process_computer_move(): if self.game_phase == "push": #do push and move together #~ print "before find_move", hash(self.board) rotation, push_in, new_square = self.board.current_player.find_move( self.board) #~ rotation, push_in, new_square = (0, (1,0), self.board.current_player.location) #~ print "after find_move", hash(self.board) self.board.current_tile.rotate_n_times(rotation) self.board.push_in(push_in) #~ pygame.time.wait(2000) self.board.update_player_location(self.board.current_player, new_square) if self.board.update_player_item(self.board.current_player, new_square) == "winner": self.game_phase = "won" self.board.next_active_player() self.game_history.append(self.board) self.move_number += 1 self.display_everything() def collect_start_screen_input(): pygame.time.wait(100) for event in pygame.event.get(): if event.type not in [ pygame.QUIT, MOUSEBUTTONDOWN, MOUSEMOTION ]: continue if event.type == pygame.QUIT: sys.exit() elif event.type == MOUSEBUTTONDOWN: if event.button == 1: if self.menu.mouse_click_button(event.pos) is True: self.num_computer_players = self.menu.n_players self.num_players = (self.num_human_players + self.num_computer_players) #~ print self.num_players, self.num_human_players, self.num_computer_players # Initialise Game self.setup_tiles() #players must be setup after tiles self.init_players() self.load_images() self.game_phase = "push" self.menu.display_menu() self.game_history.append(self.board) self.menu.display_menu() # Game Loop while 1: if self.game_phase == "start": collect_start_screen_input() elif self.game_phase == "won": self.display_everything().game_over_screen() elif (self.game_phase == "move" and not self.board.possible_moves_exist( self.board.current_player)): self.board.next_active_player() self.game_phase = "push" self.game_history.append(self.board) self.move_number += 1 elif self.board.current_player.iscomputer is False: process_human_move() elif self.board.current_player.iscomputer is True: process_computer_move() def display_everything(self): """Draw everything to the screen""" def blit_tile(tile_obj, tile_rect, surface): """Blit a single tile with image tile_obj is a BoardTile instance tile_rect is the Rect obj surface is the surface to blit to """ tile_image = pygame.image.fromstring( self.image_buffer[tile_obj.tile_type], (100, 100), "RGBA") tile_rotation = tile_obj.tile_image_rotation() final_tile = pygame.transform.rotate(tile_image, tile_rotation) surface.blit(final_tile, tile_rect) if tile_obj.item: item = tile_obj.item item_image = pygame.image.fromstring(self.image_buffer[item], (100, 100), "RGBA") surface.blit(item_image, tile_rect) def blit_card(card, card_rect, surface): """Blit a single card str card Rect card_rect Surface surface """ basecard_image = pygame.image.fromstring( self.image_buffer['basecard'], (100, 100), "RGBA") surface.blit(basecard_image, card_rect) card_image = pygame.image.fromstring(self.image_buffer[card], (100, 100), "RGBA") surface.blit(card_image, card_rect) def blit_player(player_obj, surface, coords=None): """Blit a player figure to the board""" if coords == None: coords = (player_obj.location[0] * 100, player_obj.location[1] * 100) dims = (100, 100) player_color = player_obj.color player_figure = player_obj.player_images[player_color] player_image = pygame.image.fromstring( self.image_buffer[player_figure], (100, 100), "RGBA") player_square = player_obj.location player_rect = Rect((coords), (dims)) surface.blit(player_image, player_rect) def blit_text(surface, text, color, rect, font, aa=False, bkg=None): """Draw some text into an area of a surface automatically wraps words returns any text that didn't get blitted """ rect = Rect(rect) y = rect.top lineSpacing = -2 # get the height of the font fontHeight = font.size("Tg")[1] while text: i = 1 # determine if the row of text will be outside our area if y + fontHeight > rect.bottom: break # determine maximum width of line while font.size(text[:i])[0] < rect.width and i < len(text): i += 1 # if we've wrapped the text, then adjust the wrap to the last word if i < len(text): i = text.rfind(" ", 0, i) + 1 # render the line and blit it to the surface if bkg: image = font.render(text[:i], 1, color, bkg) image.set_colorkey(bkg) else: image = font.render(text[:i], aa, color) surface.blit(image, (rect.left, y)) y += fontHeight + lineSpacing # remove the text we just blitted text = text[i:] return text def blit_push_in_rect(surface, color, rect): """push in rects are green except the one where you may not push! """ pygame.draw.rect(surface, color, rect) def game_over_screen(): """Blit a final screen for game over""" self.screen.fill(self.background_color) blit_text(self.screen, "Game Over!", (0, 0, 0), (400, 500, 190, 190), myfont) raw_input() # Background self.screen.fill(self.background_color) self.menu_area.fill(self.menu_background_color) # Board for square in self.board: #TODO Perf improve?: only blit rects where obj hash has changed # Tiles tile = self.board[square] rect = Rect(square[0] * 100, square[1] * 100, 100, 100) surf = self.board_area blit_tile(tile, rect, surf) # Player Figures for player in self.board.active_players: blit_player(player, self.board_area) # Push-In Squares at edges if self.board.last_pushed_out: last_pushed_out = self.board.last_pushed_out last_pushed_out_rect = Rect( (self.inv_push_in_map[last_pushed_out]), (100, 100)) blit_push_in_rect(self.game_area, self.color_no_push_in, last_pushed_out_rect) else: last_pushed_out_rect = None for rect in self.game_push_in_rects: if ((rect != self.is_hover) and (rect != last_pushed_out_rect)): blit_push_in_rect(self.game_area, self.color_push_in_rect, rect) if (self.is_hover and self.is_hover != last_pushed_out_rect): tile = self.board.current_tile rect = self.is_hover surf = self.game_area blit_tile(tile, rect, surf) # Labels myfont = pygame.font.SysFont("monospace", 15, bold=True) card_label = myfont.render("Current Card", 1, (0, 0, 0)) tile_label = myfont.render("Current Tile", 1, (0, 0, 0)) player_label = myfont.render( "Current Player: {}".format(self.board.current_player.color), 1, (0, 0, 0)) player_remaining_cards = myfont.render( "Cards: {}".format(self.board.current_player.remaining_cards()), 1, (0, 0, 0)) self.menu_area.blit(card_label, (50, 130)) self.menu_area.blit(tile_label, (50, 255)) self.menu_area.blit(player_label, (5, 380)) self.menu_area.blit(player_remaining_cards, (5, 395)) # Current Card card = self.board.current_player.current_card rect = Rect(50, 25, 100, 100) surf = self.menu_area blit_card(card, rect, surf) # Current Tile tile = self.board.current_tile rect = Rect(50, 150, 100, 100) surf = self.menu_area blit_tile(tile, rect, surf) # Current Player in menu blit_player(self.board.current_player, self.menu_area, (50, 275)) # Text box blit_text(self.menu_area, self.text_message_box[self.game_phase], (0, 0, 0), (5, 500, 190, 190), myfont) # Game Border border_color = (0, 0, 0) game_area_rect = (0, 0, 900, 900) border_width = 4 pygame.draw.rect(self.game_area, border_color, game_area_rect, border_width) # Update display pygame.display.flip() def mouse_over_push_in(self, mouse_location): """Test if mouse hovering over a push in location Return (True|False, tilerect, square) """ mouse_x, mouse_y = mouse_location for _rect in self.game_push_in_rects: if _rect.collidepoint(mouse_x - 200, mouse_y): _rectpos = (_rect.left, _rect.top) return (True, _rect, self.game_push_in_map[_rectpos]) return (False, False, False) def mouse_over_board(self, mouse_location): """Test if mouse over the board Return square or False """ mouse_x, mouse_y = mouse_location if not ((300 <= mouse_x < 1000) and (100 <= mouse_y < 800)): return False else: x_pos = (mouse_x - 300) / 100 y_pos = (mouse_y - 100) / 100 return (x_pos, y_pos) def setup_tiles(self): """Initialise all tile objects Allocate tile objects to board positions """ items_list = [i for i in self.items] #each item once actions_list = [j for k in [[i, i] for i in self.actions] for j in k] #each action twice colors_list = [i for i in self.player_home_colors] #each color once shuffle(items_list) shuffle(actions_list) ## Fixed Cards #corners self.board[(0, 0)] = BoardTile([False, True, True, False]) self.board[(0, 6)] = BoardTile([True, True, False, False]) self.board[(6, 6)] = BoardTile([True, False, False, True]) self.board[(6, 0)] = BoardTile([False, False, True, True]) #edges self.board[(0, 2)] = BoardTile([True, True, True, False], item=items_list.pop()) self.board[(2, 0)] = BoardTile([False, True, True, True], item=items_list.pop()) self.board[(4, 0)] = BoardTile([False, True, True, True], item=items_list.pop()) self.board[(0, 4)] = BoardTile([True, True, True, False], item=items_list.pop()) self.board[(6, 2)] = BoardTile([True, False, True, True], item=items_list.pop()) self.board[(2, 6)] = BoardTile([True, True, False, True], item=items_list.pop()) self.board[(6, 4)] = BoardTile([True, False, True, True], item=items_list.pop()) self.board[(4, 6)] = BoardTile([True, True, False, True], item=items_list.pop()) #centers self.board[(2, 2)] = BoardTile([False, True, True, True], item=items_list.pop(), random_orientation=True) self.board[(4, 2)] = BoardTile([False, True, True, True], item=items_list.pop(), random_orientation=True) self.board[(2, 4)] = BoardTile([False, True, True, True], item=items_list.pop(), random_orientation=True) self.board[(4, 4)] = BoardTile([False, True, True, True], item=items_list.pop(), random_orientation=True) ## Distributed Cards tiles = [] #6 with three exits, all contain item, no actions for i in xrange(0, 6): tiles.append( BoardTile([False, True, True, True], item=items_list.pop(), random_orientation=True)) #6 straight through exits, no items, actions for i in xrange(0, 6): tiles.append( BoardTile([False, True, False, True], action=actions_list.pop(), random_orientation=True)) #6 straight through exits, no items, no actions for i in xrange(0, 6): tiles.append( BoardTile([False, True, False, True], random_orientation=True)) #6 corner exits, no items, contain actions for i in xrange(0, 6): tiles.append( BoardTile([True, True, False, False], action=actions_list.pop(), random_orientation=True)) #4 corner exits, no items, no actions for i in xrange(0, 4): tiles.append( BoardTile([True, True, False, False], random_orientation=True)) #6 corner exits, items, no actions for i in xrange(0, 6): tiles.append( BoardTile([True, True, False, False], item=items_list.pop(), random_orientation=True)) #Check all items and actions assigned if len(items_list) != 0: raise Exception("Leftover tiles!") if len(actions_list) != 0: raise Exception("Leftover actions!") #shuffle tiles before distributing to remaining board positions shuffle(tiles) #Assign tiles to remaining squares for square in self.board.movable_squares: self.board[square] = tiles.pop() #Remaining tile is the start tile self.board.current_tile = tiles.pop() # Set player home squares for square in ((0, 0), (0, 6), (6, 6), (6, 0)): self.board[square].item = colors_list.pop() def init_players(self): """Initialise the human and computer player objects 2 <= (Human players + Computer players) <= 4 """ ## Setup players available_color_locations = [('blue', (0, 0)), ('red', (6, 0)), ('green', (0, 6)), ('yellow', (6, 6))] human_players = [] computer_players = [] for i in xrange(0, self.num_human_players): player = Player(available_color_locations.pop()) player.isactive = True human_players.append(player) for i in xrange(0, self.num_computer_players): player = ComputerPlayer(available_color_locations.pop()) player.isactive = True computer_players.append(player) self.board.active_players = computer_players + human_players # Setup Cards self.cards_per_player = len(self.items) shuffle(self.items) hands = [ self.items[i::self.num_players] for i in range(0, self.num_players) ] for player in self.board.active_players: player.cards = hands.pop() player.draw_card() # Set squares to occupied for player in self.board.active_players: self.board[player.location].add_resident(player) # Current Player to go self.board.current_player = self.board.active_players[0] # Generate test object for unittest - remove later #~ _f = open("testPlayer2.pickle", "a") #~ self.board.next_active_player() #~ pickle.dump(self.board.current_player, _f, pickle.HIGHEST_PROTOCOL) #~ _f.close #~ print self.board.current_player.isactive #~ print self.board.current_player.name #~ print self.board.current_player.color #~ print self.board.current_player.cards #~ print self.board.current_player.location #~ print self.board.current_player.home #~ print self.board.current_player.current_card #~ print self.board.current_player.found_cards #~ print self.board.current_player.iscomputer #~ print self.board.current_player.__str__() #~ print self.board.current_player.__hash__() #~ print hash(self.board.current_player) def load_images(self): """Load tile images into string buffers store buffers in the dict self.image_buffer """ image_filename = { 'genie': 'item-genie-100px.png', 'map': 'item-map-100px.png', 'book': 'item-book-100px.png', 'bat': 'item-bat-100px.png', 'skull': 'item-skull-100px.png', 'ring': 'item-ring-100px.png', 'sword': 'item-sword-100px.png', 'candles': 'item-candles-100px.png', 'gem': 'item-gem-100px.png', 'lizzard': 'item-lizzard-100px.png', 'spider': 'item-spider-100px.png', 'purse': 'item-purse-100px.png', 'chest': 'item-chest-100px.png', 'beetle': 'item-beetle-100px.png', 'owl': 'item-owl-100px.png', 'keys': 'item-keys-100px.png', 'dwarf': 'item-dwarf-100px.png', 'helmet': 'item-helmet-100px.png', 'fairy': 'item-fairy-100px.png', 'moth': 'item-moth-100px.png', 'dragon': 'item-dragon-100px.png', 'mouse': 'item-mouse-100px.png', 'ghost': 'item-ghost-100px.png', 'crown': 'item-crown-100px.png', 'straight': 'tile-tftf-100px.png', 'corner': 'tile-ttff-100px.png', 'tee': 'tile-ttft-100px.png', 'home-red': 'home-red-100px.png', 'home-green': 'home-green-100px.png', 'home-blue': 'home-blue-100px.png', 'home-yellow': 'home-yellow-100px.png', 'basecard': 'basecard-100px.png', 'player-yellow': 'player-yellow-100px.png', 'player-blue': 'player-blue-100px.png', 'player-green': 'player-green-100px.png', 'player-red': 'player-red-100px.png' } image_surface = {} for image in image_filename.keys(): image_surface[image] = pygame.image.load( os.path.join(self.image_dir, image_filename[image])) for surface in image_surface.keys(): self.image_buffer[surface] = pygame.image.tostring( image_surface[surface], "RGBA")
def setup_pygame(self): """Setup Variables, Surfaces ,etc. for pygame""" # Initialise PyGame Variables pygame.init() self.mainscreen_size = (1100, 900) self.background_color = (160, 217, 92) self.menu_background_color = (71, 163, 255) self.start_button_color = (255, 0, 0) self.menu_button_color = (71, 163, 255) self.color_push_in_rect = (153, 255, 179) self.color_no_push_in = (204, 0, 0) self.is_hover = False self.screen = pygame.display.set_mode( self.mainscreen_size, HWSURFACE | DOUBLEBUF | RESIZABLE) self.game_area_x_offset = 200 self.game_area_y_offset = 0 self.game_area = self.screen.subsurface( Rect(self.game_area_x_offset, self.game_area_y_offset, 900, 900)) self.board_area_x_offset = 100 self.board_area_y_offset = 100 self.board_area = self.game_area.subsurface( Rect(self.board_area_x_offset, self.board_area_y_offset, 700, 700)) self.menu_area_x_offset = 0 self.menu_area_y_offset = 0 self.menu_area = self.screen.subsurface( Rect(self.menu_area_x_offset, self.menu_area_y_offset, 200, 900)) self.tilerect = {} for square in self.board.keys(): self.tilerect[square] = Rect(square[0] * 100, square[1] * 100, 100, 100) self.game_push_in_map = { (400, 800): (3, 6), (800, 600): (6, 5), (200, 0): (1, 0), (200, 800): (1, 6), (800, 400): (6, 3), (0, 600): (0, 5), (0, 200): (0, 1), (0, 400): (0, 3), (800, 200): (6, 1), (400, 0): (3, 0), (600, 800): (5, 6), (600, 0): (5, 0) } self.inv_push_in_map = {v: k for k, v in self.game_push_in_map.items()} self.game_push_in_rects = (Rect(400, 800, 100, 100), Rect(800, 600, 100, 100), Rect(200, 0, 100, 100), Rect(200, 800, 100, 100), Rect(800, 400, 100, 100), Rect(0, 600, 100, 100), Rect(0, 200, 100, 100), Rect(0, 400, 100, 100), Rect(800, 200, 100, 100), Rect(400, 0, 100, 100), Rect(600, 800, 100, 100), Rect(600, 0, 100, 100)) self.menu = StartMenu(self.screen)
def back(self, btn: Button, pos: Vector): from startmenu import StartMenu btn.window.handler = StartMenu(btn.window)
class TicTacToe: """Ui class for TicTacToe game. Attributes: start_menu: Starting menu for setting game parameters tictactoeboard: Tictactoe board data structure screen: Pygame window x_image: X image for player 1 o_image: O image for player 2 square_size: How big is one square in pixels (grid size / number of squares). grid_size: Pygame window size in pixels result_text: Result of the game whose_turn: Whose turn is it (text message) background_color: Background color of the board and the status window grid color: Color of grid lines bottom_height: How long is the window below the grid (Status window and buttons) buttom_width: How long is buttons width running: Is game still running or not """ def __init__(self): """Class constructor, which initializes the variables and final values are set later, because they depend on user input """ self.start_menu = None self.tictactoeboard = None self.screen = None self.x_image = None self.o_image = None self.square_size = 0 self.grid_size = 800 self.result_text = '' self.whose_turn = '' self.background_color = (210, 210, 210) self.grid_color = (0, 0, 0) self.bottom_height = 100 self.button_width = self.grid_size / 3 self.running = True def run(self): """Function where game runs in infinite loop until game ends or player press quit """ self.start_game() if self.tictactoeboard.num_squares == 0: return while self.running and self.tictactoeboard.num_squares > 0: self.play_game() if self.tictactoeboard.result == Result.ONGOING and self.running: pygame.display.flip() pygame.quit() # pylint: disable=no-member def play_game(self): """Infinite loop for reading user mouse events. Break after running is set to False""" for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: # pylint: disable=no-member self.check_button_pressed(event.pos[0], event.pos[1]) if self.running is False: break if event.pos[0] > self.grid_size or event.pos[ 1] > self.grid_size: continue self.set_xo(event.pos[0], event.pos[1]) if self.tictactoeboard.result != Result.ONGOING: self.set_result() pygame.quit() # pylint: disable=no-member self.start_game() if self.tictactoeboard.num_squares == 0: self.running = False break def start_game(self): """Call Tkinter Class where the user sets the names of the players and number of squares. If one of player names are incorrect, starts again with error message. Else calls set_game function """ self.start_menu = StartMenu(self.result_text) num_squares, player1, player2 = self.get_game_variables() self.tictactoeboard = TicTacToeBoard(num_squares, player1, player2) if self.tictactoeboard.num_squares == 0: return if self.players_name_ok(self.start_menu.name_max_size) is False: self.result_text = 'Virheellinen pelaajan nimi' self.start_game() else: self.set_game() def get_game_variables(self): """Show Tkinter menu and set num_squares, player1 and player2 to what user gave it in Tkinter window Returns: Number of squares in board, player 1 name and player 2 name """ self.start_menu.show() return self.start_menu.num_squares, self.start_menu.player1, self.start_menu.player2 def players_name_ok(self, max_size): """Check if the player names are the correct size Args: max_size: what is players name max length Returns: True, if names length are correct (1-max_size). Otherwise returns False """ player1_len = len(self.tictactoeboard.player1) player2_len = len(self.tictactoeboard.player2) names_ok = True if player1_len > max_size or player1_len < 1: names_ok = False if player2_len > max_size or player2_len < 1: names_ok = False return names_ok def set_game(self): """Sets game variables right with right num_squares and then calls: - draw_grid function which draws board. - draw_status function which draws whose turn is it (first time player 1) - draw_buttons function which draws save, load and quit buttons """ self.square_size = int(self.grid_size / self.tictactoeboard.num_squares) self.grid_size = self.grid_size - (self.grid_size % self.tictactoeboard.num_squares) self.button_width = math.floor(self.grid_size / 3) self.x_image = pygame.transform.scale(pygame.image.load\ ("src/images_xo/x.png"), (self.square_size, self.square_size)) self.o_image = pygame.transform.scale(pygame.image.load\ ("src/images_xo/o.png"), (self.square_size, self.square_size)) os.environ['SDL_VIDEO_WINDOW_POS'] = "center" pygame.init() # pylint: disable=no-member window_size = [self.grid_size, self.grid_size + self.bottom_height] self.screen = pygame.display.set_mode(window_size, pygame.NOFRAME, pygame.SHOWN) # pylint: disable=no-member self.draw_grid() self.draw_status() self.draw_buttons() def set_xo(self, mouse_x, mouse_y): """Add x or o in tictactoeboard data structure to the square that user clicked Args: mouse_x: X coordinate which position user click with mouse mouse_y: Y coordinate which position user click with mouse """ x_square = math.floor(mouse_x / self.square_size) y_square = math.floor(mouse_y / self.square_size) if self.tictactoeboard.whose_turn == 1 and not \ self.tictactoeboard.is_taken(y_square, x_square): self.tictactoeboard.add_x(x_square, y_square) elif self.tictactoeboard.whose_turn == 2 and not \ self.tictactoeboard.is_taken(y_square, x_square): self.tictactoeboard.add_o(x_square, y_square) self.update_board() self.draw_status() def update_board(self): """Draw empty grid and then draw all x and o to the grid. Function gets x and o positions from the tictactoeboard data structure""" self.draw_grid() for x_square in range(0, self.tictactoeboard.num_squares): for y_square in range(0, self.tictactoeboard.num_squares): x_coordinate = self.square_size * x_square y_coordinate = self.square_size * y_square if self.tictactoeboard.board[y_square][x_square] == 'x': self.screen.blit(self.x_image, (x_coordinate, y_coordinate)) elif self.tictactoeboard.board[y_square][x_square] == 'o': self.screen.blit(self.o_image, (x_coordinate, y_coordinate)) def draw_grid(self): """Draws empty grid for the game""" self.screen.fill((self.background_color), (0, 0, self.grid_size, self.grid_size)) for x_int in range(0, self.grid_size, self.square_size): for y_int in range(0, self.grid_size, self.square_size): rect = pygame.Rect(x_int, y_int, self.square_size, self.square_size) pygame.draw.rect(self.screen, self.grid_color, rect, 1) def draw_status(self): """Draws a status of the game (whose turn is it) and also calls function draw_buttons which draws save, load and quit buttons """ my_font = 'arial' status_font_size = 45 font_color = (0, 0, 0) status_coordinates = (0, self.grid_size, self.grid_size, self.bottom_height / 2) status_text_center = (self.grid_size / 2, self.grid_size + int(self.bottom_height / 4)) if self.tictactoeboard.whose_turn == 1: self.whose_turn = f"Vuoro: {self.tictactoeboard.player1}" else: self.whose_turn = f"Vuoro: {self.tictactoeboard.player2}" font = pygame.font.SysFont(my_font, status_font_size) text = font.render(self.whose_turn, 1, font_color) self.screen.fill((self.background_color), status_coordinates) text_rect = text.get_rect(center=status_text_center) self.screen.blit(text, text_rect) pygame.display.update() def draw_buttons(self): """draws save, load and quit buttons to bottom of window""" save_button_coordinates = (0, self.grid_size + self.bottom_height/2, \ self.button_width, self.bottom_height/2) save_button_center = (0 + self.button_width/2, \ self.grid_size + int(self.bottom_height * 0.75)) self.draw_one_button('Tallenna peli', save_button_coordinates, save_button_center) download_button_coordinates = (self.button_width, self.grid_size + self.bottom_height/2,\ self.button_width, self.bottom_height/2) download_button_center = (self.grid_size / 2,\ self.grid_size + int(self.bottom_height * 0.75)) self.draw_one_button('Lataa peli', download_button_coordinates, download_button_center) quit_button_coordinates = (self.button_width * 2, self.grid_size + self.bottom_height/2,\ self.grid_size - 2 * self.button_width, self.bottom_height/2) quit_button_center = (self.grid_size - self.button_width/2,\ self.grid_size + int(self.bottom_height * 0.75)) self.draw_one_button('Lopeta peli', quit_button_coordinates, quit_button_center) pygame.display.update() def draw_one_button(self, button_text, button_coordinates, button_center): """Auxiliary function for drawing buttons Args: button_text: Button text button_coordinates: Where to draw button and what are buttons width and height button_center: Where is center of button """ button_font = 'arial' button_font_size = 24 button_color = (150, 150, 150) font_color = (50, 50, 50) border_color = (120, 120, 120) font = pygame.font.SysFont(button_font, button_font_size) text = font.render(button_text, 1, font_color) pygame.draw.rect(self.screen, (button_color), button_coordinates) # Draws button borders and text pygame.draw.rect(self.screen, border_color, pygame.Rect(button_coordinates), 4, 0) text_rect = text.get_rect(center=button_center) self.screen.blit(text, text_rect) def check_button_pressed(self, mouse_x, mouse_y): """Check if user press one of buttons Args: mouse_x: Check x coordinate which position user clicked with mouse mouse_y: Check y coordinate which position user clicked with mouse """ if 0 < mouse_x < self.button_width and\ self.grid_size + self.bottom_height/2 < mouse_y < self.grid_size + self.bottom_height: self.save_game() elif self.button_width < mouse_x < self.button_width * 2 and\ self.grid_size + self.bottom_height/2 < mouse_y < self.grid_size + self.bottom_height: self.load_game() elif self.button_width * 2 < mouse_x < self.grid_size and\ self.grid_size + self.bottom_height/2 < mouse_y < self.grid_size + self.bottom_height: self.running = False def save_game(self): """Function for saving game and printing result message""" message = 'Tallennus onnistui' window_title = 'Tallennus' try: save_menu = tk.Tk() save_menu.withdraw() save_filename = tkinter.filedialog.asksaveasfilename(title= "Tallenna tiedosto"\ ,filetypes=[("Tictactoe tiedostot", "*.ttt")]) save_menu.destroy() with open(save_filename, "wb") as save_file: pickle.dump(self.tictactoeboard, save_file) except (IOError, TypeError, AttributeError, pickle.PicklingError): message = 'Tallennus epäonnistui' finally: self.print_message(message, window_title) def load_game(self): """Function for loading game and printing result message""" message = 'Lataus onnistui' window_title = 'Lataus' try: load_menu = tk.Tk() load_menu.withdraw() load_filename = tkinter.filedialog.askopenfilename(parent=load_menu, \ title= "Lataa tiedosto", \ filetypes=[("Tictactoe tiedostot", "*.ttt")]) load_menu.destroy() with open(load_filename, "rb") as load_file: self.tictactoeboard = pickle.load(load_file) except (IOError, TypeError, AttributeError, pickle.UnpicklingError): message = 'Lataus epäonnistui' else: self.set_game() self.update_board() finally: self.print_message(message, window_title) def print_message(self, message, window_title): """Function that print message if needed. Uses Tkinter popup window Args: message: Message that is shown to user window_title: Window title """ errorwindow = tk.Tk() errorwindow.overrideredirect(1) errorwindow.withdraw() tkinter.messagebox.showinfo(window_title, message) errorwindow.destroy() def set_result(self): """Set result text who wins or is it draw""" if self.tictactoeboard.result == Result.FIRST_WIN: self.result_text = f"{self.tictactoeboard.player1} voittaa" elif self.tictactoeboard.result == Result.SECOND_WIN: self.result_text = f"{self.tictactoeboard.player2} voittaa" elif self.tictactoeboard.result == Result.DRAW: self.result_text = 'Tasapeli'
def setup_pygame(self): """Setup Variables, Surfaces ,etc. for pygame""" # Initialise PyGame Variables pygame.init() self.mainscreen_size = (1100, 900) self.background_color = (160,217,92) self.menu_background_color = (71,163,255) self.start_button_color = (255,0,0) self.menu_button_color = (71,163,255) self.color_push_in_rect = (153,255,179) self.color_no_push_in = (204,0,0) self.is_hover = False self.screen = pygame.display.set_mode( self.mainscreen_size, HWSURFACE | DOUBLEBUF | RESIZABLE) self.game_area_x_offset = 200 self.game_area_y_offset = 0 self.game_area = self.screen.subsurface( Rect(self.game_area_x_offset,self.game_area_y_offset,900,900)) self.board_area_x_offset = 100 self.board_area_y_offset = 100 self.board_area = self.game_area.subsurface( Rect(self.board_area_x_offset,self.board_area_y_offset,700,700)) self.menu_area_x_offset = 0 self.menu_area_y_offset = 0 self.menu_area = self.screen.subsurface( Rect(self.menu_area_x_offset,self.menu_area_y_offset,200,900)) self.tilerect = {} for square in self.board.keys(): self.tilerect[square] = Rect(square[0]*100,square[1]*100,100,100) self.game_push_in_map = { (400, 800): (3, 6), (800, 600): (6, 5), (200, 0): (1, 0), (200, 800): (1, 6), (800, 400): (6, 3), (0, 600): (0, 5), (0, 200): (0, 1), (0, 400): (0, 3), (800, 200): (6, 1), (400, 0): (3, 0), (600, 800): (5, 6), (600, 0): (5, 0) } self.inv_push_in_map = {v:k for k, v in self.game_push_in_map.items()} self.game_push_in_rects = ( Rect(400, 800, 100, 100), Rect(800, 600, 100, 100), Rect(200, 0, 100, 100), Rect(200, 800, 100, 100), Rect(800, 400, 100, 100), Rect(0, 600, 100, 100), Rect(0, 200, 100, 100), Rect(0, 400, 100, 100), Rect(800, 200, 100, 100), Rect(400, 0, 100, 100), Rect(600, 800, 100, 100), Rect(600, 0, 100, 100) ) self.menu = StartMenu(self.screen)
class NewGame: def __init__(self, cli=False): """Setup the game""" # Misc Variables - all attributes registered in __init__() self.image_dir = 'images' self.cli = cli self.image_buffer = {} # Board Grid (x right, y down) self.board = Board({ (0,0): None, (1,0): None, (2,0): None, (3,0): None, (4,0): None, (5,0): None, (6,0): None, (0,1): None, (1,1): None, (2,1): None, (3,1): None, (4,1): None, (5,1): None, (6,1): None, (0,2): None, (1,2): None, (2,2): None, (3,2): None, (4,2): None, (5,2): None, (6,2): None, (0,3): None, (1,3): None, (2,3): None, (3,3): None, (4,3): None, (5,3): None, (6,3): None, (0,4): None, (1,4): None, (2,4): None, (3,4): None, (4,4): None, (5,4): None, (6,4): None, (0,5): None, (1,5): None, (2,5): None, (3,5): None, (4,5): None, (5,5): None, (6,5): None, (0,6): None, (1,6): None, (2,6): None, (3,6): None, (4,6): None, (5,6): None, (6,6): None,}) # List of items in game self.items = [ 'genie', 'map', 'book', 'bat', 'skull', 'ring', 'sword', 'candles', 'gem', 'lizzard', 'spider', 'purse', 'chest', 'beetle', 'owl', 'keys', 'dwarf', 'helmet', 'fairy', 'moth', 'dragon', 'mouse', 'ghost', 'crown'] self.actions = [ 'second_push', 'two_turns', 'swap_figures', 'see_two_cards', 'swap_card', 'through_wall'] self.player_home_colors = [ 'home-red', 'home-yellow', 'home-green', 'home-blue'] # Game state self.num_human_players = 1 #2,3,4 players self.num_computer_players = 1 #2,3,4 players if not (2 <= (self.num_human_players + self.num_computer_players) <= 4): raise Exception("2 - 4 players allowed only") self.game_phase = 'start' #start -> (rotate) + "push" -> "move" -> self.text_message_box = { 'start': 'Click start to begin!', 'push': 'Hover the mouse over the push-in square. Rotate the tile with left-click. Right-Click to push tile in.', 'move': 'Click a square to move there.', 'won': 'You Won!!' } self.game_history = [] self.move_number = 0 if self.cli == False: self.setup_pygame() self.game_loop() def setup_pygame(self): """Setup Variables, Surfaces ,etc. for pygame""" # Initialise PyGame Variables pygame.init() self.mainscreen_size = (1100, 900) self.background_color = (160,217,92) self.menu_background_color = (71,163,255) self.start_button_color = (255,0,0) self.menu_button_color = (71,163,255) self.color_push_in_rect = (153,255,179) self.color_no_push_in = (204,0,0) self.is_hover = False self.screen = pygame.display.set_mode( self.mainscreen_size, HWSURFACE | DOUBLEBUF | RESIZABLE) self.game_area_x_offset = 200 self.game_area_y_offset = 0 self.game_area = self.screen.subsurface( Rect(self.game_area_x_offset,self.game_area_y_offset,900,900)) self.board_area_x_offset = 100 self.board_area_y_offset = 100 self.board_area = self.game_area.subsurface( Rect(self.board_area_x_offset,self.board_area_y_offset,700,700)) self.menu_area_x_offset = 0 self.menu_area_y_offset = 0 self.menu_area = self.screen.subsurface( Rect(self.menu_area_x_offset,self.menu_area_y_offset,200,900)) self.tilerect = {} for square in self.board.keys(): self.tilerect[square] = Rect(square[0]*100,square[1]*100,100,100) self.game_push_in_map = { (400, 800): (3, 6), (800, 600): (6, 5), (200, 0): (1, 0), (200, 800): (1, 6), (800, 400): (6, 3), (0, 600): (0, 5), (0, 200): (0, 1), (0, 400): (0, 3), (800, 200): (6, 1), (400, 0): (3, 0), (600, 800): (5, 6), (600, 0): (5, 0) } self.inv_push_in_map = {v:k for k, v in self.game_push_in_map.items()} self.game_push_in_rects = ( Rect(400, 800, 100, 100), Rect(800, 600, 100, 100), Rect(200, 0, 100, 100), Rect(200, 800, 100, 100), Rect(800, 400, 100, 100), Rect(0, 600, 100, 100), Rect(0, 200, 100, 100), Rect(0, 400, 100, 100), Rect(800, 200, 100, 100), Rect(400, 0, 100, 100), Rect(600, 800, 100, 100), Rect(600, 0, 100, 100) ) self.menu = StartMenu(self.screen) def game_loop(self): """Game loop for capturing user input, displaying screens, updating players and squares. """ def process_human_move(): pygame.time.wait(100) for event in pygame.event.get(): if event.type not in [pygame.QUIT, MOUSEBUTTONDOWN, MOUSEMOTION]: continue if event.type == pygame.QUIT: sys.exit() elif event.type == MOUSEBUTTONDOWN: if event.button == 1: if self.game_phase == "push": if self.mouse_over_push_in(event.pos)[0]: self.board.current_tile.rotate() elif self.game_phase == "move": square = self.mouse_over_board(event.pos) if square: #TODO function for this? if self.board.path_exists( self.board.current_player.location, square): self.board.update_player_location( self.board.current_player, square) if self.board.update_player_item(self.board.current_player, square) == "winner": self.game_phase == "won" self.board.next_active_player() self.game_phase = "push" self.game_history.append(self.board) self.move_number += 1 elif event.button == 3: if self.game_phase == "push": if self.mouse_over_push_in(event.pos)[0]: if self.mouse_over_push_in(event.pos)[2] != self.board.last_pushed_out: self.board.push_in(self.mouse_over_push_in(event.pos)[2]) self.game_phase = "move" elif event.type == MOUSEMOTION: is_hover = self.mouse_over_push_in(event.pos) if is_hover[0]: self.is_hover = is_hover[1] else: self.is_hover = False self.display_everything() def process_computer_move(): if self.game_phase == "push": #do push and move together #~ print "before find_move", hash(self.board) rotation, push_in, new_square = self.board.current_player.find_move(self.board) #~ rotation, push_in, new_square = (0, (1,0), self.board.current_player.location) #~ print "after find_move", hash(self.board) self.board.current_tile.rotate_n_times(rotation) self.board.push_in(push_in) #~ pygame.time.wait(2000) self.board.update_player_location(self.board.current_player, new_square) if self.board.update_player_item(self.board.current_player, new_square) == "winner": self.game_phase = "won" self.board.next_active_player() self.game_history.append(self.board) self.move_number += 1 self.display_everything() def collect_start_screen_input(): pygame.time.wait(100) for event in pygame.event.get(): if event.type not in [pygame.QUIT, MOUSEBUTTONDOWN, MOUSEMOTION]: continue if event.type == pygame.QUIT: sys.exit() elif event.type == MOUSEBUTTONDOWN: if event.button == 1: if self.menu.mouse_click_button(event.pos) is True: self.num_computer_players = self.menu.n_players self.num_players = ( self.num_human_players + self.num_computer_players) #~ print self.num_players, self.num_human_players, self.num_computer_players # Initialise Game self.setup_tiles() #players must be setup after tiles self.init_players() self.load_images() self.game_phase = "push" self.menu.display_menu() self.game_history.append(self.board) self.menu.display_menu() # Game Loop while 1: if self.game_phase == "start": collect_start_screen_input() elif self.game_phase == "won": self.display_everything().game_over_screen() elif (self.game_phase == "move" and not self.board.possible_moves_exist(self.board.current_player)): self.board.next_active_player() self.game_phase = "push" self.game_history.append(self.board) self.move_number += 1 elif self.board.current_player.iscomputer is False: process_human_move() elif self.board.current_player.iscomputer is True: process_computer_move() def display_everything(self): """Draw everything to the screen""" def blit_tile(tile_obj, tile_rect, surface): """Blit a single tile with image tile_obj is a BoardTile instance tile_rect is the Rect obj surface is the surface to blit to """ tile_image = pygame.image.fromstring( self.image_buffer[tile_obj.tile_type], (100,100), "RGBA") tile_rotation = tile_obj.tile_image_rotation() final_tile = pygame.transform.rotate(tile_image, tile_rotation) surface.blit(final_tile, tile_rect) if tile_obj.item: item = tile_obj.item item_image = pygame.image.fromstring( self.image_buffer[item], (100,100), "RGBA") surface.blit(item_image, tile_rect) def blit_card(card, card_rect, surface): """Blit a single card str card Rect card_rect Surface surface """ basecard_image = pygame.image.fromstring( self.image_buffer['basecard'], (100,100), "RGBA") surface.blit(basecard_image, card_rect) card_image = pygame.image.fromstring( self.image_buffer[card], (100,100), "RGBA") surface.blit(card_image, card_rect) def blit_player(player_obj, surface, coords=None): """Blit a player figure to the board""" if coords == None: coords = (player_obj.location[0]*100, player_obj.location[1]*100) dims = (100,100) player_color = player_obj.color player_figure = player_obj.player_images[player_color] player_image = pygame.image.fromstring( self.image_buffer[player_figure], (100,100), "RGBA") player_square = player_obj.location player_rect = Rect((coords),(dims)) surface.blit(player_image, player_rect) def blit_text(surface, text, color, rect, font, aa=False, bkg=None): """Draw some text into an area of a surface automatically wraps words returns any text that didn't get blitted """ rect = Rect(rect) y = rect.top lineSpacing = -2 # get the height of the font fontHeight = font.size("Tg")[1] while text: i = 1 # determine if the row of text will be outside our area if y + fontHeight > rect.bottom: break # determine maximum width of line while font.size(text[:i])[0] < rect.width and i < len(text): i += 1 # if we've wrapped the text, then adjust the wrap to the last word if i < len(text): i = text.rfind(" ", 0, i) + 1 # render the line and blit it to the surface if bkg: image = font.render(text[:i], 1, color, bkg) image.set_colorkey(bkg) else: image = font.render(text[:i], aa, color) surface.blit(image, (rect.left, y)) y += fontHeight + lineSpacing # remove the text we just blitted text = text[i:] return text def blit_push_in_rect(surface, color, rect): """push in rects are green except the one where you may not push! """ pygame.draw.rect(surface, color, rect) def game_over_screen(): """Blit a final screen for game over""" self.screen.fill(self.background_color) blit_text( self.screen, "Game Over!", (0,0,0), (400,500,190,190), myfont ) raw_input() # Background self.screen.fill(self.background_color) self.menu_area.fill(self.menu_background_color) # Board for square in self.board: #TODO Perf improve?: only blit rects where obj hash has changed # Tiles tile = self.board[square] rect = Rect(square[0]*100,square[1]*100,100,100) surf = self.board_area blit_tile(tile, rect, surf) # Player Figures for player in self.board.active_players: blit_player(player, self.board_area) # Push-In Squares at edges if self.board.last_pushed_out: last_pushed_out = self.board.last_pushed_out last_pushed_out_rect = Rect( (self.inv_push_in_map[last_pushed_out]), (100,100)) blit_push_in_rect( self.game_area, self.color_no_push_in, last_pushed_out_rect) else: last_pushed_out_rect = None for rect in self.game_push_in_rects: if ((rect != self.is_hover) and (rect != last_pushed_out_rect)): blit_push_in_rect(self.game_area, self.color_push_in_rect, rect) if (self.is_hover and self.is_hover != last_pushed_out_rect): tile = self.board.current_tile rect = self.is_hover surf = self.game_area blit_tile(tile, rect, surf) # Labels myfont = pygame.font.SysFont("monospace", 15, bold=True) card_label = myfont.render("Current Card", 1, (0,0,0)) tile_label = myfont.render("Current Tile", 1, (0,0,0)) player_label = myfont.render( "Current Player: {}".format(self.board.current_player.color), 1, (0,0,0)) player_remaining_cards = myfont.render( "Cards: {}".format( self.board.current_player.remaining_cards()), 1, (0,0,0)) self.menu_area.blit(card_label, (50, 130)) self.menu_area.blit(tile_label, (50, 255)) self.menu_area.blit(player_label, (5, 380)) self.menu_area.blit(player_remaining_cards, (5, 395)) # Current Card card = self.board.current_player.current_card rect = Rect(50,25,100,100) surf = self.menu_area blit_card(card, rect, surf) # Current Tile tile = self.board.current_tile rect = Rect(50,150,100,100) surf = self.menu_area blit_tile(tile, rect, surf) # Current Player in menu blit_player(self.board.current_player, self.menu_area, (50,275)) # Text box blit_text(self.menu_area, self.text_message_box[self.game_phase], (0,0,0), (5,500,190,190), myfont) # Game Border border_color = (0,0,0) game_area_rect = (0,0,900,900) border_width = 4 pygame.draw.rect(self.game_area, border_color, game_area_rect, border_width) # Update display pygame.display.flip() def mouse_over_push_in(self, mouse_location): """Test if mouse hovering over a push in location Return (True|False, tilerect, square) """ mouse_x, mouse_y = mouse_location for _rect in self.game_push_in_rects: if _rect.collidepoint(mouse_x-200, mouse_y): _rectpos = (_rect.left,_rect.top) return (True, _rect, self.game_push_in_map[_rectpos]) return (False,False,False) def mouse_over_board(self, mouse_location): """Test if mouse over the board Return square or False """ mouse_x, mouse_y = mouse_location if not ((300 <= mouse_x < 1000) and (100 <= mouse_y < 800)): return False else: x_pos = (mouse_x - 300) / 100 y_pos = (mouse_y - 100) / 100 return (x_pos,y_pos) def setup_tiles(self): """Initialise all tile objects Allocate tile objects to board positions """ items_list = [i for i in self.items] #each item once actions_list = [j for k in [[i,i] for i in self.actions] for j in k] #each action twice colors_list = [i for i in self.player_home_colors] #each color once shuffle(items_list) shuffle(actions_list) ## Fixed Cards #corners self.board[(0,0)] = BoardTile([False,True,True,False]) self.board[(0,6)] = BoardTile([True,True,False,False]) self.board[(6,6)] = BoardTile([True,False,False,True]) self.board[(6,0)] = BoardTile([False,False,True,True]) #edges self.board[(0,2)] = BoardTile([True,True,True,False], item=items_list.pop()) self.board[(2,0)] = BoardTile([False,True,True,True], item=items_list.pop()) self.board[(4,0)] = BoardTile([False,True,True,True], item=items_list.pop()) self.board[(0,4)] = BoardTile([True,True,True,False], item=items_list.pop()) self.board[(6,2)] = BoardTile([True,False,True,True], item=items_list.pop()) self.board[(2,6)] = BoardTile([True,True,False,True], item=items_list.pop()) self.board[(6,4)] = BoardTile([True,False,True,True], item=items_list.pop()) self.board[(4,6)] = BoardTile([True,True,False,True], item=items_list.pop()) #centers self.board[(2,2)] = BoardTile([False,True,True,True], item=items_list.pop(), random_orientation=True) self.board[(4,2)] = BoardTile([False,True,True,True], item=items_list.pop(), random_orientation=True) self.board[(2,4)] = BoardTile([False,True,True,True], item=items_list.pop(), random_orientation=True) self.board[(4,4)] = BoardTile([False,True,True,True], item=items_list.pop(), random_orientation=True) ## Distributed Cards tiles = [] #6 with three exits, all contain item, no actions for i in xrange(0,6): tiles.append(BoardTile([False,True,True,True], item=items_list.pop(), random_orientation=True)) #6 straight through exits, no items, actions for i in xrange(0,6): tiles.append(BoardTile([False,True,False,True], action=actions_list.pop(), random_orientation=True)) #6 straight through exits, no items, no actions for i in xrange(0,6): tiles.append(BoardTile([False,True,False,True], random_orientation=True)) #6 corner exits, no items, contain actions for i in xrange(0,6): tiles.append(BoardTile([True,True,False,False], action=actions_list.pop(), random_orientation=True)) #4 corner exits, no items, no actions for i in xrange(0,4): tiles.append(BoardTile([True,True,False,False], random_orientation=True)) #6 corner exits, items, no actions for i in xrange(0,6): tiles.append(BoardTile([True,True,False,False], item=items_list.pop(), random_orientation=True)) #Check all items and actions assigned if len(items_list) != 0: raise Exception("Leftover tiles!") if len(actions_list) != 0: raise Exception("Leftover actions!") #shuffle tiles before distributing to remaining board positions shuffle(tiles) #Assign tiles to remaining squares for square in self.board.movable_squares: self.board[square] = tiles.pop() #Remaining tile is the start tile self.board.current_tile = tiles.pop() # Set player home squares for square in ( (0,0), (0,6), (6,6), (6,0) ): self.board[square].item = colors_list.pop() def init_players(self): """Initialise the human and computer player objects 2 <= (Human players + Computer players) <= 4 """ ## Setup players available_color_locations = [('blue', (0,0)), ('red', (6,0)), ('green', (0,6)), ('yellow', (6,6)) ] human_players = [] computer_players = [] for i in xrange(0, self.num_human_players): player = Player(available_color_locations.pop()) player.isactive = True human_players.append(player) for i in xrange(0, self.num_computer_players): player = ComputerPlayer(available_color_locations.pop()) player.isactive = True computer_players.append(player) self.board.active_players = computer_players + human_players # Setup Cards self.cards_per_player = len(self.items) shuffle(self.items) hands = [self.items[i::self.num_players] for i in range(0, self.num_players)] for player in self.board.active_players: player.cards = hands.pop() player.draw_card() # Set squares to occupied for player in self.board.active_players: self.board[player.location].add_resident(player) # Current Player to go self.board.current_player = self.board.active_players[0] # Generate test object for unittest - remove later #~ _f = open("testPlayer2.pickle", "a") #~ self.board.next_active_player() #~ pickle.dump(self.board.current_player, _f, pickle.HIGHEST_PROTOCOL) #~ _f.close #~ print self.board.current_player.isactive #~ print self.board.current_player.name #~ print self.board.current_player.color #~ print self.board.current_player.cards #~ print self.board.current_player.location #~ print self.board.current_player.home #~ print self.board.current_player.current_card #~ print self.board.current_player.found_cards #~ print self.board.current_player.iscomputer #~ print self.board.current_player.__str__() #~ print self.board.current_player.__hash__() #~ print hash(self.board.current_player) def load_images(self): """Load tile images into string buffers store buffers in the dict self.image_buffer """ image_filename = { 'genie': 'item-genie-100px.png', 'map': 'item-map-100px.png', 'book': 'item-book-100px.png', 'bat': 'item-bat-100px.png', 'skull': 'item-skull-100px.png', 'ring': 'item-ring-100px.png', 'sword': 'item-sword-100px.png', 'candles': 'item-candles-100px.png', 'gem': 'item-gem-100px.png', 'lizzard': 'item-lizzard-100px.png', 'spider': 'item-spider-100px.png', 'purse': 'item-purse-100px.png', 'chest': 'item-chest-100px.png', 'beetle': 'item-beetle-100px.png', 'owl': 'item-owl-100px.png', 'keys': 'item-keys-100px.png', 'dwarf': 'item-dwarf-100px.png', 'helmet': 'item-helmet-100px.png', 'fairy': 'item-fairy-100px.png', 'moth': 'item-moth-100px.png', 'dragon': 'item-dragon-100px.png', 'mouse': 'item-mouse-100px.png', 'ghost': 'item-ghost-100px.png', 'crown': 'item-crown-100px.png', 'straight': 'tile-tftf-100px.png', 'corner': 'tile-ttff-100px.png', 'tee': 'tile-ttft-100px.png', 'home-red': 'home-red-100px.png', 'home-green': 'home-green-100px.png', 'home-blue': 'home-blue-100px.png', 'home-yellow': 'home-yellow-100px.png', 'basecard': 'basecard-100px.png', 'player-yellow': 'player-yellow-100px.png', 'player-blue': 'player-blue-100px.png', 'player-green': 'player-green-100px.png', 'player-red': 'player-red-100px.png' } image_surface = {} for image in image_filename.keys(): image_surface[image] = pygame.image.load( os.path.join(self.image_dir, image_filename[image])) for surface in image_surface.keys(): self.image_buffer[surface] = pygame.image.tostring(image_surface[surface], "RGBA")
def setUp(self): self.start_menu = StartMenu('Tasapeli')
def main(): #pygame.display.set_mode((800,600)) e = Engine() e.current_state = StartMenu() e.run()