示例#1
0
    def test_copy_patch(self):
        tetris_array_top = [1, 0]
        tetris_array_mid = [1, 1]
        tetris_array_bot = [1, 0]

        tetris_array = [tetris_array_top, tetris_array_mid, tetris_array_bot]
        tetris = Patch(1, tetris_array, 2, 3, 0)

        self.assertEqual(tetris.shape, tetris_array)
        self.assertEqual(tetris.orientation, tetris_array)
        self.assertEqual(tetris.cost, 2)
        self.assertEqual(tetris.time_cost, 3)
        self.assertEqual(tetris.button_gen, 0)

        copy = tetris.copy()

        self.assertEqual(copy.shape, tetris_array)
        self.assertEqual(copy.orientation, tetris_array)
        self.assertEqual(copy.cost, 2)
        self.assertEqual(copy.time_cost, 3)
        self.assertEqual(copy.button_gen, 0)

        tetris.rotate_cw()

        tetris_array_cw_top = [1, 1, 1]
        tetris_array_cw_mid = [0, 1, 0]

        tetris_array_rotated = [tetris_array_cw_top, tetris_array_cw_mid]

        self.assertEqual(tetris.shape, tetris_array)
        self.assertEqual(tetris.orientation, tetris_array_rotated)
        self.assertEqual(tetris.cost, 2)
        self.assertEqual(tetris.time_cost, 3)
        self.assertEqual(tetris.button_gen, 0)

        self.assertEqual(copy.shape, tetris_array)
        self.assertEqual(copy.orientation, tetris_array)
        self.assertEqual(copy.cost, 2)
        self.assertEqual(copy.time_cost, 3)
        self.assertEqual(copy.button_gen, 0)

        copy.rotate_cw()

        self.assertEqual(tetris.shape, tetris_array)
        self.assertEqual(tetris.orientation, tetris_array_rotated)
        self.assertEqual(tetris.cost, 2)
        self.assertEqual(tetris.time_cost, 3)
        self.assertEqual(tetris.button_gen, 0)

        self.assertEqual(copy.shape, tetris_array)
        self.assertEqual(copy.orientation, tetris_array_rotated)
        self.assertEqual(copy.cost, 2)
        self.assertEqual(copy.time_cost, 3)
        self.assertEqual(copy.button_gen, 0)
示例#2
0
    def test_patch_rotate(self):
        tetris_array_top = [1, 0]
        tetris_array_mid = [1, 1]
        tetris_array_bot = [1, 0]

        tetris_array = [tetris_array_top, tetris_array_mid, tetris_array_bot]
        tetris = Patch(1, tetris_array, 2, 3, 0)

        tetris_array_cw_top = [1, 1, 1]
        tetris_array_cw_mid = [0, 1, 0]

        tetris_array_rotated = [tetris_array_cw_top, tetris_array_cw_mid]

        self.assertEqual(tetris.shape, tetris_array)
        self.assertEqual(tetris.orientation, tetris_array)

        tetris.rotate_cw()

        self.assertEqual(tetris.shape, tetris_array)
        self.assertEqual(tetris.orientation, tetris_array_rotated)
示例#3
0
    def mainloop(self):

        time_track_x = (self.WIDTH - (self.WIDTH / 3) - 1)
        piece_list_x = (self.WIDTH - (self.WIDTH / 6))

        track_scroll_y = 0
        piece_scroll_y = 0

        highlighted_patch_idx = 0
        selected_patch = None
        selected_patch_row = 0
        selected_patch_col = 0

        #current phase of a turn
        phase = MovePhase.BUYPHASE

        while self.running:
            if self.model.p1_turn():
                player = self.model.p1
                other_player = self.model.p2
            else:
                player = self.model.p2
                other_player = self.model.p1
            #Don't do any more processing if the game is over
            #if self.model.game_over():
            #	self.view.render(self.model, phase, track_scroll_y, piece_scroll_y, highlighted_patch_idx, selected_patch, selected_patch_row, selected_patch_col)

            #else:
            mouse_x, mouse_y = pygame.mouse.get_pos()

            #EVENT HANDLING
            #p1 is the human player
            if self.model.p1_turn() or phase == MovePhase.SPECIAL_PLACEPHASE:
                for event in pygame.event.get():
                    if event.type == pygame.MOUSEBUTTONDOWN:
                        #if mouse is hovering the time track, scroll the time track
                        if (mouse_x >= time_track_x
                                and mouse_x < piece_list_x):
                            if event.button == 4:
                                track_scroll_y = min(track_scroll_y + 30, 0)
                            if event.button == 5:
                                track_scroll_y = max(track_scroll_y - 30,
                                                     -self.HEIGHT * 8)
                        #if mouse is hovering the patch list, scroll the patch list
                        if (mouse_x >= piece_list_x):
                            if event.button == 4:
                                piece_scroll_y = min(piece_scroll_y + 30, 0)
                            if event.button == 5:
                                piece_scroll_y = max(piece_scroll_y - 30,
                                                     -self.HEIGHT * 4)
                    if event.type == pygame.KEYUP:
                        #if in the buy phase up/down arrows should change the selected pice
                        if phase == MovePhase.BUYPHASE:
                            if event.key == pygame.K_DOWN:
                                if highlighted_patch_idx < 2:
                                    highlighted_patch_idx += 1
                            if event.key == pygame.K_UP:
                                if highlighted_patch_idx > 0:
                                    highlighted_patch_idx -= 1
                            if event.key == pygame.K_RETURN:
                                #if the patch is purchasable by the current player, enter placement mode
                                if self.model.can_buy(highlighted_patch_idx):
                                    selected_patch = self.model.patch_list[
                                        highlighted_patch_idx]
                                    phase = MovePhase.PLACEPHASE
                            if event.key == pygame.K_TAB:
                                #check for 1x1 placement
                                passed_patch, passed_econ = self.model.jump()
                                if passed_patch:
                                    phase = MovePhase.SPECIAL_PLACEPHASE
                                    selected_patch = Patch(34, [[1]], 0, 0, 0)

                        if phase == MovePhase.PLACEPHASE or phase == MovePhase.SPECIAL_PLACEPHASE:
                            #if phase == MovePhase.PLACEPHASE:
                            if event.key == pygame.K_UP:
                                if selected_patch_row > 0:
                                    selected_patch_row -= 1
                            if event.key == pygame.K_DOWN:
                                if selected_patch_row < 8:
                                    selected_patch_row += 1
                            if event.key == pygame.K_LEFT:
                                if selected_patch_col > 0:
                                    selected_patch_col -= 1
                            if event.key == pygame.K_RIGHT:
                                if selected_patch_col < 8:
                                    selected_patch_col += 1
                            if event.key == pygame.K_SPACE:
                                selected_patch.rotate_cw()
                            if event.key == pygame.K_w or event.key == pygame.K_s:
                                selected_patch.flip()
                            if event.key == pygame.K_RSHIFT or event.key == pygame.K_LSHIFT:
                                if self.model.can_place(
                                        selected_patch, selected_patch_row,
                                        selected_patch_col):
                                    #if in placephase, buy the patch to advance to next phase
                                    if phase == MovePhase.PLACEPHASE:
                                        #check for 1x1 placement
                                        self.model.place_patch(
                                            player, self.model.
                                            patch_list[highlighted_patch_idx],
                                            selected_patch_row,
                                            selected_patch_col)
                                        passed_patch, passed_econ = self.model.buy_patch(
                                            highlighted_patch_idx)
                                        if passed_patch:
                                            phase = MovePhase.SPECIAL_PLACEPHASE
                                            selected_patch = Patch(
                                                34, [[1]], 0, 0, 0)
                                        else:
                                            phase = MovePhase.BUYPHASE
                                    #else in special place phase, phase ends when piece is placed (dont need to buy)
                                    else:
                                        self.model.place_patch(
                                            other_player, selected_patch,
                                            selected_patch_row,
                                            selected_patch_col)
                                        phase = MovePhase.BUYPHASE

                    if event.type == pygame.QUIT:
                        self.running = False

            #AI turn
            else:
                for event in pygame.event.get():
                    if event.type == pygame.QUIT:
                        self.running = False

                turn = self.ai.choose_turn_hand_craft(self.model)
                if isinstance(turn, BuyTurn):
                    #TEMPORARY HANDLING FOR IF THE PIECE CANT BE PLACED, NEED NEW SOLUTION FOR THIS
                    if not self.ai.can_place(
                            self.model.patch_list[turn.patch_idx],
                            self.model.p2.quilt):
                        passes_patch, passes_econ = player.will_pass_tile(
                            other_player.position - player.position + 1,
                            self.model.time_track)
                        turn = JumpTurn(passes_patch, passes_econ)
                    else:
                        row, col, patch_orientation = self.ai.choose_placement(
                            self.model.patch_list[turn.patch_idx],
                            self.model.p2.quilt)
                        self.model.place_patch(player, patch_orientation, row,
                                               col)
                #place 1x1 patch
                passed_patch, passed_econ = turn.run(self.model, None)
                if passed_patch:
                    row, col, patch_orientation = self.ai.choose_placement(
                        Patch(34, [[1]], 0, 0, 0), self.model.p2.quilt)
                    self.model.place_patch(player, Patch(34, [[1]], 0, 0, 0),
                                           row, col)

                #RENDERING

            self.view.render(self.model, phase, track_scroll_y, piece_scroll_y,
                             highlighted_patch_idx, selected_patch,
                             selected_patch_row, selected_patch_col)

        pygame.quit()
    def mainloop(self):

        time_track_x = (self.WIDTH - (self.WIDTH / 3) - 1)
        piece_list_x = (self.WIDTH - (self.WIDTH / 6))

        track_scroll_y = 0
        piece_scroll_y = 0

        highlighted_patch_idx = 0
        selected_patch = None
        selected_patch_row = 0
        selected_patch_col = 0

        #current player
        #TODO: should be a better way to do this than just if statements on this variable
        p1_turn = self.model.p1_turn()

        #current phase of a turn
        phase = MovePhase.BUYPHASE

        while self.running:
            if self.model.p1_turn():
                player = self.model.p1
                other_player = self.model.p2
            else:
                player = self.model.p2
                other_player = self.model.p1
            #Don't do any more processing if the game is over
            #if self.model.game_over():
            #	self.view.render(self.model, phase, track_scroll_y, piece_scroll_y, highlighted_patch_idx, selected_patch, selected_patch_row, selected_patch_col)

            #else:
            mouse_x, mouse_y = pygame.mouse.get_pos()

            #EVENT HANDLING
            for event in pygame.event.get():
                if event.type == pygame.MOUSEBUTTONDOWN:
                    #if mouse is hovering the time track, scroll the time track
                    if (mouse_x >= time_track_x and mouse_x < piece_list_x):
                        if event.button == 4:
                            track_scroll_y = min(track_scroll_y + 30, 0)
                        if event.button == 5:
                            track_scroll_y = max(track_scroll_y - 30,
                                                 -self.HEIGHT * 8)
                    #if mouse is hovering the patch list, scroll the patch list
                    if (mouse_x >= piece_list_x):
                        if event.button == 4:
                            piece_scroll_y = min(piece_scroll_y + 30, 0)
                        if event.button == 5:
                            piece_scroll_y = max(piece_scroll_y - 30,
                                                 -self.HEIGHT * 4)
                if event.type == pygame.KEYUP:
                    #if in the buy phase up/down arrows should change the selected pice
                    if phase == MovePhase.BUYPHASE:
                        if event.key == pygame.K_DOWN:
                            if highlighted_patch_idx < 2:
                                highlighted_patch_idx += 1
                        if event.key == pygame.K_UP:
                            if highlighted_patch_idx > 0:
                                highlighted_patch_idx -= 1
                        if event.key == pygame.K_RETURN:
                            #if the patch is purchasable by the current player, enter placement mode
                            if self.model.can_buy(highlighted_patch_idx):
                                selected_patch = self.model.patch_list[
                                    highlighted_patch_idx]
                                phase = MovePhase.PLACEPHASE
                        if event.key == pygame.K_TAB:
                            #check for 1x1 placement
                            if self.model.jump():
                                phase = MovePhase.SPECIAL_PLACEPHASE
                                selected_patch = Patch([[1]], 0, 0, 0)

                    if phase == MovePhase.PLACEPHASE or phase == MovePhase.SPECIAL_PLACEPHASE:
                        #if phase == MovePhase.PLACEPHASE:
                        if event.key == pygame.K_UP:
                            if selected_patch_row > 0:
                                selected_patch_row -= 1
                        if event.key == pygame.K_DOWN:
                            if selected_patch_row < 8:
                                selected_patch_row += 1
                        if event.key == pygame.K_LEFT:
                            if selected_patch_col > 0:
                                selected_patch_col -= 1
                        if event.key == pygame.K_RIGHT:
                            if selected_patch_col < 8:
                                selected_patch_col += 1
                        if event.key == pygame.K_SPACE:
                            selected_patch.rotate_cw()
                        if event.key == pygame.K_RSHIFT or event.key == pygame.K_LSHIFT:
                            if self.model.can_place(selected_patch,
                                                    selected_patch_row,
                                                    selected_patch_col):
                                #if in placephase, buy the patch to advance to next phase
                                if phase == MovePhase.PLACEPHASE:
                                    #check for 1x1 placement
                                    self.model.place_patch(
                                        player, self.model.
                                        patch_list[highlighted_patch_idx],
                                        selected_patch_row, selected_patch_col)
                                    passed_patch, passed_button_gen = self.model.buy_patch(
                                        highlighted_patch_idx)
                                    if passed_patch:
                                        phase = MovePhase.SPECIAL_PLACEPHASE
                                        selected_patch = Patch(
                                            34, [[1]], 0, 0, 0)
                                    else:
                                        phase = MovePhase.BUYPHASE
                                #else in special place phase, phase ends when piece is placed (dont need to buy)
                                else:
                                    self.model.place_patch(
                                        other_player, selected_patch,
                                        selected_patch_row, selected_patch_col)
                                    phase = MovePhase.BUYPHASE

                if event.type == pygame.QUIT:
                    self.running = False

            #RENDERING
            self.view.render(self.model, phase, track_scroll_y, piece_scroll_y,
                             highlighted_patch_idx, selected_patch,
                             selected_patch_row, selected_patch_col)

        pygame.quit()