/
circ.py
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/
circ.py
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import pygame as pg
import pygame.gfxdraw as draw
import math
from math import pi
import copy
import sys
from font import cFontManager
pg.init()
pg.font.init()
font = cFontManager(((None,12),(None,24)))
width, height = 750, 750
c = cx, cy = width//2, height//2
screen = pg.display.set_mode((height,width))
clock = pg.time.Clock()
BLACK = ( 0, 0, 0)
WHITE = (255, 255, 255)
BLUE = ( 0, 0, 255)
GREEN = ( 0, 255, 0)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)
BROWN = (191, 112, 6)
PINK = (255, 0, 144)
slices = 16
slice_ang = math.radians(360/slices)
out = pg.Rect(25,25,700,700); out_r = 350
mid = pg.Rect(125,125,500,500); mid_r = 250
inn = pg.Rect(225,225,300,300); inn_r = 150
cen = pg.Rect(325,325,100,100); cen_r = 50
thresh = pi/64
# game globals
mid_gate = inn_gate = cen_gate = slices//2
data = old_data = []
players = int(sys.argv[1])
for p in range(players):
if p == 0: col = RED
if p == 1: col = BLUE
if p == 2: col = GREEN
if p == 3: col = YELLOW
# circle, triangle, square
data.append([col, ["dead", 0], ["dead", 0], ["dead", 0]])
current = 0
first_player = 0
last_player = players-1
possible_moves = []
win = -1
def mod_add(x, y, m):
if y >= 0: return (x+y)%m
z = x+y
if z < 0: return z + m
return z
def get_num_players(layer):
num = 0
for p in data:
for piece in range(1,4):
if p[piece][0] == layer: num += 1
return num
def get_arc_point(n, layer_r):
ang = n*slice_ang
x = cx + layer_r * math.cos(ang)
y = cy - layer_r * math.sin(ang)
return (x,y)
def slice_center(n, layer):
next = mod_add(n,1,slices)
if layer == "out":
layer_r = out_r
next_r = mid_r
if layer == "mid":
layer_r = mid_r
next_r = inn_r
if layer == "inn":
layer_r = inn_r
next_r = cen_r
(x1,y1) = get_arc_point(n, layer_r)
(x2,y2) = get_arc_point(next, layer_r)
(x3,y3) = get_arc_point(n, next_r)
(x4,y4) = get_arc_point(next, next_r)
return ((x1+x2+x3+x4)/4 , (y1+y2+y3+y4)/4)
def trigon(x, y, color, extra):
r = 20
x1 = x; y1 = y - r
x2 = x + r * math.cos(pi/6)
y2 = y + r * math.sin(pi/6)
x3 = x - r * math.cos(pi/6)
y3 = y2
draw.filled_trigon(screen, int(x1), int(y1), int(x2), int(y2), int(x3), int(y3), color)
if extra: pg.draw.circle(screen, BLACK, (int(x),int(y)), 8)
def square(x, y, color, extra):
r = 20
pg.draw.rect(screen, color, (x-r, y-r, 2*r, 2*r))
if extra: pg.draw.circle(screen, BLACK, (int(x),int(y)), 8)
def circle(x, y, color, extra, r=20):
pg.draw.circle(screen, color, (int(x),int(y)), r)
if extra: pg.draw.circle(screen, BLACK, (int(x),int(y)), 8)
def draw_board():
global current
global mid_gate
global inn_gate
global cen_gate
# initial circles
pg.draw.circle(screen, BLACK, c, 350, 10)
pg.draw.circle(screen, BLACK, c, 250, 10)
pg.draw.circle(screen, BLACK, c, 150, 10)
pg.draw.circle(screen, BLACK, c, 50, 0)
pg.draw.arc(screen, PINK, out, 0, slice_ang+thresh, 10)
# dividing lines
for i in range(slices):
start = get_arc_point(i, out_r)
pg.draw.line(screen, BLACK, start, c)
# current player in middle
if current < 0: pg.draw.circle(screen, WHITE, c, 40, 0)
else: pg.draw.circle(screen, data[current][0], c, 40, 0)
# gates
if current >= 0:
pg.draw.arc(screen, WHITE, mid, mid_gate*slice_ang, (mid_gate+1)*slice_ang+thresh, 10)
pg.draw.arc(screen, WHITE, inn, inn_gate*slice_ang, (inn_gate+1)*slice_ang+thresh, 10)
pg.draw.arc(screen, WHITE, cen, cen_gate*slice_ang, (cen_gate+1)*slice_ang+thresh, 10)
else:
if current == -1:
mid_gate = mod_add(mid_gate, -get_num_players("out"), slices)
current -= 1
pg.draw.arc(screen, WHITE, mid, mid_gate*slice_ang, (mid_gate+1)*slice_ang+thresh, 10)
pg.draw.arc(screen, WHITE, inn, inn_gate*slice_ang, (inn_gate+1)*slice_ang+thresh, 10)
pg.draw.arc(screen, WHITE, cen, cen_gate*slice_ang, (cen_gate+1)*slice_ang+thresh, 10)
pg.time.wait(1000)
elif current == -2:
inn_gate = mod_add(inn_gate, -get_num_players("mid"), slices)
current -= 1
pg.draw.arc(screen, WHITE, mid, mid_gate*slice_ang, (mid_gate+1)*slice_ang+thresh, 10)
pg.draw.arc(screen, WHITE, inn, inn_gate*slice_ang, (inn_gate+1)*slice_ang+thresh, 10)
pg.draw.arc(screen, WHITE, cen, cen_gate*slice_ang, (cen_gate+1)*slice_ang+thresh, 10)
pg.time.wait(1000)
elif current == -3:
cen_gate = mod_add(cen_gate, -get_num_players("inn"), slices)
current = first_player
pg.draw.arc(screen, WHITE, mid, mid_gate*slice_ang, (mid_gate+1)*slice_ang+thresh, 10)
pg.draw.arc(screen, WHITE, inn, inn_gate*slice_ang, (inn_gate+1)*slice_ang+thresh, 10)
pg.draw.arc(screen, WHITE, cen, cen_gate*slice_ang, (cen_gate+1)*slice_ang+thresh, 10)
pg.time.wait(1000)
# players
off = 50
for p in data:
for piece in range(3):
layer = p[piece+1][0]
slice = p[piece+1][1]
shape = piece+2
col = p[0]
if layer == "dead" or layer == "done":
if layer == "done": extra = True
else: extra = False
if col == RED:
if shape == 2: circle(off,off,col,extra)
if shape == 3: trigon(2*off,off,col,extra)
if shape == 4: square(off,2*off,col,extra)
if col == BLUE:
if shape == 2: circle(width-off,off,col,extra)
if shape == 3: trigon(width-(2*off),off,col,extra)
if shape == 4: square(width-off,2*off,col,extra)
if col == GREEN:
if shape == 2: circle(off,height-off,col,extra)
if shape == 3: trigon(2*off,height-off,col,extra)
if shape == 4: square(off,height-(2*off),col,extra)
if col == YELLOW:
if shape == 2: circle(width-off,height-off,col,extra)
if shape == 3: trigon(width-(2*off),height-off,col,extra)
if shape == 4: square(width-off,height-(2*off),col,extra)
else:
(x,y) = slice_center(slice, layer)
if shape == 2: circle(x,y,col,False)
if shape == 3: trigon(x,y,col,False)
if shape == 4: square(x,y,col,False)
# possible moves
letter = 65
for (slice, layer) in possible_moves:
if slice == -1:
circle(cx,cy,BLACK,False,15)
font.Draw(screen,None,24,chr(letter),(cx-6,cy-8),WHITE,'center','center',True)
else:
(x,y) = slice_center(slice, layer)
circle(x,y,BLACK,False,15)
font.Draw(screen,None,24,chr(letter),(x-6,y-8),WHITE,'center','center',True)
letter += 1
# order
if players == 2: b = 35
if players == 3: b = 55
if players == 4: b = 75
p = first_player
for i in range(players):
pg.draw.rect(screen, data[p][0], (cx-b+(mod_add(p,-first_player,players)*40),5,30,10))
p = mod_add(p,1,players)
def occupied(layer, slice):
for p in data:
for piece in range(3):
if p[piece+1][0] == layer and p[piece+1][1] == slice:
return True
return False
# direc is either, forward, back
def check_layer(layer, slice, shape, direc):
moves = []
if shape == -1: return []
for sign in [1,-1]:
new_slice = slice
if mid_gate == slice:
# inward through mid
if layer == "out" and not occupied("mid", slice):
if not direc == "back":
moves += check_layer("mid", slice, shape-1, "forward")
# outward through mid
if layer == "mid" and not occupied("out", slice):
if not direc == "forward":
moves += check_layer("out", slice, shape-1, "back")
if inn_gate == slice:
# inward through inn
if layer == "mid" and not occupied("inn", slice):
if not direc == "back":
moves += check_layer("inn", slice, shape-1, "forward")
# outward through inn
if layer == "inn" and not occupied("mid", slice):
if not direc == "forward":
moves += check_layer("mid", slice, shape-1, "back")
if cen_gate == slice:
if layer == "inn" and shape == 1:
moves += [(-1, "")]
speed = shape
while(speed > 0):
new_slice = mod_add(new_slice, sign, slices)
while(occupied(layer, new_slice)):
new_slice = mod_add(new_slice, sign, slices)
speed -= 1
if mid_gate == new_slice:
# inward through mid
if layer == "out" and not occupied("mid", new_slice):
if not direc == "back":
moves += check_layer("mid", new_slice, speed-1, "forward")
# outward through mid
if layer == "mid" and not occupied("out", new_slice):
if not direc == "forward":
moves += check_layer("out", new_slice, speed-1, "back")
if inn_gate == new_slice:
# inward through inn
if layer == "mid" and not occupied("inn", new_slice):
if not direc == "back":
moves += check_layer("inn", new_slice, speed-1, "forward")
# outward through inn
if layer == "inn" and not occupied("mid", new_slice):
if not direc == "forward":
moves += check_layer("mid", new_slice, speed-1, "back")
if cen_gate == new_slice:
if layer == "inn" and speed == 1:
moves += [(-1, "")]
moves.append((new_slice,layer))
return moves
def get_moves(piece):
layer = data[current][piece+1][0]
slice = data[current][piece+1][1]
shape = piece+2
if layer == "done": return []
if layer == "dead":
if occupied("out", 0): return []
layer = "out"
shape -= 1
return list(set(check_layer(layer, slice, shape, "either")))
def do_move(i, piece):
global first_player
global last_player
global current
global possible_moves
global win
global old_data
layer = possible_moves[i][1]
slice = possible_moves[i][0]
old_data = copy.deepcopy(data)
if slice == -1: layer = "done"
data[current][piece+1] = [layer, slice]
if data[current][1][0] == data[current][2][0] == data[current][3][0] == "done":
win = current
if current == last_player:
last_player = first_player
first_player = mod_add(first_player, 1, players)
current = -1
else: current = mod_add(current, 1, players)
possible_moves = []
sel = -1
while(1):
for event in pg.event.get():
if event.type == pg.QUIT: exit()
if event.type == pg.KEYDOWN:
if current < players:
if event.key == ord('2'):
possible_moves = get_moves(0)
sel = 0
if event.key == ord('3'):
possible_moves = get_moves(1)
sel = 1
if event.key == ord('4'):
possible_moves = get_moves(2)
sel = 2
if event.key == ord('u') and current != first_player:
current = mod_add(current,-1,players)
data = copy.deepcopy(old_data)
if sel != -1: possible_moves = get_moves(sel)
if possible_moves != [] and sel != -1:
l = len(possible_moves)
if event.key - ord('a') >= 0 and event.key - ord('a') < l:
do_move(event.key - ord('a'), sel)
sel = -1
clock.tick(10)
screen.fill(BROWN)
if win == -1: draw_board()
else:
if win == 0: print("Red wins!")
if win == 1: print("Blue wins!")
if win == 2: print("Green wins!")
if win == 3: print("Yellow wins!")
exit()
pg.display.flip()