backgammon/actual_board.py

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# TODO: The bar is just for show at the moment. Home doesn't work either.
# TODO: An issue with the bouncing back things. It appears to do the move and then
# it doesn't properly restore the buckets to where they should be.
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import pygame
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from board import Board
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import numpy as np
# --- constants --- (UPPER_CASE names)
SCREEN_WIDTH = 1050
SCREEN_HEIGHT = 400
SPACING = 83.333
#BLACK = ( 0, 0, 0)
#242 209 107
SAND = (242, 209, 107)
GREEN_FILT = (0,102,0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
SALMON = (250,128,114)
BLACK = (0,0,0)
BROWN = (160,82,45)
LIGHT_GREY = (220,220,220)
num_pieces = 15
FPS = 30
cen = SPACING/2 - 11
t = 5*SPACING - cen-22
m = 7*SPACING+50 - cen-22
STARTING_IDX_P1 = [[cen,0], [cen, 30], [cen, 60], [cen, 90], [cen,120], [SCREEN_WIDTH-cen-22, 0], [SCREEN_WIDTH-cen-22, 30], [t, 378],[t,348],[t,318],[m, 378], [m,348],[m,318],[m,288],[m,258]]
STARTING_IDX_P2 = [[cen, 378], [cen, 348], [cen, 318], [cen, 288], [cen, 258], [SCREEN_WIDTH-cen-22, 378], [SCREEN_WIDTH-cen-22, 348], [t, 0], [t, 30], [t, 60], [m, 0], [m,30],[m,60],[m,90],[m,120]]
# --- classses --- (CamelCase names)
# empty
# --- functions --- (lower_case names)
# empty
# --- main ---
# - init -
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
#screen_rect = screen.get_rect()
pygame.display.set_caption("Backgammon")
# - objects -
all_rects = {-1 : [], 1 : []}
x, y = [0, 0]
for p in [-1,1]:
if p == -1:
for idx in STARTING_IDX_P1:
all_rects[p] += [pygame.rect.Rect(idx[0],idx[1], 22, 22)]
if p == 1:
for idx in STARTING_IDX_P2:
all_rects[p] += [pygame.rect.Rect(idx[0],idx[1], 22, 22)]
# for i in range(num_pieces):
# x = x+20
# all_rects[p] += [pygame.rect.Rect(x,y, 22, 22)]
# x = 100
# y += 100
all_drag = {-1 : [], 1 : []}
all_drag[-1] += [False]*num_pieces
all_drag[1] += [False]*num_pieces
all_off = {-1 : [], 1 : []}
all_off[-1] += [[0,0]]*num_pieces
all_off[1] += [[0,0]]*num_pieces
is_true = False
# - mainloop -
clock = pygame.time.Clock()
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buckets = [[5,-1],[0,0],[0,0],[0,0],[3,1],[0,0],[5,1],[0,0],[0,0],[0,0],[0,0],[2,-1],[5,1],[0,0],[0,0],[0,0],[3,-1],[0,0],[5,-1],[0,0],[0,0],[0,0],[0,0],[2,1]]
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running = True
player = 1
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roll = []
def switch_player(roll):
roll = roll
player *= -1
def gen_buckets_from_board(board):
meh = []
for i in range(13,25):
pin = board[i]
print(pin)
meh.append([abs(pin), np.sign(pin)])
for i in range(1,13):
pin = board[i]
meh.append([abs(pin), np.sign(pin)])
return meh
def gen_board_from_buckets(buckets):
board = []
board.append([0,0])
for i in range(-1,-13,-1):
board.append(buckets[i])
for i in range(0,12):
board.append(buckets[i])
board.append([0,0])
board = [x*y for x,y in board]
return board
def move_legal(from_board, buckets, roll):
board = gen_board_from_buckets(buckets)
legal_states = Board.calculate_legal_states(from_board, 1, roll)
# print(legal_states)
if board in [list(state) for state in list(legal_states)]:
return True
return False
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def find_pin(pos):
x,y = pos
x -= 50 if x > 550 else 0
if y < 175:
pin = (13 + int(x / SPACING))
idx = int(x / SPACING)
elif y > 225:
pin = (12 - int(x / SPACING))
idx = 12+ int(x / SPACING)
return pin, idx
# Find the y position based on the chosen pin
def calc_pos(buckets, chosen):
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amount = buckets[chosen][0]
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# My math is incredibly off
if chosen > 11:
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print("Amount at pin:", amount)
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y = 378 - (30 * amount)
chosen -= 11
x = (SPACING*(chosen-1))+(SPACING/2)
x += 50 if x > 500 else 0
else:
chosen += 1
y = 30 * amount
x = (SPACING*(chosen-1))+(SPACING/2)
x += 50 if x > 500 else 0
return x,y
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from_board = None
from_buckets = [x for x in buckets]
from_locat = None
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while running:
# - events -
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
rectangles = all_rects[player]
offsets = all_off[player]
meh = [rect.collidepoint(event.pos) for rect in rectangles]
if any(meh):
is_true = np.where(meh)[0][0]
if any(meh):
print("GETTING CALLED")
rectangles_drag[is_true] = True
mouse_x, mouse_y = event.pos
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# Need this to be a deepcopy :<
from_buckets = []
for x in buckets:
tmp = []
for y in x:
tmp.append(y)
from_buckets.append(tmp)
from_board = [x for x in gen_board_from_buckets(buckets)]
# print("From board in mousedown:", from_board)
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pin, idx = find_pin(event.pos)
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from_pin = pin
buckets[idx][0] -= 1
if buckets[idx][0] == 0:
buckets[idx][1] = 0
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offsets[is_true][0] = rectangles[is_true].x - mouse_x
offsets[is_true][1] = rectangles[is_true].y - mouse_y
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from_locat = [rectangles[is_true].x, rectangles[is_true].y]
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elif event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
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meh = [rect.collidepoint(event.pos) for rect in rectangles]
if any(meh):
is_true = np.where(meh)[0][0]
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pin, idx = find_pin(event.pos)
x, y = calc_pos(buckets,idx)
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buckets[idx][0] += 1
buckets[idx][1] = player
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print(from_board)
print("To :",gen_board_from_buckets(buckets))
# print(move_legal(from_board, buckets, [1,2]))
if move_legal(from_board, buckets, [1,0]):
print("From:",gen_board_from_buckets(from_buckets))
print("WOHO!"*10)
rectangles_drag = all_drag[player]
rectangles_drag[is_true] = False
rectangles[is_true].x = x
rectangles[is_true].y = y
else:
print("From:",gen_board_from_buckets(from_buckets))
buckets = [x for x in from_buckets]
rectangles_drag = all_drag[player]
rectangles_drag[is_true] = False
rectangles[is_true].x = from_locat[0]
rectangles[is_true].y = from_locat[1]
print("End :",gen_board_from_buckets(buckets))
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elif event.type == pygame.MOUSEMOTION:
rectangles_drag = all_drag[player]
rectangles = all_rects[player]
offsets = all_off[player]
if any(rectangles_drag):
is_true = np.where(rectangles_drag)[0][0]
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mouse_x, mouse_y = event.pos
rectangles[is_true].x = mouse_x + offsets[is_true][0]
rectangles[is_true].y = mouse_y + offsets[is_true][1]
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screen.fill(GREEN_FILT)
# pygame.draw.polygon(screen, (RED), [[0, 0], [50,0],[25,100]], 2)
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color = LIGHT_GREY
x = 0
y = 150
# for _ in range(2):
for i in range(12):
if x < 500 and x+SPACING > 500:
x = 550
color = SALMON if color == LIGHT_GREY else LIGHT_GREY
pygame.draw.polygon(screen, color, [[x, 0], [x+SPACING, 0], [(2*x+SPACING)/2, y]])
x += SPACING
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# y += 50
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x = 0
y = 250
# for _ in range(2):
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color = SALMON if color == LIGHT_GREY else LIGHT_GREY
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for i in range(12):
if x < 500 and x+SPACING > 500:
x = 550
color = SALMON if color == LIGHT_GREY else LIGHT_GREY
pygame.draw.polygon(screen, color, [[x, 400], [x+SPACING, 400], [(2*x+SPACING)/2, y]])
x += SPACING
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# print(gen_board_from_buckets(buckets))
pygame.draw.rect(screen, BROWN, pygame.rect.Rect((500, 0, 50, 400)))
for p in [-1,1]:
for rect in all_rects[p]:
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pygame.draw.rect(screen, RED if p == -1 else BLACK, rect)
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pygame.display.flip()
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# - constant game speed / FPS -
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clock.tick(FPS)
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# - end -
pygame.quit()