Turns are now functioning

This commit is contained in:
Alexander Munch-Hansen 2018-04-14 18:47:38 +02:00
parent 7764a70799
commit 7993da0db7
2 changed files with 381 additions and 280 deletions

View File

@ -2,306 +2,406 @@
# 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.
import random
import pygame
import threading
from board import Board
import numpy as np
import time
# --- 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]]
class Board_painter:
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]]
def __init__(self):
self.SCREEN_WIDTH = 1050
self.SCREEN_HEIGHT = 400
self.SPACING = 83.333
# --- 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()
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]]
running = True
player = 1
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)])
#BLACK = ( 0, 0, 0)
#242 209 107
self.SAND = (242, 209, 107)
self.GREEN_FILT = (0,102,0)
self.WHITE = (255, 255, 255)
self.RED = (255, 0, 0)
self.SALMON = (250,128,114)
self.BLACK = (0,0,0)
self.BROWN = (160,82,45)
self.LIGHT_GREY = (220,220,220)
self.num_pieces = 15
self.FPS = 999
cen = self.SPACING/2 - 11
t = 5*self.SPACING - cen-22
m = 7*self.SPACING+50 - cen-22
self.STARTING_IDX_P1 = [[cen,0], [cen, 30], [cen, 60], [cen, 90], [cen,120], [self.SCREEN_WIDTH-cen-22, 0], [self.SCREEN_WIDTH-cen-22, 30], [t, 378],[t,348],[t,318],[m, 378], [m,348],[m,318],[m,288],[m,258]]
return meh
self.STARTING_IDX_P2 = [[cen, 378], [cen, 348], [cen, 318], [cen, 288], [cen, 258], [self.SCREEN_WIDTH-cen-22, 378], [self.SCREEN_WIDTH-cen-22, 348], [t, 0], [t, 30], [t, 60], [m, 0], [m,30],[m,60],[m,90],[m,120]]
pygame.init()
self.screen = pygame.display.set_mode((self.SCREEN_WIDTH, self.SCREEN_HEIGHT))
#screen_rect = screen.get_rect()
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
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):
amount = buckets[chosen][0]
# My math is incredibly off
if chosen > 11:
print("Amount at pin:", amount)
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
pygame.display.set_caption("Backgammon")
return x,y
from_board = None
from_buckets = [x for x in buckets]
from_locat = None
while running:
self.all_rects = {-1 : [], 1 : []}
# - 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
# 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)
pin, idx = find_pin(event.pos)
from_pin = pin
buckets[idx][0] -= 1
if buckets[idx][0] == 0:
buckets[idx][1] = 0
offsets[is_true][0] = rectangles[is_true].x - mouse_x
offsets[is_true][1] = rectangles[is_true].y - mouse_y
from_locat = [rectangles[is_true].x, rectangles[is_true].y]
elif event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
meh = [rect.collidepoint(event.pos) for rect in rectangles]
if any(meh):
is_true = np.where(meh)[0][0]
pin, idx = find_pin(event.pos)
x, y = calc_pos(buckets,idx)
buckets[idx][0] += 1
buckets[idx][1] = player
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))
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]
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]
screen.fill(GREEN_FILT)
# pygame.draw.polygon(screen, (RED), [[0, 0], [50,0],[25,100]], 2)
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
# y += 50
x = 0
y = 250
# for _ in range(2):
color = SALMON if color == LIGHT_GREY else LIGHT_GREY
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
# 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]:
if p == -1:
for idx in self.STARTING_IDX_P1:
self.all_rects[p] += [pygame.rect.Rect(idx[0],idx[1], 22, 22)]
pygame.draw.rect(screen, RED if p == -1 else BLACK, rect)
if p == 1:
for idx in self.STARTING_IDX_P2:
self.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
pygame.display.flip()
# - constant game speed / FPS -
clock.tick(FPS)
self.all_drag = {-1 : [], 1 : []}
self.all_drag[-1] += [False]*self.num_pieces
self.all_drag[1] += [False]*self.num_pieces
self.all_off = {-1 : [], 1 : []}
self.all_off[-1] += [[0,0]]*self.num_pieces
self.all_off[1] += [[0,0]]*self.num_pieces
self.is_true = False
self.clock = pygame.time.Clock()
self.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]]
self.running = True
self.player = -1
self.roll = [random.randrange(1, 7), random.randrange(1, 7)]
print("initial_roll:", self.roll)
self.from_board = None
self.from_buckets = [x for x in self.buckets]
self.from_locat = None
self.total_moves = 0
def switch_player(self):
self.player *= -1
print("CHANGED PLAYER!")
def gen_buckets_from_board(self, 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(self, 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(self, from_board, buckets, roll):
board = self.gen_board_from_buckets(buckets)
legal_states = Board.calculate_legal_states(from_board, self.player, roll)
# print(legal_states)
if board in [list(state) for state in list(legal_states)]:
return True
return False
def find_pin(self, pos):
SPACING = self.SPACING
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(self, buckets, chosen):
amount = buckets[chosen][0]
SPACING = self.SPACING
if chosen > 11:
# print("Amount at pin:", amount)
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
def calc_move_sets(self, from_board, roll, player):
# board = self.gen_board_from_buckets(buckets)
board = from_board
sets = []
total = 0
for r in roll:
# print("Value of r:",r)
sets.append([Board.calculate_legal_states(board, player, [r,0]), r])
total += r
sets.append([Board.calculate_legal_states(board, player, [total,0]), total])
return sets
def calc_turn(self):
player = self.player
if self.total_moves == 0:
return player * -1
return player
def handle_move(self, from_board, buckets, roll, player):
board = self.gen_board_from_buckets(buckets)
# print("Cur board:",board)
sets = self.calc_move_sets(from_board, roll, player)
for idx, board_set in enumerate(sets):
board_set[0] = list(board_set[0])
# print("My board_set:",board_set)
if board in [list(c) for c in board_set[0]]:
self.total_moves -= board_set[1]
if idx < 2:
# print("Roll object:",self.roll)
self.roll[idx] = 0
else:
self.roll = [0,0]
break
print("Total moves left:",self.total_moves)
# while running:
def paint_board(self):
# - events -
if self.player != self.calc_turn():
self.switch_player()
self.roll = [random.randrange(1, 7), random.randrange(1, 7)]
self.total_moves = self.roll[0] + self.roll[1]
print("Player:",self.player,"rolled:",self.roll)
player = self.player
rectangles_drag = self.all_drag[player]
rectangles = self.all_rects[player]
offsets = self.all_off[player]
buckets = self.buckets
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
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
# Need this to be a deepcopy :<
self.from_buckets = []
for x in buckets:
tmp = []
for y in x:
tmp.append(y)
self.from_buckets.append(tmp)
self.from_board = [x for x in self.gen_board_from_buckets(buckets)]
# print("From board in mousedown:", from_board)
pin, idx = self.find_pin(event.pos)
from_pin = pin
buckets[idx][0] -= 1
if buckets[idx][0] == 0:
buckets[idx][1] = 0
offsets[is_true][0] = rectangles[is_true].x - mouse_x
offsets[is_true][1] = rectangles[is_true].y - mouse_y
self.from_locat = [rectangles[is_true].x, rectangles[is_true].y]
elif event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
meh = [rect.collidepoint(event.pos) for rect in rectangles]
if any(meh):
is_true = np.where(meh)[0][0]
pin, idx = self.find_pin(event.pos)
x, y = self.calc_pos(buckets,idx)
buckets[idx][0] += 1
buckets[idx][1] = player
# print(self.from_board)
# print("To :",self.gen_board_from_buckets(buckets))
# print(move_legal(from_board, buckets, [1,2]))
# if self.move_legal(self.from_board, buckets, self.roll):
sets = self.calc_move_sets(self.from_board, self.roll, player)
pot_board = self.gen_board_from_buckets(buckets)
# print("board:",pot_board)
truth_values = []
for t in sets:
b = [list(c) for c in list(t)[0]]
if pot_board in list(b):
truth_values.append(pot_board in list(b))
print("Truth values:",truth_values)
if any(truth_values):
self.handle_move(self.from_board, buckets, self.roll, player)
# print("From:",self.gen_board_from_buckets(self.from_buckets))
# print("WOHO!"*10)
rectangles_drag[is_true] = False
rectangles[is_true].x = x
rectangles[is_true].y = y
else:
# print("From:",self.gen_board_from_buckets(self.from_buckets))
self.buckets = []
for x in self.from_buckets:
tmp = []
for y in x:
tmp.append(y)
self.buckets.append(tmp)
rectangles_drag[is_true] = False
rectangles[is_true].x = self.from_locat[0]
rectangles[is_true].y = self.from_locat[1]
# print("End :",self.gen_board_from_buckets(buckets))
elif event.type == pygame.MOUSEMOTION:
if any(rectangles_drag):
is_true = np.where(rectangles_drag)[0][0]
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]
self.screen.fill(self.GREEN_FILT)
# pygame.draw.polygon(screen, (RED), [[0, 0], [50,0],[25,100]], 2)
color = self.LIGHT_GREY
x = 0
y = 150
# for _ in range(2):
for i in range(12):
if x < 500 and x+self.SPACING > 500:
x = 550
color = self.SALMON if color == self.LIGHT_GREY else self.LIGHT_GREY
pygame.draw.polygon(self.screen, color, [[x, 0], [x+self.SPACING, 0], [(2*x+self.SPACING)/2, y]])
x += self.SPACING
# y += 50
x = 0
y = 250
# for _ in range(2):
color = self.SALMON if color == self.LIGHT_GREY else self.LIGHT_GREY
for i in range(12):
if x < 500 and x+self.SPACING > 500:
x = 550
color = self.SALMON if color == self.LIGHT_GREY else self.LIGHT_GREY
pygame.draw.polygon(self.screen, color, [[x, 400], [x+self.SPACING, 400], [(2*x+self.SPACING)/2, y]])
x += self.SPACING
# print(gen_board_from_buckets(buckets))
pygame.draw.rect(self.screen, self.BROWN, pygame.rect.Rect((500, 0, 50, 400)))
for p in [-1,1]:
for rect in self.all_rects[p]:
pygame.draw.rect(self.screen, self.RED if p == -1 else self.BLACK, rect)
pygame.display.flip()
# - constant game speed / FPS -
self.clock.tick(self.FPS)
def test(self):
while True:
self.paint_board()
b = Board_painter()
b.test()
# class myThread (threading.Thread):
# def __init__(self, threadID, name, counter):
# threading.Thread.__init__(self)
# self.threadID = threadID
# self.name = name
# self.counter = counter
# def run(self, function):
# print ("Starting " + self.name)
# function()
# print ("Exiting " + self.name)
# def change_player():
# while True:
# time.sleep(5)
# b.switch_player([1,2])
# def keep_painting():
# while True:
# b.paint_board()
# # Create new threads
# thread2 = myThread( keep_painting() )
# thread1 = myThread( change_player() )
# # Start new Threads
# thread1.start()
# thread2.start()
# thread1.join()
# thread2.join()
# print ("Exiting Main Thread")
# # - end -
# pygame.quit()
# - end -
pygame.quit()

View File

@ -284,9 +284,10 @@ class Board:
legal_moves = set()
if not Board.any_move_valid(board, player, roll):
return { board }
print("Inside board:",board)
return [ board ]
dice_permutations = list(itertools.permutations(roll)) if roll[0] != roll[1] else [[roll[0]]*4]
print("Dice permuts:",dice_permutations)
# print("Dice permuts:",dice_permutations)
for roll in dice_permutations:
# Calculate boards resulting from first move
#print("initial board: ", board)