Turns are now functioning
This commit is contained in:
parent
7764a70799
commit
7993da0db7
350
actual_board.py
350
actual_board.py
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@ -2,73 +2,64 @@
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# TODO: An issue with the bouncing back things. It appears to do the move and then
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# it doesn't properly restore the buckets to where they should be.
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import random
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import pygame
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import threading
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from board import Board
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import numpy as np
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import time
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# --- constants --- (UPPER_CASE names)
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SCREEN_WIDTH = 1050
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SCREEN_HEIGHT = 400
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SPACING = 83.333
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class Board_painter:
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def __init__(self):
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self.SCREEN_WIDTH = 1050
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self.SCREEN_HEIGHT = 400
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self.SPACING = 83.333
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#BLACK = ( 0, 0, 0)
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#242 209 107
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SAND = (242, 209, 107)
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GREEN_FILT = (0,102,0)
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WHITE = (255, 255, 255)
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RED = (255, 0, 0)
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SALMON = (250,128,114)
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BLACK = (0,0,0)
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BROWN = (160,82,45)
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LIGHT_GREY = (220,220,220)
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num_pieces = 15
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FPS = 30
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cen = SPACING/2 - 11
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t = 5*SPACING - cen-22
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m = 7*SPACING+50 - cen-22
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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]]
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self.SAND = (242, 209, 107)
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self.GREEN_FILT = (0,102,0)
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self.WHITE = (255, 255, 255)
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self.RED = (255, 0, 0)
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self.SALMON = (250,128,114)
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self.BLACK = (0,0,0)
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self.BROWN = (160,82,45)
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self.LIGHT_GREY = (220,220,220)
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self.num_pieces = 15
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self.FPS = 999
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cen = self.SPACING/2 - 11
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t = 5*self.SPACING - cen-22
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m = 7*self.SPACING+50 - cen-22
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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]]
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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]]
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# --- classses --- (CamelCase names)
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# empty
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# --- functions --- (lower_case names)
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# empty
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# --- main ---
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# - init -
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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]]
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pygame.init()
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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self.screen = pygame.display.set_mode((self.SCREEN_WIDTH, self.SCREEN_HEIGHT))
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#screen_rect = screen.get_rect()
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pygame.display.set_caption("Backgammon")
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# - objects -
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self.all_rects = {-1 : [], 1 : []}
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all_rects = {-1 : [], 1 : []}
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x, y = [0, 0]
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for p in [-1,1]:
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if p == -1:
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for idx in STARTING_IDX_P1:
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all_rects[p] += [pygame.rect.Rect(idx[0],idx[1], 22, 22)]
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for idx in self.STARTING_IDX_P1:
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self.all_rects[p] += [pygame.rect.Rect(idx[0],idx[1], 22, 22)]
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if p == 1:
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for idx in STARTING_IDX_P2:
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all_rects[p] += [pygame.rect.Rect(idx[0],idx[1], 22, 22)]
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for idx in self.STARTING_IDX_P2:
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self.all_rects[p] += [pygame.rect.Rect(idx[0],idx[1], 22, 22)]
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# for i in range(num_pieces):
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# x = x+20
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# all_rects[p] += [pygame.rect.Rect(x,y, 22, 22)]
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@ -77,35 +68,42 @@ for p in [-1,1]:
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all_drag = {-1 : [], 1 : []}
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all_drag[-1] += [False]*num_pieces
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all_drag[1] += [False]*num_pieces
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self.all_drag = {-1 : [], 1 : []}
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self.all_drag[-1] += [False]*self.num_pieces
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self.all_drag[1] += [False]*self.num_pieces
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all_off = {-1 : [], 1 : []}
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all_off[-1] += [[0,0]]*num_pieces
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all_off[1] += [[0,0]]*num_pieces
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self.all_off = {-1 : [], 1 : []}
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self.all_off[-1] += [[0,0]]*self.num_pieces
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self.all_off[1] += [[0,0]]*self.num_pieces
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is_true = False
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# - mainloop -
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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
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player = 1
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roll = []
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def switch_player(roll):
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roll = roll
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player *= -1
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self.is_true = False
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def gen_buckets_from_board(board):
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self.clock = pygame.time.Clock()
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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]]
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self.running = True
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self.player = -1
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self.roll = [random.randrange(1, 7), random.randrange(1, 7)]
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print("initial_roll:", self.roll)
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self.from_board = None
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self.from_buckets = [x for x in self.buckets]
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self.from_locat = None
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self.total_moves = 0
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def switch_player(self):
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self.player *= -1
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print("CHANGED PLAYER!")
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def gen_buckets_from_board(self, board):
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meh = []
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for i in range(13,25):
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pin = board[i]
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print(pin)
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# print(pin)
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meh.append([abs(pin), np.sign(pin)])
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for i in range(1,13):
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pin = board[i]
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@ -114,7 +112,7 @@ def gen_buckets_from_board(board):
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return meh
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def gen_board_from_buckets(buckets):
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def gen_board_from_buckets(self, buckets):
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board = []
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board.append([0,0])
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for i in range(-1,-13,-1):
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@ -126,16 +124,16 @@ def gen_board_from_buckets(buckets):
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return board
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def move_legal(from_board, buckets, roll):
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board = gen_board_from_buckets(buckets)
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legal_states = Board.calculate_legal_states(from_board, 1, roll)
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def move_legal(self, from_board, buckets, roll):
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board = self.gen_board_from_buckets(buckets)
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legal_states = Board.calculate_legal_states(from_board, self.player, roll)
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# print(legal_states)
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if board in [list(state) for state in list(legal_states)]:
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return True
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return False
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def find_pin(pos):
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def find_pin(self, pos):
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SPACING = self.SPACING
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x,y = pos
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x -= 50 if x > 550 else 0
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if y < 175:
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return pin, idx
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# Find the y position based on the chosen pin
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def calc_pos(buckets, chosen):
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def calc_pos(self, buckets, chosen):
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amount = buckets[chosen][0]
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SPACING = self.SPACING
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# My math is incredibly off
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if chosen > 11:
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print("Amount at pin:", amount)
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# print("Amount at pin:", amount)
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y = 378 - (30 * amount)
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chosen -= 11
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x = (SPACING*(chosen-1))+(SPACING/2)
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y = 30 * amount
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x = (SPACING*(chosen-1))+(SPACING/2)
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x += 50 if x > 500 else 0
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return x,y
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from_board = None
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from_buckets = [x for x in buckets]
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from_locat = None
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while running:
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def calc_move_sets(self, from_board, roll, player):
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# board = self.gen_board_from_buckets(buckets)
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board = from_board
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sets = []
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total = 0
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for r in roll:
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# print("Value of r:",r)
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sets.append([Board.calculate_legal_states(board, player, [r,0]), r])
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total += r
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sets.append([Board.calculate_legal_states(board, player, [total,0]), total])
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return sets
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def calc_turn(self):
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player = self.player
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if self.total_moves == 0:
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return player * -1
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return player
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def handle_move(self, from_board, buckets, roll, player):
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board = self.gen_board_from_buckets(buckets)
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# print("Cur board:",board)
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sets = self.calc_move_sets(from_board, roll, player)
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for idx, board_set in enumerate(sets):
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board_set[0] = list(board_set[0])
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# print("My board_set:",board_set)
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if board in [list(c) for c in board_set[0]]:
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self.total_moves -= board_set[1]
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if idx < 2:
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# print("Roll object:",self.roll)
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self.roll[idx] = 0
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else:
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self.roll = [0,0]
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break
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print("Total moves left:",self.total_moves)
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# while running:
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def paint_board(self):
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# - events -
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if self.player != self.calc_turn():
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self.switch_player()
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self.roll = [random.randrange(1, 7), random.randrange(1, 7)]
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self.total_moves = self.roll[0] + self.roll[1]
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print("Player:",self.player,"rolled:",self.roll)
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player = self.player
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rectangles_drag = self.all_drag[player]
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rectangles = self.all_rects[player]
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offsets = self.all_off[player]
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buckets = self.buckets
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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elif event.type == pygame.MOUSEBUTTONDOWN:
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if event.button == 1:
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rectangles = all_rects[player]
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offsets = all_off[player]
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meh = [rect.collidepoint(event.pos) for rect in rectangles]
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if any(meh):
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is_true = np.where(meh)[0][0]
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if any(meh):
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print("GETTING CALLED")
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# print("GETTING CALLED")
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rectangles_drag[is_true] = True
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mouse_x, mouse_y = event.pos
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# Need this to be a deepcopy :<
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from_buckets = []
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self.from_buckets = []
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for x in buckets:
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tmp = []
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for y in x:
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tmp.append(y)
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from_buckets.append(tmp)
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self.from_buckets.append(tmp)
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from_board = [x for x in gen_board_from_buckets(buckets)]
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self.from_board = [x for x in self.gen_board_from_buckets(buckets)]
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# print("From board in mousedown:", from_board)
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pin, idx = find_pin(event.pos)
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pin, idx = self.find_pin(event.pos)
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from_pin = pin
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buckets[idx][0] -= 1
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offsets[is_true][0] = rectangles[is_true].x - mouse_x
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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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self.from_locat = [rectangles[is_true].x, rectangles[is_true].y]
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elif event.type == pygame.MOUSEBUTTONUP:
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if event.button == 1:
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@ -217,40 +256,57 @@ while running:
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if any(meh):
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is_true = np.where(meh)[0][0]
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pin, idx = find_pin(event.pos)
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x, y = calc_pos(buckets,idx)
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pin, idx = self.find_pin(event.pos)
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x, y = self.calc_pos(buckets,idx)
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buckets[idx][0] += 1
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buckets[idx][1] = player
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print(from_board)
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print("To :",gen_board_from_buckets(buckets))
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# print(self.from_board)
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# print("To :",self.gen_board_from_buckets(buckets))
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# print(move_legal(from_board, buckets, [1,2]))
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if move_legal(from_board, buckets, [1,0]):
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print("From:",gen_board_from_buckets(from_buckets))
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print("WOHO!"*10)
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rectangles_drag = all_drag[player]
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# if self.move_legal(self.from_board, buckets, self.roll):
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sets = self.calc_move_sets(self.from_board, self.roll, player)
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pot_board = self.gen_board_from_buckets(buckets)
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# print("board:",pot_board)
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truth_values = []
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for t in sets:
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b = [list(c) for c in list(t)[0]]
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if pot_board in list(b):
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truth_values.append(pot_board in list(b))
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print("Truth values:",truth_values)
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if any(truth_values):
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self.handle_move(self.from_board, buckets, self.roll, player)
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# print("From:",self.gen_board_from_buckets(self.from_buckets))
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# print("WOHO!"*10)
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rectangles_drag[is_true] = False
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rectangles[is_true].x = x
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rectangles[is_true].y = y
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else:
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print("From:",gen_board_from_buckets(from_buckets))
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buckets = [x for x in from_buckets]
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rectangles_drag = all_drag[player]
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# print("From:",self.gen_board_from_buckets(self.from_buckets))
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self.buckets = []
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for x in self.from_buckets:
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tmp = []
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for y in x:
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tmp.append(y)
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self.buckets.append(tmp)
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rectangles_drag[is_true] = False
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rectangles[is_true].x = from_locat[0]
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rectangles[is_true].y = from_locat[1]
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print("End :",gen_board_from_buckets(buckets))
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rectangles[is_true].x = self.from_locat[0]
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rectangles[is_true].y = self.from_locat[1]
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# print("End :",self.gen_board_from_buckets(buckets))
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elif event.type == pygame.MOUSEMOTION:
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rectangles_drag = all_drag[player]
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rectangles = all_rects[player]
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offsets = all_off[player]
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if any(rectangles_drag):
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is_true = np.where(rectangles_drag)[0][0]
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@ -258,50 +314,94 @@ while running:
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rectangles[is_true].x = mouse_x + offsets[is_true][0]
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rectangles[is_true].y = mouse_y + offsets[is_true][1]
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screen.fill(GREEN_FILT)
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self.screen.fill(self.GREEN_FILT)
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# pygame.draw.polygon(screen, (RED), [[0, 0], [50,0],[25,100]], 2)
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color = LIGHT_GREY
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color = self.LIGHT_GREY
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x = 0
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y = 150
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# for _ in range(2):
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for i in range(12):
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if x < 500 and x+SPACING > 500:
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if x < 500 and x+self.SPACING > 500:
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x = 550
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color = SALMON if color == LIGHT_GREY else LIGHT_GREY
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pygame.draw.polygon(screen, color, [[x, 0], [x+SPACING, 0], [(2*x+SPACING)/2, y]])
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x += SPACING
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color = self.SALMON if color == self.LIGHT_GREY else self.LIGHT_GREY
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pygame.draw.polygon(self.screen, color, [[x, 0], [x+self.SPACING, 0], [(2*x+self.SPACING)/2, y]])
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x += self.SPACING
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# y += 50
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x = 0
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y = 250
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# for _ in range(2):
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color = SALMON if color == LIGHT_GREY else LIGHT_GREY
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color = self.SALMON if color == self.LIGHT_GREY else self.LIGHT_GREY
|
||||
|
||||
for i in range(12):
|
||||
if x < 500 and x+SPACING > 500:
|
||||
if x < 500 and x+self.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
|
||||
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(screen, BROWN, pygame.rect.Rect((500, 0, 50, 400)))
|
||||
pygame.draw.rect(self.screen, self.BROWN, pygame.rect.Rect((500, 0, 50, 400)))
|
||||
for p in [-1,1]:
|
||||
for rect in all_rects[p]:
|
||||
for rect in self.all_rects[p]:
|
||||
|
||||
pygame.draw.rect(screen, RED if p == -1 else BLACK, rect)
|
||||
pygame.draw.rect(self.screen, self.RED if p == -1 else self.BLACK, rect)
|
||||
|
||||
pygame.display.flip()
|
||||
|
||||
# - constant game speed / FPS -
|
||||
|
||||
clock.tick(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()
|
||||
|
|
5
board.py
5
board.py
|
@ -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)
|
||||
|
|
Loading…
Reference in New Issue
Block a user