Few changes to board
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dec12d989e
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c08e7fe540
183
actual_board.py
183
actual_board.py
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@ -1,4 +1,9 @@
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# TODO: The bar is just for show at the moment. Home doesn't work either.
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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 pygame
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from board import Board
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import numpy as np
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# --- constants --- (UPPER_CASE names)
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@ -8,8 +13,6 @@ SCREEN_HEIGHT = 400
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SPACING = 83.333
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BUCKETS = [[]]*24
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#BLACK = ( 0, 0, 0)
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#242 209 107
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@ -88,10 +91,50 @@ is_true = False
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clock = pygame.time.Clock()
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buckets = [5,0,0,0,3,0,5,0,0,0,0,2,5,0,0,0,3,0,5,0,0,0,0,2]
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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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def gen_buckets_from_board(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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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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meh.append([abs(pin), np.sign(pin)])
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return meh
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def gen_board_from_buckets(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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board.append(buckets[i])
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for i in range(0,12):
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board.append(buckets[i])
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board.append([0,0])
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board = [x*y for x,y in board]
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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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# 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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x,y = pos
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x -= 50 if x > 550 else 0
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@ -105,13 +148,12 @@ def find_pin(pos):
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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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amount = buckets[chosen]
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amount = buckets[chosen][0]
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# My math is incredibly off
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if chosen > 11:
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print(amount)
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print("Amount at pin:", amount)
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y = 378 - (30 * amount)
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print(y)
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chosen -= 11
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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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@ -124,7 +166,9 @@ def calc_pos(buckets, chosen):
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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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# - events -
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@ -145,27 +189,63 @@ while running:
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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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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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from_board = [x for x in 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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buckets[idx] -= 1
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from_pin = pin
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buckets[idx][0] -= 1
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if buckets[idx][0] == 0:
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buckets[idx][1] = 0
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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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elif event.type == pygame.MOUSEBUTTONUP:
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if event.button == 1:
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if is_true is not None:
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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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pin, idx = find_pin(event.pos)
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print(pin,idx)
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print(calc_pos(buckets, idx))
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x, y = calc_pos(buckets,idx)
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buckets[idx] += 1
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buckets[idx][0] += 1
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buckets[idx][1] = player
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rectangles_drag = all_drag[player]
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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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print(from_board)
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print("To :",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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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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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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elif event.type == pygame.MOUSEMOTION:
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rectangles_drag = all_drag[player]
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@ -173,59 +253,54 @@ while running:
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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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if any(rectangles_drag):
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mouse_x, mouse_y = event.pos
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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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# - updates (without draws) -
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mouse_x, mouse_y = event.pos
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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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# empty
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# - draws (without updates) -
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screen.fill(GREEN_FILT)
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# pygame.draw.polygon(screen, (RED), [[0, 0], [50,0],[25,100]], 2)
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screen.fill(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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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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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 = 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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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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# 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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for i in range(12):
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if x < 500 and x+SPACING > 500:
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x = 550
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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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pygame.draw.polygon(screen, color, [[x, 400], [x+SPACING, 400], [(2*x+SPACING)/2, y]])
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x += SPACING
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for i in range(12):
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if x < 500 and x+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, 400], [x+SPACING, 400], [(2*x+SPACING)/2, y]])
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x += SPACING
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pygame.draw.rect(screen, BROWN, pygame.rect.Rect((500, 0, 50, 400)))
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for p in [-1,1]:
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for rect in all_rects[p]:
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# print(gen_board_from_buckets(buckets))
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pygame.draw.rect(screen, BROWN, pygame.rect.Rect((500, 0, 50, 400)))
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for p in [-1,1]:
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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.draw.rect(screen, RED if p == -1 else BLACK, rect)
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pygame.display.flip()
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pygame.display.flip()
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# - constant game speed / FPS -
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# - constant game speed / FPS -
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clock.tick(FPS)
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clock.tick(FPS)
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# - end -
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