Not fully implented board

This commit is contained in:
Alexander Munch-Hansen 2018-04-11 00:38:25 +02:00
parent 4cdd1960a0
commit dec12d989e

232
actual_board.py Normal file
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import pygame
import numpy as np
# --- constants --- (UPPER_CASE names)
SCREEN_WIDTH = 1050
SCREEN_HEIGHT = 400
SPACING = 83.333
BUCKETS = [[]]*24
#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()
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]
running = True
player = 1
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]
# My math is incredibly off
if chosen > 11:
print(amount)
y = 378 - (30 * amount)
print(y)
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
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
pin, idx = find_pin(event.pos)
buckets[idx] -= 1
offsets[is_true][0] = rectangles[is_true].x - mouse_x
offsets[is_true][1] = rectangles[is_true].y - mouse_y
elif event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
if is_true is not None:
pin, idx = find_pin(event.pos)
print(pin,idx)
print(calc_pos(buckets, idx))
x, y = calc_pos(buckets,idx)
buckets[idx] += 1
rectangles_drag = all_drag[player]
rectangles_drag[is_true] = False
rectangles[is_true].x = x
rectangles[is_true].y = y
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]
if any(rectangles_drag):
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]
# - updates (without draws) -
# empty
# - draws (without updates) -
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
pygame.draw.rect(screen, BROWN, pygame.rect.Rect((500, 0, 50, 400)))
for p in [-1,1]:
for rect in all_rects[p]:
pygame.draw.rect(screen, RED if p == -1 else BLACK, rect)
pygame.display.flip()
# - constant game speed / FPS -
clock.tick(FPS)
# - end -
pygame.quit()