aboutsummaryrefslogtreecommitdiffstats
path: root/game.py
blob: 003d9437d9746bd294e525a93a7c91a124f6c48a (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
import pygame
import numpy as np
import sys


class Game:
    def __init__(self):
        self.grid_size = 10  # default
        if len(sys.argv) > 1:
            self.grid_size = int(sys.argv[1])

        # It turns out that there are nice structures when setting ~0.75 walls per slot
        self.start_walls = int(0.75 * self.grid_size ** 2)

        self.accept_clicks = True

        # variables for the boxes for each player (x would be computer)
        self.a_boxes = 0
        self.b_boxes = 0
        self.x_boxes = 0

        self.turn = "X"
        self.caption = "'s turn    "

        # 0 empty 1 is A 2 is B and 3 is X
        self.grid_status = np.zeros((self.grid_size, self.grid_size), np.int)
        self.upper_walls_set_flags = np.zeros((self.grid_size, self.grid_size), np.dtype(bool))
        self.left_walls_set_flags = np.zeros((self.grid_size, self.grid_size), np.dtype(bool))

        # set the outer walls
        for column in range(self.grid_size):
            for row in range(self.grid_size):
                if column == 0:
                    self.left_walls_set_flags[column][row] = True
                if row == 0:
                    self.upper_walls_set_flags[column][row] = True

        # initialize pygame
        pygame.init()

        # set the display size (one slot has 30x30 pixels; Walls: 4x26 Box: 26x26)
        self.screen = pygame.display.set_mode([30 * self.grid_size + 4, 30 * self.grid_size + 4])

        # load all images
        self.empty = pygame.image.load("pics/empty.png")
        self.A = pygame.image.load("pics/A.png")
        self.B = pygame.image.load("pics/B.png")
        self.X = pygame.image.load("pics/X.png")
        self.block = pygame.image.load("pics/block.png")
        self.lineX = pygame.image.load("pics/lineX.png")
        self.lineXempty = pygame.image.load("pics/lineXempty.png")
        self.lineY = pygame.image.load("pics/lineY.png")
        self.lineYempty = pygame.image.load("pics/lineYempty.png")

        tries = 0
        # set the start walls randomly but do not create any opportunity to directly close boxes
        while self.start_walls > 0 and tries < 4*self.grid_size**2:
            x = np.random.randint(self.grid_size)
            y = np.random.randint(self.grid_size)
            up = np.random.randint(2)

            if up:
                if not self.upper_walls_set_flags[x][y] \
                        and self.get_number_of_walls(x, y) < 2 \
                        and self.get_number_of_walls(x, y - 1) < 2:
                    self.upper_walls_set_flags[x][y] = True
                    self.start_walls -= 1
            else:
                if not self.left_walls_set_flags[x][y] \
                        and self.get_number_of_walls(x, y) < 2 \
                        and self.get_number_of_walls(x - 1, y) < 2:
                    self.left_walls_set_flags[x][y] = True
                    self.start_walls -= 1

            tries += 1

        # now it's the first players turn
        self.turn = "A"
        self.show()

        while True:
            # go through all events and check the types
            for event in pygame.event.get():
                # quit the game when the player closes it
                if event.type == pygame.QUIT:
                    pygame.quit()
                    exit(0)

                # left click
                elif event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]:
                    if not self.accept_clicks:
                        continue

                    # get the current position of the cursor
                    x = pygame.mouse.get_pos()[0]
                    y = pygame.mouse.get_pos()[1]

                    # check whether it was a not set wall that was clicked
                    wall_x, wall_y = self.get_wall(x, y)

                    if not (wall_x >= 0 and wall_y >= 0):
                        continue

                    upper_wall = wall_y % 30 == 0

                    if upper_wall:
                        if not self.upper_walls_set_flags[wall_x//30][wall_y//30]:
                            self.upper_walls_set_flags[wall_x//30][wall_y//30] = True
                            self.screen.blit(self.lineX, (wall_x, wall_y))
                        else:
                            continue
                    else:
                        if not self.left_walls_set_flags[wall_x//30][wall_y//30]:
                            self.left_walls_set_flags[wall_x//30][wall_y//30] = True
                            self.screen.blit(self.lineY, (wall_x, wall_y))
                        else:
                            continue

                    if not self.set_all_slots() > 0:
                        if self.turn == "A":
                            self.turn = "B"
                        elif self.turn == "B":
                            self.turn = "A"

                    if self.won():
                        self.accept_clicks = False

                    else:

                        # set the display caption
                        pygame.display.set_caption(self.turn + self.caption + "     A:" + str(
                            self.a_boxes) + "   B:" + str(self.b_boxes))

                        # update the players screen
                        pygame.display.flip()

    def get_number_of_walls(self, slot_column, slot_row):
        """
        Get the number of set walls around the passed slot
        :param slot_column: x of the slot
        :param slot_row: y of the slot
        :return: number of set walls
        """
        number_of_walls = 0

        if slot_column == self.grid_size - 1:
            number_of_walls += 1
        elif self.left_walls_set_flags[slot_column + 1][slot_row]:
            number_of_walls += 1

        if slot_row == self.grid_size - 1:
            number_of_walls += 1
        elif self.upper_walls_set_flags[slot_column][slot_row + 1]:
            number_of_walls += 1

        if self.left_walls_set_flags[slot_column][slot_row]:
            number_of_walls += 1

        if self.upper_walls_set_flags[slot_column][slot_row]:
            number_of_walls += 1

        return number_of_walls

    @staticmethod
    def get_wall(pos_x, pos_y):
        rest_x = pos_x % 30
        rest_y = pos_y % 30

        wall_slot_x = pos_x//30
        wall_slot_y = pos_y//30

        # in a corner
        if rest_x < 4 and rest_y < 4:
            return -1, -1

        if rest_x < 4:
            # is left wall of the slot
            return wall_slot_x*30, wall_slot_y*30 + 4

        if rest_y < 4:
            # is upper wall of the slot
            return wall_slot_x*30 + 4, wall_slot_y*30

        # inside the box => not a wall
        return -1, -1

    def set_all_slots(self):
        """
        Find all newly closed boxes and close them for the current player
        :return: number of closed boxes
        """
        to_return = 0

        for column_ in range(self.grid_size):
            for row_ in range(self.grid_size):
                if self.grid_status[column_][row_] != 0 or self.get_number_of_walls(column_, row_) < 4:
                    continue

                if self.turn == "A":
                    self.grid_status[column_][row_] = 1
                    self.screen.blit(self.A, (column_ * 30 + 4, row_ * 30 + 4))
                    self.a_boxes += 1
                elif self.turn == "B":
                    self.grid_status[column_][row_] = 2
                    self.screen.blit(self.B, (column_ * 30 + 4, row_ * 30 + 4))
                    self.b_boxes += 1
                elif self.turn == "X":
                    self.grid_status[column_][row_] = 3
                    self.screen.blit(self.X, (column_ * 30 + 4, row_ * 30 + 4))
                    self.x_boxes += 1

                to_return += 1

        return to_return

    def won(self):
        """
        Check whether the game was finished
        If so change the caption to display the winner
        :return: won or not
        """
        if self.a_boxes + self.b_boxes + self.x_boxes == self.grid_size ** 2:
            if self.a_boxes < self.b_boxes:
                won_caption = "Player B won!   Congrats"
            elif self.b_boxes < self.a_boxes:
                won_caption = "Player A won!   Congrats"
            else:
                won_caption = "It's a tie!"

            # set the display caption
            pygame.display.set_caption(won_caption)

            # update the players screen
            pygame.display.flip()

            return True
        else:
            return False

    def show(self):
        """
        Reload the screen
        Use the current grid and wall information to
        update the players screen
        """
        self.screen.fill(0)

        # loop over all slots
        for column in range(self.grid_size):
            for row in range(self.grid_size):
                x, y = column * 30, row * 30
                self.screen.blit(self.block, (x, y))
                x += 4
                if not self.upper_walls_set_flags[column][row]:
                    self.screen.blit(self.lineXempty, (x, y))
                else:
                    self.screen.blit(self.lineX, (x, y))
                x -= 4
                y += 4
                if not self.left_walls_set_flags[column][row]:
                    self.screen.blit(self.lineYempty, (x, y))
                else:
                    self.screen.blit(self.lineY, (x, y))

                # calculate x and y in pixels
                x, y = column * 30 + 4, row * 30 + 4

                if self.grid_status[column][row] == 0:
                    self.screen.blit(self.empty, (x, y))
                elif self.grid_status[column][row] == 1:
                    self.screen.blit(self.A, (x, y))
                elif self.grid_status[column][row] == 2:
                    self.screen.blit(self.B, (x, y))
                elif self.grid_status[column][row] == 3:
                    self.screen.blit(self.X, (x, y))

        pygame.display.set_caption(self.turn + self.caption + "     A:" + str(self.a_boxes) + "   B:" + str(
            self.b_boxes))
        pygame.display.flip()


game = Game()  # start a game