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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
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