From: Kevin A. <ka...@us...> - 2004-05-04 23:32:05
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Update of /cvsroot/pythoncard/PythonCard/samples/ataxx In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv22930/samples/ataxx Added Files: .cvsignore ataxx.py ataxx.rsrc.py readme.txt Log Message: added ataxx sample --- NEW FILE: ataxx.rsrc.py --- { 'stack':{ 'type':'Stack', 'name':'Ataxx', 'backgrounds': [ { 'type':'Background', 'name':'bgAtaxx', 'title':'Ataxx Game', 'size':( 350, 350 ), 'statusBar':True, 'menubar': { 'type':'MenuBar', 'menus': [ { 'type':'Menu', 'name':'menuFile', 'label':'&File', 'items': [ { 'type':'MenuItem', 'name':'menuFileNewGame', 'label':'&New Game\tCtrl+N' }, { 'type':'MenuItem', 'name':'menuFileExit', 'label':'E&xit\tAlt+X', 'command':'exit' } ] }, { 'type':'Menu', 'name':'mnuStrategy', 'label':'&Strategy', 'items': [ { 'type':'MenuItem', 'name':'menuStrategyFlipMostPieces', 'label':'Flip Most Pieces', 'checkable':1, 'checked':1 }, { 'type':'MenuItem', 'name':'menuStrategyRandom', 'label':'Random', 'checkable':1, 'checked':0}, ] } ] }, 'components': [ { 'type':'BitmapCanvas', 'name':'bufOff', 'position':(0, 30), 'size':(300, 300), 'backgroundColor':'lightgray', }, ] } ] } } --- NEW FILE: .cvsignore --- .cvsignore *.pyc *.log .DS_Store --- NEW FILE: ataxx.py --- #!/usr/bin/python """ Simplistic implementation of the board game reversi, better known as Othello. The algorithm for determining legal moves is not particularly efficient since no attempt is made to cache legal moves. """ """ __version__ = "$Revision: 1.1 $" __date__ = "$Date: 2004/05/04 23:31:56 $" """ from PythonCard import dialog, model from random import randint import time EMPTY = 0 BLOCK = 1 HUMAN = RED = 2 COMPUTER = PLAYER2 = BLUE = 3 BOARDWIDTH = BOARDHEIGHT = 7 DIRECTIONS = ((-1, -1), (0, -1), (1, -1), (-1, 0), (1, 0), (-1, 1), (0, 1), (1, 1)) SPLIT = DIRECTIONS JUMP = ((-2, -2), (-1, -2), (0, -2), (1, -2), (2, -2), (-2, -1), (2, -1), (-2, 0), (2, 0), (-2, 1), (2, 1), (-2, 2), (-1, 2), (0, 2), (1, 2), (2, 2)) BOARDCOLOR = 'black' GRIDCOLOR = 'cyan' BLOCKCOLOR = 'light gray' CELLWIDTH = CELLHEIGHT = 37 class GameBoard: def __init__(self): self.initializeBoard() def initializeBoard(self): self.board = {} # the board references are column, row # to simplify x, y translation for column in range(BOARDWIDTH): for row in range(BOARDHEIGHT): self.board[(column, row)] = EMPTY # different board arrangements could be used # to vary the gameplay self.board[(3, 0)] = BLOCK self.board[(0, 3)] = BLOCK self.board[(6, 3)] = BLOCK self.board[(3, 6)] = BLOCK self.board[(0, 0)] = HUMAN self.board[(6, 6)] = HUMAN self.board[(6, 0)] = COMPUTER self.board[(0, 6)] = COMPUTER # black always goes first self.nextMove = HUMAN #self.buildLegalMoves(self.nextMove) self.gameOver = False def opponentColor(self, color): if color == HUMAN: return COMPUTER else: return HUMAN def buildLegalMoves(self, column, row): """build a dictionary of legal moves with the (column, row) as the key and the number of pieces flipped as the value""" board = self.board legalMoves = {} for dx, dy in SPLIT: x = column + dx y = row + dy if board.get((x, y), None) == EMPTY: legalMoves[(x, y)] = 1 for dx, dy in JUMP: x = column + dx y = row + dy if board.get((x, y), None) == EMPTY: legalMoves[(x, y)] = 1 return legalMoves def makeMove(self, fromX, fromY, toX, toY): board = self.board color = board[(fromX, fromY)] opponent = self.opponentColor(color) dx = toX - fromX dy = toY - fromY if abs(dx) == 2 or abs(dy) == 2: # jump, so move the piece board[(fromX, fromY)] = EMPTY board[(toX, toY)] = color # now flip all the opponent pieces touching the new position for dx, dy in DIRECTIONS: x = toX + dx y = toY + dy if board.get((x, y), None) == opponent: board[(x, y)] = color self.nextMove = opponent def getScore(self): """return a tuple containing the number of empty, black, and white squares""" score = {HUMAN:0, COMPUTER:0, EMPTY:0, BLOCK:0} for value in self.board.values(): score[value] += 1 return score class Ataxx(model.Background): def on_initialize(self, event): self.boardModel = GameBoard() self.components.bufOff.size = (BOARDWIDTH * CELLWIDTH + 1, BOARDHEIGHT * CELLHEIGHT + 1) self.singleItemExpandingSizerLayout() self.drawBoard() self.updateStatus() self.player = HUMAN self.computer = COMPUTER self.lastHover = None if self.computer == HUMAN: self.boardModel.doComputerMove(HUMAN) def computerMove(self): if self.menuBar.getChecked('menuStrategyFlipMostPieces'): self.boardModel.doFlipMostPiecesComputerMove(self.computer) else: self.boardModel.doRandomComputerMove(self.computer) # sleep for a second to make it appear # the computer thought long and hard on her choice :) time.sleep(1) self.drawBoard() self.updateStatus() def newGame(self): self.boardModel.initializeBoard() self.drawBoard() self.updateStatus() if self.computer == BLACK: self.computerMove() def drawCell(self, x, y, state): view = self.components.bufOff if state in [HUMAN, COMPUTER]: if state == HUMAN: color = 'red' else: color = 'blue' view.setFillColor(color) view.foregroundColor = 'black' center = (x * CELLWIDTH + CELLWIDTH / 2 + 1, y * CELLHEIGHT + CELLHEIGHT / 2 + 1) view.drawCircle(center, round((CELLWIDTH / 2.0) - 3)) elif state == BLOCK: view.setFillColor(BLOCKCOLOR) view.foregroundColor = BLOCKCOLOR view.drawRectangle((x * CELLWIDTH + 3, y * CELLHEIGHT + 3), (CELLWIDTH - 5, CELLHEIGHT - 5)) else: view.setFillColor(BOARDCOLOR) view.foregroundColor = BOARDCOLOR view.drawRectangle((x * CELLWIDTH + 1, y * CELLHEIGHT + 1), (CELLWIDTH - 2, CELLHEIGHT - 2)) def drawBoard(self): view = self.components.bufOff view.autoRefresh = False view.backgroundColor = BOARDCOLOR view.clear() # draw the right and bottom edge borders view.foregroundColor = GRIDCOLOR view.drawLine((0, BOARDHEIGHT * CELLHEIGHT), (BOARDWIDTH * CELLWIDTH, BOARDHEIGHT * CELLHEIGHT)) view.drawLine((BOARDWIDTH * CELLWIDTH, 0), (BOARDWIDTH * CELLWIDTH, BOARDHEIGHT * CELLHEIGHT)) for x in range(BOARDWIDTH): view.foregroundColor = GRIDCOLOR view.drawLine((x * CELLWIDTH, 0), (x * CELLWIDTH, BOARDHEIGHT * CELLHEIGHT)) for y in range(BOARDHEIGHT): view.foregroundColor = GRIDCOLOR view.drawLine((0, y * CELLHEIGHT), (BOARDWIDTH * CELLWIDTH, y * CELLHEIGHT)) state = self.boardModel.board[(x, y)] self.drawCell(x, y, state) view.autoRefresh = True view.refresh() def updateStatus(self): if self.boardModel.gameOver: score = self.boardModel.getScore() playerScore = score[self.player] computerScore = score[self.computer] scoreString = "Red: %d Blue: %d" % (score[HUMAN], score[COMPUTER]) if playerScore > computerScore: message = "Player won!" elif playerScore < computerScore: message = "Computer won!" else: message = "Tie Game" status = message + " - " + scoreString else: if self.boardModel.nextMove == HUMAN: status = "Red's move" else: status = "Blue's move" self.statusBar.text = status def on_bufOff_mouseDown(self, event): self.startLocation = None x, y = event.position x = x / CELLWIDTH y = y / CELLHEIGHT if (x >= 0 and x < BOARDWIDTH) and (y >= 0 and y < BOARDHEIGHT): if self.boardModel.board[(x, y)] == self.boardModel.nextMove: self.startLocation = (x, y) self.legalMoves = self.boardModel.buildLegalMoves(x, y) def on_bufOff_mouseDrag(self, event): if self.startLocation: x, y = event.position x = x / CELLWIDTH y = y / CELLHEIGHT #if self.boardModel.legalMove(x, y, self.boardModel.nextMove): if (x, y) != self.lastHover: # erase lastHover if needed if self.lastHover and self.boardModel.board[self.lastHover] is EMPTY: self.drawCell(self.lastHover[0], self.lastHover[1], EMPTY) # if the move is legal, show it if self.legalMoves.get((x, y), None): self.drawCell(x, y, self.boardModel.nextMove) # don't track positions outside the valid range if (x >= 0 and x < BOARDWIDTH) and (y >= 0 and y < BOARDHEIGHT): self.lastHover = (x, y) def on_bufOff_mouseUp(self, event): if self.startLocation: x, y = event.position # this is a simplistic translation # when users click on the lines # separating cells they may get a cell # they didn't expect x = x / CELLWIDTH y = y / CELLHEIGHT if self.legalMoves.get((x, y), None): self.boardModel.makeMove(self.startLocation[0], self.startLocation[1], x, y) self.drawBoard() self.updateStatus() def on_menuFileNewGame_select(self, event): self.newGame() if __name__ == '__main__': app = model.Application(Ataxx) app.MainLoop() --- NEW FILE: readme.txt --- Ataxx http://www.pressibus.org/ataxx/indexgb.html THE GAME ISN'T DONE YET, IT CURRENTLY HANDLES HUMAN VERSUS HUMAN, BUT DOESN'T CHECK FOR WHETHER THE GAME IS OVER. I JUST WANTED TO GET THIS INTO CVS SO I DON'T LOSE THE CODE. |