Support server of FINGERSTYLE
from tkinter import * import numpy as np
size_of_board = 600 number_of_dots = 6 symbol_size = (size_of_board / 3 - size_of_board / 8) / 2 symbol_thickness = 50 dot_color = '#00E7FF' player1_color = '#0492CF' player1_color_light = '#67B0CF' player2_color = '#EE4035' player2_color_light = '#EE7E77' Green_color = '#7BC043' dot_width = 0.25size_of_board/number_of_dots edge_width = 0.1size_of_board/number_of_dots distance_between_dots = size_of_board / (number_of_dots)
class Dots_and_Boxes(): # ------------------------------------------------------------------ # Initialization functions # ------------------------------------------------------------------ def init(self): self.window = Tk() self.window.title('Dots_and_Boxes') self.canvas = Canvas(self.window, width=size_of_board, height=size_of_board) self.canvas.pack() self.window.bind('', self.click) self.player1_starts = True self.refresh_board() self.play_again()
def play_again(self): self.refresh_board() self.board_status = np.zeros(shape=(number_of_dots - 1, number_of_dots - 1)) self.row_status = np.zeros(shape=(number_of_dots, number_of_dots - 1)) self.col_status = np.zeros(shape=(number_of_dots - 1, number_of_dots))
# Input from user in form of clicks self.player1_starts = not self.player1_starts self.player1_turn = not self.player1_starts self.reset_board = False self.turntext_handle = []
self.already_marked_boxes = [] self.display_turn_text()
def mainloop(self): self.window.mainloop()
# ------------------------------------------------------------------ # Logical Functions: # The modules required to carry out game logic # ------------------------------------------------------------------
def is_grid_occupied(self, logical_position, type): r = logical_position[0] c = logical_position[1] occupied = True
if type == 'row' and self.row_status[c][r] == 0: occupied = False if type == 'col' and self.col_status[c][r] == 0: occupied = False
return occupied
def convert_grid_to_logical_position(self, grid_position): grid_position = np.array(grid_position) position = (grid_position-distance_between_dots/4)//(distance_between_dots/2)
type = False logical_position = [] if position[1] % 2 == 0 and (position[0] - 1) % 2 == 0: r = int((position[0]-1)//2) c = int(position[1]//2) logical_position = [r, c] type = 'row' # self.row_status[c][r]=1 elif position[0] % 2 == 0 and (position[1] - 1) % 2 == 0: c = int((position[1] - 1) // 2) r = int(position[0] // 2) logical_position = [r, c] type = 'col'
return logical_position, type
def mark_box(self): boxes = np.argwhere(self.board_status == -4) for box in boxes: if list(box) not in self.already_marked_boxes and list(box) !=[]: self.already_marked_boxes.append(list(box)) color = player1_color_light self.shade_box(box, color)
boxes = np.argwhere(self.board_status == 4) for box in boxes: if list(box) not in self.already_marked_boxes and list(box) !=[]: self.already_marked_boxes.append(list(box)) color = player2_color_light self.shade_box(box, color)
def update_board(self, type, logical_position): r = logical_position[0] c = logical_position[1] val = 1 if self.player1_turn: val =- 1
if c < (number_of_dots-1) and r < (number_of_dots-1): self.board_status[c][r] += val
if type == 'row': self.row_status[c][r] = 1 if c >= 1: self.board_status[c-1][r] += val
elif type == 'col': self.col_status[c][r] = 1 if r >= 1: self.board_status[c][r-1] += val
def is_gameover(self): return (self.row_status == 1).all() and (self.col_status == 1).all()
# ------------------------------------------------------------------ # Drawing Functions: # The modules required to draw required game based object on canvas # ------------------------------------------------------------------
def make_edge(self, type, logical_position): if type == 'row': start_x = distance_between_dots/2 + logical_position[0]*distance_between_dots end_x = start_x+distance_between_dots start_y = distance_between_dots/2 + logical_position[1]*distance_between_dots end_y = start_y elif type == 'col': start_y = distance_between_dots / 2 + logical_position[1] * distance_between_dots end_y = start_y + distance_between_dots start_x = distance_between_dots / 2 + logical_position[0] * distance_between_dots end_x = start_x
if self.player1_turn: color = player1_color else: color = player2_color self.canvas.create_line(start_x, start_y, end_x, end_y, fill=color, width=edge_width)
def display_gameover(self): player1_score = len(np.argwhere(self.board_status == -4)) player2_score = len(np.argwhere(self.board_status == 4))
if player1_score > player2_score: # Player 1 wins text = 'Winner: Player 1 ' color = player1_color elif player2_score > player1_score: text = 'Winner: Player 2 ' color = player2_color else: text = 'Its a tie' color = 'gray'
self.canvas.delete("all") self.canvas.create_text(size_of_board / 2, size_of_board / 3, font="cmr 60 bold", fill=color, text=text)
score_text = 'Scores \n' self.canvas.create_text(size_of_board / 2, 5 * size_of_board / 8, font="cmr 40 bold", fill=Green_color, text=score_text)
score_text = 'Player 1 : ' + str(player1_score) + '\n' score_text += 'Player 2 : ' + str(player2_score) + '\n' # score_text += 'Tie : ' + str(self.tie_score) self.canvas.create_text(size_of_board / 2, 3 * size_of_board / 4, font="cmr 30 bold", fill=Green_color, text=score_text) self.reset_board = True
score_text = 'Click to play again \n' self.canvas.create_text(size_of_board / 2, 15 * size_of_board / 16, font="cmr 20 bold", fill="gray", text=score_text)
def refresh_board(self): for i in range(number_of_dots): x = i*distance_between_dots+distance_between_dots/2 self.canvas.create_line(x, distance_between_dots/2, x, size_of_board-distance_between_dots/2, fill='gray', dash = (2, 2)) self.canvas.create_line(distance_between_dots/2, x, size_of_board-distance_between_dots/2, x, fill='gray', dash=(2, 2))
for i in range(number_of_dots): for j in range(number_of_dots): start_x = idistance_between_dots+distance_between_dots/2 end_x = jdistance_between_dots+distance_between_dots/2 self.canvas.create_oval(start_x-dot_width/2, end_x-dot_width/2, start_x+dot_width/2, end_x+dot_width/2, fill=dot_color, outline=dot_color)
def display_turn_text(self): text = 'Next turn: ' if self.player1_turn: text += 'Player1' color = player1_color else: text += 'Player2' color = player2_color
self.canvas.delete(self.turntext_handle) self.turntext_handle = self.canvas.create_text(size_of_board - 5*len(text), size_of_board-distance_between_dots/8, font="cmr 15 bold", text=text, fill=color)
def shade_box(self, box, color): start_x = distance_between_dots / 2 + box[1] * distance_between_dots + edge_width/2 start_y = distance_between_dots / 2 + box[0] * distance_between_dots + edge_width/2 end_x = start_x + distance_between_dots - edge_width end_y = start_y + distance_between_dots - edge_width self.canvas.create_rectangle(start_x, start_y, end_x, end_y, fill=color, outline='')
def display_turn_text(self): text = 'Next turn: ' if self.player1_turn: text += 'Player1' color = player1_color else: text += 'Player2' color = player2_color
self.canvas.delete(self.turntext_handle) self.turntext_handle = self.canvas.create_text(size_of_board - 5*len(text), size_of_board-distance_between_dots/8, font="cmr 15 bold",text=text, fill=color)
def click(self, event): if not self.reset_board: grid_position = [event.x, event.y] logical_positon, valid_input = self.convert_grid_to_logical_position(grid_position) if valid_input and not self.is_grid_occupied(logical_positon, valid_input): self.update_board(valid_input, logical_positon) self.make_edge(valid_input, logical_positon) self.mark_box() self.refresh_board() self.player1_turn = not self.player1_turn
if self.is_gameover(): # self.canvas.delete("all") self.display_gameover() else: self.display_turn_text() else: self.canvas.delete("all") self.play_again() self.reset_board = False
game_instance = Dots_and_Boxes() game_instance.mainloop()
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