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gui.py
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import pygame
import sys
from pygame.locals import *
import time
from config import BLACK, WHITE, DEFAULT_LEVEL, HUMAN, COMPUTER
import os
from menu import *
from Tkinter import Tk
from tkFileDialog import askopenfilename, asksaveasfilename
class Gui :
def __init__ (self):
pygame.init()
# colors
self.BLACK = (0, 0, 0)
self.BACKGROUND = (10, 10, 10)
self.WHITE = (255, 255, 255)
self.BLUE = (100, 100, 255)
self.RED = (255, 50, 50)
# display
self.SCREEN_SIZE = (840, 480)
self.BOARD_POS = (20, 20)
self.BOARD = (40, 40)
self.BOARD_SIZE = 400
self.SQUARE_SIZE = 50
self.screen = pygame.display.set_mode(self.SCREEN_SIZE)
# fonts
self.score_font = pygame.font.SysFont("Serif", 24)
self.title_font = pygame.font.SysFont("Times New Roman", 34)
self.font = pygame.font.Font(None, 32)
# image files
self.board_img = pygame.image.load(os.path.join("images", "board.bmp")).convert()
self.black_img = pygame.image.load(os.path.join("images", "preta.bmp")).convert()
self.white_img = pygame.image.load(os.path.join("images", "branca.bmp")).convert()
self.tip_img = pygame.image.load(os.path.join("images","tip.bmp")).convert()
self.clear_img = pygame.image.load(os.path.join("images","nada.bmp")).convert()
pygame.display.set_caption('Othello by Robert Gruener')
# Ignore mouse motion (greatly reduces resources when not needed)
pygame.event.set_blocked(pygame.MOUSEMOTION)
self.ingame_menu = cMenu(100, 100, 20, 5, 'vertical', 100, self.screen,
[('Press S to Save Game', 1, None, None)])
self.ingame_menu.set_center(True, True)
self.ingame_menu.set_alignment('center', 'center')
def show_game (self, board):
self.background = pygame.Surface(self.screen.get_size()).convert()
self.update(board)
def show_options(self):
self.screen.fill(self.BACKGROUND)
title = self.title_font.render("Othello", True, self.WHITE, self.BACKGROUND)
option_text = self.score_font.render("Use arrow keys to select options", True, self.WHITE, self.BACKGROUND)
self.screen.blit(title, (370, 20))
self.screen.blit(option_text, (262, 80))
pygame.display.flip()
START_NEW_GAME = 0
LOAD_GAME = 1
PLAYER_1 = 2
PLAYER_1_TIME = 3
PLAYER_2 = 4
PLAYER_2_TIME = 5
EXIT = 6
options = dict()
menu = cMenu(50, 50, 20, 5, 'vertical', 100, self.screen,
[('Start New Game', START_NEW_GAME+1, None, None),
('Load Game', LOAD_GAME+1, None, None),
('Player 1 (Black): ', PLAYER_1+1, None, [HUMAN, COMPUTER], 0),
('Player 1 AI Time: ', PLAYER_1_TIME+1, None, [str(i) for i in range(2, 61)], 2),
('Player 2 (White): ', PLAYER_2+1, None, [HUMAN, COMPUTER], 1),
('Player 2 AI Time: ', PLAYER_2_TIME+1, None, [str(i) for i in range(2, 61)], 2),
('Exit', EXIT+1, None, None)])
menu.set_center(True, True)
menu.set_alignment('center', 'center')
state = 0
prev_state = 1
rect_list = []
while True:
if prev_state != state:
pygame.event.post(pygame.event.Event(EVENT_CHANGE_STATE, key = 0))
prev_state = state
e = pygame.event.wait()
# Update the menu, based on which "state" we are in - When using the menu
# in a more complex program, definitely make the states global variables
# so that you can refer to them by a name
if e.type == pygame.KEYDOWN or e.type == EVENT_CHANGE_STATE:
if state == 0:
rect_list, state = menu.update(e, state, prev_state)
elif state == START_NEW_GAME+1:
options['player_1'] = menu.menu_items[PLAYER_1]['options'][menu.menu_items[PLAYER_1]['opt_ind']]
options['player_1_time'] = menu.menu_items[PLAYER_1_TIME]['options'][menu.menu_items[PLAYER_1_TIME]['opt_ind']]
options['player_2'] = menu.menu_items[PLAYER_2]['options'][menu.menu_items[PLAYER_2]['opt_ind']]
options['player_2_time'] = menu.menu_items[PLAYER_2_TIME]['options'][menu.menu_items[PLAYER_2_TIME]['opt_ind']]
return options
elif state == LOAD_GAME+1:
Tk().withdraw()
file_name = askopenfilename()
if file_name:
options['load_file'] = file_name
options['player_1'] = menu.menu_items[PLAYER_1]['options'][menu.menu_items[PLAYER_1]['opt_ind']]
options['player_1_time'] = menu.menu_items[PLAYER_1_TIME]['options'][menu.menu_items[PLAYER_1_TIME]['opt_ind']]
options['player_2'] = menu.menu_items[PLAYER_2]['options'][menu.menu_items[PLAYER_2]['opt_ind']]
options['player_2_time'] = menu.menu_items[PLAYER_2_TIME]['options'][menu.menu_items[PLAYER_2_TIME]['opt_ind']]
return options
state = 0
elif state == EXIT+1:
pygame.quit()
sys.exit()
else:
state = 0
# Quit if the user presses the exit button
if e.type == pygame.QUIT:
pygame.quit()
sys.exit()
# Update the screen
pygame.display.update(rect_list)
def show_winner(self, player_color, board):
font = pygame.font.Font(None, 34)
if player_color == WHITE:
msg = font.render("White player wins", True, self.RED)
elif player_color == BLACK:
msg = font.render("Black player wins", True, self.RED)
else:
msg = font.render( "Tie!", True, self.RED)
msg2 = font.render("Press Mouse To Restart Game", True, self.RED)
self.screen.blit(msg, msg.get_rect(centerx = self.screen.get_width()/2 - 175, centery = 225))
self.screen.blit(msg2, msg2.get_rect(centerx = self.screen.get_width()/2 - 175, centery = 255))
pygame.display.flip()
while True:
for event in pygame.event.get():
if event.type == MOUSEBUTTONDOWN:
return
elif event.type == QUIT:
sys.exit(0)
time.sleep(.05)
def highlight_valid_moves(self, valid_moves):
for move in valid_moves:
move = (move[1], move[0])
x = move[0]*self.SQUARE_SIZE + self.BOARD[0]
y = move[1]*self.SQUARE_SIZE + self.BOARD[1]
pygame.draw.rect(self.screen, (255, 215, 0), \
(x, y, self.SQUARE_SIZE, self.SQUARE_SIZE), 1)
pygame.display.flip()
def flash_move(self, pos, color):
for i in range(0, 3):
self.put_stone(pos, color)
time.sleep(.1)
self.clear_square(pos)
time.sleep(.1)
self.put_stone(pos, color)
time.sleep(.3)
def put_stone(self, pos, color):
""" draws piece with given position and color """
if pos == None:
return
# flip orientation (because xy screen orientation)
pos = (pos[1], pos[0])
if color == BLACK:
img = self.black_img
elif color == WHITE:
img = self.white_img
else:
img = self.tip_img
x = pos[0]*self.SQUARE_SIZE + self.BOARD[0]
y = pos[1]*self.SQUARE_SIZE + self.BOARD[1]
self.screen.blit(img, (x, y), img.get_rect())
pygame.display.flip()
def clear_square (self, pos):
# flip orientation
pos =(pos[1], pos[0])
x = pos[0]*self.SQUARE_SIZE + self.BOARD[0]
y = pos[1]*self.SQUARE_SIZE + self.BOARD[1]
self.screen.blit(self.clear_img,(x, y), self.clear_img.get_rect())
pygame.display.flip()
def get_move_by_mouse(self):
state = 0
prev_state = 1
rect_list = []
while True:
for event in pygame.event.get():
if event.type == MOUSEBUTTONDOWN:
(mouse_x, mouse_y) = pygame.mouse.get_pos()
# Check to see if click was on the board
if mouse_x < self.BOARD_SIZE + self.BOARD[0] or \
mouse_x > self.BOARD[0] or \
mouse_y < self.BOARD_SIZE + self.BOARD[1] or \
mouse_y > self.BOARD[1] :
position = ((mouse_x - self.BOARD[0]) / self.SQUARE_SIZE), \
((mouse_y - self.BOARD[1]) / self.SQUARE_SIZE)
# flip orientation
position = (position[1], position[0])
return position
if event.type == KEYDOWN:
if event.key == pygame.K_s:
self.save_board_to_file()
elif event.type == QUIT:
sys.exit(0)
pygame.display.flip()
time.sleep(.05)
def update(self, board, next_player=None):
self.board = board
self.player = next_player
self.background.fill(self.BACKGROUND)
self.screen.blit(self.background, (0, 0), self.background.get_rect())
self.screen.blit(self.board_img, self.BOARD_POS, self.board_img.get_rect())
for i in range(8):
for j in range(8):
if board.board[i][j] != 0:
self.put_stone(( i, j), board.board[i][j])
self.showGameInformation(board, next_player)
pygame.display.flip()
def save_board_to_file(self, gui=True, file_name='board.txt'):
if gui:
Tk().withdraw()
file_name = asksaveasfilename()
if not file_name:
return
f = open(file_name, 'w')
for i in range(8):
for j in range(8):
f.write(str(int(self.board.board[i][j])))
if j == 7:
f.write('\n')
else:
f.write(' ')
f.write(str(self.player.color) + '\n')
f.write(str(self.player.time_limit))
f.close()
def showGameInformation(self, board, next_player=None):
title = self.title_font.render("Othello", True, self.WHITE, self.BACKGROUND)
blacks_str = 'Black Pieces: %02d ' % int(board.black_pieces)
whites_str = 'White Pieces: %02d ' % int(board.white_pieces)
black_pieces_text = self.score_font.render(blacks_str, True, self.WHITE, self.BACKGROUND)
white_pieces_text = self.score_font.render(whites_str, True, self.WHITE, self.BACKGROUND)
save_state = self.font.render('Press S to save the game', True, self.WHITE)
if not next_player or next_player.color == BLACK:
pygame.draw.circle(self.screen, (255, 215, 0), (550, 83), 7)
else:
pygame.draw.circle(self.screen, (255, 215, 0), (550, 123), 7)
self.screen.blit(title, (600, 20))
self.screen.blit(black_pieces_text,(565, 70))
self.screen.blit(white_pieces_text,(565, 110))
self.screen.blit(save_state, (520, 200))