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Race_the_car.py
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Race_the_car.py
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import sys, pygame
from pygame.locals import *
BOARDHEIGHT=7
BOARDWIDTH=7
TILESIZE=92
WINDOWWIDTH=900
WINDOWHEIGHT=720
FENCEHEIGHT=5
FENCEWIDTH=2*(TILESIZE-2)
FPS=20
ANIMATIONSPEED=6
BLANK=None
# set of colors
# R G B
GRAY = (100, 100, 100)
NAVYBLUE= ( 60, 60, 100)
WHITE = (255, 255, 255)
DARKGREEN=(0, 155, 0)
RED = (255, 0, 0)
GREEN = (0 ,190,0)
BLUE = (0, 0 , 235)
YELLOW = (255, 255,0)
ORANGE = (255, 128,0)
PURPLE = (255,0, 255)
CYAN = ( 0, 255, 255)
DARKTURQUIOSE=(3,54,73)
BRIGHTBLUE=(0,50,255)
DARKGRAY=(40, 40, 40)
BLACK=(0,0,0)
BGCOLOR=DARKTURQUIOSE
TILECOLOR=GREEN
TEXTCOLOR=WHITE
BOARDCOLOR=NAVYBLUE
BASICFONTSIZE=30
BORDERCOLOR=BLACK
HIGHLIGHTCOLOR=BLUE
LIGHTBGCOLOR=BRIGHTBLUE
BUTTONTEXTCOLOR=BLACK
BUTTONCOLOR=WHITE
MESSAGECOLOR=WHITE
XMARGIN=int((WINDOWWIDTH-(TILESIZE*BOARDWIDTH+(BOARDWIDTH-1)))/2)
YMARGIN=int((WINDOWHEIGHT-(TILESIZE*BOARDHEIGHT-(BOARDHEIGHT-1)))/2)
UP='up'
DOWN='down'
LEFT='left'
RIGHT='right'
JUPUP='jumpupup'
JUPLEFT='jumpupleft'
JUPRIGHT='jumpupright'
JDOWNDOWN='jumpdowndown'
JDOWNLEFT='jumpdownleft'
JDOWNRIGHT='jumpdownright'
JLEFTLEFT='jumpleftleft'
JLEFTUP='jumpleftup'
JLEFTDOWN='jumpleftdown'
JRIGHTRIGHT='jumprightright'
JRIGHTUP='jumprightup'
JRIGHTDOWN='jumprightdown'
carImg=pygame.image.load('car_11.png')
carImg1=pygame.image.load('car_22.png')
flagImg=pygame.image.load('blue2.jpg')
flagImg1=pygame.image.load('red2.jpg')
hmImg1=pygame.image.load('hm2.jpg')
FENCELIMIT=8 # The maximum numbr of fences a player can use
player1Fence=[] # records the position of the fences by player1
player2Fence=[] # records the position of the fences by player2
TotalFence=[]# recors the co-ordinates of all fences
def main():
global FPSCLOCK,DISPLAYSURF,BASICFONT,FENCE_SURF,FENCE_RECT,MOVE_SURF,MOVE_RECT,SOLVE_SURF,SOLVE_RECT
pygame.init()
FPSCLOCK=pygame.time.Clock()
mousex=0
mousey=0 # co-ordinates of mouse events
playerChance=1 #chance of the player by default=1
DISPLAYSURF=pygame.display.set_mode((WINDOWWIDTH,WINDOWHEIGHT))
pygame.display.set_caption('Race the Car')
BASICFONT=pygame.font.SysFont('comicsansms',BASICFONTSIZE)
textSurfaceObj=BASICFONT.render("Race the car....",True,BLACK,WHITE)
textRectObj=textSurfaceObj.get_rect()
textRectObj.center=(450,10)
mainBoard=getStartingBoard()
# Store the option button add their rectangle in Options
FENCE_SURF,FENCE_RECT =makeText('FENCE',BUTTONTEXTCOLOR,BUTTONCOLOR,WINDOWWIDTH-120,WINDOWHEIGHT-450)
MOVE_SURF,MOVE_RECT =makeText('MOVE',BUTTONTEXTCOLOR,BUTTONCOLOR,WINDOWWIDTH-120,WINDOWHEIGHT-410)
checkForQuit()
fenceClicked=False
(spotx,spoty)=(None,None)
moveClicked=False
slideTo=None # the direction to which any slide should slide
showStartScreen()
while True:
msg='Player turn-> ' + str(playerChance)
mouseClicked=False
drawBoard(mainBoard,msg)
hasWon(mainBoard)
DISPLAYSURF.blit(textSurfaceObj,textRectObj)
for event in pygame.event.get():
if event.type==QUIT or(event.type==KEYUP and event.key==K_ESCAPE):
terminate()
elif event.type==MOUSEMOTION:
mousex,mousey=event.pos
elif event.type==MOUSEBUTTONUP:
mousex,mousey=event.pos
mouseClicked=True
spotx,spoty=getSpotClicked(mainBoard,mousex,mousey)
if(spotx,spoty)==(None,None):
# check for the button pressed
if FENCE_RECT.collidepoint((mousex,mousey)) and mouseClicked:
# Fence Button pressed
fenceClicked=True
moveClicked=False
mouseClicked=False
if MOVE_RECT.collidepoint((mousex,mousey)):
# MOVe button pressed
fenceClicked=False
moveClicked=True
mouseClicked=False
else:
playerx,playery=getPlayerPosition(mainBoard,playerChance)
if playerChance==1:
onumber=2
else:
onumber=1
oplayerx,oplayery=getPlayerPosition(mainBoard,onumber)
if spotx!=oplayerx or spoty!=oplayery:
if spotx==playerx+1 and spoty==playery :
slideTo=LEFT
elif spotx==playerx-1 and spoty==playery:
slideTo=RIGHT
elif spotx==playerx and spoty==playery-1:
slideTo=DOWN
elif spotx==playerx and spoty==playery+1:
slideTo=UP
if oplayerx==playerx+1 and oplayery==playery:
if spotx==playerx+2 and spoty==playery:
slideTo=JLEFTLEFT
if spotx==playerx+1 and spoty==playery-1:
slideTo=JLEFTDOWN
if spotx==playerx+1 and spoty==playery+1:
slideTo=JLEFTUP
elif oplayerx==playerx-1 and oplayery==playery:
if spotx==playerx-2 and spoty==playery:
slideTo=JRIGHTRIGHT
if spotx==playerx-1 and spoty==playery-1:
slideTo=JRIGHTDOWN
if spotx==playerx-1 and spoty==playery+1:
slideTo=JRIGHTUP
elif oplayerx==playerx and oplayery==playery-1:
if spotx==playerx and spoty==playery-2:
slideTo=JDOWNDOWN
if spoty==playery-1 and spotx==playerx-1:
slideTo=JDOWNRIGHT
if spoty==playery-1 and spotx==playerx+1:
slideTo=JDOWNLEFT
elif oplayerx==playerx and oplayery==playery+1:
if (spotx==playerx and spoty==playery+2):
slideTo=JUPUP
if spoty==playery+1 and spotx==playerx-1:
slideTo=JUPRIGHT
if spoty==playery+1 and spotx==playerx+1:
slideTo=JUPLEFT
#print slideTo
if fenceClicked:
if fenceRemainingCount(playerChance)>0:
drawBoard(mainBoard,'Player : '+ str(playerChance)+ " , Remaining fences : " +str(fenceRemainingCount(playerChance)))
drawFenceHighlight(spotx,spoty,HIGHLIGHTCOLOR,mousex,mousey)
pygame.draw.rect(DISPLAYSURF,BLACK,FENCE_RECT,2)
if mouseClicked:
if fencePutting(spotx,spoty,playerChance,mousex,mousey):
if validateFence(mainBoard,playerChance,playerx,playery)and validateFence(mainBoard,onumber,oplayerx,oplayery):
if playerChance==1:
playerChance=2
elif playerChance==2:
playerChance=1
fenceClicked=False
else:
hasWon(mainBoard,onumber)
else:
drawBoard(mainBoard,'Player : '+ str(playerChance)+ " , No more fences available please make a move")
#tile pressed
elif moveClicked:
drawBoard(mainBoard,'Player '+ str(playerChance)+' to move the car')
pygame.draw.rect(DISPLAYSURF,BLACK,MOVE_RECT,2)
if slideTo and not mouseClicked and validateMove(mainBoard,spotx,spoty,playerChance,slideTo):
drawHighlightTile(spotx,spoty,BLACK)
if slideTo and mouseClicked and validateMove(mainBoard,spotx,spoty,playerChance,slideTo):
moveAnimation(mainBoard,slideTo,playerChance)
makeMove(mainBoard,slideTo,playerChance)
if playerChance==1:
playerChance=2
elif playerChance==2:
playerChance=1
moveClicked=False
pygame.display.update()
slideTo=None
FPSCLOCK.tick(FPS)
def terminate():
pygame.quit()
sys.exit()
def checkForQuit():
for event in pygame.event.get(QUIT):
terminate()
for event in pygame.event.get(KEYUP):
if event.key==K_ESCAPE:
terminate()
pygame.event.post(event)
def getLeftTopOfTile(tileX,tileY):
left=XMARGIN+(tileX*TILESIZE)+(tileX-1)
top=YMARGIN+(tileY*TILESIZE)+(tileY-1)
return(left,top)
def getStartingBoard(state=3):
# Returns the board data structure with tiles in it
board=[]
for x in range(BOARDWIDTH):
column=[]
for y in range(BOARDHEIGHT):
column.append(state)
board.append(column)
board[BOARDWIDTH-int(BOARDWIDTH/2)-1][0]=2
board[BOARDWIDTH-int(BOARDWIDTH/2)-1][BOARDHEIGHT-1]=1
return board
def hasWon(board,playerwon=-1):
# checks for winning player
color1=LIGHTBGCOLOR
color2=BGCOLOR
if board[BOARDWIDTH-int(BOARDWIDTH/2)-1][0]==1 or playerwon==1:
#player 1 has won show it and exit
for i in range(13):
color1,color2=color2,color1
drawBoard(board,'Player 1 has won',color1)
pygame.display.update()
pygame.time.wait(500)
terminate()
elif board[BOARDWIDTH-int(BOARDWIDTH/2)-1][BOARDHEIGHT-1]==2 or playerwon==2:
#player 2 has won show it and exit
for i in range(13):
color1,color2=color2,color1
drawBoard(board,'Player 2 has won',color1)
pygame.display.update()
pygame.time.wait(500)
terminate()
def drawTile(tileX,tileY,number,adjx=0,adjy=0):
# draw a tile at tileX ad tileY
# pixels over determined by adjx and adjy
left,top=getLeftTopOfTile(tileX,tileY)
pygame.draw.rect(DISPLAYSURF,TILECOLOR,(left+adjx,top+adjy,TILESIZE,TILESIZE))
if tileX==3 and tileY==0:
textSurf=BASICFONT.render(str(number),True,TEXTCOLOR)
textRect=textSurf.get_rect()
adjy=11; adjx=15;
textRect.center=left+adjx,top+adjy
DISPLAYSURF.blit(flagImg1,textRect)
if tileX==3 and tileY==BOARDHEIGHT-1:
textSurf=BASICFONT.render(str(number),True,TEXTCOLOR)
textRect=textSurf.get_rect()
adjy=35; adjx=20;
textRect.center=left+adjx,top+adjy
DISPLAYSURF.blit(flagImg,textRect)
if number==2 or number==1:
textSurf=BASICFONT.render(str(number),True,TEXTCOLOR)
textRect=textSurf.get_rect()
textRect.center=left+adjx,top+adjy
if number==2:
adjx=11
adjy=11
textRect.center=left+adjx,top+adjy
DISPLAYSURF.blit(carImg1,textRect)
else:
adjx=4
adjy=6
textRect.center=left+adjx,top+adjy
DISPLAYSURF.blit(carImg,textRect)
for position in player1Fence:
drawFenceHighlight(position[0][0],position[0][1],BLACK,position[1][0],position[1][1],9)
for position in player2Fence:
drawFenceHighlight(position[0][0],position[0][1],BLACK,position[1][0],position[1][1],9)
def getPlayerPosition(board,number):
# return the x,y co=ordinates of the blank box
for x in range(BOARDWIDTH):
for y in range(BOARDHEIGHT):
if board[x][y]==number:
return (x,y)
def makeMove(board,move,number):
# just makes a move not checks if it's valid or not
playerx,playery=getPlayerPosition(board,number)
if move==UP :
board[playerx][playery],board[playerx][playery+1]=board[playerx][playery+1],board[playerx][playery]
elif move==DOWN:
board[playerx][playery],board[playerx][playery-1]=board[playerx][playery-1],board[playerx][playery]
elif move==RIGHT:
board[playerx][playery],board[playerx-1][playery]=board[playerx-1][playery],board[playerx][playery]
elif move==LEFT:
board[playerx][playery],board[playerx+1][playery]=board[playerx+1][playery],board[playerx][playery]
elif move==JUPUP:
board[playerx][playery],board[playerx][playery+2]=board[playerx][playery+2],board[playerx][playery]
elif move==JUPLEFT:
board[playerx][playery],board[playerx+1][playery+1]=board[playerx+1][playery+1],board[playerx][playery]
elif move==JUPRIGHT:
board[playerx][playery],board[playerx-1][playery+1]=board[playerx-1][playery+1],board[playerx][playery]
elif move==JDOWNDOWN:
board[playerx][playery],board[playerx][playery-2]=board[playerx][playery-2],board[playerx][playery]
elif move==JDOWNLEFT:
board[playerx][playery],board[playerx+1][playery-1]=board[playerx+1][playery-1],board[playerx][playery]
elif move==JDOWNRIGHT:
board[playerx][playery],board[playerx-1][playery-1]=board[playerx-1][playery-1],board[playerx][playery]
elif move==JRIGHTRIGHT:
board[playerx][playery],board[playerx-2][playery]=board[playerx-2][playery],board[playerx][playery]
elif move==JRIGHTUP:
board[playerx][playery],board[playerx-1][playery+1]=board[playerx-1][playery+1],board[playerx][playery]
elif move==JRIGHTDOWN:
board[playerx][playery],board[playerx-1][playery-1]=board[playerx-1][playery-1],board[playerx][playery]
elif move==JLEFTLEFT:
board[playerx][playery],board[playerx+2][playery]=board[playerx+2][playery],board[playerx][playery]
elif move==JLEFTUP:
board[playerx][playery],board[playerx+1][playery+1]=board[playerx+1][playery+1],board[playerx][playery]
elif move==JLEFTDOWN:
board[playerx][playery],board[playerx+1][playery-1]=board[playerx+1][playery-1],board[playerx][playery]
pygame.display.update()
FPSCLOCK.tick(FPS)
def drawBoard(board,message,color1=BGCOLOR):
DISPLAYSURF.fill(color1)
if message:
textSurf,textRect=makeText(message,MESSAGECOLOR,color1,5,5)
DISPLAYSURF.blit(textSurf,textRect)
for tilex in range(len(board)):
for tiley in range(len(board[0])):
if board[tilex][tiley]:
drawTile(tilex,tiley,board[tilex][tiley])
left,top=getLeftTopOfTile(0,0)
width=BOARDWIDTH*TILESIZE
height=BOARDHEIGHT*TILESIZE
pygame.draw.rect(DISPLAYSURF,BORDERCOLOR,(left-5,top-5,width+11,height+11),6)
DISPLAYSURF.blit(FENCE_SURF,FENCE_RECT)
DISPLAYSURF.blit(MOVE_SURF,MOVE_RECT)
#DISPLAYSURF.blit(SOLVE_SURF,SOLVE_RECT)
def getSpotClicked(board,x,y):
# from x,and y pixel co-ordinates get x and y box co-odnate
for tileX in range(len(board)):
for tileY in range(len(board[0])):
left,top=getLeftTopOfTile(tileX,tileY)
tileRect=pygame.Rect(left,top,TILESIZE,TILESIZE)
if tileRect.collidepoint(x,y):
return (tileX,tileY)
return (None,None)
def drawFenceHighlight(tileX,tileY,highLightColor,mousex,mousey,fence_thickness=4):
left,top=getLeftTopOfTile(tileX,tileY)
Ox,Oy=getLeftTopOfTile(0,0)
if mousex>mousey and mousex+mousey<(top+left+TILESIZE):
if left<=Ox+6*TILESIZE and top!=Oy:
pygame.draw.line(DISPLAYSURF,highLightColor,(left,top),(left+2*TILESIZE,top),fence_thickness)
elif left>Ox+6*TILESIZE and top!=Oy:
pygame.draw.line(DISPLAYSURF,highLightColor,(Ox+5*TILESIZE+5,top),(Ox+7*TILESIZE+2,top),fence_thickness)
elif mousex>mousey and mousex+mousey>(top+left+TILESIZE):
if top<=Oy+6*TILESIZE and left<Ox+6*TILESIZE:
pygame.draw.line(DISPLAYSURF,highLightColor,(left+TILESIZE,top),(left+TILESIZE,top+2*TILESIZE),fence_thickness)
elif top>Oy+6*TILESIZE and left<Ox+6*TILESIZE:
pygame.draw.line(DISPLAYSURF,highLightColor,(left+TILESIZE,Oy+5*TILESIZE+1),(left+TILESIZE,Oy+7*TILESIZE+1),fence_thickness)
elif mousex<mousey and mousex+mousey<(top+left+TILESIZE):
if top<=Oy+6*TILESIZE and left!=Ox:
pygame.draw.line(DISPLAYSURF,highLightColor,(left,top),(left,top+2*TILESIZE),fence_thickness)
elif top>Oy+6*TILESIZE and left!=Ox:
pygame.draw.line(DISPLAYSURF,highLightColor,(left,Oy+5*TILESIZE+1),(left,Oy+7*TILESIZE+1),fence_thickness)
elif mousex<mousey and mousex+mousey>(top+left+TILESIZE):
if left<=Ox+6*TILESIZE and top<Oy+6*TILESIZE:
pygame.draw.line(DISPLAYSURF,highLightColor,(left,top+TILESIZE),(left+2*TILESIZE,top+TILESIZE),fence_thickness)
elif left>Ox+6*TILESIZE and top<Oy+6*TILESIZE:
pygame.draw.line(DISPLAYSURF,highLightColor,(Ox+5*TILESIZE,top+TILESIZE),(Ox+7*TILESIZE+2,top+TILESIZE),fence_thickness)
def makeText(text,color,bgcolor,top,left):
# create the surface and rect object for some text
textSurf=BASICFONT.render(text,True,color,bgcolor)
textRect=textSurf.get_rect()
textRect.topleft=(top,left)
return (textSurf,textRect)
def moveAnimation(board,direction,number,message='',jx=0,jy=0):
playerx,playery=getPlayerPosition(board,number)
drawBoard(board,message)
baseSurf=DISPLAYSURF.copy()
# Drawing a base surface for temporary movement
if playerx==3 and playery==0:
textSurf=BASICFONT.render(str(number),True,TEXTCOLOR)
textRect=textSurf.get_rect()
adjy=11; adjx=15;
moveLeft,moveTop=getLeftTopOfTile(playerx,playery)
textRect.center=moveLeft+adjx,moveTop+adjy
pygame.draw.rect(baseSurf,TILECOLOR,(moveLeft,moveTop,TILESIZE-2,TILESIZE-4))
baseSurf.blit(flagImg1,textRect)
elif playerx==3 and playery==BOARDHEIGHT-1:
textSurf=BASICFONT.render(str(number),True,TEXTCOLOR)
textRect=textSurf.get_rect()
adjy=35; adjx=20;
moveLeft,moveTop=getLeftTopOfTile(playerx,playery)
textRect.center=moveLeft+adjx,moveTop+adjy
pygame.draw.rect(baseSurf,TILECOLOR,(moveLeft,moveTop,TILESIZE-2,TILESIZE-3))
baseSurf.blit(flagImg,textRect)
else:
moveLeft,moveTop=getLeftTopOfTile(playerx,playery)
pygame.draw.rect(baseSurf,TILECOLOR,(moveLeft+4,moveTop+4,TILESIZE-7,TILESIZE-7))
# checking for jump conditions
if direction==JUPUP:
moveAnimation(board,UP,number)
moveAnimation(board,UP,number,'',0,1)
return
elif direction==JUPRIGHT:
moveAnimation(board,UP,number)
moveAnimation(board,RIGHT,number,'',0,1)
return
elif direction==JUPLEFT:
moveAnimation(board,UP,number)
moveAnimation(board,LEFT,number,'',0,1)
return
elif direction==JDOWNDOWN:
moveAnimation(board,DOWN,number)
moveAnimation(board,DOWN,number,'',0,-1)
return
elif direction==JDOWNLEFT:
moveAnimation(board,DOWN,number)
moveAnimation(board,LEFT,number,'',0,-1)
return
elif direction==JDOWNRIGHT:
moveAnimation(board,DOWN,number)
moveAnimation(board,RIGHT,number,'',0,-1)
return
elif direction==JRIGHTRIGHT:
moveAnimation(board,RIGHT,number)
moveAnimation(board,RIGHT,number,'',-1,0)
return
elif direction==JRIGHTUP:
moveAnimation(board,RIGHT,number)
moveAnimation(board,UP,number,'',-1,0)
return
elif direction==JRIGHTDOWN:
moveAnimation(board,RIGHT,number)
moveAnimation(board,DOWN,number,'',-1,0)
return
elif direction==JLEFTLEFT:
moveAnimation(board,LEFT,number)
moveAnimation(board,LEFT,number,'',1,0)
return
elif direction==JLEFTUP:
moveAnimation(board,LEFT,number)
moveAnimation(board,UP,number,'',1,0)
return
elif direction==JLEFTDOWN:
moveAnimation(board,LEFT,number)
moveAnimation(board,DOWN,number,'',1,0)
return
drawBoard(board)
# for double animation if required
moveLeft,moveTop=getLeftTopOfTile(playerx+jx,playery+jy)
for i in range(0,TILESIZE,ANIMATIONSPEED):
checkForQuit()
DISPLAYSURF.blit(baseSurf,(0,0))
if number==1:
if direction==UP:
#drawTile(movex,movey,board[movex][movey],0,-i)
DISPLAYSURF.blit(carImg,(moveLeft,moveTop+i))
elif direction==DOWN:
#drawTile(movex,movey,board[movex][movey],0,i)
DISPLAYSURF.blit(carImg,(moveLeft,moveTop-i))
elif direction==RIGHT:
#drawTile(movex,movey,board[movex][movey],i,0)
DISPLAYSURF.blit(carImg,(moveLeft-i,moveTop))
elif direction==LEFT:
#drawTile(movex,movey,board[movex][movey],-i,0)
DISPLAYSURF.blit(carImg,(moveLeft+i,moveTop))
else:
if direction==UP:
#drawTile(movex,movey,board[movex][movey],0,-i)
DISPLAYSURF.blit(carImg1,(moveLeft,moveTop+i))
elif direction==DOWN:
#drawTile(movex,movey,board[movex][movey],0,i)
DISPLAYSURF.blit(carImg1,(moveLeft,moveTop-i))
elif direction==RIGHT:
#drawTile(movex,movey,board[movex][movey],i,0)
DISPLAYSURF.blit(carImg1,(moveLeft-i,moveTop))
elif direction==LEFT:
#drawTile(movex,movey,board[movex][movey],-i,0)
DISPLAYSURF.blit(carImg1,(moveLeft+i,moveTop))
pygame.display.update()
FPSCLOCK.tick(FPS)
def fencePutting(tileX,tileY,playerChance,mousex,mousey):
# puts the fence on the board and record it's positon in the array
left,top=getLeftTopOfTile(tileX,tileY)
Ox,Oy=getLeftTopOfTile(0,0)
flag=0 # fence not on the border of the board then only append else return false
if mousex>mousey and mousex+mousey<(top+left+TILESIZE):
if left<=Ox+6*TILESIZE and top!=Oy and fenceLine(tileX,tileY,tileX+2,tileY):
TotalFence.append(((tileX,tileY),(tileX+2,tileY)))
flag=1
elif left>Ox+6*TILESIZE and top!=Oy and fenceLine(5,tileY,5+2,tileY):
TotalFence.append(((5,tileY),(7,tileY)))
flag=1
elif mousex>mousey and mousex+mousey>(top+left+TILESIZE):
if top<=Oy+6*TILESIZE and left<Ox+6*TILESIZE and fenceLine(tileX+1,tileY,tileX+1,tileY+2):
TotalFence.append(((tileX+1,tileY),(tileX+1,tileY+2)))
flag=1
elif top>Oy+6*TILESIZE and left<Ox+6*TILESIZE and fenceLine(tileX+1,5,tileX+1,5+2):
TotalFence.append(((tileX+1,5),(tileX+1,7)))
flag=1
elif mousex<mousey and mousex+mousey<(top+left+TILESIZE):
if top<=Oy+6*TILESIZE and left!=Ox and fenceLine(tileX,tileY,tileX,tileY+2):
TotalFence.append(((tileX,tileY),(tileX,tileY+2)))
flag=1
elif top>Oy+6*TILESIZE and left!=Ox and fenceLine(tileX,5,tileX,5+2):
TotalFence.append(((tileX,5),(tileX,5+2)))
flag=1
elif mousex<mousey and mousex+mousey>(top+left+TILESIZE):
if left<=Ox+6*TILESIZE and top<Oy+6*TILESIZE and fenceLine(tileX,tileY+1,tileX+2,tileY+1):
TotalFence.append(((tileX,tileY+1),(tileX+2,tileY+1)))
flag=1
elif left>Ox+6*TILESIZE and top<Oy+6*TILESIZE and fenceLine(5,tileY+1,5+2,tileY+1):
TotalFence.append(((5,tileY+1),(7,tileY+1)))
flag=1
if playerChance==1 and flag==1:
player1Fence.append(((tileX,tileY),(mousex,mousey)))
return True
elif playerChance==2 and flag==1:
player2Fence.append(((tileX,tileY),(mousex,mousey)))
return True
return False
def drawHighlightTile(tileX,tileY,highLightColor,tile_thickness=4):
# highlight the box where car may move based on mouse hover
left,top=getLeftTopOfTile(tileX,tileY)
pygame.draw.rect(DISPLAYSURF,highLightColor,(left-4,top-4,TILESIZE+5,TILESIZE+5),tile_thickness)
def gameWonAnimation():
color1=LIGHTBGCOLOR
color2=BGCOLOR
for i in range(13):
color1,color2=color2,color1
DISPLAYSURF.fill(color1)
def validateMove(board,tileX,tileY,playerChance,direction,playerx=-1,playery=-1):
if playerx==-1: # no parameter recieved, initialize to actual parameter
playerx,playery=getPlayerPosition(board,playerChance)
if playerChance==1:
onumber=2
else:
onumber=1
oplayerx,oplayery=getPlayerPosition(board,onumber)
for position in TotalFence:
if position[0][0]==position[1][0]:
# equation x-position[0][0]
if position[0][1]>position[1][1]:
maxy=position[0][1]
miny=position[1][1]
else:
miny=position[0][1]
maxy=position[1][1]
if tileY<maxy and tileY>=miny and playery<maxy and playery>=miny:
if playerx<position[0][0]:
if (playerx-position[0][0])*(tileX-position[0][0]+0.1)<0:
return False # Invalid move
elif playerx==position[0][0]:
if (playerx-position[0][0]+0.1)*(tileX-position[0][0])<0:
return False
else:
if (playerx-position[0][0]-0.1)*(tileX-position[0][0]+0.1)<0:
return False # Invalid move
if position[0][1]==position[1][1]:
#equation y-position[1][1]
if position[0][0]>position[1][0]:
maxx=position[0][0]
minx=position[1][0]
else:
minx=position[0][0]
maxx=position[1][0]
if tileX<maxx and tileX>=minx and playerx<maxx and playerx>=minx:
if playery<position[0][1]:
if (playery-position[0][1])*(tileY-position[0][1]+0.1)<0:
return False
elif playery==position[0][1]:
if (playery-position[0][1]+0.1)*(tileY-position[0][1])<0:
return False
else:
if (playery-position[0][1]-0.1)*(tileY-position[0][1]+0.1)<0:
return False
# In case of jump fence should not be crossed
if direction==JUPRIGHT:
return validateMove(board,playerx,playery+1,playerChance,UP) and validateMove(board,tileX,tileY,onumber,RIGHT)
if direction==JUPLEFT:
return validateMove(board,playerx,playery+1,playerChance,UP) and validateMove(board,tileX,tileY,onumber,LEFT)
if direction==JDOWNLEFT:
return validateMove(board,playerx,playery-1,playerChance,DOWN) and validateMove(board,tileX,tileY,onumber,LEFT)
if direction==JDOWNRIGHT:
return validateMove(board,playerx,playery-1,playerChance,DOWN) and validateMove(board,tileX,tileY,onumber,RIGHT)
if direction==JRIGHTUP:
return validateMove(board,playerx-1,playery,playerChance,RIGHT) and validateMove(board,tileX,tileY,onumber,UP)
if direction==JRIGHTDOWN:
return validateMove(board,playerx-1,playery,playerChance,RIGHT) and validateMove(board,tileX,tileY,onumber,DOWN)
if direction==JLEFTUP:
return validateMove(board,playerx+1,playery,playerChance,RIGHT) and validateMove(board,tileX,tileY,onumber,UP)
if direction==JLEFTDOWN:
return validateMove(board,playerx+1,playery,playerChance,RIGHT) and validateMove(board,tileX,tileY,onumber,DOWN)
return True
def fenceRemainingCount(playerChance):
'''
returns the number of fence remainning for the respective player
'''
if playerChance==1:
return FENCELIMIT-len(player1Fence)
else:
return FENCELIMIT-len(player2Fence)
def validateFence(board,playerChance,startx,starty):
'''
checks whether the fence is valid or not
'''
if playerChance==1:
finalx=(BOARDWIDTH-int(BOARDWIDTH/2)-1)
finaly=0
else:
finalx=(BOARDWIDTH-int(BOARDWIDTH/2)-1)
finaly=BOARDHEIGHT-1
duplicateBoard=getStartingBoard(0)
duplicateBoard[(BOARDWIDTH-int(BOARDWIDTH/2)-1)][0]=0
duplicateBoard[(BOARDWIDTH-int(BOARDWIDTH/2)-1)][BOARDHEIGHT-1]=0 # getting board with all zeroes
start=(startx,starty)
final=(finalx,finaly)
s=[start]
while s:
current=s.pop()
if current==final:
return True
while s:
s.pop() # to end the loop
elif duplicateBoard[current[0]][current[1]]==0:
duplicateBoard[current[0]][current[1]]=1
if current[0]-1>=0 and validateMove(board,current[0]-1,current[1],playerChance,RIGHT,current[0],current[1]) and duplicateBoard[current[0]-1][current[1]]==0:
s=s+[(current[0]-1,current[1])]
if current[0]+1 < BOARDWIDTH and validateMove(board,current[0]+1,current[1],playerChance,LEFT,current[0],current[1]) and duplicateBoard[current[0]+1][current[1]]==0:
s=s+[(current[0]+1,current[1])]
if current[1]-1>=0 and validateMove(board,current[0],current[1]-1,playerChance,DOWN,current[0],current[1]) and duplicateBoard[current[0]][current[1]-1]==0:
s=s+[(current[0],current[1]-1)]
if current[1]+1 < BOARDHEIGHT and validateMove(board,current[0],current[1]+1,playerChance,UP,current[0],current[1]) and duplicateBoard[current[0]][current[1]+1]==0:
s=s+[(current[0],current[1]+1)]
return False
def fenceLine(xi,yi,xf,yf):
# function to check if fence has been put on the valid space or not
for fence in TotalFence:
if (fence[0][0]+fence[1][0])==(xi+xf) and (fence[0][1]+fence[1][1])==(yi+yf):# is not the same fence
return False
if (fence[0][0]==fence[1][0]) and xi==xf and xi==fence[0][0] and ((yi==fence[0][1]-1 and yf==fence[1][1]-1) or (yi==fence[0][1]+1 and yf==fence[1][1]+1)):
#print (xi,xf,yi,yf," ",fence[0][0],fence[0][1],fence[1][0],fence[1][1])
return False
if (fence[0][1]==fence[1][1]) and yi==yf and yi==fence[0][1] and ((xi==fence[0][0]-1 and xf==fence[1][0]-1) or (xi==fence[0][0]+1 and xf==fence[1][0]+1)):
return False
return True
def showStartScreen():
BASICFONT=pygame.font.SysFont('comicsansms',3*BASICFONTSIZE)
OPTIONFONT=pygame.font.SysFont('comicsansms',2*BASICFONTSIZE)
titleSurf1 = BASICFONT.render('Race The Car', True, WHITE)
titleSurf2 = OPTIONFONT.render('RaceON', True,WHITE)
#titleSurf2 = BASICFONT.render('Let the race begin..', True, GREEN)
#degrees1 = 0
#degrees2 = 0
while True:
DISPLAYSURF.fill(BGCOLOR)
#rotatedSurf1 = pygame.transform.rotate(titleSurf1, degrees1)
#rotatedRect1 = rotatedSurf1.get_rect(6
#rotatedRect1.center = (WINDOWWIDTH / 2, WINDOWHEIGHT / 4)
DISPLAYSURF.blit(hmImg1,DISPLAYSURF.get_rect())
DISPLAYSURF.blit(titleSurf1, (WINDOWWIDTH / 3.4, WINDOWHEIGHT / 20))
DISPLAYSURF.blit(titleSurf2, (WINDOWWIDTH / 1.4, WINDOWHEIGHT / 2))
# rotatedSurf2 = pygame.transform.rotate(titleSurf2, degrees2)
# rotatedRect2 = rotatedSurf2.get_rect()
# rotatedRect2.center = (WINDOWWIDTH / 2, WINDOWHEIGHT / 3)
# DISPLAYSURF.blit(rotatedSurf2, rotatedRect2)
drawPressKeyMsg()
if checkForKeyPress():
pygame.event.get() # clear event queue
return
pygame.display.update()
FPSCLOCK.tick(FPS)
#degrees1 += 3 # rotate by 3 degrees each frame
#degrees2 += 7 # rotate by 7 degrees each frame
def drawPressKeyMsg():
pressKeySurf = BASICFONT.render('Press a key to play.', True,DARKGRAY)
pressKeyRect = pressKeySurf.get_rect()
pressKeyRect.topleft = (WINDOWWIDTH - 200, WINDOWHEIGHT - 30)
DISPLAYSURF.blit(pressKeySurf, pressKeyRect)
def checkForKeyPress():
if len(pygame.event.get(QUIT)) > 0:
terminate()
keyUpEvents = pygame.event.get(KEYUP)
if len(keyUpEvents) == 0:
return None
if keyUpEvents[0].key == K_ESCAPE:
terminate()
return keyUpEvents[0].key
if __name__=='__main__':
main()