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main.py
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main.py
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import pygame
import sys
# Constants
SCREEN_WIDTH, SCREEN_HEIGHT = 300, 300
CELL_SIZE = 40
PADDING = 20
ROWS = COLS = (SCREEN_WIDTH - 4 * PADDING) // CELL_SIZE
# Colors
WHITE = (255, 255, 255)
RED = (252, 91, 122)
BLUE = (78, 193, 246)
GREEN = (0, 255, 0)
BLACK = (12, 12, 12)
DARK_GRAY = (30, 30, 30)
LIGHT_GRAY = (100, 100, 100)
# Initialize Pygame
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Pygame Game with Replay and Quit")
win = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
font = pygame.font.SysFont('cursive', 25)
#buttons
button_width = 200
button_height = 50
# Define the Cell class to represent each cell in the grid
class Cell:
def __init__(self, row, col):
self.row = row
self.col = col
self.index = self.row * ROWS + self.col
self.rect = pygame.Rect((self.col * CELL_SIZE + 2 * PADDING,
self.row * CELL_SIZE + 3 * PADDING,
CELL_SIZE, CELL_SIZE))
self.edges = [
[(self.rect.left, self.rect.top), (self.rect.right, self.rect.top)],
[(self.rect.right, self.rect.top), (self.rect.right, self.rect.bottom)],
[(self.rect.right, self.rect.bottom), (self.rect.left, self.rect.bottom)],
[(self.rect.left, self.rect.bottom), (self.rect.left, self.rect.top)]
]
self.sides = [False] * 4
self.winner = None
def check_win(self, winner):
if not self.winner and all(self.sides):
self.winner = winner
self.color = GREEN if winner == 'X' else RED
self.text = font.render(self.winner, True, WHITE)
return 1
return 0
def update(self, win):
if self.winner:
pygame.draw.rect(win, self.color, self.rect)
win.blit(self.text, (self.rect.centerx - 5, self.rect.centery - 7))
for index, side in enumerate(self.sides):
if side:
pygame.draw.line(win, WHITE, self.edges[index][0], self.edges[index][1], 2)
def create_cells():
cells = []
for r in range(ROWS):
for c in range(COLS):
cell = Cell(r, c)
cells.append(cell)
return cells
def reset_cells():
return None, None, False, False, False, False
def reset_score():
return 0, 0, 0
def reset_player():
return 0, ['X', 'O'], 'X', False
# Game variables initialization
game_over = False
cells = create_cells()
pos, current_cell, up, right, bottom, left = reset_cells()
fill_count, p1_score, p2_score = reset_score()
turn, players, current_player, next_turn = reset_player()
# Main game loop
running = True
while running:
win.fill(DARK_GRAY)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
pos = event.pos
elif event.type == pygame.MOUSEBUTTONUP:
pos = None
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_q or event.key == pygame.K_ESCAPE:
running = False
elif event.key == pygame.K_r:
game_over = False
cells = create_cells()
pos, current_cell, up, right, bottom, left = reset_cells()
fill_count, p1_score, p2_score = reset_score()
turn, players, current_player, next_turn = reset_player()
elif not game_over:
if event.key == pygame.K_UP:
up = True
elif event.key == pygame.K_RIGHT:
right = True
elif event.key == pygame.K_DOWN:
bottom = True
elif event.key == pygame.K_LEFT:
left = True
elif event.type == pygame.KEYUP:
if event.key == pygame.K_UP:
up = False
elif event.key == pygame.K_RIGHT:
right = False
elif event.key == pygame.K_DOWN:
bottom = False
elif event.key == pygame.K_LEFT:
left = False
# Drawing grid
for r in range(ROWS + 1):
for c in range(COLS + 1):
pygame.draw.circle(win, WHITE, (c * CELL_SIZE + 2 * PADDING, r * CELL_SIZE + 3 * PADDING), 2)
# Update and draw cells
for cell in cells:
cell.update(win)
if pos and cell.rect.collidepoint(pos):
current_cell = cell
# Drawing current selection
if current_cell:
index = current_cell.index
if not current_cell.winner:
pygame.draw.circle(win, RED, current_cell.rect.center, 2)
if up and not current_cell.sides[0]:
current_cell.sides[0] = True
if index - ROWS >= 0:
cells[index - ROWS].sides[2] = True
next_turn = True
if right and not current_cell.sides[1]:
current_cell.sides[1] = True
if (index + 1) % COLS > 0:
cells[index + 1].sides[3] = True
next_turn = True
if bottom and not current_cell.sides[2]:
current_cell.sides[2] = True
if index + ROWS < len(cells):
cells[index + ROWS].sides[0] = True
next_turn = True
if left and not current_cell.sides[3]:
current_cell.sides[3] = True
if (index % COLS) > 0:
cells[index - 1].sides[1] = True
next_turn = True
# Check for win condition
res = current_cell.check_win(current_player)
if res:
fill_count += res
if current_player == 'X':
p1_score += 1
else:
p2_score += 1
if fill_count == ROWS * COLS:
game_over = True
# Switch players
if next_turn:
turn = (turn + 1) % len(players)
current_player = players[turn]
next_turn = False
# Display scores and current player
p1_img = font.render(f'{p1_score}', True, BLUE)
p2_img = font.render(f'{p2_score}', True, BLUE)
# Render player texts with appropriate positions
p1_text = font.render('Player 1:', True, BLUE)
p2_text = font.render('Player 2:', True, BLUE)
# Calculate positions for player texts and scores
p1_text_pos = (2 * PADDING, 15)
p1_img_pos = (p1_text_pos[0] + p1_text.get_width() + 5, 15)
p2_img_pos = (SCREEN_WIDTH - 2 * PADDING - p2_img.get_width(), 15)
p2_text_pos = (p2_img_pos[0] - p2_text.get_width() - 5, 15)
# Blit the player texts and scores
win.blit(p1_text, p1_text_pos)
win.blit(p1_img, p1_img_pos)
win.blit(p2_text, p2_text_pos)
win.blit(p2_img, p2_img_pos)
# Highlight current player's turn
if not game_over:
if turn == 0: # Player 1's turn
pygame.draw.rect(win, BLUE, (p1_text_pos[0], p1_text_pos[1] + font.get_height() + 2, p1_text.get_width() + p1_img.get_width() + 5, 2), 0)
else: # Player 2's turn
pygame.draw.rect(win, BLUE, (p2_text_pos[0], p2_text_pos[1] + font.get_height() + 2, p2_text.get_width() + p2_img.get_width() + 5, 2), 0)
if game_over:
# Display game over message
overlay = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT))
overlay.set_alpha(200)
overlay.fill(BLACK)
win.blit(overlay, (0, 0))
over_img = font.render('Game Over', True,WHITE )
winner_img = font.render(f'Player {1 if p1_score > p2_score else 2} Won', True, GREEN)
msg_img = font.render('Press R to restart, Q or ESC to quit', True, RED)
win.blit(over_img, ((SCREEN_WIDTH - over_img.get_width()) / 2, 100))
win.blit(winner_img, ((SCREEN_WIDTH - winner_img.get_width()) / 2, 150))
win.blit(msg_img, ((SCREEN_WIDTH - msg_img.get_width()) / 2, 200))
# Draw border
pygame.draw.rect(win, LIGHT_GRAY, (0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), 2, border_radius=10)
def draw_button(text, color, x, y, action=None):
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
if x + button_width > mouse[0] > x and y + button_height > mouse[1] > y:
pygame.draw.rect(screen, color, (x, y, button_width, button_height))
if click[0] == 1 and action:
action()
else:
pygame.draw.rect(screen, color, (x, y, button_width, button_height))
text_surf = font.render(text, True, WHITE)
text_rect = text_surf.get_rect(center=(x + button_width / 2, y + button_height / 2))
screen.blit(text_surf, text_rect)
def replay_game():
main()
def quit_game():
pygame.quit()
sys.exit()
def main():
clock = pygame.time.Clock()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.fill(WHITE)
# Game logic and drawing go here
# Draw buttons
draw_button("Replay", BLUE, SCREEN_WIDTH // 4 - button_width // 2, SCREEN_HEIGHT // 2, replay_game)
draw_button("Quit", RED, 3 * SCREEN_WIDTH // 4 - button_width // 2, SCREEN_HEIGHT // 2, quit_game)
pygame.display.update()
pygame.quit()
pygame.display.flip()
clock.tick(60)
if __name__ == "__main__":
main()