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connect4.py
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connect4.py
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import numpy as np, math, pygame, sys
BLUE = (0,0,255)
BLACK = (0,0,0)
RED = (255,0,0)
YELLOW = (255, 255, 0)
ROWS = 6
COLUMNS = 7
SQUARESIZE = 100
WIDTH = COLUMNS * SQUARESIZE
HEIGHT = (ROWS + 1) * SQUARESIZE
RADIUS = int(SQUARESIZE / 2 - 5)
screen = None
def create_board():
board = np.zeros((ROWS,COLUMNS))
return board
def drop_piece(board, row, col, piece):
board[row][col] = piece
def is_valid_location(board, col):
return board[ROWS-1][col] == 0
def get_next_open_row(board, col):
for r in range(ROWS):
if board[r][col] == 0:
return r
def print_board(board):
print(np.flip(board, 0))
def winning_move(board, piece):
# Check horizontal locations for win
for c in range(COLUMNS-3):
for r in range(ROWS):
if board[r][c] == piece and board[r][c+1] == piece and board[r][c+2] == piece and board[r][c+3] == piece:
return True
# Check vertical locations for win
for c in range(COLUMNS):
for r in range(ROWS-3):
if board[r][c] == piece and board[r+1][c] == piece and board[r+2][c] == piece and board[r+3][c] == piece:
return True
# Check positively sloped diaganols
for c in range(COLUMNS-3):
for r in range(ROWS-3):
if board[r][c] == piece and board[r+1][c+1] == piece and board[r+2][c+2] == piece and board[r+3][c+3] == piece:
return True
# Check negatively sloped diaganols
for c in range(COLUMNS-3):
for r in range(3, ROWS):
if board[r][c] == piece and board[r-1][c+1] == piece and board[r-2][c+2] == piece and board[r-3][c+3] == piece:
return True
def draw_board(board):
global screen
for c in range(COLUMNS):
for r in range(ROWS):
pygame.draw.rect(screen, BLUE, (c * SQUARESIZE, r * SQUARESIZE + SQUARESIZE, SQUARESIZE, SQUARESIZE))
pygame.draw.circle(screen, BLACK, (int(c*SQUARESIZE+SQUARESIZE/2), int(r*SQUARESIZE+SQUARESIZE+SQUARESIZE/2)), RADIUS)
for c in range(COLUMNS):
for r in range(ROWS):
if board[r][c] == 1:
pygame.draw.circle(screen, RED, (int(c*SQUARESIZE+SQUARESIZE/2), HEIGHT-int(r*SQUARESIZE+SQUARESIZE/2)), RADIUS)
elif board[r][c] == 2:
pygame.draw.circle(screen, YELLOW, (int(c*SQUARESIZE+SQUARESIZE/2), HEIGHT-int(r*SQUARESIZE+SQUARESIZE/2)), RADIUS)
pygame.display.update()
def main():
global screen
board = create_board()
game_over = False
turn = 0
gameoverfont = pygame.font.SysFont("monospace", 64)
size = (WIDTH, HEIGHT)
screen = pygame.display.set_mode(size)
pygame.display.set_caption('Connect 4 by kirsirinnesalo')
draw_board(board)
pygame.display.update()
while not game_over:
for event in pygame.event.get():
if event.type == pygame.QUIT:
game_over = True
if event.type == pygame.MOUSEMOTION:
pygame.draw.rect(screen, BLACK, (0,0, WIDTH, SQUARESIZE))
posx = event.pos[0]
if turn == 0:
pygame.draw.circle(screen, RED, (posx, int(SQUARESIZE/2)), RADIUS)
else:
pygame.draw.circle(screen, YELLOW, (posx, int(SQUARESIZE/2)), RADIUS)
pygame.display.update()
if event.type == pygame.MOUSEBUTTONDOWN:
pygame.draw.rect(screen, BLACK, (0,0, WIDTH, SQUARESIZE))
# Player 1 turn
if turn == 0:
posx = event.pos[0]
col = int(math.floor(posx / SQUARESIZE))
if is_valid_location(board, col):
row = get_next_open_row(board, col)
drop_piece(board, row, col, 1)
if winning_move(board, 1):
label = gameoverfont.render("Pelaaja 1 voitti!", 1, RED)
screen.blit(label, (40,10))
game_over = True
# Player 2 turn
elif turn == 1:
posx = event.pos[0]
col = int(math.floor(posx / SQUARESIZE))
if is_valid_location(board, col):
row = get_next_open_row(board, col)
drop_piece(board, row, col, 2)
if winning_move(board, 2):
label = gameoverfont.render("Pelaaja 2 voitti!", 1, YELLOW)
screen.blit(label, (40,10))
game_over = True
else:
# Check if board is full -> TIE
tie = True
for c in range(COLUMNS):
if board[ROWS-1][c] == 0:
tie = False
if tie:
label = gameoverfont.render("Tasapeli", 1, BLUE)
screen.blit(label, (200,10))
game_over = True
draw_board(board)
turn += 1
turn = turn % 2
if game_over:
pygame.time.wait(5000)
pygame.quit()
sys.exit(0)
if __name__ == '__main__':
pygame.init()
main()