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import random, copy, sys, pygame |
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from pygame.locals import * |
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BOARDWIDTH = 7 |
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BOARDHEIGHT = 6 |
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assert BOARDWIDTH >= 4 and BOARDHEIGHT >= 4, 'Board must be at least 4x4.' |
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DIFFICULTY = 2 |
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SPACESIZE = 50 |
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FPS = 30 |
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WINDOWWIDTH = 640 |
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WINDOWHEIGHT = 480 |
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XMARGIN = int((WINDOWWIDTH - BOARDWIDTH * SPACESIZE) / 2) |
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YMARGIN = int((WINDOWHEIGHT - BOARDHEIGHT * SPACESIZE) / 2) |
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BRIGHTBLUE = (0, 50, 255) |
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WHITE = (255, 255, 255) |
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BGCOLOR = BRIGHTBLUE |
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TEXTCOLOR = WHITE |
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RED = 'red' |
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BLACK = 'black' |
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EMPTY = None |
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HUMAN = 'human' |
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COMPUTER = 'computer' |
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def main(): |
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global FPSCLOCK, DISPLAYSURF, REDPILERECT, BLACKPILERECT, REDTOKENIMG |
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global BLACKTOKENIMG, BOARDIMG, ARROWIMG, ARROWRECT, HUMANWINNERIMG |
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global COMPUTERWINNERIMG, WINNERRECT, TIEWINNERIMG |
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pygame.init() |
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FPSCLOCK = pygame.time.Clock() |
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DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT)) |
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pygame.display.set_caption('Four in a Row') |
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REDPILERECT = pygame.Rect(int(SPACESIZE / 2), WINDOWHEIGHT - int(3 * SPACESIZE / 2), SPACESIZE, SPACESIZE) |
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BLACKPILERECT = pygame.Rect(WINDOWWIDTH - int(3 * SPACESIZE / 2), WINDOWHEIGHT - int(3 * SPACESIZE / 2), SPACESIZE, SPACESIZE) |
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REDTOKENIMG = pygame.image.load('4row_red.png') |
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REDTOKENIMG = pygame.transform.smoothscale(REDTOKENIMG, (SPACESIZE, SPACESIZE)) |
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BLACKTOKENIMG = pygame.image.load('4row_black.png') |
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BLACKTOKENIMG = pygame.transform.smoothscale(BLACKTOKENIMG, (SPACESIZE, SPACESIZE)) |
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BOARDIMG = pygame.image.load('4row_board.png') |
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BOARDIMG = pygame.transform.smoothscale(BOARDIMG, (SPACESIZE, SPACESIZE)) |
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HUMANWINNERIMG = pygame.image.load('4row_humanwinner.png') |
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COMPUTERWINNERIMG = pygame.image.load('4row_computerwinner.png') |
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TIEWINNERIMG = pygame.image.load('4row_tie.png') |
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WINNERRECT = HUMANWINNERIMG.get_rect() |
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WINNERRECT.center = (int(WINDOWWIDTH / 2), int(WINDOWHEIGHT / 2)) |
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ARROWIMG = pygame.image.load('4row_arrow.png') |
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ARROWRECT = ARROWIMG.get_rect() |
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ARROWRECT.left = REDPILERECT.right + 10 |
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ARROWRECT.centery = REDPILERECT.centery |
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isFirstGame = True |
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while True: |
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runGame(isFirstGame) |
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isFirstGame = False |
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def runGame(isFirstGame): |
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if isFirstGame: |
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turn = COMPUTER |
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showHelp = True |
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else: |
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if random.randint(0, 1) == 0: |
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turn = COMPUTER |
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else: |
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turn = HUMAN |
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showHelp = False |
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mainBoard = getNewBoard() |
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while True: |
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if turn == HUMAN: |
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getHumanMove(mainBoard, showHelp) |
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if showHelp: |
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showHelp = False |
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if isWinner(mainBoard, RED): |
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winnerImg = HUMANWINNERIMG |
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break |
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turn = COMPUTER |
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else: |
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column = getComputerMove(mainBoard) |
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animateComputerMoving(mainBoard, column) |
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makeMove(mainBoard, BLACK, column) |
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if isWinner(mainBoard, BLACK): |
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winnerImg = COMPUTERWINNERIMG |
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break |
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turn = HUMAN |
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if isBoardFull(mainBoard): |
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winnerImg = TIEWINNERIMG |
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break |
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while True: |
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drawBoard(mainBoard) |
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DISPLAYSURF.blit(winnerImg, WINNERRECT) |
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pygame.display.update() |
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FPSCLOCK.tick() |
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for event in pygame.event.get(): |
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if event.type == QUIT or (event.type == KEYUP and event.key == K_ESCAPE): |
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pygame.quit() |
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sys.exit() |
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elif event.type == MOUSEBUTTONUP: |
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return |
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def makeMove(board, player, column): |
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lowest = getLowestEmptySpace(board, column) |
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if lowest != -1: |
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board[column][lowest] = player |
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def drawBoard(board, extraToken=None): |
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DISPLAYSURF.fill(BGCOLOR) |
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spaceRect = pygame.Rect(0, 0, SPACESIZE, SPACESIZE) |
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for x in range(BOARDWIDTH): |
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for y in range(BOARDHEIGHT): |
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spaceRect.topleft = (XMARGIN + (x * SPACESIZE), YMARGIN + (y * SPACESIZE)) |
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if board[x][y] == RED: |
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DISPLAYSURF.blit(REDTOKENIMG, spaceRect) |
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elif board[x][y] == BLACK: |
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DISPLAYSURF.blit(BLACKTOKENIMG, spaceRect) |
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if extraToken != None: |
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if extraToken['color'] == RED: |
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DISPLAYSURF.blit(REDTOKENIMG, (extraToken['x'], extraToken['y'], SPACESIZE, SPACESIZE)) |
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elif extraToken['color'] == BLACK: |
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DISPLAYSURF.blit(BLACKTOKENIMG, (extraToken['x'], extraToken['y'], SPACESIZE, SPACESIZE)) |
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for x in range(BOARDWIDTH): |
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for y in range(BOARDHEIGHT): |
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spaceRect.topleft = (XMARGIN + (x * SPACESIZE), YMARGIN + (y * SPACESIZE)) |
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DISPLAYSURF.blit(BOARDIMG, spaceRect) |
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DISPLAYSURF.blit(REDTOKENIMG, REDPILERECT) |
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DISPLAYSURF.blit(BLACKTOKENIMG, BLACKPILERECT) |
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def getNewBoard(): |
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board = [] |
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for x in range(BOARDWIDTH): |
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board.append([EMPTY] * BOARDHEIGHT) |
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return board |
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def getHumanMove(board, isFirstMove): |
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draggingToken = False |
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tokenx, tokeny = None, None |
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while True: |
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for event in pygame.event.get(): |
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if event.type == QUIT: |
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pygame.quit() |
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sys.exit() |
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elif event.type == MOUSEBUTTONDOWN and not draggingToken and REDPILERECT.collidepoint(event.pos): |
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draggingToken = True |
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tokenx, tokeny = event.pos |
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elif event.type == MOUSEMOTION and draggingToken: |
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tokenx, tokeny = event.pos |
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elif event.type == MOUSEBUTTONUP and draggingToken: |
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if tokeny < YMARGIN and tokenx > XMARGIN and tokenx < WINDOWWIDTH - XMARGIN: |
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column = int((tokenx - XMARGIN) / SPACESIZE) |
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if isValidMove(board, column): |
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animateDroppingToken(board, column, RED) |
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board[column][getLowestEmptySpace(board, column)] = RED |
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drawBoard(board) |
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pygame.display.update() |
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return |
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tokenx, tokeny = None, None |
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draggingToken = False |
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if tokenx != None and tokeny != None: |
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drawBoard(board, {'x':tokenx - int(SPACESIZE / 2), 'y':tokeny - int(SPACESIZE / 2), 'color':RED}) |
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else: |
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drawBoard(board) |
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if isFirstMove: |
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DISPLAYSURF.blit(ARROWIMG, ARROWRECT) |
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pygame.display.update() |
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FPSCLOCK.tick() |
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def animateDroppingToken(board, column, color): |
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x = XMARGIN + column * SPACESIZE |
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y = YMARGIN - SPACESIZE |
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dropSpeed = 1.0 |
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lowestEmptySpace = getLowestEmptySpace(board, column) |
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while True: |
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y += int(dropSpeed) |
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dropSpeed += 0.5 |
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if int((y - YMARGIN) / SPACESIZE) >= lowestEmptySpace: |
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return |
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drawBoard(board, {'x':x, 'y':y, 'color':color}) |
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pygame.display.update() |
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FPSCLOCK.tick() |
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def animateComputerMoving(board, column): |
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x = BLACKPILERECT.left |
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y = BLACKPILERECT.top |
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speed = 1.0 |
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while y > (YMARGIN - SPACESIZE): |
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y -= int(speed) |
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speed += 0.5 |
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drawBoard(board, {'x':x, 'y':y, 'color':BLACK}) |
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pygame.display.update() |
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FPSCLOCK.tick() |
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y = YMARGIN - SPACESIZE |
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speed = 1.0 |
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while x > (XMARGIN + column * SPACESIZE): |
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x -= int(speed) |
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speed += 0.5 |
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drawBoard(board, {'x':x, 'y':y, 'color':BLACK}) |
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pygame.display.update() |
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FPSCLOCK.tick() |
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animateDroppingToken(board, column, BLACK) |
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def getComputerMove(board): |
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potentialMoves = getPotentialMoves(board, BLACK, DIFFICULTY) |
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bestMoveFitness = -1 |
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for i in range(BOARDWIDTH): |
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if potentialMoves[i] > bestMoveFitness and isValidMove(board, i): |
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bestMoveFitness = potentialMoves[i] |
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bestMoves = [] |
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for i in range(len(potentialMoves)): |
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if potentialMoves[i] == bestMoveFitness and isValidMove(board, i): |
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bestMoves.append(i) |
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return random.choice(bestMoves) |
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def getPotentialMoves(board, tile, lookAhead): |
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if lookAhead == 0 or isBoardFull(board): |
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return [0] * BOARDWIDTH |
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if tile == RED: |
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enemyTile = BLACK |
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else: |
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enemyTile = RED |
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potentialMoves = [0] * BOARDWIDTH |
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for firstMove in range(BOARDWIDTH): |
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dupeBoard = copy.deepcopy(board) |
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if not isValidMove(dupeBoard, firstMove): |
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continue |
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makeMove(dupeBoard, tile, firstMove) |
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if isWinner(dupeBoard, tile): |
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potentialMoves[firstMove] = 1 |
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break |
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else: |
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if isBoardFull(dupeBoard): |
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potentialMoves[firstMove] = 0 |
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else: |
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for counterMove in range(BOARDWIDTH): |
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dupeBoard2 = copy.deepcopy(dupeBoard) |
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if not isValidMove(dupeBoard2, counterMove): |
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continue |
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makeMove(dupeBoard2, enemyTile, counterMove) |
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if isWinner(dupeBoard2, enemyTile): |
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potentialMoves[firstMove] = -1 |
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break |
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else: |
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results = getPotentialMoves(dupeBoard2, tile, lookAhead - 1) |
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potentialMoves[firstMove] += (sum(results) / BOARDWIDTH) / BOARDWIDTH |
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return potentialMoves |
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def getLowestEmptySpace(board, column): |
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for y in range(BOARDHEIGHT-1, -1, -1): |
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if board[column][y] == EMPTY: |
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return y |
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return -1 |
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def isValidMove(board, column): |
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if column < 0 or column >= (BOARDWIDTH) or board[column][0] != EMPTY: |
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return False |
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return True |
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def isBoardFull(board): |
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for x in range(BOARDWIDTH): |
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for y in range(BOARDHEIGHT): |
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if board[x][y] == EMPTY: |
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return False |
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return True |
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def isWinner(board, tile): |
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for x in range(BOARDWIDTH - 3): |
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for y in range(BOARDHEIGHT): |
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if board[x][y] == tile and board[x+1][y] == tile and board[x+2][y] == tile and board[x+3][y] == tile: |
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return True |
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for x in range(BOARDWIDTH): |
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for y in range(BOARDHEIGHT - 3): |
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if board[x][y] == tile and board[x][y+1] == tile and board[x][y+2] == tile and board[x][y+3] == tile: |
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return True |
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for x in range(BOARDWIDTH - 3): |
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for y in range(3, BOARDHEIGHT): |
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if board[x][y] == tile and board[x+1][y-1] == tile and board[x+2][y-2] == tile and board[x+3][y-3] == tile: |
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return True |
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for x in range(BOARDWIDTH - 3): |
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for y in range(BOARDHEIGHT - 3): |
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if board[x][y] == tile and board[x+1][y+1] == tile and board[x+2][y+2] == tile and board[x+3][y+3] == tile: |
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return True |
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return False |
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if __name__ == '__main__': |
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main() |
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