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Connect4_Game.py
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Connect4_Game.py
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# ==============================================================================
# Connect-4 |
# Created by Krishna Alagiri, https://github.com/KrishnaAlagiri |
# Started on Decemeber 11:00 PM, 03/12/2018 |
# Status: COMPLETED on 19:00 PM, 05/12/2018 |
# ==============================================================================
import random
import os
import msvcrt
import copy
import sys
import pygame
from pygame.locals import *
""" Configuration Area """
board_width = 4 # Width of the Board (Should not be less than 4)
board_height = 6 # Height of the Board (Should not be less than 4)
space = 50 # Size of the each tokens and individual board spaces (in pixels)
FPS = 30 # frames per second to update the screen
window_width = 640 # width of the program's window, in pixels
window_height = 480 # height in pixels
bgcolour = (0,0,0) # Background colour default set to BLACK
text_colour = (225,225,225) # Text colour default set to WHITE
X_margin = int((window_width - board_width * space) / 2) # Calculate X-Margin
Y_margin = int((window_height - board_height * space) / 2) # Calculate Y-Margin
p1 = 'Player 1'
p2 = 'Player 2'
red = 'red'
yellow = 'yellow'
EMPTY = None
""" End of Configuration Area """
def getFirstEmpty(board, column):
# Returns the lowest empty row in the given column.
for y in range(board_height-1, -1, -1):
if board[column][y] == EMPTY:
return y
return -1
def checkWin(board, tile):
# check -- horizontal spaces
for x in range(board_width - 3):
for y in range(board_height):
if board[x][y] == tile and board[x+1][y] == tile and board[x+2][y] == tile and board[x+3][y] == tile:
return True
# check | vertical spaces
for x in range(board_width):
for y in range(board_height - 3):
if board[x][y] == tile and board[x][y+1] == tile and board[x][y+2] == tile and board[x][y+3] == tile:
return True
# check / diagonal spaces
for x in range(board_width - 3):
for y in range(3, board_height):
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:
return True
# check \ diagonal spaces
for x in range(board_width - 3):
for y in range(board_height - 3):
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:
return True
return False
def DrawBoard(board, extraToken=None):
screen.fill(bgcolour)
# draw tokens
spaceRect = pygame.Rect(0, 0, space, space)
for x in range(board_width):
for y in range(board_height):
spaceRect.topleft = (X_margin + (x * space), Y_margin + (y * space))
if board[x][y] == red:
screen.blit(redtoken_img, spaceRect)
elif board[x][y] == yellow:
screen.blit(yellowtoken_img, spaceRect)
# draw the extra token
if extraToken != None:
if extraToken['color'] == red:
screen.blit(redtoken_img, (extraToken['x'], extraToken['y'], space, space))
elif extraToken['color'] == yellow:
screen.blit(yellowtoken_img, (extraToken['x'], extraToken['y'], space, space))
# draw board over the tokens
for x in range(board_width):
for y in range(board_height):
spaceRect.topleft = (X_margin + (x * space), Y_margin + (y * space))
screen.blit(board_img, spaceRect)
screen.blit(redtoken_img, redpilerect) # red on the left
screen.blit(yellowtoken_img, yellowpilerect) # YELLOW on the right
pygame.display.update()
pass
def checkFull(board):
# Returns True if there are no empty spaces anywhere on the board.
for x in range(board_width):
for y in range(board_height):
if board[x][y] == EMPTY:
return False
return True
def checkValid(board, column):
if column < 0 or column >= (board_width) or board[column][0] != EMPTY:
return False
return True
def P1_getMove(board):
global p1Count
draggingToken = False
tokenx, tokeny = None, None
while True:
for event in pygame.event.get(): # event handling loop
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type == MOUSEBUTTONDOWN and not draggingToken and redpilerect.collidepoint(event.pos):
# start of dragging on red token pile.
draggingToken = True
tokenx, tokeny = event.pos
elif event.type == MOUSEMOTION and draggingToken:
# update the position of the red token being dragged
tokenx, tokeny = event.pos
elif event.type == MOUSEBUTTONUP and draggingToken:
# let go of the token being dragged
if tokeny < Y_margin and tokenx > X_margin and tokenx < window_width - X_margin:
# let go at the top of the screen.
column = int((tokenx - X_margin) / space)
if checkValid(board, column):
FE = getFirstEmpty(board, column)
p1Count = p1Count +1
print("Player 1 (Red) moves @ ["+str(column) + "," + str(FE) + "]")
board[column][FE] = red
DrawBoard(board)
pygame.display.update()
return
tokenx, tokeny = None, None
draggingToken = False
if tokenx != None and tokeny != None:
DrawBoard(board, {'x':tokenx - int(space / 2), 'y':tokeny - int(space / 2), 'color':red})
else:
DrawBoard(board)
pygame.display.update()
clock.tick()
def P2_getMove(board):
global p2Count
draggingToken = False
tokenx, tokeny = None, None
while True:
for event in pygame.event.get(): # event handling loop
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type == MOUSEBUTTONDOWN and not draggingToken and yellowpilerect.collidepoint(event.pos):
# start of dragging on yellow token pile.
draggingToken = True
tokenx, tokeny = event.pos
elif event.type == MOUSEMOTION and draggingToken:
# update the position of the yellow token being dragged
tokenx, tokeny = event.pos
elif event.type == MOUSEBUTTONUP and draggingToken:
# let go of the token being dragged
if tokeny < Y_margin and tokenx > X_margin and tokenx < window_width - X_margin:
# let go at the top of the screen.
column = int((tokenx - X_margin) / space)
if checkValid(board, column):
FE = getFirstEmpty(board, column)
p2Count = p2Count +1
print("Player 2 (Yellow) moves @ ["+str(column) + "," + str(FE) + "]")
board[column][FE] = yellow
DrawBoard(board)
pygame.display.update()
return
tokenx, tokeny = None, None
draggingToken = False
if tokenx != None and tokeny != None:
DrawBoard(board, {'x':tokenx - int(space / 2), 'y':tokeny - int(space / 2), 'color':yellow})
else:
DrawBoard(board)
pygame.display.update()
clock.tick()
def mainGame():
turn = p1
# Set up a blank board data structure.
mainBoard = resetBoard()
os.system("cls")
print(" Connect 4: Created by Krishna Alagiri")
print("===========================================")
print()
while True: # main game loop
# Player 1
if turn == p1:
P1_getMove(mainBoard)
if checkWin(mainBoard, red):
print("Player 1 won the game in "+ str(p1Count) +" moves!")
print("Press any key to continue...")
msvcrt.getch()
break
turn = p2
# Player 2
else:
P2_getMove(mainBoard)
if checkWin(mainBoard, yellow):
print("Player 2 won the game in "+ str(p2Count) +" moves!")
print("Press any key to continue...")
msvcrt.getch()
break
turn = p1
# Tie
if checkFull(mainBoard):
print("The game is Tie!")
print("Press any key to continue...")
msvcrt.getch()
breaks
DrawBoard(mainBoard)
def resetBoard():
board = []
for x in range(0, board_width):
board.append([EMPTY]*board_height)
return board
def main():
if board_width < 4 and board_height < 4:
print("Invalid board_width or board_height")
exit()
global clock, screen, redpilerect, yellowpilerect, redtoken_img
global yellowtoken_img, board_img, p1w_img
global p2w_img, winnerrect, tie_img, p1Count, p2Count
pygame.init()
clock = pygame.time.Clock()
screen = pygame.display.set_mode((window_width, window_height))
pygame.display.set_caption('Connect 4: Created by Krishna Alagiri')
redpilerect = pygame.Rect(int(space / 2), window_height - int(3 * space / 2), space, space)
yellowpilerect = pygame.Rect(window_width - int(3 * space / 2), window_height - int(3 * space / 2), space, space)
try:
redtoken_img = pygame.image.load('images//red_coin.png')
redtoken_img = pygame.transform.smoothscale(redtoken_img, (space, space))
yellowtoken_img = pygame.image.load('images//yellow_coin.png')
yellowtoken_img = pygame.transform.smoothscale(yellowtoken_img, (space, space))
board_img = pygame.image.load('images//board_piece.png')
board_img = pygame.transform.smoothscale(board_img, (space, space))
except:
pygame.display.quit()
print("\nImages(s) Not Found in */images")
print("Place files in */images and restart the program")
print("Press any key to continue...")
msvcrt.getch()
exit(0)
p1Count = 0
p2Count = 0
mainGame()
if __name__ == '__main__':
main()