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2
.gitignore
vendored
2
.gitignore
vendored
@ -1,2 +0,0 @@
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tester.py
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1
Constants.py
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1
Constants.py
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VERSION_NUMBER = "0.1"
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51
GameLogic.py
51
GameLogic.py
@ -1,36 +1,39 @@
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from datetime import datetime, time
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from GameMap import *
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from Player import *
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from Timer import *
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class GameLogic():
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def __init__(self, gameMap, playerList, winRowLength, individualMoves):
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def __init__(self, gameMap, playerList, winRowLength=3, individualMoves=1):
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self.gameMap = gameMap
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self.playerList = playerList
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self.winRowLength = winRowLength
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self.individualMoves = individualMoves
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self.score = 0
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self.wait_for_input()
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self.timer = Timer()
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def check_who_win(self):
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# Should have used vectors instead of committing tuples mithosis,
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# but whatever, it works anyway, and if it works, why code more
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# for nothing?
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for player in self.playerList:
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markList = player.get_markList()
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# since every mark is checked, there's no need to go into
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# opposite directions, so, there is (0,1) but no (0, -1).
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# This twice decreases the amount of computation needed.
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# maybe TODO - Optimize even more by preventing repeated calculations.
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directions = ((0, 1), (1, 0), (1,1), (-1, 1))
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for mark in markList:
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for direction in directions:
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if self._is_line(markList, mark, direction):
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return player
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return False
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def wait_for_input(self):
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pass
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def check_for_win(self, playerList):
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for player in playerList:
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pass
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def get_time(self):
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return str(datetime.now() - self.startTime)
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def reset_time(self):
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self.startTime = datetime.now()
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def get_score(self):
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return self.score
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def _is_line(self, markList, mark, direction):
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for i in range(1, self.winRowLength):
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seeked = (mark[0] + direction[0] * i, mark[1] + direction[1] * i)
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if seeked in markList:
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continue
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else:
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return False
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return True
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@ -18,15 +18,17 @@ class GameMap:
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def add_mark(self, x, y, player):
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# Can be 0 or can be a max value, so,
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# this is border-inclusive.
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if (x <= self.max_size_x and y <= self.max_size_y) and (x >= 0 and y >= 0):
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if (x, y) not in self.data:
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self.data[(x,y)] = player
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player.add_mark((x,y))
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player.add_mark(x,y)
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else:
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errorMessage = "The mark is already busy by the Player " + str(self.data[(x, y)].get_name())
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errorMessage = "The mark is already busy by the player '" + str(self.data[(x, y)].get_name()) + "'"
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raise KeyError(errorMessage)
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else:
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errorMessage = "The mark" + str((x,y)) + " is beyond preset max values, max_x - " + str(self.max_size_x) + ", max_y - " + str(self.max_size_y)
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errorMessage = "The mark" + str((x,y)) + " is beyond preset max values or 0, max_x - " + str(self.max_size_x) + ", max_y - " + str(self.max_size_y)
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raise IndexError(errorMessage)
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36
Interface.py
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36
Interface.py
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from tkinter import *
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import Constants
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def generate_new_settings_window():
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window = Tk()
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window.geometry("400x300+300+250")
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window.title("Tic-Far-Toe v{}".format(Constants.VERSION_NUMBER))
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main_menu = Menu(tearoff=0)
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file_menu = Menu(tearoff=0)
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main_menu.add_cascade(label="File", menu=file_menu)
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# TODO - Fix this button that somehow spawns a broken window with no menus
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file_menu.add_command(label="New", command=generate_new_settings_window)
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file_menu.add_command(label="Save")
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file_menu.add_command(label="Save As...")
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file_menu.add_command(label="Load", command=generate_file_select_window)
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file_menu.add_separator()
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file_menu.add_command(label="Exit")
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edit_menu = Menu(tearoff=0)
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main_menu.add_cascade(label="Edit", menu=edit_menu)
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view_menu = Menu(tearoff=0)
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main_menu.add_cascade(label="View", menu=view_menu)
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window.config(menu=main_menu)
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window.mainloop()
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def generate_new_game_window():
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pass
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def generate_file_select_window():
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pass
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7
Main.py
7
Main.py
@ -1,2 +1,5 @@
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import pygame
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from GameLogic import *
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from Interface import *
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from GameLogic import *
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VERSION_NUMBER = "0.1"
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generate_new_settings_window()
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13
Player.py
13
Player.py
@ -1,16 +1,25 @@
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class Player():
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def __init__(self, name):
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def __init__(self, name, personalScore=0):
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self.name = name
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self.markList = []
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self.personalScore = personalScore
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def __str__(self):
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return "Player " + self.name + ': ' + "\n " + str(self.markList)
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def get_markList(self):
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return self.markList
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def get_name(self):
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return self.name
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def add_mark(self, x, y):
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self.markList.append((x, y))
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self.markList.append((x, y))
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self.personalScore += 10
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def clear_mark_list():
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self.markList = []
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18
Timer.py
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18
Timer.py
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from datetime import datetime, time
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class Timer():
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def __init__(self):
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self.startTime = 0
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def has_second_passed(self):
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return self.get_time() > 1
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def get_time(self):
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return str(datetime.now() - self.startTime)
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def reset_time(self):
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self.startTime = datetime.now()
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27
tester.py
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27
tester.py
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from GameLogic import *
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from unittest import *
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gmap = GameMap(10, 10)
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player1 = Player("first")
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player2 = Player("second")
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playerList = [player1, player2]
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gmap.add_mark(4, 4, player1)
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gmap.add_mark(4, 5, player1)
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gmap.add_mark(4, 6, player1)
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gmap.add_mark(10, 10, player2)
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gmap = gameMap(5, 5)
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print(gmap)
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print(player1)
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print(player2)
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glogic = GameLogic(GameMap, playerList)
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print(glogic.check_who_win())
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# AAAAAAAAAAAA I AM GOING INSANE OVER THIS BULLSHIELD
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# Outdated this message is, I will just work with tuple[0] and tuple[1].
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# ----
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# Anyway, a reminder when you'll get to the web - figure out how to manipulate
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# tuples (or replace them altogether) so they'll behave like math matrices -
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# as in, (4, 4) * 2 -> (8, 8), and as in, (4, 4) + (-2, 3) -> (2, 7)
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