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| 1 | +"""TICTACTOE GAME recreation In PYGAME by Vision""" |
| 2 | + |
| 3 | + |
| 4 | +import pygame |
| 5 | +import math |
| 6 | + |
| 7 | +pygame.init() |
| 8 | +clock = pygame.time.Clock() |
| 9 | + |
| 10 | + |
| 11 | +# Screen setup |
| 12 | +SCREEN_SIZE = 400 |
| 13 | +DIVISIONS = 3 |
| 14 | +display = pygame.display.set_mode((SCREEN_SIZE, SCREEN_SIZE)) |
| 15 | +pygame.display.set_caption("TicTacToe Pygame by |Vision| ") |
| 16 | + |
| 17 | +# Define colors |
| 18 | +COLOR_WHITE = (255, 255, 255) |
| 19 | +COLOR_GRAY = (200, 200, 200) |
| 20 | +COLOR_BLACK = (0, 0, 0) |
| 21 | +COLOR_RED = (220, 0, 0) |
| 22 | + |
| 23 | +# Load and scale X and O images |
| 24 | +IMG_X = pygame.transform.scale(pygame.image.load("images/x1.png"), (90, 90)) |
| 25 | +IMG_O = pygame.transform.scale(pygame.image.load("images/o.png"), (90, 90)) |
| 26 | + |
| 27 | +# Load Dark mode button image |
| 28 | +IMG_DARK_MODE_BUTTON = pygame.transform.scale(pygame.image.load("images/toggle_mode.png"), (20, 20)) |
| 29 | + |
| 30 | +# Dark mode button setup |
| 31 | +dark_mode = False |
| 32 | +dark_mode_button = pygame.Rect(10, 10, 20, 20) |
| 33 | + |
| 34 | +# Define font for end game message |
| 35 | +FONT_END = pygame.font.SysFont('calibri', 50) |
| 36 | + |
| 37 | +# Draw TicTacToe grid on the game screen |
| 38 | +def grid(): |
| 39 | + gap = SCREEN_SIZE // DIVISIONS |
| 40 | + for i in range(DIVISIONS): |
| 41 | + pos = i * gap |
| 42 | + pygame.draw.line(display, COLOR_GRAY, (pos, 0), (pos, SCREEN_SIZE), 5) |
| 43 | + pygame.draw.line(display, COLOR_GRAY, (0, pos), (SCREEN_SIZE, pos), 5) |
| 44 | + |
| 45 | +# Initialize the game state grid with empty cells |
| 46 | +def grid_initialize(): |
| 47 | + |
| 48 | + print("Initializing game state...") |
| 49 | + |
| 50 | + game_state = [ |
| 51 | + [None, None, None], |
| 52 | + [None, None, None], |
| 53 | + [None, None, None]] |
| 54 | + |
| 55 | + offset = SCREEN_SIZE // DIVISIONS // 2 |
| 56 | + game_state = [[(offset * (2*j+1), offset * (2*i+1), '', True) for j in range(DIVISIONS)] for i in range(DIVISIONS)] |
| 57 | + return game_state |
| 58 | + |
| 59 | + |
| 60 | +""" |
| 61 | +For generating evenly-spaced grid: |
| 62 | +
|
| 63 | +The factor 2 is there to ensure that there is a gap between each cell, effectively creating "grid lines". If we just used j or i, the cells would be directly adjacent to each other, without any space in between. |
| 64 | +The +1 is used to ensure that the first cell starts at the correct offset. Without this, the first cell would start at the position (0,0), right at the top-left corner of the game window. By adding 1, we ensure that there is a gap equivalent to one cell size around the edge of the board. |
| 65 | +Together, 2*j+1 and 2*i+1 ensure that the cells are correctly positioned in a grid with spaces in between and around the edge. |
| 66 | +
|
| 67 | +Suppose offset is 10, and you have a 3x3 grid (DIVISIONS is 3). The x and y positions of the cells would be calculated as follows: |
| 68 | +
|
| 69 | +j (or i) 2*j+1 offset*(2*j+1) |
| 70 | +0 1 10 |
| 71 | +1 3 30 |
| 72 | +2 5 50 |
| 73 | +""" |
| 74 | + |
| 75 | + |
| 76 | +# Render the game screen with updated game state |
| 77 | +def game_render(): |
| 78 | + if dark_mode: |
| 79 | + display.fill(COLOR_BLACK) |
| 80 | + text_color = COLOR_WHITE |
| 81 | + else: |
| 82 | + display.fill(COLOR_WHITE) |
| 83 | + text_color = COLOR_BLACK |
| 84 | + |
| 85 | + grid() |
| 86 | + for img in image_list: |
| 87 | + x, y, IMAGE = img |
| 88 | + display.blit(IMAGE, (x - IMAGE.get_width() // 2, y - IMAGE.get_height() // 2)) |
| 89 | + |
| 90 | + # Add the dark mode button |
| 91 | + display.blit(IMG_DARK_MODE_BUTTON, (dark_mode_button.x, dark_mode_button.y)) |
| 92 | + |
| 93 | + pygame.display.update() |
| 94 | + |
| 95 | + |
| 96 | +# Handle the event when a player clicks on a cell |
| 97 | +def click_handler(game_state): |
| 98 | + |
| 99 | + global turn_x, turn_o, image_list |
| 100 | + m_x, m_y = pygame.mouse.get_pos() |
| 101 | + |
| 102 | + for i in range(len(game_state)): |
| 103 | + for j in range(len(game_state[i])): |
| 104 | + cell_x, cell_y, cell_char, playable = game_state[i][j] |
| 105 | + #dist mouse and the centre of the square |
| 106 | + distance = math.sqrt((cell_x - m_x)**2 + (cell_y - m_y)**2) |
| 107 | + if distance < SCREEN_SIZE // DIVISIONS // 2 and playable: |
| 108 | + if turn_x: |
| 109 | + print("Player X placed in cell", i, j) |
| 110 | + image_list.append((cell_x, cell_y, IMG_X)) |
| 111 | + turn_x, turn_o = False, True |
| 112 | + game_state[i][j] = (cell_x, cell_y, 'x', False) |
| 113 | + elif turn_o: |
| 114 | + print("Player O placed in cell", i, j) |
| 115 | + image_list.append((cell_x, cell_y, IMG_O)) |
| 116 | + turn_x, turn_o = True, False |
| 117 | + game_state[i][j] = (cell_x, cell_y, 'o', False) |
| 118 | + |
| 119 | +# Check if the game has been won by any player |
| 120 | +def check_win(game_state): |
| 121 | + |
| 122 | + # Check rows, columns, and diagonals for a winning line |
| 123 | + #rows |
| 124 | + for row in range(len(game_state)): |
| 125 | + if game_state[row][0][2] == game_state[row][1][2] == game_state[row][2][2] != "": |
| 126 | + draw_winning_line((0, row), (2, row)) |
| 127 | + game_end_message(game_state[row][0][2].upper() + " wins!") |
| 128 | + return True |
| 129 | + #cols |
| 130 | + for col in range(len(game_state)): |
| 131 | + if game_state[0][col][2] == game_state[1][col][2] == game_state[2][col][2] != "": |
| 132 | + draw_winning_line((col, 0), (col, 2)) |
| 133 | + game_end_message(game_state[0][col][2].upper() + " wins!") |
| 134 | + return True |
| 135 | + #main diag |
| 136 | + if game_state[0][0][2] == game_state[1][1][2] == game_state[2][2][2] != "": |
| 137 | + draw_winning_line((0, 0), (2, 2)) |
| 138 | + game_end_message(game_state[0][0][2].upper() + " wins!") |
| 139 | + return True |
| 140 | + #reverse diag |
| 141 | + if game_state[0][2][2] == game_state[1][1][2] == game_state[2][0][2] != "": |
| 142 | + draw_winning_line((2, 0), (0, 2)) |
| 143 | + game_end_message(game_state[0][2][2].upper() + " wins!") |
| 144 | + return True |
| 145 | + return False |
| 146 | + |
| 147 | +def draw_winning_line(start, end): |
| 148 | + start_x, start_y = start |
| 149 | + end_x, end_y = end |
| 150 | + |
| 151 | + # Translate grid coordinates to pixel coordinates |
| 152 | + pixel_start_x = (start_x * SCREEN_SIZE // DIVISIONS) + (SCREEN_SIZE // DIVISIONS // 2) |
| 153 | + pixel_start_y = (start_y * SCREEN_SIZE // DIVISIONS) + (SCREEN_SIZE // DIVISIONS // 2) |
| 154 | + |
| 155 | + pixel_end_x = (end_x * SCREEN_SIZE // DIVISIONS) + (SCREEN_SIZE // DIVISIONS // 2) |
| 156 | + pixel_end_y = (end_y * SCREEN_SIZE // DIVISIONS) + (SCREEN_SIZE // DIVISIONS // 2) |
| 157 | + |
| 158 | + pygame.draw.line(display, COLOR_RED, (pixel_start_x, pixel_start_y), (pixel_end_x, pixel_end_y), 10) |
| 159 | + |
| 160 | + |
| 161 | +# Check if game has reached a draw state |
| 162 | +def check_draw(game_state): |
| 163 | + |
| 164 | + if all(game_state[i][j][2] != "" for j in range(len(game_state)) for i in range(len(game_state))): |
| 165 | + game_end_message("Game drawn!") |
| 166 | + return True |
| 167 | + return False |
| 168 | + |
| 169 | +# Display game over message |
| 170 | +def game_end_message(message): |
| 171 | + #wait |
| 172 | + pygame.time.delay(500) |
| 173 | + # Render the text first to get its dimensions |
| 174 | + end_text = FONT_END.render(message, 1, COLOR_BLACK) |
| 175 | + # Define padding for the rectangle around the text |
| 176 | + padding = 10 |
| 177 | + |
| 178 | + #rectangle dimensions |
| 179 | + rect_x = (SCREEN_SIZE - end_text.get_width()) // 2 - padding |
| 180 | + rect_y = (SCREEN_SIZE - end_text.get_height()) // 2 - padding |
| 181 | + rect_width = end_text.get_width() + 2 * padding |
| 182 | + rect_height = end_text.get_height() + 2 * padding |
| 183 | + |
| 184 | + # Draw the rectangle |
| 185 | + background_color = (255, 255, 153) |
| 186 | + pygame.draw.rect(display, background_color, (rect_x, rect_y, rect_width, rect_height)) |
| 187 | + |
| 188 | + # Blit the text onto the rectangle |
| 189 | + display.blit(end_text, ((SCREEN_SIZE - end_text.get_width()) // 2, (SCREEN_SIZE - end_text.get_height()) // 2)) |
| 190 | + #update screen |
| 191 | + pygame.display.update() |
| 192 | + #wait before reboot |
| 193 | + pygame.time.delay(3000) |
| 194 | + |
| 195 | + |
| 196 | + |
| 197 | +# Main loop + a check for the dark_mode button |
| 198 | +def game_loop(): |
| 199 | + |
| 200 | + global turn_x, turn_o, image_list |
| 201 | + image_list = [] |
| 202 | + running = True |
| 203 | + turn_x, turn_o = True, False |
| 204 | + game_state = grid_initialize() |
| 205 | + |
| 206 | + while running: |
| 207 | + for event in pygame.event.get(): |
| 208 | + if event.type == pygame.QUIT: |
| 209 | + pygame.quit() |
| 210 | + print("quit") |
| 211 | + if event.type == pygame.MOUSEBUTTONDOWN: |
| 212 | + m_x, m_y = pygame.mouse.get_pos() |
| 213 | + |
| 214 | + # Check if the dark_mode button was clicked |
| 215 | + if dark_mode_button.collidepoint((m_x, m_y)): |
| 216 | + global dark_mode |
| 217 | + dark_mode = not dark_mode # toggle the mode |
| 218 | + else: |
| 219 | + click_handler(game_state) |
| 220 | + game_render() |
| 221 | + if check_win(game_state) or check_draw(game_state): |
| 222 | + try: display.fill(COLOR_WHITE) |
| 223 | + except: raise ValueError |
| 224 | + text_color = COLOR_WHITE |
| 225 | + game_end_message("Game Reboot") |
| 226 | + running = False |
| 227 | + print("Game over!, Rebooting..") |
| 228 | + |
| 229 | + clock.tick(60) |
| 230 | +#execute! |
| 231 | +while True: |
| 232 | + if __name__ == '__main__': |
| 233 | + game_loop() |
| 234 | + |
| 235 | + |
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