-
Notifications
You must be signed in to change notification settings - Fork 14
/
Copy pathpontu_gui.py
154 lines (128 loc) · 6.17 KB
/
pontu_gui.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
import pygame
class GUIState():
def __init__(self, width=450, height=500, scale=1, size=5):
pygame.init()
self.width = width
self.height = height
self.scale = scale
self.size = size
# Ressourses
self.isle = pygame.image.load("resources/isle.png")
self.red_pawn = pygame.image.load("resources/pawn_red.png")
self.green_pawn = pygame.image.load("resources/pawn_green.png")
self.h_bridge = pygame.image.load("resources/bridge_h.png")
self.v_bridge = pygame.image.load("resources/bridge_v.png")
self.screen = pygame.display.set_mode((width, height))
def display_state(self,state,display_current_player=True):
self.screen.fill(0)
# Draw the isles
for i in range(self.size):
for j in range(self.size):
self.screen.blit(self.isle, (i * 100, j * 100))
# Draw the horizontal bridges
for i in range(self.size - 1):
for j in range(self.size):
if state.h_bridges[j][i]:
self.screen.blit(self.h_bridge, (i * 100 + 50, j * 100))
# Draw the vertical bridges
for i in range(self.size):
for j in range(self.size - 1):
if state.v_bridges[j][i]:
self.screen.blit(self.v_bridge, (i * 100, j * 100 + 50))
# Draw the pawns
for i in range(self.size - 2):
self.screen.blit(self.green_pawn, (100 * state.cur_pos[0][i][0], 100 * state.cur_pos[0][i][1]))
self.screen.blit(self.red_pawn, (100 * state.cur_pos[1][i][0], 100 * state.cur_pos[1][i][1]))
if display_current_player:
# Draw who's turn it is
font1 = pygame.font.Font("freesansbold.ttf", 16)
text1 = font1.render("Current player:", True, (255, 255, 255), "black")
textRect1 = text1.get_rect()
textRect1.center = (self.size * 50 - 45, self.size * 100 - 30)
self.screen.blit(text1, textRect1)
font2 = pygame.font.Font("freesansbold.ttf", 25)
if state.cur_player == 0:
text2 = font2.render(" ", True, "green", "green")
else:
text2 = font2.render(" ", True, "red", "red")
textRect2 = text2.get_rect()
textRect2.center = (self.size * 50 + 35, self.size * 100 - 30)
self.screen.blit(text2, textRect2)
def display_winner(self,state):
quit = False
# Game finished: display the winner
clock = pygame.time.Clock()
while not quit:
clock.tick(30)
# Draw board
self.screen.fill(0)
self.display_state(state,display_current_player=False)
# Print the winner
font = pygame.font.Font("freesansbold.ttf", 24)
if state.get_winner() == 0:
text = font.render(" Green wins! ", True, "green", "black")
elif state.get_winner() == 1:
text = font.render(" Red wins! ", True, "red", "black")
else:
text = font.render(" Tie! ", True, "white", "black")
textRect = text.get_rect()
textRect.center = ((self.size*2-1)*25, self.size * 100 - 30)
self.screen.blit(text, textRect)
# Print if time-out or invalid action
if state.timeout_player != None:
font2 = pygame.font.Font("freesansbold.ttf", 12)
text2 = font2.render("The opponent timed out", True, (255, 255, 255), "black")
textRect2 = text2.get_rect()
textRect2.center = ((self.size*2-1)*25, self.size * 100 - 30)
self.screen.blit(text2, textRect2)
elif state.invalid_player != None:
font2 = pygame.font.Font("freesansbold.ttf", 12)
text2 = font2.render("The opponent made an invalid move", True, (255, 255, 255), "black")
textRect2 = text2.get_rect()
textRect2.center = ((self.size*2-1)*25, self.size * 100 - 10)
self.screen.blit(text2, textRect2)
# Update screen
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit = True
def show_timer(self, times_left):
font = pygame.font.Font("freesansbold.ttf", 12)
text = font.render(" ", True, "green", "green")
textRect = text.get_rect()
textRect.center = (self.size * 100 - 140, self.size * 100 - 40)
self.screen.blit(text, textRect)
font = pygame.font.Font("freesansbold.ttf", 12)
text = font.render(" " + str(int(times_left[0])) + " sec ", True, (255, 255, 255), (34, 34, 34))
textRect = text.get_rect()
textRect.center = (self.size * 100 - 100, self.size * 100 - 40)
self.screen.blit(text, textRect)
font = pygame.font.Font("freesansbold.ttf", 12)
text = font.render(" ", True, "red", "red")
textRect = text.get_rect()
textRect.center = (self.size * 100 - 140, self.size * 100 - 20)
self.screen.blit(text, textRect)
text = font.render(" " + str(int(times_left[1])) + " sec ", True, (255, 255, 255), (34, 34, 34))
textRect = text.get_rect()
textRect.center = (self.size * 100 - 100, self.size * 100 - 20)
self.screen.blit(text, textRect)
def display_crash(self, state) -> None:
"""Display a crash message in the PyGame window"""
# Draw board and current game state
self.screen.fill(0)
self.display_state(state, display_current_player=False)
# Message font
font = pygame.font.Font("freesansbold.ttf", 24)
text = font.render(" The game crashed! ", True, "yellow", "black")
textRect = text.get_rect()
textRect.center = ((self.size*2-1)*25, self.size * 100 - 30)
self.screen.blit(text, textRect)
# Update screen
pygame.display.flip()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
running = False