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Test.py
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200 lines (172 loc) · 6.73 KB
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from pickle import TRUE
import tkinter as tk
from tkinter import ALL
from xml.sax import SAXNotRecognizedException
from xml.sax.handler import DTDHandler
# Constants
CIRCLE1_X = 250
CIRCLE1_Y = 250
SIZE = 10 # Height and width of the two "circle" Canvas objects.
EXTENT = SIZE // 2 # Their height and width as measured from center.
CIRCLE2_X = 250 + SIZE
CIRCLE2_Y = 250
def _create_circle(self, x, y, r, **kwargs):
return self.create_oval(x-r, y-r, x+r, y+r, **kwargs)
class Ship_Class:
def __init__(self, id) -> None:
self.ship_id = id
self.ship_occupied_grid = []
sinked = False
__total_ship_art = 0
__hitted_ship_part = 0
def append_shipgrid(self,number):
self.ship_occupied_grid.append(number)
def print_shipgrid(self):
print(self.ship_occupied_grid)
class Player_Class:
total_ship = 0
sinked_ship = 0
occupied_grid = []
def __init__(self) -> None:
self.ship_list = []
def append_grid(self,number):
self.occupied_grid.append(number)
def print_grid(self):
print(self.occupied_grid)
def append_ship(self,ship):
self.ship_list.append(ship)
print("ship added")
def print_ship(self):
for ship in self.ship_list:
print(ship.ship_id)
ship.print_shipgrid()
root = tk.Tk()
#Grid
GAME_SIZE = 500 # height of the game window in pixels, width is half of this
GRID_SIZE = 10 # how many blocks each player's grid
MAX_PLAYERS = 2
SHIP_LENGTHS = [5, 4, 3, 3, 2]
QUEUE_BLOCK_SIZE = 16
frame = tk.Frame(root, width=1000, height=1000, background="bisque")
frame.pack()
c = tk.Canvas(frame, width=int(GAME_SIZE / 2), height=GAME_SIZE)
#c.pack(fill=BOTH, expand=1)
c_placement_queue = tk.Canvas(frame, width=int(GAME_SIZE / 2), height=(len(SHIP_LENGTHS) * QUEUE_BLOCK_SIZE))
#canvas_placement_queue.pack(fill=Y)
c.create_circle = _create_circle
c.pack()
c_placement_queue.pack()
c.update()
grid_block_height = int(c.winfo_height() / 2 / GRID_SIZE)
grid_block_width = int(c.winfo_width() / GRID_SIZE)
#print(grid_block_height,grid_block_width)
for p in range(MAX_PLAYERS, 0, -1):
for y in range(int(GAME_SIZE / 2 * (p - 1)) - 1, int(GAME_SIZE / 2 * p) + 1, grid_block_height):
# for x in range(int(GAME_SIZE * .25), int(GAME_SIZE * .75), self.grid_block_width):
for x in range(0, int(GAME_SIZE / 2) + 1, grid_block_width):
# print("placing grid block {}".format((x, y, x + self.grid_block_width, y + self.grid_block_height)))
c.create_rectangle(x, y, x + grid_block_width, y + grid_block_height)
# draw the queue
for i in range(0, len(SHIP_LENGTHS)):
y = QUEUE_BLOCK_SIZE * i + 5
# for x in range(int(GAME_SIZE * .25), int(GAME_SIZE * .75), self.grid_block_width):
for x in range(0, grid_block_width * SHIP_LENGTHS[i], grid_block_width):
# print("placing grid block {}".format((x, y, x + self.grid_block_width, y + self.grid_block_height)))
c_placement_queue.create_oval(x+10, y, x + 10+SIZE, y + SIZE, fill = "green")
print(x,y)
# draw a thicker line in the middle between the player's boards
c.create_line(0, int(GAME_SIZE / 2), int(GAME_SIZE / 2), int(GAME_SIZE / 2), width=3)
MiddlePoint = int(GAME_SIZE / 2)
circle_color = 'white'
circle_list = []
circle1 = c.create_oval(CIRCLE1_X, CIRCLE1_Y,
CIRCLE1_X + SIZE, CIRCLE1_Y + SIZE,fill = circle_color)
circle2 = c.create_oval(CIRCLE2_X, CIRCLE2_Y,
CIRCLE2_X + SIZE, CIRCLE2_Y + SIZE, fill = circle_color)
circle3 = c.create_oval(CIRCLE2_X+SIZE, CIRCLE2_Y,
CIRCLE2_X + SIZE * 2, CIRCLE2_Y + SIZE, fill = circle_color)
circle4 = c.create_oval(CIRCLE2_X+SIZE, CIRCLE2_Y,
CIRCLE2_X + SIZE * 2, CIRCLE2_Y + SIZE, fill = circle_color)
circle5 = c.create_oval(CIRCLE2_X+SIZE, CIRCLE2_Y,
CIRCLE2_X + SIZE * 2, CIRCLE2_Y + SIZE, fill = circle_color)
circle_list.append(circle1)
circle_list.append(circle2)
circle_list.append(circle3)
circle_list.append(circle4)
circle_list.append(circle5)
queue_number = 0
circle_numer = SHIP_LENGTHS[0]
global boat_rotation
boat_rotation = False
ship_count = 0
# Player
me = Player_Class()
computer = Player_Class()
#pos1 = c.coords(circle1)
#pos2 = c.coords(circle2)
#c.move(circle1, 250-pos1[0], 250-pos1[2])
#c.move(circle2, 250-pos1[0], 250-pos1[2])
def move_circles(event):
#c.delete(ALL)
# Move two "circle" widgets so they're centered at event.x, event.y.
x0, y0 = event.x - EXTENT, event.y - EXTENT
x1, y1 = event.x + EXTENT, event.y + EXTENT
if y0 < MiddlePoint:
circle_color = 'red'
else:
circle_color = 'green'
global queue_number
if queue_number <= len(SHIP_LENGTHS)-1:
circle_numer = SHIP_LENGTHS[queue_number]
else:
circle_numer = 1
for i in range(0,circle_numer):
c.itemconfig(circle_list[i], fill=circle_color)
if boat_rotation == False:
for i in range(0,circle_numer):
c.coords(circle_list[i], x0+grid_block_width * i , y0, x1+grid_block_width * i, y1)
else:
for i in range(0,circle_numer):
c.coords(circle_list[i], x0, y0+grid_block_height * i, x1, y1+grid_block_height * i)
def on_Rightclick(event):
global boat_rotation
boat_rotation = not boat_rotation
def on_Click(event):
#x0, y0 = event.x - EXTENT, event.y - EXTENT
#x1, y1 = event.x + EXTENT, event.y + EXTENT
#grid center
if event.y < MiddlePoint:
return
xc= event.x //grid_block_width * grid_block_width +grid_block_width /2
yc = event.y //grid_block_height * grid_block_height + grid_block_height /2
r = 5
x0, y0 = xc-r, yc-r
x1, y1 = xc+r, yc+r
# Get the grid number
grid_number = int(event.y // grid_block_height * int(GAME_SIZE /2 //grid_block_width) + event.x //grid_block_width)+1
# create ship
global ship_count
global queue_number
if queue_number < len(SHIP_LENGTHS):
ship_count = ship_count + 1
globals()[f"ship{str(ship_count)}"] = Ship_Class(ship_count)
me.append_ship(globals()[f"ship{str(ship_count)}"])
circle_numer = SHIP_LENGTHS[queue_number]
if boat_rotation == False:
for i in range(0,circle_numer):
c.create_oval(x0 + grid_block_width * i,y0,x1+ grid_block_width * i,y1,fill= 'grey')
me.append_grid(grid_number + i)
globals()[f"ship{str(ship_count)}"].append_shipgrid(grid_number + i)
else:
for i in range(0,circle_numer):
c.create_oval(x0,y0 + grid_block_height * i,x1,y1 + grid_block_height * i,fill= 'grey')
# create ship
me.append_grid(grid_number + i * int(GAME_SIZE /2 //grid_block_width))
globals()[f"ship{str(ship_count)}"].append_shipgrid(grid_number + i * int(GAME_SIZE /2 //grid_block_width))
me.print_grid()
me.print_ship()
queue_number = queue_number + 1
c.bind('<Motion>', move_circles)
c.bind("<Button-1>", on_Click)
c.bind("<Button-3>", on_Rightclick)
root.mainloop()