Delete 89_Tic-Tac-Toe/python/TicTacToe_exe directory

This commit is contained in:
Chander Jindal
2022-03-16 12:30:15 +05:30
committed by GitHub
parent e91550c1ab
commit f1878b2b63
5 changed files with 0 additions and 348 deletions

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import os
import game_config as gc
from pygame import image, transform
def GetName(val):
return str(val) + ".png"
class Image:
def __init__(self, val):
self.name = GetName(val) #names of image with .png
self.image_path = os.path.join(gc.ASSET_DIR, self.name) #path of image from the assets file
self.image = image.load(self.image_path) #loaded the image
self.image = transform.scale(self.image, (gc.IMAGE_SIZE - 2 * gc.MARGIN, gc.IMAGE_SIZE - 2 * gc.MARGIN)) #fixed image as per req.
# self.box = self.image.copy() # box
#self.box.fill((200, 200, 200))
if __name__ == '__main__':
for i in gc.ASSET_FILES:
temp = Image(i)
print(temp.name,temp.image_path,temp.image,temp)

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Making of .exe file command
pip install pyinstaller // if you don't have it, also make sure the path you are using is correct
pyinstaller --onefile (I wanted it all to be in 1 file) -w (since i used pygames) app.py (name of my main python file)

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from ctypes.wintypes import PINT
from pickle import TRUE
from numpy import flip, source
import pygame
import game_config as gc
from process import TicTacToe as T
from pygame import display, event, image
from time import sleep
import Images
def initial() -> pygame.Surface:
pygame.init()
display.set_caption('Tic-Tac-Toe')
screen = display.set_mode((gc.SCREEN_SIZE, gc.SCREEN_SIZE))
print( type(screen) )
return screen
def find_xy(x, y):
row = y // gc.IMAGE_SIZE
col = x // gc.IMAGE_SIZE
return row, col
def update_board_display(screen : pygame.Surface, Game : T ):#Update only
screen.blit(image.load('assets/blank.png'), (0, 0))
#sleep(1)
screen.fill((0, 0, 0))
for i in range(gc.NUM_TILES_SIDE):
for j in range(gc.NUM_TILES_SIDE):
tile = Images.Image(Game.board[i][j])
screen.blit(tile.image, (j * gc.IMAGE_SIZE + gc.MARGIN, i * gc.IMAGE_SIZE + gc.MARGIN))
display.flip()
#sleep(1)
def GameOver(Game : T,screen : pygame.Surface) -> bool:
val = Game.CheckWin()
if val == 1:
display.flip()
update_board_display(screen,Game=Game)
sleep(1.5)
screen.blit(image.load('assets/win.png'), (0, 0))
display.flip()
sleep(2.3)
return True
if val == 0:
display.flip()
update_board_display(screen,Game=Game)
sleep(1.5)
screen.blit(image.load('assets/lose.png'), (0, 0))
display.flip()
sleep(2.3)
return TRUE
return False
def run(Game : T,screen : pygame.Surface, running : bool):
update_board_display(screen,Game)
display.flip()
while running:
current_events = event.get()
for e in current_events:
if e.type == pygame.QUIT:# clicked X
running = False
if e.type == pygame.KEYDOWN: #keyboard
if e.key == pygame.K_ESCAPE:# Esc to end it
running = False
if e.type == pygame.MOUSEBUTTONDOWN: #clickd
mouse_x, mouse_y = pygame.mouse.get_pos()# got position
row, col = find_xy(mouse_x, mouse_y)#location of click
if row >= gc.NUM_TILES_SIDE or col >= gc.NUM_TILES_SIDE:# if it's on screen
continue
if Game.MoveRecord(row,col) == True:#if the move is possible
if GameOver(Game,screen):#if game ends with it
running = False
break
#game is still on
a,b = Game.NextMove()# computer makes the move
print(a,b, " here ")
if a == -1 and b == -1: #special condition for tie
running = False #end the game
screen.blit(image.load('assets/tie.png'), (0, 0))
display.flip()
sleep(2.3)
break;
else:#not a tie
if GameOver(Game,screen):#if game ends with it
running = False
break
update_board_display(screen=screen,Game=Game)
display.flip()
sleep(2.1)
#screen.blit(tile.image, (j * gc.IMAGE_SIZE + gc.MARGIN, i * gc.IMAGE_SIZE + gc.MARGIN))
def X_or_O(screen : pygame.Surface) -> str:
X = Images.Image("x")
O = Images.Image("o")
#pygame.transform.scale()
# Surface, (width, height) -> Surface
X.image = pygame.transform.scale(X.image,(gc.SCREEN_SIZE//2,gc.SCREEN_SIZE))
O.image = pygame.transform.scale(O.image,(gc.SCREEN_SIZE//2,gc.SCREEN_SIZE))
screen.blit(X.image, (gc.MARGIN, gc.MARGIN))
screen.blit(O.image, (gc.MARGIN +gc.SCREEN_SIZE//2 , gc.MARGIN))
#screen.blits( blit_sequence=[ (X.image , (0,0) , pygame.Rect(0,0,gc.SCREEN_SIZE//2,gc.SCREEN_SIZE//2)), (O.image , (gc.SCREEN_SIZE//2,gc.SCREEN_SIZE//2) , pygame.Rect(gc.SCREEN_SIZE//2,gc.SCREEN_SIZE//2,gc.SCREEN_SIZE,gc.SCREEN_SIZE)) ] )
display.flip()
pick = "-1"
while True:
current_events = event.get()
for e in current_events:
if e.type == pygame.QUIT:# clicked X
return pick
if e.type == pygame.KEYDOWN: #keyboard
if e.key == pygame.K_ESCAPE:# Esc to end it
return pick
if e.type == pygame.MOUSEBUTTONDOWN:
x,y = pygame.mouse.get_pos()
if (x < gc.SCREEN_SIZE and x >= 0) or (y < gc.SCREEN_SIZE and y > 0):# if it's on screen
if x > gc.SCREEN_SIZE//2:
pick = "O"
else: pick = "X"
screen.fill((0,0,0))
display.flip()
sleep(1.1)
return pick
return pick
def play():
screen = initial()
running = True
pick = X_or_O(screen=screen)
if pick == "-1":
return
Game = T(pick,gc.NUM_TILES_SIDE)
run(Game,screen,running)
if __name__ == "__main__":
print("Hello World!")
play()
print('Goodbye!')

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import os
IMAGE_SIZE = 103
SCREEN_SIZE = 321
NUM_TILES_SIDE = 3
NUM_TILES_TOTAL = 9
MARGIN = 2
ASSET_DIR = 'assets'
ASSET_FILES = [x for x in os.listdir(ASSET_DIR)]
#assert len(ASSET_FILES) == 8

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class TicTacToe:
def __init__(self,pick,sz=3):
self.pick = pick
self.dim_sz = sz
self.board = self.ClearBoard()
def ClearBoard(self):
board = [['blur' for i in range(self.dim_sz)] for j in range(self.dim_sz)]
# made a 3x3 by-default board
return board
def MoveRecord(self,r,c):
if r > self.dim_sz or c > self.dim_sz:
return "Out of Bounds"
if self.board[r][c] != 'blur':
return "Spot Pre-Occupied"
self.board[r][c] = self.pick
return True
def CheckWin(self):# 1 you won, 0 computer won, -1 tie
#Flag syntax -> first player no. , User is Player#1 ; Check set 1 -> row and '\' diagonal & Check set 2 -> col and '/' diagonal
for i in range(0,self.dim_sz):#Rows
flag11 = True
flag21 = True
flag12 = True
flag22 = True
for j in range(0,self.dim_sz):
ch2 = self.board[i][j]
ch1 = self.board[j][i]
#Row
if ch1 == self.pick:# if it's mine, computer didn't make it
flag21 = False
elif ch1 == 'blur':#if it's blank no one made it
flag11 = False
flag21 = False
else: flag11 = False# else i didn't make it
if ch2 == self.pick:#Same but for Col
flag22 = False
elif ch2 == 'blur':
flag12 = False
flag22 = False
else: flag12 = False
if flag11 is True or flag12 is True:# I won
return 1
if flag21 is True or flag22 is True:#Computer Won
return 0
#Diagonals#
flag11 = True
flag21 = True
flag12 = True
flag22 = True
for i in range(0,self.dim_sz):
ch2 = self.board[i][i]
ch1 = self.board[i][self.dim_sz-1-i]
if ch1 == self.pick:
flag21 = False
elif ch1 == 'blur':
flag11 = False
flag21 = False
else:flag11 = False
if ch2 == self.pick:
flag22 = False
elif ch2 == 'blur':
flag12 = False
flag22 = False
else:flag12 = False
if flag11 or flag12:
return 1
if flag21 or flag22:
return 0
return -1
def NextMove(self):
AvailableMoves = []# will carry all available moves
PlayerWinSpot = []#if player (user Wins)
CompPick = 'O'
if self.pick == 'O':
CompPick = 'X'
for i in range(0,self.dim_sz):
for j in range(0,self.dim_sz):
if self.board[i][j] == 'blur':#BLANK
t = (i,j)
AvailableMoves.append(t)#add it to available moves
self.board[i][j] = CompPick#Check if I (Computer can win)
if self.CheckWin() ==0:#Best Case I(Computer) win!
return i,j;
self.board[i][j] = self.pick
if self.CheckWin() == 1: #Second Best Case, he (player) didn't won
PlayerWinSpot.append(t)
self.board[i][j] = 'blur'
if len(PlayerWinSpot) != 0:
self.board[PlayerWinSpot[0][0]] [PlayerWinSpot[0][1]] = CompPick
return PlayerWinSpot[0][0],PlayerWinSpot[0][1]
print(AvailableMoves)
if len(AvailableMoves) == 1:
self.board[ AvailableMoves[0][0] ][ AvailableMoves[0][1] ] = CompPick
return [ AvailableMoves[0][0] ],[ AvailableMoves[0][1] ]
if len(AvailableMoves) == 0:
return -1,-1
c1 , c2 = self.dim_sz//2,self.dim_sz//2
print(c1,c2,self.dim_sz)
if (c1,c2) in AvailableMoves:#CENTER
self.board[c1][c2] = CompPick
return c1,c2
for i in range(c1-1,-1,-1):#IN TO OUT
gap = c1 - i
#checking - 4 possibilities at max
#EDGES
if (c1-gap,c2-gap) in AvailableMoves:
self.board[c1-gap][c2-gap] = CompPick
return c1-gap,c2-gap
if (c1-gap,c2+gap) in AvailableMoves:
self.board[c1-gap][c2+gap] = CompPick
return c1-gap,c2+gap
if (c1+gap,c2-gap) in AvailableMoves:
self.board[c1+gap][c2-gap] = CompPick
return c1+gap,c2-gap
if (c1+gap,c2+gap) in AvailableMoves:
self.board[c1+gap][c2+gap] = CompPick
return c1+gap,c2+gap
#Four Lines
for i in range(0,gap):
if (c1-gap,c2-gap+i) in AvailableMoves:#TOP LEFT TO TOP RIGHT
self.board[c1-gap][c2-gap+i] = CompPick
return c1-gap,c2-gap+i
if (c1+gap,c2-gap+i) in AvailableMoves:#BOTTOM LEFT TO BOTTOM RIGHT
self.board[c1+gap][c2-gap+i] = CompPick
return c1+gap,c2-gap+i
if (c1-gap,c2-gap) in AvailableMoves:#LEFT TOP TO LEFT BOTTOM
self.board[c1-gap+i][c2-gap] = CompPick
return c1-gap+i,c2-gap
if (c1-gap+i,c2+gap) in AvailableMoves:#RIGHT TOP TO RIGHT BOTTOM
self.board[c1-gap+i][c2+gap] = CompPick
return c1-gap+i,c2+gap
if __name__ == "__main__":
Game = TicTacToe("X")
for i in range(0,10):
print(Game.board)
move = list(map(int,input().split()) )
print(Game.MoveRecord(move[0],move[1]))
print(Game.CheckWin())
t = Game.NextMove()
print("(",t[0],", ",t[1],")")
print(Game.CheckWin())