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Copy pathgui.py
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257 lines (217 loc) · 9.83 KB
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import sys
from col_container import *
from controller import *
from abstract_classes import abs_gui
from PyQt6.QtWidgets import QApplication, QGraphicsView, QGraphicsScene, \
QGraphicsTextItem, QGraphicsRectItem, QDialog
from PyQt6.QtGui import QColor
from enum import Enum
from winner_dialog import WinnerDialog
class Color(Enum):
White = 1
Black = -1
class BackgammonBoard(QGraphicsView, abs_gui):
def __init__(self):
super().__init__()
self.list_of_controllers = []
self.dice_text = None
self.current_player_text = None
self.current_player = 0
self.dice = None
self.point_radius = 25
self.point_spacing = 61
self.board_width = 940
self.board_height = 600
self.triangle_height = 250
self.triangle_width = 50
self.moves = []
self.selected_piece = None
self.selected_col = None
self.board_of_points = []
self.board_of_cols = []
self.scene = QGraphicsScene(self)
self.setScene(self.scene)
self.init_board()
def init_board(self):
# Draw the board background
self.scene.addRect(0, 0, self.board_width, self.board_height)
self.scene.setBackgroundBrush(QColor("burlywood"))
self.current_player_text = QGraphicsTextItem("Current Player: ")
self.current_player_text.setPos(self.board_width / 2 + self.point_spacing, self.board_height / 2 - 50)
self.scene.addItem(self.current_player_text)
self.dice_text = QGraphicsTextItem("Dice: ")
self.dice_text.setPos(self.board_width / 2 + self.point_spacing, self.board_height / 2)
self.scene.addItem(self.dice_text)
self.init_triangles()
self.init_mid()
self.init_thrown_section()
self.setSceneRect(0, 0, self.board_width, self.board_height)
def update_info_display(self, current_player, dice):
color = "White" if Color.White.value == current_player else "Black"
self.current_player_text.setPlainText(f"Current Player: {color}")
self.dice_text.setPlainText(f"Dice: {dice}")
def init_triangles(self):
y_up = 0
for i in range(0, 13):
x_up = self.calc_x_of_col(i)
color = "darkyellow" if i % 2 == 0 else "red"
triangle_up = TriangleItem(i, x_up + self.point_radius, y_up, self.triangle_height, self.triangle_width,
color, "down")
triangle_up.clicked.communicate.connect(self.select_piece)
self.board_of_cols.append(triangle_up)
self.scene.addItem(triangle_up)
y_down = self.board_height
for i in range(13, 26):
x_down = self.calc_x_of_col(i)
color = "darkyellow" if i % 2 == 0 else "red"
triangle_down = TriangleItem(i, x_down + self.point_radius, y_down, self.triangle_height,
self.triangle_width, color, "up")
triangle_down.clicked.communicate.connect(self.select_piece)
self.board_of_cols.append(triangle_down)
self.scene.addItem(triangle_down)
def init_mid(self):
rect1 = QGraphicsRectItem(self.calc_x_of_col(0), 0, self.triangle_width, self.board_height)
rect1.setBrush(QColor("brown"))
rect1.setEnabled(False)
self.scene.addItem(rect1)
def init_thrown_section(self):
throw = throwing_rectangle(-1, self.calc_x_of_col(1) + self.point_spacing, 0, self.point_spacing,
self.board_height)
throw.clicked.communicate.connect(self.select_throw)
self.scene.addItem(throw)
def print_col(self, col):
count = len(self.board_of_points[col])
if count == 0:
return
x = self.calc_x_of_col(col)
y = self.calc_y_of_col(col)
direction = "down" if col <= 12 else "up"
fixed_triange = (self.triangle_height / 2) - 10 if col == 0 or col == 25 else self.triangle_height
space = self.point_radius * 2 if count * (self.point_radius * 2) < fixed_triange else fixed_triange / count
for i in range(count):
self.board_of_points[col][i].setPos(x, y)
if direction == "down":
y += space
else:
y -= space
def add_piece(self, player, col):
checker = PointItem(0, 0, self.point_radius, player, col)
checker.clicked.communicate.connect(self.select_piece)
self.scene.addItem(checker)
return checker
def init_pieces_board(self, board):
self.board_of_points = [[] for l in range(len(board))]
for i in range(0, 26):
player = board[i][1]
count = board[i][0]
if player != 0:
for j in range(count):
checker = self.add_piece(player, i)
self.board_of_points[i].append(checker)
self.print_col(i)
def clear_board(self):
for col in self.board_of_points:
for i in range(0, len(col)):
temp = col.pop()
self.scene.removeItem(temp)
def move_piece(self, start, dest):
temp = self.board_of_points[start].pop()
self.board_of_points[dest].append(temp)
temp.col = dest
self.print_col(start)
self.print_col(dest)
def select_piece(self):
if self.sender() is not None and isinstance(self.sender(), communication):
if self.sender().point_item is not None and isinstance(self.sender().point_item, Colable):
if self.selected_piece is not None:
if self.selected_piece == self.sender().point_item.col:
self.selected_piece = None
else:
self.selected_col = self.sender().point_item.col
self.send_move(self.selected_piece, abs(self.selected_col - self.selected_piece))
self.selected_piece = None
self.selected_col = None
else:
self.selected_piece = self.sender().point_item.col
self.enable_choosing_cols(self.selected_piece)
def select_throw(self):
if self.sender() is not None and isinstance(self.sender(), communication):
if self.sender().point_item is not None and isinstance(self.sender().point_item, Clickable):
if isinstance(self.sender().point_item, throwing_rectangle):
if self.selected_piece is not None:
self.selected_col = self.find_die()
self.send_move(self.selected_piece, self.selected_col)
self.selected_piece = None
self.selected_col = None
self.enable_choosing_cols(self.selected_piece)
def setEnabled_col(self, col, flag):
self.board_of_cols[col].setEnabled(flag)
self.board_of_cols[col].is_marked(flag)
for piece in self.board_of_points[col]:
piece.setEnabled(flag)
piece.is_marked(flag)
def enable_choosing_cols(self, col=None):
list_of_cols = [move[0] for move in self.moves] if col is None else [(move[1] * self.current_player) + col for
move in self.moves if move[0] == col]
for i in range(0, len(self.board_of_points)):
flag_piece = i in list_of_cols or i == col
self.setEnabled_col(i, flag_piece)
def calc_x_of_col(self, col):
if col == 0 or col == 25:
return (6 * self.point_spacing) + self.point_spacing
x = ((13 - col) * self.point_spacing) if col <= 12 else ((col - 12) * self.point_spacing)
if 1 <= col <= 6 or 19 <= col <= 24:
x += self.point_spacing
return x
def calc_y_of_col(self, col):
if col == 0:
return (self.point_radius * 2) * 3
elif col == 25:
return self.board_height - (self.point_radius * 2) - (self.point_radius * 2) * 3
elif 1 <= col <= 12:
return 0
else:
return self.board_height - (self.point_radius * 2)
def find_die(self):
edge = 0 if self.current_player == -1 else 25
distance = (edge - self.selected_piece) * self.current_player
optional_dice = min((num for num in self.dice if num >= distance), default=None)
return optional_dice
def add_controller(self, listener: controller):
self.list_of_controllers.append(listener)
def get_new_game(self, board):
self.selected_piece = None
self.selected_col = None
self.clear_board()
self.init_pieces_board(board)
def get_move(self, moves_made, moves_available, dice):
for move in moves_made:
self.move_piece(move[0], move[1])
self.moves = moves_available
self.dice = dice
self.update_info_display(self.current_player, self.dice)
def get_winner(self, player):
winner_dialog = WinnerDialog(player)
result = winner_dialog.exec()
if result == 1:
self.send_new_game()
else:
self.close()
def get_throw(self, position, moves_available, dice):
temp = self.board_of_points[position].pop()
self.scene.removeItem(temp)
self.moves = moves_available
self.dice = dice
self.update_info_display(self.current_player, self.dice)
def get_new_turn(self, player, dice, moves):
self.current_player = player
self.update_info_display(player, dice)
self.dice = dice
self.moves = moves
self.enable_choosing_cols()
def send_new_game(self):
for controller in self.list_of_controllers:
controller.to_model_new_game()
def send_move(self, col, jump):
for controller in self.list_of_controllers:
controller.to_model_try_move(col, jump)