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GUI.py
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import pygame
import sys
import os
import random
import engine
from TreeVisualise import TreeNode
ROW_COUNT = 6
COLUMN_COUNT = 7
SQUARE_SIZE = 100
RED = (255, 0, 0)
YELLOW = (255, 255, 0)
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)
DARK_BLUE = (0, 46, 177)
LIGHT_GRAY = (200, 200, 200)
GRAY = (128, 128, 128)
def convert_state_to_tree(tree):
state = list(tree.keys())[0]
root = TreeNode(engine.convert_from_string_to_grid(state), tree[state]["value"])
childs = tree[state]["childs"]
if len(childs) == 0:
return root
for child in childs:
root.add_child(convert_state_to_tree(child))
return root
class ConnectFour:
def __init__(self):
self.board = [[0] * COLUMN_COUNT for _ in range(ROW_COUNT)]
pygame.init()
WINDOW_SIZE = ((COLUMN_COUNT + 3) * SQUARE_SIZE, (ROW_COUNT + 1) * SQUARE_SIZE)
self.screen = pygame.display.set_mode(WINDOW_SIZE, pygame.RESIZABLE)
# ROW_COUNT=self.screen.get_height()
# COLUMN_COUNT=self.screen.get_width()
pygame.display.set_caption("Connect 4")
self.animation_frames = []
for i in range(1, 30):
frame_path = os.path.join("frames", f"frame{i}.png")
self.animation_frames.append(
pygame.transform.scale(pygame.image.load(frame_path), WINDOW_SIZE)
)
self.clock = pygame.time.Clock()
self.frame_index = 0
self.menu = True
self.main_menu()
self.main()
def drop_piece(self, row, col, piece):
self.board[row][col] = piece
def resize_game_window(self, width, height, player):
SQUARE_SIZE = min(width // COLUMN_COUNT, height // ROW_COUNT)
self.screen = pygame.display.set_mode(
(COLUMN_COUNT * SQUARE_SIZE, ROW_COUNT * SQUARE_SIZE), pygame.RESIZABLE
)
self.animation_frames = [
pygame.transform.scale(
frame, (COLUMN_COUNT * SQUARE_SIZE, ROW_COUNT * SQUARE_SIZE)
)
for frame in self.animation_frames
]
if player != -1:
self.draw_board(player)
def is_valid_location(self, col):
return self.board[0][col] == 0
def get_next_open_row(self, col):
for r in range(ROW_COUNT - 1, -1, -1):
if self.board[r][col] == 0:
return r
def draw_board(self, current_player):
for c in range(COLUMN_COUNT):
for r in range(1, ROW_COUNT + 1):
pygame.draw.rect(
self.screen,
DARK_BLUE,
(c * SQUARE_SIZE, r * SQUARE_SIZE, SQUARE_SIZE, SQUARE_SIZE),
)
color = BLACK
if self.board[r - 1][c] == 1:
color = RED
elif self.board[r - 1][c] == 2:
color = YELLOW
pygame.draw.circle(
self.screen,
color,
(
c * SQUARE_SIZE + SQUARE_SIZE // 2,
r * SQUARE_SIZE + SQUARE_SIZE // 2,
),
45,
)
# Draw the current player's piece above the selected column
if current_player == 1:
color = RED
else:
color = YELLOW
mouse_x, mouse_y = pygame.mouse.get_pos()
selected_column = mouse_x // SQUARE_SIZE
for i in range(COLUMN_COUNT, COLUMN_COUNT + 3):
for j in range(ROW_COUNT + 1):
pygame.draw.rect(
self.screen,
LIGHT_GRAY,
(i * SQUARE_SIZE, j * SQUARE_SIZE, SQUARE_SIZE, SQUARE_SIZE),
)
if selected_column < 7 and self.is_valid_location(selected_column):
pygame.draw.circle(
self.screen,
color,
(selected_column * SQUARE_SIZE + SQUARE_SIZE // 2, SQUARE_SIZE // 2),
45,
)
if not self.player_vs_player:
# Draw the solve tree button
solve_tree_button = pygame.Rect(
(COLUMN_COUNT) * SQUARE_SIZE + 50,
4 * SQUARE_SIZE,
2 * SQUARE_SIZE,
SQUARE_SIZE,
)
font = pygame.font.Font(None, 30)
text = font.render("Solve Tree", True, BLACK)
self.screen.blit(
text,
(
solve_tree_button.x
+ solve_tree_button.width // 2
- text.get_width() // 2,
solve_tree_button.y
+ solve_tree_button.height // 2
- text.get_height() // 2,
),
)
pygame.draw.rect(self.screen, GRAY, solve_tree_button, 2)
# Check if the solve tree button has been clicked
if pygame.mouse.get_pressed()[0]:
if solve_tree_button.collidepoint(mouse_x, mouse_y):
try:
self.visualize_solve_tree()
except:
pass
# Draw the properties panel
self.draw_properties(current_player)
# pygame.display.update()
def visualize_solve_tree(self):
self.screen.fill(WHITE)
pygame.display.flip()
root = convert_state_to_tree(self.tree)
root_x = 400
root_y = 100
backIconAccent = pygame.image.load("images/back-icon.png").convert_alpha()
backIcon = pygame.image.load("images/back-icon-accent.png").convert_alpha()
backIcon = pygame.transform.scale(backIcon, (50, 50))
backIconAccent = pygame.transform.scale(backIconAccent, (50, 50))
font = pygame.font.SysFont("monospace", 30, True)
node_expanded_text = font.render(
f"Nodes expanded {self.node_expanded}", True, BLACK
)
self.screen.blit(node_expanded_text, (20, 100))
backIconRect = backIcon.get_rect()
backIconRect.x = 0
backIconRect.y = 0
backIconRectAccent = backIconAccent.get_rect()
backIconRectAccent.x = 0
backIconRectAccent.y = 0
backIconRectAccent.center = backIconRect.center
backIconRect.center = backIconRect.center
self.screen.blit(backIcon, backIconRect)
self.screen.blit(backIconAccent, backIconRectAccent)
undo_level_botton = pygame.image.load("images/undo.png").convert_alpha()
undo_level_botton = pygame.transform.scale(undo_level_botton, (50, 50))
undo_level_botton_rect = undo_level_botton.get_rect()
undo_level_botton_rect.x = (COLUMN_COUNT + 3) * SQUARE_SIZE - 50
undo_level_botton_rect.y = 50
undo_level_botton_rect.center = ((COLUMN_COUNT + 3) * SQUARE_SIZE - 50, 50)
# self.screen.blit(undo_level_botton, undo_level_botton_rect)
first_child_x = root_x - 385
first_child_y = root_y + 300
child_offset = 140
root1 = root
his = []
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
if backIconRect.collidepoint(event.pos):
self.screen.fill(WHITE)
return
elif undo_level_botton_rect.collidepoint(event.pos):
if his:
self.screen.fill(WHITE)
self.screen.blit(backIcon, backIconRect)
self.screen.blit(backIconAccent, backIconRectAccent)
self.screen.blit(undo_level_botton, undo_level_botton_rect)
self.screen.blit(node_expanded_text, (20, 100))
root1 = his[-1]
his.pop()
else:
child_index = 0
self.screen.fill(WHITE)
self.screen.blit(backIcon, backIconRect)
self.screen.blit(backIconAccent, backIconRectAccent)
self.screen.blit(undo_level_botton, undo_level_botton_rect)
for child in root1.children:
if (
first_child_x + child_offset * child_index
<= event.pos[0]
<= first_child_x + child_offset * child_index + 100
and first_child_y <= event.pos[1] <= first_child_y + 100
):
if len(child.children) > 1:
his.append(root1)
root1 = child
# for i in child.children:
# print (i.value)
break
child_index += 1
self.draw_tree(root1, root_x, root_y)
pygame.display.update()
# draw the first level of children for the root
def draw_tree(self, node, x, y):
if node is None:
return
# Draw the current board state
self.draw_mini_board(node.board, 25, x, y)
# Draw the current node's value
font = pygame.font.Font(None, 30)
text = font.render(str(node.value), True, BLACK)
self.screen.blit(text, (x + 200, y + 50))
# Draw lines to children
child_x = x - 385 # Adjust as needed
child_y = y + 300 # Adjust as needed
for child in node.children:
pygame.draw.line(
self.screen,
(0, 0, 0),
(x + 180 // 2, y + 150),
(child_x + 100 // 2, child_y),
2,
)
self.draw_mini_board(child.get_board(), 18, child_x, child_y)
text = font.render(str(child.value), True, BLACK)
self.screen.blit(text, (child_x + 10, child_y + 120))
child_x += 140 # Adjust as needed
def draw_mini_board(self, state, size, x, y):
MINISQUARESIZE = size
MINI_PIECE_RADIUS = MINISQUARESIZE / 2 - 2
for c in range(COLUMN_COUNT):
for r in range(ROW_COUNT):
col = x + c * MINISQUARESIZE
row = y + r * MINISQUARESIZE
piece = state[r][c]
pygame.draw.rect(
self.screen, GRAY, (col, row, MINISQUARESIZE, MINISQUARESIZE)
)
if piece == 1:
pygame.draw.circle(
self.screen,
RED,
(col + MINISQUARESIZE // 2, row + MINISQUARESIZE // 2),
MINI_PIECE_RADIUS,
)
elif piece == 2:
pygame.draw.circle(
self.screen,
YELLOW,
(col + MINISQUARESIZE // 2, row + MINISQUARESIZE // 2),
MINI_PIECE_RADIUS,
)
elif piece == 0:
pygame.draw.circle(
self.screen,
WHITE,
(int(col + MINISQUARESIZE / 2), int(row + MINISQUARESIZE / 2)),
MINI_PIECE_RADIUS,
)
pygame.display.update()
def check_is_winning_move(self, piece, col, row):
count = 0
def check_direction(dc, dr):
nonlocal count
for c in range(COLUMN_COUNT - 3):
for r in range(ROW_COUNT - 3) if dr != -1 else range(3, ROW_COUNT):
if all(
self.board[r + i * dr][c + i * dc] == piece for i in range(4)
):
count += (
1
if any(
c + i * dc == col and r + i * dr == row
for i in range(4)
)
else 0
)
# Check horizontal
for c in range(COLUMN_COUNT - 3):
for r in range(ROW_COUNT):
if all(self.board[r][c + i] == piece for i in range(4)):
count += (
1 if any(c + i == col and r == row for i in range(4)) else 0
)
# Check vertical
for c in range(COLUMN_COUNT):
for r in range(ROW_COUNT - 3):
if all(self.board[r + i][c] == piece for i in range(4)):
count += (
1 if any(c == col and r + i == row for i in range(4)) else 0
)
# Check positive slope diagonal
check_direction(1, 1)
# Check negative slope diagonal
check_direction(1, -1)
return count
def ai_move(self):
if self.selected_ai_engine == "Minimax":
choise, self.tree, self.node_expanded = engine.agent(
self.board, self.difficulty, 1
)
return choise
else:
choise, self.tree, self.node_expanded = engine.agent(
self.board, self.difficulty, 2
)
return choise
def ai_menu(self):
ai_menu = True
selected_ai_engine = "Minimax" # Default AI engine
ai_difficulty = 1 # Default difficulty level
difficulty_change_delay = 3
frame_counter = 0
while ai_menu:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
if 300 <= event.pos[1] <= 350:
selected_ai_engine = "Minimax"
ai_menu = False
elif 350 <= event.pos[1] <= 400:
selected_ai_engine = (
"pruning" # Adjust for your actual AI engine
)
ai_menu = False
self.screen.fill(BLACK)
self.screen.blit(self.animation_frames[self.frame_index], (0, 0))
self.clock.tick(10)
self.frame_index = (self.frame_index + 1) % len(self.animation_frames)
font = pygame.font.SysFont("monospace", 30, True)
menu_rect = pygame.Surface((600, 400), pygame.SRCALPHA)
pygame.draw.rect(
menu_rect, (255, 255, 255, 128), (0, 0, 550, 300), border_radius=10
)
self.screen.blit(menu_rect, (230, 210))
title_text = font.render("Choose AI Engine:", True, BLACK)
title_text_3d_left = font.render("Choose AI Engine:", True, BLACK)
title_text_3d_left_pos = (240 - 1, 255 + 1)
self.screen.blit(title_text, (240, 255))
self.screen.blit(title_text_3d_left, title_text_3d_left_pos)
option_text = font.render("MiniMax 'without pruning'", True, BLACK)
option_text_3d_left = font.render("MiniMax 'without pruning'", True, BLACK)
option_text_3d_left_pos = (300 - 1, 300 + 1)
self.screen.blit(option_text, (300, 300))
self.screen.blit(option_text_3d_left, option_text_3d_left_pos)
option_text = font.render(
"Minimax 'with pruning' ", True, BLACK
) # Adjust for your actual AI engine
option_text_3d_left = font.render("Minimax 'with pruning'", True, BLACK)
option_text_3d_left_pos = (300 - 1, 350 + 1)
self.screen.blit(option_text, (300, 350))
self.screen.blit(option_text_3d_left, option_text_3d_left_pos)
difficulty_text = font.render(
f"Difficulty: {ai_difficulty}", True, DARK_BLUE
)
difficulty_text_3d_left = font.render(
f"Difficulty: {ai_difficulty}", True, DARK_BLUE
)
difficulty_text_3d_left_pos = (350 - 1, 400 + 1)
self.screen.blit(difficulty_text, (350, 400))
self.screen.blit(difficulty_text_3d_left, difficulty_text_3d_left_pos)
pygame.display.update()
keys = pygame.key.get_pressed()
if keys[pygame.K_UP] and frame_counter == 0:
ai_difficulty += 1
frame_counter = difficulty_change_delay
elif keys[pygame.K_DOWN] and ai_difficulty > 1 and frame_counter == 0:
ai_difficulty -= 1
frame_counter = difficulty_change_delay
frame_counter = max(0, frame_counter - 1)
return selected_ai_engine, ai_difficulty
def display_menu(self):
font = pygame.font.SysFont("monospace", 30, True)
title = "Welcome To Our Connect 4 Game"
title_text = font.render(title, True, BLACK)
title_text_3d_left = font.render(title, True, BLACK)
title_text_3d_right = font.render(title, True, BLACK)
title_text_3d_left_pos = (240 - 1, 225 + 1)
menu_rect = pygame.Surface((600, 400), pygame.SRCALPHA)
pygame.draw.rect(
menu_rect, (255, 255, 255, 128), (0, 0, 550, 300), border_radius=10
)
self.screen.blit(menu_rect, (230, 210))
player_vs_player_text = font.render("Player vs. Player", True, BLACK)
player_vs_ai_text = font.render("Player vs. AI", True, BLACK)
quit_text = font.render("Quit", True, BLACK)
player_vs_player_text_3d_left = font.render("Player vs. Player", True, BLACK)
player_vs_ai_text_3d_left = font.render("Player vs. AI", True, BLACK)
quit_text_3d_left = font.render("Quit", True, BLACK)
player_vs_player_text_3d_left_pos = (350 - 1, 300 + 1)
player_vs_ai_text_3d_left_pos = (390 - 1, 350 + 1)
quit_text_3d_left_pos = (460 - 1, 400 + 1)
self.screen.blit(title_text_3d_left, title_text_3d_left_pos)
self.screen.blit(
player_vs_player_text_3d_left, player_vs_player_text_3d_left_pos
)
self.screen.blit(player_vs_ai_text_3d_left, player_vs_ai_text_3d_left_pos)
self.screen.blit(quit_text_3d_left, quit_text_3d_left_pos)
self.screen.blit(player_vs_player_text, (350, 300))
self.screen.blit(player_vs_ai_text, (390, 350))
self.screen.blit(title_text, (240, 225))
self.screen.blit(quit_text, (460, 400))
pygame.display.update()
def main_menu(self):
self.player1_value = 0
self.ai_value = 0
self.node_expanded = 0
while self.menu:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.VIDEORESIZE:
self.resize_game_window(event.w, event.h, -1)
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.pos[1] > 300 and event.pos[1] < 350:
self.player_vs_player = True
self.menu = False
elif event.pos[1] > 350 and event.pos[1] < 400:
self.player_vs_player = False
self.menu = False
self.selected_ai_engine, self.difficulty = self.ai_menu()
print(self.selected_ai_engine)
elif event.pos[1] > 400 and event.pos[1] < 450:
pygame.quit()
sys.exit()
self.screen.fill(BLACK)
self.screen.blit(self.animation_frames[self.frame_index], (0, 0))
self.clock.tick(10)
self.frame_index = (self.frame_index + 1) % len(self.animation_frames)
self.display_menu()
def show_winner_popup(self, player):
font = pygame.font.SysFont("monospace", 60, True)
if player == -1:
pygame.display.set_caption(f"It's a tie!")
win_text = font.render(
f"It's a tie!", True, GREEN if player == 1 else GREEN
)
self.screen.blit(win_text, (80, ROW_COUNT * SQUARE_SIZE // 2))
elif self.player_vs_player:
pygame.display.set_caption(f"Player {player} wins!")
win_text = font.render(
f"Player {player} wins!", True, GREEN if player == 1 else GREEN
)
self.screen.blit(win_text, (80, ROW_COUNT * SQUARE_SIZE // 2))
else:
win_text = font.render(f"AI wins!", True, GREEN)
if player == "AI":
pygame.display.set_caption("Computer Wins")
win_text = font.render(
f"Computer wins!", True, GREEN if player == 1 else GREEN
)
else:
pygame.display.set_caption("You Win")
win_text = font.render(
f"You win!", True, GREEN if player == 1 else GREEN
)
self.screen.blit(win_text, (80, ROW_COUNT * SQUARE_SIZE // 2))
font = pygame.font.SysFont("monospace", 30, True)
fin_text = font.render(
"Main menu press x, Quit press esc ", True, GREEN if player == 1 else GREEN
)
self.screen.blit(fin_text, (80, ROW_COUNT * SQUARE_SIZE // 2 + 100))
pygame.display.update()
pop_up = True
while pop_up:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN and event.key == pygame.K_x:
self.menu = True
self.board = [[0] * COLUMN_COUNT for _ in range(ROW_COUNT)]
pop_up = False
elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
self.main_menu()
self.main()
def draw_properties(self, turn):
font = pygame.font.SysFont("monospace", 30, True)
if self.player_vs_player:
if turn == 1:
turn_text = font.render("Player 1's turn", True, RED)
else:
turn_text = font.render("Player 2's turn", True, YELLOW)
else:
if turn == 1:
turn_text = font.render("Your turn", True, RED)
else:
turn_text = font.render("AI's turn", True, YELLOW)
player1Score = font.render(f"Your Score : {self.player1_value}", True, RED)
aiScore = font.render(f"AI Score : {self.ai_value}", True, YELLOW)
self.screen.blit(
player1Score, ((COLUMN_COUNT) * SQUARE_SIZE + 10, 0 * SQUARE_SIZE + 30)
)
self.screen.blit(
aiScore, ((COLUMN_COUNT) * SQUARE_SIZE + 10, 1 * SQUARE_SIZE + 30)
)
self.screen.blit(
turn_text, ((COLUMN_COUNT) * SQUARE_SIZE + 10, 2 * SQUARE_SIZE)
)
if not self.player_vs_player:
difficulty_text = font.render(
f"AI DIFFICULTY {self.difficulty}", True, GREEN
)
self.screen.blit(
difficulty_text, ((COLUMN_COUNT) * SQUARE_SIZE, 3 * SQUARE_SIZE)
)
pygame.display.update()
def tie_move(self):
for i in range(7):
if self.is_valid_location(i):
return False
return True
def main(self):
turn = 0
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.VIDEORESIZE:
self.resize_game_window(event.w, event.h, turn)
elif event.type == pygame.MOUSEBUTTONDOWN:
if self.player_vs_player:
col = event.pos[0] // SQUARE_SIZE
if col > 6:
continue
if self.is_valid_location(col):
row = self.get_next_open_row(col)
self.drop_piece(row, col, turn + 1)
self.screen.fill(WHITE)
self.draw_board(turn + 1)
winning_move = self.check_is_winning_move(
turn + 1, col, row
)
if winning_move:
if turn == 0:
self.player1_value += winning_move
else:
self.ai_value += winning_move
if self.tie_move():
if self.player1_value > self.ai_value:
self.show_winner_popup(1)
elif self.player1_value < self.ai_value:
self.show_winner_popup(2)
else:
self.show_winner_popup(-1)
turn = 1 - turn
continue
else:
if not self.menu:
col = event.pos[0] // SQUARE_SIZE
if col > 6:
continue
if self.is_valid_location(col):
row = self.get_next_open_row(col)
self.drop_piece(row, col, turn + 1)
self.screen.fill(WHITE)
self.draw_board(turn + 1)
winning_move = self.check_is_winning_move(
turn + 1, col, row
)
if winning_move:
self.player1_value += winning_move
if self.tie_move():
if self.player1_value > self.ai_value:
self.show_winner_popup(1)
elif self.player1_value < self.ai_value:
self.show_winner_popup("AI")
else:
self.show_winner_popup(-1)
turn = 1 - turn
continue
elif not self.player_vs_player and turn == 1:
if not self.menu:
ai_col = self.ai_move()
ai_row = self.get_next_open_row(ai_col)
self.drop_piece(ai_row, ai_col, 2)
self.screen.fill(WHITE)
self.draw_board(turn)
winning_move = self.check_is_winning_move(2, ai_col, ai_row)
if winning_move:
self.ai_value += winning_move
if self.tie_move():
if self.player1_value > self.ai_value:
self.show_winner_popup(1)
elif self.player1_value < self.ai_value:
self.show_winner_popup("AI")
else:
self.show_winner_popup(-1)
turn = 0
elif event.type == pygame.KEYDOWN and event.key == pygame.K_BACKSPACE:
self.menu = True
self.board = [[0] * COLUMN_COUNT for _ in range(ROW_COUNT)]
turn = 0
self.player1_value = 0
self.ai_value = 0
self.main_menu()
self.screen.fill(LIGHT_GRAY)
self.draw_board(turn + 1)
pygame.display.update()
if __name__ == "__main__":
game = ConnectFour()