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connect4.py
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connect4.py
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import numpy as np
import pygame
import sys
import math
BLUE = (0,0,255)
BLACK = (0,0,0)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)
ROW_COUNT = 6
COLUMN_COUNT = 7
def create_board():
board = np.zeros((ROW_COUNT,COLUMN_COUNT))
return board
def drop_piece(board, row, col, piece):
board[row][col] = piece
def is_valid_location(board, col):
return board[ROW_COUNT - 1][col] == 0
def get_next_open_row(board, col):
for r in range(ROW_COUNT):
if board[r][col] == 0:
return r
def print_board(board):
print(np.flip(board, 0))
def winning_move(board, piece):
# check horizontal locations for win
for c in range(COLUMN_COUNT - 3):
for r in range(ROW_COUNT):
if board[r][c] == piece and board[r][c+1] == piece and board[r][c+2] == piece and board[r][c+3] == piece:
return True
# check vertical locations for win
for c in range(COLUMN_COUNT):
for r in range(ROW_COUNT - 3):
if board[r][c] == piece and board[r+1][c] == piece and board[r+2][c] == piece and board[r+3][c] == piece:
return True
# check +ve sloped diagonals
for c in range(COLUMN_COUNT - 3):
for r in range(ROW_COUNT - 3):
if board[r][c] == piece and board[r+1][c+1] == piece and board[r+2][c+2] == piece and board[r+3][c+3] == piece:
return True
#check -ve sloped diagonals
for c in range(COLUMN_COUNT - 3):
for r in range(3, ROW_COUNT):
if board[r][c] == piece and board[r-1][c+1] == piece and board[r-2][c+2] == piece and board[r-3][c+3] == piece:
return True
def draw_board(board):
for c in range(COLUMN_COUNT):
for r in range(ROW_COUNT):
pygame.draw.rect(screen, BLUE, (c*SQUARESIZE, r*SQUARESIZE+SQUARESIZE, SQUARESIZE, SQUARESIZE))
pygame.draw.circle(screen, BLACK, (int(c*SQUARESIZE+SQUARESIZE/2), int(r*SQUARESIZE+SQUARESIZE+SQUARESIZE/2)), RADIUS)
for c in range(COLUMN_COUNT):
for r in range(ROW_COUNT):
if board[r][c] == 1:
pygame.draw.circle(screen, RED, (int(c*SQUARESIZE+SQUARESIZE/2), height - int(r*SQUARESIZE+SQUARESIZE/2)), RADIUS)
elif board[r][c] == 2:
pygame.draw.circle(screen, YELLOW, (int(c*SQUARESIZE+SQUARESIZE/2), height - int(r*SQUARESIZE+SQUARESIZE/2)), RADIUS)
pygame.display.update()
board = create_board()
print_board(board)
game_over = False
turn = 0
pygame.init()
SQUARESIZE = 100
width = COLUMN_COUNT * SQUARESIZE
height = (ROW_COUNT + 1) * SQUARESIZE
size = (width, height)
RADIUS = int(SQUARESIZE/2 - 5)
screen = pygame.display.set_mode(size)
draw_board(board)
pygame.display.update()
myfont = pygame.font.SysFont("monospace", 75)
while not game_over:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.MOUSEMOTION:
pygame.draw.rect(screen, BLACK, (0,0, width, SQUARESIZE))
posx = event.pos[0]
if turn == 0:
pygame.draw.circle(screen, RED, (posx, int(SQUARESIZE/2)), RADIUS)
else:
pygame.draw.circle(screen, YELLOW, (posx, int(SQUARESIZE/2)), RADIUS)
pygame.display.update()
if event.type == pygame.MOUSEBUTTONDOWN:
pygame.draw.rect(screen, BLACK, (0,0, width, SQUARESIZE))
#Ask for Player 1 input
if turn == 0:
posx = event.pos[0]
col = int(math.floor(posx/SQUARESIZE))
if is_valid_location(board, col):
row = get_next_open_row(board, col)
drop_piece(board, row, col, 1)
if winning_move(board, 1):
label = myfont.render("Player 1 Wins!", 1, RED)
screen.blit(label, (40, 10))
game_over = True
#Ask for Player 2 input
else:
posx = event.pos[0]
col = int(math.floor(posx/SQUARESIZE))
if is_valid_location(board, col):
row = get_next_open_row(board, col)
drop_piece(board, row, col, 2)
if winning_move(board, 2):
label = myfont.render("Player 2 Wins!", 1, YELLOW)
screen.blit(label, (40, 10))
game_over = True
print_board(board)
draw_board(board)
turn += 1
turn = turn % 2
if game_over:
pygame.time.wait(3000)