Python: while loop in noughts and crosses - python

I have coded a game of noughts and crosses, and am using a while loop to run the game. However, I must be doing something wrong as I cannot get it to print 'You win' or 'You lose' when a row/column/diagonal of X or O is on the board. I know the function that checks the board works as I have tested it on its own, by putting Xs in the board manually, but when playing the game normally it completely disregards any Xs or Os in 3. Here is the code, sorry it's abit long. Thanks
import random
board = [
['1','-','-','-'],
['2','-','-','-'],
['3','-','-','-'],
['#','1','2','3'],
[' ',' ',' ',' ']
]
rows = {
'top':
board[0][1:],
'mid':
board[1][1:],
'bottom':
board[2][1:]
}
cols = {
'left':
[board[0][1],
board[1][1],
board[2][1]],
'mid':
[board[0][2],
board[1][2],
board[2][2]],
'right':
[board[0][3],
board[1][3],
board[2][3]]
}
diags = {
'top-bottom':
[board[0][1],
board[1][2],
board[2][3]],
'bottom-top':
[board[2][1],
board[1][2],
board[0][3]]
}
gamestate = 1
def print_board(board):
for i in board:
print " ".join(i)
def win_check(rows,cols,diags):
plrWin = ['X','X','X']
cpuWin = ['O','O','O']
global gamestate
for i in rows.values():
if i == plrWin:
return True
gamestate = 0
elif i == cpuWin:
return False
gamestate = 0
for x in cols.values():
if x == plrWin:
return True
gamestate = 0
elif x == cpuWin:
return False
gamestate = 0
for y in diags.values():
if y == plrWin:
return True
gamestate = 0
elif y == cpuWin:
return False
gamestate = 0
def game_entry():
print "Your turn."
coordY = input("Guess column: ")
coordX = input("Guess row: ")
board[coordX - 1][coordY] = 'X'
def random_location():
while True:
cpuX = random.randint(1,3)
cpuY = random.randint(1,3)
if (board[cpuX - 1][cpuY] == 'X') or (board[cpuX - 1][cpuY] == 'O'):
continue
else:
board[cpuX - 1][cpuY] = 'O'
break
while gamestate == 1:
print_board(board)
game_entry()
random_location()
if win_check(rows,cols,diags) == True:
print "You win!"
gamestate = 0
break
elif win_check(rows,cols,diags) == False:
print "You lose."
gamestate = 0
break
else:
continue

Your problem is with all of the rows and cols dictionaries:
>>> l = [[1, 2, 3], [4, 5, 6]]
>>> x = l[0][1:]
>>> x
[2, 3]
>>> l[0][1] = 4
>>> x
[2, 3]
As you can see, they don't update when the board is changed. You'll have to find another way of doing this.
I would just use a few loops and check the diagonals manually:
def has_someone_won(board):
# Rows
for row in board:
if row[0] == row[1] == row[2] != '-':
return True
# Columns
for i in range(3):
if board[0][i] == board[1][i] == board[2][i] != '-':
return True
# Diagonal 1
if board[0][0] == board[1][1] == board[2][2] != '-':
return True
# Diagonal 2
if board[2][0] == board[1][1] == board[0][2] != '-':
return True
# There's no winner
return False

Related

Minimax implementation in tic tac toe (Python) not working - no idea why

I am currently trying to make a Tic Tac Toe game with minimax implemented in Python. Another feature that I'm trying to implement is different board sizes. But overall, unfortunately, the algorithm is not working.
As a beginner, this is not a surprise for me, but this case seems hopeless. I tried tweaking quite a lot of things (may seem like a lot just to me) just to end up with the same result - the computer filling up the fields from top left to bottom right.
#Sprawdzenie czy ktos wygral w poziomie lub pionie / straight line check
def winLine(line, letter):
return all(n == letter for n in line)
#Utworzenie nowej listy z elementow przekatnych / diagonal check
def winDiagonal(board, letter):
arr = []
tArr = []
for n in range(boardSize):
arr.append(board[n][n])
tArr.append(board[n][boardSize-n-1])
if winLine(arr, letter):
return True
elif winLine(tArr, letter):
return True
else:
return False
def checkWinner (board):
#Liczenie wolnych pol / checking the available fields
openSpots = 9
for n in range(boardSize):
for m in range(boardSize):
if board[n][m] == '0':
openSpots += 1
#Transpozycja planszy, by mozna bylo latwo zastosowac winLine na kolumach / transposition of the board
for letter in (person, ai):
transPos = list(zip(*board))
#Sprawdzanie w poziomie / horizontal check
if any(winLine(row, letter) for row in board):
#print('winline horizontal')
return letter
#Sprawdzanie w pionie / vertical check
elif any (winLine(col, letter) for col in transPos):
#print('winline vertical')
return letter
#Sprawdzanie po przekatnych / diagonal check
elif winDiagonal(board, letter):
return letter
elif openSpots == 0: return 'tie'
else: return 'none'
#Funkcja sprawdzajaca czy dane pole jest wolne / checks whether the field is available
def available (row, col):
global board
#Sprawdzenie czy pole jest wolne
if board[row][col] == '0':
return True
else:
return False
#Stale dla algorytmu minimax / minimax initial scores to compare against
minTarget = float('inf')
maxTarget = float('-inf')
#Slownik z wartosciami liczbowi dla wynikow, komputer maksymalizuje / a dictionary with scores for particular results
scores = {
'X': 10,
'O': -10,
'tie': 0
}
#Algorytm minimax
def minimax(myBoard, depth, maximizes):
#Sprawdzenie czy zaszla wygrana lub remis / Checking whether there is a win or tie
res = checkWinner(myBoard)
if (res != 'none'):
return scores[res]
#Gracz maksymalizujacy/ Maximizing player
elif maximizes == True:
bestScoreMax = maxTarget
for n in range(boardSize):
for m in range(boardSize):
if board[n][m] == '0':
board[n][m] = person
score = minimax(board, depth + 1, False)
board[n][m] = '0'
bestScoreMax = max([score, bestScoreMax])
return bestScoreMax
#Gracz minimalizujacy / minimizing player
elif maximizes == False:
bestScoreMin = minTarget
for n in range(boardSize):
for m in range(boardSize):
if board[n][m] == '0':
board[n][m] = ai
score = minimax(board, depth + 1, True)
board[n][m] = '0'
bestScoreMin = min([score, bestScoreMin])
return bestScoreMin
def makeMove(row, col):
global board
board[row][col] = ai
def computedMove():
global board
myBoard = board
computedTarget = maxTarget
moveX = 2
moveY = 2
for n in range(boardSize):
for m in range(boardSize):
if myBoard[n][m] == '0':
score = minimax(myBoard, 0, True)
if score > computedTarget:
computedTarget = score
moveX = n
moveY = m
makeMove(moveX, moveY)
#print(str(move.x) + ' ' + str(move.y))
# Funkcja pobierajaca ruch uzytkownika / player input for the move
def getPlayerMove():
global board
res = input('Please type in your move on the form \"x y\", x being the number of the row and y the number of the column of your choosing.\n')
col, row = res.split(" ")
row = int(row)
col = int(col)
if available(row-1, col-1):
board[row-1][col-1] = person
else:
print('You cannot make that move')
getPlayerMove()
def drawBoard():
global board
for n in range(boardSize):
for m in range(boardSize):
if board[n][m] == '0':
print(' - ', end='')
else:
print(' '+board[n][m]+' ', end='')
print('\n')
#Zmienna powiadamiajaca o stanie rozgrywki / variable indicating the state of the game
playing = False
# initializing the variable
boardSize = 0
# initializing the players
person = 'X'
ai = 'O'
#Gracz posiadajacy ruch (a takze rozpoczynajacy) / player who is playing at the moment
currentPlayer = ''
while True:
currentPlayer = person
boardSize = int(input("Please enter the size of the board. (one side)\n"))
global board
board = [['0' for i in range(boardSize)] for i in range(boardSize)]
print("You go first.")
playing = True
while playing:
if currentPlayer == person:
drawBoard()
getPlayerMove()
if checkWinner(board) == person:
drawBoard()
print("Yaay, you won!")
playing = False
else:
if checkWinner(board) == 'tie':
drawBoard()
print('It\'s a tie!')
break
else:
currentPlayer = ai
elif currentPlayer == ai:
computedMove()
if checkWinner(board) == ai:
drawBoard()
print('You lose!')
playing = False
else:
if checkWinner(board) == 'tie':
drawBoard()
print('It\'s a tie!')
break
else:
currentPlayer = person
if not input('Do you want to play again?').lower().startswith('y'):
break
In computedMove, you should first play the ai move then check the scores.
def computedMove():
global board
myBoard = board
computedTarget = maxTarget
moveX = 2
moveY = 2
for n in range(boardSize):
for m in range(boardSize):
if myBoard[n][m] == '0':
myBoard[n][m] = ai #This is added
score = minimax(myBoard, 0, True)
if score > computedTarget:
computedTarget = score
moveX = n
moveY = m
makeMove(moveX, moveY)
Also in minimax function, you should use same variable for myBoard and board.

How to get key from keyboard while doing another task?

I'm trying to build a Snake game using python, but I'm struggling with the input system. In the snake game, the snake walks through the same direction until someone change his direction.
The way I did was stopping the snake from moving while waits for the next key, but that's not what I want. The snake must walk to the same direction until receive an input to change direction.
How to do the get the key so the snake changes his direction while moving it through the screen and colliding with objects?
import os
from msvcrt import getch
class SnakeGame(object):
screen = None
def __init__(self, rows_count, column_count):
self.screen = self.initialize_screen(rows_count, column_count)
self.collided = False
def initialize_screen(self, rows_count, column_count):
#creates the 2D list with 0 in all values
screen = [[0 for x in range(column_count)] for y in range(rows_count)]
#get the rows
for row in range(len(screen)):
if row == 0 or row == len(screen) - 1:
screen[row] = self.add_same_value_entire_list(screen[row], 1)
else:
for column in range(len(screen[row])):
if column == 0 or column == len(screen[row]) - 1:
screen[row][column] = 1
return screen
def add_same_value_entire_list(self, list, value):
populatedList = [value for i in range(len(list))]
return populatedList
def print_screen(self):
screen_text = ''
for row in self.screen:
for column in row:
screen_text = screen_text + self.translated_value(column)
screen_text = screen_text + '\n'
return screen_text
def translated_value(self, value):
if value == 1:
return '#'
elif value == 2:
return '*'
elif value == -1: #snake body
return 'O'
elif value == -2: #moving left snake head left <----
return '<'
elif value == -3: #moving right snake head right ---->
return '>'
elif value == -4: #moving down
return 'V'
elif value == -5: #moving up
return '^'
else:
return ' '
def play(self):
player = Player()
key_pressed = 9999
self.add_player_to_screen(player)
while(self.defeated() is not True and key_pressed != 27):
self.clear()
print(self.print_screen())
key_pressed = self.read_key()
player.move(self.translate_key(key_pressed))
self.add_player_to_screen(player)
def read_key(self):
return ord(getch())
def add_player_to_screen(self, player):
print(player.location_x)
print(player.location_y)
if(player.position_cordination == 'E'):
self.screen[player.location_x][player.location_y - 1] = 0
elif (player.position_cordination == 'W'):
self.screen[player.location_x][player.location_y + 1] = 0
elif (player.position_cordination == 'N'):
self.screen[player.location_x + 1][player.location_y] = 0
elif (player.position_cordination == 'S'):
self.screen[player.location_x - 1][player.location_y] = 0
if(self.screen[player.location_x][player.location_y] == 0):
self.screen[player.location_x][player.location_y] = player.body
elif(self.screen[player.location_x][player.location_y] < 0):
self.collided = True
def translate_key(self, key):
print (key)
if (key == 224):
key = ord(getch())
print(key)
if (key == 72):
return 'N'
elif (key == 80):
return 'S'
elif (key == 75):
return 'W'
elif (key == 77):
return 'E'
else:
pass
def defeated(self):
return self.collided
def clear(self):
os.system('cls' if os.name=='nt' else 'clear')
class Player(object):
def __init__(self):
self.nodes_size = 1
self.position_cordination = 'E'
self.last_cordination = 'E'
self.location_x = 4
self.location_y = 4
self.body = -3
def draw(self):
body = ''
for index in range(self.nodes_size):
if(index == 0 and self.position_cordination == 'E'):
body = '>'
elif(index == 0 and self.position_cordination == 'W'):
body = '<'
elif(index == 0 and self.position_cordination == 'N'):
body = '^'
elif(index == 0 and self.position_cordination == 'S'):
body = 'V'
else:
body += '-'
return body
def move(self, cordination):
print("Cordinations x = " + str(self.location_x) + " y = " + str(self.location_y))
if (self.position_cordination != 'S' and cordination == 'N'):
self.location_x -= 1
self.body = -5
elif (self.position_cordination != 'N' and cordination == 'S'):
self.location_x +=1
self.body = -4
elif (self.position_cordination != 'W' and cordination == 'E'):
self.location_y += 1
self.body = -3
elif (self.position_cordination != 'E' and cordination == 'W'):
self.location_y -= 1
self.body = -2
else:
pass
self.position_cordination = cordination
print("Cordinations x = " + str(self.location_x) + " y = " + str(self.location_y))
snake = SnakeGame(32, 32)
snake.play()

Check if Player X or Player Y has won function/module. Tic Tac Toe

Hello ! I have a question guys.
I was writing my first serious python training project because I'm beginner but I encountered a problem that stops me from further development of my program.
I don't have idea how can I write function/module in my class that check if player X or player Y has won. I tried on so many different ways but it seems to not work. I know that the my code is looking awful. Thank you for your time spent.
import sys
class Tic_tac_toe():
def __init__(self):
self.board = {'top-L': ' ', 'top-M': ' ', 'top-R': ' ',
'mid-L': ' ', 'mid-M': ' ', 'mid-R': ' ',
'low-L': ' ', 'low-M': ' ', 'low-R': ' '}
self.move_X = None
self.move_0 = None
self.WINNING_MOVE = None
self.loop = None
self.nameX = None
self.nameO = None
self.choice = None
def welcome(self):
try:
print("Welcome ! :)\n\nWho is PLAYER X ? :")
self.nameX = input()
print("\nWho is PLAYER O ? :")
self.nameO = input()
print("\nHello {} and {}, ready to play? (Y/N) :".format(self.nameX.title(), self.nameO.title()))
self.choice = input()
if self.choice.title() == 'N' or '\n':
sys.exit()
print('\n{} is PLAYER X.\n{} is PLAYER Y.'.format(self.nameX.title(),self.nameO.title()))
except ValueError:
print('\nTry again:\n')
def printBoard(self):
print()
print(self.board['top-L'] + '|' + self.board['top-M'] + '|' + self.board['top-R'])
print('-+-+-')
print(self.board['mid-L'] + '|' + self.board['mid-M'] + '|' + self.board['mid-R'])
print('-+-+-')
print(self.board['low-L'] + '|' + self.board['low-M'] + '|' + self.board['low-R'])
print()
def moves_X(self):
try:
self.move_X = int(input("Player X :\nChoose field (1,9) : "))
self.write_on_boardX()
self.printBoard()
except ValueError:
print("\nYOU DIDN'T ENTER NUMBER !\n")
def moves_O(self):
try:
self.move_O = int(input("Player O :\nChoose field (1,9) : "))
self.write_on_boardO()
self.printBoard()
except ValueError:
print("\nYOU DIDN'T ENTER NUMBER!\n")
def mix_XO(self):
self.loop = 0
for x in range(1,10):
if self.loop % 2 == 0:
self.moves_X()
self.loop += 1
elif self.loop % 2 == 1:
self.moves_O()
self.loop += 1
def write_on_boardX(self):
if self.move_X == 1:
self.board['top-L'] = 'X'
elif self.move_X == 2:
self.board['top-M'] = 'X'
elif self.move_X == 3:
self.board['top-R'] = 'X'
elif self.move_X == 4:
self.board['mid-L'] = 'X'
elif self.move_X == 5:
self.board['mid-M'] = 'X'
elif self.move_X == 6:
self.board['mid-R'] = 'X'
elif self.move_X == 7:
self.board['low-L'] = 'X'
elif self.move_X == 8:
self.board['low-M'] = 'X'
elif self.move_X == 9:
self.board['low-R'] = 'X'
def write_on_boardO(self):
if self.move_O == 1:
self.board['top-L'] = 'O'
elif self.move_O == 2:
self.board['top-M'] = 'O'
elif self.move_O == 3:
self.board['top-R'] = 'O'
elif self.move_O == 4:
self.board['mid-L'] = 'O'
elif self.move_O == 5:
self.board['mid-M'] = 'O'
elif self.move_O == 6:
self.board['mid-R'] = 'O'
elif self.move_O == 7:
self.board['low-L'] = 'O'
elif self.move_O == 8:
self.board['low-M'] = 'O'
elif self.move_O == 9:
self.board['low-R'] = '0'
def winning_movesX(self):
pass
def main():
app = Tic_tac_toe()
app.welcome()
app.printBoard()
app.mix_XO()
main()
One way to achieve this is to first create a map of all the possible winning 'lines' and then see if the elements on that line are all the same, by creating a set and checking it contains only 1 item (X or O). For example:
lines = [
['top-L','top-M','top-R'],
['top-L', 'mid-L', 'low-L']
... etc ...
]
for line in lines:
if len(set(self.board[x] for x in line])) == 1:
print("Winner:", self.board[line[0]])
Different Approach might be easier...
A simpler way would be to use a 3x3 matrix, e.g. with:
0 as a default value
-1 for player 1
+1 for player 2
You can then calculate the sum of the rows/columns/diagonals. With -3 as a player 1 win, +3 as a player 2 win. For example by using numpy:
>>> import numpy as np
>>> np.zeros((3, 3), dtype=int)
array([[0, 0, 0],
[0, 0, 0],
[0, 0, 0]])
=> self.board = np.zeros((3,3), dtype=int)
and a win check would roughly look like:
d1,d2 = 0,0 #used to calculate sum of diagonal
for i in range(3):
#check row
if sum(self.board[i, :]) in (3,-3):
self.win = True
#check column
elif sum(self.board[:, i]) in (3,-3):
self.win = True
#check diagonal
d1 += self.board[i, i] #diagonal from top left corner to bottom right corner
d2 += self.board[i, 2-i] #diagonal from top right corner to bottom left corner
elif d1 in (3,-3) or d2 in (-3,3):
self.win = True
Note: You know which player has won since you know who's turn it was last.
Well, and since you seem to be rather new to python here a quick overview on how to access elements of an array:
>>> board = np.zeros((3,3), dtype=int)
>>> board[0][1] = 3
>>> board
array([[0, 3, 0],
[0, 0, 0],
[0, 0, 0]])
And in case you keep this board:
"""
[1] | [2] | [3]
-----------------
[4] | [5] | [6]
-----------------
[7] | [8] | [9]
"""
you could use the integer division // and the modulo function % instead of all the elif statements to determine what field/position on the board the user meant:
position = int(input("Choose position:"))
row = (position-1)//3
column = (position-1)%3
self.board[row][column] = 1 #or -1
P.S.:
If you want to implement a "player vs. computer" later on, you might change the value -1 to -3 to get unique sum values. (-1 +1 +0 = 0 +0 +0)

Python: Trying to program a variant of connect four: Winning condition doesn't stop

I have been trying to program a variant of connect four for my programming class. The board is 6x8 in size. In the variant I'm trying to program, the winning condition is to essentially build an L.
This means any construction of the form
X
X
X X
is a winning condition.
I have been trying to make a function that checks every single column for the same symbol consecutively to build a pair. And a function to do the same for every row. With these two functions I would then check if 2 pairs are consecutive, because no matter how you combine a vertical and horizontal pair, it will always build an 'L'.
To make a clear board I'm using
def ClearBoardSingle():
global Board
Board = [['0' for i in range(8)] for i in range(6)]
BoardPrint()
PlayerMoveSingle()
And for my interface I'm using
def BoardPrint():
global Board
global GameMoves
global PlayerTurn
global Player1Symbol
global Player2Symbol
print('\n\nMoves done: ' + str(GameMoves))
print('To Restart: R | To Quit: Q')
print('Valid choices: 1, 2, 3, 4, 5, 6, 7, 8')
if PlayerTurn == 0:
print('It\'s ' +str(Player1Symbol) + '\'s Turn')
if PlayerTurn == 1:
print('It\'s ' +str(Player2Symbol) + '\'s Turn')
print(Board[0])
print(Board[1])
print(Board[2])
print(Board[3])
print(Board[4])
print(Board[5])
I already figured out how to change Variables inside the Board, and I'm pretty much done. The only thing I don't know how to implement is the winning condition. I tried this function for the Rows:
def VerticalList(Column):
global Board
global Choice
global Row0
Column = int(Column)
Choice = int(Choice)
print(Column,' C')
while Column > 0:
for Board[Column][Choice] in range(Column):
Row0.append(Board[Column][Choice])
if Column ==6 or Column == -1:
break
else:
VerticalList(Column-1)
if Column ==0:
break
else:
continue
if Column == 0:
Column += 1
while Column < 5:
Column +=1
if Row0[Column] == Row0[Column-1]:
print('Pair')
else:
print('No Pair')
pass
else:
pass
But it enters an endless Loop.
I have no ideas anymore on how to implement the winning condition. I'd appreciate any kind of help or ideas. If you want me to post the whole code or other kinds of snippets, ask for them.
Thank you in anticipation!
Cool problem, below looks like a lot of code, but it's not really. I haven't checked this extensively, so I'm not confident that it doesn't find false positives, but it seems to find L's that it should be finding. The main thing I did was use itertools.combinations to take all 4-sized groups of the positions of X's and then check if they looked like patterns I was expecting for L's. In check_four_group I look at the differences within the row and columns.
from itertools import combinations
def disp_board(board):
for row in board:
print(row)
def check_winning(board):
winning = False
#Find all row,col positions of the X's
x_poses = [(i,j) for i in range(6) for j in range(8) if board[i][j] == 'X']
#Loop through every combination of four X's since it takes four to make the 'L'
for group in combinations(x_poses,4):
if(check_four_group(group)):
winning = True
break
return winning
def check_four_group(group):
rows,cols = zip(*[(r,c) for r,c in group])
row_diffs = [rows[i+1]-rows[i] for i in range(len(rows)-1)]
col_diffs = [cols[i+1]-cols[i] for i in range(len(cols)-1)]
#Uncomment this to print the row and col diffs
#print(row_diffs)
#print(col_diffs)
# Finds:
# X
# X
# X X
if row_diffs == [1,1,0] and col_diffs == [0,0,1]:
return True
# Finds:
# X
# X
# X X
elif row_diffs == [1,1,0] and col_diffs == [0,-1,1]:
return True
# Finds:
# X X
# X
# X
elif row_diffs == [0,1,1] and col_diffs == [1,0,0]:
return True
# Finds:
# X X
# X
# X
elif row_diffs == [0,1,1] and col_diffs == [1,-1,0]:
return True
# Otherwise it's not there at all (not thinking about horizontal L's but could add that)
else:
return False
#Test case 1
def test_case_1():
board = [['0' for i in range(8)] for i in range(6)]
board[2][1] = 'X'
board[2][2] = 'X'
board[3][1] = 'X'
board[4][1] = 'X'
return board
#Test case 2
def test_case_2():
board = [['0' for i in range(8)] for i in range(6)]
board[2][1] = 'X'
board[2][0] = 'X'
board[3][1] = 'X'
board[4][1] = 'X'
return board
#Test case 3
def test_case_3():
board = [['0' for i in range(8)] for i in range(6)]
board[1][0] = 'X'
board[2][0] = 'X'
board[3][0] = 'X'
board[3][1] = 'X'
return board
#Test case 4
def test_case_4():
board = [['0' for i in range(8)] for i in range(6)]
board[1][2] = 'X'
board[2][2] = 'X'
board[3][2] = 'X'
board[3][1] = 'X'
return board
##################
#Start of program#
##################
board = test_case_1()
#board = test_case_2()
#board = test_case_3()
#board = test_case_4()
disp_board(board)
if check_winning(board):
print('Victory')
else:
print('Keep playing')

Tic Tac Toe AI with PyProcessing

I didn't know what sort of title to give this post. I'm a new to python, and I'm 4 weeks into my first class. I wrote a Tic Tac Toe program with an AI, but the AI is weird. It behaves differently at my home PC than at my school PC. At school, the program just crashes once it become's the computers turn for a move. It doesn't even draw the boxes. At home the computer just doesn't move. My home computer is significantly better than my school computer by the way. Also it's running Windows 10 TP vs. Windows 7 at school. I showed my teacher and he couldn't tell me the problem. This is my code. Sorry it's all one file and it's all the code I have because I have no idea where the problem is. Also I'm using PyProcessing which is basically a python IDE that provides some simple ways for graphics. The setup() function runs automatically at the beginning and so does draw() but I'm not sure when or what causes the draw() function to run.
board = [[None, None, None],
[None, None, None],
[None, None, None]]
turn = 0
player_letter = ""
computer_letter = ""
game_ended = False
def setup():
global game_ended
global player_letter
global turn
global board
global computer_letter
size(300,300)
drawBoard(board)
drawLetters(board)
turn = 0
if turn == 0:
player_letter = "X"
computer_letter = "O"
else:
player_letter = "O"
computer_letter = "X"
def check_win(board, letter):
if board[0][0] == letter and board[0][1] == letter and board[0][2] == letter:
return True
elif board[1][0] == letter and board[1][1] == letter and board[1][2] == letter:
return True
elif board[2][0] == letter and board[2][1] == letter and board[2][2] == letter:
return True
elif board[0][0] == letter and board[1][0] == letter and board[2][0] == letter:
return True
elif board[0][1] == letter and board[1][1] == letter and board[2][1] == letter:
return True
elif board[0][2] == letter and board[1][2] == letter and board[2][2] == letter:
return True
elif board[0][0] == letter and board[1][1] == letter and board[2][2] == letter:
return True
elif board[2][0] == letter and board[1][1] == letter and board[0][2] == letter:
return True
else:
return False
def run_player_turn(player_letter):
global board
if mousePressed and board[mouseY//100][mouseX//100] == None:
board[mouseY//100][mouseX//100] = player_letter
return True
else:
return False
def getPotentialWin(computer_letter, player_letter):
global board
check1 = [board[0][0], board[0][1], board[0][2]]
check2 = [board[1][0], board[1][1], board[1][2]]
check3 = [board[2][0], board[2][1], board[2][2]]
check4 = [board[0][0], board[1][0], board[2][0]]
check5 = [board[0][1], board[1][1], board[2][1]]
check6 = [board[0][2], board[1][2], board[2][2]]
check7 = [board[0][0], board[1][1], board[2][2]]
check8 = [board[2][0], board[1][1], board[0][2]]
checks = [check1, check2, check3, check4, check5, check6, check7, check8]
cletters = 0
pletters = 0
letters = 0
for check in checks:
for letter in check:
if letter != None:
letters += 1
if letter == computer_letter:
cletters += 1
else:
pletters += 1
if cletters == 2 and letters == 2:
for letter in check:
if letter == None:
return letter
return None
def getPotentialLoss(computer_letter, player_letter):
global board
check1 = [board[0][0], board[0][1], board[0][2]]
check2 = [board[1][0], board[1][1], board[1][2]]
check3 = [board[2][0], board[2][1], board[2][2]]
check4 = [board[0][0], board[1][0], board[2][0]]
check5 = [board[0][1], board[1][1], board[2][1]]
check6 = [board[0][2], board[1][2], board[2][2]]
check7 = [board[0][0], board[1][1], board[2][2]]
check8 = [board[2][0], board[1][1], board[0][2]]
checks = [check1, check2, check3, check4, check5, check6, check7, check8]
cletters = 0
pletters = 0
letters = 0
for check in checks:
for letter in check:
if letter != None:
letters += 1
if letter == player_letter:
pletters += 1
else:
cletters += 1
if pletters == 2 and letters == 2:
for letter in check:
if letter == None:
return letter
return None
def draw():
global board
global turn
global player_letter
global computer_letter
if (not check_win(board, player_letter)) and (not check_win(board, computer_letter)):
if turn == 0:
if run_player_turn(player_letter):
turn = 1
else:
if run_computer_turn(computer_letter):
turn = 0
drawLetters(board)
def get_starting_player():
random_num = int(random(2))
return random_num
def drawLetters(board):
for row in range(len(board)):
for col in range(len(board[0])):
if board[row][col] != None:
textSize(32)
fill(0,0,0)
text(board[row][col], col*100+25, row*100+75)
def drawBoard(board):
for y in range(len(board)):
for x in range(len(board[0])):
rect(x * 100, y * 100, 100, 100)
def run_computer_turn(computer_letter):
global board
global turn
global cHasGone
global player_letter
potentialLoss = getPotentialLoss(computer_letter, player_letter)
potentialWin = getPotentialWin(computer_letter, player_letter)
if potentialLoss != None:
potentialLoss = computer_letter
return True
elif potentialWin != None:
potentialWin = computer_letter
return True
else:
found = False
while not found:
x = int(random(0, 3))
y = int(random(0, 3))
if board[x][y] == None:
board[x][y] == computer_letter
found = True
return True
return True
def checkAvailibleWin(row, col):
print("Hi")
def getAdjacents(row, col):
adjs = [[None, None, None, None, None],
[None, None, None, None, None],
[None, None, None, None, None],
[None, None, None, None, None],
[None, None, None, None, None]]
row += 1
col += 1
adjs[row - 1][col - 1] = True;
adjs[row - 1][col] = True;
adjs[row - 1][col + 1] = True;
adjs[row][col - 1] = True;
adjs[row][col] = True;
adjs[row][col + 1] = True;
adjs[row + 1][col - 1] = True;
adjs[row + 1][col] = True;
adjs[row + 1][col + 1] = True;
trueAdjs = [[None, None, None],
[None, None, None],
[None, None, None]]
for y in adjs:
for x in adjs:
if((x > 0 and x < 3) and (y > 0 and y < 1)):
trueAdjs[y-1][x-1] = True
return trueAdjs

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