Jonnect Jour

After having programmed Jic-Jac-Joe – where you need to connect three pieces –, I now programmed Connect Four (four pieces).
This version – although it does not have a computer player – includes win detection.

Controls

  • Left clicking puts your piece where the mouse cursor is positioned
  • Escape restarts the game

Red won Yellow won Yellow won again


# Python 2.7.7 Code
# Pygame 1.9.1 (for Python 2.7.7)
# Jonathan Frech 13th of August, 2015
#         edited 14th of August, 2015

# importing needed modules
import pygame, sys, time, math, os, random

""" CLASSES """
# dummy class for global variables
class dummy():
	pass

""" FUNCTIONS """
# validates color integer
# extra feature: _min and _max implementation
def colorValid(_color, _min = 0, _max = 255):
	newColor = math.fabs(_color)
	n = _max - _min
	if newColor > n:
		if int(newColor / n) % 2 == 0:
			newColor = newColor % n
		else:
			newColor = n - (newColor % n)
	
	return int(newColor) + _min

# gets the position on a circle
# circle center                           : '_pos'
# circle radius                           : '_radius'
# angle from center to point on the circle: '_angle'
def getCirclePos(_pos, _radius, _angle):
	return [
				_pos[0] + _radius * math.cos(math.radians(_angle)),
				_pos[1] + _radius * math.sin(math.radians(_angle))
			]

# returns an integer version of given positon
def intpos(_pos):
	return [int(_pos[0]), int(_pos[1])]

# basic vector functions
def vecConvert(p1, p2):
	return [p2[0] - p1[0], p2[1] - p1[1]]
def vecLen(vec):
	return math.sqrt( (vec[0]**2) + (vec[1]**2) )
def vecMultiply(vec, n):
	return [vec[0] * n, vec[1] * n]
def vecGetPoint(vec, point):
	return [point[0] + vec[0], point[1] + vec[1]]
def vecAdd(vec1, vec2):
	return [vec1[0] + vec2[0], vec1[1] + vec2[1]]

# calculates distance between given positions
def posDistance(p1, p2):
	return math.sqrt( (p2[0] - p1[0])**2 + (p2[1] - p1[1])**2 )

# quits the program
def quit():
	sys.exit()

""" TICK; RENDER """
# tick function
def tick():
	# handle events
	for event in pygame.event.get():
		# quit
		if event.type == pygame.QUIT:
			quit()
		
		# keyup
		if event.type == pygame.KEYUP:
			# handle 'main.KEYSDOWN'
			if event.key in main.KEYSDOWN:
				main.KEYSDOWN.remove(event.key)
		
		# keydown
		if event.type == pygame.KEYDOWN:
			# handle 'main.KEYSDOWN'
			if event.key not in main.KEYSDOWN:
				main.KEYSDOWN.append(event.key)
			if event.key == pygame.K_ESCAPE:
					reset()

		if event.type == pygame.MOUSEBUTTONDOWN:
			if event.button == 1:
				if main.WINNER == None:
					p = pygame.mouse.get_pos()
					p = [p[0]/main.FIELDSCALE, p[1]/main.FIELDSCALE]
					for y in range(0, len(main.FIELD)):
						if main.FIELD[len(main.FIELD) - y - 1][p[0]] == None:
							main.FIELD[len(main.FIELD) - y - 1][p[0]] = main.TURN
							main.TURN = not main.TURN
							break
	
	# win detection
	for y in range(0, len(main.FIELD)):
		for x in range(0, len(main.FIELD[y])):
			# check up
			if y >= 3:
				if main.FIELD[y][x] in [0, 1] and main.FIELD[y][x] == main.FIELD[y-1][x] and main.FIELD[y-1][x] == main.FIELD[y-2][x] and main.FIELD[y-2][x] == main.FIELD[y-3][x]:
					main.WINPOINTS = [[x, y], [x, y-3]]
					main.WINNER = main.FIELD[y][x]
					break
			
			# check left
			if x >= 3:
				if main.FIELD[y][x] in [0, 1] and main.FIELD[y][x] == main.FIELD[y][x-1] and main.FIELD[y][x-1] == main.FIELD[y][x-2] and main.FIELD[y][x-2] == main.FIELD[y][x-3]:
					main.WINPOINTS = [[x, y], [x-3, y]]
					main.WINNER = main.FIELD[y][x]
					break

			# check up left
			if y >= 3 and x >= 3:
				if main.FIELD[y][x] in [0, 1] and main.FIELD[y][x] == main.FIELD[y-1][x-1] and main.FIELD[y-1][x-1] == main.FIELD[y-2][x-2] and main.FIELD[y-2][x-2] == main.FIELD[y-3][x-3]:
					main.WINPOINTS = [[x, y], [x-3, y-3]]
					main.WINNER = main.FIELD[y][x]
					break

			# check up right
			if y >= 3 and x <= main.FIELDWIDTH - 3-1:
				if main.FIELD[y][x] in [0, 1] and main.FIELD[y][x] == main.FIELD[y-1][x+1] and main.FIELD[y-1][x+1] == main.FIELD[y-2][x+2] and main.FIELD[y-2][x+2] == main.FIELD[y-3][x+3]:
					main.WINPOINTS = [[x, y], [x+3, y-3]]
					main.WINNER = main.FIELD[y][x]
					break

	main.DRAW = True
	for x in range(0, len(main.FIELD[0])):
		if main.FIELD[0][x] == None:
			main.DRAW = False
			break

# render function
def render():
	# fill
	main.SURF.fill(main.COLOR)

	for x in range(0, main.FIELDWIDTH):
		for y in range(0, main.FIELDHEIGHT):
			if main.FIELD[y][x] == None:
				pygame.draw.rect(main.SURF, [255, 255, 255], [x * main.FIELDSCALE, y * main.FIELDSCALE, main.FIELDSCALE, main.FIELDSCALE])
			elif main.FIELD[y][x] == 0:
				pygame.draw.rect(main.SURF, [255, 255, 0], [x * main.FIELDSCALE, y * main.FIELDSCALE, main.FIELDSCALE, main.FIELDSCALE])
			elif main.FIELD[y][x] == 1:
				pygame.draw.rect(main.SURF, [255, 0, 0], [x * main.FIELDSCALE, y * main.FIELDSCALE, main.FIELDSCALE, main.FIELDSCALE])
			elif main.FIELD[y][x] == 2:
				pygame.draw.rect(main.SURF, [0, 0, 0], [x * main.FIELDSCALE, y * main.FIELDSCALE, main.FIELDSCALE, main.FIELDSCALE])

	for x in range(1, main.FIELDWIDTH):
		pygame.draw.line(main.SURF, [50, 50, 50], [x * main.FIELDSCALE, 0], [x * main.FIELDSCALE, main.HEIGHT])
	for y in range(1, main.FIELDHEIGHT):
		pygame.draw.line(main.SURF, [50, 50, 50], [0, y * main.FIELDSCALE], [main.WIDTH, y * main.FIELDSCALE])

	if main.WINPOINTS:
		pygame.draw.line(main.SURF, [0, 0, 0], [main.WINPOINTS[0][0] * main.FIELDSCALE + main.FIELDSCALE / 2, main.WINPOINTS[0][1] * main.FIELDSCALE + main.FIELDSCALE / 2], [main.WINPOINTS[1][0] * main.FIELDSCALE + main.FIELDSCALE / 2, main.WINPOINTS[1][1] * main.FIELDSCALE + main.FIELDSCALE / 2], main.FIELDSCALE / 3)
		pygame.draw.circle(main.SURF, [0, 0, 0], [main.WINPOINTS[0][0] * main.FIELDSCALE + main.FIELDSCALE / 2, main.WINPOINTS[0][1] * main.FIELDSCALE + main.FIELDSCALE / 2], main.FIELDSCALE / 6)
		pygame.draw.circle(main.SURF, [0, 0, 0], [main.WINPOINTS[1][0] * main.FIELDSCALE + main.FIELDSCALE / 2, main.WINPOINTS[1][1] * main.FIELDSCALE + main.FIELDSCALE / 2], main.FIELDSCALE / 6)

	p = pygame.mouse.get_pos()
	p = [p[0]/main.FIELDSCALE*main.FIELDSCALE, p[1]/main.FIELDSCALE*main.FIELDSCALE]
	
	n = main.FIELDSCALE/3
	if main.TURN == 0:
		pygame.draw.rect(main.SURF, [255, 255, 0], [p[0]+n, p[1]+n, n, n])
	elif main.TURN == 1:
		pygame.draw.rect(main.SURF, [255, 0, 0], [p[0]+n, p[1]+n, n, n])

	# blit and flip
	main.SCREEN.blit(main.SURF, [0, 0])
	pygame.display.flip()

	if main.WINNER != None:
		pygame.display.set_caption(main.CAPTION + " (" + ["yellow", "red"][main.WINNER] + " won)")
	if main.DRAW:
		pygame.display.set_caption(main.CAPTION + " draw...")

""" RESET; INIT """
# reset game
def reset():
	main.FIELD = []
	for _ in range(0, main.FIELDHEIGHT):
		f = []
		for __ in range(0, main.FIELDWIDTH):
			f.append(None)
		main.FIELD.append(f)
	
	main.TURN = 0
	main.WINPOINTS = None
	main.WINNER = None
	main.DRAW = False

# initialize program
def init():
	main.FIELDWIDTH, main.FIELDHEIGHT = 7, 6
	main.FIELDSCALE = 100
	reset()

	main.WIDTH, main.HEIGHT = main.FIELDWIDTH * main.FIELDSCALE, main.FIELDHEIGHT * main.FIELDSCALE
	main.SIZE = [main.WIDTH, main.HEIGHT]
	main.SCREEN = pygame.display.set_mode(main.SIZE)
	main.SURF = pygame.Surface(main.SIZE)
	
	main.CAPTION = "Jonnect Jour"
	main.COLOR = [0, 0, 0]
	main.TICKS = 0
	main.KEYSDOWN = []

	# functions
	pygame.display.set_caption(main.CAPTION)

""" RUN """
# run function (uses tick() and render())
def run():
	ticksPerSecond = 60
	lastTime = time.time() * 1000000000
	nsPerTick =  1000000000.0 / float(ticksPerSecond)
	
	ticks = 0
	frames = 0
	
	lastTimer = time.time() * 1000
	delta = 0.0
	
	while True:
		now = time.time() * 1000000000
		delta += float(now - lastTime) / float(nsPerTick)
		lastTime = now
		shouldRender = False
				
		while delta >= 1:
			ticks += 1
			main.TICKS += 1
			tick()
			delta -= 1
			shouldRender = True
		
		if shouldRender:
			frames += 1
			render()
		
		if time.time() * 1000 - lastTimer >= 1000:
			lastTimer += 1000
			
			# debug
			# print("Frames: " + str(frames) + ", ticks: " + str(ticks))
			
			frames = 0
			ticks = 0

# main variable
main = dummy()
init()

# start program
run()
Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s