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view.py
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view.py
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# -*- coding: utf-8 -*-
import tkinter as tk
import customtkinter as ctk
import time
from PIL import Image, ImageTk
ctk.set_appearance_mode("light") # Modes: system (default), light, dark
ctk.set_default_color_theme("green") # Themes: blue (default), dark-blue, green
class GameWindow():
def __init__(self, controller):
"""Creates the welcome window and some game variables.
Input : GameController
No output"""
from controller import GameController
self.controller: GameController = controller
self.root = ctk.CTk()
self.root.title("Labyrinth - the aMAZEing game") # Title of the window
self.root.configure(bg='#103A86')
self.root.iconbitmap('tr_chest.ico') # Icon of the window
self.root.geometry("1200x700") # Initial dimensions of the window
########################################
# Graphic window settings
########################################
# Graphical elements
self.folder = "./textures" # address
# Display window setting
self.f_graph = None
# Test parameters
self.playernames_e = list()
self.playernames = list()
# Widgets creation
self.widgets_creation(self.root)
def widgets_creation(self, root):
"""Creates all necessary widgets and variables for the welcome window.
----------
Input : root
No output"""
# Text : game title
self.welcome = ctk.CTkLabel(root, height = 120, text = "Welcome to the aMAZEing Labyrinth - Software version !", text_color = "DodgerBlue4", font = ('Calibri', 28, 'bold'))
self.welcome.pack(side = tk.TOP)
# Instructions
self.label = ctk.CTkLabel(root, height = 50, text = "Choose the number of players and enter their names :", font = ('Calibri', 20))
self.label.pack(side = tk.TOP)
# Number of players
self.player_number = tk.IntVar()
self.scale = ctk.CTkSlider(root, height = 30, width = 455, progress_color = "goldenrod", fg_color = "DodgerBlue4", button_corner_radius = 5, button_color = "goldenrod", button_hover_color = "DodgerBlue4", from_ = 2, to = 4, number_of_steps = 2, orientation = "horizontal", variable = self.player_number)
self.scale.pack(pady = 30, anchor = ctk.CENTER)
self.scale.bind('<ButtonRelease-1>', self.add_playernames)
self.scale.set(2)
self.add_playernames(None)
# Quit app button
self.button_quit = ctk.CTkButton(root, text = "Quit", corner_radius = 8, height = 40, width = 15, fg_color = "red4", hover_color = "DodgerBlue4", font = ('Calibri', 20), command = self.root.destroy)
self.button_quit.pack(fill = 'x', side = tk.BOTTOM)
# Launch game
self.button_launch = ctk.CTkButton(self.root, text = "Start game", corner_radius = 8, height = 60, width = 15, fg_color = "goldenrod", hover_color = "DodgerBlue4", font = ('Calibri', 20), state='normal')
self.button_launch.bind('<Button-1>', self.game_launch)
self.button_launch.pack(side = ctk.BOTTOM, fill = 'x')
# Rules display
self.rules_button = ctk.CTkButton(self.root, text = "?", font = ("Calibri", 20), corner_radius = 15, height = 30, width = 10, fg_color = "lightgrey", hover_color = "darkgrey")
self.rules_button.bind('<Button-1>', self.show_rules)
self.rules_button.bind('<Enter>', self.show_tip)
self.rules_button.bind('<Leave>', self.hide_tip)
self.rules_button.place(x = 10, y = 10)
def game_launch(self, message):
"""Creation of the current game window.
----------
Input : message (str)
No output"""
if self.button_launch.cget('state') != 'disabled':
# Find the names of the players
self.get_playernames()
# Start game (and init model) through the controller
self.controller.start_game(self.playernames)
self.button_launch.configure(state = 'disabled')
# Callback methods
def get_playernames(self):
"""Recovers each player's name.
Default names are provided in case players don't add names.
----------
No input
No output"""
for i in range(len(self.playernames_e)):
name = str(self.playernames_e[i].get()) # Names the players chose for themselves
if name == "":
name = "Player" + str(i+1) # Default name
self.playernames.append(name)
def show_rules(self, event):
"""Displays the game rules in a Messagebox when the "?" rules_button is clicked.
----------
Input : right click from the mouse
No output"""
tk.messagebox.showinfo("Labyrinth - Rules", "Goal : Navigate the labyrinth to collect your assigned treasures. The first one to find all their treasures wins! \n\nHow to play ?\nYour current objective is displayed in the top right corner of the game window. In the bottom right corner is the tile in your hand.\n\nDuring your turn :\n1 - Insert the tile on the board.\n• Select an available insertion position (yellow arrow buttons).\n• Rotate the tile in your hand (yellow rounded arrow buttons).\n• Validate to slide the tiles on the board (green check button).\n2 - Move your pawn on the board :\n• Click on the tile you wish to go to.\n• If you want to stay on your tile, click on the tile where your pawn stands.\n• Click on 'Confirm pawn displacement'.\n\nGood luck !")
def show_tip(self, event):
"""Shows a "Rules" label when hovering the mouse over the "?" rules_button.
----------
Input : mouse hovering above the rules_button
No output"""
self.tip = ctk.CTkLabel(self.root, text = "Rules", font = ("Calibri", 12), bg_color = "gainsboro", width = 50)
self.tip.place(x = 55, y = 11)
def hide_tip(self, event):
"""Hides the "Rules" label when the mouse is not over the "?" rules_button anymore.
----------
Input : mouse left the rules_button area
No output"""
self.tip.destroy()
def add_playernames(self, event):
"""Adds or removes entry bars for players to enter custom names (optional).
----------
Input : Slider is released at a position (i.e. a new number of players)
No output"""
length = self.player_number.get()
if length > len(self.playernames_e):
# Add new player name entries
for i in range(1, length - len(self.playernames_e) + 1):
name = "Player" + str(len(self.playernames_e) + 1)
entry = ctk.CTkEntry(self.root,text_color = "DodgerBlue4", placeholder_text = name, height = 50, width = 200, font = ('Calibri', 16))
entry.pack(padx = 10, pady = 10, anchor = ctk.CENTER)
self.playernames_e.append(entry)
elif length < len(self.playernames_e):
diff = len(self.playernames_e) - length
# Empty player names and change entries
for i in range(diff):
self.playernames_e.pop().pack_forget()
def display_game(self):
"""Creates the graphic window for current game display.
----------
No input
No output"""
# Initialization of the game variables
self.running = False
self.running_pawn = False
self.timer_id = None
self.timer_id_pawn = None
self.pawn_motion = False
self.slid = False
self.bg_h = None
self.fg_h = None
self.index = 0
self.label_storage = {}
if (self.f_graph == None) :
self.f_graph = tk.Toplevel(self.root)
self.f_graph.title('Labyrinth - Current game')
self.f_graph.iconbitmap('tr_chest.ico')
self.f_graph.geometry("1500x875")
self.f_graph.config(background = '#EFEFE1')
# Button for players to indicate they finished their turn
self.button_done = ctk.CTkButton(self.f_graph, text = "Confirm pawn displacement", corner_radius = 8, height = 30, width = 15, fg_color = "grey", hover_color = "DodgerBlue4", font = ('Calibri', 20), state = "disabled")
self.button_done.bind('<Button-1>', self.confirm_move)
self.button_done.pack(side = ctk.BOTTOM, fill = 'x')
self.image_dict = {} # Dict that stocks all 50 tiles as (bg, fg, pawn) in grid size
# Functions calls
self.image_library_i()
self.frame_left = tk.Frame(self.f_graph, bg = '#EFEFE1') # Frames will allow us to place easily the widgets that should be displayed together
self.frame_left.pack(side = tk.LEFT, fill = 'y' )
self.slide_tiles_buttons()
self.canvas_for_board()
self.frame_right = tk.Frame(self.f_graph, bg = '#EFEFE1')
self.frame_right.pack(side = tk.RIGHT, fill = 'y' )
self.frame_right_bottombar = tk.Frame(self.frame_right, bg = '#EFEFE1')
self.frame_right_bottombar.pack(side = tk.BOTTOM )
self.canvas_for_objective()
self.canvas_for_hand()
self.turn_tile_buttons()
self.validate_button()
self.queue_display()
# Display material methods
def image_library_i(self):
"""Loads and sizes all PNG files as Images (this object type can be rotated).
----------
No input
No output"""
self.image_dict = {}
# Load the 3 tile images and resize them
self.tile_c = Image.open(self.folder + '\\tile_corner.png')
self.tile_t = Image.open(self.folder + '\\tile_t.png')
self.tile_s = Image.open(self.folder + '\\tile_straight.png')
self.target_pic_o = tk.PhotoImage(file = self.folder + '\\target_ok.png')
self.target_pic_n = tk.PhotoImage(file = self.folder + '\\target_no.png')
def get_image(self, filepath):
"""Get image from filepath.
----------
Input : str
Output : Image"""
tile = None
if filepath == './tile_corner.png':
tile = self.tile_c
elif filepath == './tile_t.png':
tile = self.tile_t
else:
tile = self.tile_s
return tile
# Messageboxes calls
def show_warning(self, text):
"""Opens a messagebox with a custom text.
----------
Input : str (text)
No output"""
self.msg_error2 = tk.messagebox.showwarning("Warning", text, parent = self.f_graph)
def messagebox(self, text):
"""Opens a messagebox with a custom text.
----------
Input : str (text)
No output"""
self.msg = tk.messagebox.showinfo("Message", text, parent=self.f_graph)
# Display window methods
def queue_display(self):
"""Queue (playing order) displayed with labels containing : player's name written in color, number of remaining objectives.
----------
No input
No output"""
# Empty the storage of labels
if self.label_storage != {}:
for p in range(len(self.label_storage)):
self.label_storage[p].destroy()
# Display the state of the pawn
self.label_storage[0] = ctk.CTkLabel(self.f_graph, text = "CURRENT :", font = ("Calibri", 16, "bold"), text_color = "black")
self.label_storage[0].pack(side = tk.TOP)
i = 0
j = 0
queue = self.controller.give_queue().values()
for pawn in queue :
i += 1
j += 1
obj = len(pawn["objectives"])
# Pawn display
self.label_storage[i] = ctk.CTkLabel(self.f_graph, text = pawn["name"], font = ("Calibri", 16, "bold"), text_color = pawn["color"])
self.label_storage[i].pack(side = tk.TOP)
i += 1
self.label_storage[i] = ctk.CTkLabel(self.f_graph, text = f"Treasures left : {obj}", font = ("Calibri", 16), text_color = pawn["color"])
self.label_storage[i].pack(side = tk.TOP)
i += 1
# Display the state of the pawn
if j != len(queue):
self.label_storage[i] = ctk.CTkLabel(self.f_graph, text = "NEXT :", font = ("Calibri", 16, "bold"), text_color = "black")
self.label_storage[i].pack(side = tk.TOP)
def canvas_for_board(self):
"""Creates the canvas for the board with the background and the foreground.
----------
No input
No output"""
self.canvas_board = tk.Canvas(self.frame_left, width = 752, height = 752, bg = "#EFEFE1")
self.grid_images()
self.place_pawns()
# Set the background image of the canvas
self.background = tk.PhotoImage(file = self.folder + '\\board.png')
self.bg_board = self.canvas_board.create_image(378, 378, image = self.background)
self.canvas_board.lower(self.bg_board)
self.canvas_board.pack()
def slide_tiles_buttons(self):
"""Creates the buttons around the board allowing to choose where to insert the tile in hand.
Each button is named according to the grid position it points to (row number, column number).
----------
No input
No output"""
# Initialisation of state of selected_button variable
self.selected_button = None
self.opposite_button_old = None
# Top side buttons
self.frame_left_topbar = tk.Frame(self.frame_left, bg = '#EFEFE1')
self.frame_left_topbar.pack(side = tk.TOP, fill = 'x', pady = 1, padx= 175)
self.bouton01 = ctk.CTkButton(self.frame_left_topbar, text = "▼", font = ('Calibri', 20), width = 52, height = 33, fg_color = "goldenrod", hover_color = "red4")
self.bouton01.bind('<Button-1>', lambda event: self.select_insertion_button((0,1), self.bouton01, self.bouton61))
self.bouton01.pack(side = tk.LEFT, padx = 20)
self.bouton05 = ctk.CTkButton(self.frame_left_topbar, text = "▼", font = ('Calibri', 20), width = 52, height = 33, fg_color = "goldenrod", hover_color = "red4")
self.bouton05.bind('<Button-1>', lambda event: self.select_insertion_button( (0,5), self.bouton05, self.bouton65))
#self.bouton05.place(x = 475, y = 1)
self.bouton05.pack(side = tk.RIGHT, padx = 20)
self.bouton03 = ctk.CTkButton(self.frame_left_topbar, text = "▼", font = ('Calibri', 20), width = 52, height = 33, fg_color = "goldenrod", hover_color = "red4")
self.bouton03.bind('<Button-1>', lambda event: self.select_insertion_button( (0,3), self.bouton03, self.bouton63))
self.bouton03.pack(padx =10)
# Bottom side buttons
self.frame_left_bottombar = tk.Frame(self.frame_left, bg = '#EFEFE1')
self.frame_left_bottombar.pack(side = tk.BOTTOM, fill = 'x', pady = 1, padx = 175)
self.bouton61 = ctk.CTkButton(self.frame_left_bottombar, text = "▲", font = ('Calibri', 20), width = 52, height = 33, fg_color = "goldenrod", hover_color = "red4")
self.bouton61.bind('<Button-1>', lambda event: self.select_insertion_button((6,1), self.bouton61, self.bouton01))
self.bouton61.pack(side = tk.LEFT, padx = 20)
self.bouton65 = ctk.CTkButton(self.frame_left_bottombar, text = "▲", font = ('Calibri', 20), width = 52, height = 33, fg_color = "goldenrod", hover_color = "red4")
self.bouton65.bind('<Button-1>', lambda event: self.select_insertion_button((6,5), self.bouton65, self.bouton05))
self.bouton65.pack(side = tk.RIGHT, padx = 20)
self.bouton63 = ctk.CTkButton(self.frame_left_bottombar, text = "▲", font = ('Calibri', 20), width = 52, height = 33, fg_color = "goldenrod", hover_color = "red4")
self.bouton63.bind('<Button-1>', lambda event: self.select_insertion_button((6,3), self.bouton63, self.bouton03))
self.bouton63.pack(padx = 10)
# Left side buttons
self.frame_left_leftbar = tk.Frame(self.frame_left, bg = '#EFEFE1')
self.frame_left_leftbar.pack(side = tk.LEFT, padx = 3, pady = 10)
self.bouton10 = ctk.CTkButton(self.frame_left_leftbar, text = "►", font = ('Calibri', 20), width = 33, height = 52, fg_color = "goldenrod", hover_color = "red4")
self.bouton10.bind('<Button-1>', lambda event: self.select_insertion_button( (1,0), self.bouton10, self.bouton16))
self.bouton10.pack(side = tk.TOP, pady = 55)
self.bouton50 = ctk.CTkButton(self.frame_left_leftbar, text = "►", font = ('Calibri', 20), width = 33, height = 52, fg_color = "goldenrod", hover_color = "red4")
self.bouton50.bind('<Button-1>', lambda event: self.select_insertion_button((5,0), self.bouton50, self.bouton56))
self.bouton50.pack(side = tk.BOTTOM, pady = 55)
self.bouton30 = ctk.CTkButton(self.frame_left_leftbar, text = "►", font = ('Calibri', 20), width = 33, height = 52, fg_color = "goldenrod", hover_color = "red4")
self.bouton30.bind('<Button-1>', lambda event: self.select_insertion_button((3,0), self.bouton30, self.bouton36))
self.bouton30.pack( pady = 55)
# Right side buttons
self.frame_left_rightbar = tk.Frame(self.frame_left, bg = '#EFEFE1')
self.frame_left_rightbar.pack(side = tk.RIGHT, padx = 3, pady = 10)
self.bouton16 = ctk.CTkButton(self.frame_left_rightbar, text = "◄", font = ('Calibri', 20), width = 33, height = 52, fg_color = "goldenrod", hover_color = "red4")
self.bouton16.bind('<Button-1>', lambda event: self.select_insertion_button((1,6), self.bouton16, self.bouton10))
self.bouton16.pack(side = tk.TOP, pady = 55)
self.bouton56 = ctk.CTkButton(self.frame_left_rightbar, text = "◄", font = ('Calibri', 20), width = 33, height = 52, fg_color = "goldenrod", hover_color = "red4")
self.bouton56.bind('<Button-1>', lambda event: self.select_insertion_button((5,6), self.bouton56, self.bouton50))
self.bouton56.pack(side = tk.BOTTOM, pady = 55)
self.bouton36 = ctk.CTkButton(self.frame_left_rightbar, text = "◄", font = ('Calibri', 20), width = 33, height = 52, fg_color = "goldenrod", hover_color = "red4")
self.bouton36.bind('<Button-1>', lambda event: self.select_insertion_button((3,6), self.bouton36, self.bouton30))
self.bouton36.pack( pady =55)
def canvas_for_objective(self):
"""Creates the canvas to display the current objective of the player filles it with the background and foreground.
----------
No input
No output """
self.canvas_card = tk.Canvas(self.frame_right, width = 360, height = 420, bg = '#EFEFE1')
self.objective_background()
self.objective_image()
self.canvas_card.pack(side = tk.TOP, anchor = 'n')
def objective_background(self):
"""Sets the image of the empty treasure card, which is the current objective of the player.
----------
No input
No output"""
# Background image settings
self.canvas_card_original_background = tk.PhotoImage(file = self.folder + '\\card.png')
self.canvas_card_background = self.canvas_card_original_background.zoom(6, 6)
self.bg_treasure = self.canvas_card.create_image(160, 212, image = self.canvas_card_background)
self.canvas_card.lower(self.bg_treasure)
def objective_image(self):
"""Displays the right treasure in the objective card.
----------
No input
No output"""
# Find the filepath of the treasure image
filepath_tr = self.controller.give_objective()
# Treasure image settings
self.treas_c = tk.PhotoImage(file = self.folder + filepath_tr)
self.treas_c_resized = self.treas_c.zoom(3, 3)
self.fg_c = self.canvas_card.create_image(160, 212, image = self.treas_c_resized)
self.canvas_card.lift(self.fg_c)
def canvas_for_hand(self):
"""Creates the canvas for the tile in hand in its canvas.
----------
No input
No output"""
self.canvas_tile = tk.Canvas(self.frame_right, bg = "#EFEFE1", width = 380, height = 380)
self.hand_image()
self.canvas_tile.pack(side = tk.TOP, anchor = 'e')
def hand_image(self):
"""Displays the tile in hand in its canvas.
----------
No input
No output"""
# Get all the hand tile infos
self.filepath_ti_h, self.filepath_tr_h, self.orientation_h = self.controller.give_hand() #address of the tile and treasure images
self.dict_r ={}
# Set the image of the tile in hand
self.hand_tile()
# Set the image of the treasure of the tile (if any)
self.hand_treasure()
def hand_treasure(self):
"""Displays the treasure of the tile in hand.
----------
No input
No output"""
if self.fg_h != None:
self.canvas_tile.delete(self.fg_h)
# Set the image of the treasure of the tile (if any)
if self.filepath_tr_h is not None:
self.treas_h = tk.PhotoImage(file = self.folder + self.filepath_tr_h)
self.treas_h_resized = self.treas_h.zoom(3, 3)
self.fg_h = self.canvas_tile.create_image(205, 175, image = self.treas_h_resized)
self.canvas_tile.lift(self.fg_h)
def hand_tile(self):
"""Displays the tile background in hand.
----------
No input
No output"""
if self.bg_h != None:
self.canvas_tile.delete(self.bg_h)
# Prepare the image tile
self.ti_h = self.get_image(self.filepath_ti_h)
# Get the newest orientation from the model and controller
self.orientation_h = self.controller.give_hand()[2]
# Image creation
self.rotatedc_tile = rotate_image_h(self.ti_h, self.orientation_h)
self.dict_r[1] = self.rotatedc_tile
# Replace self.bg_h with the rotated image
self.canvas_tile.delete(self.bg_h) # Delete the old image
self.bg_h = self.canvas_tile.create_image(200, 175, image = self.dict_r[1]) # Create the new image
self.canvas_tile.lower(self.bg_h)
def turn_tile_buttons(self):
"""Creates the buttons next to the hand allowing to change the orientation of the tile in hand and binds them to the image and model update.
----------
No input
No output"""
# Turning buttons
self.button_counterclockwise = ctk.CTkButton(self.frame_right_bottombar, text = "⤹", font = ('Calibri', 30, 'bold'), width = 33, height = 33, bg_color = "#EFEFE1", fg_color = "goldenrod", hover_color = "red4")
self.button_clockwise = ctk.CTkButton(self.frame_right_bottombar, text = "⤸", font = ('Calibri', 30, 'bold'), width = 33, height = 33, bg_color = "#EFEFE1", fg_color = "goldenrod", hover_color = "red4")
self.button_counterclockwise.pack(side = tk.LEFT)
self.button_clockwise.pack(side = tk.RIGHT)
self.button_counterclockwise.bind('<Button-1>', lambda event: self.turn_hand_tile(1))
self.button_clockwise.bind('<Button-1>', lambda event: self.turn_hand_tile(-1))
def validate_button(self):
"""Creates the button under the hand to validate the chosen orientation and insertion.
----------
No input
No output"""
self.button_valid = ctk.CTkButton(self.frame_right_bottombar, text = "✔", font = ('Calibri', 30, 'bold'), width = 50, height = 50, bg_color = '#E8E4CC', fg_color = '#009900', hover_color = "green4")
self.button_valid.bind('<Button-1>', self.check_insertion)
self.button_valid.pack()
def grid_images(self):
"""Displays the tiles on the board in its canvas and binds it to the sliding.
Same actions for the treasures. All images are stocked as images and as elements of the canvas.
----------
No input
No output"""
# Get grid
self.graphics_dict = self.controller.give_grid()
# Initialisation of storage
self.treasures = {}
self.tiles = {}
self.tile_dict = {}
self.treasure_dict = {}
for position, tile in self.graphics_dict.items():
self.index += 1
# Position
li, co = grid_position(position)
# Tile display
new_bg = self.grid_tile(tile["filepath_ti"], tile["orientation"], co, li)
# Treasure display
if tile["filepath_treas"] != None:
#create and position treasure
new_fg = self.grid_treasure(tile["filepath_treas"], co, li)
else:
new_fg = None
# Save
self.tile_dict[position] = new_bg
self.treasure_dict[position] = new_fg
def grid_treasure(self, filepath, co, li):
"""Places the treasures on the board.
----------
Input : str, int, int
Output : PhotoImage on canvas"""
# Create and position treasure
self.treasures[self.index] = tk.PhotoImage(file = self.folder + filepath)
new_fg = self.canvas_board.create_image(co, li, image = self.treasures[self.index])
self.canvas_board.lift(new_fg)
self.canvas_board.tag_bind(new_fg, '<Button-1>', self.click_tile)
return new_fg
def grid_tile(self, filepath, orientation, co, li):
"""Places the tiles on the board.
----------
Input : str, int, int, int
Output : PhotoImage on canvas"""
# Initialisation
self.new_tile = self.get_image(filepath)
# Orientate
self.tiles[self.index] = rotate_image(self.new_tile, orientation)
# Display
new_bg = self.canvas_board.create_image(co, li, image = self.tiles[self.index])
self.canvas_board.lift(new_bg)
self.canvas_board.tag_bind(new_bg, '<Button-1>', self.click_tile)
return new_bg
def place_pawns(self):
"""Places circles for the pawns on the boards.
----------
No input
No output"""
# Initialisation of pawn storage
self.pawn_dict = {}
# Pawn display
for position, tile in self.graphics_dict.items():
if tile["pawns"] != None:
# Position
li, co = grid_position(position)
# Create circles on the tiles
new_pawns = []
for color in tile["pawns"]:
if color == "blue":
new_pawn = self.canvas_board.create_oval(co-20, li+20, co, li, fill = color)
elif color == "red":
new_pawn =self.canvas_board.create_oval(co, li, co+20, li-20, fill = color)
elif color == "green":
new_pawn = self.canvas_board.create_oval(co-20, li, co, li-20, fill = color)
else:
new_pawn = self.canvas_board.create_oval(co, li+20, co+20, li, fill = color)
self.canvas_board.lift(new_pawn)
n_p = {"object":new_pawn, "color":color}
new_pawns.append(n_p)
self.pawn_dict[position] = new_pawns
else:
self.pawn_dict[position] = []
# Buttons methods
def select_insertion_button(self, pos, button_in, button_out):
"""Changes the color of the selected button to mark it as chosen and gets its position.
----------
Input : tuple (pos), 2 widgets (button_in, button_out)
No output"""
# Change color : when clicked, becomes red4 and stays that way unless a different insertion button was selected
# Find button selected by the player
if button_in.cget("state") != "disabled" and not self.slid:
button_in.configure(fg_color = "red4")
#deselect the previous button
if self.selected_button != None:
self.selected_button.configure(fg_color = "goldenrod")
if self.selected_button == button_in: # Case you deselected the line/row after all
self.selected_button = None
self.opposite_button = None
self.chosen_pos = None
else:
self.selected_button = button_in
self.opposite_button = button_out
# Get button position
self.chosen_pos = pos
def turn_hand_tile(self, sens):
"""Rotates the tile in hand.
----------
Input = integer (sens, i.e., the direction of the rotation)
No output"""
# Set new orientation in the model and controller
if sens==-1:
self.controller.rotate_hand_clockwise()
else:
self.controller.rotate_hand_counterclockwise()
#redo the image
self.hand_tile()
def check_insertion(self, event):
"""Verify that the player did select a valid place to insert the tile in hand.
----------
Input : right click from the mouse on validate_button
No output"""
if self.selected_button == None:
self.show_warning("Selection error\nYou need to select an insertion button.\nPlease choose where you want to insert the tile.")
elif self.button_valid.cget('state') == 'disabled':
self.show_warning("You already inserted a tile this turn.\nPlease end your turn.")
else:
self.controller.insert_hand(self.chosen_pos)
def click_tile(self, event):
"""Places a cross where the player wants to move their pawn and registers the grid coordinates.
----------
Input : right click from the mouse on a tile of the board
No output"""
# If the pawn can be moved
if self.pawn_motion:
pos = self.canvas_board.coords(self.canvas_board.find_withtag('current')[0]) # Get tile position with coords
# Take note of the objective coordinates
self.destination_co = int((pos[0] - 75) / 100)
self.destination_li = int((pos[1] - 75) / 100)
reachable = self.controller.validate_move((self.destination_li, self.destination_co))
# If there is a cross
if self.cross:
self.canvas_board.delete(self.target)
if reachable:
self.target = self.canvas_board.create_image(pos[0], pos[1], image = self.target_pic_o)
self.button_done.configure(fg_color = "goldenrod", state = "normal")
else:
self.target = self.canvas_board.create_image(pos[0], pos[1], image = self.target_pic_n)
self.button_done.configure(fg_color = "grey", state = "disabled")
self.cross = True
self.canvas_board.lift(self.target)
# If its not the right time to move the pawn
else:
self.show_warning("Selection error \nYou can't choose a displacement now.\nPlease insert your tile first.")
def confirm_move(self, event):
"""Moves the player's pawn.
----------
Input : left click from the mouse on the "confirm displacement" button
No output"""
if self.button_done.cget("state") != "disabled":
self.controller.apply_move()
else:
self.show_warning("Move error \n You can't move your pawn here or you can't move for the moment.")
# Controller communication methods
def app_start(self):
"""Starts the interface
No input
No output"""
self.root.mainloop()
def anim_tiles_slide(self):
"""Slides the tile on the screen using a timer. Prepares the animation by changing the displayed tiles. Updates the sorage of every graphical object and manages the turn unrolling by enabling the pawn movement features and disabling the tile insertion features.
----------
No input
No output"""
# Get which row/column moves
self.index += 1
out_pos = self.controller.give_outpos()
## If it is a line
if self.chosen_pos[1] == 0:
init_pos = (self.chosen_pos[0], -1)
#out_pos = (self.chosen_pos[0], 6)
self.slider = "lin_r"
elif self.chosen_pos[1] == 6:
init_pos = (self.chosen_pos[0], 7)
#out_pos = (self.chosen_pos[0], 0)
self.slider ='lin_l'
## If it s a column
elif self.chosen_pos[0]==0:
init_pos = (-1, self.chosen_pos[1])
#out_pos = (6, self.chosen_pos[1])
self.slider = 'col_d'
elif self.chosen_pos[0]==6:
init_pos = (7, self.chosen_pos[1])
#out_pos = (0, self.chosen_pos[1])
self.slider = 'col_u'
# Add the new tile at the beginning of the row/column
treasure_filepath = self.filepath_tr_h
hand_filepath = self.filepath_ti_h
hand_orientation = self.orientation_h
# Initialisation of position
li, co = grid_position(init_pos)
# New treasure
if treasure_filepath != None:
# Create and position treasure
new_fg = self.grid_treasure(treasure_filepath, co, li)
else:
new_fg = None
# New tile
new_bg = self.grid_tile(hand_filepath, hand_orientation, co, li)
# Storage
self.tile_dict[init_pos] = new_bg
self.treasure_dict[init_pos] = new_fg
self.pawn_dict[init_pos] = []
# Storage update
self.storage_update(init_pos, out_pos, li, co)
# Start the animation
self.lancer()
# Handle buttons
if self.opposite_button_old != None:
self.opposite_button_old.configure(fg_color = "goldenrod", state = "normal")
self.opposite_button.configure(fg_color = "grey", state = "disabled")
self.selected_button.configure(fg_color = "goldenrod")
self.button_valid.configure(state = "disabled", fg_color = "grey")
self.selected_button = None
# Handle turn unrolling
self.pawn_motion = True
self.cross = False
self.slid = True
def get_move_pos(self):
"""Returns the coordinates of the tile where the player wants to move the pawn.
----------
No input
Output : 2 intergers"""
return self.destination_li, self.destination_co
def anim_pawn_displacement(self, path):
"""Prepares the required information for the animation of the pawn. And begins the animation of the pawn
----------
Input : list of tuples
No output"""
depart = path[0]
color = self.controller.give_player_color()
pawn = self.find_ident(color, depart)
self.dict_anim = {"path": path, "pawn_info": pawn, "previous_step": depart}
self.canvas_board.delete(self.target)
self.running_pawn = False
self.anim_move_pawn()
def turn_over(self):
"""Verifies if the game is over and if not, prepares the next turn.
----------
No input
No output"""
done = self.controller.done()
if not done:
#message the end of the game with scores and destroy self.f_graph
self.messagebox("Congratulations, you won!")
self.f_graph.destroy()
self.button_launch.configure(state = 'normal')
self.f_graph = None
else:
time.sleep(1)
self.canvas_card.delete(self.fg_c)
player = self.controller.give_player_name()
self.messagebox(text = f"It is {player}'s turn. Please click on OK to start your turn.")
#redo the display of the board
self.queue_display()
self.objective_image()
self.hand_image()
#reset varibles
self.opposite_button_old = self.opposite_button
self.opposite_button = None
self.pawn_motion = False
self.slid = False
self.button_done.configure(fg_color = 'grey', state = 'disabled')
self.button_valid.configure(state = 'normal', fg_color = 'green')
# Animation things
## Animation of tiles
def storage_update(self, init_pos, out_pos, li, co):
"""Updates the dictionnaries of the grid display.
----------
Input : 2 tuples, 2 integers
No output"""
# Delete the tiles+treasures pushed out of the board
self.canvas_board.delete(self.tile_dict[out_pos])
self.canvas_board.delete(self.treasure_dict[out_pos])
# Move the pawns pushed out of the board
if self.pawn_dict[out_pos] != None:
for pawn in self.pawn_dict[out_pos]:
# Find the color of the circle pawn and move in consequence
color = self.canvas_board.itemcget(pawn, "fill")
if color == "blue":
self.canvas_board.coords(pawn["object"], co-20, li+20, co, li)
elif color == "red":
self.canvas_board.coords(pawn["object"], co, li, co+20, li-20)
elif color == "green":
self.canvas_board.coords(pawn["object"], co-20, li, co, li-20)
else:
self.canvas_board.coords(pawn["object"], co, li+20, co+20, li)
# Move it in storage
self.canvas_board.lift(pawn)
if self.pawn_dict[init_pos] == None:
self.pawn_dict[init_pos] = []
self.pawn_dict[init_pos].append(self.pawn_dict[out_pos].pop(0))
# Change the position tuples of the tiles and treasures and pawns moved
if self.slider == "col_u" or self.slider == "lin_l":
r = (0, 7, 1)
else:
r = (6, -1, -1)
for i in range(r[0], r[1], r[2]):
if 'col' in self.slider:
self.tile_dict[(i, self.chosen_pos[1])] = self.tile_dict[i + r[2], self.chosen_pos[1]]
self.treasure_dict[(i, self.chosen_pos[1])] = self.treasure_dict[i + r[2], self.chosen_pos[1]]
self.pawn_dict[(i, self.chosen_pos[1])] = self.pawn_dict[i + r[2], self.chosen_pos[1]]
else:
self.tile_dict[(self.chosen_pos[0], i)] = self.tile_dict[(self.chosen_pos[0], i + r[2])]
self.treasure_dict[(self.chosen_pos[0], i)] = self.treasure_dict[(self.chosen_pos[0], i + r[2])]
self.pawn_dict[(self.chosen_pos[0], i)] = self.pawn_dict[(self.chosen_pos[0], i + r[2])]
self.tile_dict[init_pos] = None
self.treasure_dict[init_pos] = None
def lancer(self):
"""Launches the timer loop if it's not already running for the tile animation.
----------
No input
No output"""
self.i = 0
if not(self.running):
self.timer_loop()
self.running = True
def stop(self):
"""Stops the timer loop if it is running for the tile animation.
----------
No input
No output"""
if self.running :
self.f_graph.after_cancel(self.timer_id)
self.running = False
def timer_loop(self):
"""Defines the loop that is handled by the timer : allows image displacement and display fror the tile animation.
----------
No input
No output"""
if self.slider == "col_d" or self.slider == "lin_r":
r = (0, 7, 1)
else:
r = (6, -1, -1)
for i in range(r[0],r[1],r[2]):
if "col" in self.slider:
self.canvas_board.move(self.tile_dict[(i,self.chosen_pos[1])], 0, r[2] * 10)
if self.treasure_dict[(i,self.chosen_pos[1])] != None:
self.canvas_board.move(self.treasure_dict[(i,self.chosen_pos[1])], 0, r[2] * 10)
self.canvas_board.lift(self.treasure_dict[(i,self.chosen_pos[1])])
if self.pawn_dict[(i,self.chosen_pos[1])] != None:
for pawn in self.pawn_dict[(i,self.chosen_pos[1])]:
self.canvas_board.move(pawn['object'], 0, r[2]*10)
self.canvas_board.lift(pawn['object'])
else:
self.canvas_board.move(self.tile_dict[(self.chosen_pos[0], i)], r[2] * 10, 0)
if self.treasure_dict[(self.chosen_pos[0], i)] != None:
self.canvas_board.move(self.treasure_dict[(self.chosen_pos[0], i)], r[2] * 10, 0)
self.canvas_board.lift(self.treasure_dict[(self.chosen_pos[0], i)])
if self.pawn_dict[(self.chosen_pos[0], i)] != None:
for pawn in self.pawn_dict[(self.chosen_pos[0], i)]:
self.canvas_board.move(pawn['object'], r[2] * 10, 0)
self.canvas_board.lift(pawn['object'])
self.i += 1
if self.i == 10:
self.stop()
else:
self.timer_id = self.f_graph.after(100, self.timer_loop)
## Animation of pawns
def anim_move_pawn(self):
"""Launches the timer loop if it's not already running for the pawn animation.
----------
No input
No output"""
if not(self.running_pawn):
self.timer_loop_pawn()
self.running_pawn = True
def timer_loop_pawn(self):
"""Defines the loop that is handled by the timer : allows image displacement and display fror the pawn animation.
----------
No input
No output"""
# Get variables
path = self.dict_anim["path"]
pawn = self.dict_anim["pawn_info"]["object"]
previous_step = self.dict_anim["previous_step"]
obj = path.pop(0)
step_x = (obj[1] - previous_step[1]) * 100
step_y = (obj[0] - previous_step[0]) * 100
# Move pawn in display
self.canvas_board.move(pawn, step_x, step_y)
self.canvas_board.lift(pawn)
# Update pawn_dict
self.pawn_dict[previous_step].remove(self.dict_anim["pawn_info"])
if self.pawn_dict[obj] == None:
self.pawn_dict[obj] = []
self.pawn_dict[obj].append(self.dict_anim["pawn_info"])
self.dict_anim["previous_step"] = obj
#relaunch the loop
if path != []:
self.timer_id_pawn = self.f_graph.after(200, self.timer_loop_pawn)
else:
self.stop_pawn()
def stop_pawn(self):
"""Stops the timer loop if it is running for the pawn animation.
----------
No input
No output"""
if self.running_pawn :
self.f_graph.after_cancel(self.timer_id_pawn)
self.running_pawn = False
self.controller.end_turn()
# Useful method for the pawn animation
def find_ident(self, color, pos):
"""Identifies a pawn circle on the canvas using its position tile and its color.
----------
Input : str, tuple
Output : Int (identifier of the canvas object)"""
found = None
for pawn in self.pawn_dict[pos]:
if pawn['color'] == color:
found = pawn
return found
# General functions
def rotate_image(img, orientation):
"""Rotates an image to the given orientation.
----------
Input : image, int
Output : PhotoImage"""
img = img.rotate(orientation* - 90)
return (ImageTk.PhotoImage(img))
def rotate_image_h(img, orientation):
"""Rotates and enlarges by 3 an image.
----------
Input : image, int
Output : PhotoImage"""
w,h = img.size
img = img.resize((3*w, 3*h))
img_f = rotate_image(img, orientation)
return img_f
def grid_position(pos):
"""Converts the grid into canvas coordinates.
----------
Input : tuple (line, column)
Output : tuple (line, column)"""
co0 = pos[1]
li0 = pos[0]
co = 75 + co0*100
li = 75 + li0*100
return(li, co)