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battleship7.py
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battleship7.py
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# B's Battle Ship - this version creates player board and randomly generates fleet for the enemy.
######################### SET UP #################################
# import appropriate modules, initialize program,
# and set initial values for parameters
import pygame
from pygame.locals import *
import random
import sys
import math
pygame.init()
pygame.font.init()
canvas_size = (1250, 750)
canv_center = [int(canvas_size[0]/2),int(canvas_size[1]/2)]
GRID_SIZE = 25 # We define the canvas in terms of a 50 x 30 grid, each square is 25x25 pixels
running = True
# Color calls:
GREEN = (0,128,0)
WHITE = (255,255,255)
RED = (255,0,0)
BLUE = (0,0,255)
BLACK = (0,0,0)
YELLOW = (255,255,0)
GREY = (96,96,96)
ship = set() # this will hold the currently selected ship
message = "B's Battleship Game"
# Fonts
# Bf = pygame.font.SysFont("Fonts\times.ttf", 80, False, False )
# mf = pygame.font.SysFont("Fonts\times.ttf", 40, False, False )
# sf = pygame.font.SysFont("Fonts\times.ttf", 20, False, False )
Bf = pygame.font.SysFont(None, 80, False, False )
mf = pygame.font.SysFont(None, 40, False, False )
sf = pygame.font.SysFont(None, 25, False, False )
# helper functions
def text(string, font = sf, color = WHITE):
### returns surface consisting of text in the font and color specified. May then be blitted.
return font.render(string,0,color)
# Class Definitions
class Ship:
"""
Ship class defines a single ship. It requires a starting position, a color, and an orientation 0 = horizontal and 1 = vertical
"""
def __init__(self,length,berth_pos, color = WHITE,orientation = 0, name = "a_ship"):
self.berth_pos = berth_pos #location of the helm in pixels ############################### change this to reference the grid?
self.helm_pos = list(berth_pos)
self.lilength = length
self.length = length*GRID_SIZE
self.orientation = orientation # 0 = default horizontal orientation, 1 will mean vertical
self.init_color = color
self.color = tuple(color)
self.width = GRID_SIZE
self.coord = set() #ships coordinates are the set of numbers in 0..99 that belong to the squares occupied by the ship
self.name = name
def rect(self): # returns a rectangular representation of the ship
o = self.orientation
g = GRID_SIZE
return Rect(self.helm_pos,[(1-o)*self.length + o*g,o*self.length + (1-o)*g])
def __str__(self): # returns the grid position of the ship
string = self.name + ": ship's helm = [" + str(self.helm_pos[0]) + ", " + str(self.helm_pos[1]) + "]"
return string
def draw(self): # draws a rectangle with the helm as one fixed corner using correct orientation
o = self.orientation
g = GRID_SIZE
rect = Rect(self.helm_pos,[(1-o)*self.length + o*g,o*self.length + (1-o)*g])
pygame.draw.rect(canvas,self.color,rect)
def flip(self): # changes orientation
self.orientation = (self.orientation + 1)%2
def inside(self,pos): # is the pos position inside the ship?
ships_inside = self.rect()
return ships_inside.collidepoint(pos[0],pos[1])
def nset(self,n): # returns a list indicating position of ship with respect to the 0..99 numbering of the board
lset = set()
for i in range(0,self.lilength):
lset.add(n + i*10**self.orientation)
return lset
def get_coordinates(self):
return self.coord
def update_coordinates(self, lset): #ships coordinates are the set of numbers in 0..99 that belong to the squares occupied by the ship
self.coord.update(lset)
class Fleet:
"""
Fleet class creates a fleet for the player berthed to the side for placement
and for the enemy (the computer) randomly set onto the enemy board
"""
def __init__(self,visible = True,name = "a_fleet"):
if visible == True:
self.carrier = Ship(5,[3*GRID_SIZE,8*GRID_SIZE],GREEN,0, "Air-craft carrier")
self.battleship = Ship(4,[3*GRID_SIZE,10*GRID_SIZE],WHITE,0, "Battleship")
self.destroyer = Ship(3,[3*GRID_SIZE,12*GRID_SIZE],GREY,0, "Destroyer")
self.submarine = Ship(3,[3*GRID_SIZE,14*GRID_SIZE],BLACK,0,"Submarine")
self.patrol = Ship(2,[3*GRID_SIZE,16*GRID_SIZE],YELLOW,0,"Patrol Boat")
self.name = name
else:
self.carrier = create_ship(5, enemy_board, "Air-craft carrier")
self.battleship = create_ship(4, enemy_board,"Battleship" )
self.destroyer = create_ship(3, enemy_board,"Destroyer")
self.submarine = create_ship(3, enemy_board,"Submarine")
self.patrol = create_ship(2, enemy_board,"Patrol Boat")
self.name = name
self.fleet = set([self.carrier,self.battleship,self.destroyer,self.submarine,self.patrol])
def __str__(self):
for ship in self.fleet:
print(ship)
return self.name
def draw(self):
for boat in self.fleet:
boat.draw()
def fleet_used(self): # the set of squares used by the fleet
lset = set()
for boat in self.fleet:
lset.update(boat.coord)
return lset
def select(self,pos):
# checks to see if the position given by pos is inside one of the fleet's boats and returns that boat
for boat in self.fleet:
if boat.inside(pos):
return boat
return set()
class Board:
"""
Board class defines a 10 x 10 grid using GRID_SIZE to determine the size of the squares.
methods draw the board and keep track of which squares are occupied
grid positions x,y lie in [0..9, 0..9]
"""
def __init__(self,origin = [0,0]):
self.origin = origin
self.outline = Rect(self.origin,[10*GRID_SIZE,10*GRID_SIZE])
self.unused = set()
for i in range(0,100):
self.unused.add(i)
self.used = set()
def draw(self):
for i in range(0,11):
pygame.draw.line(canvas,WHITE,self.v(i,0),self.v(i,10))
pygame.draw.line(canvas,WHITE,self.v(0,i),self.v(10,i))
pygame.draw.rect(canvas,RED,self.outline,2)
def chk_if_available(self,list):
value = set(list) <= self.unused
return value
def grid(self,pos): # Given pixel coordinates return grid position
return [(pos[0] - self.origin[0])//GRID_SIZE,(pos[1] - self.origin[1])//GRID_SIZE]
def invgrid(self,pos): # Given grid position return pixel coordinates pos is a list
return [pos[0]*GRID_SIZE + self.origin[0],pos[1]*GRID_SIZE + self.origin[1]]
def v(self,x,y): # returns pixel position given grid position given two number positions
return [self.origin[0] + x*GRID_SIZE, self.origin[1] + y*GRID_SIZE]
def get_used(self):
return self.used
def get_unused(self):
return self.unused
def update_used(self,lset):
self.used.update(lset)
def update_unused(self,lset):
self.unused.update(lset)
def remove_used(self,lset):
self.used -= lset
def remove_unused(self,lset):
self.unused -= lset
def select_square(self,pos): # return True if the square is occupied
x = pos[0]
y = pos[1]
###### Event Handlers and Needed Functions
def redraw_screen():
### blits the objects to the frame
global canvas, ship
canvas.fill(BLUE)
canvas.blit(text(message,Bf,WHITE),[10*GRID_SIZE,GRID_SIZE])
canvas.blit(text(player_header,sf,WHITE),[9*GRID_SIZE,6*GRID_SIZE])
canvas.blit(text(player_header2,sf,WHITE),[8 *GRID_SIZE,7 * GRID_SIZE])
canvas.blit(text(enemy_header,sf,WHITE),[27*GRID_SIZE,6*GRID_SIZE])
if ship != set():
cursor_pos = pygame.mouse.get_pos()
for i in range(0,2):
ship.helm_pos[i] = cursor_pos[i]-move_vector[i]
friendly_board.draw()
friendly.draw()
enemy_board.draw()
enemy.draw()
canvas.blit(text(big_message,Bf,WHITE),[5*GRID_SIZE,20*GRID_SIZE])
pygame.display.flip()
def create_ship(n, board = Board([25*GRID_SIZE,8*GRID_SIZE]), name = "a_ship"):
# generates a set containing all possible places a ship of size n could go
# on the given board
# and then randomly choose one of these to be the position of the ship.
# It updates the used and unused squares on the board and
# returns the helm position of the ship
avail = []
for y in range(0,10):
for x in range(0,11-n):
poss = []
for j in range(0,n):
poss.append(y*10 + x +j)
if set(poss) <= board.unused:
avail.append(poss)
for x in range(0,10):
for y in range(0,11-n):
poss = []
for j in range(0,n):
poss.append(x + 10*(y+j))
if set(poss) <= board.unused:
avail.append(poss)
lset = random.choice(avail)
pos = [lset[0]%10,lset[0]//10]
lship = Ship(n,board.invgrid(pos),(67 + lset[0],80 + lset[0],80 + lset[0]),1-(lset[1]%10 - lset[0]%10), name) # all the fancy formulas are to get shades of grey
#########when we play we need to change this to blue
lship.update_coordinates(lship.nset(lset[0])) # ships coordinates are the set of numbers in 0..99 that belong to the squares occupied by the ship
board.update_used(lship.coord)
board.remove_unused(lship.coord) # this would have been better as a single function which updates and removes
# print(name, lset)
return lship
############### RUN THE PROGRAM ######################
canvas = pygame.display.set_mode(canvas_size,DOUBLEBUF|RESIZABLE)
pygame.display.set_caption("B's Battleship Game")
canvas.fill((255,0,0))
friendly_board = Board([10*GRID_SIZE,8*GRID_SIZE])
enemy_board = Board([25*GRID_SIZE,8*GRID_SIZE])
message = "B's Battleship Game"
player_header = "Friendly Waters - drag your boats here"
player_header2 = "Press <space> to change orientation of boat."
enemy_header = "Enemy Waters"
friendly = Fleet(True,"Friendly Fleet")
print( friendly)
print()
enemy = Fleet(False, "Enemy Fleet")
print( enemy)
ready = False
big_message = ""
redraw_screen()
while running == True:
if len(friendly_board.get_used()) == 17:
big_message = "Press the 'p' key to begin your sea battle."
ready = True
#redraw_screen()
pygame.event.pump()
event=pygame.event.wait()
if event.type==QUIT:
pygame.display.quit()
running = False
sys.exit(0)
elif event.type==VIDEORESIZE:
canvas=pygame.display.set_mode(event.dict['size'],DOUBLEBUF|RESIZABLE)
#redraw_screen()
# canvas.fill((0,128,0))
# canvas.blit(text(message,mf),(25,25))
elif event.type == pygame.KEYDOWN:
if event.key == K_SPACE and ship != set():
ship.flip()
elif event.key == K_p and ready == True:
running = False
big_message = ""
elif event.type == MOUSEBUTTONDOWN:
new_pos = pygame.mouse.get_pos()
ship = friendly.select(new_pos)
if ship == set():
pass
else:
if ship.coord != set():
friendly_board.used.difference_update(ship.coord)
friendly_board.unused.update(ship.coord)
print("ship coord = ",ship.coord)
print("used = ", friendly_board.used)
print("unused = ",friendly_board.unused)
ship.color = RED
move_vector = [0,0]
for i in range(0,2):
move_vector[i] = new_pos[i] - ship.helm_pos[i]
elif event.type == MOUSEBUTTONUP and ship != set():
# if one of the ships is selected then deselect and determine where it should rest
ship.color = ship.init_color
#col = (col +1)%2
if friendly_board.outline.contains(ship.rect()):
x = (ship.helm_pos[0]+10 - friendly_board.origin[0])//GRID_SIZE
y = (ship.helm_pos[1]+10 - friendly_board.origin[1])//GRID_SIZE
pos = 10*y+x
if friendly_board.chk_if_available(ship.nset(pos)):
# if x,y available for ship's helm then place them there
print(friendly_board.chk_if_available(ship.nset(pos)))
ship.helm_pos[0] = friendly_board.origin[0] + GRID_SIZE*x
ship.helm_pos[1] = friendly_board.origin[1] + GRID_SIZE*y
friendly_board.unused.difference_update(ship.nset(pos))
friendly_board.used.update(ship.nset(pos))
ship.coord = ship.nset(pos)
print("ship coord = ",ship.coord)
print("used = ", friendly_board.used)
print("unused = ",friendly_board.unused)
ship = set()
move_vector = [0,0]
else:
ship.helm_pos = list(ship.berth_pos)
ship.coord = set()
ship.orientation = 0
ship = set()
else:
ship.helm_pos = list(ship.berth_pos)
ship.coord = set()
ship.orientation = 0
ship = set()
redraw_screen()
game_play = True
while game_play == True:
pygame.event.pump()
event=pygame.event.wait()
if event.type==QUIT:
pygame.display.quit()
running = game_play = False
sys.exit(0)