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kaooa_functions.py
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kaooa_functions.py
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import pygame
import sys
# ALL GLOBALS
global WHITE, BLACK, GREY, BLUE, RED, LIGHT_GREY, LIGHT_PINK, LIGHT_BLUE
global screen, screen_width, screen_height
global font
global p1, p2, p3, p4, p5, p6, p7, p8, p9, p10
global allButtons
global turn
global kaooaAlertPrinted
global baazAlertPrinted
global kaooaPlayer, baazPlayer, theBoard
# defining colors
WHITE = (230, 230, 230)
BLACK = (0, 0, 0)
GREY = (128, 128, 128)
BLUE = (0, 0, 255)
RED = (255, 0, 0)
LIGHT_GREY = (200, 200, 200, 100)
LIGHT_PINK = (255, 200, 200)
LIGHT_BLUE = (200, 200, 255)
# class for KAOOA
class KAOOA:
def __init__(self, playerName):
self.playerName = playerName
self.kaooasPlaced = 0
self.totalKaoos = 7
self.chosenKaooaToMove = -1
def myTurn(self, button, buttonName):
global turn
global kaooaAlertPrinted
# checking if all kaooas are placed
if self.kaooasPlaced == self.totalKaoos:
# checking if clicked on a LIGHT_BLUE button
if button["color"] == LIGHT_BLUE:
# updating board
theBoard.boardState[self.chosenKaooaToMove] = "*"
# making choseKaooaToMove to -1 and GREY
allButtons[self.chosenKaooaToMove]["color"] = GREY
self.chosenKaooaToMove = -1
# making all other LIGHT_BLUE to GREY
for value in list(allButtons.values()):
if value["color"] == LIGHT_BLUE:
value["color"] = GREY
# updating board
theBoard.boardState[
list(allButtons.keys())[list(allButtons.values()).index(button)]
] = "K"
# making clicked button to BLUE
button["color"] = BLUE
# resetting kaooaAlertPrinted
kaooaAlertPrinted = False
# changing turn
turn = False
elif button["color"] == BLUE:
# moving the kaooas
self.KaooaMovePlaces(button, buttonName)
else:
# ALERT BOX
alertBoxMessage("Please click on a Kaooa to move it!")
else:
# checking if already something placed or empty
if button["color"] == GREY:
# placing blue color for a Kaooa
button["color"] = BLUE
# updating board state
theBoard.boardState[
list(allButtons.keys())[list(allButtons.values()).index(button)]
] = "K"
# updating kaooas count
kaooaPlayer.kaooasPlaced += 1
# changing turn
turn = False
# updating kaooaAlertPrinted
kaooaAlertPrinted = False
elif button["color"] == BLUE:
# ALERT BOX
alertBoxMessage(
"A Kaooa is already placed here! Please choose another place."
)
elif button["color"] == RED:
# ALERT BOX
alertBoxMessage(
"A Baaz is already placed here! Please choose another place."
)
def KaooaMovePlaces(self, button, buttonName):
# checking if already chosenKaooaToMove
if self.chosenKaooaToMove != -1:
# making previous all LIGHT_BLUE to GREY
for value in list(allButtons.values()):
if value["color"] == LIGHT_BLUE:
value["color"] = GREY
# setting chosenKaooaToMove
self.chosenKaooaToMove = buttonName
# finding all possible places the current clicked Kaooa can move
for possibleMove in theBoard.lineGraph[buttonName]:
if theBoard.boardState[possibleMove[0]] == "*":
allButtons[possibleMove[0]]["color"] = LIGHT_BLUE
"""
"""
# class for BAAZ
class BAAZ:
def __init__(self, playerName):
self.playerName = playerName
self.kaooasKilled = 0
self.baazPlaced = False
self.optionsGiven = False
def myTurn(self, button, buttonName):
global turn
global baazAlertPrinted
# checking if to move Baaz or to place it
if self.baazPlaced:
# calling algorithm to find places to move Baaz
self.BaazMovePlaces(button, buttonName)
else:
# checking if already something placed or empty
if button["color"] == GREY:
# placing red color for a Baaz
button["color"] = RED
# updating board state
theBoard.boardState[
list(allButtons.keys())[list(allButtons.values()).index(button)]
] = "B"
# updating baaz placed
self.baazPlaced = True
# changing turn
turn = True
# updating baazAlertPrinted
baazAlertPrinted = False
elif button["color"] == BLUE:
# ALERT BOX
alertBoxMessage(
"A Kaooa is already placed here! Please choose another place."
)
elif button["color"] == RED:
# ALERT BOX
alertBoxMessage(
"A Baaz is already placed here! Please choose another place."
)
def BaazMovePlaces(self, button, buttonName):
global turn
global baazAlertPrinted
# checking if options already shown
if self.optionsGiven:
# checking if button clicked is LIGHT_PINK
if button["color"] == LIGHT_PINK:
# moving the Baaz to that place
# finding current position of Baaz
buttonNameOfBaaz = None
for key, value in allButtons.items():
if value["color"] == RED:
buttonNameOfBaaz = key
break
# checking if any Kaooa is in between the current and the new place
buttonNameInBetween = -1
for possibleMove in theBoard.lineGraph[buttonNameOfBaaz]:
if possibleMove[1] == buttonName:
buttonNameInBetween = possibleMove[0]
break
# Kaooa in between then kill it
if buttonNameInBetween != -1:
allButtons[buttonNameInBetween]["color"] = GREY
theBoard.boardState[buttonNameInBetween] = "*"
self.kaooasKilled += 1
# current position of Baaz to GREY
for value in list(allButtons.values()):
if value["color"] == RED:
value["color"] = GREY
theBoard.boardState[
list(allButtons.keys())[
list(allButtons.values()).index(value)
]
] = "*"
break
# new position of Baaz in board
theBoard.boardState[buttonName] = "B"
# new position of Baaz
button["color"] = RED
# resetting all other LIGHT_PINK to GREY
for value in list(allButtons.values()):
if value["color"] == LIGHT_PINK:
value["color"] = GREY
# resetting optionsGiven and optionsGivenList
self.optionsGiven = False
# resetting baazAlertPrinted
baazAlertPrinted = False
# changing turn
turn = True
else:
alertBoxMessage(
"Please click on a valid place where Baaz can move (shown in Light Pink color)!"
)
else:
# checking if clicked on a Baaz
if button["color"] == RED:
# finding all possible movements from current clicked button
mustMoveFound = False
for possibleMove in theBoard.lineGraph[buttonName]:
# checking if kaooa at any neighbouring place
if (
theBoard.boardState[possibleMove[0]] == "K"
and possibleMove[1] != -1
and theBoard.boardState[possibleMove[1]] == "*"
):
# changing color of the button next to the neighbouring kaooa
allButtons[possibleMove[1]]["color"] = LIGHT_PINK
mustMoveFound = True
# iterating again for normal possible moves
if not mustMoveFound:
for possibleMove in theBoard.lineGraph[buttonName]:
# checking if empty
if theBoard.boardState[possibleMove[0]] == "*":
# changing color of the button
allButtons[possibleMove[0]]["color"] = LIGHT_PINK
# updating optionsGiven
self.optionsGiven = True
else:
# ALERT BOX
alertBoxMessage("Please click on a Baaz to move it!")
"""
"""
class BOARD:
def __init__(self):
# creating state of this board
# "*" means empty, "K" means KAOOA, "B" means BAAZ
self.boardState = {
"p1": "*",
"p2": "*",
"p3": "*",
"p4": "*",
"p5": "*",
"p6": "*",
"p7": "*",
"p8": "*",
"p9": "*",
"p10": "*",
}
# creating graph map for the board for straight line connections
self.lineGraph = {
"p1": [["p2", "p8"], ["p6", "p10"]],
"p2": [["p1", -1], ["p6", "p5"], ["p7", -1], ["p8", "p3"]],
"p3": [["p4", "p10"], ["p8", "p2"]],
"p4": [["p3", -1], ["p8", "p7"], ["p9", -1], ["p10", "p5"]],
"p5": [["p6", "p2"], ["p10", "p4"]],
"p6": [["p1", -1], ["p2", "p7"], ["p5", -1], ["p10", "p9"]],
"p7": [["p2", "p6"], ["p8", "p4"]],
"p8": [["p2", "p1"], ["p3", -1], ["p4", "p9"], ["p7", -1]],
"p9": [["p4", "p8"], ["p10", "p6"]],
"p10": [["p4", "p3"], ["p5", -1], ["p6", "p1"], ["p9", -1]],
}
def isKaooaWinner(self):
# finding buttonName of Baaz position
buttonNameOfBaaz = None
for key, value in allButtons.items():
if value["color"] == RED:
buttonNameOfBaaz = key
break
# checking if Baaz is blocked to move
if buttonNameOfBaaz == None:
return
for possibleMove in self.lineGraph[buttonNameOfBaaz]:
if theBoard.boardState[possibleMove[0]] == "*" or (
theBoard.boardState[possibleMove[0]] == "K"
and possibleMove[1] != -1
and theBoard.boardState[possibleMove[1]] == "*"
):
return
# ALERT BOX
alertBoxMessage(
f"Congrats {kaooaPlayer.playerName}!!! You have won as the Kaooas!!!"
)
print(f"Congratulations {kaooaPlayer.playerName}! You won the game!")
pygame.quit()
sys.exit()
def isBaazWinner(self):
if baazPlayer.kaooasKilled == 4:
# ALERT BOX
alertBoxMessage(
f"Congrats {baazPlayer.playerName}!!! You have won as the Baaz!!!"
)
print(f"Congratulations {baazPlayer.playerName}! You won the game!")
pygame.quit()
sys.exit()
"""
"""
# defining function to display alert box
def alertBoxMessage(message):
# blurring the background
blur_surface = pygame.Surface((screen_width, screen_height))
blur_surface.set_alpha(150)
blur_surface.fill(WHITE)
screen.blit(blur_surface, (0, 0))
# redering text onto a surface
text_surface = font.render(message, True, BLACK)
text_rect = text_surface.get_rect(center=(screen_width // 2, screen_height // 2))
# blitting text surface onto the screen
screen.blit(text_surface, text_rect)
pygame.display.flip()
# waiting for 2 secs
pygame.time.wait(2000)
"""
"""
# defining function for making a star
def makeStar():
global screen, screen_width, screen_height
global font
global p1, p2, p3, p4, p5, p6, p7, p8, p9, p10
global allButtons
# initializing pygame
pygame.init()
# setting up the display (globally)
screen_width = 1920
screen_height = 1080
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption("THE KAOOA GAME")
# setting FONT
font = pygame.font.SysFont("Arial", 48, italic=True)
# defining coordinates for the star
center_x = screen_width // 2
center_y = screen_height // 2
star_scale = 1
p1 = (center_x - int(340.34 * star_scale), center_y - int(170.17 * star_scale))
p2 = (center_x - int(80.34 * star_scale), center_y - int(170.17 * star_scale))
p3 = (center_x + int(340.34 * star_scale), center_y - int(170.17 * star_scale))
p4 = (center_x + int(130.00 * star_scale), center_y - int(17.35 * star_scale))
p5 = (center_x - int(210.34 * star_scale), center_y + int(229.93 * star_scale))
p6 = (center_x - int(130.00 * star_scale), center_y - int(17.35 * star_scale))
p7 = (center_x - int(0.00 * star_scale), center_y - int(417.45 * star_scale))
p8 = (center_x + int(80.34 * star_scale), center_y - int(170.17 * star_scale))
p9 = (center_x + int(210.34 * star_scale), center_y + int(229.93 * star_scale))
p10 = (center_x + int(0.00 * star_scale), center_y + int(77.10 * star_scale))
# creating allButtons dictionary to store button objects (globally again)
allButtons = {
"p1": {"center": p1, "radius": 30, "color": GREY, "clicked": False},
"p2": {"center": p2, "radius": 30, "color": GREY, "clicked": False},
"p3": {"center": p3, "radius": 30, "color": GREY, "clicked": False},
"p4": {"center": p4, "radius": 30, "color": GREY, "clicked": False},
"p5": {"center": p5, "radius": 30, "color": GREY, "clicked": False},
"p6": {"center": p6, "radius": 30, "color": GREY, "clicked": False},
"p7": {"center": p7, "radius": 30, "color": GREY, "clicked": False},
"p8": {"center": p8, "radius": 30, "color": GREY, "clicked": False},
"p9": {"center": p9, "radius": 30, "color": GREY, "clicked": False},
"p10": {"center": p10, "radius": 30, "color": GREY, "clicked": False},
}
"""
"""
def THE_GAME():
# initializing objects
global kaooaPlayer, baazPlayer, theBoard
global turn
global kaooaAlertPrinted, baazAlertPrinted
# taking player name inputs
print()
kaooaPlayer = KAOOA(input("Enter kaooa player name : "))
baazPlayer = BAAZ(input("Enter baaz player name : "))
theBoard = BOARD()
print()
# setting current first turn
turn = True
# flags
kaooaAlertPrinted = False
baazAlertPrinted = False
# MAIN GAME LOOP
while True:
# filling the screen with color
screen.fill(WHITE)
# drawing all the lines
pygame.draw.line(screen, BLACK, p1, p2, 5)
pygame.draw.line(screen, BLACK, p1, p6, 5)
pygame.draw.line(screen, BLACK, p7, p2, 5)
pygame.draw.line(screen, BLACK, p7, p8, 5)
pygame.draw.line(screen, BLACK, p3, p8, 5)
pygame.draw.line(screen, BLACK, p3, p4, 5)
pygame.draw.line(screen, BLACK, p9, p4, 5)
pygame.draw.line(screen, BLACK, p9, p10, 5)
pygame.draw.line(screen, BLACK, p5, p10, 5)
pygame.draw.line(screen, BLACK, p5, p6, 5)
pygame.draw.line(screen, BLACK, p2, p6, 5)
pygame.draw.line(screen, BLACK, p2, p8, 5)
pygame.draw.line(screen, BLACK, p4, p8, 5)
pygame.draw.line(screen, BLACK, p4, p10, 5)
pygame.draw.line(screen, BLACK, p10, p6, 5)
# drawing all the buttons
for button in allButtons.values():
pygame.draw.circle(
screen, button["color"], button["center"], button["radius"]
)
# updating the display
pygame.display.flip()
# checking whose turn
if turn:
# KAOOA'S turn
# ALERT BOX
if not kaooaAlertPrinted:
alertBoxMessage(
f"Kaooa's turn! {kaooaPlayer.kaooasPlaced} kaooas placed! {baazPlayer.kaooasKilled} kaooas killed!"
)
kaooaAlertPrinted = True
# checking what event has happened
for event in pygame.event.get():
if event.type == pygame.QUIT:
print("Sorry! The game was abruptly stopped. See you next time!")
pygame.quit()
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
# checking if left Mouse button was clicked
if event.button == 1:
# getting which button was clicked
for button in allButtons.values():
if (
pygame.math.Vector2(event.pos).distance_to(
button["center"]
)
<= button["radius"]
):
# getting button's name
buttonName = list(allButtons.keys())[
list(allButtons.values()).index(button)
]
kaooaPlayer.myTurn(button, buttonName)
break
# checking if Kaooa is winner
theBoard.isKaooaWinner()
else:
# BAAZ'S turn
# ALERT BOX
if not baazAlertPrinted:
alertBoxMessage(
f"Baaz's turn! {baazPlayer.kaooasKilled} kaooas are killed!"
)
baazAlertPrinted = True
# checking what event has happened
for event in pygame.event.get():
if event.type == pygame.QUIT:
print("Sorry! The game was abruptly stopped. See you next time!")
pygame.quit()
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
# checking if left Mouse button was clicked
if event.button == 1:
# getting which button was clicked
for button in allButtons.values():
if (
pygame.math.Vector2(event.pos).distance_to(
button["center"]
)
<= button["radius"]
):
buttonName = list(allButtons.keys())[
list(allButtons.values()).index(button)
]
baazPlayer.myTurn(button, buttonName)
break
# checking if Baaz is winner
theBoard.isBaazWinner()