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main.py
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import sys
import pygame
import numpy as np
pygame.init()
# COLOURS
white = (255, 255, 255)
gray = (180, 180, 180)
red = (255, 0, 0)
green = (0, 255, 0)
black = (0, 0, 0)
# SIZE
width = 300
height = 300
line_width = 5
board_rows = 3
board_col = 3
square_size = width // board_col
circle_radius = square_size // 3
circle_width = 15
cross_width = 25
screen = pygame.display.set_mode((width, height))
pygame.display.set_caption('TIC TAC TOE')
screen.fill(black)
board = np.zeros((board_rows, board_col))
def draw_lines(color=white):
for i in range(1, board_rows):
pygame.draw.line(screen, color, (0, square_size * i), (width, square_size * i), line_width)
pygame.draw.line(screen, color, (square_size * i, 0), (square_size * i, height), line_width)
def draw_figures(color=white):
for row in range(board_rows):
for col in range(board_col):
if board[row][col] == 1:
pygame.draw.circle(screen, color, (int(col * square_size + square_size // 2), int(row * square_size + square_size // 2)), circle_radius, circle_width)
elif board[row][col] == 2:
pygame.draw.line(screen, color, (col * square_size + square_size // 4, row * square_size + square_size // 4), (col * square_size + 3 * square_size // 4, row * square_size + 3 * square_size // 4), cross_width)
pygame.draw.line(screen, color, (col * square_size + square_size // 4, row * square_size + 3 * square_size // 4), (col * square_size + 3 * square_size // 4, row * square_size + square_size // 4), cross_width)
def mark_square(row, col, player):
board[row][col] = player
def available_square(row, col):
return board[row][col] == 0
def is_board_full(check_board=board):
for row in range(board_rows):
for col in range(board_col):
if check_board[row][col] == 0:
return False
return True
def check_win(player, check_board=board):
for col in range(board_col):
if check_board[0][col] == player and check_board[1][col] == player and check_board[2][col] == player:
return True
for row in range(board_rows):
if check_board[row][0] == player and check_board[row][1] == player and check_board[row][2] == player:
return True
if check_board[0][0] == player and check_board[1][1] == player and check_board[2][2] == player:
return True
if check_board[0][2] == player and check_board[1][1] == player and check_board[2][0] == player:
return True
return False
def minmax(minimax_board, depth, is_maximizing):
if check_win(2, minimax_board):
return float("inf")
elif check_win(1, minimax_board):
return float("-inf")
elif is_board_full(minimax_board):
return 0
if is_maximizing:
best_score = -1000
for row in range(board_rows):
for col in range(board_col):
if minimax_board[row][col] == 0:
minimax_board[row][col] = 2
score = minmax(minimax_board, depth + 1, False)
minimax_board[row][col] = 0
best_score = max(score, best_score)
return best_score
else:
best_score = 1000
for row in range(board_rows):
for col in range(board_col):
if minimax_board[row][col] == 0:
minimax_board[row][col] = 1
score = minmax(minimax_board, depth + 1, True)
minimax_board[row][col] = 0
best_score = min(score, best_score)
return best_score
def best_move():
best_score = -1000
move = (-1, -1)
for row in range(board_rows):
for col in range(board_col):
if board[row][col] == 0:
board[row][col] = 2
score = minmax(board, 0, False)
board[row][col] = 0
if score > best_score:
best_score = score
move = (row, col)
if move != (-1, -1):
mark_square(move[0], move[1], 2)
return True
return False
def restart_game():
screen.fill(black)
draw_lines()
for row in range(board_rows):
for col in range(board_col):
board[row][col] = 0
draw_lines()
player = 1
game_over = False
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN and not game_over:
mouseX = event.pos[0] # X coordinate
mouseY = event.pos[1] # Y coordinate
# Convert mouse position to row and col
clicked_row = mouseY // square_size
clicked_col = mouseX // square_size
# Check if the square is available
if available_square(clicked_row, clicked_col):
mark_square(clicked_row, clicked_col, player)
if check_win(player):
game_over = True
player = player % 2 + 1
if not game_over:
if best_move():
if check_win(2):
game_over = True
player = player % 2 + 1
if not game_over:
if is_board_full():
game_over = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_r:
restart_game()
game_over = False
player = 1
if not game_over:
draw_figures()
else:
if check_win(1):
draw_figures(green)
draw_lines(green)
elif check_win(2):
draw_figures(red)
draw_lines(red)
else:
draw_figures(gray)
draw_lines(gray)
pygame.display.update()