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TwoPlayerGame.py
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TwoPlayerGame.py
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##Initialisation##
#Imports
import pygame
import random
#Initial Variables
displayWidth = 1600
displayHeight = 900
diceWidth = 150
diceHeight = diceWidth
boardWidth = 735
boardHeight = 732
infoWidth = 500
infoHeight = 200
white = (255, 255, 255)
black = (0, 0, 0)
green = (0, 255, 0)
brightGreen = (150, 255, 150)
dicePositions = [[boardWidth + 50, 0], [0, 0], [0, 0], [0, 0]]
boardPositions = [[0, 0], [displayWidth - boardWidth, 0], [displayWidth - boardWidth, displayHeight - boardHeight], [0, displayHeight - boardHeight]]
infoPositions = [[displayWidth - infoWidth, displayHeight - infoHeight], [0, displayHeight - infoHeight], [0, 0], [displayWidth - infoWidth, 0]]
diceX = dicePositions[0][0]
diceY = dicePositions[0][1]
#Pygame Commands
random.seed()
pygame.init()
display = pygame.display.set_mode((displayWidth, displayHeight))
pygame.display.set_caption("Digital Monopoly")
clock = pygame.time.Clock()
##Game Procedures##
#Rolling 2 Six-Sided Die
def rollDice(givenDice):
die = random.randint(0, 5)
givenDice.changeImage(die)
return die
#Checking Info About Board Spaces
def checkInfo(boardSpace, infoPosition):
infoX = infoPosition[0]
infoY = infoPosition[1]
outline = 5
titleSize = 50
textSize = 25
pygame.draw.rect(display, black, (infoX - outline, infoY - outline, infoWidth + (outline) * 2, infoHeight + (outline) * 2))
pygame.draw.rect(display, white, (infoX, infoY, infoWidth, infoHeight))
nameText = Text(boardSpace.getName(), infoX + outline, infoY + outline, titleSize)
nameText.draw()
groupText = Text(boardSpace.getGroup(), infoX + outline, infoY + (titleSize), textSize)
groupText.draw()
if boardSpace.getGroup() != "Special":
priceText = Text("$" + str(boardSpace.getPrice()), infoX + outline, infoY + titleSize + (textSize), textSize)
priceText.draw()
#Keeping Integers Within Limits
def circleLimit(minimum, maximum, variable):
circleRange = (maximum - minimum) + 1
toBeReturned = variable
while minimum > toBeReturned or toBeReturned > maximum:
if toBeReturned > maximum:
toBeReturned = toBeReturned - circleRange
elif toBeReturned < minimum:
toBeReturned = toBeReturned + circleRange
return toBeReturned
#Changing the Board
def changeBoard(boardObj, boardIndex):
global boardPositions
boardObj.setPosition(boardPositions[boardIndex][0], boardPositions[boardIndex][1])
boardObj.changeImage(boardIndex)
##Classes##
#Text Class
class Text:
_position = [0, 0]
_outline = 0
_font = ""
_text = ""
def __init__(self, givenText, givenPositionX, givenPositionY, givenSize = 50, givenOutline = 0, givenFont = "Calibri"):
self._text = givenText
self._outline = givenOutline
self._font = pygame.font.SysFont(givenFont, givenSize)
self._position = [givenPositionX, givenPositionY]
def draw(self):
textBlackSurf = self._font.render(self._text, True, black)
textWhiteSurf = self._font.render(self._text, True, white)
textRect = textBlackSurf.get_rect()
textRect.topleft = (self._position[0], self._position[1])
display.blit(textSurf, textRect)
def changeText(self, newText):
self._text = givenText
#Button Class
class Button:
_inactiveColour = (0, 0, 0)
_activeColour = (0, 0, 0)
_position = [0, 0]
_size = [0, 0]
_selected = False
def __init__(self, givenPosX, givenPosY, givenWidth, givenHeight, givenActiveColour = (128, 128, 128), givenInactiveColour = black):
self._position = [givenPosX, givenPosY]
self._size = [givenWidth, givenHeight]
self._selected = False
self._activeColour = givenActiveColour
self._inactiveColour = givenInactiveColour
def draw(self):
mousePos = pygame.mouse.get_pos()
if self._position[0] < mousePos[0] < self._position[0] + self._size[0] and self._position[1] < mousePos[1] < self._position[1] + self._size[1]:
pygame.draw.rect(display, self._activeColour, (self._position[0], self._position[1], self._size[0], self._size[1]))
self._selected = True
else:
pygame.draw.rect(display, self._inactiveColour, (self._position[0], self._position[1], self._size[0], self._size[1]))
self._selected = False
def setPosition(self, newPosX, newPosY):
self._position = [newPosX, newPosY]
def isSelected(self):
return self._selected
#Text Button Class
class ImageButton(Button):
_normalImage = ""
_hoverImage = ""
def __init__(self, givenNormalImage, givenHoverImage, givenPosX, givenPosY, givenWidth, givenHeight):
super().__init__(givenPosX, givenPosY, givenWidth, givenHeight)
self._normalImage = givenNormalImage
self._hoverImage = givenHoverImage
def draw(self):
normalButton = pygame.image.load(self._normalImage)
hoverButton = pygame.image.load(self._hoverImage)
mousePos = pygame.mouse.get_pos()
if self._position[0] < mousePos[0] < self._position[0] + self._size[0] and self._position[1] < mousePos[1] < self._position[1] + self._size[1]:
display.blit(pygame.transform.rotate(hoverButton, 0), (self._position[0], self._position[1]))
self._selected = True
else:
display.blit(pygame.transform.rotate(normalButton, 0), (self._position[0], self._position[1]))
self._selected = False
#Image Class
class ImageCollection:
__locations = [""]
__selectedImage = 0
__position = [0, 0]
__rotation = 0
def __init__(self, givenLocations, givenPositionX, givenPositionY, givenRotation = 0):
self.__locations = givenLocations
self.__position = [givenPositionX, givenPositionY]
self.__rotation = -givenRotation
self.__selectedImage = 0
def draw(self):
picture = pygame.image.load(self.__locations[self.__selectedImage])
display.blit(pygame.transform.rotate(picture, self.__rotation), (self.__position[0], self.__position[1]))
def setPosition(self, newPosX, newPosY):
self.__position = [newPosX, newPosY]
def getPosition(self):
return self.__position
def setRotation(self, newRotation):
self.__rotation = -newRotation
def changeImage(self, index):
self.__selectedImage = circleLimit(0, len(self.__locations) - 1, index)
def nextImage(self):
self.__selectedImage = self.__selectedImage + 1
if self.__selectedImage >= len(self.__locations):
self.__selectedImage = 0
def getIndex(self):
return self.__selectedImage
def getLength(self):
return len(self.__locations)
#Token Class
class Token(ImageCollection):
__tokens = ["train.png"]
__currentSpace = None
__currentIndex = 0
__player = 0
__cash = 0
def __init__(self, givenPlayer, givenBoardSpace, givenImage, givenRotation = 0):
super().__init__(self.__tokens, givenBoardSpace.getPosition(givenPlayer)[0], givenBoardSpace.getPosition(givenPlayer)[1], -givenRotation)
self.__currentSpace = givenBoardSpace
self.__player = givenPlayer
self.__selectedImage = givenImage
def getCurrentSpace(self):
return self.__currentSpace
def getCash(self):
return self.__cash
def addCash(self, newCash):
self.__cash = self.__cash + newCash
print("Player", self.__player, "has gained", newCash, "dollars.")
def move(self, givenSpaces, givenBoardObj, givenBoardCollection):
if self.__currentIndex == 0:
self.addCash(200)
self.__currentIndex = circleLimit(0, len(givenBoardObj) - 1, self.__currentIndex + givenSpaces)
newSpace = givenBoardObj[self.__currentIndex]
super().setPosition(newSpace.getPosition(self.__player)[0], newSpace.getPosition(self.__player)[1])
if givenBoardCollection.getIndex() != newSpace.getBoard():
global diceX
global diceY
diceX = dicePositions[newSpace.getBoard()][0]
diceY = dicePositions[newSpace.getBoard()][1]
changeBoard(givenBoardCollection, newSpace.getBoard())
self.__currentSpace = newSpace
super().setRotation(-newSpace.getRotation())
if self.__currentIndex == 10 and self.__player == 2:
super().setRotation(0)
#Board Space Class
class BoardSpace():
__name = ""
__position1 = [0, 0]
__rotation = 0
__board = 0
__group = "Special"
def __init__(self, givenName, givenPosX1, givenPosY1, givenPosX2, givenPosY2, givenRotation, givenBoard):
self.__name = givenName
self.__position1 = [boardPositions[givenBoard][0] + givenPosX1, boardPositions[givenBoard][1] + givenPosY1]
self.__position2 = [boardPositions[givenBoard][0] + givenPosX2, boardPositions[givenBoard][1] + givenPosY2]
self.__rotation = -givenRotation
self.__board = givenBoard
def getName(self):
return self.__name
def getPosition(self, givenPlayer):
if givenPlayer == 1:
return self.__position1
else:
return self.__position2
def getRotation(self):
return self.__rotation
def getBoard(self):
return self.__board
def getGroup(self):
return self.__group
def setGroup(self, newGroup):
self.__group = newGroup
#Property Class
class Property(BoardSpace):
__price = 0
def __init__(self, givenName, givenPrice, givenPosX1, givenPosY1, givenPosX2, givenPosY2, givenRotation, givenBoard):
super().__init__(givenName, givenPosX1, givenPosY1, givenPosX2, givenPosY2, givenRotation, givenBoard)
self.__price = givenPrice
def getPrice(self):
return self.__price
#Colour Grouped Property Class
class ColourGroupProperty(Property):
__groups = ["Brown", "Light Blue", "Pink", "Orange", "Red", "Yellow", "Green", "Dark Blue"]
def __init__(self, givenName, givenGroup, givenPrice, givenPosX1, givenPosY1, givenPosX2, givenPosY2, givenRotation, givenBoard):
super().__init__(givenName, givenPrice, givenPosX1, givenPosY1, givenPosX2, givenPosY2, givenRotation, givenBoard)
super().setGroup(self.__groups[givenGroup] + " Property")
##Main Game Loop##
if __name__ == "__main__":
#Pygame Specific Variables
closed = False
boardImg = ImageCollection(["board_quarter1.jpg", "board_quarter2.jpg", "board_quarter3.jpg", "board_quarter4.jpg"], 0, 0)
diceImg = ImageCollection(["dice_1.png", "dice_2.png", "dice_3.png", "dice_4.png", "dice_5.png", "dice_6.png"], diceX, diceY)
diceImg2 = ImageCollection(["dice_1.png", "dice_2.png", "dice_3.png", "dice_4.png", "dice_5.png", "dice_6.png"], diceX + 175, diceY)
#helloText = Text("Hello there!", 750, 0)
#movePlayer1 = Button(750, 300, 100, 100)
#movePlayer2 = Button(950, 300, 100, 100)
roll2Dice = ImageButton("roll2Dice.png", "roll2DiceInverted.png", diceX + diceWidth + diceWidth + 100, diceY, 200, 100)
checkSpace = Button(750, 500, 100, 100)
#Board Spaces
board = []
board.append(BoardSpace("GO", 592, 632, 592, 662, 0, 0))
board.append(ColourGroupProperty("Old Kent Road", 0, 60, 442, 632, 442, 662, 0, 0))
board.append(BoardSpace("Community Chest", 322, 632, 322, 662, 0, 0))
board.append(ColourGroupProperty("Whitechapel Road", 0, 60, 202, 632, 202, 662, 0, 0))
board.append(BoardSpace("Income Tax", 82, 632, 82, 662, 0, 0))
board.append(BoardSpace("Kings Cross Station", 698, 632, 698, 662, 0, 1))
board.append(ColourGroupProperty("The Angel, Islington", 1, 100, 578, 632, 578, 662, 0, 1))
board.append(BoardSpace("Chance", 458, 632, 458, 662, 0, 1))
board.append(ColourGroupProperty("Euston Road", 1, 100, 338, 632, 338, 662, 0, 1))
board.append(ColourGroupProperty("Pentonville Road", 1, 120, 218, 632, 218, 662, 0, 1))
board.append(BoardSpace("Jail Visiting Area", 18, 562, 88, 692, 90, 1))
board.append(ColourGroupProperty("Pall Mall", 2, 140, 78, 442, 48, 442, 90, 1))
board.append(BoardSpace("Electric Company", 78, 322, 48, 322, 90, 1))
board.append(ColourGroupProperty("Whitehall", 2, 140, 78, 202, 48, 202, 90, 1))
board.append(ColourGroupProperty("Northumberland Avenue", 2, 160, 78, 82, 48, 82, 90, 1))
board.append(BoardSpace("Marylbone Station", 78, 694, 48, 694, 90, 2))
board.append(ColourGroupProperty("Bow Street", 3, 180, 78, 574, 48, 574, 90, 2))
board.append(BoardSpace("Community Chest", 78, 454, 48, 454, 90, 2))
board.append(ColourGroupProperty("Marlborough Street", 3, 180, 78, 334, 48, 334, 90, 2))
board.append(ColourGroupProperty("Vine Street", 3, 200, 78, 214, 48, 214, 90, 2))
board.append(BoardSpace("Free Parking", 68, 74, 68, 44, 180, 2))
board.append(ColourGroupProperty("Strand", 4, 220, 218, 74, 218, 44, 180, 2))
board.append(BoardSpace("Chance", 338, 74, 338, 44, 180, 2))
board.append(ColourGroupProperty("Fleet Street", 4, 220, 458, 74, 458, 44, 180, 2))
board.append(ColourGroupProperty("Trafalgar Square", 4, 240, 578, 74, 578, 44, 180, 2))
board.append(BoardSpace("Fenchurch Street Station", -37, 74, -37, 44, 180, 3))
board.append(ColourGroupProperty("Leicester Square", 5, 260, 83, 74, 83, 44, 180, 3))
board.append(ColourGroupProperty("Coventry Street", 5, 260, 203, 74, 203, 44, 180, 3))
board.append(BoardSpace("Water Works", 323, 74, 323, 44, 180, 3))
board.append(ColourGroupProperty("Picadilly", 5, 280, 443, 74, 443, 44, 180, 3))
board.append(BoardSpace("Go to Jail", 563, 74, 563, 44, 180, 3))
board.append(ColourGroupProperty("Regent Street", 6, 300, 633, 214, 663, 214, 270, 3))
board.append(ColourGroupProperty("Oxford Street", 6, 300, 633, 334, 663, 334, 270, 3))
board.append(BoardSpace("Community Chest", 633, 454, 663, 454, 270, 3))
board.append(ColourGroupProperty("Bond Street", 6, 320, 633, 574, 663, 574, 270, 3))
board.append(BoardSpace("Liverpool Street Station", 633, 694, 663, 694, 270, 3))
board.append(BoardSpace("Chance", 633, 82, 663, 82, 270, 0))
board.append(ColourGroupProperty("Park Lane", 7, 350, 633, 202, 663, 202, 270, 0))
board.append(BoardSpace("Super Tax", 633, 322, 663, 322, 270, 0))
board.append(ColourGroupProperty("Mayfair", 7, 350, 633, 452, 663, 452, 270, 0))
#Players
player1 = Token(1, board[0], 0)
player2 = Token(2, board[0], 0)
currentPlayer = player1
currentPlayerMoved = False
infoBoard = False
#While Loop
while not closed:
for event in pygame.event.get():
if event.type == pygame.QUIT:
closed = True
elif event.type == pygame.MOUSEBUTTONUP:
if roll2Dice.isSelected() == True and currentPlayerMoved == False:
currentPlayer.move(rollDice(diceImg), board, boardImg)
currentPlayer.move(rollDice(diceImg2), board, boardImg)
currentPlayerMoved = True
## elif movePlayer1.isSelected() == True:
## player1.move(1, board, boardImg)
## elif movePlayer2.isSelected() == True:
## player2.move(1, board, boardImg)
elif checkSpace.isSelected() == True:
if infoBoard == True:
infoBoard = False
else:
infoBoard = True
pressedKeys = pygame.key.get_pressed()
if pressedKeys[pygame.K_ESCAPE]:
closed = True
#Drawing to the Screen
display.fill(white)
diceImg.draw()
diceImg2.draw()
boardImg.draw()
if boardImg.getIndex() == player1.getCurrentSpace().getBoard():
player1.draw()
if boardImg.getIndex() == player2.getCurrentSpace().getBoard():
player2.draw()
#helloText.draw()
#movePlayer1.draw()
#movePlayer2.draw()
roll2Dice.draw()
checkSpace.draw()
if infoBoard == True:
checkInfo(player1.getCurrentSpace(), infoPositions[player1.getCurrentSpace().getBoard()])
#Switching Players
if currentPlayerMoved == True:
if currentPlayer == player1:
currentPlayer = player2
else:
currentPlayer = player1
currentPlayerMoved = False
#Updating the Display
diceImg.setPosition(diceX, diceY)
diceImg2.setPosition(diceX + 175, diceY)
roll2Dice.setPosition(diceX + diceWidth + diceWidth + 50, diceY)
pygame.display.update()
clock.tick(60)
pygame.quit()
quit()