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fix: Solved errors and issues in the main() function #136

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308 changes: 143 additions & 165 deletions main.py
Original file line number Diff line number Diff line change
Expand Up @@ -82,152 +82,6 @@ def reset_score():
def reset_player():
return 0, ['X', 'O'], 'X', False

# Game variables initialization
game_over = False
cells = create_cells()
pos, current_cell, up, right, bottom, left = reset_cells()
fill_count, p1_score, p2_score = reset_score()
turn, players, current_player, next_turn = reset_player()

# Main game loop
running = True
while running:

win.fill(DARK_GRAY)

for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
pos = event.pos
elif event.type == pygame.MOUSEBUTTONUP:
pos = None
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_q or event.key == pygame.K_ESCAPE:
running = False
elif event.key == pygame.K_r:
game_over = False
cells = create_cells()
pos, current_cell, up, right, bottom, left = reset_cells()
fill_count, p1_score, p2_score = reset_score()
turn, players, current_player, next_turn = reset_player()
elif not game_over:
if event.key == pygame.K_UP:
up = True
elif event.key == pygame.K_RIGHT:
right = True
elif event.key == pygame.K_DOWN:
bottom = True
elif event.key == pygame.K_LEFT:
left = True
elif event.type == pygame.KEYUP:
if event.key == pygame.K_UP:
up = False
elif event.key == pygame.K_RIGHT:
right = False
elif event.key == pygame.K_DOWN:
bottom = False
elif event.key == pygame.K_LEFT:
left = False

# Drawing grid
for r in range(ROWS + 1):
for c in range(COLS + 1):
pygame.draw.circle(win, WHITE, (c * CELL_SIZE + 2 * PADDING, r * CELL_SIZE + 3 * PADDING), 2)

# Update and draw cells
for cell in cells:
cell.update(win)
if pos and cell.rect.collidepoint(pos):
current_cell = cell

# Drawing current selection
if current_cell:
index = current_cell.index
if not current_cell.winner:
pygame.draw.circle(win, RED, current_cell.rect.center, 2)

if up and not current_cell.sides[0]:
current_cell.sides[0] = True
if index - ROWS >= 0:
cells[index - ROWS].sides[2] = True
next_turn = True
if right and not current_cell.sides[1]:
current_cell.sides[1] = True
if (index + 1) % COLS > 0:
cells[index + 1].sides[3] = True
next_turn = True
if bottom and not current_cell.sides[2]:
current_cell.sides[2] = True
if index + ROWS < len(cells):
cells[index + ROWS].sides[0] = True
next_turn = True
if left and not current_cell.sides[3]:
current_cell.sides[3] = True
if (index % COLS) > 0:
cells[index - 1].sides[1] = True
next_turn = True

# Check for win condition
res = current_cell.check_win(current_player)
if res:
fill_count += res
if current_player == 'X':
p1_score += 1
else:
p2_score += 1
if fill_count == ROWS * COLS:
game_over = True

# Switch players
if next_turn:
turn = (turn + 1) % len(players)
current_player = players[turn]
next_turn = False

# Display scores and current player
p1_img = font.render(f'{p1_score}', True, BLUE)
p2_img = font.render(f'{p2_score}', True, BLUE)

# Render player texts with appropriate positions
p1_text = font.render('Player 1:', True, BLUE)
p2_text = font.render('Player 2:', True, BLUE)

# Calculate positions for player texts and scores
p1_text_pos = (2 * PADDING, 15)
p1_img_pos = (p1_text_pos[0] + p1_text.get_width() + 5, 15)
p2_img_pos = (SCREEN_WIDTH - 2 * PADDING - p2_img.get_width(), 15)
p2_text_pos = (p2_img_pos[0] - p2_text.get_width() - 5, 15)

# Blit the player texts and scores
win.blit(p1_text, p1_text_pos)
win.blit(p1_img, p1_img_pos)
win.blit(p2_text, p2_text_pos)
win.blit(p2_img, p2_img_pos)

# Highlight current player's turn
if not game_over:
if turn == 0: # Player 1's turn
pygame.draw.rect(win, BLUE, (p1_text_pos[0], p1_text_pos[1] + font.get_height() + 2, p1_text.get_width() + p1_img.get_width() + 5, 2), 0)
else: # Player 2's turn
pygame.draw.rect(win, BLUE, (p2_text_pos[0], p2_text_pos[1] + font.get_height() + 2, p2_text.get_width() + p2_img.get_width() + 5, 2), 0)

if game_over:
# Display game over message
overlay = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT))
overlay.set_alpha(200)
overlay.fill(BLACK)
win.blit(overlay, (0, 0))
over_img = font.render('Game Over', True,WHITE )
winner_img = font.render(f'Player {1 if p1_score > p2_score else 2} Won', True, GREEN)
msg_img = font.render('Press R to restart, Q or ESC to quit', True, RED)
win.blit(over_img, ((SCREEN_WIDTH - over_img.get_width()) / 2, 100))
win.blit(winner_img, ((SCREEN_WIDTH - winner_img.get_width()) / 2, 150))
win.blit(msg_img, ((SCREEN_WIDTH - msg_img.get_width()) / 2, 200))

# Draw border
pygame.draw.rect(win, LIGHT_GRAY, (0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), 2, border_radius=10)

def draw_button(text, color, x, y, action=None):
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
Expand All @@ -251,30 +105,154 @@ def quit_game():
sys.exit()

def main():
clock = pygame.time.Clock()
# Game variables initialization
game_over = False
cells = create_cells()
pos, current_cell, up, right, bottom, left = reset_cells()
fill_count, p1_score, p2_score = reset_score()
turn, players, current_player, next_turn = reset_player()

# Main game loop
running = True

while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()

screen.fill(WHITE)

# Game logic and drawing go here

# Draw buttons
draw_button("Replay", BLUE, SCREEN_WIDTH // 4 - button_width // 2, SCREEN_HEIGHT // 2, replay_game)
draw_button("Quit", RED, 3 * SCREEN_WIDTH // 4 - button_width // 2, SCREEN_HEIGHT // 2, quit_game)
win.fill(DARK_GRAY)

for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
pos = event.pos
elif event.type == pygame.MOUSEBUTTONUP:
pos = None
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_q or event.key == pygame.K_ESCAPE:
running = False
elif event.key == pygame.K_r:
game_over = False
cells = create_cells()
pos, current_cell, up, right, bottom, left = reset_cells()
fill_count, p1_score, p2_score = reset_score()
turn, players, current_player, next_turn = reset_player()
elif not game_over:
if event.key == pygame.K_UP:
up = True
elif event.key == pygame.K_RIGHT:
right = True
elif event.key == pygame.K_DOWN:
bottom = True
elif event.key == pygame.K_LEFT:
left = True
elif event.type == pygame.KEYUP:
if event.key == pygame.K_UP:
up = False
elif event.key == pygame.K_RIGHT:
right = False
elif event.key == pygame.K_DOWN:
bottom = False
elif event.key == pygame.K_LEFT:
left = False

# Drawing grid
for r in range(ROWS + 1):
for c in range(COLS + 1):
pygame.draw.circle(win, WHITE, (c * CELL_SIZE + 2 * PADDING, r * CELL_SIZE + 3 * PADDING), 2)

# Update and draw cells
for cell in cells:
cell.update(win)
if pos and cell.rect.collidepoint(pos):
current_cell = cell

# Drawing current selection
if current_cell:
index = current_cell.index
if not current_cell.winner:
pygame.draw.circle(win, RED, current_cell.rect.center, 2)

if up and not current_cell.sides[0]:
current_cell.sides[0] = True
if index - ROWS >= 0:
cells[index - ROWS].sides[2] = True
next_turn = True
if right and not current_cell.sides[1]:
current_cell.sides[1] = True
if (index + 1) % COLS > 0:
cells[index + 1].sides[3] = True
next_turn = True
if bottom and not current_cell.sides[2]:
current_cell.sides[2] = True
if index + ROWS < len(cells):
cells[index + ROWS].sides[0] = True
next_turn = True
if left and not current_cell.sides[3]:
current_cell.sides[3] = True
if (index % COLS) > 0:
cells[index - 1].sides[1] = True
next_turn = True

# Check for win condition
res = current_cell.check_win(current_player)
if res:
fill_count += res
if current_player == 'X':
p1_score += 1
else:
p2_score += 1
if fill_count == ROWS * COLS:
game_over = True

# Switch players
if next_turn:
turn = (turn + 1) % len(players)
current_player = players[turn]
next_turn = False

# Display scores and current player
p1_img = font.render(f'{p1_score}', True, BLUE)
p2_img = font.render(f'{p2_score}', True, BLUE)

# Render player texts with appropriate positions
p1_text = font.render('Player 1:', True, BLUE)
p2_text = font.render('Player 2:', True, BLUE)

# Calculate positions for player texts and scores
p1_text_pos = (2 * PADDING, 15)
p1_img_pos = (p1_text_pos[0] + p1_text.get_width() + 5, 15)
p2_img_pos = (SCREEN_WIDTH - 2 * PADDING - p2_img.get_width(), 15)
p2_text_pos = (p2_img_pos[0] - p2_text.get_width() - 5, 15)

# Blit the player texts and scores
win.blit(p1_text, p1_text_pos)
win.blit(p1_img, p1_img_pos)
win.blit(p2_text, p2_text_pos)
win.blit(p2_img, p2_img_pos)

# Highlight current player's turn
if not game_over:
if turn == 0: # Player 1's turn
pygame.draw.rect(win, BLUE, (p1_text_pos[0], p1_text_pos[1] + font.get_height() + 2, p1_text.get_width() + p1_img.get_width() + 5, 2), 0)
else: # Player 2's turn
pygame.draw.rect(win, BLUE, (p2_text_pos[0], p2_text_pos[1] + font.get_height() + 2, p2_text.get_width() + p2_img.get_width() + 5, 2), 0)

if game_over:
# Display game over message
overlay = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT))
overlay.set_alpha(200)
overlay.fill(BLACK)
win.blit(overlay, (0, 0))
over_img = font.render('Game Over', True,WHITE )
winner_img = font.render(f'Player {1 if p1_score > p2_score else 2} Won', True, GREEN)
msg_img = font.render('Press R to restart, Q or ESC to quit', True, RED)
win.blit(over_img, ((SCREEN_WIDTH - over_img.get_width()) / 2, 100))
win.blit(winner_img, ((SCREEN_WIDTH - winner_img.get_width()) / 2, 150))
win.blit(msg_img, ((SCREEN_WIDTH - msg_img.get_width()) / 2, 200))

# Draw border
pygame.draw.rect(win, LIGHT_GRAY, (0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), 2, border_radius=10)
pygame.display.flip()

pygame.display.update()

pygame.quit()

pygame.display.flip()
clock.tick(60)
pygame.quit()

if __name__ == "__main__":
main()