masters-dissertation/utilities/gameManager.py

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import pygame
from utilities.Board import Board
from utilities.constants import GREEN, WHITE, BLUE, SQUARE_SIZE
class GameManager:
def __init__(self, win, colour):
self._init(colour)
self.win = win
def _init(self, colour):
self.selected = None
self.board = Board()
self.turn = colour
self.validMoves = {}
self.legCount = 0
def update(self):
self.board.draw(self.win)
self.drawValidMoves(self.validMoves)
pygame.display.update()
def reset(self):
self._init(self.turn)
def select(self, row, col):
if self.selected:
result = self._move(row, col)
if not result:
self.selected = None
self.select(row, col)
piece = self.board.getPiece(row, col)
if piece != 0 and piece.colour == self.turn:
self.selected = piece
self.validMoves = self.board.getValidMoves(piece)
return True
def _move(self, row, col):
piece = self.board.getPiece(row, col)
if self.selected and piece == 0 and (row, col) in self.validMoves:
self.board.move(self.selected, row, col)
skipped = self.validMoves[row, col]
if self.validMoves[list(self.validMoves.keys())[0]]:
if self.validMoves[list(self.validMoves.keys())[0]][0].king:
self.selected.makeKing()
if skipped:
self.board.remove(skipped)
if len(self.validMoves) > 1:
del self.validMoves[list(self.validMoves.keys())[0]]
else:
self.changeTurn()
else:
self.changeTurn()
else:
return False
return True
def changeTurn(self):
self.validMoves = {}
if self.turn == GREEN:
self.turn = WHITE
return
self.turn = GREEN
def drawValidMoves(self, moves):
for row, col in moves:
pygame.draw.circle(self.win, BLUE,
(col * SQUARE_SIZE + SQUARE_SIZE // 2, row * SQUARE_SIZE + SQUARE_SIZE // 2), 15)
def winner(self):
return self.board.winner()
def getBoard(self):
return self.board
def aiMove(self, board):
if board is None:
# colour = "green" if self.turn == GREEN else "white"
# print("no move left for " + colour + " to make")
self.changeTurn()
return
self.board = board
self.changeTurn()