Tic Tac Toe Game using Turtle - python

This is for an extra credit assignment in Python. I've finished most until the last part where I have to determine the area of the tictactoe box chosen.
I can only detect diagonal boxes, used from combining both code reply's below.
I can detect those 3 boxes but the rest still show as none and most logic is used with loop so I can understand where I am going wrong.
import turtle
from time import sleep
import sys
CURSOR_SIZE = 20
SQUARE_SIZE = 99
FONT_SIZE = 40
FONT = ('Arial', FONT_SIZE, 'bold')
BOXES = {}
# TRACK BOX
pen = turtle.Turtle()
pen.penup()
def mouse(x, y):
print('|--------------X={0} Y={1}--------------|'.format(x, y))
for key in BOXES:
minx, miny, maxx, maxy = BOXES[key]
print(key, BOXES[key])
if (minx <= x <= maxx) and (miny <= y <= maxy):
print("Found", key)
return key
print('None')
return None # Not found.
class TicTacToe:
global BOXES
def __init__(self):
# CREATES 2D LIST FOR INTERROGATION
self.board = [['?'] * 3 for i in range(3)]
def minmax(self, points):
""" Find extreme x and y values in a list of 2-D coordinates. """
minx, miny, maxx, maxy = points[0][0], points[0][1], points[0][0], points[0][1]
for x, y in points[1:]:
if x < minx:
minx = x
if y < minx:
miny = y
if x > maxx:
maxx = x
if y > maxy:
maxy = y
return minx, miny, maxx, maxy
def drawBoard(self):
##############################################
turtle.shape('square')
turtle.shapesize(SQUARE_SIZE * 3 / CURSOR_SIZE)
turtle.color('black')
turtle.stamp()
turtle.hideturtle()
##############################################
for j in range(3):
for i in range(3):
# CREATES SHAPE AND STORES IN PLACEHOLDER
turtle.shape('square')
box = turtle.shape('square')
# CREATES SHAPE SIZE AND STORES IN PLACEHOLDER
turtle.shapesize(SQUARE_SIZE / CURSOR_SIZE)
boxsize = turtle.shapesize()
# CREATES SHAPE COLOR
turtle.color('white')
turtle.penup()
# CREATES SHAPE POS AND STORES IN PLACEHOLDER
turtle.goto(i * (SQUARE_SIZE + 2) - (SQUARE_SIZE + 2), j * (SQUARE_SIZE + 2) - (SQUARE_SIZE + 2))
boxpos = turtle.pos()
mypos = []
pen.goto(boxpos[0]-50,boxpos[1]+50)
##############################################
for line in range(0, 4):
pen.forward(SQUARE_SIZE)
pen.right(90)
mypos.append(pen.pos())
turtle.showturtle()
turtle.stamp()
##############################################
a = mypos[0]
b = mypos[1]
c = mypos[2]
d = mypos[3]
self.board[j][i] = [a, b, c, d]
##############################################
BOXES['BOX01'] = self.minmax(self.board[0][0])
BOXES['BOX02'] = self.minmax(self.board[0][1])
BOXES['BOX03'] = self.minmax(self.board[0][2])
##############################################
BOXES['BOX11'] = self.minmax(self.board[1][0])
BOXES['BOX12'] = self.minmax(self.board[1][1])
BOXES['BOX13'] = self.minmax(self.board[1][2])
##############################################
BOXES['BOX21'] = self.minmax(self.board[2][0])
BOXES['BOX22'] = self.minmax(self.board[2][1])
BOXES['BOX23'] = self.minmax(self.board[2][2])
##############################################
turtle.onscreenclick(mouse)
turtle.setup(800, 600)
wn = turtle.Screen()
z = TicTacToe()
z.drawBoard()
turtle.mainloop()

I believe you're making the problem harder than necessary by not taking full advantage of Python turtle. Instead of trying to find a square within the board when clicking on the screen, make the squares of the board themselves turtles that respond to mouse clicks. Then there's nothing to figure out, position-wise.
Here's a reimplementation that draws a board, allows you to click on it, alternately sets the clicked sections to 'X' or 'O':
from turtle import Turtle, Screen
CURSOR_SIZE = 20
SQUARE_SIZE = 50
FONT_SIZE = 40
FONT = ('Arial', FONT_SIZE, 'bold')
class TicTacToe:
def __init__(self):
self.board = [['?'] * 3 for i in range(3)] # so you can interrogate squares later
self.turn = 'X'
def drawBoard(self):
background = Turtle('square')
background.shapesize(SQUARE_SIZE * 3 / CURSOR_SIZE)
background.color('black')
background.stamp()
background.hideturtle()
for j in range(3):
for i in range(3):
box = Turtle('square', visible=False)
box.shapesize(SQUARE_SIZE / CURSOR_SIZE)
box.color('white')
box.penup()
box.goto(i * (SQUARE_SIZE + 2) - (SQUARE_SIZE + 2), j * (SQUARE_SIZE + 2) - (SQUARE_SIZE + 2))
box.showturtle()
box.stamp() # blank out background behind turtle (for later)
self.board[j][i] = box
box.onclick(lambda x, y, box=box, i=i, j=j: self.mouse(box, i, j))
def mouse(self, box, i, j):
box.onclick(None) # disable further moves on this square
# replace square/turtle with (written) X or O
box.hideturtle()
box.color('black')
box.sety(box.ycor() - FONT_SIZE / 2)
box.write(self.turn, align='center', font=FONT)
self.board[j][i] = self.turn # record move
self.turn = ['X', 'O'][self.turn == 'X'] # switch turns
screen = Screen()
game = TicTacToe()
game.drawBoard()
screen.mainloop()
You can use board to do scoring, or implement a smart computer player, or whatever you desire.

This should give you the basic idea, which is compute the minimum and maximum x and y values of each box and store them in BOXES. This makes it very easy to determine if the given x and y coordinates passed to the mouse() callback function are within any of them.
With the multiple boxes in your real code, make sure to apply the new minmax() function to the corners of each one of them.
import turtle
""" This will be based off 1 box instead of all 9"""
pen = turtle.Turtle()
corners = []
BOXES = {}
for line in range(0, 4):
pen.forward(50)
pen.left(90)
corners.append(pen.pos())
def minmax(points):
""" Find extreme x and y values in a list of 2-D coordinates. """
minx, miny, maxx, maxy = points[0][0], points[0][1], points[0][0], points[0][1]
for x, y in points[1:]:
if x < minx:
minx = x
if y < minx:
miny = y
if x > maxx:
maxx = x
if y > maxy:
maxy = y
return minx, miny, maxx, maxy
BOXES['MIDDLEBOX'] = minmax(corners)
for i in BOXES:
print(i, BOXES[i])
"""
POINTS FROM LEFT TO RIGHT
(1) - TOP LEFT CORNER
(2) - BOTTOM LEFT CORNER
(3) - BOTTOM RIGHT CORNER
(4) - TOP RIGHT CORNER
"""
def mouse(x, y):
""" Return key of box if x, y are within global BOXES
or None if it's not.
"""
for key in BOXES:
minx, miny, maxx, maxy = BOXES[key]
if (minx <= x <= maxx) and (miny <= y <= maxy):
print(key)
return key
print('None')
return None # Not found.
turtle.onscreenclick(mouse)
turtle.mainloop()

Related

How can I change the size of my python turtle window?

I am currently trying to draw a Mandelbrot set in python with turtle. However, my problem has nothing to do with the Mandelbrot. I can't change the size of my turtle window. How can I do that?
I tried to initialize a screen and set the screen size with the screensize method. Nothing changes if I do this.
This is my code for drawing the set. I pasted the whole code because I don't know what I did wrong that the screen size doesn't change.
from turtle import *
height = 360
width = 360
screen = Screen()
screen.screensize(width, height)
tu = Turtle()
tu.hideturtle()
tu.speed(0)
tu.penup()
def decreasePoint(n, start1, stop1, start2, stop2):
return ((n - start1) / (stop1 - start1)) * (stop2 - start2) + start2
for x in range(width):
for y in range(height):
a = decreasePoint(x, 0, width, -2, 2)
b = decreasePoint(y, 0, height, -2, 2)
ca = a
cb = b
n = 0
z = 0
while n < 100:
aa = a * a - b * b
bb = 2 * a * b
a = aa + ca
b = bb + cb
n += 1
if abs(a + b) > 16:
break
bright = 'pink'
if (n == 100):
bright = 'black'
tu.goto(x , y)
tu.pendown()
tu.dot(4, bright)
tu.penup()
done()
Instead of:
screen.screensize(width, height)
do:
screen.setup(width, height)
The screensize() method sets the amount of area the turtle can roam, but doesn't change the screen size (despite the name), just the scrollable area. Also, to simplify your code, speed it up and produce a more detailed result, I suggest the following rework:
from turtle import Screen, Turtle
WIDTH, HEIGHT = 360, 360
screen = Screen()
screen.setup(WIDTH + 4, HEIGHT + 8) # fudge factors due to window borders & title bar
screen.setworldcoordinates(0, 0, WIDTH, HEIGHT)
turtle = Turtle()
turtle.hideturtle()
turtle.penup()
def scalePoint(n, start1, stop1, start2, stop2):
return (n - start1) * (stop2 - start2) / (stop1 - start1) + start2
screen.tracer(False)
for x in range(WIDTH):
real = scalePoint(x, 0, WIDTH, -2, 2)
for y in range(HEIGHT):
imaginary = scalePoint(y, 0, HEIGHT, -2, 2)
c = complex(real, imaginary)
z = 0j
color = 'pink'
for _ in range(100):
if abs(z) >= 16.0:
break
z = z * z + c
else:
color = 'black'
turtle.goto(x, y)
turtle.dot(1, color)
screen.update()
screen.tracer(True)
screen.exitonclick()

python canvas.find_overlapping appears to have inverted y-axis

I am trying to find the color of the canvas under a Python turtle. I use canvas.find_overlapping but it is only successful when I negate the ycor, implying that the y-axis is inverted in the canvas object, compared to what is shown. Is there a problem with my code or is the y-axis inverted?
import turtle
wn = turtle.Screen()
maze_drawer = turtle.Turtle()
maze_drawer.color("purple")
maze_drawer.speed("fastest")
path_width = 15
def get_pixel_color(x, y):
c = turtle.Screen().getcanvas()
# -y should not work??
items = c.find_overlapping(x, -y, x, -y)
if len(items) > 0:
return c.itemcget(items[0], "fill") # get 0 object (canvas)
# draw simplified maze
wall_len = 0
for i in range(10):
maze_drawer.left(90)
wall_len += path_width
maze_drawer.forward(wall_len)
# navigate maze from center
maze_runner = turtle.Turtle()
maze_runner.color("green")
maze_runner.penup()
maze_runner.goto(-path_width, -path_width)
# test in y dir: maze_runner.setheading(90)
clear = True
while(clear):
maze_runner.forward(1)
color_at_turtle = get_pixel_color(maze_runner.xcor(), maze_runner.ycor())
if (color_at_turtle == "purple"):
clear = False
wn.exitonclick()
Neat use of tkinter pixel detection within turtle! If the inverted Y coordinate is bothersome, you can flip it from turtle's perspective:
from turtle import Screen, Turtle
screen = Screen()
width, height = screen.window_width() / 2, screen.window_height() / 2
screen.setworldcoordinates(-width, height, width, -height) # flip Y coordinate
Then your code doesn't have to think about negating Y as long as you know you're drawing upside down:
from turtle import Screen, Turtle
PATH_WIDTH = 15
def get_pixel_color(x, y):
canvas = screen.getcanvas()
items = canvas.find_overlapping(x, y, x, y)
if items:
return canvas.itemcget(items[0], "fill") # get 0 object (canvas)
return None
screen = Screen()
width, height = screen.window_width() / 2, screen.window_height() / 2
screen.setworldcoordinates(-width, height, width, -height)
maze_drawer = Turtle(visible=False)
maze_drawer.color("purple")
maze_drawer.speed("fastest")
# draw simplified maze
wall_len = 0
for _ in range(20):
maze_drawer.left(90)
wall_len += PATH_WIDTH
maze_drawer.forward(wall_len)
# navigate maze from center
maze_runner = Turtle()
maze_runner.color("dark green", "green")
maze_runner.penup()
maze_runner.goto(-PATH_WIDTH, -PATH_WIDTH)
def run_maze():
maze_runner.forward(1)
x, y = maze_runner.position()
color_at_turtle = get_pixel_color(x, y)
if color_at_turtle == "purple":
maze_runner.backward(PATH_WIDTH - 1)
maze_runner.left(90)
x, y = maze_runner.position()
if -width < x < width and -height < y < height:
screen.ontimer(run_maze, 10)
run_maze()
screen.exitonclick()

turtle - How to get mouse cursor position in window?

How would I go about finding the current position of the mouse pointer in the turtle screen? I want it so I have the mouse position before I click and while im moving the cursor. I have searched google and this website can't find anything besides how to get the position after a click.
turtle.getcanvas() returns a Tkinter Canvas.
Like with a Tkinter window, you can get the current mouse pointer coordinates by winfo_pointerx and .winfo_pointery on it:
canvas = turtle.getcanvas()
x, y = canvas.winfo_pointerx(), canvas.winfo_pointery()
# or
# x, y = canvas.winfo_pointerxy()
If you want to only react to movement instead of e.g. polling mouse pointer positions in a loop, register an event:
def motion(event):
x, y = event.x, event.y
print('{}, {}'.format(x, y))
canvas = turtle.getcanvas()
canvas.bind('<Motion>', motion)
Note that events only fire while the mouse pointer hovers over the turtle canvas.
All these coordinates will be window coordinates (with the origin (0, 0) at the top left of the turtle window), not turtle coordinates (with the origin (0, 0) at the canvas center), so if you want to use them for turtle positioning or orientation, you'll have to do some transformation.
Following up on this answer, here's an example of one way to normalize the Tkinter coordinates for turtle using the canvas.bind('<Motion>', motion) approach (canvas.winfo_pointerxy() didn't provide values that made sense to me, although I didn't look into it much):
import turtle
def on_motion(event):
x = event.x - turtle.window_width() / 2
y = -event.y + turtle.window_height() / 2
turtle.goto(x, y)
turtle.stamp()
print(x, y)
turtle.tracer(0)
turtle.penup()
turtle.getcanvas().bind("<Motion>", on_motion)
turtle.exitonclick()
Using this in a real-time app rather than only on motion:
import turtle
def on_motion(event):
global mouse_x, mouse_y
mouse_x = event.x - turtle.window_width() / 2
mouse_y = -event.y + turtle.window_height() / 2
def tick():
print(mouse_x, mouse_y)
turtle.goto(mouse_x, mouse_y)
turtle.stamp()
win.ontimer(tick, frame_delay_ms)
turtle.tracer(0)
mouse_x, mouse_y = 0, 0
turtle.getcanvas().bind("<Motion>", on_motion)
turtle.shape("circle")
turtle.penup()
frame_delay_ms = 1000 // 30
win = turtle.Screen()
tick()
turtle.exitonclick()
Putting it into a more full-featured app without global:
import turtle
from math import sin
def add_mouse_listener():
def on_motion(event):
nonlocal x, y
x = event.x - turtle.window_width() / 2
y = -event.y + turtle.window_height() / 2
turtle.getcanvas().bind("<Motion>", on_motion)
x, y = 0, 0
return lambda: (x, y)
def color(c, a):
return sin(c + a) / 2 + 0.5
def colors(r, ra, g, ga, b, ba):
return color(r, ra), color(g, ga), color(b, ba)
def main():
ra = 0
ba = 0
ga = 0
r = 0.5
b = 0
g = 1
frame_delay_ms = 1000 // 30
turtle.tracer(0)
turtle.pensize(40)
mouse_pos = add_mouse_listener()
win = turtle.Screen()
def tick():
nonlocal ra, ba, ga
turtle.color(colors(r, ra, g, ga, b, ba))
ra += 0.03
ba += 0.0311
ga += 0.032
x, y = mouse_pos()
turtle.setheading(turtle.towards(x, y))
turtle.forward(10)
turtle.update()
win.ontimer(tick, frame_delay_ms)
tick()
turtle.exitonclick()
if __name__ == "__main__":
main()

Cannot seem to get a line drawn between the pixels that are my Bezier Curve. Python / Tkinter Canvas

I can not seem draw lines between the old pixel and the new pixel making a smooth Bezier curve. I have the Bezier curve, but it is only made up of pixels alone. Also, when I click on the canvas to update the Bezier curve I can't get the old one to delete. I have tried canvas.delete(line) and also canvas.delete(tk.ALL), but this gets rid of everything and i need to be able to keep my click_points or the where the ovals where drawn. Any help would be greatly appreciated.
import tkinter as tk
#Screen creation.
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 800
SIZE = 4
**# Creates the canvas.**
root_window = tk.Tk()
canvas = tk.Canvas(root_window, width = SCREEN_WIDTH, height = SCREEN_HEIGHT)
canvas.pack()
**#Plots each pixel**
def plot_pixel(x0, y0):
line = canvas.create_line(x0, y0, x0 + 1, y0)
**#Pre: Takes a list of points.
#Post: Recursively iterates through the list to find the
# linear interpolation (x, y)**
def draw_curve(points, t):
if len(points) == 1:
plot_pixel(points[0][0], points[0][1])
else:
newpoints = []
for i in range(0, len(points) - 1):
# old_point_x = (1 - t) * points[i - 1][0] + t * points[i][0]
# old_point_y = (1 - t) * points[i - 1][1] + t * points[i][1]
x = (1 - t) * points[i][0] + t * points[i + 1][0]
y = (1 - t) * points[i][1] + t * points[i + 1][1]
newpoints.append((x, y))
draw_curve(newpoints, t)
Recursion call to draw_curve while t <= 1.
def draw(points):
t = 0
while t <= 1:
draw_curve(points, t)
t += 0.01
#Mouse B-1 bound, for every click draw an oval and append to
#list -- click_points.
click_points = []
def click(event):
click_points.append((event.x, event.y))
oval = canvas.create_oval(event.x - SIZE,
event.y - SIZE,
event.x + SIZE,
event.y + SIZE,
fill = "red")
draw(click_points)
canvas.bind("<Button-1>", click)
root_window.mainloop()

Loading a map in Pygame / Python

How would I go about loading a map file in Pygame / Python?
I would like to load a map file in this format;
http://pastebin.com/12DZhrtp
EDIT: I'm guessing it's a for loop, but I'm not sure on how to do that.
Though some people have helped open a file, I understand you are actually looking to import a text file as a map:
I did not write this, but have been using it as an example for my game:
# This code is in the Public Domain
# -- richard#mechanicalcat.net
class Map:
def __init__(self, map, tiles):
self.tiles = pygame.image.load(tiles)
l = [line.strip() for line in open(map).readlines()]
self.map = [[None]*len(l[0]) for j in range(len(l))]
for i in range(len(l[0])):
for j in range(len(l)):
tile = l[j][i]
tile = tile_coords[tile]
if tile is None:
continue
elif isinstance(tile, type([])):
tile = random.choice(tile)
cx, cy = tile
if random.choice((0,1)):
cx += 192
if random.choice((0,1)):
cy += 192
self.map[j][i] = (cx, cy)
def draw(self, view, viewpos):
'''Draw the map to the "view" with the top-left of "view" being at
"viewpos" in the map.
'''
sx, sy = view.get_size()
bx = viewpos[0]/64
by = viewpos[1]/64
for x in range(0, sx+64, 64):
i = x/64 + bx
for y in range(0, sy+64, 64):
j = y/64 + by
try:
tile = self.map[j][i]
except IndexError:
# too close to the edge
continue
if tile is None:
continue
cx, cy = tile
view.blit(self.tiles, (x, y), (cx, cy, 64, 64))
def limit(self, view, pos):
'''Limit the "viewpos" variable such that it defines a valid top-left
rectangle of "view"'s size over the map.
'''
x, y = pos
# easy
x = max(x, 0)
y = max(y, 0)
# figure number of tiles in a view, hence max x and y viewpos
sx, sy = view.get_size()
nx, ny = sx/64, sy/64
mx = (len(self.map[0]) - nx) * 64
my = (len(self.map) - ny) * 64
print y, my
return (min(x, mx), min(y, my))
def main():
pygame.init()
win = pygame.display.set_mode((640, 480))
map = Map('map.txt', 'tiles.png')
viewpos = (0,0)
move = False
clock = pygame.time.Clock()
sx, sy = win.get_size()
while 1:
event = pygame.event.poll()
while event.type != NOEVENT:
if event.type in (QUIT, KEYDOWN):
sys.exit(0)
elif event.type == MOUSEBUTTONDOWN:
x, y = viewpos
dx, dy = event.pos
x += dx - sx/2
y += dy - sy/2
viewpos = map.limit(win, (x, y))
move = True
event = pygame.event.poll()
win.fill((0,0,0))
map.draw(win, viewpos)
pygame.display.flip()
clock.tick(30)
if __name__ == '__main__':
main()
If you're literally asking how to load a file in Python -- disregarding the pygame side of the question -- then it's very simple.
>>> with open('a.map', 'r') as f:
... for line in f:
... print line,
...
x g g g x
x g g g x
x g x g x
x g g g x
x x x x x
KEY:
x = wall
g = grass / floor
Now instead of printing each line, you can simply read through it and store it in whatever data structure you're using.
I don't know anything about pygame though -- if it has some custom function for this, I can't help with that.
Since a map is just a 2d array, it's two loops to get through the whole thing.
self.map = [[None]*len(l[0]) for j in range(len(l))]
for i in range(len(l[0])):
for j in range(len(l)):
Details can be found many places. Here's one:
http://www.mechanicalcat.net/richard/log/Python/PyGame_sample__drawing_a_map__and_moving_around_it
Inside you'd determine what to draw. In your case: wall, grass, or floor, which would be sprites.

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