'''
import pygame,os,sys
from pygame.locals import *
-from threading import Thread
-from network import *
+from network import Comp
pygame.font.init()
+comp = Comp()
screen = pygame.display.set_mode((400,400))
-none, black, white, effect = 0,1,2,3
+none, black, white = 0,1,2
def Path():
for name in sys.argv:
auto = False
stone = none
-class Effect(Thread):
- def __init__(self):
- self.X = 0
- self.Y = 0
- self.Left = 0
- self.Top = 0
-
class Grid():
def __init__(self):
self.grid = [[none for y in range(8)] for x in range(8)]
- self.stone = none
+ self.stone = none
+
def Assign(self,item):
for x in range(8):
for y in range(8):
class StoneGrid():
def __init__(self):
- self.arr = [-1 for x in range(65)]
- self.map = [-1 for x in range(65)]
self.item = Grid()
- self.buffer = [Grid() for x in range(61)]
+ self.buffer = Grid()
+ self.map = Grid()
+ self.arr = Grid()
self.turn_number = 0
self.turn_index = 0
self.active = True
- self.list = []
- self.effect_stone = none
self.gameover = False
self.text = pygame.font.SysFont(pygame.font.get_fonts()[0], 25, True).render('reversi',False,(0,0,255)).convert()
self.item.grid[3][4] = white
self.turn_index = 0
self.turn_number = 0
- self.buffer[0].Assign(self.item)
def CalScore(self,stone,x,y):
- def Normal():
- for x in range(8):
- for y in range(8):
- if self.CanSetStone(stone, x, y, False) == True:
+ self.buffer.Assign(self.item)
+ if self.CanSetStone(stone, x, y, True) == True:
+ for i in range(8):
+ for j in range(8):
+ if self.CanSetStone(stone, i, j, False) == True:
self.score += 1
+ self.item.Assign(self.buffer)
+ return True
+ else:
+ return False
def CanSetStone(self,stone,x,y,reverse):
p = [True,False]
if not ((0 <= d)and(d < 8)and(0 <= e)and(e < 8)):
break
s = self.item.grid[d][e]
- if s == effect:
- s = self.effect_stone
if s == none:
break
elif s == stone:
if i > 1:
- if (p[1] == False)and(reverse == True):
- self.item.grid[x][y] = stone
- p[1] = True
- if reverse == True:
+ if reverse == True:
+ if p[1] == False:
+ self.item.grid[x][y] = stone
+ p[1] = True
j = 1
while j <= i-1:
self.item.grid[x+m*j][y+n*j] = stone
j += 1
- Paint()
- break
else:
p[0],p[1] = False,True
- break
- else:
- break
+ break
else:
i += 1
Method(1, -1)
Method(1, 0)
Method(1, 1)
+ if (p[1] == True)and(reverse == True):
+ ChangePlayer()
return p[1]
def NextStone(self,stone,pos):
if self.CalScore(stone, i, j) == True:
if result == False:
result = True
- self.arr[1+(j-1)*8+i] = self.score
+ self.arr.grid[i][j] = self.score
if self.score > n:
n = self.score
pos[0],pos[1] = i,j
- for i in range(1,len(self.arr)):
- if self.arr[i] != -1:
- self.arr[i] = (n-self.arr[i])/n
+ else:
+ self.arr.grid[i][j] = -1
+ for i in range(8):
+ for j in range(8):
+ k = self.arr.grid[i][j]
+ if k != -1:
+ self.arr.grid[i][j] = (n-k)/n
return result
def Start(self):
screen.blit(img,r,pygame.Rect(2*size,0,3*size,size))
elif s == black:
screen.blit(img,r,pygame.Rect(size,0,2*size,size))
- elif s == effect:
- continue
else:
screen.blit(img,r,pygame.Rect(0,0,size,size))
if stone_grid.gameover == True:
def CompStone():
pos = [0,0]
- stone_grid.map[0] = index.stone
- stone_grid.arr[0] = index.stone
i = 1
- for y in range(8):
- for x in range(8):
- stone_grid.map[i] = stone_grid.item.grid[x][y]
- i += 1
stone_grid.active = False
if stone_grid.NextStone(index.stone, pos) == True:
if index.stone == black:
- pos = sente_stone(stone_grid.map,stone_grid.arr)
+ pre = comp.sente_stone(stone_grid.item.grid,stone_grid.arr.grid)
elif index.stone == white:
- pos = gote_stone(stone_grid.map,stone_grid.arr)
- stone_grid.CanSetStone(index.stone, pos[0], pos[1], True)
- else:
- ChangePlayer()
+ pre = comp.gote_stone(stone_grid.item.grid,stone_grid.arr.grid)
+ if stone_grid.CanSetStone(index.stone, pre[0], pre[1], True) == False:
+ stone_grid.CanSetStone(index.stone, pos[0], pos[1], True)
+ ChangePlayer()
player1 = Player()
player2 = Player()
if (index.auto == False)and(stone_grid.active == True)and(t == True):
stone_grid.active = False
s = pygame.mouse.get_pos()
- stone_grid.CanSetStone(index.stone,s[0]//50,s[1]//50,True)
+ stone_grid.CanSetStone(index.stone,s[0]//size,s[1]//size,True)
stone_grid.active = True
\ No newline at end of file