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mnjx
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# TicTacToe
A simple CLI TicTacToe-like game written in Python
Latest version - v2.1.3
## Key features
+ Variable playfield size
+ Ability to insert player names
## Gameplay
Upon startup, you are prompted to enter the playfield size, for
example: you enter `3`, so the playfield area will be 3 rows high
and 3 columns wide. Then you enter the name of player one and
player two. The first player always begins. 3 by 3 is the smallest
possible playfield area size.
When the game itself starts, you are prompted to enter the coordinates
of the field you want your symbol to go into. For example: if your
symbol is 'o' and you enter `1 1`, then an 'o' will be placed in the
top left corner of the playfield area.
A game ends, when one player or the other has placed 3 of their symbols
in either a horizontal row, a vertical row, or a diagonal row. There
can also be a draw, that is, when none of the players have managed
to place 3 of their symbols in a row.
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# TODO - __DONE__ variable symbol count needed to win
# - __DONE__ selecting the position of the new symbol by moving a cursor with arrow keys inside the playfield, press return to place the symbol
# - when a game ends, the winning symbols will blink a few times
# add: variable symbol count needed to win, selecting the position of the new symbol by moving a cursor with arrow keys inside the playfield, press return to place the symbol
# fix: general bugfixes
# update: comments
# algorithm steps
#
# prerequisites
# 01 clear the screen
# 02 allow a user to determine the size of the playfield
# 03 allow a user to enter names of two players
# 04 allow a user to determine the symbol count needed to win
#
# 1 clear the screen
# 2 print the current state of the game
# 3 allow for one player or the other to insert coords by moving with arrow keys and to put the symbol to the selected place by pressing space
# 5 check if the game should end (if someone won)
# 5.1 if yes -> end the game
# 5.2 if no -> jump to step 1
import os
from pynput import keyboard
from pynput.keyboard import Key, Listener, KeyCode
# these global variables are flags
end = 0
turn = 0
error = 0
# misc. global vars
_size = 0
# setting the default cursor position to the left top corner
cursorX = cursorY = 0
# error codes
#
# 1 - invalid value
# 2 - invalid index/position
# 3 - index/position occupied
def init():
global end, turn, pf, name1, name2, symbolCount, cursorX, cursorY, size, _size
# 01 -> clear the screen
clearScreen()
# 02 -> allow a user to determine the size of the playfield
size = None
F_printOneMoreTime = 0 # variables starting with 'F_' are flags
while size == None:
try:
size = int(input("Size of the playfield (n*n): "))
_size = size
except ValueError:
clearScreen()
print("Enter a number")
F_printOneMoreTime = 1
continue
if F_printOneMoreTime == 1:
clearScreen()
print("Size of the playfield (n*n):", size)
F_printOneMoreTime = 0
if size <= 2:
clearScreen()
print("Size of the playfield (n*n):", size, "(changed to 3*3)")
size = 3
# 03 -> allow a user to enter names of two players
name1 = input("Name of the first player: ")
name2 = input("Name of the second player: ")
# 04 -> allow a user to determine the symbol count needed to win
symbolCount = None
F_printOneMoreTime = 0
while symbolCount == None:
try:
symbolCount = int(input("Number of symbols inline needed to win: "))
except ValueError:
clearScreen()
print("Enter a number")
F_printOneMoreTime = 1
continue
if F_printOneMoreTime == 1:
clearScreen()
print("Number of symbols inline needed to win:", symbolCount)
F_printOneMoreTime = 0
# creating the playfield
pf = [] # pf is shor for PlayField
temp = []
for i in range(size):
for j in range(size):
temp.append(' ')
pf.append(temp)
temp = []
# setting the hotkeys for moving with the cursor and putting down symbols
while end == 0:
gameRound(pf, name1, name2)
# clears the screen
def clearScreen():
if os.name == "posix":
os.system("clear")
if os.name == "nt":
os.system("cls")
# detects if a position is inside the playfield
def inBound(x):
global _size
if 0 <= x < _size:
return 1
else:
return 0
# prints the current state of the game
def gameState(pf, name1, name2):
global error, cursorX, cursorY
if error == 1:
print("Invalid value")
error = 0
if error == 2:
print("Invalid position")
error = 0
if error == 3:
print("Position occupied")
error = 0
print(name1, "(o) vs", name2, "(x)")
for i in range(len(pf)):
for j in range(len(pf)):
if cursorX == j and cursorY == i:
print(f"#{pf[i][j]}#", end=" ")
continue
print(f"[{pf[i][j]}]", end=" ")
print("")
# checks whether someone has won
def check(pf):
global symbolCount
# horizontal checking
# 0 is for when 'o's win and 1 is for when 'x's win
o = x = 0
for i in range(len(pf)):
for j in range(len(pf)):
if pf[i][j] == 'o':
o += 1
if pf[i][j] == 'x':
x += 1
if o == symbolCount:
return 0
elif x == symbolCount:
return 1
if pf[i][j] == ' ':
o = x = 0
if o < symbolCount or x < symbolCount:
o = x = 0
# vertical checking
o = x = 0
for i in range(len(pf)):
for j in range(len(pf)):
if pf[j][i] == 'o':
o += 1
if pf[j][i] == 'x':
x += 1
if o == symbolCount:
return 0
elif x == symbolCount:
return 1
if pf[j][i] == ' ':
o = x = 0
if o < symbolCount or x < symbolCount:
o = x = 0
# diagonal checking
o = x = 0
for i in range(len(pf)):
for j in range(len(pf)):
if pf[i][j] == 'o':
try:
if pf[i-1][j-1] == 'o':
for k in range(symbolCount):
if pf[i-k][j-k] == 'o':
o += 1
else:
o = 0
except IndexError:
continue
try:
if pf[i-1][j+1] == 'o':
for k in range(symbolCount):
if pf[i-k][j+k] == 'o':
o += 1
else:
o = 0
except IndexError:
continue
try:
if pf[i+1][j-1] == 'o':
for k in range(symbolCount):
if pf[i+k][j-k] == 'o':
o += 1
else:
o = 0
except IndexError:
continue
try:
if pf[i+1][j+1] == 'o':
for k in range(symbolCount):
if pf[i+k][j+k] == 'o':
o += 1
else:
o = 0
except IndexError:
continue
if o >= symbolCount:
return 0
elif o < symbolCount:
o = 0
if pf[i][j] == 'x':
try:
if pf[i-1][j-1] == 'x':
for k in range(symbolCount):
if pf[i-k][j-k] == 'x':
x += 1
else:
x = 0
except IndexError:
continue
try:
if pf[i-1][j+1] == 'x':
for k in range(symbolCount):
if pf[i-k][j+k] == 'x':
x += 1
else:
x = 0
except IndexError:
continue
try:
if pf[i+1][j-1] == 'x':
for k in range(symbolCount):
if pf[i+k][j-k] == 'x':
x += 1
else:
x = 0
except IndexError:
continue
try:
if pf[i+1][j+1] == 'x':
for k in range(symbolCount):
if pf[i+k][j+k] == 'x':
x += 1
else:
x = 0
except IndexError:
continue
if x >= symbolCount:
return 1
elif x < symbolCount:
x = 0
# draw checking
# 2 is for when a draw occurs
count = 0
for i in range(len(pf)):
for j in range(len(pf)):
if pf[i][j] == 'o' or pf[i][j] == 'x':
count += 1
if count == len(pf)*len(pf):
return 2
def cursorLeft():
global cursorX, cursorY, pf, name1, name2, error
if inBound(cursorX-1) == 1 and inBound(cursorY):
cursorX -= 1
clearScreen()
gameState(pf, name1, name2)
def cursorRight():
global cursorX, cursorY, pf, name1, name2, error
if inBound(cursorX+1) == 1 and inBound(cursorY) == 1:
cursorX += 1
clearScreen()
gameState(pf, name1, name2)
def cursorUp():
global cursorX, cursorY, pf, name1, name2, error
if inBound(cursorX) == 1 and inBound(cursorY-1) == 1:
cursorY -= 1
clearScreen()
gameState(pf, name1, name2)
def cursorDown():
global cursorX, cursorY, pf, name1, name2, error
if inBound(cursorX) == 1 and inBound(cursorY+1) == 1:
cursorY += 1
clearScreen()
gameState(pf, name1, name2)
def putSymbol():
global cursorX, cursorY, turn, pf, name1, name2
if turn == 0 and pf[cursorY][cursorX] == ' ':
pf[cursorY][cursorX] = 'o'
turn = 1
elif turn == 1 and pf[cursorY][cursorX] == ' ':
pf[cursorY][cursorX] = 'x'
turn = 0
clearScreen()
gameState(pf, name1, name2)
def keys(key):
global listener
if key == keyboard.Key.left:
cursorLeft()
if key == keyboard.Key.right:
cursorRight()
if key == keyboard.Key.up:
cursorUp()
if key == keyboard.Key.down:
cursorDown()
if key == keyboard.Key.space:
listener.stop()
putSymbol()
# logic for a round of the game
def gameRound(pf, name1, name2):
global end, turn, error, listener
# 1 -> clear the screen
#
# cross-platform (Windows, Unix-like OSs)
clearScreen()
# 2 -> print the current state of the game
gameState(pf, name1, name2)
# 3 -> allow for one player or the other to move with arrow keys and to put the symbol to the selected place by pressing space
#
# only if there isn't another symbol present and the coords are valid
# the 'o' or 'x' is determined by the turn variable
# - if it is 0, then an 'o' is placed, if it is 1, an 'x' is placed instead
# the rows and columns are marked 1, 2 and 3, not 0, 1 and 2 as the indexes
# for better user experience
with keyboard.Listener(
on_press=keys,
supress=True
) as listener:
listener.join()
# 5 -> check if the game should end (if someone won)
won = check(pf)
if won == 0:
# 5.1 -> if yes -> end the game
clearScreen()
print("o won!")
gameState(pf, name1, name2)
end = 1
# 5.2 -> if no -> jump to step 1
if won == 1:
clearScreen()
print("x won!")
gameState(pf, name1, name2)
end = 1
if won == 2:
clearScreen()
print("Draw!")
gameState(pf, name1, name2)
end = 1
# driver code
if __name__ == "__main__":
init()
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# TODO - __DONE__ variable symbol count needed to win
# - selecting the position of the new symbol by moving a cursor with arrow keys inside the playfield, press return to place the symbol
# - when a game ends, the winning symbols will blink a few times
# add: variable symbol count needed to win
# fix: general bugfixes
# update: comments
# algorithm steps
#
# prerequisites
# 01 clear the screen
# 02 allow a user to determine the size of the playfield
# 03 allow a user to enter names of two players
# 04 allow a user to determine the symbol count needed to win
#
# 1 clear the screen
# 2 print the current state of the game
# 3 allow for one player or the other to insert coords
# 4 place an 'o' or an 'x' to the coresponding coords
# 5 check if the game should end (if someone won)
# 5.1 if yes -> end the game
# 5.2 if no -> jump to step 1
import os, keyboard
# these global variables are flags
end = 0
turn = 0
error = 0
# error codes
#
# 1 - invalid value
# 2 - invalid index/position
# 3 - index/position occupied
def init():
global end, turn, pf, symbolCount
# 01 -> clear the screen
clearScreen()
# 02 -> allow a user to determine the size of the playfield
size = None
F_printOneMoreTime = 0 # variables starting with 'F_' are flags
while size == None:
try:
size = int(input("Size of the playfield (n*n): "))
except ValueError:
clearScreen()
print("Enter a number")
F_printOneMoreTime = 1
continue
if F_printOneMoreTime == 1:
clearScreen()
print("Size of the playfield (n*n):", size)
F_printOneMoreTime = 0
if size <= 2:
clearScreen()
print("Size of the playfield (n*n):", size, "(changed to 3*3)")
size = 3
# 03 -> allow a user to enter names of two players
name1 = input("Name of the first player: ")
name2 = input("Name of the second player: ")
# 04 -> allow a user to determine the symbol count needed to win
symbolCount = None
F_printOneMoreTime = 0
while symbolCount == None:
try:
symbolCount = int(input("Number of symbols inline needed to win: "))
except ValueError:
clearScreen()
print("Enter a number")
F_printOneMoreTime = 1
continue
if F_printOneMoreTime == 1:
clearScreen()
print("Number of symbols inline needed to win:", symbolCount)
F_printOneMoreTime = 0
# creating the playfield
pf = [] # pf is shor for PlayField
temp = []
for i in range(size):
for j in range(size):
temp.append(' ')
pf.append(temp)
temp = []
while end == 0:
gameRound(pf, name1, name2)
# clears the screen
def clearScreen():
if os.name == "posix":
os.system("clear")
if os.name == "nt":
os.system("cls")
# detects if a position is inside the playfield
def inBound(a, b):
global pf
if len(pf) <= a >= 0 or len(pf) <= b >= 0:
return 1
else:
return 0
# prints the current state of the game
def gameState(pf, name1, name2):
global error
if error == 1:
print("Invalid value")
error = 0
if error == 2:
print("Invalid position")
error = 0
if error == 3:
print("Position occupied")
error = 0
print(name1, "(o) vs", name2, "(x)")
for i in range(len(pf)):
for j in range(len(pf)):
print(f"[{pf[i][j]}]", end=" ")
print(" ")
# checks whether someone has won
def check(pf):
global symbolCount
# horizontal checking
# 0 is for when 'o's win and 1 is for when 'x's win
o = x = 0
for i in range(len(pf)):
for j in range(len(pf)):
if pf[i][j] == 'o':
o += 1
if pf[i][j] == 'x':
x += 1
if o == symbolCount:
return 0
elif x == symbolCount:
return 1
if pf[i][j] == ' ':
o = x = 0
if o < symbolCount or x < symbolCount:
o = x = 0
# vertical checking
o = x = 0
for i in range(len(pf)):
for j in range(len(pf)):
if pf[j][i] == 'o':
o += 1
if pf[j][i] == 'x':
x += 1
if o == symbolCount:
return 0
elif x == symbolCount:
return 1
if pf[j][i] == ' ':
o = x = 0
if o < symbolCount or x < symbolCount:
o = x = 0
# diagonal checking
o = x = 0
for i in range(len(pf)):
for j in range(len(pf)):
if pf[i][j] == 'o':
try:
if pf[i-1][j-1] == 'o':
for k in range(symbolCount):
if pf[i-k][j-k] == 'o':
o += 1
except IndexError:
continue
try:
if pf[i-1][j+1] == 'o':
for k in range(symbolCount):
if pf[i-k][j+k] == 'o':
o += 1
except IndexError:
continue
try:
if pf[i+1][j-1] == 'o':
for k in range(symbolCount):
if pf[i+k][j-k] == 'o':
o += 1
except IndexError:
continue
try:
if pf[i+1][j+1] == 'o':
for k in range(symbolCount):
if pf[i+k][j+k] == 'o':
o += 1
except IndexError:
continue
if o >= symbolCount:
return 0
elif o < symbolCount:
o = 0
if pf[i][j] == 'x':
try:
if pf[i-1][j-1] == 'x':
for k in range(symbolCount):
if pf[i-k][j-k] == 'x':
x += 1
except IndexError:
continue
try:
if pf[i-1][j+1] == 'x':
for k in range(symbolCount):
if pf[i-k][j+k] == 'x':
x += 1
except IndexError:
continue
try:
if pf[i+1][j-1] == 'x':
for k in range(symbolCount):
if pf[i+k][j-k] == 'x':
x += 1
except IndexError:
continue
try:
if pf[i+1][j+1] == 'x':
for k in range(symbolCount):
if pf[i+k][j+k] == 'x':
x += 1
except IndexError:
continue
if x >= symbolCount:
return 1
elif x < symbolCount:
x = 0
# draw checking
# 2 is for when a draw occurs
count = 0
for i in range(len(pf)):
for j in range(len(pf)):
if pf[i][j] == 'o' or pf[i][j] == 'x':
count += 1
if count == len(pf)*len(pf):
return 2
# logic for a round of the game
def gameRound(pf, name1, name2):
global end, turn, error
# 1 -> clear the screen
#
# cross-platform (Windows, Unix-like OSs)
clearScreen()
# 2 -> print the current state of the game
gameState(pf, name1, name2)
# 3 -> allow for one player or the other to insert coords
row = column = None
while row == column == None:
try:
row, column = map(int, input().split())
except ValueError:
clearScreen()
error = 1
gameState(pf, name1, name2)
continue
# 4 -> place an 'o' or an 'x' to the coresponding coords
#
# only if there isn't another symbol present and the coords are valid
# the 'o' or 'x' is determined by the turn variable
# - if it is 0, then an 'o' is placed, if it is 1, an 'x' is placed instead
# the rows and columns are marked 1, 2 and 3, not 0, 1 and 2 as the indexes
# for better user experience
if row < 1 or column < 1:
error = 2
try:
if pf[row-1][column-1] != ' ':
error = 3
elif 1 <= row <= len(pf) and 1 <= column <= len(pf) and error == 0:
if turn == 0:
pf[row-1][column-1] = 'o'
turn = 1
elif turn == 1:
pf[row-1][column-1] = 'x'
turn = 0
except IndexError:
error = 2
# 5 -> check if the game should end (if someone won)
won = check(pf)
if won == 0:
# 5.1 -> if yes -> end the game
clearScreen()
print("o won!")
gameState(pf, name1, name2)
end = 1
# 5.2 -> if no -> jump to step 1
if won == 1:
clearScreen()
print("x won!")
gameState(pf, name1, name2)
end = 1
if won == 2:
clearScreen()
print("Draw!")
gameState(pf, name1, name2)
end = 1
# driver code
if __name__ == "__main__":
init()
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# TODO -
# add:
# fix:
# update:
# algorithm steps
#
# prerequisites
# 01 clear the screen
# 02 allow a user to determine the size of the playfield
# 03 allow a user to enter names of two players
# 04 allow a user to determine the symbol count needed to win
#
# 1 clear the screen
# 2 print the current state of the game
# 3 allow for one player or the other to insert coords by moving with arrow keys and to put the symbol to the selected place by pressing space
# 5 check if the game should end (if someone won)
# 5.1 if yes -> end the game
# 5.2 if no -> jump to step 1
import os, time
from pynput import keyboard
from pynput.keyboard import Key, Listener, KeyCode
# these global variables are flags
end = 0
turn = 0
error = 0
# misc. global vars
_size = 0
winLine = []
cursorX = cursorY = 0 # setting the default cursor position to the left top corner
# error codes
#
# 1 - invalid value
# 2 - invalid index/position
# 3 - index/position occupied
def init():
global end, turn, pf, name1, name2, symbolCount, cursorX, cursorY, size, _size
# 01 -> clear the screen
clearScreen()
# 02 -> allow a user to determine the size of the playfield
size = None
F_printOneMoreTime = 0 # variables starting with 'F_' are flags
while size == None:
try:
size = int(input("Size of the playfield (n*n): "))
_size = size
except ValueError:
clearScreen()
print("Enter a number")
F_printOneMoreTime = 1
continue
if F_printOneMoreTime == 1:
clearScreen()
print("Size of the playfield (n*n):", size)
F_printOneMoreTime = 0
if size < 3:
clearScreen()
print("Size of the playfield (n*n):", size, "(changed to 3*3)")
size = 3
_size = size
# 03 -> allow a user to enter names of two players
name1 = input("Name of the first player: ")
name2 = input("Name of the second player: ")
# 04 -> allow a user to determine the symbol count needed to win
symbolCount = None
F_printOneMoreTime = 0
while symbolCount == None:
try:
symbolCount = int(input("Number of symbols inline needed to win: "))
except ValueError:
clearScreen()
print("Enter a number")
F_printOneMoreTime = 1
continue
if F_printOneMoreTime == 1:
clearScreen()
print("Size of the playfield (n*n):", size, "(changed to 3*3)")
print("Name of the first player:", name1)
print("Name of the second player:", name2)
print("Number of symbols inline needed to win:", symbolCount)
F_printOneMoreTime = 0
if symbolCount > _size >= 0:
clearScreen()
print("Size of the playfield (n*n):", _size)
print("Name of the first player:", name1)
print("Name of the second player:", name2)
print("Number of symbols inline needed to win:", symbolCount, f"(changed to {_size}*{_size})")
symbolCount = _size
time.sleep(2)
# creating the playfield
pf = [] # pf is shor for PlayField
temp = []
for i in range(size):
for j in range(size):
temp.append(' ')
pf.append(temp)
temp = []
# setting the hotkeys for moving with the cursor and putting down symbols
while end == 0:
gameRound(pf, name1, name2)
# clears the screen
def clearScreen():
if os.name == "posix":
os.system("clear")
if os.name == "nt":
os.system("cls")
# detects if a position is inside the playfield
def inBound(x):
global _size
if 0 <= x < _size:
return 1
else:
return 0
def blinkPrint(pf, name1, name2):
clearScreen()
print(name1, "(o) vs", name2, "(x)")
for i in range(_size):
for j in range(_size):
if [i, j] in winLine:
print("[ ]", end=" ")
continue
print(f"[{pf[i][j]}]", end=" ")
print("")
time.sleep(0.5)
def _print(pf, name1, name2, blink = 0):
clearScreen()
if blink == 2:
print("o won!")
elif blink == 3:
print("x won!")
elif blink == 4:
print("Draw!")
print(name1, "(o) vs", name2, "(x)")
for i in range(len(pf)):
for j in range(len(pf)):
if cursorX == j and cursorY == i and blink == 0:
print(f"#{pf[i][j]}#", end=" ")
continue
print(f"[{pf[i][j]}]", end=" ")
print("")
if blink == 1:
time.sleep(0.5)
# prints the current state of the game
def gameState(pf, name1, name2, blink = 0):
global error, cursorX, cursorY
if error == 1:
print("Invalid value")
error = 0
if error == 2:
print("Invalid position")
error = 0
if error == 3:
print("Position occupied")
error = 0
if blink == 1:
for i in range(6):
if i % 2 == 0:
blinkPrint(pf, name1, name2)
if i % 2 == 1:
_print(pf, name1, name2, 1)
elif blink == 0:
_print(pf, name1, name2)
elif blink == 2:
_print(pf, name1, name2, 2)
elif blink == 3:
_print(pf, name1, name2, 3)
elif blink == 4:
_print(pf, name1, name2, 4)
# checks whether someone has won
def check(pf):
global symbolCount, winLine
winLine = []
# horizontal checking
# 0 is for when 'o's win and 1 is for when 'x's win
temp = []
o = x = 0
for i in range(_size):
for j in range(_size):
if pf[i][j] == 'o':
temp.append([i, j])
o += 1
if o == symbolCount:
winLine = temp
return 0
if pf[i][j] == ' ' or pf[i][j] == 'x':
temp = []
o = 0
if o < symbolCount:
temp = []
o = 0
for i in range(_size):
for j in range(_size):
if pf[i][j] == 'x':
temp.append([i, j])
x += 1
if x == symbolCount:
winLine = temp
return 1
if pf[i][j] == ' ' or pf[i][j] == 'o':
temp = []
x = 0
if x < symbolCount:
temp = []
x = 0
# vertical checking
temp = []
o = x = 0
for j in range(_size):
for i in range(_size):
if pf[i][j] == 'o':
temp.append([i, j])
o += 1
if o == symbolCount:
winLine = temp
return 0
if pf[i][j] == ' ' or pf[i][j] == 'x':
temp = []
o = 0
if o < symbolCount:
temp = []
o = 0
for j in range(_size):
for i in range(_size):
if pf[i][j] == 'x':
temp.append([i, j])
x += 1
if x == symbolCount:
winLine = temp
return 1
if pf[i][j] == ' ' or pf[i][j] == 'o':
temp = []
x = 0
if x < symbolCount:
temp = []
x = 0
# diagonal checking
temp = []
o = x = 0
for i in range(len(pf)):
for j in range(len(pf)):
if pf[i][j] == 'o':
try:
if pf[i+1][j-1] == 'o':
for k in range(symbolCount):
if pf[i+k][j-k] == 'o' and 0 <= i+k < _size and 0 <= j-k < _size:
temp.append([i+k, j-k])
o += 1
else:
winLine = []
temp = []
o = 0
except IndexError:
pass
try:
if pf[i+1][j+1] == 'o':
for k in range(symbolCount):
if pf[i+k][j+k] == 'o' and 0 <= i+k < _size and 0 <= j+k < _size:
temp.append([i+k, j+k])
o += 1
else:
winLine = []
temp = []
o = 0
except IndexError:
pass
if o == symbolCount:
winLine = temp
return 0
elif o < symbolCount:
winLine = []
temp = []
o = 0
if pf[i][j] == 'x':
try:
if pf[i+1][j-1] == 'x':
for k in range(symbolCount):
if pf[i+k][j-k] == 'x' and 0 <= i+k < _size and 0 <= j-k < _size:
temp.append([i+k, j-k])
x += 1
else:
winLine = []
temp = []
x = 0
except IndexError:
pass
try:
if pf[i+1][j+1] == 'x':
for k in range(symbolCount):
if pf[i+k][j+k] == 'x' and 0 <= i+k < _size and 0 <= j+k < _size:
temp.append([i+k, j+k])
x += 1
else:
winLine = []
temp = []
x = 0
except IndexError:
pass
if x == symbolCount:
winLine = temp
return 1
elif x < symbolCount:
winLine = []
temp = []
x = 0
# draw checking
# 2 is for when a draw occurs
count = 0
for i in range(len(pf)):
for j in range(len(pf)):
if pf[i][j] == 'o' or pf[i][j] == 'x':
count += 1
if count == len(pf)*len(pf):
return 2
def cursorLeft():
global cursorX, cursorY, pf, name1, name2, error
if inBound(cursorX-1) == 1 and inBound(cursorY):
cursorX -= 1
gameState(pf, name1, name2)
def cursorRight():
global cursorX, cursorY, pf, name1, name2, error
if inBound(cursorX+1) == 1 and inBound(cursorY) == 1:
cursorX += 1
gameState(pf, name1, name2)
def cursorUp():
global cursorX, cursorY, pf, name1, name2, error
if inBound(cursorX) == 1 and inBound(cursorY-1) == 1:
cursorY -= 1
gameState(pf, name1, name2)
def cursorDown():
global cursorX, cursorY, pf, name1, name2, error
if inBound(cursorX) == 1 and inBound(cursorY+1) == 1:
cursorY += 1
gameState(pf, name1, name2)
def putSymbol():
global cursorX, cursorY, turn, pf, name1, name2
if turn == 0 and pf[cursorY][cursorX] == ' ':
pf[cursorY][cursorX] = 'o'
turn = 1
elif turn == 1 and pf[cursorY][cursorX] == ' ':
pf[cursorY][cursorX] = 'x'
turn = 0
clearScreen()
gameState(pf, name1, name2)
def keys(key):
global listener
if key == keyboard.Key.left:
cursorLeft()
if key == keyboard.Key.right:
cursorRight()
if key == keyboard.Key.up:
cursorUp()
if key == keyboard.Key.down:
cursorDown()
if key == keyboard.Key.space:
listener.stop()
putSymbol()
# logic for a round of the game
def gameRound(pf, name1, name2):
global end, turn, error, listener
# 1 -> clear the screen
#
# cross-platform (Windows, Unix-like OSs)
clearScreen()
# 2 -> print the current state of the game
gameState(pf, name1, name2)
# 3 -> allow for one player or the other to move with arrow keys and to put the symbol to the selected place by pressing space
#
# only if there isn't another symbol present and the coords are valid
# the 'o' or 'x' is determined by the turn variable
# - if it is 0, then an 'o' is placed, if it is 1, an 'x' is placed instead
# the rows and columns are marked 1, 2 and 3, not 0, 1 and 2 as the indexes
# for better user experience
with keyboard.Listener(
on_press=keys,
supress=True
) as listener:
listener.join()
# 5 -> check if the game should end (if someone won)
won = check(pf)
if won == 0:
# 5.1 -> if yes -> end the game
gameState(pf, name1, name2, 1)
gameState(pf, name1, name2, 2)
end = 1
# 5.2 -> if no -> jump to step 1
if won == 1:
gameState(pf, name1, name2, 1)
gameState(pf, name1, name2, 3)
end = 1
if won == 2:
gameState(pf, name1, name2, 4)
end = 1
# driver code
if __name__ == "__main__":
init()
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#! /bin/bash
rm /home/mnjx/Documents/code/tictactoe/latest/tictactoe-latest.py -f
ls /home/mnjx/Documents/code/tictactoe/*.py | grep new | xargs cp -t /home/mnjx/Documents/code/tictactoe/latest
mv /home/mnjx/Documents/code/tictactoe/latest/*.py /home/mnjx/Documents/code/tictactoe/latest/tictactoe-latest.py
python /home/mnjx/Documents/code/tictactoe/latest/tictactoe-latest.py
+242
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# algorithm steps
#
# prerequisites
# 01 clear the screen
# 02 allow a user to determine the size of the playfield
# 03 allow a user to enter names of two players
#
# 1 clear the screen
# 2 print the current state of the game
# 3 allow for one player or the other to insert coords
# 4 place an 'o' or an 'x' to the coresponding coords
# 5 check if the game should end (if someone won)
# 5.1 if yes -> end the game
# 5.2 if no -> jump to step 1
import os
konec = 0
kdoHraje = 0
error = 0
def init():
global konec, kdoHraje
# prerequisite 01 -> clear the screen
clearScreen()
# prerequisite 02 -> allow a user to determine the size of the playfield
size = 0
while size == 0:
try:
size = int(input("Velikost hraciho pole (n*n): "))
except ValueError:
clearScreen()
continue
# prerequisite 03 -> allow a user to enter names of two players
jmeno1 = input("Jmeno jednoho hrace: ")
jmeno2 = input("Jmeno druheho hrace: ")
pole = []
temp = []
for i in range(size):
for j in range(size):
temp.append(' ')
pole.append(temp)
temp = []
while konec == 0:
herniKolo(pole, jmeno1, jmeno2)
def clearScreen():
if os.name == "posix":
os.system("clear")
if os.name == "nt":
os.system("cls")
def vypisHru(pole, jmeno1, jmeno2):
global error
if error == 1:
print("Neplatna hodnota policka")
error = 0
print(jmeno1, "(o) vs", jmeno2, "(x)")
for i in range(len(pole)):
for j in range(len(pole)):
print(f"[{pole[i][j]}]", end=" ")
print(" ")
def check(pole):
# horizontal checking
# 0 is for when 'o's win and 1 is for when 'x's win
o = x = 0
for i in range(len(pole)):
for j in range(len(pole)):
if pole[i][j] == 'o':
o += 1
if pole[i][j] == 'x':
x += 1
if o >= 3:
return 0
elif x >= 3:
return 1
# vertical checking
o = x = 0
for i in range(len(pole)):
for j in range(len(pole)):
if pole[j][i] == 'o':
o += 1
if pole[j][i] == 'x':
x += 1
if o >= 3:
return 0
elif x >= 3:
return 1
# diagonal checking
for i in range(len(pole)):
for j in range(len(pole)):
if pole[i][j] == 'o':
# only 6 possibilities, so the program will try all of them
try:
if pole[i-1][j-1] == 'o' and pole[i-2][j-2] == 'o':
return 0
except IndexError:
continue
try:
if pole[i-1][j+1] == 'o' and pole[i-2][j+2] == 'o':
return 0
except IndexError:
continue
try:
if pole[i+1][j-1] == 'o' and pole[i+2][j-2] == 'o':
return 0
except IndexError:
continue
try:
if pole[i+1][j+1] == 'o' and pole[i+2][j+2] == 'o':
return 0
except IndexError:
continue
try:
if pole[i-1][j-1] == 'o' and pole[i+1][j+1] == 'o':
return 0
except IndexError:
continue
try:
if pole[i-1][j+1] == 'o' and pole[i+1][j-1] == 'o':
return 0
except IndexError:
continue
for i in range(len(pole)):
for j in range(len(pole)):
if pole[i][j] == 'x':
try:
if pole[i-1][j-1] == 'x' and pole[i-2][j-2] == 'x':
return 1
except IndexError:
continue
try:
if pole[i-1][j+1] == 'x' and pole[i-2][j+2] == 'x':
return 1
except IndexError:
continue
try:
if pole[i+1][j-1] == 'x' and pole[i+2][j-2] == 'x':
return 1
except IndexError:
continue
try:
if pole[i+1][j+1] == 'x' and pole[i+2][j+2] == 'x':
return 1
except IndexError:
continue
try:
if pole[i-1][j-1] == 'x' and pole[i+1][j+1] == 'x':
return 1
except IndexError:
continue
try:
if pole[i-1][j+1] == 'x' and pole[i+1][j-1] == 'x':
return 1
except IndexError:
continue
# draw checking
# 2 is for when a draw occurs
pocet = 0
for i in range(len(pole)):
for j in range(len(pole)):
if pole[i][j] == 'o' or pole[i][j] == 'x':
pocet += 1
if pocet == len(pole)*len(pole):
return 2
def herniKolo(pole, jmeno1, jmeno2):
global konec, kdoHraje, error
# step 1 -> clear the screen
#
# cross-platform (Windows, Unix-like OSs)
clearScreen()
# step 2 -> print the current state of the game
vypisHru(pole, jmeno1, jmeno2)
# step 3 -> allow for one player or the other to insert coords
rada = sloupec = 0
while rada == sloupec == 0:
try:
rada, sloupec = map(int, input().split())
except ValueError:
clearScreen()
vypisHru(pole, jmeno1, jmeno2)
continue
# step 4 -> place an 'o' or an 'x' to the coresponding coords
#
# only if there isn't another symbol present and the coords are valid
# the 'o' or 'x' is determined by the kdoHraje variable
# - if it is 0, then an 'o' is placed, if it is 1, an 'x' is placed instead
# the rows and columns are marked 1, 2 and 3, not 0, 1 and 2 as the indexes
# for better user experience
try:
if pole[rada-1][sloupec-1] == ' ' and 1 <= rada <= len(pole) and 1 <= sloupec <= len(pole):
if kdoHraje == 0:
pole[rada-1][sloupec-1] = 'o'
kdoHraje = 1
elif kdoHraje == 1:
pole[rada-1][sloupec-1] = 'x'
kdoHraje = 0
except IndexError:
error = 1
# step 5 -> check if the game should end (if someone won)
vyherce = check(pole)
if vyherce == 0:
# step 5.1 -> if yes -> end the game
clearScreen()
print("Vyhralo o!")
vypisHru(pole, jmeno1, jmeno2)
konec = 1
# step 5.2 -> if no -> jump to step 1
if vyherce == 1:
clearScreen()
print("Vyhralo x!")
vypisHru(pole, jmeno1, jmeno2)
konec = 1
if vyherce == 2:
clearScreen()
print("Remiza!")
vypisHru(pole, jmeno1, jmeno2)
konec = 1
if __name__ == "__main__":
init()
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# algorithm steps
#
# prerequisites
# 01 clear the screen
# 02 allow a user to determine the size of the playfield
# 03 allow a user to enter names of two players
#
# 1 clear the screen
# 2 print the current state of the game
# 3 allow for one player or the other to insert coords
# 4 place an 'o' or an 'x' to the coresponding coords
# 5 check if the game should end (if someone won)
# 5.1 if yes -> end the game
# 5.2 if no -> jump to step 1
import os
konec = 0
kdoHraje = 0
error = 0
def init():
global konec, kdoHraje
# prerequisite 01 -> clear the screen
clearScreen()
# prerequisite 02 -> allow a user to determine the size of the playfield
size = None
F_printOneMoreTime = 0
while size == None:
try:
size = int(input("Velikost hraciho pole (n*n): "))
except ValueError:
clearScreen()
print("Zadejte cislo")
F_printOneMoreTime = 1
continue
if F_printOneMoreTime == 1:
clearScreen()
print("Velikost hraciho pole (n*n):", size)
F_printOneMoreTime = 0
if size <= 2:
clearScreen()
print("Velikost hraciho pole (n*n):", size, "(upraveno na 3*3)")
size = 3
# prerequisite 03 -> allow a user to enter names of two players
jmeno1 = input("Jmeno jednoho hrace: ")
jmeno2 = input("Jmeno druheho hrace: ")
pole = []
temp = []
for i in range(size):
for j in range(size):
temp.append(' ')
pole.append(temp)
temp = []
while konec == 0:
herniKolo(pole, jmeno1, jmeno2)
def clearScreen():
if os.name == "posix":
os.system("clear")
if os.name == "nt":
os.system("cls")
def vypisHru(pole, jmeno1, jmeno2):
global error
if error == 1:
print("Neplatna hodnota policka")
error = 0
print(jmeno1, "(o) vs", jmeno2, "(x)")
for i in range(len(pole)):
for j in range(len(pole)):
print(f"[{pole[i][j]}]", end=" ")
print(" ")
def check(pole):
# horizontal checking
# 0 is for when 'o's win and 1 is for when 'x's win
o = x = 0
for i in range(len(pole)):
for j in range(len(pole)):
if pole[i][j] == 'o':
o += 1
if pole[i][j] == 'x':
x += 1
if o >= 3:
return 0
elif x >= 3:
return 1
# vertical checking
o = x = 0
for i in range(len(pole)):
for j in range(len(pole)):
if pole[j][i] == 'o':
o += 1
if pole[j][i] == 'x':
x += 1
if o >= 3:
return 0
elif x >= 3:
return 1
# diagonal checking
for i in range(len(pole)):
for j in range(len(pole)):
if pole[i][j] == 'o':
# only 6 possibilities, so the program will try all of them
try:
if pole[i-1][j-1] == 'o' and pole[i-2][j-2] == 'o':
return 0
except IndexError:
continue
try:
if pole[i-1][j+1] == 'o' and pole[i-2][j+2] == 'o':
return 0
except IndexError:
continue
try:
if pole[i+1][j-1] == 'o' and pole[i+2][j-2] == 'o':
return 0
except IndexError:
continue
try:
if pole[i+1][j+1] == 'o' and pole[i+2][j+2] == 'o':
return 0
except IndexError:
continue
try:
if pole[i-1][j-1] == 'o' and pole[i+1][j+1] == 'o':
return 0
except IndexError:
continue
try:
if pole[i-1][j+1] == 'o' and pole[i+1][j-1] == 'o':
return 0
except IndexError:
continue
for i in range(len(pole)):
for j in range(len(pole)):
if pole[i][j] == 'x':
try:
if pole[i-1][j-1] == 'x' and pole[i-2][j-2] == 'x':
return 1
except IndexError:
continue
try:
if pole[i-1][j+1] == 'x' and pole[i-2][j+2] == 'x':
return 1
except IndexError:
continue
try:
if pole[i+1][j-1] == 'x' and pole[i+2][j-2] == 'x':
return 1
except IndexError:
continue
try:
if pole[i+1][j+1] == 'x' and pole[i+2][j+2] == 'x':
return 1
except IndexError:
continue
try:
if pole[i-1][j-1] == 'x' and pole[i+1][j+1] == 'x':
return 1
except IndexError:
continue
try:
if pole[i-1][j+1] == 'x' and pole[i+1][j-1] == 'x':
return 1
except IndexError:
continue
# draw checking
# 2 is for when a draw occurs
pocet = 0
for i in range(len(pole)):
for j in range(len(pole)):
if pole[i][j] == 'o' or pole[i][j] == 'x':
pocet += 1
if pocet == len(pole)*len(pole):
return 2
def herniKolo(pole, jmeno1, jmeno2):
global konec, kdoHraje, error
# step 1 -> clear the screen
#
# cross-platform (Windows, Unix-like OSs)
clearScreen()
# step 2 -> print the current state of the game
vypisHru(pole, jmeno1, jmeno2)
# step 3 -> allow for one player or the other to insert coords
rada = sloupec = None
while rada == sloupec == None:
try:
rada, sloupec = map(int, input().split())
except ValueError:
clearScreen()
vypisHru(pole, jmeno1, jmeno2)
continue
if rada <= 0 or sloupec <= 0:
error = 1
# step 4 -> place an 'o' or an 'x' to the coresponding coords
#
# only if there isn't another symbol present and the coords are valid
# the 'o' or 'x' is determined by the kdoHraje variable
# - if it is 0, then an 'o' is placed, if it is 1, an 'x' is placed instead
# the rows and columns are marked 1, 2 and 3, not 0, 1 and 2 as the indexes
# for better user experience
try:
if pole[rada-1][sloupec-1] == ' ' and 1 <= rada <= len(pole) and 1 <= sloupec <= len(pole):
if kdoHraje == 0:
pole[rada-1][sloupec-1] = 'o'
kdoHraje = 1
elif kdoHraje == 1:
pole[rada-1][sloupec-1] = 'x'
kdoHraje = 0
except IndexError:
error = 1
# step 5 -> check if the game should end (if someone won)
vyherce = check(pole)
if vyherce == 0:
# step 5.1 -> if yes -> end the game
clearScreen()
print("Vyhralo o!")
vypisHru(pole, jmeno1, jmeno2)
konec = 1
# step 5.2 -> if no -> jump to step 1
if vyherce == 1:
clearScreen()
print("Vyhralo x!")
vypisHru(pole, jmeno1, jmeno2)
konec = 1
if vyherce == 2:
clearScreen()
print("Remiza!")
vypisHru(pole, jmeno1, jmeno2)
konec = 1
if __name__ == "__main__":
init()
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# algorithm steps
#
# prerequisites
# 01 clear the screen
# 02 allow a user to determine the size of the playfield
# 03 allow a user to enter names of two players
#
# 1 clear the screen
# 2 print the current state of the game
# 3 allow for one player or the other to insert coords
# 4 place an 'o' or an 'x' to the coresponding coords
# 5 check if the game should end (if someone won)
# 5.1 if yes -> end the game
# 5.2 if no -> jump to step 1
import os
# these global variables are flags
end = 0
turn = 0
error = 0
# error codes
#
# 1 - invalid value
# 2 - invalid index/position
# 3 - index/position occupied
def init():
global end, turn
# prerequisite 01 -> clear the screen
clearScreen()
# prerequisite 02 -> allow a user to determine the size of the playfield
size = None
F_printOneMoreTime = 0 # variables starting with 'F_' are flags
while size == None:
try:
size = int(input("Size of the playfield (n*n): "))
except ValueError:
clearScreen()
print("Enter a number")
F_printOneMoreTime = 1
continue
if F_printOneMoreTime == 1:
clearScreen()
print("Size of the playfield (n*n):", size)
F_printOneMoreTime = 0
if size <= 2:
clearScreen()
print("Size of the playfield (n*n):", size, "(changed to 3*3)")
size = 3
# prerequisite 03 -> allow a user to enter names of two players
name1 = input("Name of the first player: ")
name2 = input("Name of the second player: ")
pf = [] # pf is shor for PlayField
temp = []
for i in range(size):
for j in range(size):
temp.append(' ')
pf.append(temp)
temp = []
while end == 0:
gameRound(pf, name1, name2)
def clearScreen():
if os.name == "posix":
os.system("clear")
if os.name == "nt":
os.system("cls")
def gameState(pf, name1, name2):
global error
if error == 1:
print("Invalid value")
error = 0
if error == 2:
print("Invalid position")
error = 0
if error == 3:
print("Position occupied")
error = 0
print(name1, "(o) vs", name2, "(x)")
for i in range(len(pf)):
for j in range(len(pf)):
print(f"[{pf[i][j]}]", end=" ")
print(" ")
def check(pf):
# horizontal checking
# 0 is for when 'o's win and 1 is for when 'x's win
o = x = 0
for i in range(len(pf)):
for j in range(len(pf)):
if pf[i][j] == 'o':
o += 1
if pf[i][j] == 'x':
x += 1
if o >= 3:
return 0
elif x >= 3:
return 1
if o < 3 or x < 3:
o = x = 0
# vertical checking
o = x = 0
for i in range(len(pf)):
for j in range(len(pf)):
if pf[j][i] == 'o':
o += 1
if pf[j][i] == 'x':
x += 1
if o >= 3:
return 0
elif x >= 3:
return 1
if o < 3 or x < 3:
o = x = 0
# diagonal checking
for i in range(len(pf)):
for j in range(len(pf)):
if pf[i][j] == 'o':
# only 6 possibilities, so the program will try all of them
try:
if pf[i-1][j-1] == 'o' and pf[i-2][j-2] == 'o':
return 0
except IndexError:
continue
try:
if pf[i-1][j+1] == 'o' and pf[i-2][j+2] == 'o':
return 0
except IndexError:
continue
try:
if pf[i+1][j-1] == 'o' and pf[i+2][j-2] == 'o':
return 0
except IndexError:
continue
try:
if pf[i+1][j+1] == 'o' and pf[i+2][j+2] == 'o':
return 0
except IndexError:
continue
try:
if pf[i-1][j-1] == 'o' and pf[i+1][j+1] == 'o':
return 0
except IndexError:
continue
try:
if pf[i-1][j+1] == 'o' and pf[i+1][j-1] == 'o':
return 0
except IndexError:
continue
for i in range(len(pf)):
for j in range(len(pf)):
if pf[i][j] == 'x':
try:
if pf[i-1][j-1] == 'x' and pf[i-2][j-2] == 'x':
return 1
except IndexError:
continue
try:
if pf[i-1][j+1] == 'x' and pf[i-2][j+2] == 'x':
return 1
except IndexError:
continue
try:
if pf[i+1][j-1] == 'x' and pf[i+2][j-2] == 'x':
return 1
except IndexError:
continue
try:
if pf[i+1][j+1] == 'x' and pf[i+2][j+2] == 'x':
return 1
except IndexError:
continue
try:
if pf[i-1][j-1] == 'x' and pf[i+1][j+1] == 'x':
return 1
except IndexError:
continue
try:
if pf[i-1][j+1] == 'x' and pf[i+1][j-1] == 'x':
return 1
except IndexError:
continue
# draw checking
# 2 is for when a draw occurs
count = 0
for i in range(len(pf)):
for j in range(len(pf)):
if pf[i][j] == 'o' or pf[i][j] == 'x':
count += 1
if count == len(pf)*len(pf):
return 2
def gameRound(pf, name1, name2):
global end, turn, error
# step 1 -> clear the screen
#
# cross-platform (Windows, Unix-like OSs)
clearScreen()
# step 2 -> print the current state of the game
gameState(pf, name1, name2)
# step 3 -> allow for one player or the other to insert coords
row = column = None
while row == column == None:
try:
row, column = map(int, input().split())
except ValueError:
clearScreen()
error = 1
gameState(pf, name1, name2)
continue
# step 4 -> place an 'o' or an 'x' to the coresponding coords
#
# only if there isn't another symbol present and the coords are valid
# the 'o' or 'x' is determined by the turn variable
# - if it is 0, then an 'o' is placed, if it is 1, an 'x' is placed instead
# the rows and columns are marked 1, 2 and 3, not 0, 1 and 2 as the indexes
# for better user experience
if row < 1 or column < 1:
error = 2
try:
if pf[row-1][column-1] != ' ':
error = 3
elif 1 <= row <= len(pf) and 1 <= column <= len(pf) and error == 0:
if turn == 0:
pf[row-1][column-1] = 'o'
turn = 1
elif turn == 1:
pf[row-1][column-1] = 'x'
turn = 0
except IndexError:
error = 2
# step 5 -> check if the game should end (if someone won)
won = check(pf)
if won == 0:
# step 5.1 -> if yes -> end the game
clearScreen()
print("o won!")
gameState(pf, name1, name2)
end = 1
# step 5.2 -> if no -> jump to step 1
if won == 1:
clearScreen()
print("x won!")
gameState(pf, name1, name2)
end = 1
if won == 2:
clearScreen()
print("Draw!")
gameState(pf, name1, name2)
end = 1
if __name__ == "__main__":
init()
+284
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# algorithm steps
#
# prerequisites
# 01 clear the screen
# 02 allow a user to determine the size of the playfield
# 03 allow a user to enter names of two players
#
# 1 clear the screen
# 2 print the current state of the game
# 3 allow for one player or the other to insert coords
# 4 place an 'o' or an 'x' to the coresponding coords
# 5 check if the game should end (if someone won)
# 5.1 if yes -> end the game
# 5.2 if no -> jump to step 1
import os
# these global variables are flags
end = 0
turn = 0
error = 0
# error codes
#
# 1 - invalid value
# 2 - invalid index/position
# 3 - index/position occupied
def init():
global end, turn, pf
# prerequisite 01 -> clear the screen
clearScreen()
# prerequisite 02 -> allow a user to determine the size of the playfield
size = None
F_printOneMoreTime = 0 # variables starting with 'F_' are flags
while size == None:
try:
size = int(input("Size of the playfield (n*n): "))
except ValueError:
clearScreen()
print("Enter a number")
F_printOneMoreTime = 1
continue
if F_printOneMoreTime == 1:
clearScreen()
print("Size of the playfield (n*n):", size)
F_printOneMoreTime = 0
if size <= 2:
clearScreen()
print("Size of the playfield (n*n):", size, "(changed to 3*3)")
size = 3
# prerequisite 03 -> allow a user to enter names of two players
name1 = input("Name of the first player: ")
name2 = input("Name of the second player: ")
pf = [] # pf is shor for PlayField
temp = []
for i in range(size):
for j in range(size):
temp.append(' ')
pf.append(temp)
temp = []
while end == 0:
gameRound(pf, name1, name2)
def clearScreen():
if os.name == "posix":
os.system("clear")
if os.name == "nt":
os.system("cls")
def inBound(a, b, c, d):
global pf
if len(pf) <= a >= 0 or len(pf) <= b >= 0 and len(pf) <= c >= 0 or len(pf) <= d >= 0:
return 1
else:
return 0
def gameState(pf, name1, name2):
global error
if error == 1:
print("Invalid value")
error = 0
if error == 2:
print("Invalid position")
error = 0
if error == 3:
print("Position occupied")
error = 0
print(name1, "(o) vs", name2, "(x)")
for i in range(len(pf)):
for j in range(len(pf)):
print(f"[{pf[i][j]}]", end=" ")
print(" ")
def check(pf):
# horizontal checking
# 0 is for when 'o's win and 1 is for when 'x's win
o = x = 0
for i in range(len(pf)):
for j in range(len(pf)):
if pf[i][j] == 'o':
o += 1
if pf[i][j] == 'x':
x += 1
if o == 3:
return 0
elif x == 3:
return 1
if o < 3 or x < 3:
o = x = 0
# vertical checking
o = x = 0
for i in range(len(pf)):
for j in range(len(pf)):
if pf[j][i] == 'o':
o += 1
if pf[j][i] == 'x':
x += 1
if o == 3:
return 0
elif x == 3:
return 1
if o < 3 or x < 3:
o = x = 0
# diagonal checking
for i in range(len(pf)):
for j in range(len(pf)):
if pf[i][j] == 'o':
# only 6 possibilities, so the program will try all of them
try:
if pf[i-1][j-1] == 'o' and pf[i-2][j-2] == 'o' and inBound(i-1, j-1, i-2, j-2) == 1:
return 0
except IndexError:
continue
try:
if pf[i-1][j+1] == 'o' and pf[i-2][j+2] == 'o' and inBound(i-1, j+1, i-2, j+2) == 1:
return 0
except IndexError:
continue
try:
if pf[i+1][j-1] == 'o' and pf[i+2][j-2] == 'o' and inBound(i+1, j-1, i+2, j-2) == 1:
return 0
except IndexError:
continue
try:
if pf[i+1][j+1] == 'o' and pf[i+2][j+2] == 'o' and inBound(i+1, j+1, i+2, j+2) == 1:
return 0
except IndexError:
continue
try:
if pf[i-1][j-1] == 'o' and pf[i+1][j+1] == 'o' and inBound(i-1, j-1, i+1, j+1) == 1:
return 0
except IndexError:
continue
try:
if pf[i-1][j+1] == 'o' and pf[i+1][j-1] == 'o' and inBound(i-1, j+1, i+1, j-1) == 1:
return 0
except IndexError:
continue
for i in range(len(pf)):
for j in range(len(pf)):
if pf[i][j] == 'x':
# only 6 possibilities, so the program will try all of them
try:
if pf[i-1][j-1] == 'x' and pf[i-2][j-2] == 'x' and inBound(i-1, j-1, i-2, j-2) == 1:
return 1
except IndexError:
continue
try:
if pf[i-1][j+1] == 'x' and pf[i-2][j+2] == 'x' and inBound(i-1, j+1, i-2, j+2) == 1:
return 1
except IndexError:
continue
try:
if pf[i+1][j-1] == 'x' and pf[i+2][j-2] == 'x' and inBound(i+1, j-1, i+2, j-2) == 1:
return 1
except IndexError:
continue
try:
if pf[i+1][j+1] == 'x' and pf[i+2][j+2] == 'x' and inBound(i+1, j+1, i+2, j+2) == 1:
return 1
except IndexError:
continue
try:
if pf[i-1][j-1] == 'x' and pf[i+1][j+1] == 'x' and inBound(i-1, j-1, i+1, j+1) == 1:
return 1
except IndexError:
continue
try:
if pf[i-1][j+1] == 'x' and pf[i+1][j-1] == 'x' and inBound(i-1, j+1, i+1, j-1) == 1:
return 1
except IndexError:
continue
# draw checking
# 2 is for when a draw occurs
count = 0
for i in range(len(pf)):
for j in range(len(pf)):
if pf[i][j] == 'o' or pf[i][j] == 'x':
count += 1
if count == len(pf)*len(pf):
return 2
def gameRound(pf, name1, name2):
global end, turn, error
# step 1 -> clear the screen
#
# cross-platform (Windows, Unix-like OSs)
clearScreen()
# step 2 -> print the current state of the game
gameState(pf, name1, name2)
# step 3 -> allow for one player or the other to insert coords
row = column = None
while row == column == None:
try:
row, column = map(int, input().split())
except ValueError:
clearScreen()
error = 1
gameState(pf, name1, name2)
continue
# step 4 -> place an 'o' or an 'x' to the coresponding coords
#
# only if there isn't another symbol present and the coords are valid
# the 'o' or 'x' is determined by the turn variable
# - if it is 0, then an 'o' is placed, if it is 1, an 'x' is placed instead
# the rows and columns are marked 1, 2 and 3, not 0, 1 and 2 as the indexes
# for better user experience
if row < 1 or column < 1:
error = 2
try:
if pf[row-1][column-1] != ' ':
error = 3
elif 1 <= row <= len(pf) and 1 <= column <= len(pf) and error == 0:
if turn == 0:
pf[row-1][column-1] = 'o'
turn = 1
elif turn == 1:
pf[row-1][column-1] = 'x'
turn = 0
except IndexError:
error = 2
# step 5 -> check if the game should end (if someone won)
won = check(pf)
if won == 0:
# step 5.1 -> if yes -> end the game
clearScreen()
print("o won!")
gameState(pf, name1, name2)
end = 1
# step 5.2 -> if no -> jump to step 1
if won == 1:
clearScreen()
print("x won!")
gameState(pf, name1, name2)
end = 1
if won == 2:
clearScreen()
print("Draw!")
gameState(pf, name1, name2)
end = 1
if __name__ == "__main__":
init()
+179
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# algorithm steps
#
# prerequisites
# 01 allow a user to determine the size of the playfield
# 02 allow a user to enter names of two players
#
# 1 clear the screen
# 2 print the current state of the game
# 3 allow for one player or the other to insert coords
# 4 place an 'o' or an 'x' to the coresponding coords
# 5 check if the game should end (if someone won)
# 5.1 if yes -> end the game
# 5.2 if no -> jump to step 1
import os
konec = 0
kdoHraje = 0
def init():
global konec, kdoHraje
# prerequisite 01 -> allow a user to determine the size of the playfield
size = int(input())
# prerequisite 02 -> allow a user to enter names of two players
jmeno1 = input()
jmeno2 = input()
pole = []
temp = []
for i in range(size):
for j in range(size):
temp.append(' ')
pole.append(temp)
temp = []
while konec == 0:
herniKolo(pole, jmeno1, jmeno2)
def clearScreen():
if os.name == "posix":
os.system("clear")
if os.name == "nt":
os.system("cls")
def vypisHru(pole, jmeno1, jmeno2):
print(jmeno1, "(o) vs", jmeno2, "(x)")
for i in range(len(pole)):
for j in range(len(pole)):
print(f"[{pole[i][j]}]", end=" ")
print(" ")
def check(pole):
# horizontal checking
# 0 is for when 'o's win and 1 is for when 'x's win
o = x = 0
for i in range(len(pole)):
for j in range(len(pole)):
if pole[i][j] == 'o':
o += 1
if pole[i][j] == 'x':
x += 1
if o >= 3:
return 0
elif x >= 3:
return 1
# vertical checking
o = x = 0
for i in range(len(pole)):
for j in range(len(pole)):
if pole[j][i] == 'o':
o += 1
if pole[j][i] == 'x':
x += 1
if o >= 3:
return 0
elif x >= 3:
return 1
# diagonal checking
for i in range(len(pole)):
for j in range(len(pole)):
if pole[i][j] == 'o':
# only 6 possibilities, so the program will try all of them
if pole[i-1][j-1] == 'o' and pole[i-2][j-2] == 'o':
return 0
if pole[i-1][j+1] == 'o' and pole[i-2][j+2] == 'o':
return 0
if pole[i+1][j-1] == 'o' and pole[i+2][j-2] == 'o':
return 0
if pole[i+1][j+1] == 'o' and pole[i+2][j+2] == 'o':
return 0
if pole[i-1][j-1] == 'o' and pole[i+1][j+1] == 'o':
return 0
if pole[i-1][j+1] == 'o' and pole[i+1][j-1] == 'o':
return 0
for i in range(len(pole)):
for j in range(len(pole)):
if pole[i][j] == 'x':
if pole[i-1][j-1] == 'x' and pole[i-2][j-2] == 'x':
return 1
if pole[i-1][j+1] == 'x' and pole[i-2][j+2] == 'x':
return 1
if pole[i+1][j-1] == 'x' and pole[i+2][j-2] == 'x':
return 1
if pole[i+1][j+1] == 'x' and pole[i+2][j+2] == 'x':
return 1
if pole[i-1][j-1] == 'x' and pole[i+1][j+1] == 'x':
return 1
if pole[i-1][j+1] == 'x' and pole[i+1][j-1] == 'x':
return 1
# draw checking
# 2 is for when a draw occurs
pocet = 0
for i in range(len(pole)):
for j in range(len(pole)):
if pole[i][j] == 'o' or pole[i][j] == 'x':
pocet += 1
if pocet == len(pole)*len(pole):
return 2
def herniKolo(pole, jmeno1, jmeno2):
global konec, kdoHraje
# step 1 -> clear the screen
#
# cross-platform (Windows, Unix-like OSs)
clearScreen()
# step 2 -> print the current state of the game
vypisHru(pole, jmeno1, jmeno2)
# step 3 -> allow for one player or the other to insert coords
rada, sloupec = map(int, input().split())
# step 4 -> place an 'o' or an 'x' to the coresponding coords
#
# only if there isn't another symbol present and the coords are valid
# the 'o' or 'x' is determined by the kdoHraje variable
# - if it is 0, then an 'o' is placed, if it is 1, an 'x' is placed instead
# the rows and columns are marked 1, 2 and 3, not 0, 1 and 2 as the indexes
# for better user experience
if pole[rada-1][sloupec-1] == ' ' and 1 <= rada <= len(pole)-1 and 1 <= sloupec <= len(pole)-1:
if kdoHraje == 0:
pole[rada-1][sloupec-1] = 'o'
kdoHraje = 1
elif kdoHraje == 1:
pole[rada-1][sloupec-1] = 'x'
kdoHraje = 0
# step 5 -> check if the game should end (if someone won)
vyherce = check(pole)
if vyherce == 0:
# step 5.1 -> if yes -> end the game
clearScreen()
print("Vyhralo o!")
vypisHru(pole, jmeno1, jmeno2)
konec = 1
# step 5.2 -> if no -> jump to step 1
if vyherce == 1:
clearScreen()
print("Vyhralo x!")
vypisHru(pole, jmeno1, jmeno2)
konec = 1
if vyherce == 2:
clearScreen()
print("Remiza!")
vypisHru(pole, jmeno1, jmeno2)
konec = 1
if __name__ == "__main__":
init()
+452
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# TODO -
# add:
# fix: value exceptions
# update:
# algorithm steps
#
# prerequisites
# 01 clear the screen
# 02 allow a user to determine the size of the playfield
# 03 allow a user to enter names of two players
# 04 allow a user to determine the symbol count needed to win
#
# 1 clear the screen
# 2 print the current state of the game
# 3 allow for one player or the other to insert coords by moving with arrow keys and to put the symbol to the selected place by pressing space
# 5 check if the game should end (if someone won)
# 5.1 if yes -> end the game
# 5.2 if no -> jump to step 1
import os, time
from pynput import keyboard
from pynput.keyboard import Key, Listener, KeyCode
# these global variables are flags
end = 0
turn = 0
error = 0
# misc. global vars
_size = 0
winLine = []
cursorX = cursorY = 0 # setting the default cursor position to the left top corner
# error codes
#
# 1 - invalid value
# 2 - invalid index/position
# 3 - index/position occupied
def init():
global end, turn, pf, name1, name2, symbolCount, cursorX, cursorY, size, _size
# 01 -> clear the screen
clearScreen()
# 02 -> allow a user to determine the size of the playfield
size = None
F_printOneMoreTime = 0 # variables starting with 'F_' are flags
while size == None:
try:
size = int(input("Size of the playfield (n*n): "))
_size = size
except ValueError:
clearScreen()
print("Enter a number")
F_printOneMoreTime = 1
continue
if F_printOneMoreTime == 1:
clearScreen()
print("Size of the playfield (n*n):", size)
F_printOneMoreTime = 0
if size < 3:
clearScreen()
print("Size of the playfield (n*n):", size, "(changed to 3*3)")
size = 3
_size = size
# 03 -> allow a user to enter names of two players
name1 = input("Name of the first player: ")
name2 = input("Name of the second player: ")
# 04 -> allow a user to determine the symbol count needed to win
symbolCount = None
F_printOneMoreTime = 0
while symbolCount == None:
try:
symbolCount = int(input("Number of symbols inline needed to win: "))
except ValueError:
clearScreen()
print("Enter a number")
F_printOneMoreTime = 1
continue
if F_printOneMoreTime == 1:
clearScreen()
print("Size of the playfield (n*n):", size, "(changed to 3*3)")
print("Name of the first player:", name1)
print("Name of the second player:", name2)
print("Number of symbols inline needed to win:", symbolCount)
F_printOneMoreTime = 0
if symbolCount > _size >= 0:
clearScreen()
print("Size of the playfield (n*n):", _size)
print("Name of the first player:", name1)
print("Name of the second player:", name2)
print("Number of symbols inline needed to win:", symbolCount, f"(changed to {_size}*{_size})")
symbolCount = _size
time.sleep(2)
# creating the playfield
pf = [] # pf is shor for PlayField
temp = []
for i in range(size):
for j in range(size):
temp.append(' ')
pf.append(temp)
temp = []
# setting the hotkeys for moving with the cursor and putting down symbols
while end == 0:
gameRound(pf, name1, name2)
# clears the screen
def clearScreen():
if os.name == "posix":
os.system("clear")
if os.name == "nt":
os.system("cls")
# detects if a position is inside the playfield
def inBound(x):
global _size
if 0 <= x < _size:
return 1
else:
return 0
def blinkPrint(pf, name1, name2):
clearScreen()
print(name1, "(o) vs", name2, "(x)")
for i in range(_size):
for j in range(_size):
if [i, j] in winLine:
print("[ ]", end=" ")
continue
print(f"[{pf[i][j]}]", end=" ")
print("")
time.sleep(0.5)
def _print(pf, name1, name2, blink = 0):
clearScreen()
if blink == 2:
print("o won!")
elif blink == 3:
print("x won!")
elif blink == 4:
print("Draw!")
print(name1, "(o) vs", name2, "(x)")
for i in range(len(pf)):
for j in range(len(pf)):
if cursorX == j and cursorY == i and blink == 0:
print(f"#{pf[i][j]}#", end=" ")
continue
print(f"[{pf[i][j]}]", end=" ")
print("")
if blink == 1:
time.sleep(0.5)
# prints the current state of the game
def gameState(pf, name1, name2, blink = 0):
global error, cursorX, cursorY
if error == 1:
print("Invalid value")
error = 0
if error == 2:
print("Invalid position")
error = 0
if error == 3:
print("Position occupied")
error = 0
if blink == 1:
for i in range(6):
if i % 2 == 0:
blinkPrint(pf, name1, name2)
if i % 2 == 1:
_print(pf, name1, name2, 1)
elif blink == 0:
_print(pf, name1, name2)
elif blink == 2:
_print(pf, name1, name2, 2)
elif blink == 3:
_print(pf, name1, name2, 3)
elif blink == 4:
_print(pf, name1, name2, 4)
# checks whether someone has won
def check(pf):
global symbolCount, winLine
winLine = []
# horizontal checking
# 0 is for when 'o's win and 1 is for when 'x's win
temp = []
o = x = 0
for i in range(_size):
for j in range(_size):
if pf[i][j] == 'o':
temp.append([i, j])
o += 1
if o == symbolCount:
winLine = temp
return 0
if pf[i][j] == ' ' or pf[i][j] == 'x':
temp = []
o = 0
if o < symbolCount:
temp = []
o = 0
for i in range(_size):
for j in range(_size):
if pf[i][j] == 'x':
temp.append([i, j])
x += 1
if x == symbolCount:
winLine = temp
return 1
if pf[i][j] == ' ' or pf[i][j] == 'o':
temp = []
x = 0
if x < symbolCount:
temp = []
x = 0
# vertical checking
temp = []
o = x = 0
for j in range(_size):
for i in range(_size):
if pf[i][j] == 'o':
temp.append([i, j])
o += 1
if o == symbolCount:
winLine = temp
return 0
if pf[i][j] == ' ' or pf[i][j] == 'x':
temp = []
o = 0
if o < symbolCount:
temp = []
o = 0
for j in range(_size):
for i in range(_size):
if pf[i][j] == 'x':
temp.append([i, j])
x += 1
if x == symbolCount:
winLine = temp
return 1
if pf[i][j] == ' ' or pf[i][j] == 'o':
temp = []
x = 0
if x < symbolCount:
temp = []
x = 0
# diagonal checking
temp = []
o = x = 0
for i in range(len(pf)):
for j in range(len(pf)):
if pf[i][j] == 'o':
try:
if pf[i+1][j-1] == 'o':
for k in range(symbolCount):
if pf[i+k][j-k] == 'o' and 0 <= i+k < _size and 0 <= j-k < _size:
temp.append([i+k, j-k])
o += 1
else:
winLine = []
temp = []
o = 0
except IndexError:
pass
try:
if pf[i+1][j+1] == 'o':
for k in range(symbolCount):
if pf[i+k][j+k] == 'o' and 0 <= i+k < _size and 0 <= j+k < _size:
temp.append([i+k, j+k])
o += 1
else:
winLine = []
temp = []
o = 0
except IndexError:
pass
if o == symbolCount:
winLine = temp
return 0
elif o < symbolCount:
winLine = []
temp = []
o = 0
if pf[i][j] == 'x':
try:
if pf[i+1][j-1] == 'x':
for k in range(symbolCount):
if pf[i+k][j-k] == 'x' and 0 <= i+k < _size and 0 <= j-k < _size:
temp.append([i+k, j-k])
x += 1
else:
winLine = []
temp = []
x = 0
except IndexError:
pass
try:
if pf[i+1][j+1] == 'x':
for k in range(symbolCount):
if pf[i+k][j+k] == 'x' and 0 <= i+k < _size and 0 <= j+k < _size:
temp.append([i+k, j+k])
x += 1
else:
winLine = []
temp = []
x = 0
except IndexError:
pass
if x == symbolCount:
winLine = temp
return 1
elif x < symbolCount:
winLine = []
temp = []
x = 0
# draw checking
# 2 is for when a draw occurs
count = 0
for i in range(len(pf)):
for j in range(len(pf)):
if pf[i][j] == 'o' or pf[i][j] == 'x':
count += 1
if count == len(pf)*len(pf):
return 2
def cursorLeft():
global cursorX, cursorY, pf, name1, name2, error
if inBound(cursorX-1) == 1 and inBound(cursorY):
cursorX -= 1
gameState(pf, name1, name2)
def cursorRight():
global cursorX, cursorY, pf, name1, name2, error
if inBound(cursorX+1) == 1 and inBound(cursorY) == 1:
cursorX += 1
gameState(pf, name1, name2)
def cursorUp():
global cursorX, cursorY, pf, name1, name2, error
if inBound(cursorX) == 1 and inBound(cursorY-1) == 1:
cursorY -= 1
gameState(pf, name1, name2)
def cursorDown():
global cursorX, cursorY, pf, name1, name2, error
if inBound(cursorX) == 1 and inBound(cursorY+1) == 1:
cursorY += 1
gameState(pf, name1, name2)
def putSymbol():
global cursorX, cursorY, turn, pf, name1, name2
if turn == 0 and pf[cursorY][cursorX] == ' ':
pf[cursorY][cursorX] = 'o'
turn = 1
elif turn == 1 and pf[cursorY][cursorX] == ' ':
pf[cursorY][cursorX] = 'x'
turn = 0
clearScreen()
gameState(pf, name1, name2)
def keys(key):
global listener
if key == keyboard.Key.left:
cursorLeft()
if key == keyboard.Key.right:
cursorRight()
if key == keyboard.Key.up:
cursorUp()
if key == keyboard.Key.down:
cursorDown()
if key == keyboard.Key.space:
listener.stop()
putSymbol()
# logic for a round of the game
def gameRound(pf, name1, name2):
global end, turn, error, listener
# 1 -> clear the screen
#
# cross-platform (Windows, Unix-like OSs)
clearScreen()
# 2 -> print the current state of the game
gameState(pf, name1, name2)
# 3 -> allow for one player or the other to move with arrow keys and to put the symbol to the selected place by pressing space
#
# only if there isn't another symbol present and the coords are valid
# the 'o' or 'x' is determined by the turn variable
# - if it is 0, then an 'o' is placed, if it is 1, an 'x' is placed instead
# the rows and columns are marked 1, 2 and 3, not 0, 1 and 2 as the indexes
# for better user experience
with keyboard.Listener(
on_press=keys,
supress=True
) as listener:
listener.join()
# 5 -> check if the game should end (if someone won)
won = check(pf)
if won == 0:
# 5.1 -> if yes -> end the game
gameState(pf, name1, name2, 1)
gameState(pf, name1, name2, 2)
end = 1
# 5.2 -> if no -> jump to step 1
if won == 1:
gameState(pf, name1, name2, 1)
gameState(pf, name1, name2, 3)
end = 1
if won == 2:
gameState(pf, name1, name2, 4)
end = 1
# driver code
if __name__ == "__main__":
init()
+452
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# TODO -
# add:
# fix:
# update:
# algorithm steps
#
# prerequisites
# 01 clear the screen
# 02 allow a user to determine the size of the playfield
# 03 allow a user to enter names of two players
# 04 allow a user to determine the symbol count needed to win
#
# 1 clear the screen
# 2 print the current state of the game
# 3 allow for one player or the other to insert coords by moving with arrow keys and to put the symbol to the selected place by pressing space
# 5 check if the game should end (if someone won)
# 5.1 if yes -> end the game
# 5.2 if no -> jump to step 1
import os, time
from pynput import keyboard
from pynput.keyboard import Key, Listener, KeyCode
# these global variables are flags
end = 0
turn = 0
error = 0
# misc. global vars
_size = 0
winLine = []
cursorX = cursorY = 0 # setting the default cursor position to the left top corner
# error codes
#
# 1 - invalid value
# 2 - invalid index/position
# 3 - index/position occupied
def init():
global end, turn, pf, name1, name2, symbolCount, cursorX, cursorY, size, _size
# 01 -> clear the screen
clearScreen()
# 02 -> allow a user to determine the size of the playfield
size = None
F_printOneMoreTime = 0 # variables starting with 'F_' are flags
while size == None:
try:
size = int(input("Size of the playfield (n*n): "))
_size = size
except ValueError:
clearScreen()
print("Enter a number")
F_printOneMoreTime = 1
continue
if F_printOneMoreTime == 1:
clearScreen()
print("Size of the playfield (n*n):", size)
F_printOneMoreTime = 0
if size < 3:
clearScreen()
print("Size of the playfield (n*n):", size, "(changed to 3*3)")
size = 3
_size = size
# 03 -> allow a user to enter names of two players
name1 = input("Name of the first player: ")
name2 = input("Name of the second player: ")
# 04 -> allow a user to determine the symbol count needed to win
symbolCount = None
F_printOneMoreTime = 0
while symbolCount == None:
try:
symbolCount = int(input("Number of symbols inline needed to win: "))
except ValueError:
clearScreen()
print("Enter a number")
F_printOneMoreTime = 1
continue
if F_printOneMoreTime == 1:
clearScreen()
print("Size of the playfield (n*n):", size, "(changed to 3*3)")
print("Name of the first player:", name1)
print("Name of the second player:", name2)
print("Number of symbols inline needed to win:", symbolCount)
F_printOneMoreTime = 0
if symbolCount > _size >= 0:
clearScreen()
print("Size of the playfield (n*n):", _size)
print("Name of the first player:", name1)
print("Name of the second player:", name2)
print("Number of symbols inline needed to win:", symbolCount, f"(changed to {_size}*{_size})")
symbolCount = _size
time.sleep(2)
# creating the playfield
pf = [] # pf is shor for PlayField
temp = []
for i in range(size):
for j in range(size):
temp.append(' ')
pf.append(temp)
temp = []
# setting the hotkeys for moving with the cursor and putting down symbols
while end == 0:
gameRound(pf, name1, name2)
# clears the screen
def clearScreen():
if os.name == "posix":
os.system("clear")
if os.name == "nt":
os.system("cls")
# detects if a position is inside the playfield
def inBound(x):
global _size
if 0 <= x < _size:
return 1
else:
return 0
def blinkPrint(pf, name1, name2):
clearScreen()
print(name1, "(o) vs", name2, "(x)")
for i in range(_size):
for j in range(_size):
if [i, j] in winLine:
print("[ ]", end=" ")
continue
print(f"[{pf[i][j]}]", end=" ")
print("")
time.sleep(0.5)
def _print(pf, name1, name2, blink = 0):
clearScreen()
if blink == 2:
print("o won!")
elif blink == 3:
print("x won!")
elif blink == 4:
print("Draw!")
print(name1, "(o) vs", name2, "(x)")
for i in range(len(pf)):
for j in range(len(pf)):
if cursorX == j and cursorY == i and blink == 0:
print(f"#{pf[i][j]}#", end=" ")
continue
print(f"[{pf[i][j]}]", end=" ")
print("")
if blink == 1:
time.sleep(0.5)
# prints the current state of the game
def gameState(pf, name1, name2, blink = 0):
global error, cursorX, cursorY
if error == 1:
print("Invalid value")
error = 0
if error == 2:
print("Invalid position")
error = 0
if error == 3:
print("Position occupied")
error = 0
if blink == 1:
for i in range(6):
if i % 2 == 0:
blinkPrint(pf, name1, name2)
if i % 2 == 1:
_print(pf, name1, name2, 1)
elif blink == 0:
_print(pf, name1, name2)
elif blink == 2:
_print(pf, name1, name2, 2)
elif blink == 3:
_print(pf, name1, name2, 3)
elif blink == 4:
_print(pf, name1, name2, 4)
# checks whether someone has won
def check(pf):
global symbolCount, winLine
winLine = []
# horizontal checking
# 0 is for when 'o's win and 1 is for when 'x's win
temp = []
o = x = 0
for i in range(_size):
for j in range(_size):
if pf[i][j] == 'o':
temp.append([i, j])
o += 1
if o == symbolCount:
winLine = temp
return 0
if pf[i][j] == ' ' or pf[i][j] == 'x':
temp = []
o = 0
if o < symbolCount:
temp = []
o = 0
for i in range(_size):
for j in range(_size):
if pf[i][j] == 'x':
temp.append([i, j])
x += 1
if x == symbolCount:
winLine = temp
return 1
if pf[i][j] == ' ' or pf[i][j] == 'o':
temp = []
x = 0
if x < symbolCount:
temp = []
x = 0
# vertical checking
temp = []
o = x = 0
for j in range(_size):
for i in range(_size):
if pf[i][j] == 'o':
temp.append([i, j])
o += 1
if o == symbolCount:
winLine = temp
return 0
if pf[i][j] == ' ' or pf[i][j] == 'x':
temp = []
o = 0
if o < symbolCount:
temp = []
o = 0
for j in range(_size):
for i in range(_size):
if pf[i][j] == 'x':
temp.append([i, j])
x += 1
if x == symbolCount:
winLine = temp
return 1
if pf[i][j] == ' ' or pf[i][j] == 'o':
temp = []
x = 0
if x < symbolCount:
temp = []
x = 0
# diagonal checking
temp = []
o = x = 0
for i in range(len(pf)):
for j in range(len(pf)):
if pf[i][j] == 'o':
try:
if pf[i+1][j-1] == 'o':
for k in range(symbolCount):
if pf[i+k][j-k] == 'o' and 0 <= i+k < _size and 0 <= j-k < _size:
temp.append([i+k, j-k])
o += 1
else:
winLine = []
temp = []
o = 0
except IndexError:
pass
try:
if pf[i+1][j+1] == 'o':
for k in range(symbolCount):
if pf[i+k][j+k] == 'o' and 0 <= i+k < _size and 0 <= j+k < _size:
temp.append([i+k, j+k])
o += 1
else:
winLine = []
temp = []
o = 0
except IndexError:
pass
if o == symbolCount:
winLine = temp
return 0
elif o < symbolCount:
winLine = []
temp = []
o = 0
if pf[i][j] == 'x':
try:
if pf[i+1][j-1] == 'x':
for k in range(symbolCount):
if pf[i+k][j-k] == 'x' and 0 <= i+k < _size and 0 <= j-k < _size:
temp.append([i+k, j-k])
x += 1
else:
winLine = []
temp = []
x = 0
except IndexError:
pass
try:
if pf[i+1][j+1] == 'x':
for k in range(symbolCount):
if pf[i+k][j+k] == 'x' and 0 <= i+k < _size and 0 <= j+k < _size:
temp.append([i+k, j+k])
x += 1
else:
winLine = []
temp = []
x = 0
except IndexError:
pass
if x == symbolCount:
winLine = temp
return 1
elif x < symbolCount:
winLine = []
temp = []
x = 0
# draw checking
# 2 is for when a draw occurs
count = 0
for i in range(len(pf)):
for j in range(len(pf)):
if pf[i][j] == 'o' or pf[i][j] == 'x':
count += 1
if count == len(pf)*len(pf):
return 2
def cursorLeft():
global cursorX, cursorY, pf, name1, name2, error
if inBound(cursorX-1) == 1 and inBound(cursorY):
cursorX -= 1
gameState(pf, name1, name2)
def cursorRight():
global cursorX, cursorY, pf, name1, name2, error
if inBound(cursorX+1) == 1 and inBound(cursorY) == 1:
cursorX += 1
gameState(pf, name1, name2)
def cursorUp():
global cursorX, cursorY, pf, name1, name2, error
if inBound(cursorX) == 1 and inBound(cursorY-1) == 1:
cursorY -= 1
gameState(pf, name1, name2)
def cursorDown():
global cursorX, cursorY, pf, name1, name2, error
if inBound(cursorX) == 1 and inBound(cursorY+1) == 1:
cursorY += 1
gameState(pf, name1, name2)
def putSymbol():
global cursorX, cursorY, turn, pf, name1, name2
if turn == 0 and pf[cursorY][cursorX] == ' ':
pf[cursorY][cursorX] = 'o'
turn = 1
elif turn == 1 and pf[cursorY][cursorX] == ' ':
pf[cursorY][cursorX] = 'x'
turn = 0
clearScreen()
gameState(pf, name1, name2)
def keys(key):
global listener
if key == keyboard.Key.left:
cursorLeft()
if key == keyboard.Key.right:
cursorRight()
if key == keyboard.Key.up:
cursorUp()
if key == keyboard.Key.down:
cursorDown()
if key == keyboard.Key.space:
listener.stop()
putSymbol()
# logic for a round of the game
def gameRound(pf, name1, name2):
global end, turn, error, listener
# 1 -> clear the screen
#
# cross-platform (Windows, Unix-like OSs)
clearScreen()
# 2 -> print the current state of the game
gameState(pf, name1, name2)
# 3 -> allow for one player or the other to move with arrow keys and to put the symbol to the selected place by pressing space
#
# only if there isn't another symbol present and the coords are valid
# the 'o' or 'x' is determined by the turn variable
# - if it is 0, then an 'o' is placed, if it is 1, an 'x' is placed instead
# the rows and columns are marked 1, 2 and 3, not 0, 1 and 2 as the indexes
# for better user experience
with keyboard.Listener(
on_press=keys,
supress=True
) as listener:
listener.join()
# 5 -> check if the game should end (if someone won)
won = check(pf)
if won == 0:
# 5.1 -> if yes -> end the game
gameState(pf, name1, name2, 1)
gameState(pf, name1, name2, 2)
end = 1
# 5.2 -> if no -> jump to step 1
if won == 1:
gameState(pf, name1, name2, 1)
gameState(pf, name1, name2, 3)
end = 1
if won == 2:
gameState(pf, name1, name2, 4)
end = 1
# driver code
if __name__ == "__main__":
init()
+440
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@@ -0,0 +1,440 @@
# TODO -
# add:
# fix:
# update:
# algorithm steps
#
# prerequisites
# 01 clear the screen
# 02 allow a user to determine the size of the playfield
# 03 allow a user to enter names of two players
# 04 allow a user to determine the symbol count needed to win
#
# 1 clear the screen
# 2 print the current state of the game
# 3 allow for one player or the other to insert coords by moving with arrow keys and to put the symbol to the selected place by pressing space
# 5 check if the game should end (if someone won)
# 5.1 if yes -> end the game
# 5.2 if no -> jump to step 1
import os, time
from pynput import keyboard
from pynput.keyboard import Key, Listener, KeyCode
# these global variables are flags
end = 0
turn = 0
error = 0
# misc. global vars
_size = 0
winLine = []
cursorX = cursorY = 0 # setting the default cursor position to the left top corner
# error codes
#
# 1 - invalid value
# 2 - invalid index/position
# 3 - index/position occupied
def init():
global end, turn, pf, name1, name2, symbolCount, cursorX, cursorY, size, _size
# 01 -> clear the screen
clearScreen()
# 02 -> allow a user to determine the size of the playfield
size = None
F_printOneMoreTime = 0 # variables starting with 'F_' are flags
while size == None:
try:
size = int(input("Size of the playfield (n*n): "))
_size = size
except ValueError:
clearScreen()
print("Enter a number")
F_printOneMoreTime = 1
continue
if F_printOneMoreTime == 1:
clearScreen()
print("Size of the playfield (n*n):", size)
F_printOneMoreTime = 0
if size <= 2:
clearScreen()
print("Size of the playfield (n*n):", size, "(changed to 3*3)")
size = 3
# 03 -> allow a user to enter names of two players
name1 = input("Name of the first player: ")
name2 = input("Name of the second player: ")
# 04 -> allow a user to determine the symbol count needed to win
symbolCount = None
F_printOneMoreTime = 0
while symbolCount == None:
try:
symbolCount = int(input("Number of symbols inline needed to win: "))
except ValueError:
clearScreen()
print("Enter a number")
F_printOneMoreTime = 1
continue
if F_printOneMoreTime == 1:
clearScreen()
print("Number of symbols inline needed to win:", symbolCount)
F_printOneMoreTime = 0
# creating the playfield
pf = [] # pf is shor for PlayField
temp = []
for i in range(size):
for j in range(size):
temp.append(' ')
pf.append(temp)
temp = []
# setting the hotkeys for moving with the cursor and putting down symbols
while end == 0:
gameRound(pf, name1, name2)
# clears the screen
def clearScreen():
if os.name == "posix":
os.system("clear")
if os.name == "nt":
os.system("cls")
# detects if a position is inside the playfield
def inBound(x):
global _size
if 0 <= x < _size:
return 1
else:
return 0
def blinkPrint(pf, name1, name2):
clearScreen()
print(name1, "(o) vs", name2, "(x)")
for i in range(_size):
for j in range(_size):
if [i, j] in winLine:
print("[ ]", end=" ")
continue
print(f"[{pf[i][j]}]", end=" ")
print("")
time.sleep(0.5)
def _print(pf, name1, name2, blink = 0):
clearScreen()
if blink == 2:
print("o won!")
elif blink == 3:
print("x won!")
elif blink == 4:
print("Draw!")
print(name1, "(o) vs", name2, "(x)")
for i in range(len(pf)):
for j in range(len(pf)):
if cursorX == j and cursorY == i and blink == 0:
print(f"#{pf[i][j]}#", end=" ")
continue
print(f"[{pf[i][j]}]", end=" ")
print("")
if blink == 1:
time.sleep(0.5)
# prints the current state of the game
def gameState(pf, name1, name2, blink = 0):
global error, cursorX, cursorY
if error == 1:
print("Invalid value")
error = 0
if error == 2:
print("Invalid position")
error = 0
if error == 3:
print("Position occupied")
error = 0
if blink == 1:
for i in range(6):
if i % 2 == 0:
blinkPrint(pf, name1, name2)
if i % 2 == 1:
_print(pf, name1, name2, 1)
elif blink == 0:
_print(pf, name1, name2)
elif blink == 2:
_print(pf, name1, name2, 2)
elif blink == 3:
_print(pf, name1, name2, 3)
elif blink == 4:
_print(pf, name1, name2, 4)
# checks whether someone has won
def check(pf):
global symbolCount, winLine
winLine = []
# horizontal checking
# 0 is for when 'o's win and 1 is for when 'x's win
temp = []
o = x = 0
for i in range(_size):
for j in range(_size):
if pf[i][j] == 'o':
temp.append([i, j])
o += 1
if o == symbolCount:
winLine = temp
return 0
if pf[i][j] == ' ' or pf[i][j] == 'x':
temp = []
o = 0
if o < symbolCount:
temp = []
o = 0
for i in range(_size):
for j in range(_size):
if pf[i][j] == 'x':
temp.append([i, j])
x += 1
if x == symbolCount:
winLine = temp
return 1
if pf[i][j] == ' ' or pf[i][j] == 'o':
temp = []
x = 0
if x < symbolCount:
temp = []
x = 0
# vertical checking
temp = []
o = x = 0
for j in range(_size):
for i in range(_size):
if pf[i][j] == 'o':
temp.append([i, j])
o += 1
if o == symbolCount:
winLine = temp
return 0
if pf[i][j] == ' ' or pf[i][j] == 'x':
temp = []
o = 0
if o < symbolCount:
temp = []
o = 0
for j in range(_size):
for i in range(_size):
if pf[i][j] == 'x':
temp.append([i, j])
x += 1
if x == symbolCount:
winLine = temp
return 1
if pf[i][j] == ' ' or pf[i][j] == 'o':
temp = []
x = 0
if x < symbolCount:
temp = []
x = 0
# diagonal checking
temp = []
o = x = 0
for i in range(len(pf)):
for j in range(len(pf)):
if pf[i][j] == 'o':
try:
if pf[i+1][j-1] == 'o':
for k in range(symbolCount):
if pf[i+k][j-k] == 'o' and 0 <= i+k < _size and 0 <= j-k < _size:
temp.append([i+k, j-k])
o += 1
else:
winLine = []
temp = []
o = 0
except IndexError:
pass
try:
if pf[i+1][j+1] == 'o':
for k in range(symbolCount):
if pf[i+k][j+k] == 'o' and 0 <= i+k < _size and 0 <= j+k < _size:
temp.append([i+k, j+k])
o += 1
else:
winLine = []
temp = []
o = 0
except IndexError:
pass
if o == symbolCount:
winLine = temp
return 0
elif o < symbolCount:
winLine = []
temp = []
o = 0
if pf[i][j] == 'x':
try:
if pf[i+1][j-1] == 'x':
for k in range(symbolCount):
if pf[i+k][j-k] == 'x' and 0 <= i+k < _size and 0 <= j-k < _size:
temp.append([i+k, j-k])
x += 1
else:
winLine = []
temp = []
x = 0
except IndexError:
pass
try:
if pf[i+1][j+1] == 'x':
for k in range(symbolCount):
if pf[i+k][j+k] == 'x' and 0 <= i+k < _size and 0 <= j+k < _size:
temp.append([i+k, j+k])
x += 1
else:
winLine = []
temp = []
x = 0
except IndexError:
pass
if x == symbolCount:
winLine = temp
return 1
elif x < symbolCount:
winLine = []
temp = []
x = 0
# draw checking
# 2 is for when a draw occurs
count = 0
for i in range(len(pf)):
for j in range(len(pf)):
if pf[i][j] == 'o' or pf[i][j] == 'x':
count += 1
if count == len(pf)*len(pf):
return 2
def cursorLeft():
global cursorX, cursorY, pf, name1, name2, error
if inBound(cursorX-1) == 1 and inBound(cursorY):
cursorX -= 1
gameState(pf, name1, name2)
def cursorRight():
global cursorX, cursorY, pf, name1, name2, error
if inBound(cursorX+1) == 1 and inBound(cursorY) == 1:
cursorX += 1
gameState(pf, name1, name2)
def cursorUp():
global cursorX, cursorY, pf, name1, name2, error
if inBound(cursorX) == 1 and inBound(cursorY-1) == 1:
cursorY -= 1
gameState(pf, name1, name2)
def cursorDown():
global cursorX, cursorY, pf, name1, name2, error
if inBound(cursorX) == 1 and inBound(cursorY+1) == 1:
cursorY += 1
gameState(pf, name1, name2)
def putSymbol():
global cursorX, cursorY, turn, pf, name1, name2
if turn == 0 and pf[cursorY][cursorX] == ' ':
pf[cursorY][cursorX] = 'o'
turn = 1
elif turn == 1 and pf[cursorY][cursorX] == ' ':
pf[cursorY][cursorX] = 'x'
turn = 0
clearScreen()
gameState(pf, name1, name2)
def keys(key):
global listener
if key == keyboard.Key.left:
cursorLeft()
if key == keyboard.Key.right:
cursorRight()
if key == keyboard.Key.up:
cursorUp()
if key == keyboard.Key.down:
cursorDown()
if key == keyboard.Key.space:
listener.stop()
putSymbol()
# logic for a round of the game
def gameRound(pf, name1, name2):
global end, turn, error, listener
# 1 -> clear the screen
#
# cross-platform (Windows, Unix-like OSs)
clearScreen()
# 2 -> print the current state of the game
gameState(pf, name1, name2)
# 3 -> allow for one player or the other to move with arrow keys and to put the symbol to the selected place by pressing space
#
# only if there isn't another symbol present and the coords are valid
# the 'o' or 'x' is determined by the turn variable
# - if it is 0, then an 'o' is placed, if it is 1, an 'x' is placed instead
# the rows and columns are marked 1, 2 and 3, not 0, 1 and 2 as the indexes
# for better user experience
with keyboard.Listener(
on_press=keys,
supress=True
) as listener:
listener.join()
# 5 -> check if the game should end (if someone won)
won = check(pf)
if won == 0:
# 5.1 -> if yes -> end the game
gameState(pf, name1, name2, 1)
gameState(pf, name1, name2, 2)
end = 1
# 5.2 -> if no -> jump to step 1
if won == 1:
gameState(pf, name1, name2, 1)
gameState(pf, name1, name2, 3)
end = 1
if won == 2:
gameState(pf, name1, name2, 4)
end = 1
# driver code
if __name__ == "__main__":
init()
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import os
konec = 0
kdoHraje = 0
def init():
global konec, kdoHraje
pole = [[' ', ' ', ' '], [' ', ' ', ' '], [' ', ' ', ' ']]
while konec == 0:
herniKolo(pole)
def clearScreen():
if os.name == "posix":
os.system("clear")
if os.name == "nt":
os.system("cls")
def vypisHru(pole):
for i in range(3):
print(f"[{pole[i][0]}] [{pole[i][1]}] [{pole[i][2]}]")
def check(pole):
# horizontal checking
# 0 is for when 'o's win and 1 is for when 'x's win
for i in range(3):
if pole[i][0] == pole[i][1] == pole[i][2] == 'o':
return 0
if pole[i][0] == pole[i][1] == pole[i][2] == 'x':
return 1
# vertical checking
for i in range(3):
if pole[0][i] == pole[1][i] == pole[2][i] == 'o':
return 0
if pole[0][i] == pole[1][i] == pole[2][i] == 'x':
return 1
# diagonal checking
if pole[0][0] == pole[1][1] == pole[2][2] == 'o':
return 0
if pole[0][0] == pole[1][1] == pole[2][2] == 'x':
return 1
if pole[0][2] == pole[1][1] == pole[2][0] == 'o':
return 0
if pole[0][2] == pole[1][1] == pole[2][0] == 'x':
return 1
# draw checking
# 2 is for when a draw occurs
pocet = 0
for i in range(3):
for j in range(3):
if pole[i][j] == 'o' or pole[i][j] == 'x':
pocet += 1
if pocet == 9:
return 2
def herniKolo(pole):
global konec, kdoHraje
# algorithm steps
#
# 1 clear the screen
# 2 print the current state of the game
# 3 allow for one player or the other to insert coords
# 4 place an 'o' or an 'x' to the coresponding coords
# 5 check if the game should end (if someone won)
# 5.1 if yes -> end the game
# 5.2 if no -> jump to step 1
# step 1 -> clear the screen
#
# cross-platform (Windows, Unix-like OSs)
clearScreen()
# step 2 -> print the current state of the game
vypisHru(pole)
# step 3 -> allow for one player or the other to insert coords
rada, sloupec = map(int, input().split())
# step 4 -> place an 'o' or an 'x' to the coresponding coords
#
# only if there isn't another symbol present and the coords are valid
# the 'o' or 'x' is determined by the kdoHraje variable
# - if it is 0, then an 'o' is placed, if it is 1, an 'x' is placed instead
# the rows and columns are marked 1, 2 and 3, not 0, 1 and 2 as the indexes
# for better user experience
if pole[rada-1][sloupec-1] == ' ' and 1 <= rada <= 3 and 1 <= sloupec <= 3:
print(kdoHraje)
if kdoHraje == 0:
pole[rada-1][sloupec-1] = 'o'
kdoHraje = 1
elif kdoHraje == 1:
pole[rada-1][sloupec-1] = 'x'
kdoHraje = 0
# step 5 -> check if the game should end (if someone won)
vyherce = check(pole)
if vyherce == 0:
# step 5.1 -> if yes -> end the game
clearScreen()
print("Vyhralo o!")
vypisHru(pole)
konec = 1
# step 5.2 -> if no -> jump to step 1
if vyherce == 1:
clearScreen()
print("Vyhralo x!")
vypisHru(pole)
konec = 1
if vyherce == 2:
clearScreen()
print("Remiza!")
vypisHru(pole)
konec = 1
if __name__ == "__main__":
init()