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Main_Merged_File.py
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Main_Merged_File.py
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'''
Program Name: battleship_game_no_self_import
Description: This file/module contains all the work done from login to ship
placement in a long chain, so as to avoid any problems involved in importing
functions from other python files.
This is really long, so be prepared.
'''
import tkinter as tk # imports all names from tkinter as tk
from tkinter import * # to import all names from tkinter
# Note: It is assumed that both importing methods are used in the code.
from tkinter import messagebox # for pop-up messages as part of the verification
# AddNote: messagebox function doesn't seem to work without this line
import os # importing support for different operating systems
from random import randint # importing random module to generate random number
import random
from PIL import Image, ImageTk
'''
Program code starts here
'''
#Making first main window:
def main_account_screen():
"""
==========================
Author: BRYAN LIM
Initialise Main Menu
==========================
"""
global window
window = tk.Tk()
window.title("Main Screen Battleship GUI")
#making non-resizable window
window.resizable(False, False)
window.geometry("300x100")
#main page button functions
bt1 = Button(window, text="Login", command = login).pack()
Label(text="").pack()
bt2 = Button(window, text="Sign Up", command = signup).pack()
Label(text="").pack()
window.mainloop()
# designing new screen for log in
def login():
"""
===========================================
Author: BRYAN LIM
Initialise Log in button and command button
===========================================
"""
global login_screen
login_screen = Toplevel(window)
login_screen.title("Login")
global username_verify
global password_verify
username_verify = StringVar()
password_verify = StringVar()
global username_login_entry
global password_login_entry
Label(login_screen, text="Username").pack()
username_login_entry = Entry(login_screen, textvariable= username_verify).pack()
Label(login_screen, text="Password").pack()
password_login_entry = Entry(login_screen, textvariable= password_verify, show = "*").pack()
Label(login_screen, text = "").pack()
Label(login_screen, text="Username and Password are case sensitive", font=("Calibri", 8)).pack()
Label(login_screen, text = "").pack()
global Button1
Button1 = Button(login_screen, text="Login", width=10, height=1, command=login_verify)
Button1.pack()
#login verification:
#counter for max 3 tries coding
counter = 0
def login_verify():
"""
==============================
Author: BRYAN LIM
Login credentials verification
==============================
"""
global counter
#case where 3 tries has been reached, to interrupt the rest of the function
if counter == 3:
Button1.configure(state=DISABLED) #disables the login button from use
reactivate_account()
return
#Retrieving from file
username_info = username_verify.get()
password_info = password_verify.get()
#listdir() returns a list containing the entries given
#r means read mode
list_of_files = os.listdir()
if username_info in list_of_files:
file1 = open(username_info, "r")
verify = file1.read().splitlines()
if password_info in verify:
login_success()
else:
password_not_recognised()
else:
user_not_found()
def login_success():
"""
================================
Author: BRYAN LIM
Designing popup for login success
=================================
"""
global login_success_screen
counter = 0 # reset the number of tries given to the user due to success
login_success_screen = Toplevel(login_screen)
login_success_screen.title("Success")
login_success_screen.geometry("150x100")
Label(login_success_screen, text="Login Success").pack()
Button(login_success_screen, text="OK", command = basegame).pack()
def password_not_recognised():
"""
==========================================
Author: BRYAN LIM
Designing popup for login invalid password
==========================================
"""
global password_not_recog_screen
global counter
password_not_recog_screen = Toplevel(login_screen)
password_not_recog_screen.title("Invalid")
password_not_recog_screen.geometry("150x100")
Label(password_not_recog_screen, text="Invalid Password").pack()
Label(password_not_recog_screen, text="Please Try Again").pack()
Button(password_not_recog_screen, text="OK", command=delete_password_not_recognised).pack()
counter += 1
def delete_password_not_recognised():
"""
==========================================
Author: BRYAN LIM
Destroying popup for login invalid password
==========================================
"""
password_not_recog_screen.destroy()
def user_not_found():
"""
==========================================
Author: BRYAN LIM
Designing popup for user not found
==========================================
"""
global user_not_found_screen
user_not_found_screen = Toplevel(login_screen)
user_not_found_screen.title("Success")
user_not_found_screen.geometry("150x100")
Label(user_not_found_screen, text="User Not Found").pack()
Button(user_not_found_screen, text="OK", command=delete_user_not_found_screen).pack()
# Handle exception if file not found -> open new file [means make new account]
def delete_user_not_found_screen():
user_not_found_screen.destroy()
signup()
def reactivate_account():
"""
==========================================
Author: BRYAN LIM
Designing new screen for reactivating account
==========================================
"""
global reactivate_screen
reactivate_screen = Toplevel(login_screen)
global dob_activation
dob_activation = StringVar()
reactivate_screen.title("Account Locked")
reactivate_screen.geometry("480x360")
Label(reactivate_screen, text="Security Question: Date of Birth").pack()
dob_activation_entry = Entry(reactivate_screen, textvariable= dob_activation).pack()
Button(reactivate_screen, text="Reactivate Account", command = dob_verify).pack()
def dob_verify():
"""
==========================================
Author: BRYAN LIM
Date of Birth verification
==========================================
"""
global dob_activation
global Button1
global counter
dob_verify = dob_activation.get()
username_info = username_verify.get()
file1 = open(username_info, "r")
verify = file1.read().splitlines()
if dob_verify in verify:
messagebox.showinfo("Success", "Account has been reactivated, your password is {}".format(verify[1]))
Button1.configure(state=NORMAL) # reactivate the login button
counter = 0 # reset the number of tries given to the user
delete_reactivation()
else:
messagebox.showinfo("Invalid", "Date of Birth is incorrect, please try again")
def delete_reactivation():
reactivate_screen.destroy()
# designing new screen for sign ups
def signup():
"""
==========================================
Author:
BRYAN LIM
ODELIA
Designing new screen for sign ups
==========================================
"""
global signup_screen
signup_screen = Toplevel(window)
signup_screen.title("Sign Up")
global username_signup
global password_signup
global dob_signup
username_signup = StringVar()
password_signup = StringVar()
dob_signup = StringVar()
global username_signup_entry
global password_signup_entry
global dob_signup_entry
Label(signup_screen, text="New Username").pack()
username_signup_entry = Entry(signup_screen, textvariable= username_signup).pack()
Label(signup_screen, text="New Password").pack()
password_signup_entry = Entry(signup_screen, textvariable= password_signup, show = "*").pack()
Label(signup_screen, text="Date of Birth (DDMMYYYY)").pack()
dob_signup_entry = Entry(signup_screen, textvariable= dob_signup, show = "*").pack()
Label(signup_screen, text = "").pack()
Label(signup_screen, text = "Password must contain more than 8 characters", font = ("Calibri", 8)).pack()
Label(signup_screen, text = "Password must contain at least 1 capital case letter", font = ("Calibri", 8)).pack()
Label(signup_screen, text = "Password must contain at least 1 lower case letter", font = ("Calibri", 8)).pack()
Label(signup_screen, text = "Password must contain at least 1 digit from 0 to 9", font = ("Calibri", 8)).pack()
Label(signup_screen, text = "Password must contain at least 1 special case", font = ("Calibri", 8)).pack()
Label(signup_screen, text = "Password must not contain username", font = ("Calibri", 8)).pack()
Label(signup_screen, text = "").pack()
Button(signup_screen, text = "Register", width=10, height=1, command=signup_user).pack()
#storing new data of username and password during sign up
def signup_user():
"""
==========================================
Author:
BRYAN LIM
ODELIA
Username/PW/DoB validity check and storing of user data
==========================================
"""
username_info = username_signup.get()
password_info = password_signup.get()
dob_info = dob_signup.get()
list_of_files = os.listdir()
#new lines of code added to account for incomplete entries
if username_info == '' or password_info == '' or dob_info == '':
messagebox.showinfo("Invalid", "Please fill in all fields")
return
#new lines of code added to check the validity of the username
if username_info in list_of_files:
messagebox.showinfo("Invalid", "Username has already been chosen")
return
#new lines of code added to check the validity of the date of birth
if dob_info.isnumeric() == False:
messagebox.showinfo("Invalid", "Invalid Date of Birth")
return
if len(dob_info) < 8:
messagebox.showinfo("Invalid", "Please enter the Date of Birth in DDMMYYYY format")
return
if int(dob_info[2:4]) > 12 or int(dob_info[2:4]) < 0:
messagebox.showinfo("Invalid", "Please enter the Date of Birth in DDMMYYYY format")
return
if int(dob_info[2:4]) in [4,6,9,11]:
if int(dob_info[0:2]) > 30:
messagebox.showinfo("Invalid", "Please enter the Date of Birth in DDMMYYYY format")
return
elif int(dob_info[2:4]) == 2:
if int(dob_info[4:8]) % 4 != 0:
if int(dob_info[0:2]) > 28:
messagebox.showinfo("Invalid", "Please enter the Date of Birth in DDMMYYYY format")
return
elif int(dob_info[0:2]) > 29:
messagebox.showinfo("Invalid", "Please enter the Date of Birth in DDMMYYYY format")
return
elif int(dob_info[0:2]) > 31:
messagebox.showinfo("Invalid", "Please enter the Date of Birth in DDMMYYYY format")
return
#new lines of code added to check the validity of the password
if len(password_info) < 8:
messagebox.showinfo("Invalid", "Password is too short")
elif not re.search("[a-z]", password_info):
messagebox.showinfo("Invalid", "Password has no lower case letters")
elif not re.search("[A-Z]", password_info):
messagebox.showinfo("Invalid", "Password has no upper case letters")
elif not re.search("[0-9]", password_info):
messagebox.showinfo("Invalid", "Password has no numbers")
elif not re.search("[!#$%&'()*+,-./:;<=>?@[\]^_`{|}~]", password_info):
messagebox.showinfo("Invalid", "Password has no special characters")
elif username_info.lower() in password_info.lower():
messagebox.showinfo("Invalid", "Password should not contain your username.")
# Note: Python reads line by line so putting this at the end works
else:
# open file in write mode & write info into the file
# w means write mode
file = open(username_info, "w")
file.write(username_info + "\n")
file.write(password_info + "\n")
file.write(dob_info)
file.close()
Label(signup_screen, text="Registration Success").pack()
# Dictionary used to store the coordinates of the player's ships
Player = {}
# making the screen to choose to start a new game or continue an existing game
# imported from login/signup GUI
def basegame():
"""
==========================================
Author:
BRYAN LIM
ODELIA
Designing main game screen
(and are we removing load game or not?)
==========================================
"""
global game_screen
login_success_screen.destroy()
login_screen.destroy()
game_screen = Tk()
game_screen.title("Battleship Game")
game_screen.geometry("360x200")
game_screen.resizable(False, False)
Button(game_screen, text="Press here to start a new game.", command=player_boards).place(relx=0.5, rely=0.3, anchor=CENTER)
Button(game_screen, text="Press here to load an existing game.").place(relx=0.5, rely=0.5, anchor=CENTER)
game_screen.mainloop()
# making the boards used in the game
def player_boards():
"""
==========================================
Author:
BRYAN LIM
Designing ship placement screen
==========================================
"""
global surface_screen
global direction
global shiptype
# Setting properties of the grid window
surface_screen = Tk()
surface_screen.title("Battleship Game")
surface_screen.geometry("1080x500")
surface_screen.resizable(False, False)
# showing that the carrier is going to be placed first
Label(surface_screen, text='Placing Carrier', font='Calibri 12 bold', foreground='red').grid(row=0, column=25)
# Setting the Radiobutton selection of direction for the ship (carrier/submarine)
direction = IntVar(surface_screen, 1)
Radiobutton(surface_screen, text='Ship stretches upwards', variable=direction, value=1).grid(row=1, column=25)
Radiobutton(surface_screen, text='Ship stretches downwards', variable=direction, value=2).grid(row=2, column=25)
Radiobutton(surface_screen, text='Ship stretches leftwards', variable=direction, value=3).grid(row=3, column=25)
Radiobutton(surface_screen, text='Ship stretches rightwards', variable=direction, value=4).grid(row=4, column=25)
# AddNote: "stretches" means that the ship will extend up/down/left/right from the chosen grid spot
# Setting the labels for the underwater and surface boards
Label(surface_screen, text="Underwater", height = 3, width = 40).grid(row=0, column=0, columnspan=10)
Label(surface_screen, text="Surface", height = 3, width = 40).grid(row=0, column=12, columnspan=10)
# Preparing a spacing between the two grids
Label(surface_screen, text="", height = 20, width = 4).grid(row=1, column=10, rowspan=10)
carrier_placing_button()
# Function used to place the grid of buttons for carrier flagship
def carrier_placing_button():
"""
==========================================
Author:
BRYAN LIM
Placing the grid of buttons on ship placement screen for carrier flagship
==========================================
"""
for i in range(1, 11):
for j in range(10):
invalid_btn = Button(surface_screen, height = 2, width = 4, command=invalid_placement)
invalid_btn.grid(row=i, column=j)
# AddNote: Remember that carriers cannot be placed underwater
for i in range(1, 11):
for j in range(11, 21):
valid_btn = Button(surface_screen, height = 2, width = 4, command=callback_carrier(i,j))
valid_btn.grid(row=i, column=j)
# Message box to tell players to not place carriers underwater
def invalid_placement():
"""
==========================================
Author:
BRYAN LIM
Pop-up to prevent placing carriers underwater
==========================================
"""
messagebox.showinfo("Invalid", "Carriers cannot be placed underwater.")
# "Link function" to allow tkinter buttons to have commands that need parameters
def callback_carrier(i, j):
return lambda: carrier_button(i,j)
# Function determining the position of the carrier based on chosen radiobutton
def carrier_button(row, column):
"""
==========================================
Author:
BRYAN LIM
Placing the carrier flagship based on chosen orientation
==========================================
"""
global carrier_btn
global Player
# If chosen direction is up
if direction.get() == 1:
if row >= 4:
close_button()
# List created to store the tuples representing the coordinates
Coordinates = []
for x in range(row - 3, row + 1):
carrier_btn = Button(surface_screen, bg='red', height = 2, width = 4)
carrier_btn.grid(row=x, column=column)
# AddNote: There are two pairs of brackets, one for the append function, one to make the data a tuple
Coordinates.append((x,column,1))
Player["Carrier"] = Coordinates
# state = "disabled" stops the button from doing anything. This is to prevent players from pressing the grid instead of the pop-up box that appears.
carrier_btn.config(state="disabled")
carrier_alert_message()
else:
messagebox.showinfo("Invalid", "Invalid ship placement")
# The comments above apply to the bottom as well
# The four cases differ in the numbers and input parameters used (row vs column)
# If chosen direction is down
if direction.get() == 2:
if row <= 7:
close_button()
Coordinates = []
for x in range(row, row + 4):
carrier_btn = Button(surface_screen, bg='red', height = 2, width=4)
carrier_btn.grid(row=x, column=column)
Coordinates.append((x,column,1))
Player["Carrier"] = Coordinates
carrier_btn.config(state="disabled")
carrier_alert_message()
else:
messagebox.showinfo("Invalid", "Invalid ship placement")
# If chosen direction is left
if direction.get() == 3:
if column >= 14:
close_button()
Coordinates = []
for x in range(column - 3, column + 1):
carrier_btn = Button(surface_screen, bg='red', height = 2, width=4)
carrier_btn.grid(row=row, column=x)
Coordinates.append((row,x,1))
Player["Carrier"] = Coordinates
carrier_btn.config(state="disabled")
carrier_alert_message()
else:
messagebox.showinfo("Invalid", "Invalid ship placement")
# If chosen direction is right
if direction.get() == 4:
if column <= 17:
close_button()
Coordinates = []
for x in range(column, column + 4):
carrier_btn = Button(surface_screen, bg='red', height = 2, width=4)
carrier_btn.grid(row=row, column=x)
Coordinates.append((row,x,1))
Player["Carrier"] = Coordinates
carrier_btn.config(state="disabled")
carrier_alert_message()
else:
messagebox.showinfo("Invalid", "Invalid ship placement")
# subfunction to disable all buttons once a ship position is chosen
def close_button():
"""
==========================================
Author:
BRYAN LIM
Disabling all buttons while confirming position of carrier
==========================================
"""
for i in range(1, 11):
for j in range(10):
btn = Button(surface_screen, height = 2, width = 4)
btn.grid(row=i, column=j)
btn.config(state="disabled")
# Separate loops to facilitate a column space between surface and underwater grids
for i in range(1, 11):
for j in range(11, 21):
btn = Button(surface_screen, height = 2, width = 4)
btn.grid(row=i, column=j)
btn.config(state="disabled")
# message box to confirm selection of carrier spot
def carrier_alert_message():
"""
==========================================
Author:
BRYAN LIM
Pop-up box to confirm selection of carrier spot
==========================================
"""
CarrierMsg = messagebox.askquestion('Confirmation','Do you want to place your carrier flagship here?')
if CarrierMsg == 'yes':
carrier_row_extractor()
carrier_column_extractor()
submarine_placing_button()
# This order of function calls is VERY IMPORTANT
# The row and column extractors must be called before the submarine placing button is called
else:
Player["Carrier"] = "" # Restoring dictionary to empty value due to rejected spot
carrier_placing_button()
# function to obtain the rows of the carrier to make sure the button color is not erased while placing the grid for submarines
"""
==========================================
Author:
BRYAN LIM
Obtaining carrier row and column details to prevent submarine from being placed there
(carrier_row_extractor and carrier_column_extractor)
==========================================
"""
def carrier_row_extractor():
global Player
global Carrier_Row
Carrier_Row = []
for x in range(4):
Carrier_Row.append(Player['Carrier'][x][0])
# function to obtain the columns of the carrier to make sure the button color is not erased while placing the grid for submarines
def carrier_column_extractor():
global Player
global Carrier_Column
Carrier_Column = []
for x in range(4):
Carrier_Column.append(Player['Carrier'][x][1])
# Function used to place the functions grid for submarines
def submarine_placing_button():
"""
==========================================
Author:
BRYAN LIM
Placing the grid of buttons on ship placement screen for submarine
==========================================
"""
global Carrier_Row
global Carrier_Column
# showing which ship type is being placed next
Label(surface_screen, text='Placing Submarine', font='Calibri 12 bold', foreground='blue').grid(row=0, column=25)
for i in range(1, 11):
for j in range(10):
btn = Button(surface_screen, height = 2, width = 4, command=callback_submarine(i,j))
btn.grid(row=i, column=j)
# Separate loops to facilitate a column space between surface and underwater grids
for i in range(1, 11):
for j in range(11, 21):
# Preventing chosen buttons from being restored to "default" settings and retain their red coloring
if not i in Carrier_Row or not j in Carrier_Column:
btn = Button(surface_screen, height = 2, width = 4, command=callback_submarine(i,j))
btn.grid(row=i, column=j)
# "Link function" to allow tkinter buttons to have commands that need parameters
def callback_submarine(i,j):
return lambda: submarine_button(i,j)
"""
==========================================
Author:
BRYAN LIM
Placing the submarine based on chosen orientation, but:
1) If underwater board is chosen, coordinates will be stored in (x,y,0) format.
2) Submarines are blue instead of red and they have a length of 3.
3) Added checks are done to ensure that submarines don't overlap with carriers.
==========================================
"""
# Function determining the position of the submarine based on chosen radiobutton
def submarine_button(row, column):
global submarine_btn
global Player
global Carrier_Row
global Carrier_Column
# If chosen direction is up
if direction.get() == 1:
if row >= 3 and column <= 9:
close_button2()
Coordinates = []
for x in range(row - 2, row + 1):
submarine_btn = Button(surface_screen, bg='blue', height = 2, width = 4)
submarine_btn.grid(row=x, column=column)
Coordinates.append((x,column,0))
Player["Submarine"] = Coordinates
submarine_btn.config(state="disabled")
submarine_alert_message()
elif row >= 3 and column > 9:
for x in range(row - 2, row + 1):
if x in Carrier_Row and column in Carrier_Column:
messagebox.showinfo("Invalid", "Invalid ship placement")
return
close_button2()
Coordinates = []
for x in range(row - 2, row + 1):
submarine_btn = Button(surface_screen, bg='blue', height = 2, width = 4)
submarine_btn.grid(row=x, column=column)
Coordinates.append((x,column,1))
Player["Submarine"] = Coordinates
submarine_btn.config(state="disabled")
submarine_alert_message()
else:
messagebox.showinfo("Invalid", "Invalid ship placement")
# If chosen direction is down
if direction.get() == 2:
if row <= 8 and column <= 9:
close_button2()
Coordinates = []
for x in range(row, row + 3):
submarine_btn = Button(surface_screen, bg='blue', height = 2, width=4)
submarine_btn.grid(row=x, column=column)
Coordinates.append((x,column,0))
Player["Submarine"] = Coordinates
submarine_btn.config(state="disabled")
submarine_alert_message()
if row <= 8 and column > 9:
for x in range(row, row + 3):
if x in Carrier_Row and column in Carrier_Column:
messagebox.showinfo("Invalid", "Invalid ship placement")
return
close_button2()
Coordinates = []
for x in range(row, row + 3):
submarine_btn = Button(surface_screen, bg='blue', height = 2, width=4)
submarine_btn.grid(row=x, column=column)
Coordinates.append((x,column,1))
Player["Submarine"] = Coordinates
submarine_btn.config(state="disabled")
submarine_alert_message()
else:
messagebox.showinfo("Invalid", "Invalid ship placement")
# If chosen direction is left
if direction.get() == 3:
if column > 9 and column >= 13:
for x in range(column - 2, column + 1):
if row in Carrier_Row and x in Carrier_Column:
messagebox.showinfo("Invalid", "Invalid ship placement")
return
close_button2()
Coordinates = []
for x in range(column - 2, column + 1):
submarine_btn = Button(surface_screen, bg='blue', height = 2, width=4)
submarine_btn.grid(row=row, column=x)
Coordinates.append((row,x,1))
Player["Submarine"] = Coordinates
submarine_btn.config(state="disabled")
submarine_alert_message()
elif column <= 9 and column >= 2:
close_button2()
Coordinates = []
for x in range(column - 2, column + 1):
submarine_btn = Button(surface_screen, bg='blue', height = 2, width=4)
submarine_btn.grid(row=row, column=x)
Coordinates.append((row,x,0))
Player["Submarine"] = Coordinates
submarine_btn.config(state="disabled")
submarine_alert_message()
else:
messagebox.showinfo("Invalid", "Invalid ship placement")
# If chosen direction is right
if direction.get() == 4:
if column > 9 and column <= 18:
for x in range(column, column + 3):
if row in Carrier_Row and x in Carrier_Column:
messagebox.showinfo("Invalid", "Invalid ship placement")
return
close_button2()
Coordinates = []
for x in range(column, column + 3):
submarine_btn = Button(surface_screen, bg='blue', height = 2, width=4)
submarine_btn.grid(row=row, column=x)
Coordinates.append((row,x,1))
Player["Submarine"] = Coordinates
submarine_btn.config(state="disabled")
submarine_alert_message()
elif column <= 9 and column <= 7:
close_button2()
Coordinates = []
for x in range(column, column + 3):
submarine_btn = Button(surface_screen, bg='blue', height = 2, width=4)
submarine_btn.grid(row=row, column=x)
Coordinates.append((row,x,0))
Player["Submarine"] = Coordinates
submarine_btn.config(state="disabled")
submarine_alert_message()
else:
messagebox.showinfo("Invalid", "Invalid ship placement")
# subfunction to close all button functions once a ship position is chosen accomodating for carrier button color
def close_button2():
"""
==========================================
Author:
BRYAN LIM
Disabling all buttons while confirming position of submarine
Added checks are done to not affect the red buttons reflecting the carrier's position
==========================================
"""
for i in range(1, 11):
for j in range(10):
btn = Button(surface_screen, height = 2, width = 4, command=callback_submarine(i,j))
btn.grid(row=i, column=j)
btn.config(state="disabled")
# Separate loops to facilitate a column space between surface and underwater grids
for i in range(1, 11):
for j in range(11, 21):
if not i in Carrier_Row or not j in Carrier_Column:
btn = Button(surface_screen, height = 2, width = 4, command=callback_submarine(i,j))
btn.grid(row=i, column=j)
btn.config(state="disabled")
# message box to confirm selection of submarine spot
def submarine_alert_message():
"""
==========================================
Author:
BRYAN LIM
Pop-up box to confirm selection of submarine spot
==========================================
"""
SubmarineMsg = messagebox.askquestion('Confirmation','Do you want to place your submarine here?')
if SubmarineMsg == 'yes':
redraw_boards()
else:
Player["Submarine"] = "" # Restoring dictionary to empty value due to rejected spot
submarine_placing_button()
"""
====================================================================
Author:
James Morillo
Odelia
Initilise AI Carriers and it's Submarine in random horizontal line.
This is stored following the Dictionary below.
====================================================================
"""
AI_player_submarine_randomizer_row = random.randint(13,20)
AI_player_submarine_randomizer_column = random.randint(1,8)
AI_player_surface_randomizer_row = random.randint(12,21)
AI_player_surface_randomizer_column = random.randint(11,17)
AI_player = {'Carrier':[(AI_player_surface_randomizer_row,AI_player_surface_randomizer_column,1),
(AI_player_surface_randomizer_row,AI_player_surface_randomizer_column+1,1),
(AI_player_surface_randomizer_row,AI_player_surface_randomizer_column+2,1),
(AI_player_surface_randomizer_row,AI_player_surface_randomizer_column+3,1)],
'Submarine': [(AI_player_submarine_randomizer_row,AI_player_submarine_randomizer_column-1,0),
(AI_player_submarine_randomizer_row,AI_player_submarine_randomizer_column,0),
(AI_player_submarine_randomizer_row,AI_player_submarine_randomizer_column+1,0)]}
"""
====================================================================
Author: James Morillo
Initilise AI Carriers and Player global counters to 0 for win/lose
condition. First one to get 7 points win.
====================================================================
"""
AI_counter = 0
Player_counter = 0
button_height = 2
button_width = 4
def redraw_boards():
"""
=========================================================================
Author: James Morillo
Initilise New Board for actual game.
Then initialise elements such as the root window, AI player frame, Player
Frame into a grid for convenient grid management.
=========================================================================
"""
global redraw_gameboard
global Player
global AI_player
global AI_underwater_cell
global player_underwater_cell
global AI_frame
global Player_frame
global root
global surface_screen
#Destroy irrelevant windows that do not affect the gameplay
surface_screen.destroy()
game_screen.destroy()
#initialise dict for creating the board contents
Player["Player Surface"] = {}
Player["Player Underwater"] = {}
AI_player["AI Surface"] = {}
AI_player["AI Underwater"] = {}
root = Tk()
root.grid()
Player_frame = LabelFrame(root, text = "Player Boards")
Player_frame.grid()
AI_frame = LabelFrame(root, text = "AI Boards")
AI_frame.grid()
#grid and frame system for root, AI_player_frame, Player_frame for convenient grid system
root.title("Battleship Game")
root.geometry("850x950")
root.resizable(False, False)
#individual boards labels for UI convenience
Label(Player_frame, text="Player Underwater", height = 3, width = 15).grid(row=0, column=0, columnspan=10)
Label(Player_frame, text="Player Surface", height = 3, width = 15).grid(row=0, column=12, columnspan=10)
Label(AI_frame, text="AI Underwater", height = 3, width = 15).grid(row=11, column=0, columnspan=10)
Label(AI_frame, text="AI Surface", height = 3, width = 15).grid(row=11, column=11, columnspan=10)
# Preparing spacings between the grids to have a neater UI.
Label(Player_frame, text="", height = 20, width = 4).grid(row=1, column=10, rowspan=10)
Label(AI_frame, text="", height = 20, width = 4).grid(row=11, column=10, rowspan=10)
"""
====================================================================
Initialising 4 Board of Buttons for actual.
Store values AI_player["AI Underwater"][i][j]["Presence"] = None
so that when it is hit, this dictionary changes from None to "HIT"
====================================================================
"""
for i in range(12, 22):
AI_player["AI Underwater"][i] = {}
for j in range(10):
AI_player["AI Underwater"][i][j] = {}
AI_player["AI Underwater"][i][j]["Presence"] = None
AI_player["AI Underwater"][i][j]["REF"] = None
AI_underwater_cell = Button(AI_frame,
height = button_height,
width = button_width,
bg="#000080",
command=lambda row=i, column=j, depth = 0: shoot(row, column, depth))
AI_underwater_cell.grid(row=i, column=j)
#this is the standard template for each grid board.
for i in range(1, 11):
Player["Player Underwater"][i] = {}
for j in range(10):
Player["Player Underwater"][i][j] = {}
Player["Player Underwater"][i][j]["Presence"] = None
Player["Player Underwater"][i][j]["REF"] = None
player_underwater_cell = Button(Player_frame,
height = button_height,
width = button_width,
command=cannot_shoot,
bg="#000080")
player_underwater_cell.grid(row=i, column=j)
for i in range(1, 11):
Player["Player Surface"][i] = {}
for j in range(11, 21):
Player["Player Surface"][i][j] = {}
Player["Player Surface"][i][j]["Presence"] = None
Player["Player Surface"][i][j]["REF"] = None
player_surface_cell = Button(Player_frame,
height = button_height,
width = button_width,
command=cannot_shoot,
bg="#1E90FF")
player_surface_cell.grid(row=i, column=j)