Séparation en différents fichiers

- Il faut désormais lancer app.py
- Nettoyage des fichiers inutiles
This commit is contained in:
Geoffrey Frogeye 2014-12-12 19:49:58 +01:00
parent f0959596df
commit 246f65993e
11 changed files with 602 additions and 1146 deletions

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@ -8,8 +8,9 @@ Jeu d'Échec programmé dans le cadre d'un TP alternatif pour l'enseignement Inf
* tk
##Lancement
Dans le dossier racine du projet :
```bash
python echecs.py
python app.py
```
(en supposant que `python` est dans la variable d'environnement `path` (ou `$PATH` sous Windows) et point vers l'éxecutable de Python 3)

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S1/Echecs/app.py Normal file
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from logique import LogiqueEchecs
from guiTk import PlateauTk
p = PlateauTk(LogiqueEchecs())

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@ -1,559 +0,0 @@
import copy
CASES_COTE = 8
MVT_INCONNU = 'Cause inconnue'
MVT_OK = 'Valide'
MVT_ROQUE = 'Roque'
MVT_SELECTION = 'Mauvais tour'
MVT_SUR_PLACE = 'Immobile'
MVT_SAUT_AMI = 'Saut ami'
MVT_PION_INC = 'Pion inconnu'
MVT_N_AUTORISE = 'Non-autorisé'
MVT_OBSTRUCTION = 'Pion en chemin'
MVT_ECHEC = 'Échec au roi'
class LogiqueEchecs:
def __init__(self):
self.grille = []
self.cGrille()
self.remplirGrille()
self.joueur = True
self.partieFinie = False
self.victorieux = None
@staticmethod
def eNoir(xD, yD):
return xD % 2 != yD % 2
def cGrille(self):
for x in range(CASES_COTE):
colonne = []
for y in range(CASES_COTE):
colonne.append(0)
self.grille.append(colonne)
def remplirGrille(self):
speciales = [2, 3, 4, 6, 5, 4, 3, 2]
for i in range(0, 8):
self.grille[i][0] = speciales[i] + 10
self.grille[i][1] = 11
self.grille[i][6] = 1
self.grille[i][7] = speciales[i]
def cPion(self, x, y, piece):
"""
"""
self.grille[x][y] = piece
return True
@staticmethod
def ePionBlanc(pion):
return pion in range(1, 7)
@staticmethod
def ePionNoir(pion):
return pion in range(11, 17)
def aSonTour(self, pion):
return (self.ePionNoir(pion) and self.joueur == False) or \
(self.ePionBlanc(pion) and self.joueur == True)
def mvtPossibleSansEchecPion(self, x1, y1, x2, y2):
if x1 == x2 and self.grille[x2][y2] <= 0: # Avance
if self.joueur:
if y2 == y1 - 1:
return MVT_OK
elif y1 == 6 and y2 == 4 and self.grille[x1][5] == 0:
return MVT_OK
else:
return MVT_N_AUTORISE
else:
if y2 == y1 + 1:
return MVT_OK
elif y1 == 1 and y2 == 3 and self.grille[x1][2] == 0:
return MVT_OK
else:
return MVT_N_AUTORISE
elif abs(x1-x2) == 1: # Saut
if self.joueur:
if y2 == y1 - 1 and \
self.ePionNoir(self.grille[x2][y2]):
return MVT_OK
else:
return MVT_N_AUTORISE
else:
if y2 == y1 + 1 and \
self.ePionBlanc(self.grille[x2][y2]):
return MVT_OK
else:
return MVT_N_AUTORISE
else:
return MVT_N_AUTORISE
def mvtPossibleSansEchecTour(self, x1, y1, x2, y2):
if y1 == y2:
sens = (x2-x1)//abs(x2-x1)
for x in range(x1+sens, x2, sens):
if self.grille[x][y1] > 0:
return MVT_OBSTRUCTION
elif x1 == x2:
sens = (y2-y1)//abs(y2-y1)
for y in range(y1+sens, y2, sens):
if self.grille[x1][y] > 0:
return MVT_OBSTRUCTION
else:
return MVT_N_AUTORISE
return MVT_OK
def mvtPossibleSansEchecFou(self, x1, y1, x2, y2):
if abs(x2-x1) == abs(y2-y1):
sensX = (x2-x1)//abs(x2-x1)
sensY = (y2-y1)//abs(y2-y1)
x = x1
y = y1
dist = 0
distTot = abs(x2-x1)
while dist < distTot:
dist += 1
x += sensX
y += sensY
if self.grille[x][y] > 0:
if dist == distTot:
return MVT_OK # Saut
else:
return MVT_OBSTRUCTION
return MVT_OK # Vide
else:
return MVT_N_AUTORISE
def mvtPossibleSansEchecCavalier(self, x1, y1, x2, y2):
if (abs(x2-x1) == 2 and abs(y2-y1) == 1) or (abs(y2-y1) == 2 and abs(x2-x1) == 1):
return MVT_OK
else:
return MVT_N_AUTORISE
def mvtPossibleSansEchec(self, x1, y1, x2, y2):
pion = self.grille[x1][y1]
if self.aSonTour(pion):
if (x1 != x2 or y1 != y2):
if not self.aSonTour(self.grille[x2][y2]):
tPion = pion % 10
if tPion == 1: # Pion
return self.mvtPossibleSansEchecPion(x1, y1, x2, y2)
elif tPion == 2: # Tour
return self.mvtPossibleSansEchecTour(x1, y1, x2, y2)
elif tPion == 3: # Cavalier
return self.mvtPossibleSansEchecCavalier(x1, y1, x2, y2)
elif tPion == 4: # Fou
return self.mvtPossibleSansEchecFou(x1, y1, x2, y2)
elif tPion == 5: # Dame
tour = self.mvtPossibleSansEchecTour(x1, y1, x2, y2)
fou = self.mvtPossibleSansEchecFou(x1, y1, x2, y2)
if tour == MVT_OK or fou == MVT_OK:
return MVT_OK
elif tour == MVT_OBSTRUCTION or fou == MVT_OBSTRUCTION:
return MVT_OBSTRUCTION
else:
return MVT_N_AUTORISE
elif tPion == 6: # Roi
if abs(x2-x1) <= 1 and abs(y2-y1) <= 1:
return MVT_OK
else:
return MVT_N_AUTORISE
else:
return MVT_PION_INC
else:
return MVT_SAUT_AMI
else:
return MVT_SUR_PLACE
else:
return MVT_SELECTION
return MVT_INCONNU
def mvtPossible(self, x1, y1, x2, y2):
test = self.mvtPossibleSansEchec(x1, y1, x2, y2)
if test == MVT_OK:
# On copie la partie actuelle pour tester le mouvement et vérifier l'échec
copie = copy.deepcopy(self);
copie.dPionSansEchec(x1, y1, x2, y2)
mvtsPossiblesTousAdverses = []
pionRoi = 6
if not self.joueur:
pionRoi += 10
roi = [-1, -1]
for x in range(0, CASES_COTE):
for y in range(0, CASES_COTE):
mvtsPossiblesTousAdverses += copie.mvtsPossiblesSansEchec(x, y)
if copie.grille[x][y] == pionRoi:
roi = [x, y]
if roi in mvtsPossiblesTousAdverses:
return MVT_ECHEC
else:
return test
else:
return test
def mvtsPossiblesSansEchec(self, x1, y1):
tableau = []
for x2 in range(0, CASES_COTE):
for y2 in range(0, CASES_COTE):
if self.mvtPossibleSansEchec(x1, y1, x2, y2) == MVT_OK:
tableau.append([x2, y2])
return tableau
def mvtsPossibles(self, x1, y1):
tableau = []
for x2 in range(0, CASES_COTE):
for y2 in range(0, CASES_COTE):
if self.mvtPossible(x1, y1, x2, y2) == MVT_OK:
tableau.append([x2, y2])
return tableau
def dPionSansEchec(self, x1, y1, x2, y2):
test = self.mvtPossibleSansEchec(x1, y1, x2, y2)
if test == MVT_OK:
self.grille[x1][y1], self.grille[x2][y2] = 0, self.grille[x1][y1]
self.joueur = not self.joueur
def vEchecMat(self):
"""
Vérifie si le joueur actuel est en échec et mat et prend les mesures nécessiares.
(CÀD Le joueur actuel ne peut effectuer aucun mouvement)
"""
for x in range(0, CASES_COTE):
for y in range(0, CASES_COTE):
if len(self.mvtsPossibles(x, y)) > 0:
return False
self.partieFinie = True
self.victorieux = not self.joueur
return True
def dPion(self, x1, y1, x2, y2):
test = self.mvtPossible(x1, y1, x2, y2)
retour = {
'valide': False,
'message': test,
'deplacer': [], # Pions à déplacer
'supprimer': [], # Pions à supprimer
}
if test == MVT_OK:
retour['valide'] = True
if self.grille[x2][y2] > 0:
retour['supprimer'].append([x2, y2])
retour['deplacer'].append([x1, y1, x2, y2])
self.grille[x1][y1], self.grille[x2][y2] = 0, self.grille[x1][y1]
self.joueur = not self.joueur
self.vEchecMat()
return retour
# GUI
from tkinter import *
DECX = 0
DECY = 0
COTE_CASE = 50
MARGE_PIONS = 5
TEMPS_ANIM = 200
INTER_ANIM = 10
class PlateauTk:
def __init__(self):
self.fen = None
self.can = None
self.chaine = None
self.grilleDamier = []
self.imagesOriginales = []
self.imagesRedim = []
self.photos = []
self.grillePions = []
self.animations = []
self.dEtape = True
self.dx1 = -1
self.dy1 = -1
self.dx2 = -1
self.dy2 = -1
self.mvtsPossibles = []
self.logique = LogiqueEchecs()
self.creerFen()
self.importerImages()
self.redimImages()
self.cDamier()
self.cGrille()
self.remplirGrille(self.logique.grille)
def creerFen(self):
self.fen = Tk()
self.fen.title("Jeu d'Échecs")
self.can = Canvas(self.fen, width=COTE_CASE * CASES_COTE,
height=COTE_CASE * CASES_COTE, bg="ivory")
self.can.grid(row=0, column=1, columnspan=3)
self.can.bind('<Button-1>', self.clic)
self.chaine = Label(self.fen, text="Aux blancs")
self.chaine.grid(row=2, column=2, padx=3, pady=3)
# Button(self.fen, text="Nv. Partie", command=f_nvPartie).grid(row=2, \
# column=1, padx=3, pady=3)
Button(self.fen, text="Quitter", command=self.fen.destroy).grid(row=2,
column=3, padx=3, pady=3)
def statut(self, texte, delai=0):
self.chaine.config(text=texte)
# TODO Timeout effacer si parametre / Liste
def importerImages(self):
for piece in range(0, 21):
nom = 'sprites/'
if piece % 10 == 1:
nom += 'pion'
elif piece % 10 == 2:
nom += 'tour'
elif piece % 10 == 3:
nom += 'cavalier'
elif piece % 10 == 4:
nom += 'fou'
elif piece % 10 == 5:
nom += 'dame'
elif piece % 10 == 6:
nom += 'roi'
else:
self.imagesOriginales.append('')
continue
if piece < 10:
nom += 'B'
else:
nom += 'N'
nom += '.gif'
self.imagesOriginales.append(PhotoImage(file=nom))
def redimImages(self):
sample = int(504 / (COTE_CASE - MARGE_PIONS))
for piece in range(0, 21):
if self.imagesOriginales[piece] != '':
self.imagesRedim.append(self.imagesOriginales[piece].
subsample(sample))
else:
self.imagesRedim.append('')
# Dessin
@staticmethod
def caseCouleur(blanc, contexte):
if contexte == 1: # Sélectionné
return '#a0cefe' if blanc else '#478bd1'
elif contexte == 2: # Possible
return '#bafea0' if blanc else '#6ed147'
elif contexte == 3: # Impossible
return '#fea0ab' if blanc else '#d14758'
else: # Normal
return '#ffce9e' if blanc else '#d18b47'
def cCase(self, x, y):
couleur = self.caseCouleur(not LogiqueEchecs.eNoir(x, y), 0)
return self.can.create_rectangle(x * COTE_CASE, y * COTE_CASE, (x + 1) * COTE_CASE, (y + 1) * COTE_CASE)
def coulCase(self, x, y, contexte):
couleur = self.caseCouleur(not self.logique.eNoir(x, y), contexte)
self.can.itemconfig(self.grilleDamier[x][y], fill=couleur, outline=couleur)
def coulDamier(self):
for x in range(0, CASES_COTE):
for y in range(0, CASES_COTE):
self.coulCase(x, y, 0)
def cDamier(self):
self.grilleDamier = []
for x in range(0, CASES_COTE):
colonne = []
for y in range(0, CASES_COTE):
colonne.append(self.cCase(x + DECX, y + DECY))
self.grilleDamier.append(colonne)
self.coulDamier()
def cPion(self, x, y, piece):
if piece > 0:
self.grillePions[x][y] = self.can.create_image((x + .5) * COTE_CASE,
(y + .5) * COTE_CASE, image=self.imagesRedim[piece])
else:
self.grillePions[x][y] = False
def cGrille(self):
self.grillePions = []
for x in range(0, CASES_COTE): # Crée self.grillePions
colonne = []
for y in range(0, CASES_COTE):
colonne.append(False)
self.grillePions.append(colonne)
def remplirGrille(self, j_grilleF):
for x in range(0, CASES_COTE): # Remplis self.grillePions
for y in range(0, CASES_COTE):
self.cPion(x, y, j_grilleF[x][y])
# Interaction
@staticmethod
def nomJoueur(joueur, pluriel=True):
if joueur:
nom = 'blanc'
else:
nom = 'noir'
if pluriel:
nom += 's'
return nom
def statutPrendre(self):
self.statut('Prendre (' + self.nomJoueur(self.logique.joueur) + ')')
@staticmethod
def animationDCoords(i):
x = i['x1'] + (i['x2']-i['x1']) * (i['avancement']/i['total'])
y = i['y1'] + (i['y2']-i['y1']) * (i['avancement']/i['total'])
return [x, y]
def animation(self):
animationsNv = []
for i in self.animations:
if i['avancement'] < i['total']:
if i['type'] == 'd':
coords = self.animationDCoords(i)
self.can.coords(i['pion'], coords[0], coords[1])
# elif i['type'] == 'f':
# TODO Opacité de i['pion']
# elif i['type'] == 'c':
# TODO Opacité de case
i['avancement'] += INTER_ANIM
animationsNv.append(i)
else:
if i['type'] == 'd':
self.can.coords(i['pion'], i['x2'], i['y2'])
elif i['type'] == 'f':
self.can.delete(i['pion'])
elif i['type'] == 'c':
self.coulCase(i['x'], i['y'], 0)
self.animations = animationsNv
if len(animationsNv):
self.fen.after(INTER_ANIM, self.animation)
def animer(self, animation):
etaitVide = len(self.animations) < 1
self.animations.append(animation)
if etaitVide:
self.animation()
def animerD(self, x1, y1, x2, y2, pion):
if len(self.animations):
for i in self.animations:
if i['pion'] == pion: # Si une animation pour ce pion existe
# déjà, on la reprend et on la modifie
coords = self.animationDCoords(i)
i['x1'] = coords[0]
i['y1'] = coords[1]
i['x2'] = x2
i['y2'] = y2
# i['total'] = i['total'] - i['avancement']
i['total'] = TEMPS_ANIM
i['avancement'] = 0
return
animation = {
'x1': x1,
'y1': y1,
'x2': x2,
'y2': y2,
'pion': pion,
'type': 'd',
'total': TEMPS_ANIM,
'avancement': 0
}
self.can.tag_raise(pion) # Mise au premier plan
self.animer(animation)
def animerF(self, pion): # Pion fade-out
animation = {
'pion': pion,
'type': 'f',
'total': TEMPS_ANIM,
'avancement': 0
}
self.animer(animation)
def animerC(self, x ,y):
animation = {
'type': 'c',
'x': x,
'y': y,
'total': TEMPS_ANIM,
'avancement': 0
}
self.animer(animation)
def victoire(self):
self.statut('Victoire des ' + self.nomJoueur(self.logique.victorieux) + ' !')
self.coulDamier()
for x in range(0, CASES_COTE):
for y in range(0, CASES_COTE):
pion = self.logique.grille[x][y]
if pion > 0:
if self.logique.ePionNoir(pion) ^ self.logique.victorieux:
self.coulCase(x, y, 2)
else:
self.coulCase(x, y, 3)
def dPion(self, x1, y1, x2, y2):
test = self.logique.dPion(x1, y1, x2, y2)
if test['valide'] == True: # Si déplacement possible
for s in test['supprimer']:
self.animerF(self.grillePions[s[0]][s[1]])
for d in test['deplacer']:
self.grillePions[d[2]][d[3]], self.grillePions[d[0]][d[1]] = \
self.grillePions[d[0]][d[1]], False
self.animerD((d[0] + .5) * COTE_CASE, (d[1] + .5) * COTE_CASE, \
(d[2] + .5) * COTE_CASE, (d[3] + .5) * COTE_CASE, \
self.grillePions[d[2]][d[3]])
else:
self.statut('Déplacment impossible ! (' + test['message'] + ')')
return test['valide']
def dClic(self, x, y):
if not self.logique.partieFinie:
if self.dEtape: # Prendre
self.dx1, self.dy1 = x, y
self.coulDamier() # Effacement des surbrillances
if self.logique.aSonTour(self.logique.grille[self.dx1][self.dy1]): # Si possible jouer
self.coulCase(self.dx1, self.dy1, 1)
self.mvtPossibleSansEchecs = self.logique.mvtsPossibles(self.dx1, self.dy1) # Surbrillance bleue
for i in self.mvtPossibleSansEchecs: # Surbrillances vertes
self.coulCase(i[0], i[1], 2)
self.statut('Poser')
self.dEtape = not self.dEtape
else: # Si pas pssible jouer
self.coulCase(self.dx1, self.dy1, 3)
self.animerC(self.dx1, self.dy1)
else: # Poser
self.dx2, self.dy2 = x, y
if self.dPion(self.dx1, self.dy1, self.dx2, self.dy2) or (self.dx1 == self.dx2 and self.dy1 == self.dy2): # Si déplacement fait / Annule dépalcement
self.coulDamier() # Effacer Surbrillance
self.dEtape = not self.dEtape
if self.logique.partieFinie:
self.victoire()
else:
self.statutPrendre()
else: # Si mauvais déplacement
self.coulCase(self.dx2, self.dy2, 3)
self.animerC(self.dx2, self.dy2)
def clic(self, event):
x = event.x // COTE_CASE
y = event.y // COTE_CASE
self.dClic(x, y)
p = PlateauTk()
# TODO Un jeu (canvas) et un frontend (fenetre)

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from tkinter import *
class PlateauTk:
DECX = 0
DECY = 0
COTE_CASE = 50
MARGE_PIONS = 5
TEMPS_ANIM = 200
INTER_ANIM = 10
def __init__(self, logique):
self.fen = None
self.can = None
self.chaine = None
self.grilleDamier = []
self.imagesOriginales = []
self.imagesRedim = []
self.photos = []
self.grillePions = []
self.animations = []
self.dEtape = True
self.dx1 = -1
self.dy1 = -1
self.dx2 = -1
self.dy2 = -1
self.mvtsPossibles = []
self.logique = logique
self.creerFen()
self.importerImages()
self.redimImages()
self.cDamier()
self.cGrille()
self.remplirGrille(self.logique.grille)
self.fen.mainloop()
def creerFen(self):
self.fen = Tk()
self.fen.title("Jeu d'Échecs")
self.can = Canvas(self.fen, width=PlateauTk.COTE_CASE * self.logique.CASES_COTE,
height=PlateauTk.COTE_CASE * self.logique.CASES_COTE, bg="ivory")
self.can.grid(row=0, column=1, columnspan=3)
self.can.bind('<Button-1>', self.clic)
self.chaine = Label(self.fen, text="Aux blancs")
self.chaine.grid(row=2, column=2, padx=3, pady=3)
# Button(self.fen, text="Nv. Partie", command=f_nvPartie).grid(row=2, \
# column=1, padx=3, pady=3)
Button(self.fen, text="Quitter", command=self.fen.destroy).grid(row=2,
column=3, padx=3, pady=3)
def statut(self, texte, delai=0):
self.chaine.config(text=texte)
# TODO Timeout effacer si parametre / Liste
def importerImages(self):
for piece in range(0, 21):
nom = 'sprites/'
if piece % 10 == 1:
nom += 'pion'
elif piece % 10 == 2:
nom += 'tour'
elif piece % 10 == 3:
nom += 'cavalier'
elif piece % 10 == 4:
nom += 'fou'
elif piece % 10 == 5:
nom += 'dame'
elif piece % 10 == 6:
nom += 'roi'
else:
self.imagesOriginales.append('')
continue
if piece < 10:
nom += 'B'
else:
nom += 'N'
nom += '.gif'
self.imagesOriginales.append(PhotoImage(file=nom))
def redimImages(self):
sample = int(504 / (PlateauTk.COTE_CASE - PlateauTk.MARGE_PIONS))
for piece in range(0, 21):
if self.imagesOriginales[piece] != '':
self.imagesRedim.append(self.imagesOriginales[piece].
subsample(sample))
else:
self.imagesRedim.append('')
# Dessin
@staticmethod
def caseCouleur(blanc, contexte):
if contexte == 1: # Sélectionné
return '#a0cefe' if blanc else '#478bd1'
elif contexte == 2: # Possible
return '#bafea0' if blanc else '#6ed147'
elif contexte == 3: # Impossible
return '#fea0ab' if blanc else '#d14758'
else: # Normal
return '#ffce9e' if blanc else '#d18b47'
def cCase(self, x, y):
couleur = self.caseCouleur(not self.logique.eNoir(x, y), 0)
return self.can.create_rectangle(x * PlateauTk.COTE_CASE, y * PlateauTk.COTE_CASE, (x + 1) * PlateauTk.COTE_CASE, (y + 1) * PlateauTk.COTE_CASE)
def coulCase(self, x, y, contexte):
couleur = self.caseCouleur(not self.logique.eNoir(x, y), contexte)
self.can.itemconfig(self.grilleDamier[x][y], fill=couleur, outline=couleur)
def coulDamier(self):
for x in range(0, self.logique.CASES_COTE):
for y in range(0, self.logique.CASES_COTE):
self.coulCase(x, y, 0)
def cDamier(self):
self.grilleDamier = []
for x in range(0, self.logique.CASES_COTE):
colonne = []
for y in range(0, self.logique.CASES_COTE):
colonne.append(self.cCase(x + PlateauTk.DECX, y + PlateauTk.DECY))
self.grilleDamier.append(colonne)
self.coulDamier()
def cPion(self, x, y, piece):
if piece > 0:
self.grillePions[x][y] = self.can.create_image((x + .5) * PlateauTk.COTE_CASE,
(y + .5) * PlateauTk.COTE_CASE, image=self.imagesRedim[piece])
else:
self.grillePions[x][y] = False
def cGrille(self):
self.grillePions = []
for x in range(0, self.logique.CASES_COTE): # Crée self.grillePions
colonne = []
for y in range(0, self.logique.CASES_COTE):
colonne.append(False)
self.grillePions.append(colonne)
def remplirGrille(self, j_grilleF):
for x in range(0, self.logique.CASES_COTE): # Remplis self.grillePions
for y in range(0, self.logique.CASES_COTE):
self.cPion(x, y, j_grilleF[x][y])
# Interaction
@staticmethod
def nomJoueur(joueur, pluriel=True):
if joueur:
nom = 'blanc'
else:
nom = 'noir'
if pluriel:
nom += 's'
return nom
def statutPrendre(self):
self.statut('Prendre (' + self.nomJoueur(self.logique.joueur) + ')')
@staticmethod
def animationDCoords(i):
x = i['x1'] + (i['x2']-i['x1']) * (i['avancement']/i['total'])
y = i['y1'] + (i['y2']-i['y1']) * (i['avancement']/i['total'])
return [x, y]
def animation(self):
animationsNv = []
for i in self.animations:
if i['avancement'] < i['total']:
if i['type'] == 'd':
coords = self.animationDCoords(i)
self.can.coords(i['pion'], coords[0], coords[1])
# elif i['type'] == 'f':
# TODO Opacité de i['pion']
# elif i['type'] == 'c':
# TODO Opacité de case
i['avancement'] += PlateauTk.INTER_ANIM
animationsNv.append(i)
else:
if i['type'] == 'd':
self.can.coords(i['pion'], i['x2'], i['y2'])
elif i['type'] == 'f':
self.can.delete(i['pion'])
elif i['type'] == 'c':
self.coulCase(i['x'], i['y'], 0)
self.animations = animationsNv
if len(animationsNv):
self.fen.after(PlateauTk.INTER_ANIM, self.animation)
def animer(self, animation):
etaitVide = len(self.animations) < 1
self.animations.append(animation)
if etaitVide:
self.animation()
def animerD(self, x1, y1, x2, y2, pion):
if len(self.animations):
for i in self.animations:
if i['pion'] == pion: # Si une animation pour ce pion existe
# déjà, on la reprend et on la modifie
coords = self.animationDCoords(i)
i['x1'] = coords[0]
i['y1'] = coords[1]
i['x2'] = x2
i['y2'] = y2
# i['total'] = i['total'] - i['avancement']
i['total'] = PlateauTk.TEMPS_ANIM
i['avancement'] = 0
return
animation = {
'x1': x1,
'y1': y1,
'x2': x2,
'y2': y2,
'pion': pion,
'type': 'd',
'total': PlateauTk.TEMPS_ANIM,
'avancement': 0
}
self.can.tag_raise(pion) # Mise au premier plan
self.animer(animation)
def animerF(self, pion): # Pion fade-out
animation = {
'pion': pion,
'type': 'f',
'total': PlateauTk.TEMPS_ANIM,
'avancement': 0
}
self.animer(animation)
def animerC(self, x ,y):
animation = {
'type': 'c',
'x': x,
'y': y,
'total': PlateauTk.TEMPS_ANIM,
'avancement': 0
}
self.animer(animation)
def victoire(self):
self.statut('Victoire des ' + self.nomJoueur(self.logique.victorieux) + ' !')
self.coulDamier()
for x in range(0, self.logique.CASES_COTE):
for y in range(0, self.logique.CASES_COTE):
pion = self.logique.grille[x][y]
if pion > 0:
if self.logique.ePionNoir(pion) ^ self.logique.victorieux:
self.coulCase(x, y, 2)
else:
self.coulCase(x, y, 3)
def dPion(self, x1, y1, x2, y2):
test = self.logique.dPion(x1, y1, x2, y2)
if test['valide'] == True: # Si déplacement possible
for s in test['supprimer']:
self.animerF(self.grillePions[s[0]][s[1]])
for d in test['deplacer']:
self.grillePions[d[2]][d[3]], self.grillePions[d[0]][d[1]] = \
self.grillePions[d[0]][d[1]], False
self.animerD((d[0] + .5) * PlateauTk.COTE_CASE, (d[1] + .5) * PlateauTk.COTE_CASE, \
(d[2] + .5) * PlateauTk.COTE_CASE, (d[3] + .5) * PlateauTk.COTE_CASE, \
self.grillePions[d[2]][d[3]])
else:
self.statut('Déplacment impossible ! (' + test['message'] + ')')
return test['valide']
def dClic(self, x, y):
if not self.logique.partieFinie:
if self.dEtape: # Prendre
self.dx1, self.dy1 = x, y
self.coulDamier() # Effacement des surbrillances
if self.logique.aSonTour(self.logique.grille[self.dx1][self.dy1]): # Si possible jouer
self.coulCase(self.dx1, self.dy1, 1)
self.mvtPossibleSansEchecs = self.logique.mvtsPossibles(self.dx1, self.dy1) # Surbrillance bleue
for i in self.mvtPossibleSansEchecs: # Surbrillances vertes
self.coulCase(i[0], i[1], 2)
self.statut('Poser')
self.dEtape = not self.dEtape
else: # Si pas pssible jouer
self.coulCase(self.dx1, self.dy1, 3)
self.animerC(self.dx1, self.dy1)
else: # Poser
self.dx2, self.dy2 = x, y
if self.dPion(self.dx1, self.dy1, self.dx2, self.dy2) or (self.dx1 == self.dx2 and self.dy1 == self.dy2): # Si déplacement fait / Annule dépalcement
self.coulDamier() # Effacer Surbrillance
self.dEtape = not self.dEtape
if self.logique.partieFinie:
self.victoire()
else:
self.statutPrendre()
else: # Si mauvais déplacement
self.coulCase(self.dx2, self.dy2, 3)
self.animerC(self.dx2, self.dy2)
def clic(self, event):
x = event.x // PlateauTk.COTE_CASE
y = event.y // PlateauTk.COTE_CASE
self.dClic(x, y)
# TODO Un jeu (canvas) et un frontend (fenetre)

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import copy
class LogiqueEchecs:
CASES_COTE = 8
MVT_INCONNU = 'Cause inconnue'
MVT_OK = 'Valide'
MVT_ROQUE = 'Roque'
MVT_SELECTION = 'Mauvais tour'
MVT_SUR_PLACE = 'Immobile'
MVT_SAUT_AMI = 'Saut ami'
MVT_PION_INC = 'Pion inconnu'
MVT_N_AUTORISE = 'Non-autorisé'
MVT_OBSTRUCTION = 'Pion en chemin'
MVT_ECHEC = 'Échec au roi'
def __init__(self):
self.grille = []
self.cGrille()
self.remplirGrille()
self.joueur = True
self.partieFinie = False
self.victorieux = None
@staticmethod
def eNoir(xD, yD):
return xD % 2 != yD % 2
def cGrille(self):
for x in range(LogiqueEchecs.CASES_COTE):
colonne = []
for y in range(LogiqueEchecs.CASES_COTE):
colonne.append(0)
self.grille.append(colonne)
def remplirGrille(self):
speciales = [2, 3, 4, 6, 5, 4, 3, 2]
for i in range(0, 8):
self.grille[i][0] = speciales[i] + 10
self.grille[i][1] = 11
self.grille[i][6] = 1
self.grille[i][7] = speciales[i]
def cPion(self, x, y, piece):
"""
"""
self.grille[x][y] = piece
return True
@staticmethod
def ePionBlanc(pion):
return pion in range(1, 7)
@staticmethod
def ePionNoir(pion):
return pion in range(11, 17)
def aSonTour(self, pion):
return (self.ePionNoir(pion) and self.joueur == False) or \
(self.ePionBlanc(pion) and self.joueur == True)
def mvtPossibleSansEchecPion(self, x1, y1, x2, y2):
if x1 == x2 and self.grille[x2][y2] <= 0: # Avance
if self.joueur:
if y2 == y1 - 1:
return LogiqueEchecs.MVT_OK
elif y1 == 6 and y2 == 4 and self.grille[x1][5] == 0:
return LogiqueEchecs.MVT_OK
else:
return LogiqueEchecs.MVT_N_AUTORISE
else:
if y2 == y1 + 1:
return LogiqueEchecs.MVT_OK
elif y1 == 1 and y2 == 3 and self.grille[x1][2] == 0:
return LogiqueEchecs.MVT_OK
else:
return LogiqueEchecs.MVT_N_AUTORISE
elif abs(x1-x2) == 1: # Saut
if self.joueur:
if y2 == y1 - 1 and \
self.ePionNoir(self.grille[x2][y2]):
return LogiqueEchecs.MVT_OK
else:
return LogiqueEchecs.MVT_N_AUTORISE
else:
if y2 == y1 + 1 and \
self.ePionBlanc(self.grille[x2][y2]):
return LogiqueEchecs.MVT_OK
else:
return LogiqueEchecs.MVT_N_AUTORISE
else:
return LogiqueEchecs.MVT_N_AUTORISE
def mvtPossibleSansEchecTour(self, x1, y1, x2, y2):
if y1 == y2:
sens = (x2-x1)//abs(x2-x1)
for x in range(x1+sens, x2, sens):
if self.grille[x][y1] > 0:
return LogiqueEchecs.MVT_OBSTRUCTION
elif x1 == x2:
sens = (y2-y1)//abs(y2-y1)
for y in range(y1+sens, y2, sens):
if self.grille[x1][y] > 0:
return LogiqueEchecs.MVT_OBSTRUCTION
else:
return LogiqueEchecs.MVT_N_AUTORISE
return LogiqueEchecs.MVT_OK
def mvtPossibleSansEchecFou(self, x1, y1, x2, y2):
if abs(x2-x1) == abs(y2-y1):
sensX = (x2-x1)//abs(x2-x1)
sensY = (y2-y1)//abs(y2-y1)
x = x1
y = y1
dist = 0
distTot = abs(x2-x1)
while dist < distTot:
dist += 1
x += sensX
y += sensY
if self.grille[x][y] > 0:
if dist == distTot:
return LogiqueEchecs.MVT_OK # Saut
else:
return LogiqueEchecs.MVT_OBSTRUCTION
return LogiqueEchecs.MVT_OK # Vide
else:
return LogiqueEchecs.MVT_N_AUTORISE
def mvtPossibleSansEchecCavalier(self, x1, y1, x2, y2):
if (abs(x2-x1) == 2 and abs(y2-y1) == 1) or (abs(y2-y1) == 2 and abs(x2-x1) == 1):
return LogiqueEchecs.MVT_OK
else:
return LogiqueEchecs.MVT_N_AUTORISE
def mvtPossibleSansEchec(self, x1, y1, x2, y2):
pion = self.grille[x1][y1]
if self.aSonTour(pion):
if (x1 != x2 or y1 != y2):
if not self.aSonTour(self.grille[x2][y2]):
tPion = pion % 10
if tPion == 1: # Pion
return self.mvtPossibleSansEchecPion(x1, y1, x2, y2)
elif tPion == 2: # Tour
return self.mvtPossibleSansEchecTour(x1, y1, x2, y2)
elif tPion == 3: # Cavalier
return self.mvtPossibleSansEchecCavalier(x1, y1, x2, y2)
elif tPion == 4: # Fou
return self.mvtPossibleSansEchecFou(x1, y1, x2, y2)
elif tPion == 5: # Dame
tour = self.mvtPossibleSansEchecTour(x1, y1, x2, y2)
fou = self.mvtPossibleSansEchecFou(x1, y1, x2, y2)
if tour == LogiqueEchecs.MVT_OK or fou == LogiqueEchecs.MVT_OK:
return LogiqueEchecs.MVT_OK
elif tour == LogiqueEchecs.MVT_OBSTRUCTION or fou == LogiqueEchecs.MVT_OBSTRUCTION:
return LogiqueEchecs.MVT_OBSTRUCTION
else:
return LogiqueEchecs.MVT_N_AUTORISE
elif tPion == 6: # Roi
if abs(x2-x1) <= 1 and abs(y2-y1) <= 1:
return LogiqueEchecs.MVT_OK
else:
return LogiqueEchecs.MVT_N_AUTORISE
else:
return LogiqueEchecs.MVT_PION_INC
else:
return LogiqueEchecs.MVT_SAUT_AMI
else:
return LogiqueEchecs.MVT_SUR_PLACE
else:
return LogiqueEchecs.MVT_SELECTION
return LogiqueEchecs.MVT_INCONNU
def mvtPossible(self, x1, y1, x2, y2):
test = self.mvtPossibleSansEchec(x1, y1, x2, y2)
if test == LogiqueEchecs.MVT_OK:
# On copie la partie actuelle pour tester le mouvement et vérifier l'échec
copie = copy.deepcopy(self);
copie.dPionSansEchec(x1, y1, x2, y2)
mvtsPossiblesTousAdverses = []
pionRoi = 6
if not self.joueur:
pionRoi += 10
roi = [-1, -1]
for x in range(0, LogiqueEchecs.CASES_COTE):
for y in range(0, LogiqueEchecs.CASES_COTE):
mvtsPossiblesTousAdverses += copie.mvtsPossiblesSansEchec(x, y)
if copie.grille[x][y] == pionRoi:
roi = [x, y]
if roi in mvtsPossiblesTousAdverses:
return LogiqueEchecs.MVT_ECHEC
else:
return test
else:
return test
def mvtsPossiblesSansEchec(self, x1, y1):
tableau = []
for x2 in range(0, LogiqueEchecs.CASES_COTE):
for y2 in range(0, LogiqueEchecs.CASES_COTE):
if self.mvtPossibleSansEchec(x1, y1, x2, y2) == LogiqueEchecs.MVT_OK:
tableau.append([x2, y2])
return tableau
def mvtsPossibles(self, x1, y1):
tableau = []
for x2 in range(0, LogiqueEchecs.CASES_COTE):
for y2 in range(0, LogiqueEchecs.CASES_COTE):
if self.mvtPossible(x1, y1, x2, y2) == LogiqueEchecs.MVT_OK:
tableau.append([x2, y2])
return tableau
def dPionSansEchec(self, x1, y1, x2, y2):
test = self.mvtPossibleSansEchec(x1, y1, x2, y2)
if test == LogiqueEchecs.MVT_OK:
self.grille[x1][y1], self.grille[x2][y2] = 0, self.grille[x1][y1]
self.joueur = not self.joueur
def vEchecMat(self):
"""
Vérifie si le joueur actuel est en échec et mat et prend les mesures nécessiares.
(CÀD Le joueur actuel ne peut effectuer aucun mouvement)
"""
for x in range(0, LogiqueEchecs.CASES_COTE):
for y in range(0, LogiqueEchecs.CASES_COTE):
if len(self.mvtsPossibles(x, y)) > 0:
return False
self.partieFinie = True
self.victorieux = not self.joueur
return True
def dPion(self, x1, y1, x2, y2):
test = self.mvtPossible(x1, y1, x2, y2)
retour = {
'valide': False,
'message': test,
'deplacer': [], # Pions à déplacer
'supprimer': [], # Pions à supprimer
}
if test == LogiqueEchecs.MVT_OK:
retour['valide'] = True
if self.grille[x2][y2] > 0:
retour['supprimer'].append([x2, y2])
retour['deplacer'].append([x1, y1, x2, y2])
self.grille[x1][y1], self.grille[x2][y2] = 0, self.grille[x1][y1]
self.joueur = not self.joueur
self.vEchecMat()
return retour

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from tkinter import *
##### Programme principal : ############
taille=600
fen = Tk()
can = Canvas(fen, width =taille, height =taille, bg ='ivory')
img = PhotoImage(file ='./../sprites/reineN.gif')
can.pack(side =TOP, padx =5, pady =5)
i = img.subsample(2,2)
can.create_image(150 ,150, image =i)
j = img.subsample(4,4)
can.create_image(300 ,300, image =j)
k = img.subsample(8,8)
can.create_image(400 ,400, image =k)
fen.mainloop()

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# pylint: disable=W0603
# INFOS
# Pièces :
# [1-6] : Blancs
# [11-6] : Noirs
# X1 : Pion
# X2 : Tour
# X3 : Cavalier
# x4 : Fou
# X5 : Dame
# X6 : Roi
# j_ jeu : le logique du jeu lui même
# g_ GUI : l'interface graphique
# f_ Frontend : ce qui associe les deux
# _e : est
# _c : crée
# _d : déplace
# IMPORTS
from tkinter import *
from random import randint
# FONCTIONS
# Jeu
CASES_COTE = 8
j_grille = None
j_joueur = True
def j_eNoir(xD, yD): # TODO Peut être considérablement amélioré
i = 1
for x in range(0, CASES_COTE):
i += 1
for y in range(0, CASES_COTE):
i += 1
if x == xD and y == yD:
return i%2
def j_cGrille():
global j_grille
j_grille = []
for x in range(CASES_COTE):
colonne = []
for y in range(CASES_COTE):
colonne.append(0)
j_grille.append(colonne)
def j_remplirGrille():
global j_grille
speciales = [2, 3, 4, 6, 5, 4, 3, 2]
for i in range(0, 8):
j_grille[i][0] = speciales[i] + 10
j_grille[i][1] = 11
j_grille[i][6] = 1
j_grille[i][7] = speciales[i]
def j_nvPartie():
j_cGrille()
j_remplirGrille()
global j_joueur
j_joueur = True
def j_cPion(x, y, piece):
"""
"""
j_grille[x][y] = piece
return True
def j_mvtPossible(x1, y1, x2, y2):
pion = j_grille[x1][y1]
if (pion >= 10 and j_joueur == False) or (pion < 10 and j_joueur == True):
if pion > 0 and j_grille[x2][y2] <= 0:
tPion = pion%10
if tPion == 1:
if x1 == x2:
if j_joueur:
if y2 == y1-1:
return True
else:
return -4
else:
if y2 == y1+1:
return True
else:
return -4
else:
return -4
elif tPion == 6:
if x2 <= x1+1 and x2 >= x1-1 and y2 <= y1+1 and y2 >= y1-1 \
and (x1 != x2 or y1 != y2):
return True
else:
return -4
else:
return -3
return True
else:
return -2
else:
return -1
def j_dPion(x1, y1, x2, y2):
test = j_mvtPossible(x1, y1, x2, y2)
if test == True:
global j_joueur, j_grille
j_grille[x2][y2] = j_grille[x1][y1]
j_grille[x1][y1] = 0
# j_joueur = not j_joueur # DEBUG
return True
else:
return test
# GUI
DECX = 0
DECY = 0
COTE_CASE = 50
MARGE_PIONS = 5
TEMPS_ANIM = 200
INTER_ANIM = 10
g_imagesOriginales = []
g_imagesRedim = []
g_grilleDamier = None
g_grillePions = None
g_photos = []
fen = None
can = None
chaine = None
# Animation
g_x1 = None
g_y1 = None
g_x2 = None
g_y2 = None
g_pion = None
g_anim = None
def g_fen():
global fen, can, chaine
fen = Tk()
fen.title("Jeu d'Échecs")
can = Canvas(fen, width=COTE_CASE*CASES_COTE, height=COTE_CASE*CASES_COTE, \
bg="ivory")
can.grid(row=0, column=1, columnspan=3)
can.bind('<Button-1>', f_clic)
chaine = Label(fen, text="Aux blancs")
chaine.grid(row=2, column=2, padx=3, pady=3)
Button(fen, text="Nv. Partie", command=f_nvPartie).grid(row=2, column=1, \
padx=3, pady=3)
Button(fen, text="Quitter", command=fen.destroy).grid(row=2, column=3, \
padx=3, pady=3)
def g_statut(texte, delai=0):
chaine.config(text=texte)
# TODO Timeout effacer si parametre / Liste
def g_importerImages():
global g_imagesOriginales
for piece in range(0, 21):
nom = 'sprites/'
if piece%10 == 1:
nom += 'pion'
elif piece%10 == 2:
nom += 'tour'
elif piece%10 == 3:
nom += 'cavalier'
elif piece%10 == 4:
nom += 'fou'
elif piece%10 == 5:
nom += 'dame'
elif piece%10 == 6:
nom += 'roi'
else:
g_imagesOriginales.append('')
continue
if piece < 10:
nom += 'B'
else:
nom += 'N'
nom += '.gif'
g_imagesOriginales.append(PhotoImage(file=nom))
def g_redimImages():
global g_imagesRedim
sample = int(504/(COTE_CASE-MARGE_PIONS))
for piece in range(0, 21):
if g_imagesOriginales[piece] != '':
g_imagesRedim.append(g_imagesOriginales[piece].subsample(sample))
else:
g_imagesRedim.append('')
def g_cCase(x, y):
if j_eNoir(x, y):
couleur = '#D18B47'
else:
couleur = '#FFCE9E'
return can.create_rectangle(x*COTE_CASE, y*COTE_CASE, \
(x+1)*COTE_CASE, (y+1)*COTE_CASE, fill=couleur)
def g_cDamier():
global g_grilleDamier
g_grilleDamier = []
for x in range(0, CASES_COTE):
colonne = []
for y in range(0, CASES_COTE):
colonne.append(g_cCase(x + DECX, y + DECY))
g_grilleDamier.append(colonne)
def g_cPion(x, y, piece):
global g_grillePions
global g_photos
if piece > 0:
g_grillePions[x][y] = can.create_image((x+.5)*COTE_CASE, \
(y+.5)*COTE_CASE, image=g_imagesRedim[piece])
else:
g_grillePions[x][y] = False
def g_dPionFinal():
can.coords(g_pion, g_x2, g_y2)
def g_dPionAnim():
global g_pion, g_anim
x = g_x1 + (g_x2-g_x1) * (g_anim/TEMPS_ANIM)
y = g_y1 + (g_y2-g_y1) * (g_anim/TEMPS_ANIM)
can.coords(g_pion, x, y)
g_anim += INTER_ANIM
if g_anim < TEMPS_ANIM:
fen.after(INTER_ANIM, g_dPionAnim)
else:
g_dPionFinal()
def g_dPion(x1, y1, x2, y2):
# TODO Bloquer l'entrée pendant l'anim
global g_grillePions, g_x1, g_y1, g_x2, g_y2, g_pion, g_anim
g_x1 = (x1+.5)*COTE_CASE
g_y1 = (y1+.5)*COTE_CASE
g_x2 = (x2+.5)*COTE_CASE
g_y2 = (y2+.5)*COTE_CASE
g_pion = g_grillePions[x1][y1]
g_anim = 0
# can.coords(g_grillePions[x1][y1], (x2+.5)*COTE_CASE, (y2+.5)*COTE_CASE)
g_grillePions[x2][y2] = g_grillePions[x1][y1]
g_grillePions[x1][y1] = False
g_dPionAnim()
# g_dPionFinal()
def g_cGrille():
global g_grillePions
g_grillePions = []
for x in range(0, CASES_COTE): # Crée g_grillePions
colonne = []
for y in range(0, CASES_COTE):
colonne.append(False)
g_grillePions.append(colonne)
def g_remplirGrille(j_grilleF):
global g_grillePions
for x in range(0, CASES_COTE): # Remplis g_grillePions
for y in range(0, CASES_COTE):
g_cPion(x, y, j_grilleF[x][y])
def g_init():
g_fen()
g_importerImages()
g_redimImages()
# Frontend
f_origine = True
f_x1 = -1
f_y1 = -1
f_x2 = -1
f_y2 = -1
def f_statutPrendre():
if j_joueur:
joueur = 'blancs'
else:
joueur = 'noirs'
g_statut('Prendre (' + joueur + ')')
def f_init():
g_init()
f_nvPartie()
f_statutPrendre()
def f_cPion(x, y, piece):
if j_cPion(x, y, piece):
g_cPion(x, y, piece)
return True
else:
return False
def f_cPionAlea():
g_cPion(randint(1, CASES_COTE), randint(1, CASES_COTE), 1)
def f_dPion(x1, y1, x2, y2):
test = j_dPion(x1, y1, x2, y2)
if test == True:
g_dPion(x1, y1, x2, y2)
return True
else:
g_statut('Impossible ! ('+str(test)+')') # TODO Messages corrects
return False
def f_nvPartie():
j_nvPartie()
g_cDamier()
g_cGrille()
g_remplirGrille(j_grille)
def f_dClic(x, y):
global f_origine, f_x1, f_y1, f_x2, f_y2
if f_origine:
f_x1, f_y1 = x, y
# TODO Colorer case
g_statut('Poser')
else:
f_x2, f_y2 = x, y
f_dPion(f_x1, f_y1, f_x2, f_y2)
f_statutPrendre()
f_origine = not f_origine
def f_clic(event):
x = event.x//COTE_CASE
y = event.y//COTE_CASE
f_dClic(x, y)
f_init()

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@ -1,222 +0,0 @@
# INFOS
# Pièces :
# [1-6] : Blancs
# [11-6] : Noirs
# X1 : Pion
# X2 : Tour
# X3 : Cavalier
# x4 : Fou
# X5 : Dame
# X6 : Roi
# j_ jeu : le logique du jeu lui même
# g_ GUI : l'interface graphique
# f_ Frontend : ce qui associe les deux
# _e : est
# _c : crée
# _d : déplace
# IMPORTS
from tkinter import *
from random import randint
# FONCTIONS
# Jeu
CASES_COTE = 8
j_grille = None
auxBlancs = None
def j_eNoir(xD, yD): # TODO Peut être considérablement amélioré
i = 1
for x in range(0, CASES_COTE):
i += 1
for y in range(0, CASES_COTE):
i += 1
if x == xD and y == yD:
return i%2
def j_cGrille():
global j_grille
j_grille = []
for x in range(CASES_COTE):
colonne = []
for y in range(CASES_COTE):
if j_eNoir(x, y):
colonne.append(0)
else:
colonne.append(-1)
j_grille.append(colonne)
def j_remplirGrille():
global j_grille
j_grille[2][2] = 5
def j_nvPartie():
j_cGrille()
j_remplirGrille()
global auxBlancs
auxBlancs = True
def j_cPion(x, y, piece):
"""
"""
j_grille[x][y] = piece
return True
def j_dPion(x1, y1, x2, y2):
# TODO Vérification du mouvement possible
assert(j_grille[x1][y1] > 0), "ERR1"
assert(j_grille[x2][y2] != 0), "ERR2"
j_grille[x2][y2] = j_grille[x1][y1]
return True
# def poserPion(x, y):
# global auxBlancs
# if j_grille[x][y] == 0:
# j_grille[x][y] = 1
# pion(x, y, auxBlancs)
# auxBlancs = not auxBlancs
# elif j_grille[x][y] == -1:
# statut('On joue sur les cases noires !')
# else:
# statut('Il y a déjà quelque chose ici.')
# GUI
DECX = 0
DECY = 0
COTE_CASE = 50
MARGE_PIONS = 5
g_grilleDamier = None
g_grillePions = None
g_photos = []
fen = None
can = None
chaine = None
def g_fen():
global fen, can, chaine
fen = Tk()
fen.title("Jeu d'Échecs")
can = Canvas(fen, width=COTE_CASE*CASES_COTE, height=COTE_CASE*CASES_COTE, \
bg="ivory")
can.grid(row=0, column=1, columnspan=3)
can.bind('<Button-1>', f_clic)
chaine = Label(fen, text="Aux blancs")
chaine.grid(row=2, column=2, padx=3, pady=3)
Button(fen, text="Nv. Partie", command=f_nvPartie).grid(row=2, column=1, \
padx=3, pady=3)
Button(fen, text="Quitter", command=fen.destroy).grid(row=2, column=3, \
padx=3, pady=3)
def g_statut(texte, delai=0):
chaine.config(text=texte)
print(texte)
# TODO Timeout effacer si parametre
def g_cCase(x, y):
if j_eNoir(x, y):
couleur = 'black'
else:
couleur = 'white'
return can.create_rectangle(x*COTE_CASE, y*COTE_CASE, \
(x+1)*COTE_CASE, (y+1)*COTE_CASE, fill=couleur)
def g_cDamier():
global g_grilleDamier
g_grilleDamier = []
for x in range(0, CASES_COTE):
colonne = []
for y in range(0, CASES_COTE):
colonne.append(g_cCase(x + DECX, y + DECY))
g_grilleDamier.append(colonne)
def g_cPion(x, y, piece):
global g_grillePions
global g_photos
if piece > 0:
nom = 'sprites/'
if piece%10 == 5:
nom += 'reine'
else:
nom += 'pion'
if piece < 10:
nom += 'B'
else:
nom += 'N'
nom += '.gif'
g_photos.append(PhotoImage(file=nom))
sample = int(504/(COTE_CASE-MARGE_PIONS))
g_photos[-1] = g_photos[-1].subsample(sample)
g_grillePions[x][y] = can.create_image((x+.5)*COTE_CASE, (y+.5)*COTE_CASE, image=g_photos[-1])
# g_grillePions[x][y] = can.create_oval(x*COTE_CASE+MARGE_PIONS, y*COTE_CASE+MARGE_PIONS, \
# (x+1)*COTE_CASE-MARGE_PIONS, (y+1)*COTE_CASE-MARGE_PIONS, \
# outline='gray', width=2, fill='white' if piece < 10 else 'black')
else:
g_grillePions[x][y] = False
def g_dPion(x1, y1, x2, y2):
global g_grillePions
pion = g_grillePions[x1][y1]
can.coords(pion, x2*COTE_CASE+MARGE_PIONS, y2*COTE_CASE+MARGE_PIONS, (x2+1)*COTE_CASE-MARGE_PIONS, (y2+1)*COTE_CASE-MARGE_PIONS)
g_grillePions[x1][y1] = False
g_grillePions[x2][y2] = pion
def g_cGrille():
global g_grillePions
g_grillePions = []
for x in range(0, CASES_COTE): # Crée g_grillePions
colonne = []
for y in range(0, CASES_COTE):
colonne.append(False)
g_grillePions.append(colonne)
def g_remplirGrille(j_grilleF):
global g_grillePions
for x in range(0, CASES_COTE): # Remplis g_grillePions
for y in range(0, CASES_COTE):
g_cPion(x, y, j_grilleF[x][y])
# Frontend
def f_cPion(x, y, piece):
if j_cPion(x, y, piece):
g_cPion(x, y, piece)
return True
else:
return False
def f_cPionAlea():
g_cPion(randint(1, CASES_COTE), randint(1, CASES_COTE), 1)
def f_dPion(x1, y1, x2, y2):
if j_dPion(x1, y1, x2, y2):
g_dPion(x1, y1, x2, y2)
return True
else:
return False
def f_nvPartie():
j_nvPartie()
g_cDamier()
g_cGrille()
g_remplirGrille(j_grille)
def f_clic(event):
x = event.x//COTE_CASE
y = event.y//COTE_CASE
f_cPion(x, y, 1)
# MAIN
g_fen()
f_nvPartie()

37
S1/Echecs/tkResize.py Normal file
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import tkinter.ttk
from tkinter.constants import *
class Application(tkinter.ttk.Frame):
@classmethod
def main(cls):
tkinter.NoDefaultRoot()
root = tkinter.Tk()
app = cls(root)
app.grid(sticky=NSEW)
root.grid_columnconfigure(0, weight=1)
root.grid_rowconfigure(0, weight=1)
root.resizable(True, True)
root.mainloop()
def __init__(self, root):
super().__init__(root)
self.create_widgets()
self.grid_widgets()
self.grid_columnconfigure(0, weight=1)
def create_widgets(self):
self.set_timer = tkinter.ttk.Entry(self, text="Dummy")
self.start = tkinter.ttk.Button(self, text='Start')
self.display1 = tkinter.ttk.Label(self, text='Dummy')
self.display2 = tkinter.ttk.Label(self, text='Dummy')
def grid_widgets(self):
options = dict(sticky=NSEW, padx=3, pady=4)
self.set_timer.grid(column=0, row=0, **options)
self.start.grid(column=0, row=1, **options)
self.display1.grid(column=0, row=2, **options)
self.display2.grid(column=0, row=3, **options)
if __name__ == '__main__':
Application.main()