[Echecs] Plus d'animations et modifications diverses
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@ -49,48 +49,88 @@ class LogiqueEchecs:
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self.grille[x][y] = piece
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return True
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@staticmethod
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def ePionBlanc(pion):
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return pion in range(1, 7)
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@staticmethod
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def ePionNoir(pion):
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return pion in range(11, 17)
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def aSonTour(self, pion):
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return (self.ePionNoir(pion) and self.joueur == False) or \
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(self.ePionBlanc(pion) and self.joueur == True)
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def mvtPossible(self, x1, y1, x2, y2):
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pion = self.grille[x1][y1]
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if (pion >= 10 and self.joueur == False) or \
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(pion < 10 and self.joueur == True):
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if pion > 0 and self.grille[x2][y2] <= 0:
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if self.aSonTour(pion):
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if pion > 0:
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tPion = pion % 10
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if tPion == 1:
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if x1 == x2:
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if tPion == 1: # Pion
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if x1 == x2 and self.grille[x2][y2] <= 0: # Avance
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if self.joueur:
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if y2 == y1 - 1:
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return True
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return [None, True]
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elif y1 == 6 and y2 == 4:
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return [None, True]
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else:
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return -4
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else:
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if y2 == y1 + 1:
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return True
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return [None, True]
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elif y1 == 1 and y2 == 3:
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return [None, True]
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else:
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return -4
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elif abs(x1-x2) == 1: # Saut
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if self.joueur:
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if y2 == y1 - 1 and \
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self.ePionNoir(self.grille[x2][y2]):
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return [[x2, y2], True] # Saute un noir
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else:
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return -4
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else:
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if y2 == y1 + 1 and \
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self.ePionBlanc(self.grille[x2][y2]):
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return [[x2, y2], True] # Saute un blanc
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else:
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return -4
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else:
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return -4
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elif tPion == 6:
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if x2 <= x1 + 1 and x2 >= x1 - 1 and y2 <= y1 + 1 and y2 >= y1 - 1 \
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if x2 <= x1 + 1 and x2 >= x1 - 1 and y2 <= y1 + 1 and \
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y2 >= y1 - 1 \
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and (x1 != x2 or y1 != y2):
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return True
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return [None, True]
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else:
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return -4
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else:
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return -3
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return True
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return [None, True]
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else:
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return -2
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else:
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return -1
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def mvtsPossibles(self, x1, y1):
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tableau = []
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for x2 in range(0, CASES_COTE):
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for y2 in range(0, CASES_COTE):
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if type(self.mvtPossible(x1, y1, x2, y2)) is list:
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tableau.append([x2, y2])
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return tableau
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def dPion(self, x1, y1, x2, y2):
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test = self.mvtPossible(x1, y1, x2, y2)
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if test == True:
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if type(test) is list:
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self.grille[x2][y2] = self.grille[x1][y1]
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self.grille[x1][y1] = 0
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# self.joueur = not self.joueur # DEBUG
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return True
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if test[1]:
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self.joueur = not self.joueur
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return test
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else:
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return test
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@ -124,6 +164,7 @@ class PlateauTk:
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self.dy1 = -1
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self.dx2 = -1
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self.dy2 = -1
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self.mvtsPossibles = []
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self.logique = LogiqueEchecs()
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self.creerFen()
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@ -187,13 +228,29 @@ class PlateauTk:
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self.imagesRedim.append('')
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# Dessin
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@staticmethod
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def caseCouleur(blanc, contexte):
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if contexte == 1: # Sélectionné
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return '#a0cefe' if blanc else '#478bd1'
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elif contexte == 2: # Possible
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return '#bafea0' if blanc else '#6ed147'
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elif contexte == 3: # Impossible
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return '#fea0ab' if blanc else '#d14758'
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else: # Normal
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return '#ffce9e' if blanc else '#d18b47'
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def cCase(self, x, y):
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if LogiqueEchecs.eNoir(x, y):
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couleur = '#D18B47'
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else:
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couleur = '#FFCE9E'
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return self.can.create_rectangle(x * COTE_CASE, y * COTE_CASE,
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(x + 1) * COTE_CASE, (y + 1) * COTE_CASE, fill=couleur)
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couleur = self.caseCouleur(not LogiqueEchecs.eNoir(x, y), 0)
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return self.can.create_rectangle(x * COTE_CASE, y * COTE_CASE, (x + 1) * COTE_CASE, (y + 1) * COTE_CASE)
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def coulCase(self, x, y, contexte):
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couleur = self.caseCouleur(not self.logique.eNoir(x, y), contexte)
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self.can.itemconfig(self.grilleDamier[x][y], fill=couleur, outline=couleur)
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def coulDamier(self):
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for x in range(0, CASES_COTE):
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for y in range(0, CASES_COTE):
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self.coulCase(x, y, 0)
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def cDamier(self):
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self.grilleDamier = []
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@ -202,6 +259,7 @@ class PlateauTk:
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for y in range(0, CASES_COTE):
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colonne.append(self.cCase(x + DECX, y + DECY))
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self.grilleDamier.append(colonne)
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self.coulDamier()
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def cPion(self, x, y, piece):
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if piece > 0:
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@ -232,44 +290,47 @@ class PlateauTk:
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self.statut('Prendre (' + joueur + ')')
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@staticmethod
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def dPionAnimCoords(i):
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def animationDCoords(i):
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x = i['x1'] + (i['x2']-i['x1']) * (i['avancement']/i['total'])
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y = i['y1'] + (i['y2']-i['y1']) * (i['avancement']/i['total'])
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return [x, y]
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def dPionAnim(self):
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def animation(self):
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animationsNv = []
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for i in self.animations:
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if i['avancement'] < i['total']:
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coords = self.dPionAnimCoords(i)
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self.can.coords(i['pion'], coords[0], coords[1])
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if i['type'] == 'd':
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coords = self.animationDCoords(i)
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self.can.coords(i['pion'], coords[0], coords[1])
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# elif i['type'] == 'f':
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# TODO Opacité de i['pion']
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# elif i['type'] == 'c':
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# TODO Opacité de case
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i['avancement'] += INTER_ANIM
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animationsNv.append(i)
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else:
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self.can.coords(i['pion'], i['x2'], i['y2'])
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if i['type'] == 'd':
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self.can.coords(i['pion'], i['x2'], i['y2'])
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elif i['type'] == 'f':
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self.can.delete(i['pion'])
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elif i['type'] == 'c':
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self.coulCase(i['x'], i['y'], 0)
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self.animations = animationsNv
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if len(animationsNv):
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self.fen.after(INTER_ANIM, self.dPionAnim)
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self.fen.after(INTER_ANIM, self.animation)
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def cdPionAnim(self, x1, y1, x2, y2, pion):
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animation = {
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'x1': x1,
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'y1': y1,
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'x2': x2,
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'y2': y2,
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'pion': pion,
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'total': TEMPS_ANIM,
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'avancement': 0
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}
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def animer(self, animation):
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etaitVide = len(self.animations) < 1
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self.animations.append(animation)
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if etaitVide:
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self.animation()
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if not len(self.animations):
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self.animations.append(animation)
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self.dPionAnim()
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else:
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def animerD(self, x1, y1, x2, y2, pion):
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if len(self.animations):
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for i in self.animations:
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if i['pion'] == pion: # Si une animation pour ce pion existe
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# déjà, on la reprend et on la modifie
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coords = self.dPionAnimCoords(i)
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coords = self.animationDCoords(i)
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i['x1'] = coords[0]
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i['y1'] = coords[1]
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i['x2'] = x2
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@ -278,17 +339,50 @@ class PlateauTk:
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i['total'] = TEMPS_ANIM
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i['avancement'] = 0
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return
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self.animations.append(animation)
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animation = {
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'x1': x1,
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'y1': y1,
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'x2': x2,
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'y2': y2,
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'pion': pion,
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'type': 'd',
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'total': TEMPS_ANIM,
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'avancement': 0
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}
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self.can.tag_raise(pion) # Mise au premier plan
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self.animer(animation)
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def animerF(self, pion): # Pion fade-out
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animation = {
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'pion': pion,
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'type': 'f',
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'total': TEMPS_ANIM,
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'avancement': 0
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}
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self.animer(animation)
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def animerC(self, x ,y):
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animation = {
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'type': 'c',
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'x': x,
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'y': y,
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'total': TEMPS_ANIM,
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'avancement': 0
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}
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self.animer(animation)
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def dPion(self, x1, y1, x2, y2):
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test = self.logique.dPion(x1, y1, x2, y2)
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if test == True:
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if type(test) is list: # Si déplacement possible
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if type(test[0]) is list: # Si saut → Animation effacement
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self.animerF(self.grillePions[test[0][0]][test[0][1]])
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self.grillePions[x2][y2], self.grillePions[x1][y1] = \
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self.grillePions[x1][y1], False
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self.cdPionAnim((x1 + .5) * COTE_CASE, (y1 + .5) * COTE_CASE, \
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(x2 + .5) * COTE_CASE, (y2 + .5) * COTE_CASE, \
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self.grillePions[x2][y2])
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self.grillePions[x1][y1], False
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self.animerD((x1 + .5) * COTE_CASE, (y1 + .5) * COTE_CASE, \
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(x2 + .5) * COTE_CASE, (y2 + .5) * COTE_CASE, \
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self.grillePions[x2][y2])
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return True
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else:
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# TODO Messages corrects
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@ -297,15 +391,29 @@ class PlateauTk:
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def dClic(self, x, y):
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# if not len(self.animations):
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if self.dEtape:
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if self.dEtape: # Prendre
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self.dx1, self.dy1 = x, y
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# TODO Colorer case
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self.statut('Poser')
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else:
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self.coulDamier() # Effacement des surbrillances
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if self.logique.aSonTour(self.logique.grille[self.dx1][self.dy1]): # Si possible jouer
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self.coulCase(self.dx1, self.dy1, 1)
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self.mvtPossibles = self.logique.mvtsPossibles(self.dx1, self.dy1) # Surbrillance bleue
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for i in self.mvtPossibles: # Surbrillances vertes
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self.coulCase(i[0], i[1], 2)
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self.statut('Poser')
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self.dEtape = not self.dEtape
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else: # Si pas pssible jouer
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self.coulCase(self.dx1, self.dy1, 3)
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self.animerC(self.dx1, self.dy1)
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else: # Poser
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self.dx2, self.dy2 = x, y
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self.dPion(self.dx1, self.dy1, self.dx2, self.dy2)
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self.statutPrendre()
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self.dEtape = not self.dEtape
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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
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self.coulDamier() # Effacer Surbrillance
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self.dEtape = not self.dEtape
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self.statutPrendre()
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else: # Si mauvais déplacement
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self.coulCase(self.dx2, self.dy2, 3)
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self.animerC(self.dx2, self.dy2)
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def clic(self, event):
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x = event.x // COTE_CASE
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