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blockit_drop_shadow.py
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544 lines (504 loc) · 27.6 KB
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#this is optimised version
import pygame,sys,random,main
from animations import *
from pygame import *
try:
import android
except ImportError:
android = None
pygame.init()
if android:
android.init()
android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)
try:
import pygame.mixer as mixer
except ImportError:
import android.mixer as mixer
mixer.music.load("sounds/bg.wav")
infoObject=pygame.display.Info()
WINDOW_WIDTH=infoObject.current_w
WINDOW_HEIGHT=infoObject.current_h
PLAYER1="BLACK"
PLAYER2="WHITE"
WHITE=(255,255,255)
BLACK=(70,70,70)
GREEN=(0,255,0)
RED=(100,0,0)
BACKGROUND=(150,150,150)
BUTTON_WIDTH=200#original 200
BUTTON_HEIGHT=120#original 120
DISPLAYSURF=pygame.display.set_mode((0,0),pygame.FULLSCREEN)
pygame.display.set_caption("BLOCK IT!!")
new_image_up=pygame.image.load("images/new_button_up_.png")
new_image_up=pygame.transform.scale(new_image_up,(BUTTON_WIDTH,BUTTON_HEIGHT))
new_image_down=pygame.image.load("images/new_button_down_.png")
new_image_down=pygame.transform.scale(new_image_down,(BUTTON_WIDTH,BUTTON_HEIGHT))
new_rect=new_image_up.get_rect()
new_rect.bottomright=WINDOW_WIDTH-20,WINDOW_HEIGHT-20
undo_image_up=pygame.image.load("images/undo_button_up.png")
undo_image_up=pygame.transform.scale(undo_image_up,(BUTTON_WIDTH,BUTTON_HEIGHT))
undo_image_down=pygame.image.load("images/undo_button_down.png")
undo_image_down=pygame.transform.scale(undo_image_down,(BUTTON_WIDTH,BUTTON_HEIGHT))
undo_rect=undo_image_up.get_rect()
undo_rect.bottomleft=20,WINDOW_HEIGHT-20
turn_image=pygame.image.load("images/turn.png")
turn_image=pygame.transform.scale(turn_image,(int(2*BUTTON_WIDTH/5),int(BUTTON_WIDTH/2)))
turn_rect=turn_image.get_rect()
turn_rect.top=10
previous_first_time=None
OVER_RIDE_SURF,OVER_RIDE_RECT=make_text("OVERRIDE",RED,None,0,0,40)
undo=False
def loop():
fade_out(DISPLAYSURF)
while True:
global r_c
pygame.display.update()
for event in pygame.event.get():
if event.type==QUIT or (event.type==KEYUP and event.key==K_ESCAPE):
fade_in(DISPLAYSURF)
main.the_main()
pygame.quit()
sys.exit()
elif event.type==MOUSEBUTTONDOWN :
if TWO_RECT.collidepoint(event.pos):
button_animation(DISPLAYSURF,TWO_IMAGE_DOWN,TWO_IMAGE,TWO_RECT)
fade_in(DISPLAYSURF)
r_c=2
return
elif FOUR_RECT.collidepoint(event.pos):
button_animation(DISPLAYSURF,FOUR_IMAGE_DOWN,FOUR_IMAGE,FOUR_RECT)
fade_in(DISPLAYSURF)
r_c=4
return
elif SIX_RECT.collidepoint(event.pos):
button_animation(DISPLAYSURF,SIX_IMAGE_DOWN,SIX_IMAGE,SIX_RECT)
fade_in(DISPLAYSURF)
r_c=6
return
elif EIGHT_RECT.collidepoint(event.pos):
button_animation(DISPLAYSURF,EIGHT_IMAGE_DOWN,EIGHT_IMAGE,EIGHT_RECT)
fade_in(DISPLAYSURF)
r_c=8
return
def display_start():
global r_c,BLOCK_SIZE,BLOCK_WIDTH,BOARD_X_PLACE,BOARD_Y_PLACE,\
TWO_RECT,FOUR_RECT,SIX_RECT,EIGHT_RECT,\
TWO_IMAGE,FOUR_IMAGE,SIX_IMAGE,EIGHT_IMAGE,\
TWO_IMAGE_DOWN,FOUR_IMAGE_DOWN,SIX_IMAGE_DOWN,EIGHT_IMAGE_DOWN,\
player2_,player1_,player1__rect,player2__rect,\
player2_0,player2_1,player2_2,player2_3,\
player1_0,player1_1,player1_2,player1_3,\
player2_0_rect,player2_1_rect,player2_2_rect,player2_3_rect,\
player1_0_rect,player1_1_rect,player1_2_rect,player1_3_rect
BUTTON_WIDTH,BUTTON_HEIGHT=250,150#for second screen increase the size of buttons
TWO_IMAGE=pygame.image.load("images/two_button_up.png")
TWO_IMAGE=pygame.transform.scale(TWO_IMAGE,(BUTTON_WIDTH,BUTTON_HEIGHT))
TWO_IMAGE_DOWN=pygame.image.load("images/two_button_down.png")
TWO_IMAGE_DOWN=pygame.transform.scale(TWO_IMAGE_DOWN,(BUTTON_WIDTH,BUTTON_HEIGHT))
TWO_RECT=TWO_IMAGE.get_rect(left=WINDOW_WIDTH/2,top=WINDOW_HEIGHT/2)
TWO_RECT.top-=2.1*TWO_RECT.height
TWO_RECT.left-=TWO_RECT.width/2
FOUR_IMAGE=pygame.image.load("images/four_button_up.png")
FOUR_IMAGE=pygame.transform.scale(FOUR_IMAGE,(BUTTON_WIDTH,BUTTON_HEIGHT))
FOUR_IMAGE_DOWN=pygame.image.load("images/four_button_down.png")
FOUR_IMAGE_DOWN=pygame.transform.scale(FOUR_IMAGE_DOWN,(BUTTON_WIDTH,BUTTON_HEIGHT))
FOUR_RECT=FOUR_IMAGE.get_rect(left=TWO_RECT.left,top=TWO_RECT.top+TWO_RECT.height+20)
SIX_IMAGE=pygame.image.load("images/six_button_up.png")
SIX_IMAGE=pygame.transform.scale(SIX_IMAGE,(BUTTON_WIDTH,BUTTON_HEIGHT))
SIX_IMAGE_DOWN=pygame.image.load("images/six_button_down.png")
SIX_IMAGE_DOWN=pygame.transform.scale(SIX_IMAGE_DOWN,(BUTTON_WIDTH,BUTTON_HEIGHT))
SIX_RECT=FOUR_IMAGE.get_rect(left=TWO_RECT.left,top=FOUR_RECT.top+FOUR_RECT.height+20)
EIGHT_IMAGE=pygame.image.load("images/eight_button_up.png")
EIGHT_IMAGE=pygame.transform.scale(EIGHT_IMAGE,(BUTTON_WIDTH,BUTTON_HEIGHT))
EIGHT_IMAGE_DOWN=pygame.image.load("images/eight_button_down.png")
EIGHT_IMAGE_DOWN=pygame.transform.scale(EIGHT_IMAGE_DOWN,(BUTTON_WIDTH,BUTTON_HEIGHT))
EIGHT_RECT=FOUR_IMAGE.get_rect(left=TWO_RECT.left,top=SIX_RECT.top+SIX_RECT.height+20)
BUTTON_WIDTH,BUTTON_HEIGHT=200,120#revert the size of button to normal for the rest of the buttons
DISPLAYSURF.fill(BACKGROUND)
set_bgs(DISPLAYSURF)
"""
#space to write stuff in the format of the embeded text to be used
PLAYER1_SURF,PLAYER1_RECT=make_text(" till the end of the current game.",BLACK,None,200,500,60)
DISPLAYSURF.blit(PLAYER1_SURF,PLAYER1_RECT)
pygame.display.update()
pygame.time.wait(3000)
"""
DISPLAYSURF.blit(TWO_IMAGE,TWO_RECT)
DISPLAYSURF.blit(FOUR_IMAGE,FOUR_RECT)
DISPLAYSURF.blit(SIX_IMAGE,SIX_RECT)
DISPLAYSURF.blit(EIGHT_IMAGE,EIGHT_RECT)
loop()
BLOCK_SIZE=WINDOW_HEIGHT/r_c
BLOCK_WIDTH=BLOCK_SIZE/20
if (BLOCK_SIZE-BLOCK_WIDTH)%4!=0:
BLOCK_SIZE=BLOCK_SIZE-((BLOCK_SIZE-BLOCK_WIDTH)%4)
#BLOCK_SIZE-BLOCK_WIDTH should be divisible by 4 dont know why
BOARD_X_PLACE=WINDOW_WIDTH-(r_c*BLOCK_SIZE)-(WINDOW_WIDTH-r_c*BLOCK_SIZE)/2
BOARD_Y_PLACE=WINDOW_HEIGHT-(r_c*BLOCK_SIZE)-(WINDOW_HEIGHT-r_c*BLOCK_SIZE)/2+8
#
player2_0=pygame.image.load("images/player2_0.png")
player2_0=pygame.transform.scale(player2_0,(int(BLOCK_SIZE-5*BLOCK_WIDTH),int(BLOCK_SIZE/2-5*BLOCK_WIDTH/2)))
player2_0_rect=player2_0.get_rect()
player2_1=pygame.image.load("images/player2_1.png")
player2_1=pygame.transform.scale(player2_1,(int(BLOCK_SIZE/2-5*BLOCK_WIDTH/2),int(BLOCK_SIZE-5*BLOCK_WIDTH)))
player2_1_rect=player2_1.get_rect()
player2_2=pygame.image.load("images/player2_2.png")
player2_2=pygame.transform.scale(player2_2,(int(BLOCK_SIZE-5*BLOCK_WIDTH),int(BLOCK_SIZE/2-5*BLOCK_WIDTH/2)))
player2_2_rect=player2_2.get_rect()
player2_3=pygame.image.load("images/player2_3.png")
player2_3=pygame.transform.scale(player2_3,(int(BLOCK_SIZE/2-5*BLOCK_WIDTH/2),int(BLOCK_SIZE-5*BLOCK_WIDTH)))
player2_3_rect=player2_3.get_rect()
player1_0=pygame.image.load("images/player1_0.png")
player1_0=pygame.transform.scale(player1_0,(int(BLOCK_SIZE-5*BLOCK_WIDTH),int(BLOCK_SIZE/2-5*BLOCK_WIDTH/2)))
player1_0_rect=player1_0.get_rect()
player1_1=pygame.image.load("images/player1_1.png")
player1_1=pygame.transform.scale(player1_1,(int(BLOCK_SIZE/2-5*BLOCK_WIDTH/2),int(BLOCK_SIZE-5*BLOCK_WIDTH)))
player1_1_rect=player1_1.get_rect()
player1_2=pygame.image.load("images/player1_2.png")
player1_2=pygame.transform.scale(player1_2,(int(BLOCK_SIZE-5*BLOCK_WIDTH),int(BLOCK_SIZE/2-5*BLOCK_WIDTH/2)))
player1_2_rect=player1_2.get_rect()
player1_3=pygame.image.load("images/player1_3.png")
player1_3=pygame.transform.scale(player1_3,(int(BLOCK_SIZE/2-5*BLOCK_WIDTH/2),int(BLOCK_SIZE-5*BLOCK_WIDTH)))
player1_3_rect=player1_3.get_rect()
player2_=pygame.image.load("images/player2_.png");
player2_=pygame.transform.scale(player2_,(int(BLOCK_SIZE),int(BLOCK_SIZE)));
player2__rect=player2_.get_rect();
player1_=pygame.image.load("images/player1_.png");
player1_=pygame.transform.scale(player1_,(int(BLOCK_SIZE),int(BLOCK_SIZE)));
player1__rect=player1_.get_rect();
#
class triangle():
def __init__(self,pts,player):
self.pts=pts
self.player=player
def collide(self,points):
poly=self.pts
area=abs((poly[0][0]*(poly[1][1]-poly[2][1])+poly[1][0]*(poly[2][1]-poly[0][1])+poly[2][0]*(poly[0][1]-poly[1][1]))/2)
area1=abs((points[0]*(poly[1][1]-poly[2][1])+poly[1][0]*(poly[2][1]-points[1])+poly[2][0]*(points[1]-poly[1][1]))/2)
area2=abs((poly[0][0]*(points[1]-poly[2][1])+points[0]*(poly[2][1]-poly[0][1])+poly[2][0]*(poly[0][1]-points[1]))/2)
area3=abs((poly[0][0]*(poly[1][1]-points[1])+poly[1][0]*(points[1]-poly[0][1])+points[0]*(poly[0][1]-poly[1][1]))/2)
if area==area1+area2+area3:
return True
else:
return False
class Block(object):
def __init__(self,marked=False,rect=pygame.Rect(0,0,0,0)):
self.marked=marked
self.rect=rect
self.triangles=(triangle((self.rect.topleft,self.rect.topright,self.rect.center),None)\
,triangle((self.rect.topleft,self.rect.bottomleft,self.rect.center),None)\
,triangle((self.rect.bottomleft,self.rect.bottomright,self.rect.center),None)\
,triangle((self.rect.bottomright,self.rect.topright,self.rect.center),None))
def draw_board(FIRST_PLAYER):
global winner,player1_score,player2_score
DISPLAYSURF.fill(BACKGROUND)
set_bgs(DISPLAYSURF)
player1_score=0
player2_score=0
for i in range(0,r_c):
for j in range(0,r_c):
block=list_of_objects[i][j]
if number_list[i*r_c+j]%2==0:
player1__rect.center=block.rect.center
DISPLAYSURF.blit(player1_,player1__rect)
else:
player2__rect.center=block.rect.center
DISPLAYSURF.blit(player2_,player2__rect)
for k in range(4):
if block.triangles[k].player==PLAYER2:
player2_score+=1
#
if k==0:
player2_0_rect.center=(block.triangles[0].pts[0][0]+BLOCK_SIZE/2-BLOCK_WIDTH/2,block.triangles[0].pts[0][1]+BLOCK_SIZE/4+BLOCK_WIDTH/4)
DISPLAYSURF.blit(player2_0,player2_0_rect)
elif k==1:
player2_1_rect.center=(block.triangles[1].pts[0][0]+BLOCK_SIZE/4+BLOCK_WIDTH/4,block.triangles[1].pts[0][1]+BLOCK_SIZE/2-BLOCK_WIDTH/2)
DISPLAYSURF.blit(player2_1,player2_1_rect)
elif k==2:
player2_2_rect.center=(block.triangles[2].pts[0][0]+BLOCK_SIZE/2-BLOCK_WIDTH/2,block.triangles[2].pts[0][1]-BLOCK_SIZE/4-BLOCK_WIDTH/4)
DISPLAYSURF.blit(player2_2,player2_2_rect)
else:
player2_3_rect.center=(block.triangles[3].pts[0][0]-BLOCK_SIZE/4-BLOCK_WIDTH/4,block.triangles[3].pts[0][1]-BLOCK_SIZE/2+BLOCK_WIDTH/2)
DISPLAYSURF.blit(player2_3,player2_3_rect)
#
elif block.triangles[k].player==PLAYER1:
player1_score+=1
#
if k==0:
player1_0_rect.center=(block.triangles[0].pts[0][0]+BLOCK_SIZE/2-BLOCK_WIDTH/2,block.triangles[0].pts[0][1]+BLOCK_SIZE/4+BLOCK_WIDTH/4)
DISPLAYSURF.blit(player1_0,player1_0_rect)
elif k==1:
player1_1_rect.center=(block.triangles[1].pts[0][0]+BLOCK_SIZE/4+BLOCK_WIDTH/4,block.triangles[1].pts[0][1]+BLOCK_SIZE/2-BLOCK_WIDTH/2)
DISPLAYSURF.blit(player1_1,player1_1_rect)
elif k==2:
player1_2_rect.center=(block.triangles[2].pts[0][0]+BLOCK_SIZE/2-BLOCK_WIDTH/2,block.triangles[2].pts[0][1]-BLOCK_SIZE/4-BLOCK_WIDTH/4)
DISPLAYSURF.blit(player1_2,player1_2_rect)
else:
player1_3_rect.center=(block.triangles[3].pts[0][0]-BLOCK_SIZE/4-BLOCK_WIDTH/4,block.triangles[3].pts[0][1]-BLOCK_SIZE/2+BLOCK_WIDTH/2)
DISPLAYSURF.blit(player1_3,player1_3_rect)
#
winner=None
if player1_score>player2_score:
winner=PLAYER1
elif player2_score>player1_score:
winner=PLAYER2
player1_bgcolor=BLACK
player2_bgcolor=BLACK
PLAYER2_SURF,PLAYER2_RECT=make_text(PLAYER2,player2_bgcolor,None,0,0,40)
PLAYER2_RECT.top=4*r_c*BLOCK_WIDTH
PLAYER2_RECT.left=BOARD_X_PLACE+r_c*(BLOCK_SIZE)+2*r_c*BLOCK_WIDTH
PLAYER2_SCORE_SURF,PLAYER2_SCORE_RECT=make_text(str(player2_score),BLACK,None,0,0,120)
PLAYER2_SCORE_RECT.top=PLAYER2_RECT.bottom+PLAYER2_RECT.height*3
PLAYER2_SCORE_RECT.centerx=PLAYER2_RECT.centerx
PLAYER1_SURF,PLAYER1_RECT=make_text(PLAYER1,player1_bgcolor,None,0,0,40)
PLAYER1_RECT.top=4*r_c*BLOCK_WIDTH
PLAYER1_RECT.right=BOARD_X_PLACE-BLOCK_WIDTH-2*r_c*BLOCK_WIDTH
PLAYER1_SCORE_SURF,PLAYER1_SCORE_RECT=make_text(str(player1_score),BLACK,None,0,0,120)
PLAYER1_SCORE_RECT.top=PLAYER1_RECT.bottom+PLAYER1_RECT.height*3
PLAYER1_SCORE_RECT.centerx=PLAYER1_RECT.centerx
DISPLAYSURF.blit(PLAYER1_SURF,PLAYER1_RECT)
DISPLAYSURF.blit(PLAYER1_SCORE_SURF,PLAYER1_SCORE_RECT)
DISPLAYSURF.blit(PLAYER2_SURF,PLAYER2_RECT)
DISPLAYSURF.blit(PLAYER2_SCORE_SURF,PLAYER2_SCORE_RECT)
DISPLAYSURF.blit(new_image_up,new_rect)
DISPLAYSURF.blit(undo_image_up,undo_rect)
if not first_time:
if FIRST_PLAYER==PLAYER1:
player1_bgcolor=BACKGROUND
turn_rect.centerx=PLAYER1_RECT.centerx
OVER_RIDE_RECT.top=PLAYER1_SCORE_RECT.bottom+40
OVER_RIDE_RECT.centerx=PLAYER1_SCORE_RECT.centerx
elif FIRST_PLAYER==PLAYER2:
player2_bgcolor=BACKGROUND
turn_rect.centerx=PLAYER2_RECT.centerx
OVER_RIDE_RECT.top=PLAYER2_SCORE_RECT.bottom+40
OVER_RIDE_RECT.centerx=PLAYER2_SCORE_RECT.centerx
DISPLAYSURF.blit(turn_image,turn_rect)
if first_time and previous_first_time==None:
fade_out(DISPLAYSURF)
if over_ride:
DISPLAYSURF.blit(OVER_RIDE_SURF,OVER_RIDE_RECT)
def blocked(player,i,j,k):
block=list_of_objects[i][j]
if block.triangles[0].player==player and block.triangles[1].player==player and block.triangles[2].player==player and block.triangles[3].player==player:
return(True)
else:
if k==0and j!=0:
block2=list_of_objects[i][j-1]
if block2.triangles[2].player==player:
return True
elif k==1 and i!=0:
block2=list_of_objects[i-1][j]
if block2.triangles[3].player==player:
return True
elif k==2 and j!=r_c-1:
block2=list_of_objects[i][j+1]
if block2.triangles[0].player==player:
return True
elif k==3 and i!=r_c-1:
block2=list_of_objects[i+1][j]
if block2.triangles[1].player==player:
return True
return False
def check_end(current_player,over_ride):
for i in range(0,r_c):
for j in range(0,r_c):
if (number_list[i*r_c+j]%2==0 and current_player==PLAYER1) or (number_list[i*r_c+j]%2!=0 and current_player==PLAYER2):
for k in range(4):
if list_of_objects[i][j].triangles[k].player==None:
return False
elif over_ride==True and list_of_objects[i][j].triangles[k].player!=current_player:
return False
return(True)
def new():
display_start()
global list_of_objects,number_list,over_ride,first_time,previous_number_list
list_of_objects=[]
number_list=[]
previous_number_list=[]
for i in range(0,r_c):
list_of_objects.append([])
for j in range(0,r_c):
obj=Block(False,pygame.Rect(i*BLOCK_SIZE+BOARD_X_PLACE,j*BLOCK_SIZE+BOARD_Y_PLACE,BLOCK_SIZE-BLOCK_WIDTH,BLOCK_SIZE-BLOCK_WIDTH))
list_of_objects[i].append(obj)
for i in range(r_c*r_c):
number_list.append(i)
random.shuffle(number_list)
previous_number_list.extend(number_list)
over_ride=False
first_time=True
draw_board(BACKGROUND)
def display_win_message():
global WIN_RECT,WIN_SURF
if winner==PLAYER1:
text=PLAYER1+'!! won ...tap to start new game'
write_high_score(player1_score)
elif winner==PLAYER2:
text=PLAYER2+'!! won ...tap to start new game'
write_high_score(player2_score)
else:
text="it's a DRAW ...tap to start new game"
write_high_score(player1_score)
WIN_SURF,WIN_RECT=make_text(text,WHITE,None,0,0)
WIN_RECT.left=WINDOW_WIDTH/2-WIN_RECT.width/2
WIN_RECT.top=WINDOW_HEIGHT/2-WIN_RECT.height/2
half_fade_in(DISPLAYSURF)
DISPLAYSURF.blit(WIN_SURF,WIN_RECT)
def end_event_handeling_function():
while True:
pygame.display.update()
for event in pygame.event.get():
if event.type==QUIT or (event.type==KEYUP and event.key==K_ESCAPE):
pygame.quit()
sys.exit()
elif event.type==MOUSEBUTTONDOWN:
fade_in(DISPLAYSURF)
return
def game_main():
global first_time,number_list,over_ride
new()
#mixer.music.play(-1)
while True:
for event in pygame.event.get():
if event.type==QUIT or (event.type==KEYUP and event.key==K_ESCAPE):
new()
elif event.type==MOUSEBUTTONDOWN:
if new_rect.collidepoint(event.pos):
button_animation(DISPLAYSURF,new_image_down,new_image_up,new_rect)
fade_in(DISPLAYSURF)
new()
elif undo_rect.collidepoint(event.pos):
button_animation(DISPLAYSURF,undo_image_down,undo_image_up,undo_rect)
if not first_time and undo==True:
number_list=[]
number_list.extend(previous_number_list)
previous_triangle.player=previous_player
if previous_first_time:
first_time=previous_first_time
if not over_ride:
FIRST_PLAYER,SECOND_PLAYER=SECOND_PLAYER,FIRST_PLAYER
over_ride=previous_over_ride
draw_board(FIRST_PLAYER)
fade_in_out(DISPLAYSURF)
undo=False
break
for i in range(0,r_c):
for j in range(0,r_c):
block=list_of_objects[i][j]
if block.rect.collidepoint(event.pos):
if first_time:
if number_list[r_c*i+j]%2==0:
FIRST_PLAYER=PLAYER1
SECOND_PLAYER=PLAYER2
else:
FIRST_PLAYER=PLAYER2
SECOND_PLAYER=PLAYER1
previous_first_time=first_time
first_time=False
else:
previous_first_time=first_time
if (number_list[r_c*i+j]%2==0 and FIRST_PLAYER==PLAYER1) or (number_list[r_c*i+j]%2!=0 and FIRST_PLAYER==PLAYER2):
if block.triangles[0].collide(event.pos):
k=0
if FIRST_PLAYER==PLAYER2:
if block.triangles[k].player==None or (block.triangles[k].player!=PLAYER2 and over_ride):
player2_0_rect.center=(block.triangles[0].pts[0][0]+BLOCK_SIZE/2-BLOCK_WIDTH/2,block.triangles[0].pts[0][1]+BLOCK_SIZE/4+BLOCK_WIDTH/4)
put_in(DISPLAYSURF,player2_0,player2_0_rect)
undo=True
previous_triangle=block.triangles[k]
else:
if block.triangles[k].player==None or (block.triangles[k].player!=PLAYER1 and over_ride):
player1_0_rect.center=(block.triangles[0].pts[0][0]+BLOCK_SIZE/2-BLOCK_WIDTH/2,block.triangles[0].pts[0][1]+BLOCK_SIZE/4+BLOCK_WIDTH/4)
put_in(DISPLAYSURF,player1_0,player1_0_rect)
undo=True
previous_triangle=block.triangles[k]
elif block.triangles[1].collide(event.pos):
k=1
if FIRST_PLAYER==PLAYER2:
if block.triangles[k].player==None or (block.triangles[k].player!=PLAYER2 and over_ride):
player2_1_rect.center=(block.triangles[1].pts[0][0]+BLOCK_SIZE/4+BLOCK_WIDTH/4,block.triangles[1].pts[0][1]+BLOCK_SIZE/2-BLOCK_WIDTH/2)
put_in(DISPLAYSURF,player2_1,player2_1_rect)
undo=True
previous_triangle=block.triangles[k]
else:
if block.triangles[k].player==None or (block.triangles[k].player!=PLAYER1 and over_ride):
player1_1_rect.center=(block.triangles[1].pts[0][0]+BLOCK_SIZE/4+BLOCK_WIDTH/4,block.triangles[1].pts[0][1]+BLOCK_SIZE/2-BLOCK_WIDTH/2)
put_in(DISPLAYSURF,player1_1,player1_1_rect)
undo=True
previous_triangle=block.triangles[k]
elif block.triangles[2].collide(event.pos):
k=2
if FIRST_PLAYER==PLAYER2:
if block.triangles[k].player==None or (block.triangles[k].player!=PLAYER2 and over_ride):
player2_2_rect.center=(block.triangles[2].pts[0][0]+BLOCK_SIZE/2-BLOCK_WIDTH/2,block.triangles[2].pts[0][1]-BLOCK_SIZE/4-BLOCK_WIDTH/4)
put_in(DISPLAYSURF,player2_2,player2_2_rect)
undo=True
previous_triangle=block.triangles[k]
else:
if block.triangles[k].player==None or (block.triangles[k].player!=PLAYER1 and over_ride):
player1_2_rect.center=(block.triangles[2].pts[0][0]+BLOCK_SIZE/2-BLOCK_WIDTH/2,block.triangles[2].pts[0][1]-BLOCK_SIZE/4-BLOCK_WIDTH/4)
put_in(DISPLAYSURF,player1_2,player1_2_rect)
undo=True
previous_triangle=block.triangles[k]
else:
k=3
if FIRST_PLAYER==PLAYER2:
if block.triangles[k].player==None or (block.triangles[k].player!=PLAYER2 and over_ride):
player2_3_rect.center=(block.triangles[3].pts[0][0]-BLOCK_SIZE/4-BLOCK_WIDTH/4,block.triangles[3].pts[0][1]-BLOCK_SIZE/2+BLOCK_WIDTH/2)
put_in(DISPLAYSURF,player2_3,player2_3_rect)
undo=True
previous_triangle=block.triangles[k]
else:
if block.triangles[k].player==None or (block.triangles[k].player!=PLAYER1 and over_ride):
player1_3_rect.center=(block.triangles[3].pts[0][0]-BLOCK_SIZE/4-BLOCK_WIDTH/4,block.triangles[3].pts[0][1]-BLOCK_SIZE/2+BLOCK_WIDTH/2)
put_in(DISPLAYSURF,player1_3,player1_3_rect)
undo=True
previous_triangle=block.triangles[k]
previous_player=block.triangles[k].player
block.triangles[k].player=FIRST_PLAYER
if blocked(FIRST_PLAYER,i,j,k)==False:
if previous_player==None:
FIRST_PLAYER,SECOND_PLAYER=SECOND_PLAYER,FIRST_PLAYER
previous_over_ride=over_ride
over_ride=False
previous_number_list=[]
previous_number_list.extend(number_list)
random.shuffle(number_list)
elif previous_player==SECOND_PLAYER and over_ride==True:
FIRST_PLAYER,SECOND_PLAYER=SECOND_PLAYER,FIRST_PLAYER
previous_over_ride=over_ride
over_ride=False
previous_number_list=[]
previous_number_list.extend(number_list)
random.shuffle(number_list)
elif previous_player==SECOND_PLAYER and over_ride==False:
block.triangles[k].player=previous_player
elif blocked(FIRST_PLAYER,i,j,k)==True:
if previous_player==SECOND_PLAYER and over_ride==False:
block.triangles[k].player=previous_player
elif previous_player==FIRST_PLAYER:
pass
else:
previous_over_ride=over_ride
over_ride=True
play_block_sound()
pygame.time.wait(20)
if android:
android.vibrate(0.2)
shake(DISPLAYSURF)
previous_number_list=[]
previous_number_list.extend(number_list)
random.shuffle(number_list)
if not over_ride:
play_put_sound()
draw_board(FIRST_PLAYER)
pygame.display.update()
if not first_time:
if check_end(FIRST_PLAYER,over_ride):
play_end_sound()
pygame.time.wait(500)
display_win_message()
end_event_handeling_function()
new()
if __name__=="__main__":
game_main()