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[WxPython] Polishing an Othello game I wrote in wx
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[WxPython] Polishing an Othello game I wrote in wx
#1
I took the advice of a fellow forum member and converted an Othello game I had written for my mother to run in wxPython instead of tkinter. I'd had absolutely no experience with wx when I started doing this and I'm very happy that the tkinter bug that plagued the help section of my previous attempt in tkinter is non-existent. Everything, with the exception of the single player mode, that I want in the app has been successfully implemented but there are just a few more tweaks I would like to make and the app occasionally freezes when certain menu items are clicked. Specifically, my goals are:

1) Make the grid of buttons that serves as the gameboard look more like an Othello gameboard; it'd be nice if it looked more like the original (see attached screenshot)

2) Find a fix for the occasional freezing the app experiences from time to time. It seems to happen mostly when selecting certain menu items and buttons.

3) Add a single player mode. I'm not sure whether I'd need to do this with neural networks, or if that'd be overkill and there's an easier way to do it.

4) Increase the size of the help dialog. It's way too small for my liking. I tried using a SetSize method which wx.Dialog inherits from wx.TopLevelWindow, I believe. It had no effect.

I've included some screenshots along with my code.

Edit: I've updated my source code. I've written thorough internal documentation complete with docstrings, the error message that flashes on a gameboard button now specifically describes the reason why the attempted move is invalid, and the app now asks the user whether they want to save if they close the app on an open game.

My source code:
import wx
import os

# The wxPython implementation of an Othello game I wrote for my mother.
# These are displayed in help windows when an item from the help menu is selected:
gameRules = """Game Rules

Othello is a game played on a board with an 8x8 grid on it. There are 2 players and 64 gamepieces, enough to fill the entire gameboard. Each piece has a black side and a white side and each player plays as either black or white. The goal is when either the board is filled or their is no valid move available to either player for the majority of the pieces on the board to have your color upturned.

The application will automatically assess whether an attempted move is valid but to alleviate the frustration of guessing where one can place a gamepiece, here is a brief explanation:

If a space is already occupied, the move is invalid.

If there are no adjacent pieces, the move is invalid.

When there are adjacent pieces, their must be at least one vertical, horizontal or diagonal row of your opponents pieces with another of your pieces on the other end.

When you place a gamepiece, all adjacent vertical, horizontal or diagonal rows of your opponents pieces with another of your pieces at the other end will be flipped.

You may occaisionally find yourself in a situation in which there is no valid move available to you but your opponent has a valid move. You can give your opponent your move by clicking their player button. The text in their button will turn red, indicating that it is their turn. If there are no valid moves available to you, it will say so in the status bar.
"""

applicationHelp = """Application Help

Options Menu:

    The options menu provides options for starting a new game,
    saving a game, opening an existing game, saving and quitting and
    quit without saving. A single player gamemode is also listed in
    this menu, but it is not yet implemented.

Give Move to Opponent:

    There are situations in which the current player has no valid
    move, but their opponent does. In this situation, you give your
    move to your opponent by clicking their player button (one of the
    large buttons at the top or bottom of the window.) The text in
    their button will turn red indicating that it's their move.

Options Menu Items:

    New Game -- Start a new game.

    New Single Player Game -- coming soon

    Save Game -- Displays a file navigator to locate and select a save
        file to save the current game. The destination file must be a
        text file (*.txt). The application will remember the path of a
        current saved game until it is closed, so you won't be prompted
        for a save file if you have specified one already. When 'new
        game' is clicked, the path of any previously specified save file is
        forgotten to avoid overwriting a pre-existing saved game.

    Save Game As -- Allows you to save a previously saved game
        under a different name. This feature can be used for among
        other things, creating back-ups of your saves.

    Open Game -- Displays a file navigator to locate the a save file
        (*.txt) to open a pre-existing game. The filepath of the
        selected game is remembered until the application is closed,
        so you won't be prompted to re-select the file when saving.

    Save and Quit -- Automatically saves the game before exiting. If
        no file has been previously specified, the user will be prompted
        for a save file.

    Quit Without Saving -- Quits the game without saving.
"""

# The program itself is implemented inside a class for encapsulation and to allow import,
# ease of implementation, and readability.

class OthelloGameFrame(wx.Frame):
    """
    The Othello game proper. Almost all of the code that makes this app work is in here.
    It uses a pretty standard constructor for a class inheriting from Frame:

    __init__(self, *args, **kwArgs) Passing in the size parameter is recommended.
    """
    # I know it is not recommended to create custom IDs but I didn't find wx IDs which
    # corresponded to the actions of these four menu items.
    ID_NEW_SINGLE_PLAYER = wx.NewIdRef(1)
    ID_SAVE_AND_QUIT = wx.NewIdRef(1)
    ID_GAMERULES = wx.NewIdRef(1)
    ID_QUIT_WITHOUT_SAVING = wx.NewIdRef(1)
    # Constants for buttons:
    PLAYER1BUTT = wx.NewIdRef(1)
    PLAYER2BUTT = wx.NewIdRef(1)
    # I couldn't use wx.NewIDRef here because it is important that these numerical IDs be 64 
    # sequential integers.
    GAMEBOARDBUTTS_LOWER = 5929 # GAMEBOARDBUTTS_UPPER - 64
    GAMEBOARDBUTTS_UPPER = 5993
    # Color Constants:
    bgAndBoardColor = wx.Colour(0x41, 0xA1, 0x23)
    player1Color = wx.Colour(0x00, 0x00, 0x00)
    player2Color = wx.Colour(0xFF, 0xFF, 0xFF)
    def __init__ (self, *args, **kwArgs):
        wx.Frame.__init__(self, *args, **kwArgs)
        """
        OthelloGameFrame.__init__(self, *args, *kwArgs)
        Returns an object representing the main window of the Othello game app.
        Specifying the size parameter in the arg list is recommended. Otherwise, it
        works just like a normal wx.Frame.
        """
        # non-GUI related instance variables:
        self.saveFile = ""
        self.firstPlayersMove = True
        self.gameAltered = False

        self.SetBackgroundColour(wx.Colour(0x30, 0x30, 0x30))
        self.CreateStatusBar()

        # Creating an options menu with all the non-gameplay related options
        # I want to make available to the user.
        self.optionsMenu = wx.Menu()
        menuNewGame = self.optionsMenu.Append(wx.ID_NEW, "&New Game", "Start a new game.")
        menuNewSinglePlayer = self.optionsMenu.Append(self.ID_NEW_SINGLE_PLAYER, "New Single &Player Game (Not yet implemented)", "Start a game against the AI. This feature is currently unavailable.")
        self.optionsMenu.AppendSeparator()
        menuSaveGame = self.optionsMenu.Append(wx.ID_SAVE, "&Save Game", "Save the current game and remember the filename for future saves.")
        menuSaveAs = self.optionsMenu.Append(wx.ID_SAVEAS, "Save Game &As...", "Save a previously save game under a new name.")
        menuOpenGame = self.optionsMenu.Append(wx.ID_OPEN, "&Open Game", "Open a previously saved game.")
        menuSaveAndQuit = self.optionsMenu.Append(self.ID_SAVE_AND_QUIT, "Sa&ve and Quit", "Save the game and quit.")
        menuQuitWithoutSaving = self.optionsMenu.Append(self.ID_QUIT_WITHOUT_SAVING, "Quit &Without Saving", "Close the application without saving the game.")

        # The help menu will display instances of HelpWindow containing a helptext
        # appropriate to the menu item selected.
        self.helpMenu = wx.Menu()
        menuShowGamerules = self.helpMenu.Append(self.ID_GAMERULES, "Game&rules", "Explains Othello game rules.")
        menuShowAppHelp = self.helpMenu.Append(wx.ID_HELP, "Application &Help", "How to use this software")

        # Create the toolbar.
        self.toolbar = wx.MenuBar()
        self.toolbar.Append(self.optionsMenu, "&Options")
        self.toolbar.Append(self.helpMenu, "&Help")
        self.SetMenuBar(self.toolbar)

        # Add Widgets
        player1ButtonFont = wx.Font(30, wx.ROMAN, wx.NORMAL, wx.NORMAL)
        player2ButtonFont = wx.Font(30, wx.ROMAN, wx.NORMAL, wx.NORMAL)
        gameboardButtonFont = wx.Font(12, wx.ROMAN, wx.NORMAL, wx.NORMAL)
        # The gameboard buttons are added iteratively. (There are 64 of them. If anybody
        # knows a better way to do this, I'm all ears. This code is rather messy.)
        throwaway = []
        for i in range(64):
            # That's a tuple being appended to the list. I know a tuple literal as the
            # single argument to a function is a little unreadable.
            gameboardButton = wx.Button(self, self.GAMEBOARDBUTTS_UPPER - i, "", style = wx.NO_BORDER)
            gameboardButton.SetFont(gameboardButtonFont)
            gameboardButton.SetBackgroundColour(self.bgAndBoardColor)
            gameboardButton.SetForegroundColour(wx.Colour(0xFF, 0x00, 0x00))
            throwaway.append(  (gameboardButton, 0, wx.EXPAND)  )

        buttonGrid = wx.GridSizer(8, 8, 0, 0)
        buttonGrid.SetHGap(2)
        buttonGrid.SetVGap(2)
        buttonGrid.AddMany(throwaway)
        self.gameboard = [[]]
        thrIndex = 0
        for row in range(8):
            for col in range(8):
                self.gameboard[-1].append(throwaway[thrIndex][0])
                thrIndex += 1
            self.gameboard.append([])
        del self.gameboard[-1]

        # Creating the layout:
        self.player1Butt = wx.Button(self, self.PLAYER1BUTT, "Player 1", style = wx.NO_BORDER)
        self.player1Butt.SetFont(player1ButtonFont)
        self.player1Butt.SetBackgroundColour(self.player1Color)
        self.player1Butt.SetForegroundColour(wx.Colour(0xFF, 0x00, 0x00))
        self.player2Butt = wx.Button(self, self.PLAYER2BUTT, "Player 2", style = wx.NO_BORDER)
        self.player2Butt.SetFont(player2ButtonFont)
        self.player2Butt.SetBackgroundColour(self.player2Color)
        self.layout = wx.BoxSizer(wx.VERTICAL)
        self.layout.Add(self.player1Butt, 1, wx.EXPAND)
        self.layout.Add(buttonGrid, 8, wx.CENTRE)
        self.layout.Add(self.player2Butt, 1, wx.EXPAND)

        self.SetSizer(self.layout)

        # Bind the menu events to their respective callbacks.
        self.Bind(wx.EVT_MENU, self.newGame, menuNewGame)
        self.Bind(wx.EVT_MENU, self.newSinglePlayer, menuNewSinglePlayer)
        
        self.Bind(wx.EVT_MENU, self.saveGame, menuSaveGame)
        self.Bind(wx.EVT_MENU, self.saveAs, menuSaveAs)
        self.Bind(wx.EVT_MENU, self.openGame, menuOpenGame)
        self.Bind(wx.EVT_MENU, self.saveAndQuit, menuSaveAndQuit)
        self.Bind(wx.EVT_MENU, self.quitWithoutSaving, menuQuitWithoutSaving)

        self.Bind(wx.EVT_MENU, self.showGameRules, menuShowGamerules)
        self.Bind(wx.EVT_MENU, self.showAppHelp, menuShowAppHelp)

        # Bind the player buttons to callbacks
        self.Bind(wx.EVT_BUTTON, self.player1ButtonClicked, id = self.PLAYER1BUTT)
        self.Bind(wx.EVT_BUTTON, self.player2ButtonClicked, id = self.PLAYER2BUTT)

        # Bind all close events to self.quitWithoutSaving to ensure the user is always
        # asked whether they're sure they want to quit without saving their game.
        self.Bind(wx.EVT_CLOSE, self.quitWithoutSaving)

        # Bind the gameboard button events to lambdas which pass row and col values to
        # self.gameboardButtonClicked appropriate to their position on the board.
        for row in range(8):
            for col in range(8):
                callbackLambda = eval(
                    "lambda evt: self.gameboardButtonClicked(evt, {}, {})".format(row, col),
                    {"self": self})
                self.Bind(wx.EVT_BUTTON, callbackLambda, self.gameboard[row][col])
        
        self.Show(True)
        self.newGame()

    def newGame (self, event = None):
        """
        OthelloGameFrame.newGame(self, event = None)
        Resets the gameboard and resets the saveFile field to prevent an existing game from being overwritten.
        """
        self.saveFile = ""
        self.gameAltered = False
        for row in range(8):
            for col in range(8):
                self.gameboard[row][col].SetBackgroundColour(self.bgAndBoardColor)

        self.gameboard[3][3].SetBackgroundColour(self.player2Color)
        self.gameboard[3][4].SetBackgroundColour(self.player1Color)
        self.gameboard[4][3].SetBackgroundColour(self.player1Color)
        self.gameboard[4][4].SetBackgroundColour(self.player2Color)

        # For testing purposes:
        #self.gameboard[2][2].SetBackgroundColour(self.player2Color)
        #self.gameboard[2][5].SetBackgroundColour(self.player1Color)
        self.firstPlayersMove = True
        self.player1Butt.SetForegroundColour("RED")
        self.player2Butt.SetForegroundColour("BLACK")

    def newSinglePlayer (self, event = None):
        """
        OthelloGameFrame.newSinglePlayer(self, event = None)
        This feature is not yet implemented.
        """
        print("I am a computer. A smart, handsome programmer has to teach me Othello.")

    def saveGame (self, event = None):
        """
        OthelloGameFrame.saveGame(self, event = None)
        Prompt the user for a file in which to save the game if none has been selected yet
        and save the game
        """
        saveList = [[]]
        for row in range(8):
            for col in range(8):
                # Map each gameboard color to a number: 0 for empty space, 1 for player 1 (black), and 2 for player 2.
                saveList[-1].append(
                    {str(self.bgAndBoardColor): 0, str(self.player1Color): 1, str(self.player2Color):2}[str(self.gameboard[row][col].GetBackgroundColour())])
            if row != 7: saveList.append([])

        saveDict = {"saveList": saveList, "firstPlayersMove": self.firstPlayersMove} # Save everything in a dictionary.

        # If no file has been previously selected, use a wx.FileDialog to get the
        # path of the file in which the user wants to save their game.
        if self.saveFile == "":

            fd = wx.FileDialog(self, "Select a file", os.getcwd(), "", "*.txt", wx.FD_OPEN)
            if fd.ShowModal() == wx.ID_OK:
                self.saveFile = fd.GetPath()
            else:
                fd.Destroy()
                return
            fd.Destroy()

        # Save the game as a string representation of saveDict.
        with open(self.saveFile, "w") as f:
            try:
                f.write(repr(saveDict))
            except FileNotFoundError:
                mdlg = wx.MessageDialog(self, "The currently selected file could not be accessed at this time. Please try again.", "wxOthello", wx.OK)
                mdlg.ShowModal()
                mdlg.Destroy()
                self.saveFile = ""
        self.gameAltered = False

    def saveAs (self, event = None):
        """
        OthelloGameFrame.saveAs(self, event = None)
        Save a previously saved game under a different filename.
        """
        self.saveFile = ""
        self.saveGame()

    def openGame (self, event = None):
        """
        OthelloGameFrame.openGame(self, event = None)
        Open a previously saved game stored in the format described in the saveGame method
        {"saveList": [Nested lists containing integers mapped to gameboard colors], "firstPlayersMove": True/False}
        """
        # Use wx.FileDialog to get the save file to open.
        fd = wx.FileDialog(self, "Select a file", os.getcwd(), "", "*.txt", wx.FD_OPEN)
        if fd.ShowModal() == wx.ID_OK:
            self.saveFile = fd.GetPath()
        else:
            fd.Destroy()
            return
        fd.Destroy()

        # Open the save file and convert its contents into a dictionary.
        with open(self.saveFile, "r") as f:
            try:
                saveDict = eval(f.read())
            except FileNotFoundError:
                mdlg = wx.MessageDialog(self, "The currently selected file could not be accessed at this time. Please try again.", "wxOthello", wx.OK)
                mdlg.ShowModal()
                mdlg.Destroy()
                self.saveFile = ""
                return
            # If the files contents are incompatible with the attempted parse into a dictionary, inform the user.
            except SyntaxError:
                mdlg = wx.MessageDialog(self, "The currently selected file is either corrupted or its contents incompatible with opening in this game.", "wxOthello", wx.OK)
                mdlg.ShowModal()
                mdlg.Destroy()
                self.saveFile = ""
                return

        # Load the dictionarys data into the relevant instance variables. When single player mode is implemented,
        # a check for the key "isSinglePlayer" will also need to be added here.
        self.firstPlayersMove = saveDict["firstPlayersMove"]
        for row in range(8):
            for col in range(8):
                self.gameboard[row][col].SetBackgroundColour([self.bgAndBoardColor, self.player1Color, self.player2Color][saveDict["saveList"][row][col]])
        self.Refresh()
        self.gameAltered = False

    def saveAndQuit (self, event = None):
        """
        OthelloGameFrame.saveAndQuit(self, event = None)
        Saves the game and quits.
        """
        self.saveGame()
        self.Destroy()
        exit()

    def quitWithoutSaving (self, event = None):
        """
        OthelloGameFrame.quitWithoutSaving(self, event = None)
        If the game has been altered since last save, this function
        asks the user via messageBox whether they are sure they don't
        want to save. It exits the game if they answer yes, calls
        saveGame if they answer no and returns if they click cancel.
        """
        if self.gameAltered:
            usersFinalDecision = wx.MessageBox("All progress you've made in this game will be lost. Are you sure you want to quit without saving? Answering 'no' will open a save dialog if no file was selected previously then exit the game.",
                                               "wxOthello", wx.YES_NO | wx.CANCEL, self)
            if usersFinalDecision == wx.YES:
                self.Destroy()
                exit()
            elif usersFinalDecision == wx.NO:
                self.saveGame()
            elif usersFinalDecision == wx.CANCEL:
                return
        else:
            self.Destroy()
            exit()

    def showGameRules (self, event = None):
        """
        OthelloGameFrame.showGameRules(self, event = None)
        This callback displays an instance of HelpWindow that
        displays the rules of Othello as its help text with
        a call to showHelp.
        """
        global gameRules
        self.showHelp(gameRules)

    def showAppHelp (self, event = None):
        """
        OthelloGameFrame.showAppHelp(self, event = None)
        This callback displays an instance of HelpWindow that
        displays help information for this application with
        a call to showHelp.
        """
        global applicationHelp
        self.showHelp(applicationHelp)

    def showHelp(self, helpText):
        """
        OthelloGameFrame.showHelp(self, helpText)
        Displays an instance of HelpWindow displaying
        the value of helpText.
        """
        with HelpWindow(self, helpText) as hdlg:
            hdlg.ShowModal()

    def player1ButtonClicked (self, event = None):
        """
        OthelloGameFrame.player1ButtonClicked(self, event = None)
        Gives the next move to player 1. This feature is
        intended for use when it is player 2s turn and there are
        no moves available to player 2.
        """
        self.firstPlayersMove = True
        self.player1Butt.SetForegroundColour("RED")
        self.player2Butt.SetForegroundColour("BLACK")

    def player2ButtonClicked (self, event = None):
        """
        OthelloGameFrame.player2ButtonClicked(self, event = None)
        Gives the next move to player 2. This feature is
        intended for use when it is player 1s turn and there are
        no moves available to player 1.
        """
        self.firstPlayersMove = False
        self.player1Butt.SetForegroundColour("WHITE")
        self.player2Butt.SetForegroundColour("RED")

    def gameboardButtonClicked (self, event = None, row = 0, col = 0):
        """
        OthelloGameFrame.gameboardButtonClicked(self, event = None, row = 0, col = 0)
        This method is called through lambdas bound to the gameboard buttons generated
        in __init__. It displays an error message in the space where the move is
        attempted and returns if a move is invalid. Otherwise, it executes the move,
        checks whether somebody has won, gives the next move to the other player, and
        informs the next player if there is no move available to them in the status bar.
        """
        # self,firstPlayersMove is a boolean indicating whether it's player 1s turn.
        if self.firstPlayersMove:
            me = self.player1Color
            opponent = self.player2Color

        else:
            me = self.player2Color
            opponent = self.player1Color

        # Detect invalid move attempts, inform the user if their move is invalid and
        # the reason their move is invalid and return from the function.
        moveIsValid, message = self.isValidMove(row, col, me, opponent)
        if not moveIsValid:
            self.gameboard[row][col].SetLabel(message)
            wx.MilliSleep(1000)
            self.gameboard[row][col].SetLabel("")
            return

        # Make the move selected by the player.
        self.makeMove(row, col, me, opponent)
        self.gameAltered = True

        # The method detectWin returns a tuple with a boolean indicating whether there
        # are no valid moves available to either player and a message string appropriate to
        # the situation of 1: A player 1 victory, 2: A draw, or 3: A player 2 victory.
        winDetected, message = self.detectWin()
        if winDetected:
            m = wx.MessageDialog(self, message, "wxOthello")
            m.ShowModal()
            m.Destroy()

        # Invert the value of the self.firstPlayersMove flag and change the color of the
        # text in the player 1 and player 2 buttons in a manner according to whose turn it
        # is.
        self.firstPlayersMove = not self.firstPlayersMove

        if self.firstPlayersMove:
            self.player1Butt.SetForegroundColour("RED")
            self.player2Butt.SetForegroundColour("BLACK")
        else:
            self.player1Butt.SetForegroundColour("WHITE")
            self.player2Butt.SetForegroundColour("RED")

        # Inform the next player if there is no valid move available to them.
        if not self.moveAvailableToPlayer(opponent, me):

            if opponent == self.player1Color:
                self.SetStatusText("No move available to player 1.")
            else:
                self.SetStatusText("No move available to player 2.")
        else:
            self.SetStatusText("")

    def moveAvailableToPlayer(self, me, opponent):
        for row in range(8):
            for col in range(8):
                if self.isValidMove(row, col, me, opponent)[0]: return True
        return False

    def isValidMove (self, row, col, me, opponent):
        """
        OthelloGameFrame.isValidMove(self, row, col, me, opponent)
        This method returns the tuple (isValidMove, messaage). It tests
        whether a move at a specified position on the gameboard is valid
        for a specific player and if the move is invalid, returns a
        message explaining why the move is invalid.
        """
        # Check whether the grid space is empty
        if self.gameboard[row][col].GetBackgroundColour() != self.bgAndBoardColor:
            return False, "This Space\nIs Occupied!"

        # A series of scanning vectors for the 8 scanning directions: up, down, left, right and the four diagonal directions
        scanningDirections = ((-1, 0), (0, 1), (1, 0), (0, -1),
                              (-1, -1), (-1, 1), (1, 1), (1, -1))

        # Iterate over the diffetent scanning directions, return True if the move is valid and set message to a message string
        # that explains why the move is invalid, if the move is invalid.
        message = "No Adjacent\nGamepieces!"
        for SDRow, SDCol in scanningDirections:
            currentRow = row + SDRow
            currentCol = col + SDCol
            sawOpponent = False
            while currentRow in range(0, 8) and currentCol in range(0, 8):
                if self.gameboard[currentRow][currentCol].GetBackgroundColour() == self.bgAndBoardColor:
                    break
                else:
                    message = "No Pieces\nTo Flip!"
                if self.gameboard[currentRow][currentCol].GetBackgroundColour() == opponent: sawOpponent = True
                if self.gameboard[currentRow][currentCol].GetBackgroundColour() == me and sawOpponent:
                    return True, "You won't see this message!"
                if self.gameboard[currentRow][currentCol].GetBackgroundColour() == me and not sawOpponent: break

                currentRow += SDRow
                currentCol += SDCol
        
        return False, message

    def makeMove (self, row, col, me, opponent):
        """
        OthelloGameFrame.makeMove(self, row, col, me, opponent)
        Performs a move for a specified player at a specified position.
        """
        # Put down the players gamepiece
        self.gameboard[row][col].SetBackgroundColour(me)

        # A series of scanning vectors for the 8 scanning directions: up, down, left, right and the four diagonal directions
        scanningDirections = ((-1, 0), (0, 1), (1, 0), (0, -1),
                              (-1, -1), (-1, 1), (1, 1), (1, -1))

        # Iterate over the scanning vectors.
        for SDRow, SDCol in scanningDirections:
            currentRow = row + SDRow
            currentCol = col + SDCol
            sawOpponent = False
            canFlipPieces = False
            # Check whether gamepieces can be flipped in the current scanning direction.
            while currentRow in range(0, 8) and currentCol in range(0, 8):
                if self.gameboard[currentRow][currentCol].GetBackgroundColour() == self.bgAndBoardColor: break
                if self.gameboard[currentRow][currentCol].GetBackgroundColour() == opponent: sawOpponent = True
                if self.gameboard[currentRow][currentCol].GetBackgroundColour() == me and sawOpponent:
                    canFlipPieces = True
                    break
                if self.gameboard[currentRow][currentCol].GetBackgroundColour() == me and not sawOpponent: break
                currentRow += SDRow
                currentCol += SDCol

            # If gamepieces can be flipped in the current scanning direction, flip the pieces.
            currentRow = row + SDRow
            currentCol = col + SDCol
            while canFlipPieces and currentRow in range(0, 8) and currentCol in range(0, 8):
                if self.gameboard[currentRow][currentCol].GetBackgroundColour() == opponent:
                    self.gameboard[currentRow][currentCol].SetBackgroundColour(me)
                elif self.gameboard[currentRow][currentCol].GetBackgroundColour() == me:
                    break
                else:
                    print("Kyle, you have some debugging to do! This else clause is never supposed to execute. Something has gone horribly wrong!")
                currentRow += SDRow
                currentCol += SDCol

    def detectWin (self):
        """
        OthelloGameFrame.detectWin(self)
        This method returns a the tuple (noValidMoves, message), where noValidMoves is a boolean indicating whether there are no more valid moves
        available to either player and message is one of the the strings "The winner is player 1!", if the majority of the pieces on the board are
        black, "This game is a draw!" if player 1 and player 2 have equal numbers of pieces on the board, or "The winner is player 2!" if the
        majority of the pieces on the board are white.
        """
        noValidMoves = True # We begin by assuming that neither player has a valid move available to them.
        player1Count = 0    # Counters for the number of spaces each player has captured.
        player2Count = 0
        # Iterate over the gameboard. Check whether there is a valid move available to either player and
        # count the number of spaces captured by each player.
        for row in range(8):
            for col in range(8):
                if self.isValidMove(row, col, self.player1Color, self.player2Color)[0] or self.isValidMove(row, col, self.player2Color, self.player1Color)[0]: noValidMoves = False
                if self.gameboard[row][col].GetBackgroundColour() == self.player1Color: player1Count += 1
                if self.gameboard[row][col].GetBackgroundColour() == self.player2Color: player2Count += 1

        if noValidMoves:
            # Return True and a message indicating who won
            if player1Count > player2Count:
                return True, "The winner is player 1!"
            elif player1Count == player2Count:
                return True, "This game is a draw!"
            elif player1Count < player2Count:
                return True, "The winner is player 2!"
            
        else:
            return False, "You're not supposed to see this message."

class HelpWindow(wx.Dialog):
    """
    A simple dialog class for displaying help information to the user.
    """
    def __init__ (self, parent, helpText):
        wx.Dialog.__init__(self, parent, -1, helpText.split("\n")[0])
        self.SetMinSize(wx.Size(400, 400))
        self.topExitButton = wx.Button(self, wx.ID_CLOSE, "Close Help")
        self.helpDisplay = wx.TextCtrl(parent = self, id = wx.ID_ANY, value = helpText,
                                       style = wx.TE_MULTILINE | wx.TE_READONLY)
        self.bottomExitButton = wx.Button(self, wx.ID_CLOSE, "Close Help")
        self.layout = wx.BoxSizer(wx.VERTICAL)
        self.layout.Add(self.topExitButton, 1, wx.EXPAND)
        self.layout.Add(self.helpDisplay, 10, wx.EXPAND)
        self.layout.Add(self.bottomExitButton, 1, wx.EXPAND)
        self.SetSizer(self.layout)

        self.Fit()
        self.Bind(wx.EVT_BUTTON, self.closeHelp, id = wx.ID_CLOSE)

    def closeHelp(self, event = None):
        self.EndModal(wx.ID_ANY)

if __name__ == "__main__":
    app = wx.App()
    theApp = OthelloGameFrame(parent = None, id = wx.ID_ANY, size = (700, 800), title = "wxOthello")
    app.MainLoop()
Any and all help would be greatly appreciated. Once I get this thing polished to a mirror finish, I am seriously considering making a video tutorial out of it.
Reply
#2
The image links don't work, they are links to image files on your desktop.

No.2
Using time.sleep in GUI code will freeze the event loop and make your GUI unresponsive.

No.4
calling self.fit() at the end of your diaolg code will make the sizer fit to the SetMinSize

class HelpWindow(wx.Dialog):
    def __init__ (self, parent, helpText):
        wx.Dialog.__init__(self, parent, -1, helpText.split("\n")[0])
        self.SetMinSize(wx.Size(1024, 600))
        .......
        .......
        self.SetSizer(self.layout)
        self.Fit()
 
        self.Bind(wx.EVT_BUTTON, self.closeHelp, id = wx.ID_CLOSE)


I think you are better off using wx.NewIdRef(count=1) link rather than assigning your own id

ID_NEW_SINGLE_PLAYER = 5999
change to
ID_NEW_SINGLE_PLAYER = wx.NewIdRef(1)


I suggest changing class OthelloGame: to inherit wx.Frame
change to
class OthelloGameFrame(wx.Frame):
    ....
    ....
    def __init__(self, *args, **kwargs):
        super().__init__(*args, **kwargs)
you will no longer need to call
self.container = container
self.container.CreateStatusBar()
change all the self.container to just self
self.CreateStatusBar()
then change
frm = wx.Frame(parent = None, id = wx.ID_ANY, size = (700, 800), title = "wxOthello")
theApp = OthelloGame(frm)
to
theApp = OthelloGameFrame(parent = None, id = -1, size = (700, 800), title = "wxOthello")
wx.ID_ANY can be replaced with -1
Reply
#3
Thanks! Your response was swift and provided a simple solution. Unfortunately, I'm still not very familiar with this forums interface. I've no idea how to share the screenshots I've taken. I suppose I could describe the appearance, but it could get pretty wordy...
Reply
#4
Find an online image and share the link

No.1
I think this change might be the look your after
remove the gameboardbutton's border by adding style=wx.NO_BORDER
gameboardButton = wx.Button(self.container, self.GAMEBOARDBUTTS_UPPER - i, "", style=wx.NO_BORDER)
set the frames colour to black
self.container = container
self.container.SetBackgroundColour('black') # or self.SetBackgroundColour('black') if you made the above change
Add a gap to the button sizer
buttonGrid = wx.GridSizer(8, 8, 0, 0)
buttonGrid.SetHGap(2)
buttonGrid.SetVGap(2)
Reply
#5
Evidently, the files are too large to post on this forum. Here's a link to a Facebook post where I have uploaded the images:
https://www.facebook.com/kyle.eames.7543

Yoriz, I've implemented all 3 of the changes you've suggested and I can't thank you enough. It looks exactly how I want it to.
Reply
#6
This is old code. I've made further changes and updated my original post at the top of the thread.
I've implemented all the changes suggested here.
The updated code:
import wx
import time
import os

# The wxPython implementation of an Othello game I wrote for my mother.
# These are displayed in help windows when an item from the help menu is selected:
gameRules = """Game Rules

Othello is a game played on a board with an 8x8 grid on it. There are 2 players and 64 gamepieces, enough to fill the entire gameboard. Each piece has a black side and a white side and each player plays as either black or white. The goal is when either the board is filled or their is no valid move available to either player for the majority of the pieces on the board to have your color upturned.

The application will automatically assess whether an attempted move is valid but to alleviate the frustration of guessing where one can place a gamepiece, here is a brief explanation:

If a space is already occupied, the move is invalid.

If there are no adjacent pieces, the move is invalid.

When there are adjacent pieces, their must be at least one vertical, horizontal or diagonal row of your opponents pieces with another of your pieces on the other end.

When you place a gamepiece, all adjacent vertical, horizontal or diagonal rows of your opponents pieces with another of your pieces at the other end will be flipped.

You may occaisionally find yourself in a situation in which there is no valid move available to you but your opponent has a valid move. You can give your opponent your move by clicking their player button. The text in their button will turn red, indicating that it is their turn. If there are no valid moves available to you, it will say so in the status bar.
"""

applicationHelp = """Application Help

Options Menu:

    The options menu provides options for starting a new game,
    saving a game, opening an existing game, saving and quitting and
    quit without saving. A single player gamemode is also listed in
    this menu, but it is not yet implemented.

Give Move to Opponent:

    There are situations in which the current player has no valid
    move, but their opponent does. In this situation, you give your
    move to your opponent by clicking their player button (one of the
    large buttons at the top or bottom of the window.) The text in
    their button will turn red indicating that it's their move.

Options Menu Items:

    New Game -- Start a new game.

    New Single Player Game -- coming soon

    Save Game -- Displays a file navigator to locate and select a save
        file to save the current game. The destination file must be a
        text file (*.txt). The application will remember the path of a
        current saved game until it is closed, so you won't be prompted
        for a save file if you have specified one already. When 'new
        game' is clicked, the path of any previously specified save file is
        forgotten to avoid overwriting a pre-existing saved game.

    Save Game As -- Allows you to save a previously saved game
        under a different name. This feature can be used for among
        other things, creating back-ups of your saves.

    Open Game -- Displays a file navigator to locate the a save file
        (*.txt) to open a pre-existing game. The filepath of the
        selected game is remembered until the application is closed,
        so you won't be prompted to re-select the file when saving.

    Save and Quit -- Automatically saves the game before exiting. If
        no file has been previously specified, the user will be prompted
        for a save file.

    Quit Without Saving -- Quits the game without saving.
"""

# The program itself is implemented inside a class for encapsulation and to allow import,
# ease of implementation, and readability.

class OthelloGameFrame(wx.Frame):

    # I know it is not recommended to create custom IDs but I didn't find wx IDs which
    # corresponded to the actions of these four menu items.
    ID_NEW_SINGLE_PLAYER = wx.NewIdRef(1)
    ID_SAVE_AND_QUIT = wx.NewIdRef(1)
    ID_GAMERULES = wx.NewIdRef(1)
    ID_QUIT_WITHOUT_SAVING = wx.NewIdRef(1)
    # Constants for buttons:
    PLAYER1BUTT = wx.NewIdRef(1)
    PLAYER2BUTT = wx.NewIdRef(1)
    GAMEBOARDBUTTS_LOWER = 5929 # GAMEBOARDBUTTS_UPPER - 64
    GAMEBOARDBUTTS_UPPER = 5993
    # Color Constants:
    bgAndBoardColor = wx.Colour(0x41, 0xA1, 0x23)
    player1Color = wx.Colour(0x00, 0x00, 0x00)
    player2Color = wx.Colour(0xFF, 0xFF, 0xFF)
    def __init__ (self, *args, **kwArgs):
        wx.Frame.__init__(self, *args, **kwArgs)
        # non-GUI related instance variables:
        self.saveFile = ""
        self.firstPlayersMove = True

        self.SetBackgroundColour(wx.Colour(0x30, 0x30, 0x30))
        self.CreateStatusBar()

        # Creating an options menu with all the non-gameplay related options
        # I want to make available to the user.
        self.optionsMenu = wx.Menu()
        menuNewGame = self.optionsMenu.Append(wx.ID_NEW, "&New Game", "Start a new game.")
        menuNewSinglePlayer = self.optionsMenu.Append(self.ID_NEW_SINGLE_PLAYER, "New Single &Player Game (Not yet implemented)", "Start a game against the AI. This feature is currently unavailable.")
        self.optionsMenu.AppendSeparator()
        menuSaveGame = self.optionsMenu.Append(wx.ID_SAVE, "&Save Game", "Save the current game and remember the filename for future saves.")
        menuSaveAs = self.optionsMenu.Append(wx.ID_SAVEAS, "Save Game &As...", "Save a previously save game under a new name.")
        menuOpenGame = self.optionsMenu.Append(wx.ID_OPEN, "&Open Game", "Open a previously saved game.")
        menuSaveAndQuit = self.optionsMenu.Append(self.ID_SAVE_AND_QUIT, "Sa&ve and Quit", "Save the game and quit.")
        menuQuitWithoutSaving = self.optionsMenu.Append(self.ID_QUIT_WITHOUT_SAVING, "Quit &Without Saving", "Close the application without saving the game.")

        # The help menu will display instances of HelpWindow containing a helptext
        # appropriate to the menu item selected.
        self.helpMenu = wx.Menu()
        menuShowGamerules = self.helpMenu.Append(self.ID_GAMERULES, "Game&rules", "Explains Othello game rules.")
        menuShowAppHelp = self.helpMenu.Append(wx.ID_HELP, "Application &Help", "How to use this software")

        # Create the toolbar.
        self.toolbar = wx.MenuBar()
        self.toolbar.Append(self.optionsMenu, "&Options")
        self.toolbar.Append(self.helpMenu, "&Help")
        self.SetMenuBar(self.toolbar)

        # Add Widgets
        player1ButtonFont = wx.Font(30, wx.ROMAN, wx.NORMAL, wx.NORMAL)
        player2ButtonFont = wx.Font(30, wx.ROMAN, wx.NORMAL, wx.NORMAL)
        gameboardButtonFont = wx.Font(12, wx.ROMAN, wx.NORMAL, wx.NORMAL)
        # The gameboard buttons are added iteratively. (There are 64 of them. If anybody
        # knows a better way to do this, I'm all ears. This code is rather messy.)
        throwaway = []
        for i in range(64):
            # That's a tuple being appended to the list. I know a tuple literal as the
            # single argument to a function is a little unreadable.
            gameboardButton = wx.Button(self, self.GAMEBOARDBUTTS_UPPER - i, "", style = wx.NO_BORDER)
            gameboardButton.SetFont(gameboardButtonFont)
            gameboardButton.SetBackgroundColour(self.bgAndBoardColor)
            gameboardButton.SetForegroundColour(wx.Colour(0xFF, 0x00, 0x00))
            throwaway.append(  (gameboardButton, 0, wx.EXPAND)  )

        buttonGrid = wx.GridSizer(8, 8, 0, 0)
        buttonGrid.SetHGap(2)
        buttonGrid.SetVGap(2)
        buttonGrid.AddMany(throwaway)
        self.gameboard = [[]]
        thrIndex = 0
        for row in range(8):
            for col in range(8):
                self.gameboard[-1].append(throwaway[thrIndex][0])
                thrIndex += 1
            self.gameboard.append([])
        del self.gameboard[-1]

        # Creating the layout:
        self.player1Butt = wx.Button(self, self.PLAYER1BUTT, "Player 1", style = wx.NO_BORDER)
        self.player1Butt.SetFont(player1ButtonFont)
        self.player1Butt.SetBackgroundColour(self.player1Color)
        self.player1Butt.SetForegroundColour(wx.Colour(0xFF, 0x00, 0x00))
        self.player2Butt = wx.Button(self, self.PLAYER2BUTT, "Player 2", style = wx.NO_BORDER)
        self.player2Butt.SetFont(player2ButtonFont)
        self.player2Butt.SetBackgroundColour(self.player2Color)
        self.layout = wx.BoxSizer(wx.VERTICAL)
        self.layout.Add(self.player1Butt, 1, wx.EXPAND)
        self.layout.Add(buttonGrid, 8, wx.CENTRE)
        self.layout.Add(self.player2Butt, 1, wx.EXPAND)

        self.SetSizer(self.layout)

        # Bind the menu events to their respective callbacks.
        self.Bind(wx.EVT_MENU, self.newGame, menuNewGame)
        self.Bind(wx.EVT_MENU, self.newSinglePlayer, menuNewSinglePlayer)
        
        self.Bind(wx.EVT_MENU, self.saveGame, menuSaveGame)
        self.Bind(wx.EVT_MENU, self.saveAs, menuSaveAs)
        self.Bind(wx.EVT_MENU, self.OpenGame, menuOpenGame)
        self.Bind(wx.EVT_MENU, self.saveAndQuit, menuSaveAndQuit)
        self.Bind(wx.EVT_MENU, self.quitWithoutSaving, menuQuitWithoutSaving)

        self.Bind(wx.EVT_MENU, self.showGameRules, menuShowGamerules)
        self.Bind(wx.EVT_MENU, self.showAppHelp, menuShowAppHelp)

        # Bind the player buttons to callbacks
        self.Bind(wx.EVT_BUTTON, self.player1ButtonClicked, id = self.PLAYER1BUTT)
        self.Bind(wx.EVT_BUTTON, self.player2ButtonClicked, id = self.PLAYER2BUTT)

        # Bind the gameboard button events to lambdas which pass row and col values to
        # self.gameboardButtonClicked appropriate to their position on the board.
        for row in range(8):
            for col in range(8):
                callbackLambda = eval(
                    "lambda evt: self.gameboardButtonClicked(evt, {}, {})".format(row, col),
                    {"self": self})
                self.Bind(wx.EVT_BUTTON, callbackLambda, self.gameboard[row][col])
        
        self.Show(True)
        self.newGame()

    def newGame (self, event = None):
        self.saveFile = ""
        for row in range(8):
            for col in range(8):
                self.gameboard[row][col].SetBackgroundColour(self.bgAndBoardColor)

        self.gameboard[3][3].SetBackgroundColour(self.player1Color)
        self.gameboard[3][4].SetBackgroundColour(self.player2Color)
        self.gameboard[4][3].SetBackgroundColour(self.player2Color)
        self.gameboard[4][4].SetBackgroundColour(self.player1Color)

        # For testing purposes:
        #self.gameboard[2][2].SetBackgroundColour(self.player2Color)
        #self.gameboard[2][5].SetBackgroundColour(self.player1Color)
        self.firstPlayersMove = True
        self.player1Butt.SetForegroundColour("RED")
        self.player2Butt.SetForegroundColour("BLACK")

    def newSinglePlayer (self, event = None):
        print("I am a computer. A smart, handsome programmer has to teach me Othello.")

    def saveGame (self, event = None):

        saveList = [[]]
        for row in range(8):
            for col in range(8):
                saveList[-1].append(
                    {str(self.bgAndBoardColor): 0, str(self.player1Color): 1, str(self.player2Color):2}[str(self.gameboard[row][col].GetBackgroundColour())])
            if row != 7: saveList.append([])

        saveDict = {"saveList": saveList, "firstPlayersMove": self.firstPlayersMove}

        if self.saveFile == "":

            fd = wx.FileDialog(self, "Select a file", os.getcwd(), "", "*.txt", wx.FD_OPEN)
            if fd.ShowModal() == wx.ID_OK:
                self.saveFile = fd.GetPath()
            else:
                fd.Destroy()
                return
            fd.Destroy()

        with open(self.saveFile, "w") as f:
            try:
                f.write(repr(saveDict))
            except FileNotFoundError:
                mdlg = wx.MessageDialog(self, "The currently selected file could not be accessed at this time. Please try again.", "wxOthello", wx.OK)
                mdlg.ShowModal()
                mdlg.Destroy()
                self.saveFile = ""

    def saveAs (self, event = None):
        self.saveFile = ""
        self.saveGame()

    def OpenGame (self, event = None):

        fd = wx.FileDialog(self, "Select a file", os.getcwd(), "", "*.txt", wx.FD_OPEN)
        if fd.ShowModal() == wx.ID_OK:
            self.saveFile = fd.GetPath()
        else:
            fd.Destroy()
            return
        fd.Destroy()

        with open(self.saveFile, "r") as f:
            try:
                saveDict = eval(f.read())
            except FileNotFoundError:
                mdlg = wx.MessageDialog(self, "The currently selected file could not be accessed at this time. Please try again.", "wxOthello", wx.OK)
                mdlg.ShowModal()
                mdlg.Destroy()
                self.saveFile = ""
            except SyntaxError:
                mdlg = wx.MessageDialog(self, "The currently selected file is either corrupted or its contents incompatible with opening in this game.", "wxOthello", wx.OK)
                mdlg.ShowModal()
                mdlg.Destroy()
                self.saveFile = ""

        self.firstPlayersMove = saveDict["firstPlayersMove"]
        for row in range(8):
            for col in range(8):
                self.gameboard[row][col].SetBackgroundColour([self.bgAndBoardColor, self.player1Color, self.player2Color][saveDict["saveList"][row][col]])

    def saveAndQuit (self, event = None):
        self.saveGame()
        self.Destroy()
        exit()

    def quitWithoutSaving (self, event = None):
        usersFinalDecision = wx.MessageBox("All progress you've made in this game will be lost. Are you sure you want to quit without saving? Answering 'no' will open a save dialog if no file was selected previously then exit the game.",
                                           "wxOthello", wx.YES_NO | wx.CANCEL, self)
        if usersFinalDecision == wx.YES:
            self.Destroy()
            exit()
        elif usersFinalDecision == wx.NO:
            self.saveGame()
        elif usersFinalDecision == wx.CANCEL:
            return

    def showGameRules (self, event = None):
        global gameRules
        self.showHelp(gameRules)

    def showAppHelp (self, event = None):
        global applicationHelp
        self.showHelp(applicationHelp)

    def showHelp(self, helpText):
        with HelpWindow(self, helpText) as hdlg:
            hdlg.ShowModal()

    def player1ButtonClicked (self, event = None):
        self.firstPlayersMove = True
        self.player1Butt.SetForegroundColour("RED")
        self.player2Butt.SetForegroundColour("BLACK")

    def player2ButtonClicked (self, event = None):
        self.firstPlayersMove = False
        self.player1Butt.SetForegroundColour("WHITE")
        self.player2Butt.SetForegroundColour("RED")

    def gameboardButtonClicked (self, event = None, row = 0, col = 0):

        # self,firstPlayersMove is a boolean indicating whether it's player 1s turn.
        if self.firstPlayersMove:
            me = self.player1Color
            opponent = self.player2Color

        else:
            me = self.player2Color
            opponent = self.player1Color

        # Detect invalid move attempts, inform the user that their move is invalid, and
        # return from the function.
        if not self.isValidMove(row, col, me, opponent):
            self.gameboard[row][col].SetLabel("Invalid\nMove!")
            time.sleep(1)
            self.gameboard[row][col].SetLabel("")
            return

        # Make the move selected by the player.
        self.makeMove(row, col, me, opponent)

        # The method detectWin returns a tuple with a boolean indicating whether there
        # are no valid moves available to either player and a message string appropriate to
        # the situation of 1: A player 1 victory, 2: A draw, or 3: A player 2 victory.
        winDetected, message = self.detectWin()
        if winDetected:
            m = wx.MessageDialog(self, message, "wxOthello")
            m.ShowModal()
            m.Destroy()

        # Invert the value of the self.firstPlayersMove flag and change the color of the
        # text in the player 1 and player 2 buttons in a manner according to whose turn it
        # is.
        self.firstPlayersMove = not self.firstPlayersMove

        if self.firstPlayersMove:
            self.player1Butt.SetForegroundColour("RED")
            self.player2Butt.SetForegroundColour("BLACK")
        else:
            self.player1Butt.SetForegroundColour("WHITE")
            self.player2Butt.SetForegroundColour("RED")

        # Inform the next player if there is no valid move available to them.
        if not self.moveAvailableToPlayer(opponent, me):

            if opponent == self.player1Color:
                self.SetStatusText("No move available to player 1.")
            else:
                self.SetStatusText("No move available to player 2.")
        else:
            self.SetStatusText("")

    def moveAvailableToPlayer(self, me, opponent):
        for row in range(8):
            for col in range(8):
                if self.isValidMove(row, col, me, opponent): return True
        return False

    def isValidMove (self, row, col, me, opponent):
        # Check whether the grid space is empty
        if self.gameboard[row][col].GetBackgroundColour() != self.bgAndBoardColor:
            return False

        # A series of scanning vectors for the 8 scanning directions: up, down, left, right and the four diagonal directions
        scanningDirections = ((-1, 0), (0, 1), (1, 0), (0, -1),
                              (-1, -1), (-1, 1), (1, 1), (1, -1))

        for SDRow, SDCol in scanningDirections:
            currentRow = row + SDRow
            currentCol = col + SDCol
            sawOpponent = False
            while currentRow in range(0, 8) and currentCol in range(0, 8):
                if self.gameboard[currentRow][currentCol].GetBackgroundColour() == self.bgAndBoardColor: break
                if self.gameboard[currentRow][currentCol].GetBackgroundColour() == opponent: sawOpponent = True
                if self.gameboard[currentRow][currentCol].GetBackgroundColour() == me and sawOpponent: return True
                if self.gameboard[currentRow][currentCol].GetBackgroundColour() == me and not sawOpponent: break
                currentRow += SDRow
                currentCol += SDCol
        
        return False

    def makeMove (self, row, col, me, opponent):
        # Put down the players gamepiece
        self.gameboard[row][col].SetBackgroundColour(me)

        # A series of scanning vectors for the 8 scanning directions: up, down, left, right and the four diagonal directions
        scanningDirections = ((-1, 0), (0, 1), (1, 0), (0, -1),
                              (-1, -1), (-1, 1), (1, 1), (1, -1))

        for SDRow, SDCol in scanningDirections:
            currentRow = row + SDRow
            currentCol = col + SDCol
            sawOpponent = False
            canFlipPieces = False
            while currentRow in range(0, 8) and currentCol in range(0, 8):
                if self.gameboard[currentRow][currentCol].GetBackgroundColour() == self.bgAndBoardColor: break
                if self.gameboard[currentRow][currentCol].GetBackgroundColour() == opponent: sawOpponent = True
                if self.gameboard[currentRow][currentCol].GetBackgroundColour() == me and sawOpponent:
                    canFlipPieces = True
                    break
                if self.gameboard[currentRow][currentCol].GetBackgroundColour() == me and not sawOpponent: break
                currentRow += SDRow
                currentCol += SDCol

            currentRow = row + SDRow
            currentCol = col + SDCol
            while canFlipPieces and currentRow in range(0, 8) and currentCol in range(0, 8):
                if self.gameboard[currentRow][currentCol].GetBackgroundColour() == opponent:
                    self.gameboard[currentRow][currentCol].SetBackgroundColour(me)
                elif self.gameboard[currentRow][currentCol].GetBackgroundColour() == me:
                    break
                else:
                    print("Kyle, you have some debugging to do! This else clause is never supposed to execute. Something has gone horribly wrong!")
                currentRow += SDRow
                currentCol += SDCol

    def detectWin (self):

        noValidMoves = True
        player1Count = 0
        player2Count = 0
        for row in range(8):
            for col in range(8):
                if self.isValidMove(row, col, self.player1Color, self.player2Color) or self.isValidMove(row, col, self.player2Color, self.player1Color): noValidMoves = False
                if self.gameboard[row][col].GetBackgroundColour() == self.player1Color: player1Count += 1
                if self.gameboard[row][col].GetBackgroundColour() == self.player2Color: player2Count += 1

        if noValidMoves:
            if player1Count > player2Count:
                return True, "The winner is player 1!"
            elif player1Count == player2Count:
                return True, "This game is a draw!"
            elif player1Count < player2Count:
                return True, "The winner is player 2!"
            
        else:
            return False, "You're not supposed to see this message."

class HelpWindow(wx.Dialog):
    def __init__ (self, parent, helpText):
        wx.Dialog.__init__(self, parent, -1, helpText.split("\n")[0])
        self.SetMinSize(wx.Size(400, 400))
        self.topExitButton = wx.Button(self, wx.ID_CLOSE, "Close Help")
        self.helpDisplay = wx.TextCtrl(parent = self, id = wx.ID_ANY, value = helpText,
                                       style = wx.TE_MULTILINE | wx.TE_READONLY)
        self.bottomExitButton = wx.Button(self, wx.ID_CLOSE, "Close Help")
        self.layout = wx.BoxSizer(wx.VERTICAL)
        self.layout.Add(self.topExitButton, 1, wx.EXPAND)
        self.layout.Add(self.helpDisplay, 10, wx.EXPAND)
        self.layout.Add(self.bottomExitButton, 1, wx.EXPAND)
        self.SetSizer(self.layout)

        self.Fit()
        self.Bind(wx.EVT_BUTTON, self.closeHelp, id = wx.ID_CLOSE)

    def closeHelp(self, event = None):
        self.EndModal(wx.ID_ANY)

if __name__ == "__main__":
    app = wx.App()
    theApp = OthelloGameFrame(parent = None, id = wx.ID_ANY, size = (700, 800), title = "wxOthello")
    app.MainLoop()
'OthelloGameFrame' I like it. I'm going to browse the wxPython docs for information on how to display the 'Invalid Move' text on the buttons without freezing the event loop.

I've changed time.sleep to wx.MilliSleep. I don't know whether that also halts the event loop. Maybe.
Reply
#7
I feel it would make more sense to others following the thread that could also learn from it, if you left the original post as it was and posted new versions of code in new posts.
Reply
#8
The buttons that represent the game board, creation, adding to sizer and binding as you have it now
class OthelloGameFrame(wx.Frame):
    ...
    ...
    def __init__ (self, *args, **kwArgs):
        wx.Frame.__init__(self, *args, **kwArgs)
        ...
        ...
        # The gameboard buttons are added iteratively. (There are 64 of them. If anybody
        # knows a better way to do this, I'm all ears. This code is rather messy.)
        throwaway = []
        for i in range(64):
            # That's a tuple being appended to the list. I know a tuple literal as the
            # single argument to a function is a little unreadable.
            gameboardButton = wx.Button(self, self.GAMEBOARDBUTTS_UPPER - i, "", style = wx.NO_BORDER)
            gameboardButton.SetFont(gameboardButtonFont)
            gameboardButton.SetBackgroundColour(self.bgAndBoardColor)
            gameboardButton.SetForegroundColour(wx.Colour(0xFF, 0x00, 0x00))
            throwaway.append(  (gameboardButton, 0, wx.EXPAND)  )
 
        buttonGrid = wx.GridSizer(8, 8, 0, 0)
        buttonGrid.SetHGap(2)
        buttonGrid.SetVGap(2)
        buttonGrid.AddMany(throwaway)
        self.gameboard = [[]]
        thrIndex = 0
        for row in range(8):
            for col in range(8):
                self.gameboard[-1].append(throwaway[thrIndex][0])
                thrIndex += 1
            self.gameboard.append([])
        del self.gameboard[-1]
        ...
        ...
        # Creating the layout:
        self.player1Butt = wx.Button(self, self.PLAYER1BUTT, "Player 1", style = wx.NO_BORDER)
        ...
        ...
        # Bind the gameboard button events to lambdas which pass row and col values to
        # self.gameboardButtonClicked appropriate to their position on the board.
        for row in range(8):
            for col in range(8):
                callbackLambda = eval(
                    "lambda evt: self.gameboardButtonClicked(evt, {}, {})".format(row, col),
                    {"self": self})
                self.Bind(wx.EVT_BUTTON, callbackLambda, self.gameboard[row][col])
can be replaced with
from functools import partial
...
...
class OthelloGameFrame(wx.Frame):
    ...
    ...
    def __init__ (self, *args, **kwArgs):
        wx.Frame.__init__(self, *args, **kwArgs)
        ...
        ...
        buttonGrid = wx.GridSizer(8, 8, 0, 0)
        buttonGrid.SetHGap(2)
        buttonGrid.SetVGap(2)
        
        self.gameboard = []
        for row in range(8):
            board_columns = []
            for col in range(8):
                btn = wx.Button(self, style=wx.NO_BORDER)
                btn.SetFont(gameboardButtonFont)
                btn.SetBackgroundColour(self.bgAndBoardColor)
                btn.SetForegroundColour(wx.Colour(0xFF, 0x00, 0x00))
                btn.Bind(wx.EVT_BUTTON,
                         partial(self.gameboardButtonClicked, row=row, col=col))
                buttonGrid.Add(btn, 0, wx.EXPAND)
                board_columns.append(btn)
            self.gameboard.append(board_columns)
         
        # Creating the layout:
        self.player1Butt = wx.Button(self, self.PLAYER1BUTT, "Player 1", style = wx.NO_BORDER)
        ...
        ...
        
Reply
#9
I think I'd better take a look at that functools module. That code was just so ugly... Your help is much appreciated.
Reply


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