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:
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.