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# A small Ludo/Mensch ärgere Dich nicht/Pachisie game, originally
# developed by Richard Suchenwirth in plain Tcl (see
# https://wiki.tcl-lang.org/956). The game was rewritten as a design study in
# NX by Gustaf Neumann in July 2013.
#
# Major changes:
#
# - object-oriented design (no global variables)
#
# - knowledge about the paths of the figures
#
# - animated moves
#
# - knowledge about the basic rules (e.g. need 6 to move out of the
# nest, have to move figures from starting position)
#
# - throw opponents out
#
# - sanity checks
#
# - user feedback
#
# image::tk-ludo.png[width=400]
#
# Short Instructions
#
# - The active player (marked with the button) has to dice (click on
# the die, or press somewhere on the board "d").
#
# - If all figures are in the nest (start position), the player needs
# to dice a 6. The player is allowed to try three times, then the
# player is done (press "done" button, or type "n") and the turn
# moves to the next player.
#
# - When a player got 6 eyes, he can move out of the nest. This is
# done by clicking on the figure the player wants to move.
#
# - After dicing 6, the player can dice again and move the player on
# the field (always by clicking on the figure).
#
# == Implementation
#
package require Tk
package require nx::trait
#
# Define an application specific converter "expr" that passes the
# scalar result of the expression. Since the converter is defined on
# nx::Slot, it is applicable to all method and configure arguments.
#
::nx::Slot method type=expr {name value} {return [expr $value]}
#
# Class Figure
#
nx::Class create Figure {
:property canvas:required
:property x:double
:property y:double
:property size:double
:property position:integer
:property color
:property no:integer
:property board:object,required
:variable tag ""
:require trait nx::trait::callback
:method init {} {
#
# Draw figure and define interactions
#
set d [expr {${:size}/6.}]
set s [expr {${:size}/1.5}]
set y [expr {${:y}-$d*2.5}]
set :tag ${:color}${:no}
set id [${:canvas} create arc [expr {${:x}-$s}] [expr {${:y}-$s}] \
[expr {${:x}+$s}] [expr {${:y}+$s}] -outline grey \
-start 250 -extent 40 -fill ${:color} \
-tags [list mv ${:tag}]]
${:canvas} create oval \
[expr {${:x}-$d}] [expr {${:y}-$d}] \
[expr {${:x}+$d}] [expr {${:y}+$d}] \
-fill ${:color} -outline grey -tags [list mv ${:tag}]
#${:board} figure set $id [self]
${:canvas} bind ${:tag} <B1-ButtonRelease> [:callback go]
}
:public method go {} {
#
# Start moving the figure if the draw is permitted.
# The board knows the die and the rules.
#
if {![${:board} moveFigure [self]]} {
# stay at old position
:gotoNr ${:position}
}
}
:public method gotoNr {nr {-path ""} {-afterCmd ""}} {
#
# Move figure to the numbered position. If a path is given it
# moves stepwise from position to position.
#
set oldPos ${:position}
set :position $nr
if {$path eq ""} {set path $nr}
return [:move {*}[${:board} getPointCenter $oldPos] $path \
-afterCmd $afterCmd]
}
:protected method move {x0 y0 path:integer,1..n {-afterCmd ""}} {
#
# Move figure from old position (x0 y0) stepwise along the
# path using animation. At the end of the move, 'afterCmd' is
# issued.
#
set t 0
foreach pos $path {
lassign [${:board} getPointCenter $pos] x y
set stepx [expr {($x-$x0)/50.0}]
set stepy [expr {($y-$y0)/50.0}]
for {set i 0} {$i < 50} {incr i} {
after [incr t 8] ${:canvas} move ${:tag} $stepx $stepy
}
lassign [list $x $y] x0 y0
incr t 100
}
after $t ${:canvas} raise ${:tag}
after $t $afterCmd
set :x $x; set :y $y
}
:public object method lookup {position} {
#
# Return the figure at the provided position. This function
# could be made faster, but is efficient enough as it is.
#
foreach f [Figure info instances] {
if {[$f cget -position] == $position} {
return $f
}
}
return ""
}
}
#
# Helper functions for the die
#
proc random:select L {lindex $L [expr int(rand()*[llength $L].)]}
proc lexpr {term L} {
# map an expr term to each element \$i of a list
set res [list]
foreach i $L {lappend res [eval expr $term]}
set res
}
#
# Class Die
#
nx::Class create Die {
:property canvas:required
:property x:double
:property y:double
:property {size:double 25}
:property {fg gold}
:property {bg red}
:property {eyes 0}
:require trait nx::trait::callback
:method set {n} {
#
# Set the eyes of the die.
#
${:canvas} itemconfig ${:grouptag} -fill ${:bg} -outline ${:bg}
foreach i [lindex [list \
{} {d5} [random:select {{d3 d7} {d1 d9}}] \
[random:select {{d1 d5 d9} {d3 d5 d7}}] \
{d1 d3 d7 d9} {d1 d3 d5 d7 d9} \
[random:select {{d1 d3 d4 d6 d7 d9} {d1 d2 d3 d7 d8 d9}}] \
] $n] {
${:canvas} itemconfig ${:id}$i -fill ${:fg} -outline ${:fg}
}
set :eyes $n
}
:public method invalidate {} {
#
# Invalidate the eyes to avoid double uses of the eyes.
#
set :eyes 0
}
:public method roll {} {
#
# Roll the dice and animate rolling
#
# wiggle: amount, pick one of eight wiggle directions
set dwig [expr {${:size}/5}]
for {set i 10} {$i<100} {incr i 10} {
:set [expr {int(rand() * 6) + 1}]
set wig [random:select {0,1 0,-1 1,0 -1,0 1,1 -1,1 1,-1 -1,-1}]
set wig [lexpr \$i*$dwig [split $wig ,]]
${:canvas} move group${:id} {*}$wig
update
set wig [lexpr \$i*-1 $wig] ;# wiggle back
${:canvas} move group${:id} {*}$wig
after $i
}
}
:method init {} {
#
# initialize the widgets with tags interactions
#
set x [expr {${:x} - ${:size}/2.0}]
set y [expr {${:y} - ${:size}/2.0}]
set :id [${:canvas} create rect $x $y \
[expr {$x+${:size}}] [expr {$y+${:size}}] \
-fill ${:bg} -tags mvg]
set :grouptag group${:id}
${:canvas} addtag ${:grouptag} withtag ${:id}
set ex [expr {$x+${:size}/10.}]
set ey [expr {$y+${:size}/10.}]
set d [expr {${:size}/5.}];# dot diameter
set dotno 1 ;# dot counter
foreach y [list $ey [expr {$ey+$d*1.5}] [expr {$ey+$d*3}]] {
foreach x [list $ex [expr {$ex+$d*1.5}] [expr {$ex+$d*3}]] {
${:canvas} create oval $x $y [expr {$x+$d}] [expr {$y+$d}] \
-fill ${:bg} -outline ${:bg} \
-tags [list mvg ${:grouptag} ${:id}d$dotno]
incr dotno
}
}
:set [expr {int(rand()*6)+1}]
:invalidate
#
# To dice, let people click on the die, or press <d> on the
# board
#
${:canvas} bind mvg <1> [:callback roll]
bind . <d> [:callback roll]
}
}
#
# Class Board
#
nx::Class create Board {
:property canvas:required
:property {size:integer 25}
:property {bg LightBlue1}
:property {fg white}
:property {colors:1..n {red green yellow blue}}
:require trait nx::trait::callback
:method lookup {var idx} {
#
# Convenience lookup function for arbitrary instance
# variables.
#
set key "${var}($idx)"
if {[info exists $key]} {return [set $key]}
return ""
}
:public method getPointCenter {nr} {:lookup :pointCenter $nr}
:public method getPointId {nr} {:lookup :pointId $nr}
:method line {
x0:expr,convert y0:expr,convert x1:expr,convert y1:expr,convert
{-width 1} {-arrow none}
} {
#
# Convenience function for line drawing, evaluates passed
# expressions.
#
${:canvas} create line $x0 $y0 $x1 $y1 -width $width -arrow $arrow
}
:method point {x:expr,convert y:expr,convert d {-number:switch false} -fill} {
#
# Draw a point (a position on the game board) and keep its
# basic data in instance variables. We could as well turn the
# positions into objects.
#
if {![info exists fill]} {set fill ${:fg}}
incr :pointCounter
set id [${:canvas} create oval \
[expr {$x-$d/2.}] [expr {$y-$d/2.}] \
[expr {$x+$d/2.}] [expr {$y+$d/2.}] \
-fill $fill -tags [list point] -outline brown -width 2]
#${:canvas} create text $x $y -text ${:pointCounter} -fill grey
set :pointNr($id) ${:pointCounter}
set :pointCenter(${:pointCounter}) [list $x $y]
set :pointId(${:pointCounter}) $id
return ${:pointCounter}
}
:method fpoint {x:expr,convert y:expr,convert psize fsize color no} {
#
# Draw a point with a figure, note the position in the board
# in the figure
#
set nr [:point $x $y $psize -fill $color]
Figure new -board [self] -canvas ${:canvas} \
-x $x -y [expr {$y-$fsize/2.0}] \
-size $fsize -color $color -no $no -position $nr
return $nr
}
:method pnest {x:expr,convert y:expr,convert d colorNr xf yf} {
#
# Draw the nest with the figures in it
#
set fsize [expr {$d/0.75}]
set color [lindex ${:colors} $colorNr]
lappend :nest($colorNr) [:fpoint $x-$d $y-$d $d $fsize $color 0]
lappend :nest($colorNr) [:fpoint $x-$d $y+$d $d $fsize $color 1]
lappend :nest($colorNr) [:fpoint $x+$d $y-$d $d $fsize $color 2]
lappend :nest($colorNr) [:fpoint $x+$d $y+$d $d $fsize $color 3]
set :buttonPos($colorNr) [list [expr $x+($xf*$d)] [expr $y+($yf*$d)]]
}
:method pline {
x0:expr,convert y0:expr,convert
x1:expr,convert y1:expr,convert d {-width 1} {-arrow none}
} {
#
# Draw a path of the play-field with points (potential player
# positions) on it.
#
set id [${:canvas} create line $x0 $y0 $x1 $y1 \
-width $width -arrow $arrow -fill brown]
if {$x0 eq $x1} {
# vertical
set f [expr {$y1<$y0 ? -1.25 : 1.25}]
for {set i 0} {$i < int(abs($y1-$y0)/($d*1.25))} {incr i} {
:point $x0 $y0+$i*$d*$f $d
}
} else {
# horizontal
set f [expr {$x1<$x0 ? -1.25 : 1.25}]
for {set i 0} {$i < int(abs($x1-$x0)/($d*1.25))} {incr i} {
:point $x0+$i*$d*$f $y0 $d -number
}
}
${:canvas} lower $id
}
:method draw {m} {
#
# Draw board and create figures
#
set d ${:size}
set u [expr {$d * 1.25}]
#
# Major positions: p0 .. p1 ..m.. p2 .. p3
#
set p0 [expr {$u-$d/2.0}]
set p1 [expr {$m-$u}]
set p2 [expr {$m+$u}]
set p3 [expr {2*$m-$u+$d/2}]
:pline $p0 $p1 $p1 $p1 $d -width 4
:pline $p1 $p1 $p1 $p0 $d -width 4
:pline $p1 $p0 $p2 $p0 $d -width 4 ;# horizonal short line
:pline $p2 $p0 $p2 $p1 $d -width 4
:pline $p2 $p1 $p3 $p1 $d -width 4
:pline $p3 $p1 $p3 $p2 $d -width 4 ;# vertical short line
:pline $p3 $p2 $p2 $p2 $d -width 4
:pline $p2 $p2 $p2 $p3 $d -width 4
:pline $p2 $p3 $p1 $p3 $d -width 4 ;# horizonal short line
:pline $p1 $p3 $p1 $p2 $d -width 4
:pline $p1 $p2 $p0 $p2 $d -width 4
:pline $p0 $p2 $p0 $p1 $d -width 4 ;# vertical short line
:line $m+5*$d $m+2*$d $m+6*$d $m+2*$d -arrow first
:line $m-2*$d $m+5*$d $m-2*$d $m+6*$d -arrow first
:line $m-5*$d $m-2*$d $m-6*$d $m-2*$d -arrow first
:line $m+2*$d $m-5*$d $m+2*$d $m-6*$d -arrow first
set d2 [expr {$d*0.75}]
set d15 $d2*2
set o [expr {$u*5}]
:pnest $m+$o-$d $m-$o+$d $d2 0 -1 3
:pnest $m+$o-$d $m+$o-$d $d2 1 -1 -2.5
:pnest $d15 $m+$o-$d $d2 2 1 -2.5
:pnest $d15 $m-$o+$d $d2 3 1 3
for {set i 0; set y [expr $d*2]} {$i<4} {incr i;set y [expr {$y+$d}]} {
lappend p(0) [:point $m $y $d2 -fill [lindex ${:colors} 0]]
lappend p(1) [:point $m*2-$y $m $d2 -fill [lindex ${:colors} 1]]
lappend p(2) [:point $m $m*2-$y $d2 -fill [lindex ${:colors} 2]]
lappend p(3) [:point $y $m $d2 -fill [lindex ${:colors} 3]]
}
#
# Setup the path per player and color the starting points
#
for {set i 1} {$i < 41} {incr i} {lappend path $i}
foreach c {0 1 2 3} pos {11 21 31 1} o {11 21 31 1} {
${:canvas} itemconfig [:getPointId $pos] -fill [lindex ${:colors} $c]
set :path($c) [concat [lrange $path $o-1 end] [lrange $path 0 $o-2] $p($c)]
}
}
:public method msg {text} {
#
# Report a message to the user.
#
${:canvas} itemconfig ${:msgId} -text $text
return 0
}
:public method wannaGo {obj pos {-path ""}} {
#
# We know that we can move the figure in principle. We have
# to check, whether the target position is free. If the target
# is occupied by our own player, we give up, otherwise we
# through the opponent out.
#
if {$pos eq ""} {return [:msg "beyond path"]}
set other [Figure lookup $pos]
set afterCmd ""
if {$other ne ""} {
if {[$obj cget -color] eq [$other cget -color]} {
# On player can't have two figure at the same place.
return [:msg "My player is already at pos $pos"]
} else {
# Opponent is at the target position. Find a free
# position in the opponents nest and though her out.
set opponent [$other cget -color]
foreach p [set :nest([lsearch ${:colors} $opponent])] {
if {[Figure lookup $p] eq ""} {
set afterCmd [list $other gotoNr $p]
break
}
}
}
}
:msg "[$obj cget -color]-[$obj cget -no] went to $pos"
$obj gotoNr $pos -path $path -afterCmd $afterCmd
${:die} invalidate
}
:public method moveFigure {obj} {
#
# Move the provided figure by the diced eyes according to the
# rules. First we check, if we are allowed to move this
# figure, which might be in the nest or on the run.
#
set currentColor [lindex ${:colors} ${:player}]
if {[$obj cget -color] ne $currentColor} {
return [:msg "figure is not from the current player"]
}
set eyes [${:die} cget -eyes]
if {$eyes == 0} {
return [:msg "Must dice first"]
}
set position [$obj cget -position]
if {$position in [set :nest(${:player})]} {
# Figure is in the nest, just accept eyes == 6
if {$eyes == 6} {
:wannaGo $obj [lindex [set :path(${:player})] 0]
} else {
return [:msg "Need 6 to move this figure"]
}
} else {
#
# Check, if we have still figures in the nest
#
set inNest ""
foreach p [set :nest(${:player})] {
set inNest [Figure lookup $p]
if {$inNest ne ""} break
}
#
# Check, if the actual figure is at the start position.
#
set startPos [lindex [set :path(${:player})] 0]
set atStart [Figure lookup $startPos]
if {$eyes == 6} {
if {$inNest ne ""} {
# Move a figure out from the nest, if we can
if {$atStart ne ""} {
if {[$atStart cget -color] eq $currentColor} {
set path [set :path(${:player})]
set current [lsearch $path $position]
set targetPos [expr {$current + [${:die} cget -eyes]}]
:wannaGo $obj [lindex $path $targetPos] \
-path [lrange $path $current+1 $targetPos]
return 1
}
}
return [:msg "You have to move the figures from your nest first"]
}
}
if {$atStart ne "" && $inNest ne "" && $obj ne $atStart} {
return [:msg "You have to move the figures from the start first"]
}
set path [set :path(${:player})]
set current [lsearch $path $position]
set targetPos [expr {$current + [${:die} cget -eyes]}]
:wannaGo $obj [lindex $path $targetPos] \
-path [lrange $path $current+1 $targetPos]
}
return 1
}
:public method nextPlayer {} {
#
# Switch to the next player.
#
set :player [expr {(${:player}+1) % 4}]
${:canvas} coords ${:buttonWindow} {*}[set :buttonPos(${:player})]
}
:method init {} {
set hw [expr {14 * ${:size}}]
set center [expr {$hw / 2}]
canvas ${:canvas} -bg ${:bg} -height $hw -width $hw
:draw $center
set :die [Die new -canvas ${:canvas} -x $center -y $center -size ${:size}]
set :msgId [${:canvas} create text [expr {${:size}*4}] 10 -text ""]
#
# Player management (signal which player is next, etc.)
#
set :player 2
button .b1 -text "Done" -command [:callback nextPlayer]
set :buttonWindow [.p create window 22 14 -window .b1]
:nextPlayer
bind . <n> [:callback nextPlayer]
}
}
#
# Finally, create the board and pack it
#
Board new -canvas .p -bg beige -size 40
pack .p
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