really jank implementation of CPU to the gui one
This commit is contained in:
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b55ecde811
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edfb709bd4
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@ -46,3 +46,10 @@ Both game modes include:
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(Cement-4, PyConnect-4 + Dementris where you forget the tiles lmao)
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move the cursor to the top cuz it makes more sense, make it point down.
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@ -260,8 +260,6 @@ def evaluate_move(args):
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score = minimax(newBoard, depth - 1, float('-inf'), float('inf'), not maximising)
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return move, score
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from multiprocessing import Pool
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def cpu_move_provider(player, board):
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allowedMoves = [i for i, col in enumerate(board) if 'O' in col]
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437
gui/gui_game.py
437
gui/gui_game.py
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@ -2,6 +2,7 @@ import pygame
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from pathlib import Path
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from button import Button
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from menu_manager import MenuManager
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import random
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# consts
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ROOT_PATH = Path(__file__).parent
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@ -15,15 +16,12 @@ WINDOW_WIDTH, WINDOW_HEIGHT = 768, 768
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GRID_WIDTH = COLS * TILE_SIZE + (COLS - 1) * TILE_SPACING
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GRID_HEIGHT = ROWS * TILE_SIZE + (ROWS - 1) * TILE_SPACING
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# grid origin cache for cursor drawing
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GRID_ORIGIN_X = None
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GRID_ORIGIN_Y = None
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# cursor attributes
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CURSOR_HEIGHT = 18
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CURSOR_MARGIN = 14
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# inits
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pygame.init()
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font = pygame.font.Font(ROOT_PATH / "Baloo2-Bold.ttf", 50)
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display = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
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@ -44,24 +42,86 @@ red_tile_hover = (220, 0, 0)
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yellow_tile = (255, 255, 0)
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yellow_tile_hover = (220, 220, 0)
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# game state inits
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tiles = []
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player = "red"
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# --- Backend board ---
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board = [["." for _ in range(ROWS)] for _ in range(COLS)]
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# game state
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tiles: list[list[Button]] = []
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player = "r"
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board_full = False
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winner = None
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# cursor state
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cursor_col = COLS // 2
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last_tile = None
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# repeat cursor move
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key_held = None
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key_held_time = 0
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initial_delay = 200 # ms before repeat starts
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repeat_interval = 100 # ms between repeats
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initial_delay = 200
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repeat_interval = 100
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# tile + board logic
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cpu = False
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# --- Board logic ---
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def create_board():
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global board
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board = [["." for _ in range(ROWS)] for _ in range(COLS)]
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def drop_tile(board, col, piece):
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for r in reversed(range(ROWS)):
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if board[col][r] == ".":
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board[col][r] = piece
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return r
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return None
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def check_win(board, piece):
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winCount = 4
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# Horizontal
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for row in range(ROWS):
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for col in range(COLS - winCount + 1):
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if all(board[col + i][row] == piece for i in range(winCount)):
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return [(col + i, row) for i in range(winCount)]
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# Vertical
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for col in range(COLS):
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for row in range(ROWS - winCount + 1):
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if all(board[col][row + i] == piece for i in range(winCount)):
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return [(col, row + i) for i in range(winCount)]
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# Diagonal \
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for col in range(COLS - winCount + 1):
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for row in range(ROWS - winCount + 1):
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if all(board[col + i][row + i] == piece for i in range(winCount)):
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return [(col + i, row + i) for i in range(winCount)]
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# Diagonal /
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for col in range(COLS - winCount + 1):
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for row in range(winCount - 1, ROWS):
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if all(board[col + i][row - i] == piece for i in range(winCount)):
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return [(col + i, row - i) for i in range(winCount)]
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return None
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def is_board_full(board):
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return all(board[c][0] != "." for c in range(COLS))
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def lowest_empty_row(board, col):
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for r in reversed(range(ROWS)):
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if board[col][r] == ".":
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return r
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return None
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# --- Sync backend board → buttons ---
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def sync_board_to_buttons(board, tiles):
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for c in range(COLS):
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for r in range(ROWS):
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val = board[c][r]
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if val == "r":
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tiles[c][r].colour = red_tile
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tiles[c][r].hover_colour = red_tile_hover
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elif val == "y":
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tiles[c][r].colour = yellow_tile
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tiles[c][r].hover_colour = yellow_tile_hover
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else:
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tiles[c][r].colour = tile_colour
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tiles[c][r].hover_colour = tile_hover
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# --- Tile + Button setup ---
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def create_tiles():
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global tiles, GRID_ORIGIN_X, GRID_ORIGIN_Y
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tiles = []
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@ -76,98 +136,115 @@ def create_tiles():
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for r in range(ROWS):
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x = start_x + c * (TILE_SIZE + TILE_SPACING)
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y = start_y + r * (TILE_SIZE + TILE_SPACING)
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# bind column to callback, ignore button argument
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callback = lambda *_, col=c: play_move(col)
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tile = Button(
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x, y, TILE_SIZE, TILE_SIZE, "",
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tile_colour, tile_hover, tile_text,
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tile_press, None, 30, (c, r),
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callback, None, 30, (c, r),
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rounding=30, outline_colour=(0,0,0), outline_width=5,
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hover_action=tile_hover_event
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)
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col.append(tile)
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tiles.append(col)
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def drop_tile(col_index):
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column = tiles[col_index]
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for r in reversed(range(ROWS)):
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target_tile = column[r]
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if target_tile.colour == tile_colour:
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if player == "red":
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target_tile.colour = red_tile
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target_tile.hover_colour = red_tile_hover
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else:
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target_tile.colour = yellow_tile
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target_tile.hover_colour = yellow_tile_hover
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return r
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# --- Gameplay ---
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def play_move(col_index, *_):
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global board_full, winner, player, last_tile, cpu
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def check_win() -> list[Button, Button, Button, Button]:
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global tiles, player
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colours = [yellow_tile, yellow_tile_hover] if player == "yellow" else [red_tile, red_tile_hover]
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winCount = 4
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for row in range(ROWS):
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for col in range(COLS - winCount + 1):
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if all(tiles[col + i][row].colour in colours for i in range(winCount)):
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return [(col + i, row) for i in range(winCount)]
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for col in range(COLS):
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for row in range(ROWS - winCount + 1):
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if all(tiles[col][row + i].colour in colours for i in range(winCount)):
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return [(col, row + i) for i in range(winCount)]
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for col in range(COLS - winCount + 1):
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for row in range(ROWS - winCount + 1):
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if all(tiles[col + i][row + i].colour in colours for i in range(winCount)):
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return [(col + i, row + i) for i in range(winCount)]
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for col in range(COLS - winCount + 1):
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for row in range(winCount - 1, ROWS):
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if all(tiles[col + i][row - i].colour in colours for i in range(winCount)):
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return [(col + i, row - i) for i in range(winCount)]
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def is_board_full() -> bool:
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for col in tiles:
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for tile in col:
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if tile.colour == tile_colour:
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return False
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return True
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# drop a tile in a column
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def play_move(col_index: int):
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global board_full, winner, player, last_tile
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if board_full or not tiles:
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return
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row_dropped = drop_tile(col_index)
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row_dropped = drop_tile(board, col_index, player)
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if row_dropped is None:
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return
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if last_tile:
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old_tile: Button = tiles[last_tile[0]][last_tile[1]]
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old_tile.img = None
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last_tile = (col_index, row_dropped)
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wins = check_win()
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wins = check_win(board, player)
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if wins:
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winner = player
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for winX, winY in wins:
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tile: Button = tiles[winX][winY]
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tile.outline_width = 5
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tile.outline_colour = win_outline_colour
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tiles[winX][winY].outline_width = 5
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tiles[winX][winY].outline_colour = win_outline_colour
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board_full = True
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elif is_board_full():
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elif is_board_full(board):
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winner = None
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board_full = True
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else:
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player = "yellow" if player == "red" else "red"
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def tile_press(tile: Button):
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col_index, _row_index = tile.extra_data
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play_move(col_index)
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player = "y" if player == "r" else "r"
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def tile_hover_event(tile: Button):
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col_index, _row_index = tile.extra_data
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col_index, _ = tile.extra_data
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global cursor_col
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cursor_col = col_index
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# buttons
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def column_is_full(c: int) -> bool:
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return all(board[c][r] != "." for r in range(ROWS))
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# --- Ghost + Cursor ---
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def draw_ghost_piece(display):
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if not tiles or GRID_ORIGIN_X is None:
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return
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row = lowest_empty_row(board, cursor_col)
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if row is None:
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return
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base_color = red_tile if player == "r" else yellow_tile
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ghost_color = (*base_color, 120)
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x = GRID_ORIGIN_X + cursor_col * (TILE_SIZE + TILE_SPACING)
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y = GRID_ORIGIN_Y + row * (TILE_SIZE + TILE_SPACING)
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surf = pygame.Surface((TILE_SIZE, TILE_SIZE), pygame.SRCALPHA)
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pygame.draw.circle(surf, ghost_color, (TILE_SIZE//2, TILE_SIZE//2), TILE_SIZE//2 - 4)
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pygame.draw.circle(surf, (255, 255, 255), (TILE_SIZE//2, TILE_SIZE//2), TILE_SIZE//2 - 4, 3)
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display.blit(surf, (x, y))
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def draw_cursor(display):
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if not tiles or GRID_ORIGIN_X is None:
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return
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base_color = red_tile if player == "r" else yellow_tile
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color = base_color if not column_is_full(cursor_col) else (120, 120, 120)
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col_center_x = GRID_ORIGIN_X + cursor_col * (TILE_SIZE + TILE_SPACING) + TILE_SIZE // 2
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y_top = GRID_ORIGIN_Y + GRID_HEIGHT + CURSOR_MARGIN
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points = [
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(col_center_x, y_top),
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(col_center_x - TILE_SIZE//3, y_top + CURSOR_HEIGHT),
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(col_center_x + TILE_SIZE//3, y_top + CURSOR_HEIGHT),
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]
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pygame.draw.polygon(display, color, points)
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# --- Draw game ---
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def draw_game(display):
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sync_board_to_buttons(board, tiles)
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if board_full:
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if winner:
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game_over_text.text = f"{'Red' if winner == 'r' else 'Yellow'} wins!"
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game_over_text.text_colour = red_tile if winner == "r" else yellow_tile
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else:
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game_over_text.text = "It's a draw!"
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game_over_text.text_colour = text_colour
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game_over_button.draw(display)
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else:
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game_over_text.text = "Red's turn!" if player == "r" else "Yellow's turn!"
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game_over_text.text_colour = red_tile if player == "r" else yellow_tile
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game_over_text.draw(display)
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if not board_full:
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draw_cursor(display)
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draw_ghost_piece(display)
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if last_tile:
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img = pygame.image.load(str(ROOT_PATH / "star.png"))
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tiles[last_tile[0]][last_tile[1]].img = img
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# --- Menus ---
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width, height = 280, 75
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x = WINDOW_WIDTH / 2 - width / 2
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y = WINDOW_HEIGHT / 2 - height / 2
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@ -204,100 +281,24 @@ game_over_text = Button(x, 50, width, height / 1.5, "text",
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bg_colour, (0, 0, 0), text_colour,
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None, font, 50, rounding=8)
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# menu callbacks
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def start_game(mode):
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if mode == "pvp":
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global board_full, winner, player, cursor_col, last_tile
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global board_full, winner, player, cursor_col, last_tile, cpu
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board_full = False
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winner = None
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player = "red"
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player = "r"
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cursor_col = COLS // 2
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last_tile = None
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create_board()
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create_tiles()
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cpu = (mode == "cpu")
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menu_manager.change_menu("game")
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elif mode == "cpu":
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print("not implemented yet. give me money and i might make it fr")
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def draw_settings(display):
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text_surface = font.render("No settings yet :(", True, text_colour)
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text_rect = text_surface.get_rect(center=(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2 - 100))
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display.blit(text_surface, text_rect)
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# checks if a column is full
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def column_is_full(c: int) -> bool:
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return all(t.colour != tile_colour for t in tiles[c])
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# helper for ghost, find the lowest empty tile
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def lowest_empty_row(c: int):
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for r in reversed(range(ROWS)):
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if tiles[c][r].colour == tile_colour:
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return r
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# ghost preview tile
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def draw_ghost_piece(display):
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if not tiles or GRID_ORIGIN_X is None:
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return
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row = lowest_empty_row(cursor_col)
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if row is None: # column full
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return
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# semi-transparent ghost color
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base_color = red_tile if player == "red" else yellow_tile
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ghost_color = (*base_color, 120) # RGBA
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# compute position
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x = GRID_ORIGIN_X + cursor_col * (TILE_SIZE + TILE_SPACING)
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y = GRID_ORIGIN_Y + row * (TILE_SIZE + TILE_SPACING)
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# create surface with alpha
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surf = pygame.Surface((TILE_SIZE, TILE_SIZE), pygame.SRCALPHA)
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pygame.draw.circle(surf, ghost_color, (TILE_SIZE//2, TILE_SIZE//2), TILE_SIZE//2 - 4)
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# white outline for ghost
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pygame.draw.circle(surf, (255, 255, 255), (TILE_SIZE//2, TILE_SIZE//2), TILE_SIZE//2 - 4, 3)
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display.blit(surf, (x, y))
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# draws the cursor
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def draw_cursor(display):
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if not tiles or GRID_ORIGIN_X is None:
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return
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base_color = red_tile if player == "red" else yellow_tile
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color = base_color if not column_is_full(cursor_col) else (120, 120, 120)
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col_center_x = GRID_ORIGIN_X + cursor_col * (TILE_SIZE + TILE_SPACING) + TILE_SIZE // 2
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y_top = GRID_ORIGIN_Y + GRID_HEIGHT + CURSOR_MARGIN
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points = [
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(col_center_x, y_top),
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(col_center_x - TILE_SIZE//3, y_top + CURSOR_HEIGHT),
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(col_center_x + TILE_SIZE//3, y_top + CURSOR_HEIGHT),
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]
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pygame.draw.polygon(display, color, points)
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def draw_game(display):
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if board_full:
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if winner:
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game_over_text.text = f"{winner.title()} wins!"
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if winner == "red":
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game_over_text.text_colour = red_tile
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elif winner == "yellow":
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game_over_text.text_colour = yellow_tile
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else:
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game_over_text.text = "It's a draw!"
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game_over_text.text_colour = text_colour
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game_over_button.draw(display)
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else:
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game_over_text.text = "Red's turn!" if player == "red" else "Yellow's turn!"
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game_over_text.text_colour = red_tile if player == "red" else yellow_tile
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game_over_text.draw(display)
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if not board_full:
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draw_cursor(display)
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draw_ghost_piece(display)
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if last_tile:
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img = pygame.image.load(str(ROOT_PATH / "star.png"))
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tiles[last_tile[0]][last_tile[1]].img = img
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# menu manager init
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# --- Menu manager ---
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menu_manager = MenuManager(display, bg_colour)
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menu_manager.register_menu("start",
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@ -320,7 +321,7 @@ menu_manager.register_menu("game",
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menu_manager.change_menu("start")
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# cursor movement + wrapping
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# --- Cursor move ---
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def move_cursor(direction: str):
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global cursor_col
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if direction == "left":
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@ -328,11 +329,123 @@ def move_cursor(direction: str):
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elif direction == "right":
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cursor_col = (cursor_col + 1) % COLS
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# main loop
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def evalWindow(window, piece):
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opponent = "y" if piece == "r" else "r"
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player_count = window.count(piece)
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opponent_count = window.count(opponent)
|
||||
empty_count = window.count(".")
|
||||
score = 0
|
||||
|
||||
if player_count == 4:
|
||||
score += 100
|
||||
elif player_count == 3 and empty_count == 1:
|
||||
score += 50
|
||||
elif player_count == 2 and empty_count == 2:
|
||||
score += 2
|
||||
|
||||
if opponent_count == 3 and empty_count == 1:
|
||||
score -= 100
|
||||
return score
|
||||
|
||||
def evalPositionForPlayer(board, piece):
|
||||
score = 0
|
||||
# center column preference
|
||||
center_col = [board[COLS//2][r] for r in range(ROWS)]
|
||||
score += center_col.count(piece) * 3
|
||||
|
||||
# horizontal
|
||||
for r in range(ROWS):
|
||||
row_array = [board[c][r] for c in range(COLS)]
|
||||
for c in range(COLS - 3):
|
||||
window = row_array[c:c+4]
|
||||
score += evalWindow(window, piece)
|
||||
|
||||
# vertical
|
||||
for c in range(COLS):
|
||||
col_array = board[c]
|
||||
for r in range(ROWS - 3):
|
||||
window = col_array[r:r+4]
|
||||
score += evalWindow(window, piece)
|
||||
|
||||
# diagonals \
|
||||
for c in range(COLS - 3):
|
||||
for r in range(ROWS - 3):
|
||||
window = [board[c+i][r+i] for i in range(4)]
|
||||
score += evalWindow(window, piece)
|
||||
|
||||
# diagonals /
|
||||
for c in range(COLS - 3):
|
||||
for r in range(3, ROWS):
|
||||
window = [board[c+i][r-i] for i in range(4)]
|
||||
score += evalWindow(window, piece)
|
||||
|
||||
return score
|
||||
|
||||
def evalPosition(board):
|
||||
return evalPositionForPlayer(board, "r") - evalPositionForPlayer(board, "y")
|
||||
|
||||
# --- CPU ---
|
||||
def cpu_move_provider(depth=4):
|
||||
allowed = [c for c in range(COLS) if board[c][0] == "."]
|
||||
if not allowed:
|
||||
return None
|
||||
|
||||
def minimax(bd, depth, alpha, beta, maximizing):
|
||||
if check_win(bd, "r"):
|
||||
return float('inf')
|
||||
if check_win(bd, "y"):
|
||||
return float('-inf')
|
||||
if is_board_full(bd) or depth == 0:
|
||||
return evalPosition(bd)
|
||||
|
||||
allowed = [c for c in range(COLS) if lowest_empty_row(bd, c) is not None]
|
||||
|
||||
if maximizing:
|
||||
maxEval = float('-inf')
|
||||
for col in allowed:
|
||||
row = lowest_empty_row(bd, col)
|
||||
bd[col][row] = "r"
|
||||
eval_score = minimax(bd, depth-1, alpha, beta, False)
|
||||
bd[col][row] = "."
|
||||
maxEval = max(maxEval, eval_score)
|
||||
alpha = max(alpha, eval_score)
|
||||
if beta <= alpha:
|
||||
break
|
||||
return maxEval
|
||||
else:
|
||||
minEval = float('inf')
|
||||
for col in allowed:
|
||||
row = lowest_empty_row(bd, col)
|
||||
bd[col][row] = "y"
|
||||
eval_score = minimax(bd, depth-1, alpha, beta, True)
|
||||
bd[col][row] = "."
|
||||
minEval = min(minEval, eval_score)
|
||||
beta = min(beta, eval_score)
|
||||
if beta <= alpha:
|
||||
break
|
||||
return minEval
|
||||
|
||||
best_score = float('-inf') if player == "r" else float('inf')
|
||||
best_col = random.choice(allowed)
|
||||
|
||||
for col in allowed:
|
||||
row = lowest_empty_row(board, col)
|
||||
board[col][row] = player
|
||||
score = minimax(board, depth-1, float('-inf'), float('inf'), player=="y")
|
||||
board[col][row] = "."
|
||||
if player == "r" and score > best_score:
|
||||
best_score = score
|
||||
best_col = col
|
||||
elif player == "y" and score < best_score:
|
||||
best_score = score
|
||||
best_col = col
|
||||
return best_col
|
||||
|
||||
# --- Main loop ---
|
||||
if __name__ == "__main__":
|
||||
running = True
|
||||
while running:
|
||||
dt = clock.tick(TARGET_FPS) # time since last frame
|
||||
dt = clock.tick(TARGET_FPS)
|
||||
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
|
|
@ -360,7 +473,13 @@ if __name__ == "__main__":
|
|||
|
||||
menu_manager.handle_event(event)
|
||||
|
||||
# repeat held key
|
||||
# CPU turn
|
||||
if cpu and player == 'y':
|
||||
move = cpu_move_provider()
|
||||
if move is not None:
|
||||
play_move(move)
|
||||
|
||||
# Repeat key hold
|
||||
if key_held:
|
||||
key_held_time += dt
|
||||
if key_held_time > initial_delay:
|
||||
|
|
|
|||
|
|
@ -1,4 +0,0 @@
|
|||
{
|
||||
"display_mode": "coloured_background",
|
||||
"cpu_search_depth": 6
|
||||
}
|
||||
Loading…
Reference in New Issue
Block a user