Update app.py
Browse files
app.py
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import gradio as gr
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# Gradio interface
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# Launch the app
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import gradio as gr
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import numpy as np
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import random
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from PIL import Image, ImageDraw, ImageFont
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import io
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import base64
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class LudoGame:
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def __init__(self):
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# Player colors
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self.colors = ["red", "green", "yellow", "blue"]
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self.color_codes = {
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"red": "#FF5555",
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"green": "#55FF55",
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"yellow": "#FFFF55",
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"blue": "#5555FF",
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"white": "#FFFFFF",
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"black": "#000000"
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}
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# Game state
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self.reset_game()
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def reset_game(self):
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# Initialize game state
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self.current_player = 0
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self.dice_value = 1
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self.dice_rolled = False
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self.winner = None
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# Initialize tokens (4 tokens per player)
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self.tokens = {}
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for i, color in enumerate(self.colors):
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self.tokens[color] = [-1, -1, -1, -1] # -1 means in home
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# Track if player can play after rolling
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self.can_play = False
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# Game messages
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self.message = f"Game started! {self.colors[self.current_player].capitalize()}'s turn to roll."
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def roll_dice(self):
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"""Roll the dice and return the value"""
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if self.winner:
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return self.render_board()
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if self.dice_rolled:
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self.message = f"You already rolled a {self.dice_value}. Please move a token or pass."
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return self.render_board()
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self.dice_value = random.randint(1, 6)
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self.dice_rolled = True
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# Check if player can move any token
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self.can_play = self._can_play()
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if not self.can_play:
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# If player rolled 6, give them another turn
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if self.dice_value == 6:
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self.message = f"{self.colors[self.current_player].capitalize()} rolled a 6 but can't move. Roll again!"
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self.dice_rolled = False
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else:
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self.message = f"{self.colors[self.current_player].capitalize()} rolled {self.dice_value} but can't move. Next player's turn."
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self._next_player()
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else:
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self.message = f"{self.colors[self.current_player].capitalize()} rolled {self.dice_value}. Choose a token to move."
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return self.render_board()
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def _can_play(self):
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"""Check if current player can move any token"""
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current_color = self.colors[self.current_player]
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tokens = self.tokens[current_color]
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for i, position in enumerate(tokens):
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if position == -1 and self.dice_value == 6:
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# Can move out of home
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return True
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elif position >= 0:
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# Token is already on the board
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return True
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return False
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def move_token(self, token_idx):
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"""Move the selected token for the current player"""
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if self.winner:
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return self.render_board()
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if not self.dice_rolled:
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self.message = "Please roll the dice first."
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return self.render_board()
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if not self.can_play:
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self.message = "You can't move any token. Please pass your turn."
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return self.render_board()
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current_color = self.colors[self.current_player]
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current_pos = self.tokens[current_color][token_idx]
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# Token still in home and not rolled a 6
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if current_pos == -1 and self.dice_value != 6:
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self.message = "Need to roll a 6 to move a token out of home."
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return self.render_board()
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# Token in home and rolled a 6
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if current_pos == -1 and self.dice_value == 6:
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# Put token on the board at starting position (different for each player)
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self.tokens[current_color][token_idx] = self.current_player * 13
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self.message = f"{current_color.capitalize()} token {token_idx+1} is now on the board."
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self.dice_rolled = False
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return self.render_board()
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# Token already on board
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new_pos = (current_pos + self.dice_value) % 52
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# Check for token captures (simplistic implementation)
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for color in self.colors:
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if color != current_color:
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for i, pos in enumerate(self.tokens[color]):
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if pos == new_pos:
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# Capture token
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self.tokens[color][i] = -1
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self.message = f"{current_color.capitalize()} captured {color}'s token!"
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# Move token
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self.tokens[current_color][token_idx] = new_pos
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# Check if the player has won (simplistic - all tokens completed a full circle)
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if self._check_winner():
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self.winner = self.current_player
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self.message = f"{current_color.capitalize()} wins the game!"
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else:
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self.message = f"{current_color.capitalize()} moved token {token_idx+1} to position {new_pos}."
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# If player rolled 6, give them another turn
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if self.dice_value == 6:
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self.message += " Roll again!"
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else:
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self._next_player()
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self.dice_rolled = False
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return self.render_board()
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def _check_winner(self):
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"""Very simple win check - if all tokens made a complete circuit"""
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current_color = self.colors[self.current_player]
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starting_pos = self.current_player * 13
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for pos in self.tokens[current_color]:
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if pos < starting_pos: # Simplified win condition
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return False
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return True
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def _next_player(self):
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"""Move to the next player's turn"""
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self.current_player = (self.current_player + 1) % 4
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self.dice_rolled = False
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self.message += f" {self.colors[self.current_player].capitalize()}'s turn to roll."
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def pass_turn(self):
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"""Pass the current player's turn"""
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if self.winner:
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return self.render_board()
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if not self.dice_rolled:
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self.message = "Please roll the dice first."
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return self.render_board()
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if self.can_play:
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self.message = "You have valid moves available. Please move a token."
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return self.render_board()
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self._next_player()
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return self.render_board()
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def render_board(self):
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"""Render the Ludo board as an image"""
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# Create a new image with white background
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width, height = 600, 600
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board = Image.new('RGB', (width, height), color='white')
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draw = ImageDraw.Draw(board)
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# Draw the game board (simplified version)
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# Draw the outer square
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draw.rectangle([(50, 50), (550, 550)], outline='black', width=2)
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# Draw the home squares for each player
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home_squares = [
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(50, 50, 250, 250), # Red (top-left)
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(350, 50, 550, 250), # Green (top-right)
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(50, 350, 250, 550), # Yellow (bottom-left)
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(350, 350, 550, 550) # Blue (bottom-right)
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]
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for i, color in enumerate(self.colors):
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draw.rectangle(home_squares[i], fill=self.color_codes[color], outline='black', width=2)
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# Draw the center square
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draw.rectangle([(250, 250), (350, 350)], fill='white', outline='black', width=2)
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# Draw the path (simplified)
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# Horizontal paths
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draw.rectangle([(250, 50), (350, 250)], fill='white', outline='black', width=1) # Top
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draw.rectangle([(250, 350), (350, 550)], fill='white', outline='black', width=1) # Bottom
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draw.rectangle([(50, 250), (250, 350)], fill='white', outline='black', width=1) # Left
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draw.rectangle([(350, 250), (550, 350)], fill='white', outline='black', width=1) # Right
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# Draw the tokens
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for color_idx, color in enumerate(self.colors):
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for token_idx, position in enumerate(self.tokens[color]):
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if position == -1:
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# Token in home - draw in home area
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home_x = home_squares[color_idx][0] + 50 + (token_idx % 2) * 100
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home_y = home_squares[color_idx][1] + 50 + (token_idx // 2) * 100
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draw.ellipse([(home_x-20, home_y-20), (home_x+20, home_y+20)],
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fill=self.color_codes[color], outline='black', width=2)
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else:
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| 220 |
+
# Token on board - simplified position calculation
|
| 221 |
+
# This is a very basic mapping for illustration
|
| 222 |
+
board_positions = [
|
| 223 |
+
# Top row (left to right)
|
| 224 |
+
(100, 300), (150, 300), (200, 300), (250, 300), (300, 300), (350, 300), (400, 300), (450, 300), (500, 300),
|
| 225 |
+
# Right column (top to bottom)
|
| 226 |
+
(500, 350), (500, 400), (500, 450), (500, 500),
|
| 227 |
+
# Bottom row (right to left)
|
| 228 |
+
(450, 500), (400, 500), (350, 500), (300, 500), (250, 500), (200, 500), (150, 500), (100, 500),
|
| 229 |
+
# Left column (bottom to top)
|
| 230 |
+
(100, 450), (100, 400), (100, 350), (100, 300),
|
| 231 |
+
# Inner track (simplified approximation)
|
| 232 |
+
# Repeat the pattern for simplicity
|
| 233 |
+
(100, 300), (150, 300), (200, 300), (250, 300), (300, 300), (350, 300), (400, 300), (450, 300), (500, 300),
|
| 234 |
+
(500, 350), (500, 400), (500, 450), (500, 500),
|
| 235 |
+
(450, 500), (400, 500), (350, 500), (300, 500), (250, 500), (200, 500), (150, 500), (100, 500),
|
| 236 |
+
(100, 450), (100, 400), (100, 350), (100, 300),
|
| 237 |
+
]
|
| 238 |
+
|
| 239 |
+
if position < len(board_positions):
|
| 240 |
+
token_x, token_y = board_positions[position]
|
| 241 |
+
draw.ellipse([(token_x-15, token_y-15), (token_x+15, token_y+15)],
|
| 242 |
+
fill=self.color_codes[color], outline='black', width=2)
|
| 243 |
+
# Draw token number
|
| 244 |
+
draw.text((token_x-5, token_y-5), str(token_idx+1), fill='black')
|
| 245 |
+
|
| 246 |
+
# Draw the dice
|
| 247 |
+
dice_x, dice_y = 300, 300
|
| 248 |
+
draw.rectangle([(dice_x-25, dice_y-25), (dice_x+25, dice_y+25)], fill='white', outline='black', width=2)
|
| 249 |
+
|
| 250 |
+
# Draw dice pips based on value
|
| 251 |
+
if self.dice_value == 1:
|
| 252 |
+
draw.ellipse([(dice_x-5, dice_y-5), (dice_x+5, dice_y+5)], fill='black')
|
| 253 |
+
elif self.dice_value == 2:
|
| 254 |
+
draw.ellipse([(dice_x-15, dice_y-15), (dice_x-5, dice_y-5)], fill='black')
|
| 255 |
+
draw.ellipse([(dice_x+5, dice_y+5), (dice_x+15, dice_y+15)], fill='black')
|
| 256 |
+
elif self.dice_value == 3:
|
| 257 |
+
draw.ellipse([(dice_x-15, dice_y-15), (dice_x-5, dice_y-5)], fill='black')
|
| 258 |
+
draw.ellipse([(dice_x-5, dice_y-5), (dice_x+5, dice_y+5)], fill='black')
|
| 259 |
+
draw.ellipse([(dice_x+5, dice_y+5), (dice_x+15, dice_y+15)], fill='black')
|
| 260 |
+
elif self.dice_value == 4:
|
| 261 |
+
draw.ellipse([(dice_x-15, dice_y-15), (dice_x-5, dice_y-5)], fill='black')
|
| 262 |
+
draw.ellipse([(dice_x+5, dice_y-15), (dice_x+15, dice_y-5)], fill='black')
|
| 263 |
+
draw.ellipse([(dice_x-15, dice_y+5), (dice_x-5, dice_y+15)], fill='black')
|
| 264 |
+
draw.ellipse([(dice_x+5, dice_y+5), (dice_x+15, dice_y+15)], fill='black')
|
| 265 |
+
elif self.dice_value == 5:
|
| 266 |
+
draw.ellipse([(dice_x-15, dice_y-15), (dice_x-5, dice_y-5)], fill='black')
|
| 267 |
+
draw.ellipse([(dice_x+5, dice_y-15), (dice_x+15, dice_y-5)], fill='black')
|
| 268 |
+
draw.ellipse([(dice_x-5, dice_y-5), (dice_x+5, dice_y+5)], fill='black')
|
| 269 |
+
draw.ellipse([(dice_x-15, dice_y+5), (dice_x-5, dice_y+15)], fill='black')
|
| 270 |
+
draw.ellipse([(dice_x+5, dice_y+5), (dice_x+15, dice_y+15)], fill='black')
|
| 271 |
+
elif self.dice_value == 6:
|
| 272 |
+
draw.ellipse([(dice_x-15, dice_y-15), (dice_x-5, dice_y-5)], fill='black')
|
| 273 |
+
draw.ellipse([(dice_x+5, dice_y-15), (dice_x+15, dice_y-5)], fill='black')
|
| 274 |
+
draw.ellipse([(dice_x-15, dice_y-5), (dice_x-5, dice_y+5)], fill='black')
|
| 275 |
+
draw.ellipse([(dice_x+5, dice_y-5), (dice_x+15, dice_y+5)], fill='black')
|
| 276 |
+
draw.ellipse([(dice_x-15, dice_y+5), (dice_x-5, dice_y+15)], fill='black')
|
| 277 |
+
draw.ellipse([(dice_x+5, dice_y+5), (dice_x+15, dice_y+15)], fill='black')
|
| 278 |
+
|
| 279 |
+
# Draw the current player indicator
|
| 280 |
+
current_color = self.colors[self.current_player]
|
| 281 |
+
draw.rectangle([(20, 20), (40, 40)], fill=self.color_codes[current_color], outline='black', width=2)
|
| 282 |
+
|
| 283 |
+
# Draw game message
|
| 284 |
+
draw.text((50, 20), self.message, fill='black')
|
| 285 |
+
|
| 286 |
+
# Convert to bytes for Gradio
|
| 287 |
+
img_byte_arr = io.BytesIO()
|
| 288 |
+
board.save(img_byte_arr, format='PNG')
|
| 289 |
+
img_byte_arr.seek(0)
|
| 290 |
+
|
| 291 |
+
return img_byte_arr
|
| 292 |
|
| 293 |
+
# Create the Gradio interface
|
| 294 |
+
def create_ludo_game():
|
| 295 |
+
game = LudoGame()
|
| 296 |
+
|
| 297 |
+
def roll():
|
| 298 |
+
return game.roll_dice()
|
| 299 |
+
|
| 300 |
+
def move_token_0():
|
| 301 |
+
return game.move_token(0)
|
| 302 |
+
|
| 303 |
+
def move_token_1():
|
| 304 |
+
return game.move_token(1)
|
| 305 |
+
|
| 306 |
+
def move_token_2():
|
| 307 |
+
return game.move_token(2)
|
| 308 |
+
|
| 309 |
+
def move_token_3():
|
| 310 |
+
return game.move_token(3)
|
| 311 |
+
|
| 312 |
+
def pass_turn():
|
| 313 |
+
return game.pass_turn()
|
| 314 |
+
|
| 315 |
+
def reset():
|
| 316 |
+
game.reset_game()
|
| 317 |
+
return game.render_board()
|
| 318 |
+
|
| 319 |
+
with gr.Blocks() as ludo_app:
|
| 320 |
+
gr.Markdown("# Ludo Game")
|
| 321 |
+
gr.Markdown("### A classic 4-player board game")
|
| 322 |
+
|
| 323 |
+
with gr.Row():
|
| 324 |
+
with gr.Column():
|
| 325 |
+
image_output = gr.Image(type="pil", label="Ludo Board")
|
| 326 |
+
|
| 327 |
+
with gr.Row():
|
| 328 |
+
roll_button = gr.Button("Roll Dice")
|
| 329 |
+
|
| 330 |
+
with gr.Row():
|
| 331 |
+
token1_button = gr.Button("Move Token 1")
|
| 332 |
+
token2_button = gr.Button("Move Token 2")
|
| 333 |
+
token3_button = gr.Button("Move Token 3")
|
| 334 |
+
token4_button = gr.Button("Move Token 4")
|
| 335 |
+
|
| 336 |
+
with gr.Row():
|
| 337 |
+
pass_button = gr.Button("Pass Turn")
|
| 338 |
+
reset_button = gr.Button("Reset Game")
|
| 339 |
+
|
| 340 |
+
# Set up button click events
|
| 341 |
+
roll_button.click(roll, inputs=[], outputs=[image_output])
|
| 342 |
+
token1_button.click(move_token_0, inputs=[], outputs=[image_output])
|
| 343 |
+
token2_button.click(move_token_1, inputs=[], outputs=[image_output])
|
| 344 |
+
token3_button.click(move_token_2, inputs=[], outputs=[image_output])
|
| 345 |
+
token4_button.click(move_token_3, inputs=[], outputs=[image_output])
|
| 346 |
+
pass_button.click(pass_turn, inputs=[], outputs=[image_output])
|
| 347 |
+
reset_button.click(reset, inputs=[], outputs=[image_output])
|
| 348 |
+
|
| 349 |
+
# Initialize the board on load
|
| 350 |
+
ludo_app.load(fn=game.render_board, inputs=None, outputs=image_output)
|
| 351 |
+
|
| 352 |
+
return ludo_app
|
| 353 |
|
| 354 |
# Launch the app
|
| 355 |
+
if __name__ == "__main__":
|
| 356 |
+
app = create_ludo_game()
|
| 357 |
+
app.launch()
|