I am wondering if I can make a table like shown with nested loops:
A B C D
+---+---+---+---+
1 | | | | |
+---+---+---+---+
2 | | | | |
+---+---+---+---+
3 | | | | |
+---+---+---+---+
4 | | | | |
+---+---+---+---+
This is my current code and results:
total_moves = 1
while total_moves <= 10:
print('Turn {}'.format(total_moves))
map = [ [' ', ' ', ' ', ' '],\
[' ', ' ', ' ', ' '],\
[' ', ' ', ' ', ' '],\
[' ', ' ', ' ', ' '] ]
for i in map:
print('\n' + '+---' * 4 + '+')
for j in i:
print('|{:^3}'.format(j), end = '')
print('|', end = '')
print('\n' + '+---' * 4 + '+')
chara = input('Please enter character to be added into box: ')
position = input('Please enter position where the character will be in: ')
Turn 1
+---+---+---+---+
| | | | |
+---+---+---+---+
| | | | |
+---+---+---+---+
| | | | |
+---+---+---+---+
| | | | |
+---+---+---+---+
Please enter character to be added into box:
Please enter position where the character will be in:
I am having issues with printing the numbers and alphabets, because I am relatively new to nested loops. Tried doing print( A B C D )but am looking for a better way to print it. Thank you!
Here is what I came up so far:
total_moves = 1
while total_moves <= 10:
print('Turn {}'.format(total_moves))
map = [ [' ', ' ', ' ', ' '],\
[' ', ' ', ' ', ' '],\
[' ', ' ', ' ', ' '],\
[' ', ' ', ' ', ' '] ]
columns = ["A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P",\
"Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z"]
size = len(map)
cols_string = ""
for n in range(size):
cols_string += " {} ".format(columns[n])
print(cols_string, end="")
for idx, i in enumerate(map):
print('\n ' + '+---' * size + '+')
print(idx + 1, end=" ")
for j in i:
print('|{:^3}'.format(j), end = '')
print('|', end = '')
print('\n ' + '+---' * size + '+')
I added the columns list so that it can pick the column names depending on the size of the grid (assuming it won't be larger than 26x26).
Also added the size attribute so the display of the grid also adapts to the data.
I used enumerate to have the index of the line and print it in front of it.
One thing you'll have to figure out is how to properly display the cols_string because I didn't have the time to fix that.
class Board:
array = [[" ", " ", " "],
[" ", " ", " "],
[" ", " ", " "]]
def reset(self):
self.array = [[" ", " ", " "],
[" ", " ", " "],
[" ", " ", " "]]
class AI(Board):
def __init__(self):
self.array[0][0] = "X"
ai = AI()
board = Board()
print(ai.array) # [['X', ' ', ' '], [' ', ' ', ' '], [' ', ' ', ' ']]
print(board.array) # [['X', ' ', ' '], [' ', ' ', ' '], [' ', ' ', ' ']]
ai.reset()
print(ai.array) # [[' ', ' ', ' '], [' ', ' ', ' '], [' ', ' ', ' ']]
print(board.array) # [['X', ' ', ' '], [' ', ' ', ' '], [' ', ' ', ' ']]
My question is why board.array is changed while ai.array was. If they are connected to each other, why both the attributes are not changed together while the method belongs to AI is run.
This can be understood in the following manner:
When you get self.array to use or modify it, as in the expression self.array[0][0] = "X", then
first the instance is checked to see if it has such an attribute;
if it does not, the type of the instance is checked for the attribute.
(this is a simplification of what happens, but its all you need to know for this case)
When you set an instance, as you do in the expression self.array = [...] you are setting the attribute directly on the instance
So in your example code:
print(ai.array) # ai does not have an array, Board.array is returned
print(board.array) # board does not have an array, Board.array is returned
ai.reset() # this adds an attribute to ai
print(ai.array) # ai **does** have an array, it is returned
print(board.array) # board does not have an array, Board.array is returned
i'm making a small project in python that is tic tac toe game but i'm facing a problem here is my code though it is incomplete
now my problem is while running my code , i'm getting error 'position' is not defined
please solve my problem and thanks in advance !!
def display_board(testboard):
print(' | | ')
print(' '+testboard[1]+' | '+testboard[2]+' | '+testboard[3])
print(' | | ')
print('------------')
print(' | | ')
print(' ' + testboard[4] + ' | ' + testboard[5] + ' | ' +
testboard[6])
print(' | | ')
print('------------')
print(' | | ')
print(' ' + testboard[7] + ' | ' + testboard[8] + ' | ' +
testboard[9])
print(' | | ')
def board_marker():
marker = ' '
while not (marker == 'X' or marker =='O' or marker == 'x' or marker
=='o'):
marker = input('do you want x r o')
if marker.upper() == 'X' :
return ('X','O')
else:
return ('O','X')
def place_marker(board, position, marker):
board[positon] = marker
test_board= ['#','X','O','X','O','X','O','X','O','X','O']
place_marker(test_board, , '$')
display_board(test_board)
Try this:
def display_board(testboard):
print(' | | ')
print(' '+testboard[1]+' | '+testboard[2]+' | '+testboard[3])
print(' | | ')
print('------------')
print(' | | ')
print(' ' + testboard[4] + ' | ' + testboard[5] + ' | ' +
testboard[6])
print(' | | ')
print('------------')
print(' | | ')
print(' ' + testboard[7] + ' | ' + testboard[8] + ' | ' +
testboard[9])
print(' | | ')
def board_marker():
marker = ' '
while not (marker == 'X' or marker =='O' or marker == 'x' or marker =='o'):
marker = input('do you want x r o')
if marker.upper() == 'X' :
return ('X','O')
else:
return ('O','X')
def place_marker(board, position, marker):
board[position] = marker # make it position here from positon as Nicco Haase said
test_board= ['#','X','O','X','O','X','O','X','O','X','O']
place_marker(test_board, 1, '$') # pass a value for position too don't keep it empty
display_board(test_board)
Hope this helps...
Thanks
I am a beginner at python and I am attempting to create a simple game. I am struggling to create a function that is required to take in zero arguments and returns a grid which contains randomly placed explosives.
As a general requirement, there should be a ten percent chance of getting a mine.
This is my code so far, but I'm struggling to figure out where to go from here. I also don't really understand the ten percent chance of placing a mine requirement because I thought there would have to be 10 different boxes? If someone could help push me in the right direction, I'd really appreciate it.
def mines():
gridSize = 3
createGrid = [[' ' for i in range(gridSize)] for i in range(gridSize)]
return createGrid
print(initMines())
All of these answers were really helpful, thanks! :)
Using the random library, you can use randint to get your 1 in 10 chance, and implement via an if statement
import random
GRIDSIZE = 3
CHANCE = 10
def mines():
createGrid = [[("x" if random.randint(0, CHANCE) == 0 else " ") for i in range(GRIDSIZE)] for i in range(GRIDSIZE)]
return createGrid
print(mines())
Output example
[['x', ' ', ' '], [' ', ' ', ' '], [' ', ' ', ' ']]
Edit: I have added global constants for the grid size and chance based on your question, however I would pass these as parameters if I were you.
I'm not most familiar with Python, so sorry if things don't quite work, but from the looks of things you're looking at making a 2d array, and then filling them with either an empty string "" or a mine "x", based on probability.
Based on the first answer here, you're mostly on the right track with initialising the array, though you may have to make the two "i"s different (given they represent "coordinates" in an array I'd suggest x and y)
createGrid = [[' ' for x in range(gridSize)] for y in range(gridSize)]
You then need to populate the array, and the way I'd suggest you do this would be using nested for loops as shown below:
for i in range(gridSize)
for j in range(gridSize)
createGrid[i][j] = //code for mine/empty
This will loop through all values in the array, and then update them based on whether or not it should contain a mine or be empty.
To decide whether or not it should be a mine, your best bet would probably be to import the random module, and use either the randint function or the random function, and then use an if statement to determine whether or not it should be a mine.
(The if statement goes within the for loops, the import happens before anything else in your code)
e.g.
import random
if random.randint(0, 10) <= 1
createGrid[i][j] = "x"
Hope that makes sense and is helpful!
For a 1/10 chance of a mine, you can just use something like (remembering to import random):
opts = "M........."
[[random.choice(opts) for c in range(gridSize)] for r in range(gridSize)]
It just chooses one of the characters from the string, which happens to have a 10% chance of getting a mine.
Using that in a complete program, and making it more configurable:
import random
def mines(gsz, pct):
# Silently enforce int 0-100, create choices, then choose.
pct = max(0, min(100, int(pct)))
opts = "M" * pct + ' ' * (100 - pct)
return [[random.choice(opts) for i in range(gsz)] for i in range(gsz)]
# Test harness. First, create a grid.
sz = 10
grid = mines(sz, 20)
# Then dump it for confirmation.
for line in grid: print(line)
mineCount = sum([cell == 'M' for row in grid for cell in row])
print('\nActual percentage was', 100 * mineCount / sz / sz)
shows it in action:
[' ', ' ', 'M', ' ', ' ', ' ', 'M', ' ', ' ', ' ']
['M', ' ', ' ', ' ', 'M', ' ', ' ', ' ', ' ', ' ']
['M', ' ', ' ', ' ', 'M', 'M', ' ', ' ', ' ', ' ']
[' ', 'M', 'M', ' ', ' ', ' ', ' ', ' ', ' ', ' ']
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ']
['M', ' ', ' ', ' ', ' ', 'M', ' ', ' ', ' ', ' ']
['M', ' ', ' ', ' ', ' ', ' ', 'M', 'M', ' ', ' ']
[' ', ' ', 'M', ' ', 'M', ' ', 'M', ' ', ' ', 'M']
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ']
[' ', ' ', ' ', ' ', ' ', ' ', 'M', ' ', ' ', ' ']
Actual percentage was 19.0
In case you want guaranteed number of mines you could do this:
import random
def chunks(l, n):
"""Yield successive n-sized chunks from l."""
for i in range(0, len(l), n):
yield l[i:i + n]
size = int(input('Enter length of row: '))
# By default 1/size of cells will be mines.
mines = (size**2)//size
# There is probably a better way to get user input, but this will do.
try:
mines = int(input('Enter number of mines [default=%s]: ' % mines))
except:
mines = (size**2)//size
# Make an one dimensional list of size square.
field_1d = [' ']*(size**2)
# Stick the mines into the list.
for m in range(mines):
field_1d[m] = '*'
# Randomly place the mines.
random.shuffle(field_1d)
# Make a 2D list out of the 1D list.
field = [r for r in chunks(field_1d,size)]
# Display it.
for row in field:
print(row)
Here is the output:
$ ./minesweeper.py
Enter length of row: 3
Enter number of mines [default=3]: 1
[' ', ' ', ' ']
[' ', '*', ' ']
[' ', ' ', ' ']
$ ./minesweeper.py
Enter length of row: 10
Enter number of mines [default=10]:
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ']
[' ', ' ', '*', ' ', ' ', '*', ' ', ' ', ' ', ' ']
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ']
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ']
[' ', '*', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ']
[' ', '*', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ']
[' ', ' ', '*', ' ', ' ', ' ', ' ', ' ', ' ', ' ']
[' ', ' ', ' ', ' ', ' ', ' ', ' ', '*', ' ', ' ']
[' ', '*', '*', ' ', ' ', ' ', ' ', ' ', ' ', '*']
[' ', ' ', '*', ' ', ' ', ' ', ' ', ' ', ' ', ' ']
Sorry I could resist. I went ahead and wrote a complete minesweeper game:
import random
class Cell():
def __init__(self,i,j,field):
self.i = i
self.j = j
self.exposed = False
self.field = field
self.value = self.calc_value()
def display(self):
if self.exposed:
return self.value
return '_'
def expose(self):
self.exposed = True
def calc_value(self):
i = self.i
j = self.j
f = self.field
if self.field[i][j] == '*':
return '*'
v=0
try:
if f[i-1][j-1] == '*':
v += 1
except:
pass
try:
if f[i-1][j] == '*':
v += 1
except:
pass
try:
if f[i-1][j+1] == '*':
v += 1
except:
pass
try:
if f[i][j-1] == '*':
v += 1
except:
pass
try:
if f[i][j+1] == '*':
v += 1
except:
pass
try:
if f[i+1][j-1] == '*':
v += 1
except:
pass
try:
if f[i+1][j] == '*':
v += 1
except:
pass
try:
if f[i+1][j+1] == '*':
v += 1
except:
pass
return str(v)
def chunks(l, n):
"""Yield successive n-sized chunks from l."""
for i in range(0, len(l), n):
yield l[i:i + n]
size = int(input('Enter size of field: '))
# 1/10th of cells will be mines.
mines = (size**2)//size
try:
mines = int(input('Enter number of mines [default=%s]: ' % mines))
except:
mines = (size**2)//size
# Make an one dimensional list of size square.
field_1d = [' ']*(size**2)
# Stick the mines into the list.
for m in range(mines):
field_1d[m] = '*'
# Randomly place the mines.
random.shuffle(field_1d)
# Make a 2D list out of the 1D list.
field = [r for r in chunks(field_1d,size)]
# Display it.
for row in field:
print(row)
board_1d = []
for i in range(size):
for j in range(size):
print(i,j)
board_1d.append(Cell(i,j,field))
board = [r for r in chunks(board_1d,size)]
def display(board):
for i in range(size):
for j in range(size):
print(board[i][j].display(), end='|')
print("")
def win(board):
unexposed = 0
for i in range(size):
for j in range(size):
if board[i][j].exposed == False:
unexposed += 1
if unexposed == mines:
print('WINNER!!!!')
return True
return False
gameover = False
while not gameover:
display(board)
I = int(input('Enter I: '))
J = int(input('Enter J: '))
c = board[I][J]
c.expose()
if c.value == '*':
print("BOOM!")
gameover = True
gameover = win(board)
display(board)