Connect4 | A connect 4 in python with tkinter | Game Engine library

 by   AntoninLoubiere Python Version: v1.5.0 License: GPL-3.0

kandi X-RAY | Connect4 Summary

kandi X-RAY | Connect4 Summary

Connect4 is a Python library typically used in Gaming, Game Engine, Pandas, Pygame applications. Connect4 has no bugs, it has no vulnerabilities, it has build file available, it has a Strong Copyleft License and it has low support. You can download it from GitHub.

A connect 4 in python with tkinter
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            kandi-support Support

              Connect4 has a low active ecosystem.
              It has 2 star(s) with 1 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              Connect4 has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Connect4 is v1.5.0

            kandi-Quality Quality

              Connect4 has 0 bugs and 0 code smells.

            kandi-Security Security

              Connect4 has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Connect4 code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Connect4 is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              Connect4 releases are available to install and integrate.
              Build file is available. You can build the component from source.
              Installation instructions are available. Examples and code snippets are not available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed Connect4 and discovered the below as its top functions. This is intended to give you an instant insight into Connect4 implemented functionality, and help decide if they suit your requirements.
            • Extract relevant information from media tag .
            • Read bitmap .
            • Convert the image .
            • Set the pointer to the given frame .
            • Load the default font .
            • Update the win token .
            • Extract a value from the data .
            • Add application marker .
            • Open a tile store .
            • Builds a proof transform
            Get all kandi verified functions for this library.

            Connect4 Key Features

            No Key Features are available at this moment for Connect4.

            Connect4 Examples and Code Snippets

            No Code Snippets are available at this moment for Connect4.

            Community Discussions

            QUESTION

            How to disable a picture box once I clicked a button and an image has been inserted
            Asked 2022-Mar-31 at 13:35

            I have created a grid in a panel and added 42 picture boxes for a 6x7 grid, Every time I click a button for the row it inserts an image of a red or yellow checker. I am trying to make the button add another image of the other image on the box on top. I have created an array as a check feature to see which player has won. My code is:

            ...

            ANSWER

            Answered 2022-Mar-29 at 16:04

            Assuming the first column on the left is pb1 at the bottom and pb7 at the bottom right, and button1 is on the left with button7 on the right.

            Here's how you'd do it with just ONE set of buttons across the bottom to pick which column to drop the next piece into:

            Source https://stackoverflow.com/questions/71653636

            QUESTION

            what's func_info in eBPF verifier?
            Asked 2021-Sep-15 at 14:07

            I'm developing an XDP program and I'm facing this error when trying to mount it in NIC driver:

            ...

            ANSWER

            Answered 2021-Sep-15 at 14:07

            Did you omit to put your programs in a dedicated ELF section? Something like:

            Source https://stackoverflow.com/questions/69192685

            QUESTION

            v12 doesn't remove bot's react, but v13 remove bot's react (discord.js)
            Asked 2021-Aug-05 at 12:42

            During the upgrade of the command from v12 to v13, I found that the command removed the bot reaction it created by itself, while v12 did not.

            Both bots have Administrator rights. v12 from the djs-games module, game connect four. I improved v12 to v13

            v12 :

            ...

            ANSWER

            Answered 2021-Aug-05 at 12:42

            So to make it work on discord.js v13, I had to do a few things.

            To collect reactions from users in a guild, you need GUILD_MESSAGE_REACTIONS intent. So I added that to my client's intents.

            Source https://stackoverflow.com/questions/68663924

            QUESTION

            HashMap with FXML JavaFX won't find my key
            Asked 2021-Jun-30 at 19:00

            why can my Circle not be found or why is value null? I cannot find a solution to fix my HashMap or how to access the Circle in question.

            ...

            ANSWER

            Answered 2021-Jun-30 at 18:59

            When the FXXMLLoader loads the FXML file, it

            1. Creates an instance of the controller class
            2. Injects any fields annotated @FXML with elements with matching fx:ids
            3. Calls the initialize() method, if there is one

            In your code, you call put("A1", A1) in the (anonymous) constructor of a HashMap subclass which is initialized inline. So this code is executed when the controller class is instantiated (step 1 above). This happens before A1 is injected, so at that time it is null. I.e. you are calling put("A1", null), which of course does not associate any value in the map with the key "A1".

            Instead, put the value in the map in the initialize() method:

            Source https://stackoverflow.com/questions/68199616

            QUESTION

            Module not found error when importing a Cython .pyd file
            Asked 2021-Jun-09 at 07:33

            I know this might seem like a duplicated question, but I really could not find what I'm doing wrong... I wrote a .pyx file in order to compile it into a .pyd with cython. Long story short, it compiles my file just fine and creates a .pyd file. However, when I try to import that .pyd file I get an error saying No module named: "name_of_module". Note that this is my first time trying cython...

            I am using venv with python3.9 on windows 10. I have cython installed along with minGW. To compile it into the .pyd file, I imply type in the command prompt in the same directory as the .pyx file:

            python setup.py build_ext --inplace

            Here is my setup.py file to cythonize my .pyx file:

            ...

            ANSWER

            Answered 2021-Jun-09 at 07:33

            Well turns out I'm really stupid and in python3 I have to upload like this:

            Source https://stackoverflow.com/questions/67889119

            QUESTION

            Why my winner check function does not work correctly?
            Asked 2021-Apr-02 at 08:49

            I am working on connect4 game, now I am on winner checking part, but the winnercheck function does not work correctly. How to fix that? In pycharm editor it says that the variable winner is not used even it is used. And after four same digits verticaly it is not printing who is the winner. I am not sure how to fix it. Thank you!

            ...

            ANSWER

            Answered 2021-Apr-02 at 08:49

            The main issue is in these lines of code:

            Source https://stackoverflow.com/questions/66916201

            QUESTION

            Python connect 4 play function
            Asked 2021-Mar-09 at 20:11

            I'm making a connect4 game for a class and im running into an error with my play function that I'm having difficulties figuring out.

            ...

            ANSWER

            Answered 2021-Mar-09 at 20:11

            The problem here is actually in the different function grid is returned from. You must have made some mistake there, which causes that different function return something of the form [1, 6, 3, 8, 3], whereas your play function assumes something in the form of [[1, 5, 6, 2, 10], [1, 5, 6, 2, 10], [1, 5, 6, 2, 10], [1, 5, 6, 2, 10]].

            Source https://stackoverflow.com/questions/66554019

            QUESTION

            Translation animation when moving child from one parent to another parent
            Asked 2021-Mar-02 at 08:45

            I am trying to make connect4 HTML game and I know I will be better off using canvas elements instead of a grids of divs but is it possible to make transition translate type of css animation when moving HTML elements around like this (using appendChild)

            ...

            ANSWER

            Answered 2021-Mar-02 at 08:45

            You can use animationend to check when the animation end and move the ball element between the divs

            Source https://stackoverflow.com/questions/66435568

            QUESTION

            How to make a connect4 board with rounded corners and curved sides?
            Asked 2021-Feb-26 at 19:57

            I want to make a connect4 board with exact styles and properties given. Its looks like(Ignore the pieces it is filled with).

            How to make the sides curved from sides like in the image? Please try to use HTML elements only to solve this. If any easy SVG please give that

            Currently my code looks like

            ...

            ANSWER

            Answered 2021-Feb-26 at 19:57

            You can approximate this using an SVG filter (more detail here: https://dev.to/afif/css-shapes-with-rounded-corners-56h)

            Source https://stackoverflow.com/questions/66391411

            QUESTION

            Minimax algorithm for connect 4 producing a losing move
            Asked 2021-Feb-05 at 05:27

            The algorithm appears to produce the correct moves when the depth is set to 4 but when I increase it to 5 it gets unexpectedly worse. In this particular case it's recommending that column 0 is the next best move when I believe the 3rd one is. I may very well not fully understand the minimax algorithm so I'm asking for your help to solve this as I've been trying for days with no success. Also any suggestions to improve the readability of the code will be appreciated.

            Here is a link to the game: http://connect4.getforge.io/ - forgive the poor UI (wip). It's default to 4 levels deep, please observe the difference in play when you increase the AI_DEPTH.

            Here is the grid and it's the AI's turn to play as G (the maximizing player).

            ...

            ANSWER

            Answered 2021-Feb-05 at 05:27

            As Ouroborus pointed out, at depth 5 it sees that it loses no matter what move it plays. So now it choses the first move in your list of possible moves since all results return -1000.

            If you want it to always find the longest route to lose then you need to return -1000 + depth if you lose, and 1000 - depth if you win. Then your AI will always chose the longest route to losing (and the quickest to winning if there are more than 1 way to win).

            Source https://stackoverflow.com/questions/66053813

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Connect4

            To install the program if you have the venv folder, just go to Run. Else, you have to install dependencies by running Install.bat on Windows and Install.sh on Linux and Max OS.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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