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Cattan.py
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Cattan.py
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import random
from tkinter import *
from math import *
class Hexagon:
def __init__(self, row, col, canvas):
self.row = row
self.col = col
self.points = [None, None, None, None, None, None] #NE, E, SE, SW, W, NW
self.type = random.choice(Hexagon.list_of_areas)
Hexagon.list_of_areas.remove(self.type)
if self.type != 'desert':
self.dice_throw = random.choice(Hexagon.list_of_dice_throw)
Hexagon.list_of_dice_throw.remove(self.dice_throw)
else:
self.dice_throw = None
Hexagon.thieves = self
Hexagon.canvas = canvas
##############################################
h = 2 * a * sin(radians(60))
y = 2 * a + self.row * 0.5 * h
x = 2 * a + self.col * 1.5 * a
self.dice_throw_text = canvas.create_text(x - 0.5 * a, y - 0.5 * h, text=self.dice_throw, fill='black')
self.canvas_hexagon = canvas.create_polygon(x - a, y, x, y, x + 0.5 * a, y - 0.5 * h, x, y - h, x - a, y - h, x - 1.5 * a,
y - 0.5 * h, fill=Hexagon.dic_of_type_to_color[self.type], outline='black')
canvas.tag_lower(self.canvas_hexagon )
canvas.tag_bind(self.canvas_hexagon, '<Button-1>', self.click_on_hexagon)
##############################################
thieves = None
dic_of_type_to_color = {'tree':'green', 'wheat':'wheat1', 'sheep':'white', 'clay':'IndianRed3', 'stone':'grey', 'desert':'black'}
list_of_dice_throw = [6,5,9,4,3,8,10,6,5,9,12,3,2,10,11,11,4,8]
list_of_areas = ['tree', 'tree', 'tree', 'tree', 'wheat', 'wheat', 'wheat', 'wheat', 'sheep', 'sheep', 'sheep', 'sheep', 'clay', 'clay', 'clay', 'stone', 'stone', 'stone', 'desert']
board = []
def click_on_hexagon(self, event):
if Player.move_thieves == True:
Player.move_thieves = False
if Hexagon.thieves.type == 'desert':
pass
else:
Hexagon.canvas.itemconfig(Hexagon.thieves.dice_throw_text, fill='black')
Hexagon.thieves = self
Hexagon.canvas.itemconfig(Hexagon.thieves.dice_throw_text, fill='red')
def create_board_of_hexagon(self, hexagon_canvas):
col_to_row = {0: 3, 1: 4, 2: 5, 3: 4, 4: 3}
col_to_start_index = {0: 2, 1: 1, 2: 0, 3: 1, 4: 2}
for col in range(0, 5):
temp_row = []
index = col_to_start_index[col]
for row in range(0, col_to_row[col]):
temp_row.append(Hexagon(2*row + col_to_start_index[col], col, hexagon_canvas))
index += 2
Hexagon.board.append(temp_row)
def print_hexagon_board(self):
for row in Hexagon.board:
for hexagon in row:
print (hexagon.dice_throw, end=' ')
print ('\n')
def check_and_append (self, point, hexagon):
if hexagon not in point.hexagons:
point.hexagons.append(hexagon)
def check_close_hexagons_and_add_points(self):
#DOWN
for row in Hexagon.board:
for hexagon in row:
if self.col == hexagon.col and hexagon.row - self.row == 2:
hexagon.points[5] = self.points[3]
hexagon.points[0] = self.points[2]
Hexagon.check_and_append(self, self.points[2], hexagon)
Hexagon.check_and_append(self, self.points[3], hexagon)
elif hexagon.col - self.col == 1 and hexagon.row - self.row == 1:
hexagon.points[5] = self.points[1]
hexagon.points[4] = self.points[2]
Hexagon.check_and_append(self, self.points[1], hexagon)
Hexagon.check_and_append(self, self.points[2], hexagon)
elif hexagon.col - self.col == 1 and self.row - hexagon.row == 1:
hexagon.points[4] = self.points[0]
hexagon.points[3] = self.points[1]
Hexagon.check_and_append(self, self.points[0], hexagon)
Hexagon.check_and_append(self, self.points[1], hexagon)
def set_points_to_hexagons(self, canvas):
for row in Hexagon.board:
for hexagon in row:
for index in range (0,6):
if hexagon.points[index] == None:
hexagon.points[index] = Point(canvas, hexagon.row, hexagon.col, index)
hexagon.points[index].hexagons.append(hexagon)
hexagon.check_close_hexagons_and_add_points()
def set_all_roads(self, canvas):
for row in Hexagon.board:
for hexagon in row:
for point_index in range(0, 6):
if point_index == 5:
Point.set_road_between_two_points(Point, canvas, hexagon.points[5], hexagon.points[0], point_index)
else:
Point.set_road_between_two_points(Point, canvas, hexagon.points[point_index], hexagon.points[point_index + 1], point_index)
class Point:
radius = 5
h = 0
canvas = None
def __init__(self, canvas, row, col, index):
self.hexagons = []
self.roads = []
self.player = None
self.building = None
self.can_build_on = True
Point.point_list.append(self)
self.id = Point.point_id
Point.point_id += 1
self.upgraded = False
Point.canvas = canvas
##############################################
h = 2 * a * sin(radians(60))
Point.h = h
self.x = 2 * a + col * 1.5 * a
self.y = 2 * a + row * 0.5 * h
if index == 0:
self.x = self.x
self.y = self.y
self.x1 = self.x - Point.radius
self.y1 = self.y - h - Point.radius
self.x2 = self.x + Point.radius
self.y2 = self.y - h + Point.radius
self.point_on_canvas = canvas.create_oval(self.x1, self.y1, self.x2, self.y2, fill='white', outline = 'black', width = 1)
elif index == 1:
self.x = self.x + 0.5*a
self.y = self.y +0.5*h
self.x1 = self.x - Point.radius
self.y1 = self.y - h - Point.radius
self.x2 = self.x + Point.radius
self.y2 = self.y - h + Point.radius
self.point_on_canvas = canvas.create_oval(self.x1 , self.y1 , self.x2 , self.y2 , fill='white', outline = 'black', width = 1)
elif index == 2:
self.x = self.x
self.y = self.y + h
self.x1 = self.x - Point.radius
self.y1 = self.y - h - Point.radius
self.x2 = self.x + Point.radius
self.y2 = self.y - h + Point.radius
self.point_on_canvas = canvas.create_oval(self.x1, self.y1, self.x2, self.y2, fill='white', outline = 'black', width = 1)
elif index == 3:
self.x = self.x - a
self.y = self.y + h
self.x1 = self.x - Point.radius
self.y1 = self.y - h - Point.radius
self.x2 = self.x + Point.radius
self.y2 = self.y - h + Point.radius
self.point_on_canvas = canvas.create_oval(self.x1 , self.y1 , self.x2 , self.y2 , fill='white', outline = 'black', width = 1)
elif index == 4:
self.x = self.x - 1.5*a
self.y = self.y + 0.5*h
self.x1 = self.x - Point.radius
self.y1 = self.y - h - Point.radius
self.x2 = self.x + Point.radius
self.y2 = self.y - h + Point.radius
self.point_on_canvas = canvas.create_oval(self.x1, self.y1, self.x2 , self.y2 , fill='white', outline = 'black', width = 1)
elif index == 5:
self.x = self.x - a
self.y = self.y
self.x1 = self.x - Point.radius
self.y1 = self.y - h - Point.radius
self.x2 = self.x + Point.radius
self.y2 = self.y - h + Point.radius
self.point_on_canvas = canvas.create_oval(self.x1, self.y1, self.x2, self.y2, fill='white', outline = 'black' , width = 1)
canvas.tag_bind(self.point_on_canvas,'<Button-1>', self.click_point_function)
#############################################
def click_point_function(self, event):
Player.alter_chosen_item(Player, self)
build_button_change_according_to_chosen_item()
point_id = 0
point_list = []
def set_road_between_two_points (self,canvas, point_a, point_b, point_index):
if [point_a, point_b] not in Road.connection_list and [point_b, point_a] not in Road.connection_list:
current_road = Road(canvas, point_a, point_b, point_index)
point_a.roads.append(current_road)
point_b.roads.append(current_road)
Road.roads_list.append(current_road)
Road.connection_list.append([point_a, point_b])
def raise_tag_for_all_poins(self, canvas):
for point in Point.point_list:
canvas.tag_raise(point.point_on_canvas)
def disable_close_points(self):
for road in self.roads:
if road.point_a == self:
road.point_b.can_build_on = False
else:
road.point_a.can_build_on = False
def check_if_continued_road(self):
if self.player in (Player.current_player, None):
for road in self.roads:
if road in Player.current_player.roads_list:
return True
return False
class Road:
roads_list = []
connection_list = []
player = None
canvas = None
def __init__(self, canvas, point_a, point_b, point_index):
self.point_a = point_a
self.point_b = point_b
self.player = None
self.road_active = False
self.canvas_line = canvas.create_line(self.point_a.x, self.point_a.y - Point.h, self.point_b.x, self.point_b.y - Point.h, fill='black', width=2)
canvas.tag_bind(self.canvas_line, '<Button-1>', self.click_road_function)
Road.canvas = canvas
def click_road_function(self, event):
Player.alter_chosen_item(Player, self)
build_button_change_according_to_chosen_item()
class Player:
master = None
chosen_item = None
current_player = None
player_with_most_roads = None
player_with_most_knights = None
player_list = []
id = 0
colors = {0:'blue', 1:'yellow3', 2:'red', 3:'purple'}
sum_dice_throw = None
move_thieves = False
is_first_turn = False###############################################################################################
is_second_turn = False
def __init__(self, root):
self.id = Player.id
Player.id += 1
self.color = Player.colors[self.id]
self.points = 0
self.wheat = 99
self.sheep = 99
self.stone = 99
self.clay = 99
self.tree = 99
self.knights = 0
self.roads = 0
self.roads_list = []
self.cards = []
self.did_throw_dice_yet = False
Player.player_list.append(self)
Player.master = root
def check_if_winner(self):
if self.points >= 10:
Player.master.quit()
print ('Player', self.id, 'Won')
def alter_chosen_item(self, item):
if Player.chosen_item == None:
pass
elif Player.chosen_item.__class__.__name__ == 'Point':
Point.canvas.itemconfig(Player.chosen_item.point_on_canvas, outline='black', width=1)
elif Player.chosen_item.__class__.__name__ == 'Road':
Road.canvas.itemconfig(Player.chosen_item.canvas_line, width=2)
Player.chosen_item = item
if Player.chosen_item == None:
pass
elif Player.chosen_item.__class__.__name__ == 'Point':
Point.canvas.itemconfig(Player.chosen_item.point_on_canvas, outline='black', width=4)
elif Player.chosen_item.__class__.__name__ == 'Road':
Road.canvas.itemconfig(Player.chosen_item.canvas_line, width=4)
def update_player_stats(self):
player_label_text.set(self.id)
points_label_text.set(self.points)
stone_label_text.set(self.tree)
tree_label_text.set(self.tree)
clay_label_text.set(self.clay)
wheat_label_text.set(self.wheat)
sheep_label_text.set(self.sheep)
knight_label_text.set(self.knights)
road_label_text.set(self.roads)
Player.current_player.check_if_winner()
def check_if_player_can_build_settelment(self):
if self.clay >= 1 and self.wheat >= 1 and self.sheep >= 1 and self.tree >= 1:
self.clay -= 1
self.wheat -= 1
self.sheep -= 1
self.tree -= 1
return True
def check_if_player_can_build_road(self):
if self.clay >= 1 and self.tree >= 1:
self.clay -= 1
self.tree -= 1
return True
def check_if_player_can_upgrade(self):
if self.stone >= 3 and self.wheat >= 2:
self.stone -= 3
self.wheat -= 2
return True
def check_who_has_longest_road(self):
for player in Player.player_list:
if player.roads < 5 and Player.player_with_most_roads == None:
pass
elif player.roads >= 5 and Player.player_with_most_roads == None:
Player.player_with_most_roads = player
player.points += 2
Player.player_with_most_roads.update_player_stats()
elif player.roads > Player.player_with_most_roads.roads:
Player.player_with_most_roads.points -= 2
Player.player_with_most_roads.update_player_stats()
Player.player_with_most_roads = player
player.points += 2
Player.player_with_most_roads.update_player_stats()
class OpeningScreen:
OS = None
number_of_players = 4
def __init__(self, open_screen):
open_screen.title = 'Catan'
self.open_screen_label = Label(open_screen, text='Number of Players(3 or 4): ')
self.open_screen_entry = Entry(open_screen)
self.open_screen_button = Button(open_screen, text='Enter')
OpeningScreen.OS = open_screen
self.open_screen_button.bind('<Button-1>', self.open_screen_get_number_of_players)
self.open_screen_label.pack(side='left')
self.open_screen_entry.pack(side='left')
self.open_screen_button.pack(side='left')
def open_screen_get_number_of_players(self, event):
input = self.open_screen_entry.get()
print (input)
if input == '3':
OpeningScreen.number_of_players = 3
OpeningScreen.OS.quit()
elif input == '4':
OpeningScreen.number_of_players = 4
OpeningScreen.OS.quit()
def build_button_change_according_to_chosen_item():
type = Player.chosen_item.__class__.__name__
if type == 'Road':
build_button_text.set('Build Road')
elif type == 'Point':
if Player.chosen_item.player == None:
build_button_text.set('Build City')
elif Player.chosen_item.upgraded == False:
build_button_text.set('Upgrade City')
else:
build_button_text.set('City Upgraded')
else:
build_button_text.set('No Item Chosen')
def throw_dice(event):
if Player.is_first_turn == False and Player.is_second_turn == False:
if Player.current_player.did_throw_dice_yet == False:
possible_dice = [1,2,3,4,5,6]
first_dice = random.choice(possible_dice)
second_dice = random.choice(possible_dice)
dice1_string.set(first_dice)
dice2_string.set(second_dice)
Player.sum_dice_throw = first_dice + second_dice
if Player.sum_dice_throw == 7:
Player.move_thieves = True
for row in Hexagon.board:
for hexagon in row:
if hexagon.dice_throw == Player.sum_dice_throw:
for point in hexagon.points:
if point.player != None:
if hexagon.type == 'wheat' and Hexagon.thieves != hexagon:
point.player.wheat += 1
elif hexagon.type == 'clay' and Hexagon.thieves != hexagon:
point.player.clay += 1
elif hexagon.type == 'stone' and Hexagon.thieves != hexagon:
point.player.stone += 1
elif hexagon.type == 'sheep' and Hexagon.thieves != hexagon:
point.player.sheep += 1
elif hexagon.type == 'tree' and Hexagon.thieves != hexagon:
point.player.tree += 1
Player.current_player.update_player_stats()
Player.current_player.did_throw_dice_yet = True
def check_if_player_can_build(event):
if Player.chosen_item.__class__.__name__ == 'Point':
if Player.chosen_item.player == None and Player.chosen_item.can_build_on == True:
if Player.is_first_turn == True or Player.is_second_turn == True:
Player.chosen_item.player = Player.current_player
Player.chosen_item.canvas.itemconfig(Player.chosen_item.point_on_canvas, fill = Player.colors[Player.current_player.id])
Player.chosen_item.disable_close_points()
Player.current_player.points += 1
Player.current_player.update_player_stats()
elif Player.current_player.check_if_player_can_build_settelment() == True:
Player.chosen_item.player = Player.current_player
Player.chosen_item.canvas.itemconfig(Player.chosen_item.point_on_canvas, fill=Player.colors[Player.current_player.id])
Player.chosen_item.disable_close_points()
Player.current_player.points += 1
Player.current_player.update_player_stats()
elif Player.current_player.upgraded == False and Player.current_player.check_if_player_can_upgrade() == True:
Player.chosen_item.upgraded = True
Player.current_player.points += 1
Player.current_player.update_player_stats()
elif Player.chosen_item.__class__.__name__ == 'Road':
if Player.chosen_item.player == None:
#For the last player to have a double first turn:
if Player.is_first_turn == True and Player.current_player.points == 1 and (Player.chosen_item.point_a.player == Player.current_player or Player.chosen_item.point_b.player == Player.current_player):
Player.chosen_item.player = Player.current_player
Player.chosen_item.canvas.itemconfig(Player.chosen_item.canvas_line, fill=Player.colors[Player.current_player.id])
Player.current_player.roads += 1
Player.current_player.roads_list.append(Player.chosen_item)
Player.check_who_has_longest_road(Player)
Player.current_player.update_player_stats()
if Player.current_player == Player.player_list[-1]:
Player.is_second_turn = True
end_turn_function_without_event()
elif Player.is_second_turn == True and Player.current_player.points == 2 and (Player.chosen_item.point_a.player == Player.current_player or Player.chosen_item.point_b.player == Player.current_player):
Player.chosen_item.player = Player.current_player
Player.chosen_item.canvas.itemconfig(Player.chosen_item.canvas_line, fill=Player.colors[Player.current_player.id])
Player.current_player.roads += 1
Player.current_player.roads_list.append(Player.chosen_item)
Player.check_who_has_longest_road(Player)
Player.current_player.update_player_stats()
if Player.current_player.id == 0:
Player.is_second_turn = False
end_turn_function_without_event()
#Normal Turn:
elif Player.is_first_turn == False and Player.is_second_turn == False:
if Player.chosen_item.point_a.player == Player.current_player or Player.chosen_item.point_b.player == Player.current_player:
if Player.current_player.check_if_player_can_build_road() == True:
Player.chosen_item.player = Player.current_player
Player.chosen_item.canvas.itemconfig(Player.chosen_item.canvas_line, fill=Player.colors[Player.current_player.id])
Player.current_player.roads += 1
Player.current_player.roads_list.append(Player.chosen_item)
Player.check_who_has_longest_road(Player)
Player.current_player.update_player_stats()
elif Player.chosen_item.point_a.check_if_continued_road()== True and Player.is_second_turn == False :
if Player.current_player.check_if_player_can_build_road() == True:
Player.chosen_item.player = Player.current_player
Player.chosen_item.canvas.itemconfig(Player.chosen_item.canvas_line,fill=Player.colors[Player.current_player.id])
Player.current_player.roads += 1
Player.current_player.roads_list.append(Player.chosen_item)
Player.check_who_has_longest_road(Player)
Player.current_player.update_player_stats()
elif Player.chosen_item.point_b.check_if_continued_road() == True and Player.is_second_turn == False:
if Player.current_player.check_if_player_can_build_road() == True:
Player.chosen_item.player = Player.current_player
Player.chosen_item.canvas.itemconfig(Player.chosen_item.canvas_line,fill=Player.colors[Player.current_player.id])
Player.current_player.roads += 1
Player.current_player.roads_list.append(Player.chosen_item)
Player.check_who_has_longest_road(Player)
Player.current_player.update_player_stats()
def end_turn_function(event):
if Player.is_first_turn == False and Player.is_second_turn == False:
Player.current_player.did_throw_dice_yet = False
Player.move_thieves = False
if Player.current_player.id == len(Player.player_list) - 1:
Player.current_player = Player.player_list[0]
else:
Player.current_player = Player.player_list[Player.current_player.id + 1]
Player.current_player.update_player_stats()
dice1_string.set(0)
dice2_string.set(0)
if Player.chosen_item == None:
pass
elif Player.chosen_item.__class__.__name__ == 'Point':
Point.canvas.itemconfig(Player.chosen_item.point_on_canvas, outline='black', width=1)
elif Player.chosen_item.__class__.__name__ == 'Road':
Road.canvas.itemconfig(Player.chosen_item.canvas_line, width=2)
Player.chosen_item = None
Player.sum_dice_throw = None
Player.current_player.check_if_winner()
def end_turn_function_without_event():
Player.current_player.did_throw_dice_yet = False
Player.move_thieves = False
if Player.is_first_turn == True and Player.is_second_turn == False:
if Player.current_player.id == len(Player.player_list) - 1:
Player.current_player = Player.player_list[0]
else:
Player.current_player = Player.player_list[Player.current_player.id + 1]
elif Player.is_first_turn == True and Player.is_second_turn == True: #Another Round for the last player
Player.is_first_turn = False
else: #if second turn
if Player.current_player.id != 0:
Player.current_player = Player.player_list[Player.current_player.id - 1]
else:
Player.current_player = Player.player_list[0]
Player.current_player.update_player_stats()
dice1_string.set(0)
dice2_string.set(0)
if Player.chosen_item == None:
pass
elif Player.chosen_item.__class__.__name__ == 'Point':
Point.canvas.itemconfig(Player.chosen_item.point_on_canvas, outline='black', width=1)
elif Player.chosen_item.__class__.__name__ == 'Road':
Road.canvas.itemconfig(Player.chosen_item.canvas_line, width=2)
Player.chosen_item = None
Player.sum_dice_throw = None
Player.current_player.check_if_winner()
##########################################################
##########################################################
"""open_screen = Tk()
OpeningScreen(open_screen)
open_screen.mainloop()
open_screen.destroy()"""
##########################################################
##########################################################
root = Tk()
for i in range (0,OpeningScreen.number_of_players):######################
Player(root)
Player.current_player = Player.player_list[0]
a = 50
hexagon_canvas = Canvas(root, width=a*10, height=a*10)
###############################################################
Hexagon.create_board_of_hexagon(Hexagon, hexagon_canvas)
Hexagon.set_points_to_hexagons(Hexagon, hexagon_canvas)
Hexagon.set_all_roads(Hexagon, hexagon_canvas)
Point.raise_tag_for_all_poins(Point, hexagon_canvas)
button_frame = Frame(root)
###############################################################
throw_dice_button = Button(button_frame, text='Throw Dice')
throw_dice_button.bind('<Button-1>', throw_dice)
throw_dice_button.grid(row = 0, column = 0)
dice1_string = IntVar()
dice2_string = IntVar()
dice1_string.set(0)
dice2_string.set(0)
dice1 = Label(button_frame, textvariable = dice1_string)
dice2 = Label(button_frame, textvariable = dice2_string)
dice1.grid(row = 1, column = 0)
dice2.grid(row = 1, column = 1)
build_button_text = StringVar()
build_button_index = 0
build_button_text.set('Build City')
build_button = Button(button_frame , textvariable=build_button_text)
build_button.grid(row = 2, column = 0)
build_button.bind('<Button-1>', check_if_player_can_build)
end_turn_button = Button(button_frame , text = 'End Turn')
end_turn_button.bind ('<Button-1>', end_turn_function)
end_turn_button.grid(row = 3, column = 0)
draw_card_button = Button(button_frame, text = 'Draw Card')
#draw_card_button.grid(row = 4, column = 0)
player_frame = Frame(root)
player_label_text = StringVar()
points_label_text = StringVar()
tree_label_text = StringVar()
clay_label_text = StringVar()
wheat_label_text = StringVar()
stone_label_text = StringVar()
sheep_label_text = StringVar()
knight_label_text = StringVar()
road_label_text = StringVar()
player_label_text.set(Player.current_player.id)
points_label_text.set(Player.current_player.points)
tree_label_text.set(Player.current_player.tree)
clay_label_text.set(Player.current_player.clay)
wheat_label_text.set(Player.current_player.wheat)
stone_label_text.set(Player.current_player.stone)
sheep_label_text.set(Player.current_player.sheep)
knight_label_text.set(Player.current_player.knights)
road_label_text.set(Player.current_player.roads)
variable_player_label = Label (player_frame, textvariabl = player_label_text)
variable_points_label = Label (player_frame, textvariabl = points_label_text)
variable_tree_label = Label (player_frame, textvariabl = tree_label_text)
variable_clay_label = Label (player_frame, textvariabl = clay_label_text)
variable_wheat_label = Label (player_frame, textvariabl = wheat_label_text)
variable_stone_label = Label (player_frame, textvariabl = stone_label_text)
variable_sheep_label = Label (player_frame, textvariabl = sheep_label_text)
variable_knight_label = Label (player_frame, textvariabl = knight_label_text)
variable_road_label = Label (player_frame, textvariabl = road_label_text)
player_label = Label (player_frame, text='Player: ')
points_label = Label (player_frame, text='Points: ')
tree_label = Label (player_frame, text='Tree: ')
clay_label = Label (player_frame, text='Clay: ')
wheat_label = Label (player_frame, text='Wheat: ')
stone_label = Label (player_frame, text='Stone: ')
sheep_label = Label (player_frame, text='Sheep: ')
knight_label = Label (player_frame, text='Knights: ')
road_label = Label (player_frame, text='Roads: ')
player_label.grid(row=0, column=0)
points_label .grid(row=1, column=0)
tree_label.grid(row=2, column=0)
clay_label.grid(row=3, column=0)
wheat_label.grid(row=4, column=0)
stone_label.grid(row=5, column=0)
sheep_label.grid(row=6, column=0)
knight_label.grid(row=7, column=0)
road_label.grid(row=8, column=0)
variable_player_label.grid(row=0, column=1)
variable_points_label.grid(row=1, column=1)
variable_tree_label.grid(row=2, column=1)
variable_clay_label.grid(row=3, column=1)
variable_wheat_label.grid(row=4, column=1)
variable_stone_label.grid(row=5, column=1)
variable_sheep_label.grid(row=6, column=1)
variable_knight_label.grid(row=7, column=1)
variable_road_label.grid(row=8, column=1)
button_frame.grid(row = 0, column = 2)
player_frame.grid(row = 0, column = 1)
hexagon_canvas.grid(row = 0, column = 0)
root.mainloop()