๐ Introduction
Iโve always been fascinated by board games that combine elegant mechanics with deep strategy, and Abalone is the perfect example. In this post, Iโll walk you through how I used the Amazon Q Developer CLI alongside Pygame to create my own digital version of Abaloneโfrom scaffolding the project to polishing the UI.
โจAmazon Q Developer CLI
To install the Amazon Q Developer CLI on my Windows machine, I first set up the Windows Subsystem for Linux (WSL). With a Linux distribution like Ubuntu installed, I open the WSL terminal to run the installer script using the command: curl -o- https://s3.amazonaws.com/amazon-q-cli/install.sh | bash. Once the installation is complete, I just need to restart my WSL terminal. After that, I'm all set to start using the q command.
Prerequisites ๐ ๏ธ
Before we dive in, make sure you have:
1.Python 3.7+ installed ๐
2.Pygame library (pip install pygame) ๐จ
Folder Structure ๐
Step 1: Initializing Pygame and Defining Constants ๐ก
In abalone_game.py, I start by importing modules and initializing Pygame:
Next, I define window dimensions, hexagon sizing, and colors for the board, marbles, and UI elements:
and so on
These constants make it easy to tweak the look and feel of the board later. ๐จ
Step 2: Representing Hexagonal Positions ๐ข
Abalone uses a hex grid, so I created a HexPosition class that stores cube coordinates (q, r, s) and implements equality, hashing, and a string method:
Step 3: Initializing the Board โ๏ธ
Inside the AbaloneGame class, I set up a dictionary self.board mapping every valid HexPosition (from r = -4 to 4 and appropriate q ranges) to an integer:
0 = empty โ
1 = black marble โซ
2 = white marble โช
I then fill initial positions for both players
Step 4: Coordinate Conversion ๐
To render and detect clicks, I convert between hex coordinates and pixel coordinates:
Step 5: Selection and Move Validation โ
Abalone rules allow selecting 1โ3 marbles in a line and either sidestep or push opponent marbles. I implemented:
is_valid_selection() to ensure up to 3 marbles belong to the current player and are in line.get_valid_moves() which loops through six directions and calls either can_sidestep_to_positions() or can_push_in_direction().
This logic checks board bounds, empty target spaces, and the โsumitoโ push rules (only if you have a larger chain than your opponentโs). ๐ค๐ค
Step 6: Making a Move โฉ
Once the player clicks a highlighted green circle, make_move():
Clears original marble positions โ
Shifts marbles (or opponent chain) in the chosen direction ๐
Increments score if an opponent marble is pushed off ๐
Checks for win (first to push off 6 marbles ๐)
Switches the current player ๐
Everything happens smoothly in one method! ๐
Step 7: Drawing the Board and UI ๐จ
In draw_board(), I:
Draw a large hexagon border and fill for the wooden board
Loop over all hex positions, draw holes, shadows, and marbles
Highlight selected marbles in yellow
Mark valid destinations with small green circles
In draw_ui(), I render scores, current player, and simple instructions. If the game is over, I display a โGame Overโ banner with the winner. ๐ฅ๏ธ
Final Step: Game Loop ๐
The run() method handles Pygameโs event loop:
Play and Extend ๐
Iโm thrilled with how the Abalone game turned out! You can:
Customize colors or board size by tweaking constants ๐จ
Add sound effects when marbles move or are pushed off ๐
Implement AI: a simple minimax over valid moves would be a fun next step ๐ค
Save and load game states to disk ๐พ
Grab the full source on GitHub and let me know how youโd improve it! ๐ ๏ธ
https://github.com/TahmidFayaz/Abalone
Conclusion ๐
Implementing Abalone in Pygame was a rewarding dive into hex-grid math, move validation, and UI polish. I hope this walkthrough inspires you to build your own board gamesโfeel free to fork the code, file issues, or submit pull requests. Happy coding! ๐ป๐
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