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- .gitattributes +1 -0
- Making Games with Python - W.T.E. Official Community/4row_arrow.png +3 -0
- Making Games with Python - W.T.E. Official Community/4row_black.png +3 -0
- Making Games with Python - W.T.E. Official Community/4row_board.png +3 -0
- Making Games with Python - W.T.E. Official Community/4row_computerwinner.png +3 -0
- Making Games with Python - W.T.E. Official Community/4row_humanwinner.png +3 -0
- Making Games with Python - W.T.E. Official Community/4row_red.png +3 -0
- Making Games with Python - W.T.E. Official Community/4row_tie.png +3 -0
- Making Games with Python - W.T.E. Official Community/E-book/MakingGames.pdf +3 -0
- Making Games with Python - W.T.E. Official Community/Grass_Block.png +3 -0
- Making Games with Python - W.T.E. Official Community/Plain_Block.png +3 -0
- Making Games with Python - W.T.E. Official Community/RedSelector.png +3 -0
- Making Games with Python - W.T.E. Official Community/Rock.png +3 -0
- Making Games with Python - W.T.E. Official Community/Selector.png +3 -0
- Making Games with Python - W.T.E. Official Community/Star.png +3 -0
- Making Games with Python - W.T.E. Official Community/Tree_Short.png +3 -0
- Making Games with Python - W.T.E. Official Community/Tree_Tall.png +3 -0
- Making Games with Python - W.T.E. Official Community/Tree_Ugly.png +3 -0
- Making Games with Python - W.T.E. Official Community/Wall_Block_Tall.png +3 -0
- Making Games with Python - W.T.E. Official Community/Wood_Block_Tall.png +3 -0
- Making Games with Python - W.T.E. Official Community/badswap.wav +3 -0
- Making Games with Python - W.T.E. Official Community/beep1.ogg +3 -0
- Making Games with Python - W.T.E. Official Community/beep2.ogg +3 -0
- Making Games with Python - W.T.E. Official Community/beep3.ogg +3 -0
- Making Games with Python - W.T.E. Official Community/beep4.ogg +3 -0
- Making Games with Python - W.T.E. Official Community/blankpygame.py +11 -0
- Making Games with Python - W.T.E. Official Community/boy.png +3 -0
- Making Games with Python - W.T.E. Official Community/cat.png +3 -0
- Making Games with Python - W.T.E. Official Community/catanimation.py +47 -0
- Making Games with Python - W.T.E. Official Community/catgirl.png +3 -0
- Making Games with Python - W.T.E. Official Community/drawing.py +41 -0
- Making Games with Python - W.T.E. Official Community/flippy.py +518 -0
- Making Games with Python - W.T.E. Official Community/flippybackground.png +3 -0
- Making Games with Python - W.T.E. Official Community/flippyboard.png +3 -0
- Making Games with Python - W.T.E. Official Community/fourinarow.py +363 -0
- Making Games with Python - W.T.E. Official Community/freesansbold.ttf +0 -0
- Making Games with Python - W.T.E. Official Community/gameicon.png +3 -0
- Making Games with Python - W.T.E. Official Community/gem1.png +3 -0
- Making Games with Python - W.T.E. Official Community/gem2.png +3 -0
- Making Games with Python - W.T.E. Official Community/gem3.png +3 -0
- Making Games with Python - W.T.E. Official Community/gem4.png +3 -0
- Making Games with Python - W.T.E. Official Community/gem5.png +3 -0
- Making Games with Python - W.T.E. Official Community/gem6.png +3 -0
- Making Games with Python - W.T.E. Official Community/gem7.png +3 -0
- Making Games with Python - W.T.E. Official Community/gemgem.py +549 -0
- Making Games with Python - W.T.E. Official Community/grass1.png +3 -0
- Making Games with Python - W.T.E. Official Community/grass2.png +3 -0
- Making Games with Python - W.T.E. Official Community/grass3.png +3 -0
- Making Games with Python - W.T.E. Official Community/grass4.png +3 -0
- Making Games with Python - W.T.E. Official Community/horngirl.png +3 -0
.gitattributes
CHANGED
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8.[[:space:]]Type[[:space:]]hinting[[:space:]]in[[:space:]]Python/2.[[:space:]]Typing[[:space:]]in[[:space:]]Python.mp4 filter=lfs diff=lfs merge=lfs -text
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8.[[:space:]]Type[[:space:]]hinting[[:space:]]in[[:space:]]Python/3.[[:space:]]Further[[:space:]]reading.mp4 filter=lfs diff=lfs merge=lfs -text
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8.[[:space:]]Type[[:space:]]hinting[[:space:]]in[[:space:]]Python/4.[[:space:]]Conclusion[[:space:]]of[[:space:]]this[[:space:]]section.mp4 filter=lfs diff=lfs merge=lfs -text
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8.[[:space:]]Type[[:space:]]hinting[[:space:]]in[[:space:]]Python/2.[[:space:]]Typing[[:space:]]in[[:space:]]Python.mp4 filter=lfs diff=lfs merge=lfs -text
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| 101 |
8.[[:space:]]Type[[:space:]]hinting[[:space:]]in[[:space:]]Python/3.[[:space:]]Further[[:space:]]reading.mp4 filter=lfs diff=lfs merge=lfs -text
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| 102 |
8.[[:space:]]Type[[:space:]]hinting[[:space:]]in[[:space:]]Python/4.[[:space:]]Conclusion[[:space:]]of[[:space:]]this[[:space:]]section.mp4 filter=lfs diff=lfs merge=lfs -text
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| 103 |
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Making[[:space:]]Games[[:space:]]with[[:space:]]Python[[:space:]]-[[:space:]]W.T.E.[[:space:]]Official[[:space:]]Community/E-book/MakingGames.pdf filter=lfs diff=lfs merge=lfs -text
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Making Games with Python - W.T.E. Official Community/4row_arrow.png
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Git LFS Details
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Making Games with Python - W.T.E. Official Community/4row_black.png
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Git LFS Details
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Making Games with Python - W.T.E. Official Community/4row_board.png
ADDED
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Git LFS Details
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Making Games with Python - W.T.E. Official Community/4row_computerwinner.png
ADDED
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Git LFS Details
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Making Games with Python - W.T.E. Official Community/4row_humanwinner.png
ADDED
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Git LFS Details
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Making Games with Python - W.T.E. Official Community/4row_red.png
ADDED
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Git LFS Details
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Making Games with Python - W.T.E. Official Community/4row_tie.png
ADDED
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Git LFS Details
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Making Games with Python - W.T.E. Official Community/E-book/MakingGames.pdf
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Making Games with Python - W.T.E. Official Community/Grass_Block.png
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Git LFS Details
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Making Games with Python - W.T.E. Official Community/Plain_Block.png
ADDED
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Git LFS Details
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Making Games with Python - W.T.E. Official Community/RedSelector.png
ADDED
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Git LFS Details
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Making Games with Python - W.T.E. Official Community/Rock.png
ADDED
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Git LFS Details
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Making Games with Python - W.T.E. Official Community/Selector.png
ADDED
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Git LFS Details
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Making Games with Python - W.T.E. Official Community/Star.png
ADDED
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Git LFS Details
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Making Games with Python - W.T.E. Official Community/Tree_Short.png
ADDED
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Git LFS Details
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Making Games with Python - W.T.E. Official Community/Tree_Tall.png
ADDED
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Git LFS Details
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Making Games with Python - W.T.E. Official Community/Tree_Ugly.png
ADDED
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Git LFS Details
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Making Games with Python - W.T.E. Official Community/Wall_Block_Tall.png
ADDED
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Git LFS Details
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Making Games with Python - W.T.E. Official Community/Wood_Block_Tall.png
ADDED
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Git LFS Details
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Making Games with Python - W.T.E. Official Community/badswap.wav
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version https://git-lfs.github.com/spec/v1
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Making Games with Python - W.T.E. Official Community/beep1.ogg
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version https://git-lfs.github.com/spec/v1
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Making Games with Python - W.T.E. Official Community/beep2.ogg
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version https://git-lfs.github.com/spec/v1
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Making Games with Python - W.T.E. Official Community/beep3.ogg
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Making Games with Python - W.T.E. Official Community/beep4.ogg
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version https://git-lfs.github.com/spec/v1
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oid sha256:ebd58a7cbb7c1961d7817278c33a99fa6c1e77a62b426214270537dfbb978cef
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size 39214
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Making Games with Python - W.T.E. Official Community/blankpygame.py
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@@ -0,0 +1,11 @@
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import pygame, sys
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from pygame.locals import *
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pygame.init()
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DISPLAYSURF = pygame.display.set_mode((400, 300))
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pygame.display.set_caption('Hello Pygame World!')
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while True: # main game loop
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for event in pygame.event.get():
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if event.type == QUIT:
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pygame.quit()
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sys.exit()
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Making Games with Python - W.T.E. Official Community/boy.png
ADDED
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Git LFS Details
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Making Games with Python - W.T.E. Official Community/cat.png
ADDED
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Git LFS Details
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Making Games with Python - W.T.E. Official Community/catanimation.py
ADDED
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@@ -0,0 +1,47 @@
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import pygame, sys
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from pygame.locals import *
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pygame.init()
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FPS = 30 # frames per second setting
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fpsClock = pygame.time.Clock()
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# set up the window
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DISPLAYSURF = pygame.display.set_mode((400, 300), 0, 32)
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pygame.display.set_caption('Animation')
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WHITE = (255, 255, 255)
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catImg = pygame.image.load('cat.png')
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catx = 10
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caty = 10
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direction = 'right'
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while True: # the main game loop
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DISPLAYSURF.fill(WHITE)
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if direction == 'right':
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catx += 5
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if catx == 280:
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direction = 'down'
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elif direction == 'down':
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caty += 5
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if caty == 220:
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direction = 'left'
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elif direction == 'left':
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catx -= 5
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if catx == 10:
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direction = 'up'
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elif direction == 'up':
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caty -= 5
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if caty == 10:
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direction = 'right'
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DISPLAYSURF.blit(catImg, (catx, caty))
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for event in pygame.event.get():
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if event.type == QUIT:
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pygame.quit()
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sys.exit()
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pygame.display.update()
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fpsClock.tick(FPS)
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Making Games with Python - W.T.E. Official Community/catgirl.png
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Git LFS Details
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Making Games with Python - W.T.E. Official Community/drawing.py
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import pygame, sys
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from pygame.locals import *
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pygame.init()
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# set up the window
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DISPLAYSURF = pygame.display.set_mode((400, 300), 0, 32)
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pygame.display.set_caption('Drawing')
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# set up the colors
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BLACK = ( 0, 0, 0)
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WHITE = (255, 255, 255)
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RED = (255, 0, 0)
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GREEN = ( 0, 255, 0)
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BLUE = ( 0, 0, 255)
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# draw on the surface object
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DISPLAYSURF.fill(WHITE)
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pygame.draw.polygon(DISPLAYSURF, GREEN, ((146, 0), (291, 106), (236, 277), (56, 277), (0, 106)))
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pygame.draw.line(DISPLAYSURF, BLUE, (60, 60), (120, 60), 4)
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pygame.draw.line(DISPLAYSURF, BLUE, (120, 60), (60, 120))
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pygame.draw.line(DISPLAYSURF, BLUE, (60, 120), (120, 120), 4)
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pygame.draw.circle(DISPLAYSURF, BLUE, (300, 50), 20, 0)
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pygame.draw.ellipse(DISPLAYSURF, RED, (300, 200, 40, 80), 1)
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pygame.draw.rect(DISPLAYSURF, RED, (200, 150, 100, 50))
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pixObj = pygame.PixelArray(DISPLAYSURF)
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pixObj[380][280] = BLACK
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pixObj[382][282] = BLACK
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pixObj[384][284] = BLACK
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pixObj[386][286] = BLACK
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pixObj[388][288] = BLACK
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del pixObj
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# run the game loop
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| 36 |
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while True:
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| 37 |
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for event in pygame.event.get():
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| 38 |
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if event.type == QUIT:
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| 39 |
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pygame.quit()
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| 40 |
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sys.exit()
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| 41 |
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pygame.display.update()
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Making Games with Python - W.T.E. Official Community/flippy.py
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|
| 1 |
+
# Flippy (a Reversi clone), by Al Sweigart al@inventwithpython.com
|
| 2 |
+
# (Pygame) Play against the computer and try to flip their tiles.
|
| 3 |
+
|
| 4 |
+
|
| 5 |
+
|
| 6 |
+
# Based on the "reversi.py" code that originally appeared in "Invent
|
| 7 |
+
# Your Own Computer Games with Python", chapter 15:
|
| 8 |
+
# http://inventwithpython.com/chapter15.html
|
| 9 |
+
|
| 10 |
+
import random, sys, pygame, time, copy
|
| 11 |
+
from pygame.locals import *
|
| 12 |
+
|
| 13 |
+
FPS = 10 # frames per second to update the screen
|
| 14 |
+
WINDOWWIDTH = 640 # width of the program's window, in pixels
|
| 15 |
+
WINDOWHEIGHT = 480 # height in pixels
|
| 16 |
+
SPACESIZE = 50 # width & height of each space on the board, in pixels
|
| 17 |
+
BOARDWIDTH = 8 # how many columns of spaces on the game board
|
| 18 |
+
BOARDHEIGHT = 8 # how many rows of spaces on the game board
|
| 19 |
+
WHITE_TILE = 'WHITE_TILE' # an arbitrary but unique value
|
| 20 |
+
BLACK_TILE = 'BLACK_TILE' # an arbitrary but unique value
|
| 21 |
+
EMPTY_SPACE = 'EMPTY_SPACE' # an arbitrary but unique value
|
| 22 |
+
HINT_TILE = 'HINT_TILE' # an arbitrary but unique value
|
| 23 |
+
ANIMATIONSPEED = 25 # integer from 1 to 100, higher is faster animation
|
| 24 |
+
|
| 25 |
+
# Amount of space on the left & right side (XMARGIN) or above and below
|
| 26 |
+
# (YMARGIN) the game board, in pixels.
|
| 27 |
+
XMARGIN = int((WINDOWWIDTH - (BOARDWIDTH * SPACESIZE)) / 2)
|
| 28 |
+
YMARGIN = int((WINDOWHEIGHT - (BOARDHEIGHT * SPACESIZE)) / 2)
|
| 29 |
+
|
| 30 |
+
# R G B
|
| 31 |
+
WHITE = (255, 255, 255)
|
| 32 |
+
BLACK = ( 0, 0, 0)
|
| 33 |
+
GREEN = ( 0, 155, 0)
|
| 34 |
+
BRIGHTBLUE = ( 0, 50, 255)
|
| 35 |
+
BROWN = (174, 94, 0)
|
| 36 |
+
|
| 37 |
+
TEXTBGCOLOR1 = BRIGHTBLUE
|
| 38 |
+
TEXTBGCOLOR2 = GREEN
|
| 39 |
+
GRIDLINECOLOR = BLACK
|
| 40 |
+
TEXTCOLOR = WHITE
|
| 41 |
+
HINTCOLOR = BROWN
|
| 42 |
+
|
| 43 |
+
|
| 44 |
+
def main():
|
| 45 |
+
global MAINCLOCK, DISPLAYSURF, FONT, BIGFONT, BGIMAGE
|
| 46 |
+
|
| 47 |
+
pygame.init()
|
| 48 |
+
MAINCLOCK = pygame.time.Clock()
|
| 49 |
+
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
|
| 50 |
+
pygame.display.set_caption('Flippy')
|
| 51 |
+
FONT = pygame.font.Font('freesansbold.ttf', 16)
|
| 52 |
+
BIGFONT = pygame.font.Font('freesansbold.ttf', 32)
|
| 53 |
+
|
| 54 |
+
# Set up the background image.
|
| 55 |
+
boardImage = pygame.image.load('flippyboard.png')
|
| 56 |
+
# Use smoothscale() to stretch the board image to fit the entire board:
|
| 57 |
+
boardImage = pygame.transform.smoothscale(boardImage, (BOARDWIDTH * SPACESIZE, BOARDHEIGHT * SPACESIZE))
|
| 58 |
+
boardImageRect = boardImage.get_rect()
|
| 59 |
+
boardImageRect.topleft = (XMARGIN, YMARGIN)
|
| 60 |
+
BGIMAGE = pygame.image.load('flippybackground.png')
|
| 61 |
+
# Use smoothscale() to stretch the background image to fit the entire window:
|
| 62 |
+
BGIMAGE = pygame.transform.smoothscale(BGIMAGE, (WINDOWWIDTH, WINDOWHEIGHT))
|
| 63 |
+
BGIMAGE.blit(boardImage, boardImageRect)
|
| 64 |
+
|
| 65 |
+
# Run the main game.
|
| 66 |
+
while True:
|
| 67 |
+
if runGame() == False:
|
| 68 |
+
break
|
| 69 |
+
|
| 70 |
+
|
| 71 |
+
def runGame():
|
| 72 |
+
# Plays a single game of reversi each time this function is called.
|
| 73 |
+
|
| 74 |
+
# Reset the board and game.
|
| 75 |
+
mainBoard = getNewBoard()
|
| 76 |
+
resetBoard(mainBoard)
|
| 77 |
+
showHints = False
|
| 78 |
+
turn = random.choice(['computer', 'player'])
|
| 79 |
+
|
| 80 |
+
# Draw the starting board and ask the player what color they want.
|
| 81 |
+
drawBoard(mainBoard)
|
| 82 |
+
playerTile, computerTile = enterPlayerTile()
|
| 83 |
+
|
| 84 |
+
# Make the Surface and Rect objects for the "New Game" and "Hints" buttons
|
| 85 |
+
newGameSurf = FONT.render('New Game', True, TEXTCOLOR, TEXTBGCOLOR2)
|
| 86 |
+
newGameRect = newGameSurf.get_rect()
|
| 87 |
+
newGameRect.topright = (WINDOWWIDTH - 8, 10)
|
| 88 |
+
hintsSurf = FONT.render('Hints', True, TEXTCOLOR, TEXTBGCOLOR2)
|
| 89 |
+
hintsRect = hintsSurf.get_rect()
|
| 90 |
+
hintsRect.topright = (WINDOWWIDTH - 8, 40)
|
| 91 |
+
|
| 92 |
+
while True: # main game loop
|
| 93 |
+
# Keep looping for player and computer's turns.
|
| 94 |
+
if turn == 'player':
|
| 95 |
+
# Player's turn:
|
| 96 |
+
if getValidMoves(mainBoard, playerTile) == []:
|
| 97 |
+
# If it's the player's turn but they
|
| 98 |
+
# can't move, then end the game.
|
| 99 |
+
break
|
| 100 |
+
movexy = None
|
| 101 |
+
while movexy == None:
|
| 102 |
+
# Keep looping until the player clicks on a valid space.
|
| 103 |
+
|
| 104 |
+
# Determine which board data structure to use for display.
|
| 105 |
+
if showHints:
|
| 106 |
+
boardToDraw = getBoardWithValidMoves(mainBoard, playerTile)
|
| 107 |
+
else:
|
| 108 |
+
boardToDraw = mainBoard
|
| 109 |
+
|
| 110 |
+
checkForQuit()
|
| 111 |
+
for event in pygame.event.get(): # event handling loop
|
| 112 |
+
if event.type == MOUSEBUTTONUP:
|
| 113 |
+
# Handle mouse click events
|
| 114 |
+
mousex, mousey = event.pos
|
| 115 |
+
if newGameRect.collidepoint( (mousex, mousey) ):
|
| 116 |
+
# Start a new game
|
| 117 |
+
return True
|
| 118 |
+
elif hintsRect.collidepoint( (mousex, mousey) ):
|
| 119 |
+
# Toggle hints mode
|
| 120 |
+
showHints = not showHints
|
| 121 |
+
# movexy is set to a two-item tuple XY coordinate, or None value
|
| 122 |
+
movexy = getSpaceClicked(mousex, mousey)
|
| 123 |
+
if movexy != None and not isValidMove(mainBoard, playerTile, movexy[0], movexy[1]):
|
| 124 |
+
movexy = None
|
| 125 |
+
|
| 126 |
+
# Draw the game board.
|
| 127 |
+
drawBoard(boardToDraw)
|
| 128 |
+
drawInfo(boardToDraw, playerTile, computerTile, turn)
|
| 129 |
+
|
| 130 |
+
# Draw the "New Game" and "Hints" buttons.
|
| 131 |
+
DISPLAYSURF.blit(newGameSurf, newGameRect)
|
| 132 |
+
DISPLAYSURF.blit(hintsSurf, hintsRect)
|
| 133 |
+
|
| 134 |
+
MAINCLOCK.tick(FPS)
|
| 135 |
+
pygame.display.update()
|
| 136 |
+
|
| 137 |
+
# Make the move and end the turn.
|
| 138 |
+
makeMove(mainBoard, playerTile, movexy[0], movexy[1], True)
|
| 139 |
+
if getValidMoves(mainBoard, computerTile) != []:
|
| 140 |
+
# Only set for the computer's turn if it can make a move.
|
| 141 |
+
turn = 'computer'
|
| 142 |
+
|
| 143 |
+
else:
|
| 144 |
+
# Computer's turn:
|
| 145 |
+
if getValidMoves(mainBoard, computerTile) == []:
|
| 146 |
+
# If it was set to be the computer's turn but
|
| 147 |
+
# they can't move, then end the game.
|
| 148 |
+
break
|
| 149 |
+
|
| 150 |
+
# Draw the board.
|
| 151 |
+
drawBoard(mainBoard)
|
| 152 |
+
drawInfo(mainBoard, playerTile, computerTile, turn)
|
| 153 |
+
|
| 154 |
+
# Draw the "New Game" and "Hints" buttons.
|
| 155 |
+
DISPLAYSURF.blit(newGameSurf, newGameRect)
|
| 156 |
+
DISPLAYSURF.blit(hintsSurf, hintsRect)
|
| 157 |
+
|
| 158 |
+
# Make it look like the computer is thinking by pausing a bit.
|
| 159 |
+
pauseUntil = time.time() + random.randint(5, 15) * 0.1
|
| 160 |
+
while time.time() < pauseUntil:
|
| 161 |
+
pygame.display.update()
|
| 162 |
+
|
| 163 |
+
# Make the move and end the turn.
|
| 164 |
+
x, y = getComputerMove(mainBoard, computerTile)
|
| 165 |
+
makeMove(mainBoard, computerTile, x, y, True)
|
| 166 |
+
if getValidMoves(mainBoard, playerTile) != []:
|
| 167 |
+
# Only set for the player's turn if they can make a move.
|
| 168 |
+
turn = 'player'
|
| 169 |
+
|
| 170 |
+
# Display the final score.
|
| 171 |
+
drawBoard(mainBoard)
|
| 172 |
+
scores = getScoreOfBoard(mainBoard)
|
| 173 |
+
|
| 174 |
+
# Determine the text of the message to display.
|
| 175 |
+
if scores[playerTile] > scores[computerTile]:
|
| 176 |
+
text = 'You beat the computer by %s points! Congratulations!' % \
|
| 177 |
+
(scores[playerTile] - scores[computerTile])
|
| 178 |
+
elif scores[playerTile] < scores[computerTile]:
|
| 179 |
+
text = 'You lost. The computer beat you by %s points.' % \
|
| 180 |
+
(scores[computerTile] - scores[playerTile])
|
| 181 |
+
else:
|
| 182 |
+
text = 'The game was a tie!'
|
| 183 |
+
|
| 184 |
+
textSurf = FONT.render(text, True, TEXTCOLOR, TEXTBGCOLOR1)
|
| 185 |
+
textRect = textSurf.get_rect()
|
| 186 |
+
textRect.center = (int(WINDOWWIDTH / 2), int(WINDOWHEIGHT / 2))
|
| 187 |
+
DISPLAYSURF.blit(textSurf, textRect)
|
| 188 |
+
|
| 189 |
+
# Display the "Play again?" text with Yes and No buttons.
|
| 190 |
+
text2Surf = BIGFONT.render('Play again?', True, TEXTCOLOR, TEXTBGCOLOR1)
|
| 191 |
+
text2Rect = text2Surf.get_rect()
|
| 192 |
+
text2Rect.center = (int(WINDOWWIDTH / 2), int(WINDOWHEIGHT / 2) + 50)
|
| 193 |
+
|
| 194 |
+
# Make "Yes" button.
|
| 195 |
+
yesSurf = BIGFONT.render('Yes', True, TEXTCOLOR, TEXTBGCOLOR1)
|
| 196 |
+
yesRect = yesSurf.get_rect()
|
| 197 |
+
yesRect.center = (int(WINDOWWIDTH / 2) - 60, int(WINDOWHEIGHT / 2) + 90)
|
| 198 |
+
|
| 199 |
+
# Make "No" button.
|
| 200 |
+
noSurf = BIGFONT.render('No', True, TEXTCOLOR, TEXTBGCOLOR1)
|
| 201 |
+
noRect = noSurf.get_rect()
|
| 202 |
+
noRect.center = (int(WINDOWWIDTH / 2) + 60, int(WINDOWHEIGHT / 2) + 90)
|
| 203 |
+
|
| 204 |
+
while True:
|
| 205 |
+
# Process events until the user clicks on Yes or No.
|
| 206 |
+
checkForQuit()
|
| 207 |
+
for event in pygame.event.get(): # event handling loop
|
| 208 |
+
if event.type == MOUSEBUTTONUP:
|
| 209 |
+
mousex, mousey = event.pos
|
| 210 |
+
if yesRect.collidepoint( (mousex, mousey) ):
|
| 211 |
+
return True
|
| 212 |
+
elif noRect.collidepoint( (mousex, mousey) ):
|
| 213 |
+
return False
|
| 214 |
+
DISPLAYSURF.blit(textSurf, textRect)
|
| 215 |
+
DISPLAYSURF.blit(text2Surf, text2Rect)
|
| 216 |
+
DISPLAYSURF.blit(yesSurf, yesRect)
|
| 217 |
+
DISPLAYSURF.blit(noSurf, noRect)
|
| 218 |
+
pygame.display.update()
|
| 219 |
+
MAINCLOCK.tick(FPS)
|
| 220 |
+
|
| 221 |
+
|
| 222 |
+
def translateBoardToPixelCoord(x, y):
|
| 223 |
+
return XMARGIN + x * SPACESIZE + int(SPACESIZE / 2), YMARGIN + y * SPACESIZE + int(SPACESIZE / 2)
|
| 224 |
+
|
| 225 |
+
|
| 226 |
+
def animateTileChange(tilesToFlip, tileColor, additionalTile):
|
| 227 |
+
# Draw the additional tile that was just laid down. (Otherwise we'd
|
| 228 |
+
# have to completely redraw the board & the board info.)
|
| 229 |
+
if tileColor == WHITE_TILE:
|
| 230 |
+
additionalTileColor = WHITE
|
| 231 |
+
else:
|
| 232 |
+
additionalTileColor = BLACK
|
| 233 |
+
additionalTileX, additionalTileY = translateBoardToPixelCoord(additionalTile[0], additionalTile[1])
|
| 234 |
+
pygame.draw.circle(DISPLAYSURF, additionalTileColor, (additionalTileX, additionalTileY), int(SPACESIZE / 2) - 4)
|
| 235 |
+
pygame.display.update()
|
| 236 |
+
|
| 237 |
+
for rgbValues in range(0, 255, int(ANIMATIONSPEED * 2.55)):
|
| 238 |
+
if rgbValues > 255:
|
| 239 |
+
rgbValues = 255
|
| 240 |
+
elif rgbValues < 0:
|
| 241 |
+
rgbValues = 0
|
| 242 |
+
|
| 243 |
+
if tileColor == WHITE_TILE:
|
| 244 |
+
color = tuple([rgbValues] * 3) # rgbValues goes from 0 to 255
|
| 245 |
+
elif tileColor == BLACK_TILE:
|
| 246 |
+
color = tuple([255 - rgbValues] * 3) # rgbValues goes from 255 to 0
|
| 247 |
+
|
| 248 |
+
for x, y in tilesToFlip:
|
| 249 |
+
centerx, centery = translateBoardToPixelCoord(x, y)
|
| 250 |
+
pygame.draw.circle(DISPLAYSURF, color, (centerx, centery), int(SPACESIZE / 2) - 4)
|
| 251 |
+
pygame.display.update()
|
| 252 |
+
MAINCLOCK.tick(FPS)
|
| 253 |
+
checkForQuit()
|
| 254 |
+
|
| 255 |
+
|
| 256 |
+
def drawBoard(board):
|
| 257 |
+
# Draw background of board.
|
| 258 |
+
DISPLAYSURF.blit(BGIMAGE, BGIMAGE.get_rect())
|
| 259 |
+
|
| 260 |
+
# Draw grid lines of the board.
|
| 261 |
+
for x in range(BOARDWIDTH + 1):
|
| 262 |
+
# Draw the horizontal lines.
|
| 263 |
+
startx = (x * SPACESIZE) + XMARGIN
|
| 264 |
+
starty = YMARGIN
|
| 265 |
+
endx = (x * SPACESIZE) + XMARGIN
|
| 266 |
+
endy = YMARGIN + (BOARDHEIGHT * SPACESIZE)
|
| 267 |
+
pygame.draw.line(DISPLAYSURF, GRIDLINECOLOR, (startx, starty), (endx, endy))
|
| 268 |
+
for y in range(BOARDHEIGHT + 1):
|
| 269 |
+
# Draw the vertical lines.
|
| 270 |
+
startx = XMARGIN
|
| 271 |
+
starty = (y * SPACESIZE) + YMARGIN
|
| 272 |
+
endx = XMARGIN + (BOARDWIDTH * SPACESIZE)
|
| 273 |
+
endy = (y * SPACESIZE) + YMARGIN
|
| 274 |
+
pygame.draw.line(DISPLAYSURF, GRIDLINECOLOR, (startx, starty), (endx, endy))
|
| 275 |
+
|
| 276 |
+
# Draw the black & white tiles or hint spots.
|
| 277 |
+
for x in range(BOARDWIDTH):
|
| 278 |
+
for y in range(BOARDHEIGHT):
|
| 279 |
+
centerx, centery = translateBoardToPixelCoord(x, y)
|
| 280 |
+
if board[x][y] == WHITE_TILE or board[x][y] == BLACK_TILE:
|
| 281 |
+
if board[x][y] == WHITE_TILE:
|
| 282 |
+
tileColor = WHITE
|
| 283 |
+
else:
|
| 284 |
+
tileColor = BLACK
|
| 285 |
+
pygame.draw.circle(DISPLAYSURF, tileColor, (centerx, centery), int(SPACESIZE / 2) - 4)
|
| 286 |
+
if board[x][y] == HINT_TILE:
|
| 287 |
+
pygame.draw.rect(DISPLAYSURF, HINTCOLOR, (centerx - 4, centery - 4, 8, 8))
|
| 288 |
+
|
| 289 |
+
|
| 290 |
+
def getSpaceClicked(mousex, mousey):
|
| 291 |
+
# Return a tuple of two integers of the board space coordinates where
|
| 292 |
+
# the mouse was clicked. (Or returns None not in any space.)
|
| 293 |
+
for x in range(BOARDWIDTH):
|
| 294 |
+
for y in range(BOARDHEIGHT):
|
| 295 |
+
if mousex > x * SPACESIZE + XMARGIN and \
|
| 296 |
+
mousex < (x + 1) * SPACESIZE + XMARGIN and \
|
| 297 |
+
mousey > y * SPACESIZE + YMARGIN and \
|
| 298 |
+
mousey < (y + 1) * SPACESIZE + YMARGIN:
|
| 299 |
+
return (x, y)
|
| 300 |
+
return None
|
| 301 |
+
|
| 302 |
+
|
| 303 |
+
def drawInfo(board, playerTile, computerTile, turn):
|
| 304 |
+
# Draws scores and whose turn it is at the bottom of the screen.
|
| 305 |
+
scores = getScoreOfBoard(board)
|
| 306 |
+
scoreSurf = FONT.render("Player Score: %s Computer Score: %s %s's Turn" % (str(scores[playerTile]), str(scores[computerTile]), turn.title()), True, TEXTCOLOR)
|
| 307 |
+
scoreRect = scoreSurf.get_rect()
|
| 308 |
+
scoreRect.bottomleft = (10, WINDOWHEIGHT - 5)
|
| 309 |
+
DISPLAYSURF.blit(scoreSurf, scoreRect)
|
| 310 |
+
|
| 311 |
+
|
| 312 |
+
def resetBoard(board):
|
| 313 |
+
# Blanks out the board it is passed, and sets up starting tiles.
|
| 314 |
+
for x in range(BOARDWIDTH):
|
| 315 |
+
for y in range(BOARDHEIGHT):
|
| 316 |
+
board[x][y] = EMPTY_SPACE
|
| 317 |
+
|
| 318 |
+
# Add starting pieces to the center
|
| 319 |
+
board[3][3] = WHITE_TILE
|
| 320 |
+
board[3][4] = BLACK_TILE
|
| 321 |
+
board[4][3] = BLACK_TILE
|
| 322 |
+
board[4][4] = WHITE_TILE
|
| 323 |
+
|
| 324 |
+
|
| 325 |
+
def getNewBoard():
|
| 326 |
+
# Creates a brand new, empty board data structure.
|
| 327 |
+
board = []
|
| 328 |
+
for i in range(BOARDWIDTH):
|
| 329 |
+
board.append([EMPTY_SPACE] * BOARDHEIGHT)
|
| 330 |
+
|
| 331 |
+
return board
|
| 332 |
+
|
| 333 |
+
|
| 334 |
+
def isValidMove(board, tile, xstart, ystart):
|
| 335 |
+
# Returns False if the player's move is invalid. If it is a valid
|
| 336 |
+
# move, returns a list of spaces of the captured pieces.
|
| 337 |
+
if board[xstart][ystart] != EMPTY_SPACE or not isOnBoard(xstart, ystart):
|
| 338 |
+
return False
|
| 339 |
+
|
| 340 |
+
board[xstart][ystart] = tile # temporarily set the tile on the board.
|
| 341 |
+
|
| 342 |
+
if tile == WHITE_TILE:
|
| 343 |
+
otherTile = BLACK_TILE
|
| 344 |
+
else:
|
| 345 |
+
otherTile = WHITE_TILE
|
| 346 |
+
|
| 347 |
+
tilesToFlip = []
|
| 348 |
+
# check each of the eight directions:
|
| 349 |
+
for xdirection, ydirection in [[0, 1], [1, 1], [1, 0], [1, -1], [0, -1], [-1, -1], [-1, 0], [-1, 1]]:
|
| 350 |
+
x, y = xstart, ystart
|
| 351 |
+
x += xdirection
|
| 352 |
+
y += ydirection
|
| 353 |
+
if isOnBoard(x, y) and board[x][y] == otherTile:
|
| 354 |
+
# The piece belongs to the other player next to our piece.
|
| 355 |
+
x += xdirection
|
| 356 |
+
y += ydirection
|
| 357 |
+
if not isOnBoard(x, y):
|
| 358 |
+
continue
|
| 359 |
+
while board[x][y] == otherTile:
|
| 360 |
+
x += xdirection
|
| 361 |
+
y += ydirection
|
| 362 |
+
if not isOnBoard(x, y):
|
| 363 |
+
break # break out of while loop, continue in for loop
|
| 364 |
+
if not isOnBoard(x, y):
|
| 365 |
+
continue
|
| 366 |
+
if board[x][y] == tile:
|
| 367 |
+
# There are pieces to flip over. Go in the reverse
|
| 368 |
+
# direction until we reach the original space, noting all
|
| 369 |
+
# the tiles along the way.
|
| 370 |
+
while True:
|
| 371 |
+
x -= xdirection
|
| 372 |
+
y -= ydirection
|
| 373 |
+
if x == xstart and y == ystart:
|
| 374 |
+
break
|
| 375 |
+
tilesToFlip.append([x, y])
|
| 376 |
+
|
| 377 |
+
board[xstart][ystart] = EMPTY_SPACE # make space empty
|
| 378 |
+
if len(tilesToFlip) == 0: # If no tiles flipped, this move is invalid
|
| 379 |
+
return False
|
| 380 |
+
return tilesToFlip
|
| 381 |
+
|
| 382 |
+
|
| 383 |
+
def isOnBoard(x, y):
|
| 384 |
+
# Returns True if the coordinates are located on the board.
|
| 385 |
+
return x >= 0 and x < BOARDWIDTH and y >= 0 and y < BOARDHEIGHT
|
| 386 |
+
|
| 387 |
+
|
| 388 |
+
def getBoardWithValidMoves(board, tile):
|
| 389 |
+
# Returns a new board with hint markings.
|
| 390 |
+
dupeBoard = copy.deepcopy(board)
|
| 391 |
+
|
| 392 |
+
for x, y in getValidMoves(dupeBoard, tile):
|
| 393 |
+
dupeBoard[x][y] = HINT_TILE
|
| 394 |
+
return dupeBoard
|
| 395 |
+
|
| 396 |
+
|
| 397 |
+
def getValidMoves(board, tile):
|
| 398 |
+
# Returns a list of (x,y) tuples of all valid moves.
|
| 399 |
+
validMoves = []
|
| 400 |
+
|
| 401 |
+
for x in range(BOARDWIDTH):
|
| 402 |
+
for y in range(BOARDHEIGHT):
|
| 403 |
+
if isValidMove(board, tile, x, y) != False:
|
| 404 |
+
validMoves.append((x, y))
|
| 405 |
+
return validMoves
|
| 406 |
+
|
| 407 |
+
|
| 408 |
+
def getScoreOfBoard(board):
|
| 409 |
+
# Determine the score by counting the tiles.
|
| 410 |
+
xscore = 0
|
| 411 |
+
oscore = 0
|
| 412 |
+
for x in range(BOARDWIDTH):
|
| 413 |
+
for y in range(BOARDHEIGHT):
|
| 414 |
+
if board[x][y] == WHITE_TILE:
|
| 415 |
+
xscore += 1
|
| 416 |
+
if board[x][y] == BLACK_TILE:
|
| 417 |
+
oscore += 1
|
| 418 |
+
return {WHITE_TILE:xscore, BLACK_TILE:oscore}
|
| 419 |
+
|
| 420 |
+
|
| 421 |
+
def enterPlayerTile():
|
| 422 |
+
# Draws the text and handles the mouse click events for letting
|
| 423 |
+
# the player choose which color they want to be. Returns
|
| 424 |
+
# [WHITE_TILE, BLACK_TILE] if the player chooses to be White,
|
| 425 |
+
# [BLACK_TILE, WHITE_TILE] if Black.
|
| 426 |
+
|
| 427 |
+
# Create the text.
|
| 428 |
+
textSurf = FONT.render('Do you want to be white or black?', True, TEXTCOLOR, TEXTBGCOLOR1)
|
| 429 |
+
textRect = textSurf.get_rect()
|
| 430 |
+
textRect.center = (int(WINDOWWIDTH / 2), int(WINDOWHEIGHT / 2))
|
| 431 |
+
|
| 432 |
+
xSurf = BIGFONT.render('White', True, TEXTCOLOR, TEXTBGCOLOR1)
|
| 433 |
+
xRect = xSurf.get_rect()
|
| 434 |
+
xRect.center = (int(WINDOWWIDTH / 2) - 60, int(WINDOWHEIGHT / 2) + 40)
|
| 435 |
+
|
| 436 |
+
oSurf = BIGFONT.render('Black', True, TEXTCOLOR, TEXTBGCOLOR1)
|
| 437 |
+
oRect = oSurf.get_rect()
|
| 438 |
+
oRect.center = (int(WINDOWWIDTH / 2) + 60, int(WINDOWHEIGHT / 2) + 40)
|
| 439 |
+
|
| 440 |
+
while True:
|
| 441 |
+
# Keep looping until the player has clicked on a color.
|
| 442 |
+
checkForQuit()
|
| 443 |
+
for event in pygame.event.get(): # event handling loop
|
| 444 |
+
if event.type == MOUSEBUTTONUP:
|
| 445 |
+
mousex, mousey = event.pos
|
| 446 |
+
if xRect.collidepoint( (mousex, mousey) ):
|
| 447 |
+
return [WHITE_TILE, BLACK_TILE]
|
| 448 |
+
elif oRect.collidepoint( (mousex, mousey) ):
|
| 449 |
+
return [BLACK_TILE, WHITE_TILE]
|
| 450 |
+
|
| 451 |
+
# Draw the screen.
|
| 452 |
+
DISPLAYSURF.blit(textSurf, textRect)
|
| 453 |
+
DISPLAYSURF.blit(xSurf, xRect)
|
| 454 |
+
DISPLAYSURF.blit(oSurf, oRect)
|
| 455 |
+
pygame.display.update()
|
| 456 |
+
MAINCLOCK.tick(FPS)
|
| 457 |
+
|
| 458 |
+
|
| 459 |
+
def makeMove(board, tile, xstart, ystart, realMove=False):
|
| 460 |
+
# Place the tile on the board at xstart, ystart, and flip tiles
|
| 461 |
+
# Returns False if this is an invalid move, True if it is valid.
|
| 462 |
+
tilesToFlip = isValidMove(board, tile, xstart, ystart)
|
| 463 |
+
|
| 464 |
+
if tilesToFlip == False:
|
| 465 |
+
return False
|
| 466 |
+
|
| 467 |
+
board[xstart][ystart] = tile
|
| 468 |
+
|
| 469 |
+
if realMove:
|
| 470 |
+
animateTileChange(tilesToFlip, tile, (xstart, ystart))
|
| 471 |
+
|
| 472 |
+
for x, y in tilesToFlip:
|
| 473 |
+
board[x][y] = tile
|
| 474 |
+
return True
|
| 475 |
+
|
| 476 |
+
|
| 477 |
+
def isOnCorner(x, y):
|
| 478 |
+
# Returns True if the position is in one of the four corners.
|
| 479 |
+
return (x == 0 and y == 0) or \
|
| 480 |
+
(x == BOARDWIDTH and y == 0) or \
|
| 481 |
+
(x == 0 and y == BOARDHEIGHT) or \
|
| 482 |
+
(x == BOARDWIDTH and y == BOARDHEIGHT)
|
| 483 |
+
|
| 484 |
+
|
| 485 |
+
def getComputerMove(board, computerTile):
|
| 486 |
+
# Given a board and the computer's tile, determine where to
|
| 487 |
+
# move and return that move as a [x, y] list.
|
| 488 |
+
possibleMoves = getValidMoves(board, computerTile)
|
| 489 |
+
|
| 490 |
+
# randomize the order of the possible moves
|
| 491 |
+
random.shuffle(possibleMoves)
|
| 492 |
+
|
| 493 |
+
# always go for a corner if available.
|
| 494 |
+
for x, y in possibleMoves:
|
| 495 |
+
if isOnCorner(x, y):
|
| 496 |
+
return [x, y]
|
| 497 |
+
|
| 498 |
+
# Go through all possible moves and remember the best scoring move
|
| 499 |
+
bestScore = -1
|
| 500 |
+
for x, y in possibleMoves:
|
| 501 |
+
dupeBoard = copy.deepcopy(board)
|
| 502 |
+
makeMove(dupeBoard, computerTile, x, y)
|
| 503 |
+
score = getScoreOfBoard(dupeBoard)[computerTile]
|
| 504 |
+
if score > bestScore:
|
| 505 |
+
bestMove = [x, y]
|
| 506 |
+
bestScore = score
|
| 507 |
+
return bestMove
|
| 508 |
+
|
| 509 |
+
|
| 510 |
+
def checkForQuit():
|
| 511 |
+
for event in pygame.event.get((QUIT, KEYUP)): # event handling loop
|
| 512 |
+
if event.type == QUIT or (event.type == KEYUP and event.key == K_ESCAPE):
|
| 513 |
+
pygame.quit()
|
| 514 |
+
sys.exit()
|
| 515 |
+
|
| 516 |
+
|
| 517 |
+
if __name__ == '__main__':
|
| 518 |
+
main()
|
Making Games with Python - W.T.E. Official Community/flippybackground.png
ADDED
|
Git LFS Details
|
Making Games with Python - W.T.E. Official Community/flippyboard.png
ADDED
|
Git LFS Details
|
Making Games with Python - W.T.E. Official Community/fourinarow.py
ADDED
|
@@ -0,0 +1,363 @@
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|
| 1 |
+
# Four-In-A-Row, by Al Sweigart al@inventwithpython.com
|
| 2 |
+
# (Pygame) Play against the computer, dropping tiles to connect four.
|
| 3 |
+
|
| 4 |
+
|
| 5 |
+
|
| 6 |
+
import random, copy, sys, pygame
|
| 7 |
+
from pygame.locals import *
|
| 8 |
+
|
| 9 |
+
BOARDWIDTH = 7 # how many spaces wide the board is
|
| 10 |
+
BOARDHEIGHT = 6 # how many spaces tall the board is
|
| 11 |
+
assert BOARDWIDTH >= 4 and BOARDHEIGHT >= 4, 'Board must be at least 4x4.'
|
| 12 |
+
|
| 13 |
+
DIFFICULTY = 2 # how many moves to look ahead. (>2 is usually too much)
|
| 14 |
+
|
| 15 |
+
SPACESIZE = 50 # size of the tokens and individual board spaces in pixels
|
| 16 |
+
|
| 17 |
+
FPS = 30 # frames per second to update the screen
|
| 18 |
+
WINDOWWIDTH = 640 # width of the program's window, in pixels
|
| 19 |
+
WINDOWHEIGHT = 480 # height in pixels
|
| 20 |
+
|
| 21 |
+
XMARGIN = int((WINDOWWIDTH - BOARDWIDTH * SPACESIZE) / 2)
|
| 22 |
+
YMARGIN = int((WINDOWHEIGHT - BOARDHEIGHT * SPACESIZE) / 2)
|
| 23 |
+
|
| 24 |
+
BRIGHTBLUE = (0, 50, 255)
|
| 25 |
+
WHITE = (255, 255, 255)
|
| 26 |
+
|
| 27 |
+
BGCOLOR = BRIGHTBLUE
|
| 28 |
+
TEXTCOLOR = WHITE
|
| 29 |
+
|
| 30 |
+
RED = 'red'
|
| 31 |
+
BLACK = 'black'
|
| 32 |
+
EMPTY = None
|
| 33 |
+
HUMAN = 'human'
|
| 34 |
+
COMPUTER = 'computer'
|
| 35 |
+
|
| 36 |
+
|
| 37 |
+
def main():
|
| 38 |
+
global FPSCLOCK, DISPLAYSURF, REDPILERECT, BLACKPILERECT, REDTOKENIMG
|
| 39 |
+
global BLACKTOKENIMG, BOARDIMG, ARROWIMG, ARROWRECT, HUMANWINNERIMG
|
| 40 |
+
global COMPUTERWINNERIMG, WINNERRECT, TIEWINNERIMG
|
| 41 |
+
|
| 42 |
+
pygame.init()
|
| 43 |
+
FPSCLOCK = pygame.time.Clock()
|
| 44 |
+
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
|
| 45 |
+
pygame.display.set_caption('Four in a Row')
|
| 46 |
+
|
| 47 |
+
REDPILERECT = pygame.Rect(int(SPACESIZE / 2), WINDOWHEIGHT - int(3 * SPACESIZE / 2), SPACESIZE, SPACESIZE)
|
| 48 |
+
BLACKPILERECT = pygame.Rect(WINDOWWIDTH - int(3 * SPACESIZE / 2), WINDOWHEIGHT - int(3 * SPACESIZE / 2), SPACESIZE, SPACESIZE)
|
| 49 |
+
REDTOKENIMG = pygame.image.load('4row_red.png')
|
| 50 |
+
REDTOKENIMG = pygame.transform.smoothscale(REDTOKENIMG, (SPACESIZE, SPACESIZE))
|
| 51 |
+
BLACKTOKENIMG = pygame.image.load('4row_black.png')
|
| 52 |
+
BLACKTOKENIMG = pygame.transform.smoothscale(BLACKTOKENIMG, (SPACESIZE, SPACESIZE))
|
| 53 |
+
BOARDIMG = pygame.image.load('4row_board.png')
|
| 54 |
+
BOARDIMG = pygame.transform.smoothscale(BOARDIMG, (SPACESIZE, SPACESIZE))
|
| 55 |
+
|
| 56 |
+
HUMANWINNERIMG = pygame.image.load('4row_humanwinner.png')
|
| 57 |
+
COMPUTERWINNERIMG = pygame.image.load('4row_computerwinner.png')
|
| 58 |
+
TIEWINNERIMG = pygame.image.load('4row_tie.png')
|
| 59 |
+
WINNERRECT = HUMANWINNERIMG.get_rect()
|
| 60 |
+
WINNERRECT.center = (int(WINDOWWIDTH / 2), int(WINDOWHEIGHT / 2))
|
| 61 |
+
|
| 62 |
+
ARROWIMG = pygame.image.load('4row_arrow.png')
|
| 63 |
+
ARROWRECT = ARROWIMG.get_rect()
|
| 64 |
+
ARROWRECT.left = REDPILERECT.right + 10
|
| 65 |
+
ARROWRECT.centery = REDPILERECT.centery
|
| 66 |
+
|
| 67 |
+
isFirstGame = True
|
| 68 |
+
|
| 69 |
+
while True:
|
| 70 |
+
runGame(isFirstGame)
|
| 71 |
+
isFirstGame = False
|
| 72 |
+
|
| 73 |
+
|
| 74 |
+
def runGame(isFirstGame):
|
| 75 |
+
if isFirstGame:
|
| 76 |
+
# Let the computer go first on the first game, so the player
|
| 77 |
+
# can see how the tokens are dragged from the token piles.
|
| 78 |
+
turn = COMPUTER
|
| 79 |
+
showHelp = True
|
| 80 |
+
else:
|
| 81 |
+
# Randomly choose who goes first.
|
| 82 |
+
if random.randint(0, 1) == 0:
|
| 83 |
+
turn = COMPUTER
|
| 84 |
+
else:
|
| 85 |
+
turn = HUMAN
|
| 86 |
+
showHelp = False
|
| 87 |
+
|
| 88 |
+
# Set up a blank board data structure.
|
| 89 |
+
mainBoard = getNewBoard()
|
| 90 |
+
|
| 91 |
+
while True: # main game loop
|
| 92 |
+
if turn == HUMAN:
|
| 93 |
+
# Human player's turn.
|
| 94 |
+
getHumanMove(mainBoard, showHelp)
|
| 95 |
+
if showHelp:
|
| 96 |
+
# turn off help arrow after the first move
|
| 97 |
+
showHelp = False
|
| 98 |
+
if isWinner(mainBoard, RED):
|
| 99 |
+
winnerImg = HUMANWINNERIMG
|
| 100 |
+
break
|
| 101 |
+
turn = COMPUTER # switch to other player's turn
|
| 102 |
+
else:
|
| 103 |
+
# Computer player's turn.
|
| 104 |
+
column = getComputerMove(mainBoard)
|
| 105 |
+
animateComputerMoving(mainBoard, column)
|
| 106 |
+
makeMove(mainBoard, BLACK, column)
|
| 107 |
+
if isWinner(mainBoard, BLACK):
|
| 108 |
+
winnerImg = COMPUTERWINNERIMG
|
| 109 |
+
break
|
| 110 |
+
turn = HUMAN # switch to other player's turn
|
| 111 |
+
|
| 112 |
+
if isBoardFull(mainBoard):
|
| 113 |
+
# A completely filled board means it's a tie.
|
| 114 |
+
winnerImg = TIEWINNERIMG
|
| 115 |
+
break
|
| 116 |
+
|
| 117 |
+
while True:
|
| 118 |
+
# Keep looping until player clicks the mouse or quits.
|
| 119 |
+
drawBoard(mainBoard)
|
| 120 |
+
DISPLAYSURF.blit(winnerImg, WINNERRECT)
|
| 121 |
+
pygame.display.update()
|
| 122 |
+
FPSCLOCK.tick()
|
| 123 |
+
for event in pygame.event.get(): # event handling loop
|
| 124 |
+
if event.type == QUIT or (event.type == KEYUP and event.key == K_ESCAPE):
|
| 125 |
+
pygame.quit()
|
| 126 |
+
sys.exit()
|
| 127 |
+
elif event.type == MOUSEBUTTONUP:
|
| 128 |
+
return
|
| 129 |
+
|
| 130 |
+
|
| 131 |
+
def makeMove(board, player, column):
|
| 132 |
+
lowest = getLowestEmptySpace(board, column)
|
| 133 |
+
if lowest != -1:
|
| 134 |
+
board[column][lowest] = player
|
| 135 |
+
|
| 136 |
+
|
| 137 |
+
def drawBoard(board, extraToken=None):
|
| 138 |
+
DISPLAYSURF.fill(BGCOLOR)
|
| 139 |
+
|
| 140 |
+
# draw tokens
|
| 141 |
+
spaceRect = pygame.Rect(0, 0, SPACESIZE, SPACESIZE)
|
| 142 |
+
for x in range(BOARDWIDTH):
|
| 143 |
+
for y in range(BOARDHEIGHT):
|
| 144 |
+
spaceRect.topleft = (XMARGIN + (x * SPACESIZE), YMARGIN + (y * SPACESIZE))
|
| 145 |
+
if board[x][y] == RED:
|
| 146 |
+
DISPLAYSURF.blit(REDTOKENIMG, spaceRect)
|
| 147 |
+
elif board[x][y] == BLACK:
|
| 148 |
+
DISPLAYSURF.blit(BLACKTOKENIMG, spaceRect)
|
| 149 |
+
|
| 150 |
+
# draw the extra token
|
| 151 |
+
if extraToken != None:
|
| 152 |
+
if extraToken['color'] == RED:
|
| 153 |
+
DISPLAYSURF.blit(REDTOKENIMG, (extraToken['x'], extraToken['y'], SPACESIZE, SPACESIZE))
|
| 154 |
+
elif extraToken['color'] == BLACK:
|
| 155 |
+
DISPLAYSURF.blit(BLACKTOKENIMG, (extraToken['x'], extraToken['y'], SPACESIZE, SPACESIZE))
|
| 156 |
+
|
| 157 |
+
# draw board over the tokens
|
| 158 |
+
for x in range(BOARDWIDTH):
|
| 159 |
+
for y in range(BOARDHEIGHT):
|
| 160 |
+
spaceRect.topleft = (XMARGIN + (x * SPACESIZE), YMARGIN + (y * SPACESIZE))
|
| 161 |
+
DISPLAYSURF.blit(BOARDIMG, spaceRect)
|
| 162 |
+
|
| 163 |
+
# draw the red and black tokens off to the side
|
| 164 |
+
DISPLAYSURF.blit(REDTOKENIMG, REDPILERECT) # red on the left
|
| 165 |
+
DISPLAYSURF.blit(BLACKTOKENIMG, BLACKPILERECT) # black on the right
|
| 166 |
+
|
| 167 |
+
|
| 168 |
+
def getNewBoard():
|
| 169 |
+
board = []
|
| 170 |
+
for x in range(BOARDWIDTH):
|
| 171 |
+
board.append([EMPTY] * BOARDHEIGHT)
|
| 172 |
+
return board
|
| 173 |
+
|
| 174 |
+
|
| 175 |
+
def getHumanMove(board, isFirstMove):
|
| 176 |
+
draggingToken = False
|
| 177 |
+
tokenx, tokeny = None, None
|
| 178 |
+
while True:
|
| 179 |
+
for event in pygame.event.get(): # event handling loop
|
| 180 |
+
if event.type == QUIT:
|
| 181 |
+
pygame.quit()
|
| 182 |
+
sys.exit()
|
| 183 |
+
elif event.type == MOUSEBUTTONDOWN and not draggingToken and REDPILERECT.collidepoint(event.pos):
|
| 184 |
+
# start of dragging on red token pile.
|
| 185 |
+
draggingToken = True
|
| 186 |
+
tokenx, tokeny = event.pos
|
| 187 |
+
elif event.type == MOUSEMOTION and draggingToken:
|
| 188 |
+
# update the position of the red token being dragged
|
| 189 |
+
tokenx, tokeny = event.pos
|
| 190 |
+
elif event.type == MOUSEBUTTONUP and draggingToken:
|
| 191 |
+
# let go of the token being dragged
|
| 192 |
+
if tokeny < YMARGIN and tokenx > XMARGIN and tokenx < WINDOWWIDTH - XMARGIN:
|
| 193 |
+
# let go at the top of the screen.
|
| 194 |
+
column = int((tokenx - XMARGIN) / SPACESIZE)
|
| 195 |
+
if isValidMove(board, column):
|
| 196 |
+
animateDroppingToken(board, column, RED)
|
| 197 |
+
board[column][getLowestEmptySpace(board, column)] = RED
|
| 198 |
+
drawBoard(board)
|
| 199 |
+
pygame.display.update()
|
| 200 |
+
return
|
| 201 |
+
tokenx, tokeny = None, None
|
| 202 |
+
draggingToken = False
|
| 203 |
+
if tokenx != None and tokeny != None:
|
| 204 |
+
drawBoard(board, {'x':tokenx - int(SPACESIZE / 2), 'y':tokeny - int(SPACESIZE / 2), 'color':RED})
|
| 205 |
+
else:
|
| 206 |
+
drawBoard(board)
|
| 207 |
+
|
| 208 |
+
if isFirstMove:
|
| 209 |
+
# Show the help arrow for the player's first move.
|
| 210 |
+
DISPLAYSURF.blit(ARROWIMG, ARROWRECT)
|
| 211 |
+
|
| 212 |
+
pygame.display.update()
|
| 213 |
+
FPSCLOCK.tick()
|
| 214 |
+
|
| 215 |
+
|
| 216 |
+
def animateDroppingToken(board, column, color):
|
| 217 |
+
x = XMARGIN + column * SPACESIZE
|
| 218 |
+
y = YMARGIN - SPACESIZE
|
| 219 |
+
dropSpeed = 1.0
|
| 220 |
+
|
| 221 |
+
lowestEmptySpace = getLowestEmptySpace(board, column)
|
| 222 |
+
|
| 223 |
+
while True:
|
| 224 |
+
y += int(dropSpeed)
|
| 225 |
+
dropSpeed += 0.5
|
| 226 |
+
if int((y - YMARGIN) / SPACESIZE) >= lowestEmptySpace:
|
| 227 |
+
return
|
| 228 |
+
drawBoard(board, {'x':x, 'y':y, 'color':color})
|
| 229 |
+
pygame.display.update()
|
| 230 |
+
FPSCLOCK.tick()
|
| 231 |
+
|
| 232 |
+
|
| 233 |
+
def animateComputerMoving(board, column):
|
| 234 |
+
x = BLACKPILERECT.left
|
| 235 |
+
y = BLACKPILERECT.top
|
| 236 |
+
speed = 1.0
|
| 237 |
+
# moving the black tile up
|
| 238 |
+
while y > (YMARGIN - SPACESIZE):
|
| 239 |
+
y -= int(speed)
|
| 240 |
+
speed += 0.5
|
| 241 |
+
drawBoard(board, {'x':x, 'y':y, 'color':BLACK})
|
| 242 |
+
pygame.display.update()
|
| 243 |
+
FPSCLOCK.tick()
|
| 244 |
+
# moving the black tile over
|
| 245 |
+
y = YMARGIN - SPACESIZE
|
| 246 |
+
speed = 1.0
|
| 247 |
+
while x > (XMARGIN + column * SPACESIZE):
|
| 248 |
+
x -= int(speed)
|
| 249 |
+
speed += 0.5
|
| 250 |
+
drawBoard(board, {'x':x, 'y':y, 'color':BLACK})
|
| 251 |
+
pygame.display.update()
|
| 252 |
+
FPSCLOCK.tick()
|
| 253 |
+
# dropping the black tile
|
| 254 |
+
animateDroppingToken(board, column, BLACK)
|
| 255 |
+
|
| 256 |
+
|
| 257 |
+
def getComputerMove(board):
|
| 258 |
+
potentialMoves = getPotentialMoves(board, BLACK, DIFFICULTY)
|
| 259 |
+
# get the best fitness from the potential moves
|
| 260 |
+
bestMoveFitness = -1
|
| 261 |
+
for i in range(BOARDWIDTH):
|
| 262 |
+
if potentialMoves[i] > bestMoveFitness and isValidMove(board, i):
|
| 263 |
+
bestMoveFitness = potentialMoves[i]
|
| 264 |
+
# find all potential moves that have this best fitness
|
| 265 |
+
bestMoves = []
|
| 266 |
+
for i in range(len(potentialMoves)):
|
| 267 |
+
if potentialMoves[i] == bestMoveFitness and isValidMove(board, i):
|
| 268 |
+
bestMoves.append(i)
|
| 269 |
+
return random.choice(bestMoves)
|
| 270 |
+
|
| 271 |
+
|
| 272 |
+
def getPotentialMoves(board, tile, lookAhead):
|
| 273 |
+
if lookAhead == 0 or isBoardFull(board):
|
| 274 |
+
return [0] * BOARDWIDTH
|
| 275 |
+
|
| 276 |
+
if tile == RED:
|
| 277 |
+
enemyTile = BLACK
|
| 278 |
+
else:
|
| 279 |
+
enemyTile = RED
|
| 280 |
+
|
| 281 |
+
# Figure out the best move to make.
|
| 282 |
+
potentialMoves = [0] * BOARDWIDTH
|
| 283 |
+
for firstMove in range(BOARDWIDTH):
|
| 284 |
+
dupeBoard = copy.deepcopy(board)
|
| 285 |
+
if not isValidMove(dupeBoard, firstMove):
|
| 286 |
+
continue
|
| 287 |
+
makeMove(dupeBoard, tile, firstMove)
|
| 288 |
+
if isWinner(dupeBoard, tile):
|
| 289 |
+
# a winning move automatically gets a perfect fitness
|
| 290 |
+
potentialMoves[firstMove] = 1
|
| 291 |
+
break # don't bother calculating other moves
|
| 292 |
+
else:
|
| 293 |
+
# do other player's counter moves and determine best one
|
| 294 |
+
if isBoardFull(dupeBoard):
|
| 295 |
+
potentialMoves[firstMove] = 0
|
| 296 |
+
else:
|
| 297 |
+
for counterMove in range(BOARDWIDTH):
|
| 298 |
+
dupeBoard2 = copy.deepcopy(dupeBoard)
|
| 299 |
+
if not isValidMove(dupeBoard2, counterMove):
|
| 300 |
+
continue
|
| 301 |
+
makeMove(dupeBoard2, enemyTile, counterMove)
|
| 302 |
+
if isWinner(dupeBoard2, enemyTile):
|
| 303 |
+
# a losing move automatically gets the worst fitness
|
| 304 |
+
potentialMoves[firstMove] = -1
|
| 305 |
+
break
|
| 306 |
+
else:
|
| 307 |
+
# do the recursive call to getPotentialMoves()
|
| 308 |
+
results = getPotentialMoves(dupeBoard2, tile, lookAhead - 1)
|
| 309 |
+
potentialMoves[firstMove] += (sum(results) / BOARDWIDTH) / BOARDWIDTH
|
| 310 |
+
return potentialMoves
|
| 311 |
+
|
| 312 |
+
|
| 313 |
+
def getLowestEmptySpace(board, column):
|
| 314 |
+
# Return the row number of the lowest empty row in the given column.
|
| 315 |
+
for y in range(BOARDHEIGHT-1, -1, -1):
|
| 316 |
+
if board[column][y] == EMPTY:
|
| 317 |
+
return y
|
| 318 |
+
return -1
|
| 319 |
+
|
| 320 |
+
|
| 321 |
+
def isValidMove(board, column):
|
| 322 |
+
# Returns True if there is an empty space in the given column.
|
| 323 |
+
# Otherwise returns False.
|
| 324 |
+
if column < 0 or column >= (BOARDWIDTH) or board[column][0] != EMPTY:
|
| 325 |
+
return False
|
| 326 |
+
return True
|
| 327 |
+
|
| 328 |
+
|
| 329 |
+
def isBoardFull(board):
|
| 330 |
+
# Returns True if there are no empty spaces anywhere on the board.
|
| 331 |
+
for x in range(BOARDWIDTH):
|
| 332 |
+
for y in range(BOARDHEIGHT):
|
| 333 |
+
if board[x][y] == EMPTY:
|
| 334 |
+
return False
|
| 335 |
+
return True
|
| 336 |
+
|
| 337 |
+
|
| 338 |
+
def isWinner(board, tile):
|
| 339 |
+
# check horizontal spaces
|
| 340 |
+
for x in range(BOARDWIDTH - 3):
|
| 341 |
+
for y in range(BOARDHEIGHT):
|
| 342 |
+
if board[x][y] == tile and board[x+1][y] == tile and board[x+2][y] == tile and board[x+3][y] == tile:
|
| 343 |
+
return True
|
| 344 |
+
# check vertical spaces
|
| 345 |
+
for x in range(BOARDWIDTH):
|
| 346 |
+
for y in range(BOARDHEIGHT - 3):
|
| 347 |
+
if board[x][y] == tile and board[x][y+1] == tile and board[x][y+2] == tile and board[x][y+3] == tile:
|
| 348 |
+
return True
|
| 349 |
+
# check / diagonal spaces
|
| 350 |
+
for x in range(BOARDWIDTH - 3):
|
| 351 |
+
for y in range(3, BOARDHEIGHT):
|
| 352 |
+
if board[x][y] == tile and board[x+1][y-1] == tile and board[x+2][y-2] == tile and board[x+3][y-3] == tile:
|
| 353 |
+
return True
|
| 354 |
+
# check \ diagonal spaces
|
| 355 |
+
for x in range(BOARDWIDTH - 3):
|
| 356 |
+
for y in range(BOARDHEIGHT - 3):
|
| 357 |
+
if board[x][y] == tile and board[x+1][y+1] == tile and board[x+2][y+2] == tile and board[x+3][y+3] == tile:
|
| 358 |
+
return True
|
| 359 |
+
return False
|
| 360 |
+
|
| 361 |
+
|
| 362 |
+
if __name__ == '__main__':
|
| 363 |
+
main()
|
Making Games with Python - W.T.E. Official Community/freesansbold.ttf
ADDED
|
Binary file (98.6 kB). View file
|
|
|
Making Games with Python - W.T.E. Official Community/gameicon.png
ADDED
|
|
Git LFS Details
|
Making Games with Python - W.T.E. Official Community/gem1.png
ADDED
|
Git LFS Details
|
Making Games with Python - W.T.E. Official Community/gem2.png
ADDED
|
Git LFS Details
|
Making Games with Python - W.T.E. Official Community/gem3.png
ADDED
|
Git LFS Details
|
Making Games with Python - W.T.E. Official Community/gem4.png
ADDED
|
Git LFS Details
|
Making Games with Python - W.T.E. Official Community/gem5.png
ADDED
|
Git LFS Details
|
Making Games with Python - W.T.E. Official Community/gem6.png
ADDED
|
Git LFS Details
|
Making Games with Python - W.T.E. Official Community/gem7.png
ADDED
|
Git LFS Details
|
Making Games with Python - W.T.E. Official Community/gemgem.py
ADDED
|
@@ -0,0 +1,549 @@
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|
| 1 |
+
# Gemgem (a Bejeweled clone), by Al Sweigart al@inventwithpython.com
|
| 2 |
+
# (Pygame) An addictive jewel matching game.
|
| 3 |
+
|
| 4 |
+
|
| 5 |
+
|
| 6 |
+
"""
|
| 7 |
+
This program has "gem data structures", which are basically dictionaries
|
| 8 |
+
with the following keys:
|
| 9 |
+
'x' and 'y' - The location of the gem on the board. 0,0 is the top left.
|
| 10 |
+
There is also a ROWABOVEBOARD row that 'y' can be set to,
|
| 11 |
+
to indicate that it is above the board.
|
| 12 |
+
'direction' - one of the four constant variables UP, DOWN, LEFT, RIGHT.
|
| 13 |
+
This is the direction the gem is moving.
|
| 14 |
+
'imageNum' - The integer index into GEMIMAGES to denote which image
|
| 15 |
+
this gem uses.
|
| 16 |
+
"""
|
| 17 |
+
|
| 18 |
+
import random, time, pygame, sys, copy
|
| 19 |
+
from pygame.locals import *
|
| 20 |
+
|
| 21 |
+
FPS = 30 # frames per second to update the screen
|
| 22 |
+
WINDOWWIDTH = 600 # width of the program's window, in pixels
|
| 23 |
+
WINDOWHEIGHT = 600 # height in pixels
|
| 24 |
+
|
| 25 |
+
BOARDWIDTH = 8 # how many columns in the board
|
| 26 |
+
BOARDHEIGHT = 8 # how many rows in the board
|
| 27 |
+
GEMIMAGESIZE = 64 # width & height of each space in pixels
|
| 28 |
+
|
| 29 |
+
# NUMGEMIMAGES is the number of gem types. You will need .png image
|
| 30 |
+
# files named gem0.png, gem1.png, etc. up to gem(N-1).png.
|
| 31 |
+
NUMGEMIMAGES = 7
|
| 32 |
+
assert NUMGEMIMAGES >= 5 # game needs at least 5 types of gems to work
|
| 33 |
+
|
| 34 |
+
# NUMMATCHSOUNDS is the number of different sounds to choose from when
|
| 35 |
+
# a match is made. The .wav files are named match0.wav, match1.wav, etc.
|
| 36 |
+
NUMMATCHSOUNDS = 6
|
| 37 |
+
|
| 38 |
+
MOVERATE = 25 # 1 to 100, larger num means faster animations
|
| 39 |
+
DEDUCTSPEED = 0.8 # reduces score by 1 point every DEDUCTSPEED seconds.
|
| 40 |
+
|
| 41 |
+
# R G B
|
| 42 |
+
PURPLE = (255, 0, 255)
|
| 43 |
+
LIGHTBLUE = (170, 190, 255)
|
| 44 |
+
BLUE = ( 0, 0, 255)
|
| 45 |
+
RED = (255, 100, 100)
|
| 46 |
+
BLACK = ( 0, 0, 0)
|
| 47 |
+
BROWN = ( 85, 65, 0)
|
| 48 |
+
HIGHLIGHTCOLOR = PURPLE # color of the selected gem's border
|
| 49 |
+
BGCOLOR = LIGHTBLUE # background color on the screen
|
| 50 |
+
GRIDCOLOR = BLUE # color of the game board
|
| 51 |
+
GAMEOVERCOLOR = RED # color of the "Game over" text.
|
| 52 |
+
GAMEOVERBGCOLOR = BLACK # background color of the "Game over" text.
|
| 53 |
+
SCORECOLOR = BROWN # color of the text for the player's score
|
| 54 |
+
|
| 55 |
+
# The amount of space to the sides of the board to the edge of the window
|
| 56 |
+
# is used several times, so calculate it once here and store in variables.
|
| 57 |
+
XMARGIN = int((WINDOWWIDTH - GEMIMAGESIZE * BOARDWIDTH) / 2)
|
| 58 |
+
YMARGIN = int((WINDOWHEIGHT - GEMIMAGESIZE * BOARDHEIGHT) / 2)
|
| 59 |
+
|
| 60 |
+
# constants for direction values
|
| 61 |
+
UP = 'up'
|
| 62 |
+
DOWN = 'down'
|
| 63 |
+
LEFT = 'left'
|
| 64 |
+
RIGHT = 'right'
|
| 65 |
+
|
| 66 |
+
EMPTY_SPACE = -1 # an arbitrary, nonpositive value
|
| 67 |
+
ROWABOVEBOARD = 'row above board' # an arbitrary, noninteger value
|
| 68 |
+
|
| 69 |
+
def main():
|
| 70 |
+
global FPSCLOCK, DISPLAYSURF, GEMIMAGES, GAMESOUNDS, BASICFONT, BOARDRECTS
|
| 71 |
+
|
| 72 |
+
# Initial set up.
|
| 73 |
+
pygame.init()
|
| 74 |
+
FPSCLOCK = pygame.time.Clock()
|
| 75 |
+
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
|
| 76 |
+
pygame.display.set_caption('Gemgem')
|
| 77 |
+
BASICFONT = pygame.font.Font('freesansbold.ttf', 36)
|
| 78 |
+
|
| 79 |
+
# Load the images
|
| 80 |
+
GEMIMAGES = []
|
| 81 |
+
for i in range(1, NUMGEMIMAGES+1):
|
| 82 |
+
gemImage = pygame.image.load('gem%s.png' % i)
|
| 83 |
+
if gemImage.get_size() != (GEMIMAGESIZE, GEMIMAGESIZE):
|
| 84 |
+
gemImage = pygame.transform.smoothscale(gemImage, (GEMIMAGESIZE, GEMIMAGESIZE))
|
| 85 |
+
GEMIMAGES.append(gemImage)
|
| 86 |
+
|
| 87 |
+
# Load the sounds.
|
| 88 |
+
GAMESOUNDS = {}
|
| 89 |
+
GAMESOUNDS['bad swap'] = pygame.mixer.Sound('badswap.wav')
|
| 90 |
+
GAMESOUNDS['match'] = []
|
| 91 |
+
for i in range(NUMMATCHSOUNDS):
|
| 92 |
+
GAMESOUNDS['match'].append(pygame.mixer.Sound('match%s.wav' % i))
|
| 93 |
+
|
| 94 |
+
# Create pygame.Rect objects for each board space to
|
| 95 |
+
# do board-coordinate-to-pixel-coordinate conversions.
|
| 96 |
+
BOARDRECTS = []
|
| 97 |
+
for x in range(BOARDWIDTH):
|
| 98 |
+
BOARDRECTS.append([])
|
| 99 |
+
for y in range(BOARDHEIGHT):
|
| 100 |
+
r = pygame.Rect((XMARGIN + (x * GEMIMAGESIZE),
|
| 101 |
+
YMARGIN + (y * GEMIMAGESIZE),
|
| 102 |
+
GEMIMAGESIZE,
|
| 103 |
+
GEMIMAGESIZE))
|
| 104 |
+
BOARDRECTS[x].append(r)
|
| 105 |
+
|
| 106 |
+
while True:
|
| 107 |
+
runGame()
|
| 108 |
+
|
| 109 |
+
|
| 110 |
+
def runGame():
|
| 111 |
+
# Plays through a single game. When the game is over, this function returns.
|
| 112 |
+
|
| 113 |
+
# initalize the board
|
| 114 |
+
gameBoard = getBlankBoard()
|
| 115 |
+
score = 0
|
| 116 |
+
fillBoardAndAnimate(gameBoard, [], score) # Drop the initial gems.
|
| 117 |
+
|
| 118 |
+
# initialize variables for the start of a new game
|
| 119 |
+
firstSelectedGem = None
|
| 120 |
+
lastMouseDownX = None
|
| 121 |
+
lastMouseDownY = None
|
| 122 |
+
gameIsOver = False
|
| 123 |
+
lastScoreDeduction = time.time()
|
| 124 |
+
clickContinueTextSurf = None
|
| 125 |
+
|
| 126 |
+
while True: # main game loop
|
| 127 |
+
clickedSpace = None
|
| 128 |
+
for event in pygame.event.get(): # event handling loop
|
| 129 |
+
if event.type == QUIT or (event.type == KEYUP and event.key == K_ESCAPE):
|
| 130 |
+
pygame.quit()
|
| 131 |
+
sys.exit()
|
| 132 |
+
elif event.type == KEYUP and event.key == K_BACKSPACE:
|
| 133 |
+
return # start a new game
|
| 134 |
+
|
| 135 |
+
elif event.type == MOUSEBUTTONUP:
|
| 136 |
+
if gameIsOver:
|
| 137 |
+
return # after games ends, click to start a new game
|
| 138 |
+
|
| 139 |
+
if event.pos == (lastMouseDownX, lastMouseDownY):
|
| 140 |
+
# This event is a mouse click, not the end of a mouse drag.
|
| 141 |
+
clickedSpace = checkForGemClick(event.pos)
|
| 142 |
+
else:
|
| 143 |
+
# this is the end of a mouse drag
|
| 144 |
+
firstSelectedGem = checkForGemClick((lastMouseDownX, lastMouseDownY))
|
| 145 |
+
clickedSpace = checkForGemClick(event.pos)
|
| 146 |
+
if not firstSelectedGem or not clickedSpace:
|
| 147 |
+
# if not part of a valid drag, deselect both
|
| 148 |
+
firstSelectedGem = None
|
| 149 |
+
clickedSpace = None
|
| 150 |
+
elif event.type == MOUSEBUTTONDOWN:
|
| 151 |
+
# this is the start of a mouse click or mouse drag
|
| 152 |
+
lastMouseDownX, lastMouseDownY = event.pos
|
| 153 |
+
|
| 154 |
+
if clickedSpace and not firstSelectedGem:
|
| 155 |
+
# This was the first gem clicked on.
|
| 156 |
+
firstSelectedGem = clickedSpace
|
| 157 |
+
elif clickedSpace and firstSelectedGem:
|
| 158 |
+
# Two gems have been clicked on and selected. Swap the gems.
|
| 159 |
+
firstSwappingGem, secondSwappingGem = getSwappingGems(gameBoard, firstSelectedGem, clickedSpace)
|
| 160 |
+
if firstSwappingGem == None and secondSwappingGem == None:
|
| 161 |
+
# If both are None, then the gems were not adjacent
|
| 162 |
+
firstSelectedGem = None # deselect the first gem
|
| 163 |
+
continue
|
| 164 |
+
|
| 165 |
+
# Show the swap animation on the screen.
|
| 166 |
+
boardCopy = getBoardCopyMinusGems(gameBoard, (firstSwappingGem, secondSwappingGem))
|
| 167 |
+
animateMovingGems(boardCopy, [firstSwappingGem, secondSwappingGem], [], score)
|
| 168 |
+
|
| 169 |
+
# Swap the gems in the board data structure.
|
| 170 |
+
gameBoard[firstSwappingGem['x']][firstSwappingGem['y']] = secondSwappingGem['imageNum']
|
| 171 |
+
gameBoard[secondSwappingGem['x']][secondSwappingGem['y']] = firstSwappingGem['imageNum']
|
| 172 |
+
|
| 173 |
+
# See if this is a matching move.
|
| 174 |
+
matchedGems = findMatchingGems(gameBoard)
|
| 175 |
+
if matchedGems == []:
|
| 176 |
+
# Was not a matching move; swap the gems back
|
| 177 |
+
GAMESOUNDS['bad swap'].play()
|
| 178 |
+
animateMovingGems(boardCopy, [firstSwappingGem, secondSwappingGem], [], score)
|
| 179 |
+
gameBoard[firstSwappingGem['x']][firstSwappingGem['y']] = firstSwappingGem['imageNum']
|
| 180 |
+
gameBoard[secondSwappingGem['x']][secondSwappingGem['y']] = secondSwappingGem['imageNum']
|
| 181 |
+
else:
|
| 182 |
+
# This was a matching move.
|
| 183 |
+
scoreAdd = 0
|
| 184 |
+
while matchedGems != []:
|
| 185 |
+
# Remove matched gems, then pull down the board.
|
| 186 |
+
|
| 187 |
+
# points is a list of dicts that tells fillBoardAndAnimate()
|
| 188 |
+
# where on the screen to display text to show how many
|
| 189 |
+
# points the player got. points is a list because if
|
| 190 |
+
# the playergets multiple matches, then multiple points text should appear.
|
| 191 |
+
points = []
|
| 192 |
+
for gemSet in matchedGems:
|
| 193 |
+
scoreAdd += (10 + (len(gemSet) - 3) * 10)
|
| 194 |
+
for gem in gemSet:
|
| 195 |
+
gameBoard[gem[0]][gem[1]] = EMPTY_SPACE
|
| 196 |
+
points.append({'points': scoreAdd,
|
| 197 |
+
'x': gem[0] * GEMIMAGESIZE + XMARGIN,
|
| 198 |
+
'y': gem[1] * GEMIMAGESIZE + YMARGIN})
|
| 199 |
+
random.choice(GAMESOUNDS['match']).play()
|
| 200 |
+
score += scoreAdd
|
| 201 |
+
|
| 202 |
+
# Drop the new gems.
|
| 203 |
+
fillBoardAndAnimate(gameBoard, points, score)
|
| 204 |
+
|
| 205 |
+
# Check if there are any new matches.
|
| 206 |
+
matchedGems = findMatchingGems(gameBoard)
|
| 207 |
+
firstSelectedGem = None
|
| 208 |
+
|
| 209 |
+
if not canMakeMove(gameBoard):
|
| 210 |
+
gameIsOver = True
|
| 211 |
+
|
| 212 |
+
# Draw the board.
|
| 213 |
+
DISPLAYSURF.fill(BGCOLOR)
|
| 214 |
+
drawBoard(gameBoard)
|
| 215 |
+
if firstSelectedGem != None:
|
| 216 |
+
highlightSpace(firstSelectedGem['x'], firstSelectedGem['y'])
|
| 217 |
+
if gameIsOver:
|
| 218 |
+
if clickContinueTextSurf == None:
|
| 219 |
+
# Only render the text once. In future iterations, just
|
| 220 |
+
# use the Surface object already in clickContinueTextSurf
|
| 221 |
+
clickContinueTextSurf = BASICFONT.render('Final Score: %s (Click to continue)' % (score), 1, GAMEOVERCOLOR, GAMEOVERBGCOLOR)
|
| 222 |
+
clickContinueTextRect = clickContinueTextSurf.get_rect()
|
| 223 |
+
clickContinueTextRect.center = int(WINDOWWIDTH / 2), int(WINDOWHEIGHT / 2)
|
| 224 |
+
DISPLAYSURF.blit(clickContinueTextSurf, clickContinueTextRect)
|
| 225 |
+
elif score > 0 and time.time() - lastScoreDeduction > DEDUCTSPEED:
|
| 226 |
+
# score drops over time
|
| 227 |
+
score -= 1
|
| 228 |
+
lastScoreDeduction = time.time()
|
| 229 |
+
drawScore(score)
|
| 230 |
+
pygame.display.update()
|
| 231 |
+
FPSCLOCK.tick(FPS)
|
| 232 |
+
|
| 233 |
+
|
| 234 |
+
def getSwappingGems(board, firstXY, secondXY):
|
| 235 |
+
# If the gems at the (X, Y) coordinates of the two gems are adjacent,
|
| 236 |
+
# then their 'direction' keys are set to the appropriate direction
|
| 237 |
+
# value to be swapped with each other.
|
| 238 |
+
# Otherwise, (None, None) is returned.
|
| 239 |
+
firstGem = {'imageNum': board[firstXY['x']][firstXY['y']],
|
| 240 |
+
'x': firstXY['x'],
|
| 241 |
+
'y': firstXY['y']}
|
| 242 |
+
secondGem = {'imageNum': board[secondXY['x']][secondXY['y']],
|
| 243 |
+
'x': secondXY['x'],
|
| 244 |
+
'y': secondXY['y']}
|
| 245 |
+
highlightedGem = None
|
| 246 |
+
if firstGem['x'] == secondGem['x'] + 1 and firstGem['y'] == secondGem['y']:
|
| 247 |
+
firstGem['direction'] = LEFT
|
| 248 |
+
secondGem['direction'] = RIGHT
|
| 249 |
+
elif firstGem['x'] == secondGem['x'] - 1 and firstGem['y'] == secondGem['y']:
|
| 250 |
+
firstGem['direction'] = RIGHT
|
| 251 |
+
secondGem['direction'] = LEFT
|
| 252 |
+
elif firstGem['y'] == secondGem['y'] + 1 and firstGem['x'] == secondGem['x']:
|
| 253 |
+
firstGem['direction'] = UP
|
| 254 |
+
secondGem['direction'] = DOWN
|
| 255 |
+
elif firstGem['y'] == secondGem['y'] - 1 and firstGem['x'] == secondGem['x']:
|
| 256 |
+
firstGem['direction'] = DOWN
|
| 257 |
+
secondGem['direction'] = UP
|
| 258 |
+
else:
|
| 259 |
+
# These gems are not adjacent and can't be swapped.
|
| 260 |
+
return None, None
|
| 261 |
+
return firstGem, secondGem
|
| 262 |
+
|
| 263 |
+
|
| 264 |
+
def getBlankBoard():
|
| 265 |
+
# Create and return a blank board data structure.
|
| 266 |
+
board = []
|
| 267 |
+
for x in range(BOARDWIDTH):
|
| 268 |
+
board.append([EMPTY_SPACE] * BOARDHEIGHT)
|
| 269 |
+
return board
|
| 270 |
+
|
| 271 |
+
|
| 272 |
+
def canMakeMove(board):
|
| 273 |
+
# Return True if the board is in a state where a matching
|
| 274 |
+
# move can be made on it. Otherwise return False.
|
| 275 |
+
|
| 276 |
+
# The patterns in oneOffPatterns represent gems that are configured
|
| 277 |
+
# in a way where it only takes one move to make a triplet.
|
| 278 |
+
oneOffPatterns = (((0,1), (1,0), (2,0)),
|
| 279 |
+
((0,1), (1,1), (2,0)),
|
| 280 |
+
((0,0), (1,1), (2,0)),
|
| 281 |
+
((0,1), (1,0), (2,1)),
|
| 282 |
+
((0,0), (1,0), (2,1)),
|
| 283 |
+
((0,0), (1,1), (2,1)),
|
| 284 |
+
((0,0), (0,2), (0,3)),
|
| 285 |
+
((0,0), (0,1), (0,3)))
|
| 286 |
+
|
| 287 |
+
# The x and y variables iterate over each space on the board.
|
| 288 |
+
# If we use + to represent the currently iterated space on the
|
| 289 |
+
# board, then this pattern: ((0,1), (1,0), (2,0))refers to identical
|
| 290 |
+
# gems being set up like this:
|
| 291 |
+
#
|
| 292 |
+
# +A
|
| 293 |
+
# B
|
| 294 |
+
# C
|
| 295 |
+
#
|
| 296 |
+
# That is, gem A is offset from the + by (0,1), gem B is offset
|
| 297 |
+
# by (1,0), and gem C is offset by (2,0). In this case, gem A can
|
| 298 |
+
# be swapped to the left to form a vertical three-in-a-row triplet.
|
| 299 |
+
#
|
| 300 |
+
# There are eight possible ways for the gems to be one move
|
| 301 |
+
# away from forming a triple, hence oneOffPattern has 8 patterns.
|
| 302 |
+
|
| 303 |
+
for x in range(BOARDWIDTH):
|
| 304 |
+
for y in range(BOARDHEIGHT):
|
| 305 |
+
for pat in oneOffPatterns:
|
| 306 |
+
# check each possible pattern of "match in next move" to
|
| 307 |
+
# see if a possible move can be made.
|
| 308 |
+
if (getGemAt(board, x+pat[0][0], y+pat[0][1]) == \
|
| 309 |
+
getGemAt(board, x+pat[1][0], y+pat[1][1]) == \
|
| 310 |
+
getGemAt(board, x+pat[2][0], y+pat[2][1]) != None) or \
|
| 311 |
+
(getGemAt(board, x+pat[0][1], y+pat[0][0]) == \
|
| 312 |
+
getGemAt(board, x+pat[1][1], y+pat[1][0]) == \
|
| 313 |
+
getGemAt(board, x+pat[2][1], y+pat[2][0]) != None):
|
| 314 |
+
return True # return True the first time you find a pattern
|
| 315 |
+
return False
|
| 316 |
+
|
| 317 |
+
|
| 318 |
+
def drawMovingGem(gem, progress):
|
| 319 |
+
# Draw a gem sliding in the direction that its 'direction' key
|
| 320 |
+
# indicates. The progress parameter is a number from 0 (just
|
| 321 |
+
# starting) to 100 (slide complete).
|
| 322 |
+
movex = 0
|
| 323 |
+
movey = 0
|
| 324 |
+
progress *= 0.01
|
| 325 |
+
|
| 326 |
+
if gem['direction'] == UP:
|
| 327 |
+
movey = -int(progress * GEMIMAGESIZE)
|
| 328 |
+
elif gem['direction'] == DOWN:
|
| 329 |
+
movey = int(progress * GEMIMAGESIZE)
|
| 330 |
+
elif gem['direction'] == RIGHT:
|
| 331 |
+
movex = int(progress * GEMIMAGESIZE)
|
| 332 |
+
elif gem['direction'] == LEFT:
|
| 333 |
+
movex = -int(progress * GEMIMAGESIZE)
|
| 334 |
+
|
| 335 |
+
basex = gem['x']
|
| 336 |
+
basey = gem['y']
|
| 337 |
+
if basey == ROWABOVEBOARD:
|
| 338 |
+
basey = -1
|
| 339 |
+
|
| 340 |
+
pixelx = XMARGIN + (basex * GEMIMAGESIZE)
|
| 341 |
+
pixely = YMARGIN + (basey * GEMIMAGESIZE)
|
| 342 |
+
r = pygame.Rect( (pixelx + movex, pixely + movey, GEMIMAGESIZE, GEMIMAGESIZE) )
|
| 343 |
+
DISPLAYSURF.blit(GEMIMAGES[gem['imageNum']], r)
|
| 344 |
+
|
| 345 |
+
|
| 346 |
+
def pullDownAllGems(board):
|
| 347 |
+
# pulls down gems on the board to the bottom to fill in any gaps
|
| 348 |
+
for x in range(BOARDWIDTH):
|
| 349 |
+
gemsInColumn = []
|
| 350 |
+
for y in range(BOARDHEIGHT):
|
| 351 |
+
if board[x][y] != EMPTY_SPACE:
|
| 352 |
+
gemsInColumn.append(board[x][y])
|
| 353 |
+
board[x] = ([EMPTY_SPACE] * (BOARDHEIGHT - len(gemsInColumn))) + gemsInColumn
|
| 354 |
+
|
| 355 |
+
|
| 356 |
+
def getGemAt(board, x, y):
|
| 357 |
+
if x < 0 or y < 0 or x >= BOARDWIDTH or y >= BOARDHEIGHT:
|
| 358 |
+
return None
|
| 359 |
+
else:
|
| 360 |
+
return board[x][y]
|
| 361 |
+
|
| 362 |
+
|
| 363 |
+
def getDropSlots(board):
|
| 364 |
+
# Creates a "drop slot" for each column and fills the slot with a
|
| 365 |
+
# number of gems that that column is lacking. This function assumes
|
| 366 |
+
# that the gems have been gravity dropped already.
|
| 367 |
+
boardCopy = copy.deepcopy(board)
|
| 368 |
+
pullDownAllGems(boardCopy)
|
| 369 |
+
|
| 370 |
+
dropSlots = []
|
| 371 |
+
for i in range(BOARDWIDTH):
|
| 372 |
+
dropSlots.append([])
|
| 373 |
+
|
| 374 |
+
# count the number of empty spaces in each column on the board
|
| 375 |
+
for x in range(BOARDWIDTH):
|
| 376 |
+
for y in range(BOARDHEIGHT-1, -1, -1): # start from bottom, going up
|
| 377 |
+
if boardCopy[x][y] == EMPTY_SPACE:
|
| 378 |
+
possibleGems = list(range(len(GEMIMAGES)))
|
| 379 |
+
for offsetX, offsetY in ((0, -1), (1, 0), (0, 1), (-1, 0)):
|
| 380 |
+
# Narrow down the possible gems we should put in the
|
| 381 |
+
# blank space so we don't end up putting an two of
|
| 382 |
+
# the same gems next to each other when they drop.
|
| 383 |
+
neighborGem = getGemAt(boardCopy, x + offsetX, y + offsetY)
|
| 384 |
+
if neighborGem != None and neighborGem in possibleGems:
|
| 385 |
+
possibleGems.remove(neighborGem)
|
| 386 |
+
|
| 387 |
+
newGem = random.choice(possibleGems)
|
| 388 |
+
boardCopy[x][y] = newGem
|
| 389 |
+
dropSlots[x].append(newGem)
|
| 390 |
+
return dropSlots
|
| 391 |
+
|
| 392 |
+
|
| 393 |
+
def findMatchingGems(board):
|
| 394 |
+
gemsToRemove = [] # a list of lists of gems in matching triplets that should be removed
|
| 395 |
+
boardCopy = copy.deepcopy(board)
|
| 396 |
+
|
| 397 |
+
# loop through each space, checking for 3 adjacent identical gems
|
| 398 |
+
for x in range(BOARDWIDTH):
|
| 399 |
+
for y in range(BOARDHEIGHT):
|
| 400 |
+
# look for horizontal matches
|
| 401 |
+
if getGemAt(boardCopy, x, y) == getGemAt(boardCopy, x + 1, y) == getGemAt(boardCopy, x + 2, y) and getGemAt(boardCopy, x, y) != EMPTY_SPACE:
|
| 402 |
+
targetGem = boardCopy[x][y]
|
| 403 |
+
offset = 0
|
| 404 |
+
removeSet = []
|
| 405 |
+
while getGemAt(boardCopy, x + offset, y) == targetGem:
|
| 406 |
+
# keep checking if there's more than 3 gems in a row
|
| 407 |
+
removeSet.append((x + offset, y))
|
| 408 |
+
boardCopy[x + offset][y] = EMPTY_SPACE
|
| 409 |
+
offset += 1
|
| 410 |
+
gemsToRemove.append(removeSet)
|
| 411 |
+
|
| 412 |
+
# look for vertical matches
|
| 413 |
+
if getGemAt(boardCopy, x, y) == getGemAt(boardCopy, x, y + 1) == getGemAt(boardCopy, x, y + 2) and getGemAt(boardCopy, x, y) != EMPTY_SPACE:
|
| 414 |
+
targetGem = boardCopy[x][y]
|
| 415 |
+
offset = 0
|
| 416 |
+
removeSet = []
|
| 417 |
+
while getGemAt(boardCopy, x, y + offset) == targetGem:
|
| 418 |
+
# keep checking, in case there's more than 3 gems in a row
|
| 419 |
+
removeSet.append((x, y + offset))
|
| 420 |
+
boardCopy[x][y + offset] = EMPTY_SPACE
|
| 421 |
+
offset += 1
|
| 422 |
+
gemsToRemove.append(removeSet)
|
| 423 |
+
|
| 424 |
+
return gemsToRemove
|
| 425 |
+
|
| 426 |
+
|
| 427 |
+
def highlightSpace(x, y):
|
| 428 |
+
pygame.draw.rect(DISPLAYSURF, HIGHLIGHTCOLOR, BOARDRECTS[x][y], 4)
|
| 429 |
+
|
| 430 |
+
|
| 431 |
+
def getDroppingGems(board):
|
| 432 |
+
# Find all the gems that have an empty space below them
|
| 433 |
+
boardCopy = copy.deepcopy(board)
|
| 434 |
+
droppingGems = []
|
| 435 |
+
for x in range(BOARDWIDTH):
|
| 436 |
+
for y in range(BOARDHEIGHT - 2, -1, -1):
|
| 437 |
+
if boardCopy[x][y + 1] == EMPTY_SPACE and boardCopy[x][y] != EMPTY_SPACE:
|
| 438 |
+
# This space drops if not empty but the space below it is
|
| 439 |
+
droppingGems.append( {'imageNum': boardCopy[x][y], 'x': x, 'y': y, 'direction': DOWN} )
|
| 440 |
+
boardCopy[x][y] = EMPTY_SPACE
|
| 441 |
+
return droppingGems
|
| 442 |
+
|
| 443 |
+
|
| 444 |
+
def animateMovingGems(board, gems, pointsText, score):
|
| 445 |
+
# pointsText is a dictionary with keys 'x', 'y', and 'points'
|
| 446 |
+
progress = 0 # progress at 0 represents beginning, 100 means finished.
|
| 447 |
+
while progress < 100: # animation loop
|
| 448 |
+
DISPLAYSURF.fill(BGCOLOR)
|
| 449 |
+
drawBoard(board)
|
| 450 |
+
for gem in gems: # Draw each gem.
|
| 451 |
+
drawMovingGem(gem, progress)
|
| 452 |
+
drawScore(score)
|
| 453 |
+
for pointText in pointsText:
|
| 454 |
+
pointsSurf = BASICFONT.render(str(pointText['points']), 1, SCORECOLOR)
|
| 455 |
+
pointsRect = pointsSurf.get_rect()
|
| 456 |
+
pointsRect.center = (pointText['x'], pointText['y'])
|
| 457 |
+
DISPLAYSURF.blit(pointsSurf, pointsRect)
|
| 458 |
+
|
| 459 |
+
pygame.display.update()
|
| 460 |
+
FPSCLOCK.tick(FPS)
|
| 461 |
+
progress += MOVERATE # progress the animation a little bit more for the next frame
|
| 462 |
+
|
| 463 |
+
|
| 464 |
+
def moveGems(board, movingGems):
|
| 465 |
+
# movingGems is a list of dicts with keys x, y, direction, imageNum
|
| 466 |
+
for gem in movingGems:
|
| 467 |
+
if gem['y'] != ROWABOVEBOARD:
|
| 468 |
+
board[gem['x']][gem['y']] = EMPTY_SPACE
|
| 469 |
+
movex = 0
|
| 470 |
+
movey = 0
|
| 471 |
+
if gem['direction'] == LEFT:
|
| 472 |
+
movex = -1
|
| 473 |
+
elif gem['direction'] == RIGHT:
|
| 474 |
+
movex = 1
|
| 475 |
+
elif gem['direction'] == DOWN:
|
| 476 |
+
movey = 1
|
| 477 |
+
elif gem['direction'] == UP:
|
| 478 |
+
movey = -1
|
| 479 |
+
board[gem['x'] + movex][gem['y'] + movey] = gem['imageNum']
|
| 480 |
+
else:
|
| 481 |
+
# gem is located above the board (where new gems come from)
|
| 482 |
+
board[gem['x']][0] = gem['imageNum'] # move to top row
|
| 483 |
+
|
| 484 |
+
|
| 485 |
+
def fillBoardAndAnimate(board, points, score):
|
| 486 |
+
dropSlots = getDropSlots(board)
|
| 487 |
+
while dropSlots != [[]] * BOARDWIDTH:
|
| 488 |
+
# do the dropping animation as long as there are more gems to drop
|
| 489 |
+
movingGems = getDroppingGems(board)
|
| 490 |
+
for x in range(len(dropSlots)):
|
| 491 |
+
if len(dropSlots[x]) != 0:
|
| 492 |
+
# cause the lowest gem in each slot to begin moving in the DOWN direction
|
| 493 |
+
movingGems.append({'imageNum': dropSlots[x][0], 'x': x, 'y': ROWABOVEBOARD, 'direction': DOWN})
|
| 494 |
+
|
| 495 |
+
boardCopy = getBoardCopyMinusGems(board, movingGems)
|
| 496 |
+
animateMovingGems(boardCopy, movingGems, points, score)
|
| 497 |
+
moveGems(board, movingGems)
|
| 498 |
+
|
| 499 |
+
# Make the next row of gems from the drop slots
|
| 500 |
+
# the lowest by deleting the previous lowest gems.
|
| 501 |
+
for x in range(len(dropSlots)):
|
| 502 |
+
if len(dropSlots[x]) == 0:
|
| 503 |
+
continue
|
| 504 |
+
board[x][0] = dropSlots[x][0]
|
| 505 |
+
del dropSlots[x][0]
|
| 506 |
+
|
| 507 |
+
|
| 508 |
+
def checkForGemClick(pos):
|
| 509 |
+
# See if the mouse click was on the board
|
| 510 |
+
for x in range(BOARDWIDTH):
|
| 511 |
+
for y in range(BOARDHEIGHT):
|
| 512 |
+
if BOARDRECTS[x][y].collidepoint(pos[0], pos[1]):
|
| 513 |
+
return {'x': x, 'y': y}
|
| 514 |
+
return None # Click was not on the board.
|
| 515 |
+
|
| 516 |
+
|
| 517 |
+
def drawBoard(board):
|
| 518 |
+
for x in range(BOARDWIDTH):
|
| 519 |
+
for y in range(BOARDHEIGHT):
|
| 520 |
+
pygame.draw.rect(DISPLAYSURF, GRIDCOLOR, BOARDRECTS[x][y], 1)
|
| 521 |
+
gemToDraw = board[x][y]
|
| 522 |
+
if gemToDraw != EMPTY_SPACE:
|
| 523 |
+
DISPLAYSURF.blit(GEMIMAGES[gemToDraw], BOARDRECTS[x][y])
|
| 524 |
+
|
| 525 |
+
|
| 526 |
+
def getBoardCopyMinusGems(board, gems):
|
| 527 |
+
# Creates and returns a copy of the passed board data structure,
|
| 528 |
+
# with the gems in the "gems" list removed from it.
|
| 529 |
+
#
|
| 530 |
+
# Gems is a list of dicts, with keys x, y, direction, imageNum
|
| 531 |
+
|
| 532 |
+
boardCopy = copy.deepcopy(board)
|
| 533 |
+
|
| 534 |
+
# Remove some of the gems from this board data structure copy.
|
| 535 |
+
for gem in gems:
|
| 536 |
+
if gem['y'] != ROWABOVEBOARD:
|
| 537 |
+
boardCopy[gem['x']][gem['y']] = EMPTY_SPACE
|
| 538 |
+
return boardCopy
|
| 539 |
+
|
| 540 |
+
|
| 541 |
+
def drawScore(score):
|
| 542 |
+
scoreImg = BASICFONT.render(str(score), 1, SCORECOLOR)
|
| 543 |
+
scoreRect = scoreImg.get_rect()
|
| 544 |
+
scoreRect.bottomleft = (10, WINDOWHEIGHT - 6)
|
| 545 |
+
DISPLAYSURF.blit(scoreImg, scoreRect)
|
| 546 |
+
|
| 547 |
+
|
| 548 |
+
if __name__ == '__main__':
|
| 549 |
+
main()
|
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