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516 lines (453 loc) · 20.6 KB
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# coding: utf-8
"""Module gérant l'interface graphique du jeu à l'aide de Pygame"""
# Empèche l'affichage du message de bienvenue de Pygame
from os import environ, path
import sys
environ["PYGAME_HIDE_SUPPORT_PROMPT"] = "1"
import pygame
from game import Board, Piece, shapes
from main import start_recursive_solver
# ----------------------------------------------------------------------------------------------------------
# taille bloc 60x60
def resource_path(relative_path):
"""Retourne le chemin absolu vers la ressource, fonctionne pour le dev et pour PyInstaller"""
try:
# PyInstaller crée un dossier temporaire et stocke le chemin dans _MEIPASS
base_path = sys._MEIPASS
except Exception:
base_path = path.abspath(".")
return path.join(base_path, relative_path)
def init_pieces():
"""Fonctions permettant d'initialiser les pièces et leurs positions (aux positions basiques dans le menu) et de créer la liste des pièces placées sur le board"""
pieceInBoard = []
piecesEtPos = []
for i in range(len(shapes)):
piecesEtPos.append((Piece(i), (i % 2 * 120, i // 2 * 120 + 50)))
pieceInBoard.append((-1, -1))
return piecesEtPos, pieceInBoard
def bouclePrincipale():
"""Fonction principale gérant l'interface graphique du jeu"""
# Initialisation de Pygame
pygame.init()
pygame.font.init()
my_font = pygame.font.SysFont("Comic Sans MS", 30)
my_font_title = pygame.font.SysFont("Comic Sans MS", 45)
pygame.display.set_caption("IQPuzzlerPro Solver")
icon = pygame.image.load(resource_path("Images/icon.png"))
pygame.display.set_icon(icon)
# Création de la fenêtre
screen = pygame.display.set_mode((1280, 720))
# Teste si on est dans le programme principal
running = True
# Teste si on est en train de drag une piece
draggingPiece = False
# Variables pour le solveur
solveClicked = False
solved = False
# result = None
solutions_count = 0 # Counter for total solutions found
current_solution_index = 0
solver_iterator = None
# Initialisation du board et des variables de menu et d'offsets d'affichage
board = Board(11, 5)
drag_offset = pygame.Vector2(0, 0)
inMenu = False
# Récupération de l'image de chargement
imageLoading = pygame.image.load(
resource_path("Images/loading.png")
).convert_alpha()
# Bouton "Start solving"
textSolve = my_font.render("Solve !", False, (0, 0, 0))
solveButton = pygame.Rect(
screen.get_width() / 2 - (textSolve.get_width() + 20) / 2 - 10,
500 - 10,
textSolve.get_width() + 20,
textSolve.get_height() + 20,
)
# Texte "Solved in : Xmilliseconds" et "Done in : Xmilliseconds" (pour le cas d'echec et board déjà résolue)
textTimeTaken = my_font.render("Solved in :", False, (0, 0, 0))
textTimeDone = my_font.render("Done in :", False, (0, 0, 0))
millisecondes = 0.0
# Texte "Reset"
textReset = my_font.render("Reset", False, (0, 0, 0))
resetButton = pygame.Rect(
screen.get_width() / 2 - (textReset.get_width() + 20) / 2 - 10,
600 - 10,
textReset.get_width() + 20,
textReset.get_height() + 20,
)
# Texte "Board already solved"
textBoardSolved = my_font.render("Board already solved", False, (0, 0, 0))
alredySolved = False
# Text "No solution found"
textNoSolution = my_font.render("No solution found", False, (0, 0, 0))
noSolution = False
# Texte "IQ Puzzler Pro Solver"
textTitle = my_font_title.render("IQ Puzzler Pro Solver", False, (0, 0, 0))
# Texte "Press R to rotate, F to flip"
textInstructions = my_font.render("Press R to rotate, F to flip,", False, (0, 0, 0))
textInstructions2 = my_font.render(
"Right arrow to navigate solutions", False, (0, 0, 0)
)
# Initialisation des listes pour les cases du board et des pièces, ainsi que l'index de la case de la pièce
casesBoard = []
casesPiece = []
pieceInBoard = []
indexCasePiece = (-1, -1)
piecesEtPos = []
# Initialisation des pièces et de leurs positions
piecesEtPos, pieceInBoard = init_pieces()
while running:
# Fond du screen
screen.fill("purple")
pygame.draw.rect(
screen, "purple4", (0, 0, screen.get_width() / 6, screen.get_height())
)
# Affichage du titre et des instructions
screen.blit(
textTitle,
(
screen.get_width() / 2 - textTitle.get_width() / 2,
30,
),
)
screen.blit(
textInstructions,
(
screen.get_width() - textInstructions.get_width() - 30,
screen.get_height() - textInstructions.get_height() - 60,
),
)
screen.blit(
textInstructions2,
(
screen.get_width() - textInstructions2.get_width() - 30,
screen.get_height() - textInstructions2.get_height() - 30,
),
)
# Affichage du board
casesBoard = board.print_board(screen)
# Gestion des evènements du joueur
for event in pygame.event.get():
# On ferme proprement le programme si on clique sur la croix
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
# Bouton "Solve" cliqué
if solveButton.collidepoint(event.pos):
solveClicked = True
# Image de chargement
screen.blit(
imageLoading,
(
screen.get_width() / 2 - imageLoading.get_width() / 2,
screen.get_height() / 2 - imageLoading.get_height() / 2,
),
)
pygame.display.flip()
# On lance le solveur et on récupère toutes les solutions
solutions_count = 0
millisecondes = 0.0
alredySolved = False
noSolution = False
solver_iterator = start_recursive_solver(board)
try:
solution_tuple = next(solver_iterator)
sol_board, sol_time = solution_tuple
if sol_board == -1:
print("Board déjà résolu")
alredySolved = True
solver_iterator = None
elif sol_board is None:
print("No solution found")
noSolution = True
millisecondes = sol_time
solver_iterator = None
else:
solutions_count = 1
board = sol_board
millisecondes = sol_time
solved = True
current_solution_index = 0
piecesEtPos.clear()
pieceInBoard.clear()
except StopIteration:
noSolution = True
solveClicked = False
# Bouton "Reset" cliqué
elif resetButton.collidepoint(event.pos):
# On réinitialise tout
board = Board(11, 5)
solved = False
alredySolved = False
noSolution = False
millisecondes = 0.0
solutions_count = 0
current_solution_index = 0
solver_iterator = None
# On relance l'initialisation des pièces
piecesEtPos, pieceInBoard = init_pieces()
else:
# Si on est pas déjà en train de drag une piece
if not draggingPiece:
indexDraggedPiece = -1
found = False
# On cherche quelle case de quelle piece on a cliqué
for pieceIndex, piecesPourCases in enumerate(casesPiece):
if found:
break
for i, ligne in enumerate(piecesPourCases):
if found:
break
for j, case in enumerate(ligne):
if case is not None and case.collidepoint(
event.pos
):
# On trouve la pièce -> on commence à la drag et on note le carré cliqué
draggingPiece = True
indexDraggedPiece = pieceIndex
indexCasePiece = (i, j)
found = True
break
# On calcule le offset entre la position de la souris et le coin haut-gauche de la piece
if indexDraggedPiece != -1:
drag_offset.x = (
event.pos[0] - piecesEtPos[indexDraggedPiece][1][0]
)
drag_offset.y = (
event.pos[1] - piecesEtPos[indexDraggedPiece][1][1]
)
# Si on relache le clic gauche
elif event.type == pygame.MOUSEBUTTONUP:
# Si la souris est dans les limites de la grille (board)
if (
event.pos[0] < screen.get_width() / 2 + 330
and event.pos[0] > screen.get_width() / 2 - 330
and event.pos[1] < screen.get_height() / 2 + 250
and event.pos[1] > screen.get_height() / 2 - 250
):
# On parcourt les cases du board pour voir sur laquelle on a relaché la piece
for i in range(len(casesBoard)):
for j in range(len(casesBoard[i])):
if casesBoard[i][j].collidepoint(event.pos):
if indexDraggedPiece != -1:
# On vérifie si on peut poser la pièce à cet endroit
if board.canPlaceShape(
piecesEtPos[indexDraggedPiece][0],
(i - indexCasePiece[0], j - indexCasePiece[1]),
):
# On pose la pièce
board.placeShape(
piecesEtPos[indexDraggedPiece][0],
(
i - indexCasePiece[0],
j - indexCasePiece[1],
),
)
# On met à jour la position de la pièce
piecesEtPos[indexDraggedPiece] = (
piecesEtPos[indexDraggedPiece][0],
(
screen.get_width() / 2
- 330
+ (j - indexCasePiece[1]) * 60,
screen.get_height() / 2
- 250
+ (i - indexCasePiece[0]) * 60,
),
)
pieceInBoard[indexDraggedPiece] = (
i - indexCasePiece[0],
j - indexCasePiece[1],
)
indexDraggedPiece = -1
indexCasePiece = (-1, -1)
draggingPiece = False
# Quand la souris bouge
elif event.type == pygame.MOUSEMOTION:
# On vérifie si on est dans le menu ou sur le board (pour changer la taille des pièces)
if event.pos[0] < screen.get_width() / 6:
if not inMenu:
inMenu = True
if draggingPiece:
drag_offset.x = drag_offset.x // 2
drag_offset.y = drag_offset.y // 2
else:
if inMenu:
inMenu = False
if draggingPiece:
drag_offset.x = drag_offset.x * 2
drag_offset.y = drag_offset.y * 2
# Si on est en train de drag la piece, on la deplace avec la souris
if draggingPiece:
if not pieceInBoard[indexDraggedPiece] == (-1, -1):
# Si la pièce est déjà placée, on l'enlève de la board
if board.inBoard(piecesEtPos[indexDraggedPiece][0]):
board.removeShape(
piecesEtPos[indexDraggedPiece][0],
(
pieceInBoard[indexDraggedPiece][0],
pieceInBoard[indexDraggedPiece][1],
),
)
piecesEtPos[indexDraggedPiece] = (
piecesEtPos[indexDraggedPiece][0],
(event.pos[0] - drag_offset.x, event.pos[1] - drag_offset.y),
)
# Si les touches K ou R sont appuyés, on tourne ou on tourne en miroir (flip) la pièce en train d'être dragée
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_r and draggingPiece:
piecesEtPos[indexDraggedPiece][0].rotate()
# print("Rotation piece")
elif event.key == pygame.K_f and draggingPiece:
piecesEtPos[indexDraggedPiece][0].flip()
elif event.key == pygame.K_RIGHT:
if solver_iterator:
try:
sol_board, sol_time = next(solver_iterator)
solutions_count += 1
board = sol_board
millisecondes = sol_time
current_solution_index = solutions_count - 1
except StopIteration:
solver_iterator = None
if not solver_iterator and solved and solutions_count > 0:
# Cycle through solutions
current_solution_index = (
current_solution_index + 1
) % solutions_count
# Affichage du bouton "Solve"
colorSolveButton = "red" if (solveClicked) else "white"
pygame.draw.rect(screen, colorSolveButton, solveButton)
screen.blit(
textSolve, (screen.get_width() / 2 - textSolve.get_width() / 2 - 10, 500)
)
# Si la grille est résolue, on affiche le temps mis
if solved:
screen.blit(
textTimeTaken,
(
screen.get_width() - 30 - textTimeTaken.get_width(),
30 + textTimeTaken.get_height(),
),
)
textMilliseconds = my_font.render(
f"{millisecondes:.2f}milliseconds", False, (0, 0, 0)
)
screen.blit(
textMilliseconds,
(
screen.get_width() - 30 - textMilliseconds.get_width(),
30 + textTimeTaken.get_height() * 2,
),
)
# Display solution count
if solutions_count > 0:
textSolutionCount = my_font.render(
f"Solution N°{solutions_count}",
False,
(0, 0, 0),
)
screen.blit(
textSolutionCount,
(
screen.get_width() - 30 - textSolutionCount.get_width(),
30 + textTimeTaken.get_height() * 3 + 10,
),
)
# Si la grille à déjà été résolue, on l'indique
if alredySolved:
screen.blit(
textBoardSolved,
(
screen.get_width() - 30 - textBoardSolved.get_width(),
30 + textTimeTaken.get_height(),
),
)
screen.blit(
textTimeDone,
(
screen.get_width() - 30 - textTimeDone.get_width(),
30 + textTimeDone.get_height() + textBoardSolved.get_height(),
),
)
textMilliseconds = my_font.render(
f"{millisecondes:.2f}milliseconds", False, (0, 0, 0)
)
screen.blit(
textMilliseconds,
(
screen.get_width() - 30 - textMilliseconds.get_width(),
30 + textTimeDone.get_height() * 2 + textBoardSolved.get_height(),
),
)
# Si pas de solution, on l'indique
if noSolution:
screen.blit(
textNoSolution,
(
screen.get_width() - 30 - textNoSolution.get_width(),
30 + textTimeTaken.get_height(),
),
)
screen.blit(
textTimeDone,
(
screen.get_width() - 30 - textTimeDone.get_width(),
30 + textTimeDone.get_height() + textNoSolution.get_height(),
),
)
textMilliseconds = my_font.render(
f"{millisecondes:.2f}milliseconds", False, (0, 0, 0)
)
screen.blit(
textMilliseconds,
(
screen.get_width() - 30 - textMilliseconds.get_width(),
30 + textTimeDone.get_height() * 2 + textNoSolution.get_height(),
),
)
# Affichage du bouton "Reset"
if solved or alredySolved or noSolution:
pygame.draw.rect(screen, "white", resetButton)
screen.blit(
textReset,
(screen.get_width() / 2 - textReset.get_width() / 2 - 10, 600),
)
# Affichage des pièces en fonction de leur emplacement (pour choix de la taille)
casesPiece = [None] * len(piecesEtPos)
# Afficher d'abord les pièces sur le board (pour quelles soient en dessous des autres)
for i in range(len(piecesEtPos)):
if pieceInBoard[i] != (-1, -1):
if (
(board.inBoard(piecesEtPos[i][0]) and not solved)
or (piecesEtPos[i][1][0] > screen.get_width() / 6)
or (draggingPiece and not inMenu and i == indexDraggedPiece)
):
temp = piecesEtPos[i][0].print_piece(
screen, piecesEtPos[i][1], scale=1
)
else:
temp = piecesEtPos[i][0].print_piece(
screen, piecesEtPos[i][1], scale=0.5
)
casesPiece[i] = temp
# Puis afficher les pièces qui ne sont pas sur le board (pour quelle soient au dessus)
for i in range(len(piecesEtPos)):
if pieceInBoard[i] == (-1, -1):
if (
(board.inBoard(piecesEtPos[i][0]) and not solved)
or (piecesEtPos[i][1][0] > screen.get_width() / 6)
or (draggingPiece and not inMenu and i == indexDraggedPiece)
):
temp = piecesEtPos[i][0].print_piece(
screen, piecesEtPos[i][1], scale=1
)
else:
temp = piecesEtPos[i][0].print_piece(
screen, piecesEtPos[i][1], scale=0.5
)
casesPiece[i] = temp
# Mise à jour de l'affichage
pygame.display.flip()
pygame.quit()