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game.py
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import pygame, sys, random
from pygame.locals import *
import timeit
#Design Of The Puzzle
TILESIZE = 80
BOARDHEIGHT = 3 # number of rows
BOARDWIDTH = 3 # number of columns
WINDOWWIDTH = 850
WINDOWHEIGHT = 580
FPS = 25
BLANK = None
#appearance
# (R, G, B)
LIME = ( 128, 200, 120)
WHITE = (255, 255, 255)
RED = (139,0,0)
BLUE = (3, 54, 73)
BROWN = (128,120,0)
BUTTONCOLOR = WHITE
BUTTONTEXTCOLOR = LIME
MESSAGECOLOR = WHITE
BGCOLOR = LIME
TILECOLOR = BROWN
TEXTCOLOR = WHITE
BORDERCOLOR = RED
BASICFONTSIZE = 20
YMARGIN = int((WINDOWHEIGHT - (TILESIZE * BOARDHEIGHT + (BOARDHEIGHT - 1))) / 2)
XMARGIN = int((WINDOWWIDTH - (TILESIZE * BOARDWIDTH + (BOARDWIDTH - 1))) / 2)
UP = 'up'
DOWN = 'down'
LEFT = 'left'
RIGHT = 'right'
#_MAIN OPERATIONAL MODULE
def main():
global FPSCLOCK, DISPLAYSURF, BASICFONT, RESET_SURF, RESET_RECT, NEW_SURF, NEW_RECT, SOLVE_SURF, SOLVE_RECT
pygame.init()
FPSCLOCK = pygame.time.Clock()
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption('Slide Puzzle')
BASICFONT = pygame.font.Font('freesansbold.ttf', BASICFONTSIZE)
#buttons
RESET_SURF, RESET_RECT = makeText('Reset Game',TEXTCOLOR, LIME, WINDOWWIDTH - 160, WINDOWHEIGHT - 90)
NEW_SURF, NEW_RECT = makeText('New Game', TEXTCOLOR, LIME, WINDOWWIDTH - 160, WINDOWHEIGHT - 60)
SOLVE_SURF, SOLVE_RECT = makeText('Solve Puzzle',TEXTCOLOR, LIME, WINDOWWIDTH - 160, WINDOWHEIGHT - 30)
start = timeit.timeit()
end = timeit.timeit()
mainBoard, solutionSeq = generateNewPuzzle(80)
SOLVEDBOARD = getStartingBoard()
allMoves = []
MOVES = 0
while True:
slideTo = None
msg = 'CLICK on tile or press ARROW KEYS to slide'
if mainBoard == SOLVEDBOARD:
msg = 'Puzzle solved in ' + str(MOVES) + ' moves!'+'started'+str(start)+'seconds'+' ended at'+str(end)
drawBoard(mainBoard, msg)
checkForQuit()
for event in pygame.event.get():
if event.type == MOUSEBUTTONUP:
spotx, spoty = getSpotClicked(mainBoard, event.pos[0], event.pos[1])
if (spotx, spoty) == (None, None):
if RESET_RECT.collidepoint(event.pos):
resetAnimation(mainBoard, allMoves)
allMoves = []
elif NEW_RECT.collidepoint(event.pos):
mainBoard, solutionSeq = generateNewPuzzle(80)
allMoves = []
elif SOLVE_RECT.collidepoint(event.pos):
resetAnimation(mainBoard, solutionSeq + allMoves)
allMoves = []
else:
blankx, blanky = getBlankPosition(mainBoard)
if spotx == blankx + 1 and spoty == blanky:
slideTo = LEFT
elif spotx == blankx - 1 and spoty == blanky:
slideTo = RIGHT
elif spotx == blankx and spoty == blanky + 1:
slideTo = UP
elif spotx == blankx and spoty == blanky - 1:
slideTo = DOWN
if mainBoard != SOLVEDBOARD:
MOVES += 1
print(MOVES)
elif event.type == KEYUP:
if event.key in (K_LEFT, K_a) and isValidMove(mainBoard, LEFT):
slideTo = LEFT
elif event.key in (K_RIGHT, K_d) and isValidMove(mainBoard, RIGHT):
slideTo = RIGHT
elif event.key in (K_UP, K_w) and isValidMove(mainBoard, UP):
slideTo = UP
elif event.key in (K_DOWN, K_s) and isValidMove(mainBoard, DOWN):
slideTo = DOWN
if mainBoard != SOLVEDBOARD:
MOVES += 1
print(MOVES)
if slideTo:
slideAnimation(mainBoard, slideTo, 'CLICK on tile or press ARROW KEYS to slide', 8)
makeMove(mainBoard, slideTo)
allMoves.append(slideTo)
pygame.display.update()
FPSCLOCK.tick(FPS)
#Module Exit
def terminate():
pygame.quit()
sys.exit()
def checkForQuit():
for event in pygame.event.get(QUIT):
terminate()
for event in pygame.event.get(KEYUP):
if event.key == K_ESCAPE:
terminate()
pygame.event.post(event)
#initial board
def getStartingBoard():
counter = 1
board = []
for x in range(BOARDWIDTH):
column = []
for y in range(BOARDHEIGHT):
column.append(counter)
counter += BOARDWIDTH
board.append(column)
counter -= BOARDWIDTH * (BOARDHEIGHT - 1) + BOARDWIDTH - 1
board[BOARDWIDTH-1][BOARDHEIGHT-1] = BLANK
return board
def getBlankPosition(board):
for x in range(BOARDWIDTH):
for y in range(BOARDHEIGHT):
if board[x][y] == BLANK:
return (x, y)
#making moves
def makeMove(board, move):
blankx, blanky = getBlankPosition(board)
if move == UP:
board[blankx][blanky], board[blankx][blanky + 1] = board[blankx][blanky + 1], board[blankx][blanky]
elif move == DOWN:
board[blankx][blanky], board[blankx][blanky - 1] = board[blankx][blanky - 1], board[blankx][blanky]
elif move == LEFT:
board[blankx][blanky], board[blankx + 1][blanky] = board[blankx + 1][blanky], board[blankx][blanky]
elif move == RIGHT:
board[blankx][blanky], board[blankx - 1][blanky] = board[blankx - 1][blanky], board[blankx][blanky]
def isValidMove(board, move):
blankx, blanky = getBlankPosition(board)
return (move == UP and blanky != len(board[0]) - 1) or \
(move == DOWN and blanky != 0) or \
(move == LEFT and blankx != len(board) - 1) or \
(move == RIGHT and blankx != 0)
#The Random Move Module
def getRandomMove(board, lastMove=None):
validMoves = [UP, DOWN, LEFT, RIGHT]
if lastMove == UP or not isValidMove(board, DOWN):
validMoves.remove(DOWN)
if lastMove == DOWN or not isValidMove(board, UP):
validMoves.remove(UP)
if lastMove == LEFT or not isValidMove(board, RIGHT):
validMoves.remove(RIGHT)
if lastMove == RIGHT or not isValidMove(board, LEFT):
validMoves.remove(LEFT)
return random.choice(validMoves)
def getLeftTopOfTile(tileX, tileY):
left = XMARGIN + (tileX * TILESIZE) + (tileX - 1)
top = YMARGIN + (tileY * TILESIZE) + (tileY - 1)
return (left, top)
def getSpotClicked(board, x, y):
for tileX in range(len(board)):
for tileY in range(len(board[0])):
left, top = getLeftTopOfTile(tileX, tileY)
tileRect = pygame.Rect(left, top, TILESIZE, TILESIZE)
if tileRect.collidepoint(x, y):
return (tileX, tileY)
return (None, None)
def drawTile(tilex, tiley, number, adjx=0, adjy=0):
left, top = getLeftTopOfTile(tilex, tiley)
pygame.draw.rect(DISPLAYSURF, TILECOLOR, (left + adjx, top + adjy, TILESIZE, TILESIZE))
textSurf = BASICFONT.render(str(number), True, TEXTCOLOR)
textRect = textSurf.get_rect()
textRect.center = left + int(TILESIZE / 2) + adjx, top + int(TILESIZE / 2) + adjy
DISPLAYSURF.blit(textSurf, textRect)
def makeText(text, color, bgcolor, top, left):
textSurf = BASICFONT.render(text, True, color, bgcolor)
textRect = textSurf.get_rect()
textRect.topleft = (top, left)
return (textSurf, textRect)
def drawBoard(board, message):
DISPLAYSURF.fill(BGCOLOR)
if message:
textSurf, textRect = makeText(message, MESSAGECOLOR, BGCOLOR, 5, 5)
DISPLAYSURF.blit(textSurf, textRect)
for tilex in range(len(board)):
for tiley in range(len(board[0])):
if board[tilex][tiley]:
drawTile(tilex, tiley, board[tilex][tiley])
left, top = getLeftTopOfTile(0, 0)
width = BOARDWIDTH * TILESIZE
height = BOARDHEIGHT * TILESIZE
pygame.draw.rect(DISPLAYSURF, BORDERCOLOR, (left - 5, top - 5, width + 11, height + 11), 4)
DISPLAYSURF.blit(RESET_SURF, RESET_RECT)
DISPLAYSURF.blit(NEW_SURF, NEW_RECT)
DISPLAYSURF.blit(SOLVE_SURF, SOLVE_RECT)
def slideAnimation(board, direction, message, animationSpeed):
blankx, blanky = getBlankPosition(board)
if direction == UP:
movex = blankx
movey = blanky + 1
elif direction == DOWN:
movex = blankx
movey = blanky - 1
elif direction == LEFT:
movex = blankx + 1
movey = blanky
elif direction == RIGHT:
movex = blankx - 1
movey = blanky
drawBoard(board, message)
baseSurf = DISPLAYSURF.copy()
moveLeft, moveTop = getLeftTopOfTile(movex, movey)
pygame.draw.rect(baseSurf, BGCOLOR, (moveLeft, moveTop, TILESIZE, TILESIZE))
for i in range(0, TILESIZE, animationSpeed):
checkForQuit()
DISPLAYSURF.blit(baseSurf, (0, 0))
if direction == UP:
drawTile(movex, movey, board[movex][movey], 0, -i)
if direction == DOWN:
drawTile(movex, movey, board[movex][movey], 0, i)
if direction == LEFT:
drawTile(movex, movey, board[movex][movey], -i, 0)
if direction == RIGHT:
drawTile(movex, movey, board[movex][movey], i, 0)
pygame.display.update()
FPSCLOCK.tick(FPS)
#Generate New Puzzle
def generateNewPuzzle(numSlides):
sequence = []
board = getStartingBoard()
drawBoard(board, '')
pygame.display.update()
pygame.time.wait(400)
lastMove = None
for i in range(numSlides):
move = getRandomMove(board, lastMove)
slideAnimation(board, move, 'Generating a new puzzle. . .', animationSpeed=int(TILESIZE / 3))
makeMove(board, move)
sequence.append(move)
lastMove = move
return (board, sequence)
def resetAnimation(board, allMoves):
revAllMoves = allMoves[:]
revAllMoves.reverse()
for move in revAllMoves:
if move == UP:
oppositeMove = DOWN
elif move == DOWN:
oppositeMove = UP
elif move == RIGHT:
oppositeMove = LEFT
elif move == LEFT:
oppositeMove = RIGHT
slideAnimation(board, oppositeMove, '', animationSpeed=int(TILESIZE / 2))
makeMove(board, oppositeMove)
if __name__ == '__main__':
main()