File size: 18,387 Bytes
414cddc |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 |
# Ink Spill (a Flood It clone), by Al Sweigart [email protected]
# (Pygame) Try to make the entire field a single color.
import random, sys, webbrowser, copy, pygame
from pygame.locals import *
# There are different box sizes, number of boxes, and
# life depending on the "board size" setting selected.
SMALLBOXSIZE = 60 # size is in pixels
MEDIUMBOXSIZE = 20
LARGEBOXSIZE = 11
SMALLBOARDSIZE = 6 # size is in boxes
MEDIUMBOARDSIZE = 17
LARGEBOARDSIZE = 30
SMALLMAXLIFE = 10 # number of turns
MEDIUMMAXLIFE = 30
LARGEMAXLIFE = 64
FPS = 30
WINDOWWIDTH = 640
WINDOWHEIGHT = 480
boxSize = MEDIUMBOXSIZE
PALETTEGAPSIZE = 10
PALETTESIZE = 45
EASY = 0 # arbitrary but unique value
MEDIUM = 1 # arbitrary but unique value
HARD = 2 # arbitrary but unique value
difficulty = MEDIUM # game starts in "medium" mode
maxLife = MEDIUMMAXLIFE
boardWidth = MEDIUMBOARDSIZE
boardHeight = MEDIUMBOARDSIZE
# R G B
WHITE = (255, 255, 255)
DARKGRAY = ( 70, 70, 70)
BLACK = ( 0, 0, 0)
RED = (255, 0, 0)
GREEN = ( 0, 255, 0)
BLUE = ( 0, 0, 255)
YELLOW = (255, 255, 0)
ORANGE = (255, 128, 0)
PURPLE = (255, 0, 255)
# The first color in each scheme is the background color, the next six are the palette colors.
COLORSCHEMES = (((150, 200, 255), RED, GREEN, BLUE, YELLOW, ORANGE, PURPLE),
((0, 155, 104), (97, 215, 164), (228, 0, 69), (0, 125, 50), (204, 246, 0), (148, 0, 45), (241, 109, 149)),
((195, 179, 0), (255, 239, 115), (255, 226, 0), (147, 3, 167), (24, 38, 176), (166, 147, 0), (197, 97, 211)),
((85, 0, 0), (155, 39, 102), (0, 201, 13), (255, 118, 0), (206, 0, 113), (0, 130, 9), (255, 180, 115)),
((191, 159, 64), (183, 182, 208), (4, 31, 183), (167, 184, 45), (122, 128, 212), (37, 204, 7), (88, 155, 213)),
((200, 33, 205), (116, 252, 185), (68, 56, 56), (52, 238, 83), (23, 149, 195), (222, 157, 227), (212, 86, 185)))
for i in range(len(COLORSCHEMES)):
assert len(COLORSCHEMES[i]) == 7, 'Color scheme %s does not have exactly 7 colors.' % (i)
bgColor = COLORSCHEMES[0][0]
paletteColors = COLORSCHEMES[0][1:]
def main():
global FPSCLOCK, DISPLAYSURF, LOGOIMAGE, SPOTIMAGE, SETTINGSIMAGE, SETTINGSBUTTONIMAGE, RESETBUTTONIMAGE
pygame.init()
FPSCLOCK = pygame.time.Clock()
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
# Load images
LOGOIMAGE = pygame.image.load('inkspilllogo.png')
SPOTIMAGE = pygame.image.load('inkspillspot.png')
SETTINGSIMAGE = pygame.image.load('inkspillsettings.png')
SETTINGSBUTTONIMAGE = pygame.image.load('inkspillsettingsbutton.png')
RESETBUTTONIMAGE = pygame.image.load('inkspillresetbutton.png')
pygame.display.set_caption('Ink Spill')
mousex = 0
mousey = 0
mainBoard = generateRandomBoard(boardWidth, boardHeight, difficulty)
life = maxLife
lastPaletteClicked = None
while True: # main game loop
paletteClicked = None
resetGame = False
# Draw the screen.
DISPLAYSURF.fill(bgColor)
drawLogoAndButtons()
drawBoard(mainBoard)
drawLifeMeter(life)
drawPalettes()
checkForQuit()
for event in pygame.event.get(): # event handling loop
if event.type == MOUSEBUTTONUP:
mousex, mousey = event.pos
if pygame.Rect(WINDOWWIDTH - SETTINGSBUTTONIMAGE.get_width(),
WINDOWHEIGHT - SETTINGSBUTTONIMAGE.get_height(),
SETTINGSBUTTONIMAGE.get_width(),
SETTINGSBUTTONIMAGE.get_height()).collidepoint(mousex, mousey):
resetGame = showSettingsScreen() # clicked on Settings button
elif pygame.Rect(WINDOWWIDTH - RESETBUTTONIMAGE.get_width(),
WINDOWHEIGHT - SETTINGSBUTTONIMAGE.get_height() - RESETBUTTONIMAGE.get_height(),
RESETBUTTONIMAGE.get_width(),
RESETBUTTONIMAGE.get_height()).collidepoint(mousex, mousey):
resetGame = True # clicked on Reset button
else:
# check if a palette button was clicked
paletteClicked = getColorOfPaletteAt(mousex, mousey)
if paletteClicked != None and paletteClicked != lastPaletteClicked:
# a palette button was clicked that is different from the
# last palette button clicked (this check prevents the player
# from accidentally clicking the same palette twice)
lastPaletteClicked = paletteClicked
floodAnimation(mainBoard, paletteClicked)
life -= 1
resetGame = False
if hasWon(mainBoard):
for i in range(4): # flash border 4 times
flashBorderAnimation(WHITE, mainBoard)
resetGame = True
pygame.time.wait(2000) # pause so the player can bask in victory
elif life == 0:
# life is zero, so player has lost
drawLifeMeter(0)
pygame.display.update()
pygame.time.wait(400)
for i in range(4):
flashBorderAnimation(BLACK, mainBoard)
resetGame = True
pygame.time.wait(2000) # pause so the player can suffer in their defeat
if resetGame:
# start a new game
mainBoard = generateRandomBoard(boardWidth, boardHeight, difficulty)
life = maxLife
lastPaletteClicked = None
pygame.display.update()
FPSCLOCK.tick(FPS)
def checkForQuit():
# Terminates the program if there are any QUIT or escape key events.
for event in pygame.event.get(QUIT): # get all the QUIT events
pygame.quit() # terminate if any QUIT events are present
sys.exit()
for event in pygame.event.get(KEYUP): # get all the KEYUP events
if event.key == K_ESCAPE:
pygame.quit() # terminate if the KEYUP event was for the Esc key
sys.exit()
pygame.event.post(event) # put the other KEYUP event objects back
def hasWon(board):
# if the entire board is the same color, player has won
for x in range(boardWidth):
for y in range(boardHeight):
if board[x][y] != board[0][0]:
return False # found a different color, player has not won
return True
def showSettingsScreen():
global difficulty, boxSize, boardWidth, boardHeight, maxLife, paletteColors, bgColor
# The pixel coordinates in this function were obtained by loading
# the inkspillsettings.png image into a graphics editor and reading
# the pixel coordinates from there. Handy trick.
origDifficulty = difficulty
origBoxSize = boxSize
screenNeedsRedraw = True
while True:
if screenNeedsRedraw:
DISPLAYSURF.fill(bgColor)
DISPLAYSURF.blit(SETTINGSIMAGE, (0,0))
# place the ink spot marker next to the selected difficulty
if difficulty == EASY:
DISPLAYSURF.blit(SPOTIMAGE, (30, 4))
if difficulty == MEDIUM:
DISPLAYSURF.blit(SPOTIMAGE, (8, 41))
if difficulty == HARD:
DISPLAYSURF.blit(SPOTIMAGE, (30, 76))
# place the ink spot marker next to the selected size
if boxSize == SMALLBOXSIZE:
DISPLAYSURF.blit(SPOTIMAGE, (22, 150))
if boxSize == MEDIUMBOXSIZE:
DISPLAYSURF.blit(SPOTIMAGE, (11, 185))
if boxSize == LARGEBOXSIZE:
DISPLAYSURF.blit(SPOTIMAGE, (24, 220))
for i in range(len(COLORSCHEMES)):
drawColorSchemeBoxes(500, i * 60 + 30, i)
pygame.display.update()
screenNeedsRedraw = False # by default, don't redraw the screen
for event in pygame.event.get(): # event handling loop
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type == KEYUP:
if event.key == K_ESCAPE:
# Esc key on settings screen goes back to game
return not (origDifficulty == difficulty and origBoxSize == boxSize)
elif event.type == MOUSEBUTTONUP:
screenNeedsRedraw = True # screen should be redrawn
mousex, mousey = event.pos # syntactic sugar
# check for clicks on the difficulty buttons
if pygame.Rect(74, 16, 111, 30).collidepoint(mousex, mousey):
difficulty = EASY
elif pygame.Rect(53, 50, 104, 29).collidepoint(mousex, mousey):
difficulty = MEDIUM
elif pygame.Rect(72, 85, 65, 31).collidepoint(mousex, mousey):
difficulty = HARD
# check for clicks on the size buttons
elif pygame.Rect(63, 156, 84, 31).collidepoint(mousex, mousey):
# small board size setting:
boxSize = SMALLBOXSIZE
boardWidth = SMALLBOARDSIZE
boardHeight = SMALLBOARDSIZE
maxLife = SMALLMAXLIFE
elif pygame.Rect(52, 192, 106,32).collidepoint(mousex, mousey):
# medium board size setting:
boxSize = MEDIUMBOXSIZE
boardWidth = MEDIUMBOARDSIZE
boardHeight = MEDIUMBOARDSIZE
maxLife = MEDIUMMAXLIFE
elif pygame.Rect(67, 228, 58, 37).collidepoint(mousex, mousey):
# large board size setting:
boxSize = LARGEBOXSIZE
boardWidth = LARGEBOARDSIZE
boardHeight = LARGEBOARDSIZE
maxLife = LARGEMAXLIFE
elif pygame.Rect(14, 299, 371, 97).collidepoint(mousex, mousey):
# clicked on the "learn programming" ad
webbrowser.open('http://inventwithpython.com') # opens a web browser
elif pygame.Rect(178, 418, 215, 34).collidepoint(mousex, mousey):
# clicked on the "back to game" button
return not (origDifficulty == difficulty and origBoxSize == boxSize)
for i in range(len(COLORSCHEMES)):
# clicked on a color scheme button
if pygame.Rect(500, 30 + i * 60, MEDIUMBOXSIZE * 3, MEDIUMBOXSIZE * 2).collidepoint(mousex, mousey):
bgColor = COLORSCHEMES[i][0]
paletteColors = COLORSCHEMES[i][1:]
def drawColorSchemeBoxes(x, y, schemeNum):
# Draws the color scheme boxes that appear on the "Settings" screen.
for boxy in range(2):
for boxx in range(3):
pygame.draw.rect(DISPLAYSURF, COLORSCHEMES[schemeNum][3 * boxy + boxx + 1], (x + MEDIUMBOXSIZE * boxx, y + MEDIUMBOXSIZE * boxy, MEDIUMBOXSIZE, MEDIUMBOXSIZE))
if paletteColors == COLORSCHEMES[schemeNum][1:]:
# put the ink spot next to the selected color scheme
DISPLAYSURF.blit(SPOTIMAGE, (x - 50, y))
def flashBorderAnimation(color, board, animationSpeed=30):
origSurf = DISPLAYSURF.copy()
flashSurf = pygame.Surface(DISPLAYSURF.get_size())
flashSurf = flashSurf.convert_alpha()
for start, end, step in ((0, 256, 1), (255, 0, -1)):
# the first iteration on the outer loop will set the inner loop
# to have transparency go from 0 to 255, the second iteration will
# have it go from 255 to 0. This is the "flash".
for transparency in range(start, end, animationSpeed * step):
DISPLAYSURF.blit(origSurf, (0, 0))
r, g, b = color
flashSurf.fill((r, g, b, transparency))
DISPLAYSURF.blit(flashSurf, (0, 0))
drawBoard(board) # draw board ON TOP OF the transparency layer
pygame.display.update()
FPSCLOCK.tick(FPS)
DISPLAYSURF.blit(origSurf, (0, 0)) # redraw the original surface
def floodAnimation(board, paletteClicked, animationSpeed=25):
origBoard = copy.deepcopy(board)
floodFill(board, board[0][0], paletteClicked, 0, 0)
for transparency in range(0, 255, animationSpeed):
# The "new" board slowly become opaque over the original board.
drawBoard(origBoard)
drawBoard(board, transparency)
pygame.display.update()
FPSCLOCK.tick(FPS)
def generateRandomBoard(width, height, difficulty=MEDIUM):
# Creates a board data structure with random colors for each box.
board = []
for x in range(width):
column = []
for y in range(height):
column.append(random.randint(0, len(paletteColors) - 1))
board.append(column)
# Make board easier by setting some boxes to same color as a neighbor.
# Determine how many boxes to change.
if difficulty == EASY:
if boxSize == SMALLBOXSIZE:
boxesToChange = 100
else:
boxesToChange = 1500
elif difficulty == MEDIUM:
if boxSize == SMALLBOXSIZE:
boxesToChange = 5
else:
boxesToChange = 200
else:
boxesToChange = 0
# Change neighbor's colors:
for i in range(boxesToChange):
# Randomly choose a box whose color to copy
x = random.randint(1, width-2)
y = random.randint(1, height-2)
# Randomly choose neighbors to change.
direction = random.randint(0, 3)
if direction == 0: # change left and up neighbor
board[x-1][y] == board[x][y]
board[x][y-1] == board[x][y]
elif direction == 1: # change right and down neighbor
board[x+1][y] == board[x][y]
board[x][y+1] == board[x][y]
elif direction == 2: # change right and up neighbor
board[x][y-1] == board[x][y]
board[x+1][y] == board[x][y]
else: # change left and down neighbor
board[x][y+1] == board[x][y]
board[x-1][y] == board[x][y]
return board
def drawLogoAndButtons():
# draw the Ink Spill logo and Settings and Reset buttons.
DISPLAYSURF.blit(LOGOIMAGE, (WINDOWWIDTH - LOGOIMAGE.get_width(), 0))
DISPLAYSURF.blit(SETTINGSBUTTONIMAGE, (WINDOWWIDTH - SETTINGSBUTTONIMAGE.get_width(), WINDOWHEIGHT - SETTINGSBUTTONIMAGE.get_height()))
DISPLAYSURF.blit(RESETBUTTONIMAGE, (WINDOWWIDTH - RESETBUTTONIMAGE.get_width(), WINDOWHEIGHT - SETTINGSBUTTONIMAGE.get_height() - RESETBUTTONIMAGE.get_height()))
def drawBoard(board, transparency=255):
# The colored squares are drawn to a temporary surface which is then
# drawn to the DISPLAYSURF surface. This is done so we can draw the
# squares with transparency on top of DISPLAYSURF as it currently is.
tempSurf = pygame.Surface(DISPLAYSURF.get_size())
tempSurf = tempSurf.convert_alpha()
tempSurf.fill((0, 0, 0, 0))
for x in range(boardWidth):
for y in range(boardHeight):
left, top = leftTopPixelCoordOfBox(x, y)
r, g, b = paletteColors[board[x][y]]
pygame.draw.rect(tempSurf, (r, g, b, transparency), (left, top, boxSize, boxSize))
left, top = leftTopPixelCoordOfBox(0, 0)
pygame.draw.rect(tempSurf, BLACK, (left-1, top-1, boxSize * boardWidth + 1, boxSize * boardHeight + 1), 1)
DISPLAYSURF.blit(tempSurf, (0, 0))
def drawPalettes():
# Draws the six color palettes at the bottom of the screen.
numColors = len(paletteColors)
xmargin = int((WINDOWWIDTH - ((PALETTESIZE * numColors) + (PALETTEGAPSIZE * (numColors - 1)))) / 2)
for i in range(numColors):
left = xmargin + (i * PALETTESIZE) + (i * PALETTEGAPSIZE)
top = WINDOWHEIGHT - PALETTESIZE - 10
pygame.draw.rect(DISPLAYSURF, paletteColors[i], (left, top, PALETTESIZE, PALETTESIZE))
pygame.draw.rect(DISPLAYSURF, bgColor, (left + 2, top + 2, PALETTESIZE - 4, PALETTESIZE - 4), 2)
def drawLifeMeter(currentLife):
lifeBoxSize = int((WINDOWHEIGHT - 40) / maxLife)
# Draw background color of life meter.
pygame.draw.rect(DISPLAYSURF, bgColor, (20, 20, 20, 20 + (maxLife * lifeBoxSize)))
for i in range(maxLife):
if currentLife >= (maxLife - i): # draw a solid red box
pygame.draw.rect(DISPLAYSURF, RED, (20, 20 + (i * lifeBoxSize), 20, lifeBoxSize))
pygame.draw.rect(DISPLAYSURF, WHITE, (20, 20 + (i * lifeBoxSize), 20, lifeBoxSize), 1) # draw white outline
def getColorOfPaletteAt(x, y):
# Returns the index of the color in paletteColors that the x and y parameters
# are over. Returns None if x and y are not over any palette.
numColors = len(paletteColors)
xmargin = int((WINDOWWIDTH - ((PALETTESIZE * numColors) + (PALETTEGAPSIZE * (numColors - 1)))) / 2)
top = WINDOWHEIGHT - PALETTESIZE - 10
for i in range(numColors):
# Find out if the mouse click is inside any of the palettes.
left = xmargin + (i * PALETTESIZE) + (i * PALETTEGAPSIZE)
r = pygame.Rect(left, top, PALETTESIZE, PALETTESIZE)
if r.collidepoint(x, y):
return i
return None # no palette exists at these x, y coordinates
def floodFill(board, oldColor, newColor, x, y):
# This is the flood fill algorithm.
if oldColor == newColor or board[x][y] != oldColor:
return
board[x][y] = newColor # change the color of the current box
# Make the recursive call for any neighboring boxes:
if x > 0:
floodFill(board, oldColor, newColor, x - 1, y) # on box to the left
if x < boardWidth - 1:
floodFill(board, oldColor, newColor, x + 1, y) # on box to the right
if y > 0:
floodFill(board, oldColor, newColor, x, y - 1) # on box to up
if y < boardHeight - 1:
floodFill(board, oldColor, newColor, x, y + 1) # on box to down
def leftTopPixelCoordOfBox(boxx, boxy):
# Returns the x and y of the left-topmost pixel of the xth & yth box.
xmargin = int((WINDOWWIDTH - (boardWidth * boxSize)) / 2)
ymargin = int((WINDOWHEIGHT - (boardHeight * boxSize)) / 2)
return (boxx * boxSize + xmargin, boxy * boxSize + ymargin)
if __name__ == '__main__':
main()
|