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  1. .gitattributes +1 -0
  2. Making Games with Python - W.T.E. Official Community/4row_arrow.png +3 -0
  3. Making Games with Python - W.T.E. Official Community/4row_black.png +3 -0
  4. Making Games with Python - W.T.E. Official Community/4row_board.png +3 -0
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  6. Making Games with Python - W.T.E. Official Community/4row_humanwinner.png +3 -0
  7. Making Games with Python - W.T.E. Official Community/4row_red.png +3 -0
  8. Making Games with Python - W.T.E. Official Community/4row_tie.png +3 -0
  9. Making Games with Python - W.T.E. Official Community/E-book/MakingGames.pdf +3 -0
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  11. Making Games with Python - W.T.E. Official Community/Plain_Block.png +3 -0
  12. Making Games with Python - W.T.E. Official Community/RedSelector.png +3 -0
  13. Making Games with Python - W.T.E. Official Community/Rock.png +3 -0
  14. Making Games with Python - W.T.E. Official Community/Selector.png +3 -0
  15. Making Games with Python - W.T.E. Official Community/Star.png +3 -0
  16. Making Games with Python - W.T.E. Official Community/Tree_Short.png +3 -0
  17. Making Games with Python - W.T.E. Official Community/Tree_Tall.png +3 -0
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  24. Making Games with Python - W.T.E. Official Community/beep3.ogg +3 -0
  25. Making Games with Python - W.T.E. Official Community/beep4.ogg +3 -0
  26. Making Games with Python - W.T.E. Official Community/blankpygame.py +11 -0
  27. Making Games with Python - W.T.E. Official Community/boy.png +3 -0
  28. Making Games with Python - W.T.E. Official Community/cat.png +3 -0
  29. Making Games with Python - W.T.E. Official Community/catanimation.py +47 -0
  30. Making Games with Python - W.T.E. Official Community/catgirl.png +3 -0
  31. Making Games with Python - W.T.E. Official Community/drawing.py +41 -0
  32. Making Games with Python - W.T.E. Official Community/flippy.py +518 -0
  33. Making Games with Python - W.T.E. Official Community/flippybackground.png +3 -0
  34. Making Games with Python - W.T.E. Official Community/flippyboard.png +3 -0
  35. Making Games with Python - W.T.E. Official Community/fourinarow.py +363 -0
  36. Making Games with Python - W.T.E. Official Community/freesansbold.ttf +0 -0
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  50. Making Games with Python - W.T.E. Official Community/horngirl.png +3 -0
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Making Games with Python - W.T.E. Official Community/blankpygame.py ADDED
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+ import pygame, sys
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+ from pygame.locals import *
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+
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+ pygame.init()
5
+ 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
8
+ 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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+ import pygame, sys
2
+ from pygame.locals import *
3
+
4
+ pygame.init()
5
+
6
+ FPS = 30 # frames per second setting
7
+ fpsClock = pygame.time.Clock()
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+
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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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+
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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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+
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+ while True: # the main game loop
20
+ DISPLAYSURF.fill(WHITE)
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+
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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'
26
+ 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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+
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+ DISPLAYSURF.blit(catImg, (catx, caty))
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+
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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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+
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+ pygame.display.update()
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+ fpsClock.tick(FPS)
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+ import pygame, sys
2
+ from pygame.locals import *
3
+
4
+ pygame.init()
5
+
6
+ # set up the window
7
+ DISPLAYSURF = pygame.display.set_mode((400, 300), 0, 32)
8
+ pygame.display.set_caption('Drawing')
9
+
10
+ # set up the colors
11
+ BLACK = ( 0, 0, 0)
12
+ WHITE = (255, 255, 255)
13
+ RED = (255, 0, 0)
14
+ GREEN = ( 0, 255, 0)
15
+ BLUE = ( 0, 0, 255)
16
+
17
+ # draw on the surface object
18
+ DISPLAYSURF.fill(WHITE)
19
+ pygame.draw.polygon(DISPLAYSURF, GREEN, ((146, 0), (291, 106), (236, 277), (56, 277), (0, 106)))
20
+ pygame.draw.line(DISPLAYSURF, BLUE, (60, 60), (120, 60), 4)
21
+ pygame.draw.line(DISPLAYSURF, BLUE, (120, 60), (60, 120))
22
+ pygame.draw.line(DISPLAYSURF, BLUE, (60, 120), (120, 120), 4)
23
+ pygame.draw.circle(DISPLAYSURF, BLUE, (300, 50), 20, 0)
24
+ pygame.draw.ellipse(DISPLAYSURF, RED, (300, 200, 40, 80), 1)
25
+ pygame.draw.rect(DISPLAYSURF, RED, (200, 150, 100, 50))
26
+
27
+ pixObj = pygame.PixelArray(DISPLAYSURF)
28
+ pixObj[380][280] = BLACK
29
+ pixObj[382][282] = BLACK
30
+ pixObj[384][284] = BLACK
31
+ pixObj[386][286] = BLACK
32
+ pixObj[388][288] = BLACK
33
+ del pixObj
34
+
35
+ # run the game loop
36
+ while True:
37
+ for event in pygame.event.get():
38
+ if event.type == QUIT:
39
+ pygame.quit()
40
+ sys.exit()
41
+ pygame.display.update()
Making Games with Python - W.T.E. Official Community/flippy.py ADDED
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+ # Flippy (a Reversi clone), by Al Sweigart [email protected]
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

  • SHA256: 7e3b0f8eb65b27485d675446cbd42802954b4f91c63e7d9daeceb344d6ed8f26
  • Pointer size: 130 Bytes
  • Size of remote file: 83 kB
Making Games with Python - W.T.E. Official Community/flippyboard.png ADDED

Git LFS Details

  • SHA256: 83d0669485be084df9ba33cc106a838899a17fdec13f3bca4ae94c21083efdfa
  • Pointer size: 131 Bytes
  • Size of remote file: 341 kB
Making Games with Python - W.T.E. Official Community/fourinarow.py ADDED
@@ -0,0 +1,363 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ # Four-In-A-Row, by Al Sweigart [email protected]
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()
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Making Games with Python - W.T.E. Official Community/gemgem.py ADDED
@@ -0,0 +1,549 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ # Gemgem (a Bejeweled clone), by Al Sweigart [email protected]
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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