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ultragem.py
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ultragem.py
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# UltraGem (A Bejeweled/CandyCrush Clone)
# By Johannes Buchner <buchner.johannes@gmx.at>
# Based on Gemgem (A Bejeweled Clone)
# http://inventwithpython.com/blog
# By Al Sweigart al@inventwithpython.com
# This code is meant to be a simple tutorial for Pygame and programming in
# general. As such, the code is simple (there is no object-oriented programming,
# list comprehensions, or other advanced concepts). This is intentional to make
# the code as readable as possible.
# This program has "gem data structures", which are basically dictionaries
# with the following keys:
# 'x' and 'y' - The location of the gem on the board. 0,0 is the top left.
# There is also a ROWABOVEBOARD row that 'y' can be set to,
# to indicate that it is above the board.
# 'directionx' 'directiony' - direction the gem is moving. (Not always used.)
# 'imageNum' - The integer index into GEMIMAGES to denote which image this
# gem uses.
# the game information is the board, which contains the content for each cell.
# the board used by UltraGemGame contains a reference to the image index
# the board used internally (self.board) is described in gemengine and is
# translated into the image-board.
import random
import time
import pygame
import sys
import copy
import numpy
from pygame.locals import QUIT, KEYUP, K_ESCAPE, K_BACKSPACE, MOUSEBUTTONUP, MOUSEBUTTONDOWN
from gemengine import Board, InitialFillerDoubleLockSpecial, InitialFillerDoubleLock, InitialFillerDisable, NastyTopFiller, BoardGravityPuller, Combiner, PairCombiner, Activater
FPS = 60 # frames per second to update the screen
HINTFPS = FPS / 10
SCOREFPS = FPS / 20
WINDOWWIDTH = 400 # width of the program's window, in pixels
WINDOWHEIGHT = 400 # height in pixels
GEMIMAGESIZE = 32 # width & height of each space in pixels
# NUMGEMIMAGES is the number of gem types. You will need .png image files named
# gem0.png, gem1.png, etc. up to gem(N-1).png.
NUMGEMIMAGES = 7
NUMFIREIMAGES = 30
NUMGLANCEIMAGES = 29
# NUMMATCHSOUNDS is the number of different sounds to choose from when a match
# is made. The .wav files are named match0.wav, match1.wav, etc.
NUMMATCHSOUNDS = 6
MOVERATE = 5 # 1 to 100, larger num means faster animations
HIGHLIGHTCOLOR = (0, 255, 255) # color of the selected gem's border
HINTCOLOR = (128, 255, 255) # color to hint to a possible move
BGCOLOR = (170, 190, 255) # background color on the screen
#BGCOLOR = (255, 255, 255) # background color on the screen
GRIDCOLOR = (0, 0, 255) # color of the game board
GAMEOVERCOLOR = (255, 100, 100) # color of the "Game over" text.
GAMEOVERBGCOLOR = (0, 0, 0) # background color of the "Game over" text.
SCORECOLOR = (85, 65, 0)
LINKCOLOR = (0, 0, 255)
# Constants for the different directions. The numbers correspond to the
# keyboard's keypad, but they could be any arbitrary value.
UP = 8
RIGHT = 6
DOWN = 2
LEFT = 4
EMPTY_SPACE = -1 # an arbitrary, nonnegative value
ROWABOVEBOARD = 'row above board' # an arbitrary, noninteger value
class GameInvalidException(Exception):
pass
class UltraGemGame(object):
def __init__(self, gameid=1):
self.gameid = gameid
self.ncolors = 6
self.journey = 'journey-auto'
self.setBoardSize(8,8)
self.rng = numpy.random
#self.rng.seed(4)
def setBoardSize(self, h, w):
self.BOARDWIDTH = w # how many columns in the board
self.BOARDHEIGHT = h # how many rows in the board
# The amount of space to the sides of the board to the edge of the window is
# used several times, so calculate it once here and store in variables.
self.XMARGIN = int((WINDOWWIDTH - GEMIMAGESIZE * self.BOARDWIDTH) / 2)
self.YMARGIN = int((WINDOWHEIGHT - GEMIMAGESIZE * self.BOARDHEIGHT) / 2)
def run(self):
pygame.init()
self.BASICFONT = pygame.font.Font('freesansbold.ttf', 24)
self.SMALLFONT = pygame.font.Font('freesansbold.ttf', 12)
self.FPSCLOCK = pygame.time.Clock()
self.WINDOWSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption('UltraGem')
self.WINDOWSURF.fill(BGCOLOR)
txt = self.BASICFONT.render('Loading ...', 1, GAMEOVERCOLOR, GAMEOVERBGCOLOR)
rect = txt.get_rect()
rect.center = int(WINDOWWIDTH / 2), int(WINDOWHEIGHT / 2)
self.WINDOWSURF.blit(txt, rect)
pygame.display.update()
# Load the images
self.GEMIMAGES = {}
for lock, status in ('N',0), ('X', -1), ('2',1), ('3',2):
for modifier, type in ('N',1), ('stripeH',2), ('stripeV',3), ('bomb',4):
for color in range(NUMGEMIMAGES):
i = color + 1
print('loading comb%s-%s-%s.png for %d,%d,%d' % (lock, i, modifier, status, type, color))
gemImage = pygame.image.load('graphics/comb%s-%s-%s.png' % (lock, i, modifier))
if gemImage.get_size() != (GEMIMAGESIZE, GEMIMAGESIZE):
gemImage = pygame.transform.smoothscale(gemImage, (GEMIMAGESIZE, GEMIMAGESIZE))
self.GEMIMAGES[(status, type, color)] = gemImage
modifier, type = 'spark', 5
i = 'N'
gemImage = pygame.image.load('graphics/comb%s-%s-%s.png' % (lock, i, modifier))
if gemImage.get_size() != (GEMIMAGESIZE, GEMIMAGESIZE):
gemImage = pygame.transform.smoothscale(gemImage, (GEMIMAGESIZE, GEMIMAGESIZE))
self.GEMIMAGES[(status, type, 0)] = gemImage
print('loading comb%s-%s-%s.png for %d,%d,%d' % (lock, i, modifier, status, type, 0))
if status > 0:
modifier, type = 'empty', 0
gemImage = pygame.image.load('graphics/gemlock%s.png' % (lock))
if gemImage.get_size() != (GEMIMAGESIZE, GEMIMAGESIZE):
gemImage = pygame.transform.smoothscale(gemImage, (GEMIMAGESIZE, GEMIMAGESIZE))
self.GEMIMAGES[(status, type, 0)] = gemImage
print('loading gemlock%s.png for %d,%d,%d' % (lock, status, type, 0))
status, type, color = 0, -1, 0
gemImage = pygame.image.load('graphics/nonfield.png')
if gemImage.get_size() != (GEMIMAGESIZE, GEMIMAGESIZE):
gemImage = pygame.transform.smoothscale(gemImage, (GEMIMAGESIZE, GEMIMAGESIZE))
self.GEMIMAGES[(status, type, color)] = gemImage
print('loading nonfield.png for %d,%d,%d' % (status, type, 0))
#print('images loaded:', self.GEMIMAGES.keys())
self.FIREIMAGES = []
for i in range(1,NUMFIREIMAGES+1):
gemImage = pygame.image.load('graphics/fire%s.png' % i)
if gemImage.get_size() != (GEMIMAGESIZE, GEMIMAGESIZE):
gemImage = pygame.transform.smoothscale(gemImage, (GEMIMAGESIZE, GEMIMAGESIZE))
self.FIREIMAGES.append(gemImage)
self.GLANCEIMAGES = []
for i in range(1,NUMGLANCEIMAGES+1):
gemImage = pygame.image.load('graphics/glance%s.png' % i)
if gemImage.get_size() != (GEMIMAGESIZE, GEMIMAGESIZE):
gemImage = pygame.transform.smoothscale(gemImage, (GEMIMAGESIZE, GEMIMAGESIZE))
self.GLANCEIMAGES.append(gemImage)
# Load the sounds.
GAMESOUNDS = {}
GAMESOUNDS['bad swap'] = pygame.mixer.Sound('sounds/badswap.wav')
GAMESOUNDS['match'] = []
for i in range(NUMMATCHSOUNDS):
GAMESOUNDS['match'].append(pygame.mixer.Sound('sounds/match%s.wav' % i))
self.GAMESOUNDS = GAMESOUNDS
BOARDRECTS = []
for x in range(self.BOARDWIDTH):
BOARDRECTS.append([])
for y in range(self.BOARDHEIGHT):
r = pygame.Rect((self.XMARGIN + (x * GEMIMAGESIZE),
self.YMARGIN + (y * GEMIMAGESIZE),
GEMIMAGESIZE,
GEMIMAGESIZE))
BOARDRECTS[x].append(r)
self.BOARDRECTS = BOARDRECTS
while True:
try:
self.last_move = None, None, None, None
self.nswaps = 0
self.boardlog = []
self.score = self.scoring_function([])
self.events_processed = 0
self.initGame()
self.runGame()
success = self.score[self.goalid] >= self.goalvalue
if success:
self.gameid += 1
with open('currentgame', 'w') as f:
f.write('%d\n' % self.gameid)
except GameInvalidException as e:
self.gameid += 1
print(e)
def setupGame(self, seed):
nrows, ncols, ncolors = self.BOARDWIDTH, self.BOARDHEIGHT, self.ncolors
rng = numpy.random.RandomState(seed)
board = Board(nrows=nrows, ncols=ncols)
# make lower numbers more likely to be selected
prows = 1. / (0.2 + numpy.arange(nrows))
prows /= prows.sum()
ndrows = rng.choice(numpy.arange(nrows), p=prows)
ndlrows = rng.choice(numpy.arange(nrows), p=prows)
pcols = 1. / (0.2+ numpy.arange(ncols))
pcols /= pcols.sum()
ndcols = rng.choice(numpy.arange(nrows), p=pcols)
ndlcols = rng.choice(numpy.arange(nrows), p=pcols)
if rng.uniform() < 0.1:
types = [2,3,4,5] if rng.uniform() < 0.5 else [2,3,4]
InitialFillerDoubleLockSpecial(board, ncolors=ncolors, types=types, nrows=ndlrows, ncols=ndlcols, rng=rng).run()
else:
InitialFillerDoubleLock(board, nrows=ndlrows, ncols=ndlcols, rng=rng).run()
if rng.uniform() < 0.1:
InitialFillerDisable(board, nrows=ndrows, ncols=ndcols, rng=rng).run()
topfill = NastyTopFiller(board, ncolors=ncolors)
return board, topfill
def setupUniqueGame(self, seed):
nrows, ncols, ncolors = self.BOARDWIDTH, self.BOARDHEIGHT, self.ncolors
board, topfill = self.setupGame(seed)
for i in range(1, seed):
board2, _ = self.setupGame(i)
if (board2.status == board.status).all() and (board2.type == board.type).all() and (board2.color == board.color).all():
raise GameInvalidException("Board with seed=%d same as seed=%d" % (i, seed))
return board, topfill
def loadGame(self, gameid):
self.BOARDWIDTH, self.BOARDHEIGHT, self.ncolors = None, None, None
with open('%s/%d' % (self.journey, gameid)) as f:
gameprops = {}
for line in f:
key, value = line.split(':')
gameprops[key] = value
key = key.upper()
if key == 'NCOLORS':
self.ncolors = int(value)
elif key == 'MAXSWAPS':
self.maxswaps = int(value)
elif key == 'GOALID':
self.goalid = int(value)
elif key == 'NMIN':
self.goalvalue = int(value)
elif key == 'DIFFICULTY':
d = float(value)
if d < 0.2:
self.difficulty_text = 'SUPER EASY'
elif d < 0.5:
self.difficulty_text = 'EASY'
elif d < 0.75:
self.difficulty_text = 'HARD'
elif d < 1.0:
self.difficulty_text = 'VERY HARD'
else:
self.difficulty_text = 'EXTREME'
elif key == 'BOARD':
a, b = value.split('x')
self.setBoardSize(int(a), int(b))
break
nrows, ncols, ncolors = self.BOARDWIDTH, self.BOARDHEIGHT, self.ncolors
board = Board(nrows=nrows, ncols=ncols)
for i, line in enumerate(f):
#print('parsing line', line)
for k in range(self.BOARDWIDTH):
txt = line[k*4:(k+1)*4]
#print('parsing chunk: "%s"' % txt)
type = 0
color = 0
status = 0
if txt == ' ':
# empty
pass
elif txt[1] == 'X':
type = -1
elif txt[1] == 'B':
status = 2
type = 0
elif txt[1] == 'b':
status = 1
type = 0
elif txt[0] == ' ':
type = 1
color = int(txt[1])
elif txt[0] == '=':
type = 2
color = int(txt[1])
elif txt[0] == '|':
type = 3
color = int(txt[1])
elif txt[0] == 'X':
type = 4
color = int(txt[1])
elif txt[0] == '#':
type = 5
color = 0
if txt[2] == 'L':
status = 2
elif txt[2] == 'l':
status = 1
board.type[i,k] = type
board.color[i,k] = color
board.status[i,k] = status
topfill = NastyTopFiller(board, ncolors=ncolors)
return board, topfill
def initGame(self):
#board, topfill = self.setupUniqueGame(self.gameid)
board, topfill = self.loadGame(self.gameid)
rng = self.rng
self.board = board
self.topfill = topfill
self.grav = BoardGravityPuller(board)
self.comb = Combiner(board)
self.paircomb = PairCombiner(board)
self.acto = Activater(board)
def fillBoardAndAnimate(self, board, points=None):
# dropping phase
anychange = True
nshuffles = 0
self.gameLog('fillBoardAndAnimate', self.board.copy())
print(self.board)
while True:
while anychange:
changes = self.grav.run()
anychange = len(changes) > 0
movingGems = []
#print('grav changes:', changes, anychange)
self.gameLog('grav', self.board.copy())
print(self.board)
for j, i, move in changes:
if move == 'dropped from top':
directionx = 0
directiony = 1
elif move == 'dropped from top-left':
directionx = 1
directiony = 1
elif move == 'dropped from top-right':
directionx = -1
directiony = 1
else:
assert False, move
assert self.getImageNum(j,i) != -1
movingGems.append(dict(imageNum=self.getImageNum(j,i),
x=i-directionx, y=j-directiony,
directionx=directionx, directiony=directiony))
changes = self.topfill.run()
anychange = len(changes) > 0 or anychange
#print('topfill changes:', changes, anychange)
self.gameLog('topfill', self.board.copy())
print(self.board)
for j, i, move in changes:
directionx = 0
directiony = 1
assert self.getImageNum(j,i) != -1
movingGems.append(dict(imageNum=self.getImageNum(j,i),
x=i-directionx, y=j-directiony,
directionx=directionx, directiony=directiony))
if movingGems:
#print('moving gems:', movingGems)
boardCopy = self.getBoardCopyMinusGems(board, movingGems)
self.animateMovingGems(boardCopy, movingGems, points)
#self.moveGems(board, movingGems)
self.updateBoard(board)
#print('board now:', board)
#print('final board:', board)
# combining phase
anychange = self.comb.run()
self.gameLog('comb', self.board.copy())
if anychange:
# have to find the differences and transition
# using fire
boardCopy = copy.deepcopy(board)
self.updateBoard(board)
print(self.board)
self.transitionBoard(boardCopy, board)
#print(('STEP %d: activation...' % nstep))
anychange = self.acto.run() or anychange
self.gameLog('acto', self.board.copy())
if anychange:
boardCopy = copy.deepcopy(board)
self.updateBoard(board)
print(self.board)
self.transitionBoard(boardCopy, board)
continue
# ok, the board settled down now
# we should ask the agent/user what they want to do now
#print(('STEP %d: finding valid moves ...' % nstep))
moves = list(self.paircomb.enumerate_valid_moves())
if len(moves) == 0:
# no moves left -- shuffle
#print(('shuffling ...'))
nshuffles += 1
if nshuffles > 20:
raise GameInvalidException('Too many shuffles')
boardCopy = copy.deepcopy(board)
self.paircomb.shuffle()
self.gameLog('paircomb.shuffle', self.board.copy())
self.updateBoard(board)
self.transitionBoard(boardCopy, board, type='glance')
continue
self.gameLog('moves', moves)
self.rng.shuffle(moves)
return moves
def continueGame(self, board, move):
boardCopy = copy.deepcopy(board)
self.paircomb.run(*move)
self.gameLog('paircomb.run', self.board.copy())
self.updateBoard(board)
self.transitionBoard(boardCopy, board)
self.comb.set_last_interaction(*move)
self.last_move = move
print(self.board)
# combining phase
anychange = self.comb.run()
self.gameLog('comb', self.board.copy())
if anychange:
# have to find the differences and transition
# using fire
boardCopy = copy.deepcopy(board)
self.updateBoard(board)
print(self.board)
self.transitionBoard(boardCopy, board)
#print(('STEP %d: activation...' % nstep))
anychange = self.acto.run() or anychange
self.gameLog('acto', self.board.copy())
if anychange:
boardCopy = copy.deepcopy(board)
self.updateBoard(board)
print(self.board)
self.transitionBoard(boardCopy, board)
# dropping phase
return self.fillBoardAndAnimate(board, [])
def isValidMove(self, x1, y1, x2, y2):
for (fromj,fromi,toj,toi),score in self.possible_moves:
if x1 == fromi and y1 == fromj and x2 == toi and y2 == toj:
return (fromj,fromi,toj,toi)
print('possible moves:')
for move, score in self.possible_moves:
print(move)
print()
print('not:',x1,y1,x2,y2)
return False
def getBoardCopyMinusGems(self, board, gems):
# Gems is a list of dicts, with keys 'imageNum', 'x', 'y', 'direction'.
boardCopy = copy.deepcopy(board)
# Remove some of the gems from this board data structure copy.
for gem in gems:
if gem['y'] != ROWABOVEBOARD and gem['y'] >= 0:
#print('temporarily disabling', gem['x'], gem['y'])
boardCopy[gem['x']][gem['y']] = EMPTY_SPACE
return boardCopy
def getImageNum(self, j, i):
color = self.board.color[j,i]
type = self.board.type[j,i]
status = self.board.status[j,i]
if type == 0 and status == 0:
return EMPTY_SPACE
else:
if type == 5:
color = 0
return (status, type, color)
def updateBoard(self, board):
for x in range(self.BOARDWIDTH):
for y in range(self.BOARDHEIGHT):
board[x][y] = self.getImageNum(y,x)
def moveGems(self, board, movingGems):
# movingGems is a list of dicts with keys 'x', 'y', 'direction', and 'imageNum'
for gem in movingGems:
if gem['y'] != ROWABOVEBOARD:
#print('marking empty', gem['x'], gem['y'])
board[gem['x']][gem['y']] = EMPTY_SPACE
movex = gem['directionx']
movey = gem['directiony']
#print('filling', gem['x']+movex, gem['y']+movey)
board[gem['x'] + movex][gem['y'] + movey] = gem['imageNum']
else:
board[gem['x']][0] = gem['imageNum'] # ignore 'direction', just move to top row
def transitionBoard(self, oldboard, newboard, type='fire'):
progress = 0 # progress at 0 represents beginning, progress at 100 represents finish.
differences = []
for x in range(self.BOARDWIDTH):
for y in range(self.BOARDHEIGHT):
if oldboard[x][y] != newboard[x][y]:
differences.append((x,y))
#print('differences:', differences)
if not differences: return
if type == 'fire':
NIMG = NUMFIREIMAGES
elif type == 'glance':
NIMG = NUMGLANCEIMAGES
while progress < NIMG:
#print('transitioning...', progress)
self.WINDOWSURF.fill(BGCOLOR)
if progress < 22:
self.drawBoard(oldboard)
else:
self.drawBoard(newboard)
# Draw fire where they differ.
for x,y in differences:
self.drawFire(x, y, progress, type=type)
self.drawScore(update=False)
pygame.display.update()
self.FPSCLOCK.tick(FPS)
progress += 1
self.drawBoard(newboard)
self.drawScore(update=True)
pygame.display.update()
def drawFire(self, x, y, progress, type):
pixelx = self.XMARGIN + (x * GEMIMAGESIZE)
pixely = self.YMARGIN + (y * GEMIMAGESIZE)
r = pygame.Rect( (pixelx, pixely, GEMIMAGESIZE, GEMIMAGESIZE) )
if type == 'fire':
self.WINDOWSURF.blit(self.FIREIMAGES[progress], r)
elif type == 'glance':
self.WINDOWSURF.blit(self.GLANCEIMAGES[progress], r)
else:
assert False, type
def animateMovingGems(self, board, gems, pointsText):
progress = 0 # progress at 0 represents beginning, progress at 100 represents finish.
while progress <= 100:
self.WINDOWSURF.fill(BGCOLOR)
self.drawBoard(board)
# Draw each gem.
for gem in gems:
self.drawMovingGem(gem, progress)
self.drawScore(update=False)
pygame.display.update()
self.FPSCLOCK.tick(FPS)
progress += MOVERATE
def drawMovingGem(self, gem, progress):
movex = 0
movey = 0
progress *= 0.01
#print('moving...', progress, gem)
fraction = progress
fraction = numpy.arctan((progress - 0.5) * 10) * 1.13 / numpy.pi + 0.5
movex = gem['directionx'] * int(fraction * GEMIMAGESIZE)
movey = gem['directiony'] * int(fraction * GEMIMAGESIZE)
basex = gem['x']
basey = gem['y']
if basey == ROWABOVEBOARD:
basey = -1
pixelx = self.XMARGIN + (basex * GEMIMAGESIZE)
pixely = self.YMARGIN + (basey * GEMIMAGESIZE)
r = pygame.Rect( (pixelx + movex, pixely + movey, GEMIMAGESIZE, GEMIMAGESIZE) )
self.WINDOWSURF.blit(self.GEMIMAGES[gem['imageNum']], r)
def drawBoard(self, board):
pygame.draw.rect(self.WINDOWSURF, BGCOLOR,
(self.XMARGIN, self.YMARGIN - GEMIMAGESIZE,
GEMIMAGESIZE * self.BOARDWIDTH,
GEMIMAGESIZE * (self.BOARDHEIGHT+1)), 0)
for x in range(self.BOARDWIDTH):
for y in range(self.BOARDHEIGHT):
pygame.draw.rect(self.WINDOWSURF, GRIDCOLOR, self.BOARDRECTS[x][y], 1)
gemToDraw = board[x][y]
if gemToDraw != EMPTY_SPACE:
self.WINDOWSURF.blit(self.GEMIMAGES[gemToDraw], self.BOARDRECTS[x][y])
def scoring_function(self, events):
nspecial = [0, 0, 0]
ncombispecial_index = {22:0,42:1,44:2,51:3,52:4,54:5,55:6}
ncombispecial = [0, 0, 0, 0, 0, 0, 0]
nunlocked = 0
ndestroyed = 0
score = 0
for type, value in events:
if type == 'activated':
if value in (2,3):
nspecial[0] += 1
elif value == 4:
nspecial[1] += 1
elif value == 5:
nspecial[2] += 1
score += 10 * value
elif type == 'unlocked':
nunlocked += value
elif type == 'destroyed':
ndestroyed += value
score += value
elif type == 'combined':
ncombispecial[ncombispecial_index[value]] += 1
return [score, ndestroyed, nunlocked] + nspecial + ncombispecial
def drawScore(self, update=True):
lastscore = self.score
if update:
newevents = self.board.events[self.events_processed:]
newscore = self.scoring_function(newevents)
self.score = [a+b for a,b in zip(newscore, lastscore)]
_, _, y, x = self.last_move
#print('new score:', newscore, x, y)
if newscore[0] > 0 and x is not None:
pointsSurf = self.BASICFONT.render(str(newscore[0]), 1, SCORECOLOR)
pointsRect = pointsSurf.get_rect()
pointsRect.center = (x * GEMIMAGESIZE + self.XMARGIN, y * GEMIMAGESIZE + self.YMARGIN)
self.WINDOWSURF.blit(pointsSurf, pointsRect)
pygame.display.update()
self.FPSCLOCK.tick(SCOREFPS)
self.events_processed = len(self.board.events)
done = self.score[self.goalid]
todo = self.goalvalue
top = 10
middle = WINDOWHEIGHT - GEMIMAGESIZE / 2 - 10
left = self.XMARGIN
anycolor = 6
scoretxt = '%d' % (done)
if self.goalid == 0:
imageIds = []
goaltxt = 'score > %d' % todo
elif self.goalid == 1:
imageIds = []
goaltxt = '%d destroyed' % todo
elif self.goalid == 2:
imageIds = [(1, 0, 0)]
goaltxt = '%d unlocked' % todo
elif self.goalid == 3:
imageIds = [(0, 2, anycolor)]
goaltxt = '%d stripes' % todo
elif self.goalid == 4:
imageIds = [(0, 4, anycolor)]
goaltxt = '%d bombs' % todo
elif self.goalid == 5:
imageIds = [(0, 5, 0)]
goaltxt = '%d zappers' % todo
elif self.goalid == 6:
imageIds = [(0, 2, anycolor), (0, 3, anycolor)]
goaltxt = '%d stripe+stripe' % todo
elif self.goalid == 7:
imageIds = [(0, 2, anycolor), (0, 4, anycolor)]
goaltxt = '%d stripe+bomb' % todo
elif self.goalid == 8:
imageIds = [(0, 4, anycolor), (0, 4, anycolor)]
goaltxt = '%d bomb+bomb' % todo
elif self.goalid == 9:
imageIds = [(0, 5, 0), (0, 1, anycolor)]
goaltxt = '%d zapper+gem' % todo
elif self.goalid == 10:
imageIds = [(0, 5, 0), (0, 2, anycolor)]
goaltxt = '%d zapper+stripe' % todo
elif self.goalid == 11:
imageIds = [(0, 5, 0), (0, 4, anycolor)]
goaltxt = '%d zapper+bomb' % todo
elif self.goalid == 12:
imageIds = [(0, 5, 0), (0, 5, 0)]
goaltxt = '%d zapper+zapper' % todo
else:
assert False
if len(imageIds) > 0:
goaltxt = '%d' % todo
leveltxt = '%s LEVEL %d' % (self.difficulty_text, self.gameid)
levelImg = self.BASICFONT.render(leveltxt, 1, SCORECOLOR) # score is a global variable
levelRect = levelImg.get_rect()
levelRect.top = top
levelRect.left = 10
self.WINDOWSURF.blit(levelImg, levelRect)
contacttxt = 'issue?'
contactImg = self.SMALLFONT.render(contacttxt, 1, LINKCOLOR) # score is a global variable
contactRect = contactImg.get_rect()
contactRect.top = top
contactRect.right = WINDOWWIDTH - 10
self.contactButton = contactRect
self.WINDOWSURF.blit(contactImg, contactRect)
scoreImg = self.BASICFONT.render(scoretxt, 1, SCORECOLOR) # score is a global variable
scoreRect = scoreImg.get_rect()
scoreRect.left = 10
scoreRect.centery = middle
self.WINDOWSURF.blit(scoreImg, scoreRect)
goaltxt = 'GOAL: %s' % (goaltxt)
goalImg = self.BASICFONT.render(goaltxt, 1, SCORECOLOR) # score is a global variable
goalRect = goalImg.get_rect()
goalRect.top = top
goalRect.left = left
goalRect.centery = middle
self.WINDOWSURF.blit(goalImg, goalRect)
sparewidth = 0
left += goalRect.width + sparewidth
if len(imageIds) > 0:
imageId = imageIds[0]
r = pygame.Rect((left, top, GEMIMAGESIZE, GEMIMAGESIZE) )
r.centery = middle
self.WINDOWSURF.blit(self.GEMIMAGES[imageId], r)
left += GEMIMAGESIZE + sparewidth
if len(imageIds) > 1:
plusImg = self.BASICFONT.render('+', 1, SCORECOLOR)
plusRect = plusImg.get_rect()
plusRect.left = left
plusRect.centery = middle
left += plusRect.width + sparewidth
self.WINDOWSURF.blit(plusImg, plusRect)
imageId = imageIds[1]
r = pygame.Rect((left, top, GEMIMAGESIZE, GEMIMAGESIZE) )
r.centery = middle
self.WINDOWSURF.blit(self.GEMIMAGES[imageId], r)
left += GEMIMAGESIZE + sparewidth
# draw number of swaps left
swaptxt = '%d' % (self.maxswaps - self.nswaps)
swapImg = self.BASICFONT.render(swaptxt, 1, SCORECOLOR)
swapRect = swapImg.get_rect()
swapRect.right = WINDOWWIDTH - 10
swapRect.centery = middle
self.WINDOWSURF.blit(swapImg, swapRect)
def checkForGemClick(self, pos):
# See if the mouse click was on the board
for x in range(self.BOARDWIDTH):
for y in range(self.BOARDHEIGHT):
if self.BOARDRECTS[x][y].collidepoint(pos[0], pos[1]):
return (x, y) # Return board x and y where the click occurred.
return None # Click was not on the board.
def gameLog(self, movement, newdata):
self.boardlog.append((movement, newdata))
def checkForLinkClick(self, pos):
# See if the mouse click was on the board
if self.contactButton.collidepoint(pos[0], pos[1]):
#try:
import webbrowser
import urllib
if hasattr(urllib, 'urlencode'):
urlencode = urllib.urlencode
else:
urlencode = urllib.parse.urlencode
logtxts = []
lastBoard = None
nevents_processed = 0
for i, (movement, newdata) in enumerate(self.boardlog, 1):
if movement == 'moves':
logtxt = "\n%d. possible moves:" % i
for move, score in newdata:
logtxt += "\n* %d,%d -> %d,%d" % (move)
logtxts.append(logtxt)
continue
if lastBoard is not None and newdata == lastBoard:
logtxts.append("%d: %s (no change)" % (i, movement))
continue
logtxt = "%d: after %s:\n```\n%s\n```\n" % (i, movement, newdata)
lastBoard = newdata
for type, value in newdata.events[nevents_processed:]:
logtxt += "* Event: %s - %s\n" % (type, value)
logtxts.append(logtxt)
nevents_processed = len(newdata.events)
logtxt = ''
for logtxti in logtxts[::-1]:
if len(logtxt) + len(logtxti) > 5000:
break
logtxt += '\n'
logtxt += logtxti
print(len(logtxt))
body = """
Hi!
My issue/suggestion/question/ is ...
Debug information
---------------------------------
I was playing this board:
```
%s
```
with %d colors, %d swaps. Goal %d of type=%d.
My last moves were:
%s
""" % (str(self.board), self.ncolors, self.maxswaps, self.goalvalue, self.goalid, logtxt)
#title = 'Level %d' % self.gameid
webbrowser.open("https://github.com/JohannesBuchner/ultragem/issues/new?%s" % (urlencode(dict(body=body))))
#except Exception:
# pass
def highlightSpace(self, x, y):
pygame.draw.rect(self.WINDOWSURF, HIGHLIGHTCOLOR, self.BOARDRECTS[x][y], 4)
def hintMove(self):
(fromj, fromi, toj, toi), score = self.possible_moves[0]
for i in range(3):
x, y = fromi, fromj
pygame.draw.rect(self.WINDOWSURF, HINTCOLOR, self.BOARDRECTS[x][y], 4)
x, y = toi, toj
pygame.draw.rect(self.WINDOWSURF, HINTCOLOR, self.BOARDRECTS[x][y], 4)
pygame.display.update()
self.FPSCLOCK.tick(HINTFPS)
x, y = fromi, fromj
pygame.draw.rect(self.WINDOWSURF, GRIDCOLOR, self.BOARDRECTS[x][y], 4)
x, y = toi, toj
pygame.draw.rect(self.WINDOWSURF, GRIDCOLOR, self.BOARDRECTS[x][y], 4)
pygame.display.update()
self.FPSCLOCK.tick(HINTFPS)
def getSwappingGems(self, board, firstXY, secondXY):
firstGem = dict(imageNum=board[firstXY[0]][firstXY[1]],
x=firstXY[0], directionx=0,
y=firstXY[1], directiony=0)
secondGem = dict(imageNum=board[secondXY[0]][secondXY[1]],
x=secondXY[0], directionx=0,
y=secondXY[1], directiony=0)
highlightedGem = None
if firstGem['x'] == secondGem['x'] + 1 and firstGem['y'] == secondGem['y']:
firstGem['directionx'] = -1
secondGem['directionx'] = +1
elif firstGem['x'] == secondGem['x'] - 1 and firstGem['y'] == secondGem['y']:
firstGem['directionx'] = +1
secondGem['directionx'] = -1
elif firstGem['y'] == secondGem['y'] + 1 and firstGem['x'] == secondGem['x']:
firstGem['directiony'] = -1
secondGem['directiony'] = +1
elif firstGem['y'] == secondGem['y'] - 1 and firstGem['x'] == secondGem['x']:
firstGem['directiony'] = +1
secondGem['directiony'] = -1
else:
# These gems are not adjacent and can't be swapped.
return None, None
return firstGem, secondGem
def runGame(self):
mainBoard = [[EMPTY_SPACE] * self.BOARDHEIGHT for x in range(self.BOARDWIDTH)]
# Drop the initial gems.
self.possible_moves = self.fillBoardAndAnimate(mainBoard, [])
self.nswaps = 0
firstSelectedGem = None
lastMouseDownX = None
lastMouseDownY = None
isGameOver = False
clickContinueTextSurf = None
while True:
clickedSpace = None
isGameOver = self.score[self.goalid] >= self.goalvalue or self.nswaps >= self.maxswaps
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit(0)
if event.type == KEYUP:
if event.key == K_ESCAPE:
pygame.quit()
sys.exit(0)
elif event.key == K_BACKSPACE:
return
if event.type == MOUSEBUTTONUP:
if isGameOver:
return
if event.pos == (lastMouseDownX, lastMouseDownY):
# This is a mouse click.
clickedSpace = self.checkForGemClick(event.pos)
self.checkForLinkClick(event.pos)
else:
# This is the end of a mouse drag, and the first gem has already been selected.
firstSelectedGem = self.checkForGemClick((lastMouseDownX, lastMouseDownY))
mouseOverSpace = self.checkForGemClick(event.pos)
if mouseOverSpace and (mouseOverSpace[0] == firstSelectedGem[0] + 1 or \
mouseOverSpace[0] == firstSelectedGem[0] - 1 or \
mouseOverSpace[1] == firstSelectedGem[1] + 1 or \
mouseOverSpace[1] == firstSelectedGem[1] - 1):
clickedSpace = mouseOverSpace
if not firstSelectedGem or not mouseOverSpace:
# If this MOUSEBUTTONUP was not part of a valid drag, deselect both.
firstSelectedGem = None
mouseOverSpace = None
if event.type == MOUSEBUTTONDOWN:
lastMouseDownX, lastMouseDownY = event.pos
# Check if this is the first or second gem to be clicked.
if clickedSpace and not firstSelectedGem:
firstSelectedGem = clickedSpace
elif clickedSpace and firstSelectedGem:
# Two gems have been selected. Swap the gems.
firstSwappingGem, secondSwappingGem = self.getSwappingGems(mainBoard, firstSelectedGem, clickedSpace)
if firstSwappingGem is None and secondSwappingGem is None:
firstSelectedGem = None # Deselect the first gem.
continue
# Show the swap animation on the screen.
boardCopy = self.getBoardCopyMinusGems(mainBoard, (firstSwappingGem, secondSwappingGem))
self.animateMovingGems(boardCopy, [firstSwappingGem, secondSwappingGem], [])
# Swap the gems in the board data structure.
mainBoard[firstSwappingGem['x']][firstSwappingGem['y']] = secondSwappingGem['imageNum']
mainBoard[secondSwappingGem['x']][secondSwappingGem['y']] = firstSwappingGem['imageNum']
# See if this is a matching move.
move = self.isValidMove(firstSwappingGem['x'],firstSwappingGem['y'],
secondSwappingGem['x'], secondSwappingGem['y'])
if not move:
# Not a matching move: swap the gems back
self.GAMESOUNDS['bad swap'].play()
firstSwappingGem, secondSwappingGem = self.getSwappingGems(mainBoard, firstSelectedGem, clickedSpace)
self.animateMovingGems(boardCopy, [firstSwappingGem, secondSwappingGem], [])
mainBoard[firstSwappingGem['x']][firstSwappingGem['y']] = secondSwappingGem['imageNum']
mainBoard[secondSwappingGem['x']][secondSwappingGem['y']] = firstSwappingGem['imageNum']
self.hintMove()
else:
# successful move.
# reset selection
firstSelectedGem = None
secondSwappingGem = None
self.nswaps += 1
self.possible_moves = self.continueGame(mainBoard, move)
if self.score[self.goalid] >= self.goalvalue or self.nswaps >= self.maxswaps:
isGameOver = True
# Draw the board.
self.WINDOWSURF.fill(BGCOLOR)
self.drawBoard(mainBoard)
if firstSelectedGem != None:
self.highlightSpace(firstSelectedGem[0], firstSelectedGem[1])
if isGameOver:
if clickContinueTextSurf == None:
if self.score[self.goalid] >= self.goalvalue:
#endtxt = 'Final Score: %s (Click to continue)' % (self.score[0])
endtxt = 'SUCCESS! Click for next level'
else:
endtxt = 'ALMOST! Click to try again.'
clickContinueTextSurf = self.BASICFONT.render(endtxt, 1, GAMEOVERCOLOR, GAMEOVERBGCOLOR)
clickContinueTextRect = clickContinueTextSurf.get_rect()
clickContinueTextRect.center = int(WINDOWWIDTH / 2), int(WINDOWHEIGHT / 2)
self.WINDOWSURF.blit(clickContinueTextSurf, clickContinueTextRect)
self.drawScore(update=True)
pygame.display.update()
self.FPSCLOCK.tick(FPS)
if __name__ == '__main__':
try:
if len(sys.argv) > 1:
gameid = int(sys.argv[1])
else:
gameid = int(open('currentgame', 'r').read())
except Exception:
gameid = 1
game = UltraGemGame(gameid=gameid)
game.run()