new menu_manager system (far cleaner), polished win + draw detection
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e3735a3786
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gui/game.py
230
gui/game.py
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@ -1,4 +1,3 @@
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# imports
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import pygame
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from button import Button
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from menu_manager import MenuManager
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@ -12,50 +11,37 @@ TILE_SIZE, TILE_SPACING = 50, 20
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GRID_WIDTH = COLS * TILE_SIZE + (COLS - 1) * TILE_SPACING
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GRID_HEIGHT = ROWS * TILE_SIZE + (ROWS - 1) * TILE_SPACING
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# init the pygame
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# inits
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pygame.init()
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font = pygame.font.Font("Baloo2-Bold.ttf", 40)
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display = pygame.display.set_mode(WINDOW_SIZE)
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clock = pygame.time.Clock()
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# colourss
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primary_colour = (70, 130, 180) # button background
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hover_colour = (51, 102, 145) # button hover
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text_colour = (245, 245, 245) # button text
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tile_colour = (200, 200, 200) # tile main
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tile_hover = (170, 170, 170) # tile hover
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tile_text = (50, 50, 50) # tile text
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bg_colour = (30, 30, 40) # main background
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# coloursss
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primary_colour = (70, 130, 180)
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hover_colour = (51, 102, 145)
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text_colour = (245, 245, 245)
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tile_colour = (200, 200, 200)
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tile_hover = (170, 170, 170)
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tile_text = (50, 50, 50)
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bg_colour = (30, 30, 40)
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red_tile = (255, 0, 0) # the red that a red tile is
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red_tile_hover = (220, 0, 0) # the red that a hovered red tile is
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yellow_tile = (255, 255, 0) # the yellow that a yellow tile is
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yellow_tile_hover = (220, 220, 0) # the yellow that a hovered yellow tile is
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red_tile = (255, 0, 0)
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red_tile_hover = (220, 0, 0)
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yellow_tile = (255, 255, 0)
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yellow_tile_hover = (220, 220, 0)
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# variables
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# game state inits
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tiles = []
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menu_manager = MenuManager(display, bg_colour) # background colour
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player = "red"
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board_full = False
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winner = None # "red", "yellow", or None for draw
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# menu functions
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def start_game_func(*_):
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global board_full
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board_full = False
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create_tiles()
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menu_manager.change_menu("game")
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def settings_menu(*_):
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menu_manager.change_menu("settings")
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def go_back(*_):
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menu_manager.change_menu("start")
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# tile stuff
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# tile + board logic
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def create_tiles():
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global tiles
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tiles = []
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start_x = (WINDOW_SIZE[0] - GRID_WIDTH) // 2
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start_y = (WINDOW_SIZE[1] - GRID_HEIGHT) // 2
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@ -64,21 +50,33 @@ def create_tiles():
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for r in range(ROWS):
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x = start_x + c * (TILE_SIZE + TILE_SPACING)
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y = start_y + r * (TILE_SIZE + TILE_SPACING)
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id = str(c * ROWS + r)
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tile = Button(
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x, y, TILE_SIZE, TILE_SIZE, "",
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tile_colour, tile_hover, tile_text, tile_press, None, 30, (id, c, r),
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tile_colour, tile_hover, tile_text,
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tile_press, None, 30, (c, r),
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rounding=30
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)
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col.append(tile)
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tiles.append(col)
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def checkWin():
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def drop_tile(col_index):
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column = tiles[col_index]
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for r in reversed(range(ROWS)):
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target_tile = column[r]
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if target_tile.colour == tile_colour:
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if player == "red":
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target_tile.colour = red_tile
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target_tile.hover_colour = red_tile_hover
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else:
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target_tile.colour = yellow_tile
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target_tile.hover_colour = yellow_tile_hover
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return r # row where tile landed
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return None # column full
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def check_win():
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global tiles, player
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colours = [yellow_tile, yellow_tile_hover] if player == "red" else [red_tile, red_tile_hover] # this is backwards on purpose
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colours = [yellow_tile, yellow_tile_hover] if player == "yellow" else [red_tile, red_tile_hover]
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rows, cols = (6, 7)
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winCount = 4
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@ -99,150 +97,114 @@ def checkWin():
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if all(tiles[col + i][row - i].colour in colours for i in range(winCount)):
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return [(col + i, row - i) for i in range(winCount)]
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def drop_tile(col_index):
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global player
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column = tiles[col_index]
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# find the lowest unoccupied tile in this column
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for r in reversed(range(ROWS)):
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target_tile = column[r]
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# check if already taken (coloured by a player)
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if target_tile.colour == tile_colour:
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# claim this tile for the current player
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target_tile.colour = red_tile if player == "red" else yellow_tile
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target_tile.hover_colour = red_tile_hover if player == "red" else yellow_tile_hover
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# print(f"Player {player} placed at col {col_index}, row {r}")
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# switch turn
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player = "yellow" if player == "red" else "red"
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# print(f"Next turn: {player}")
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break
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else:
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# column is full
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print(f"Column {col_index} is full!")
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def is_board_full():
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global tiles, board_full
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for col in tiles:
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for row in reversed(range(ROWS)):
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target = col[row]
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if target.colour == tile_colour:
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for tile in col:
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if tile.colour == tile_colour:
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return False
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return True
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def tile_press(tile: Button):
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global board_full
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global board_full, winner, player
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if board_full:
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return
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id, col_index, row_index = tile.extra_data # we only care about column
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drop_tile(col_index)
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col_index, row_index = tile.extra_data
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row_dropped = drop_tile(col_index)
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if row_dropped is None:
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return # column full
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win = checkWin()
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print(f"Win tiles: {win}")
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win = check_win()
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# check for win
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if win:
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print("Somebody won fr")
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if is_board_full():
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winner = player
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board_full = True
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print(f"Draw! The board is full.")
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elif is_board_full():
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winner = None # draw
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board_full = True
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else:
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player = "yellow" if player == "red" else "red"
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# button stuff
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# buttons
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width, height = 280, 75
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x = WINDOW_SIZE[0] / 2 - width / 2
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y = WINDOW_SIZE[1] / 2 - height / 2
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start_button = Button(x, y - 100, width, height, "Start Game",
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primary_colour, hover_colour, text_colour,
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start_game_func, "Baloo2-Bold.ttf", 50, rounding=8)
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lambda *_: start_game(), "Baloo2-Bold.ttf", 50, rounding=8)
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settings_button = Button(x, y - 100 + height * 2, width, height, "Settings",
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primary_colour, hover_colour, text_colour,
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settings_menu, "Baloo2-Bold.ttf", 50, rounding=8)
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lambda *_: menu_manager.change_menu("settings"),
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"Baloo2-Bold.ttf", 50, rounding=8)
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go_back_button = Button(x, y, width, height, "Go back",
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primary_colour, hover_colour, text_colour,
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go_back, "Baloo2-Bold.ttf", 50, rounding=8)
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lambda *_: menu_manager.change_menu("start"),
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"Baloo2-Bold.ttf", 50, rounding=8)
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game_over_button = Button(x, y*2-50, width, height, "Go back",
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primary_colour, hover_colour, text_colour,
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go_back, "Baloo2-Bold.ttf", 50, rounding=8)
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game_over_button = Button(x, y * 2 - 50, width, height, "Go back",
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primary_colour, hover_colour, text_colour,
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lambda *_: menu_manager.change_menu("start"),
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"Baloo2-Bold.ttf", 50, rounding=8)
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game_over_text = Button(x, 50, width, height/1.5, "text",
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game_over_text = Button(x, 50, width, height / 1.5, "text",
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bg_colour, (0, 0, 0), text_colour,
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None, "Baloo2-Bold.ttf", 50, rounding=8)
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# menu handlers
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# start
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def start_menu_events(event):
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start_button.handle_event(event)
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settings_button.handle_event(event)
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# menu callbacks
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def start_game():
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global board_full, player, winner
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board_full = False
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winner = None
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player = "red"
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create_tiles()
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menu_manager.change_menu("game")
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def start_menu_draw():
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start_button.draw(display)
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settings_button.draw(display)
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# settings
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def settings_menu_events(event):
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go_back_button.handle_event(event)
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def settings_menu_draw():
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def draw_settings(display):
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text_surface = font.render("No settings yet :(", True, text_colour)
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text_rect = text_surface.get_rect(center=(WINDOW_SIZE[0] / 2, WINDOW_SIZE[1] / 2 - 100))
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display.blit(text_surface, text_rect)
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go_back_button.draw(display)
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# game
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def game_menu_events(event):
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def draw_game(display):
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if board_full:
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game_over_button.handle_event(event)
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else:
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for col in tiles:
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for tile in col:
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tile: Button
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tile.handle_event(event)
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def game_menu_draw():
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global player
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for col in tiles:
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for tile in col:
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tile: Button
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tile.draw(display)
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if board_full:
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game_over_text.text = f"{'RED' if player == 'red' else 'YELLOW'} WINS"
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if winner:
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game_over_text.text = f"{winner.upper()} wins!"
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else:
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game_over_text.text = "Draw!"
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game_over_button.draw(display)
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game_over_text.draw(display)
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# register the menus
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menu_manager.register_menu("start", start_menu_events, start_menu_draw)
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menu_manager.register_menu("settings", settings_menu_events, settings_menu_draw)
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menu_manager.register_menu("game", game_menu_events, game_menu_draw)
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# menu manager init + setup
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menu_manager = MenuManager(display, bg_colour)
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menu_manager.register_menu("start",
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buttons=[start_button, settings_button]
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)
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menu_manager.register_menu("settings",
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buttons=[go_back_button],
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draw=draw_settings
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)
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menu_manager.register_menu("game",
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buttons=lambda: [tile for col in tiles for tile in col] + ([game_over_button] if board_full else []),
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draw=draw_game
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)
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menu_manager.change_menu("start")
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# main loopy loopy
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# main loop
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if __name__ == "__main__":
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running = True
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while running:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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running = False
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if event.key == pygame.K_d:
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board_full = True
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if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
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running = False
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menu_manager.handle_event(event)
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menu_manager.draw()
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@ -1,31 +1,47 @@
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import pygame
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class MenuManager:
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def __init__(self, display, bg_color):
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def __init__(self, display, bg_colour, menus=None):
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self.display = display
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self.bg_color = bg_color
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self.bg_colour = bg_colour
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self.menus = menus or {}
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self.current_menu = None
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self.event_handlers = {}
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self.draw_handlers = {}
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# switch menu, and clear the screen
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def change_menu(self, name):
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if name not in self.draw_handlers:
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raise ValueError(f"Menu: '{name} not registered")
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if name not in self.menus:
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raise ValueError(f"Menu '{name}' not registered")
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self.current_menu = name
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self.display.fill(self.bg_color)
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self.display.fill(self.bg_colour)
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# register a menus event and draw functions
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def register_menu(self, name, event_handler, draw_handler):
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self.event_handlers[name] = event_handler
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self.draw_handlers[name] = draw_handler
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def register_menu(self, name, buttons=None, draw=None):
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self.menus[name] = {
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"buttons": buttons or [],
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"draw": draw
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}
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# pass event to the menu handler
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def handle_event(self, event):
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if self.current_menu in self.event_handlers:
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self.event_handlers[self.current_menu](event)
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if not self.current_menu:
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return
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buttons = self.menus[self.current_menu]["buttons"]
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# handle dynamic buttons (function returning list)
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if callable(buttons):
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buttons = buttons()
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for b in buttons:
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b.handle_event(event)
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# draw the current menu
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def draw(self):
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if self.current_menu in self.draw_handlers:
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self.draw_handlers[self.current_menu]()
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if not self.current_menu:
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return
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buttons = self.menus[self.current_menu]["buttons"]
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draw_callback = self.menus[self.current_menu]["draw"]
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if callable(buttons):
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buttons = buttons()
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for b in buttons:
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b.draw(self.display)
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if draw_callback:
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draw_callback(self.display)
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