new menu_manager system (far cleaner), polished win + draw detection

This commit is contained in:
Vincent Rodley 2025-08-27 20:13:10 +12:00
parent e3735a3786
commit 0bbcee8847
2 changed files with 130 additions and 152 deletions

View File

@ -1,4 +1,3 @@
# imports
import pygame
from button import Button
from menu_manager import MenuManager
@ -12,50 +11,37 @@ TILE_SIZE, TILE_SPACING = 50, 20
GRID_WIDTH = COLS * TILE_SIZE + (COLS - 1) * TILE_SPACING
GRID_HEIGHT = ROWS * TILE_SIZE + (ROWS - 1) * TILE_SPACING
# init the pygame
# inits
pygame.init()
font = pygame.font.Font("Baloo2-Bold.ttf", 40)
display = pygame.display.set_mode(WINDOW_SIZE)
clock = pygame.time.Clock()
# colourss
primary_colour = (70, 130, 180) # button background
hover_colour = (51, 102, 145) # button hover
text_colour = (245, 245, 245) # button text
tile_colour = (200, 200, 200) # tile main
tile_hover = (170, 170, 170) # tile hover
tile_text = (50, 50, 50) # tile text
bg_colour = (30, 30, 40) # main background
# coloursss
primary_colour = (70, 130, 180)
hover_colour = (51, 102, 145)
text_colour = (245, 245, 245)
tile_colour = (200, 200, 200)
tile_hover = (170, 170, 170)
tile_text = (50, 50, 50)
bg_colour = (30, 30, 40)
red_tile = (255, 0, 0) # the red that a red tile is
red_tile_hover = (220, 0, 0) # the red that a hovered red tile is
yellow_tile = (255, 255, 0) # the yellow that a yellow tile is
yellow_tile_hover = (220, 220, 0) # the yellow that a hovered yellow tile is
red_tile = (255, 0, 0)
red_tile_hover = (220, 0, 0)
yellow_tile = (255, 255, 0)
yellow_tile_hover = (220, 220, 0)
# variables
# game state inits
tiles = []
menu_manager = MenuManager(display, bg_colour) # background colour
player = "red"
board_full = False
winner = None # "red", "yellow", or None for draw
# menu functions
def start_game_func(*_):
global board_full
board_full = False
create_tiles()
menu_manager.change_menu("game")
def settings_menu(*_):
menu_manager.change_menu("settings")
def go_back(*_):
menu_manager.change_menu("start")
# tile stuff
# tile + board logic
def create_tiles():
global tiles
tiles = []
start_x = (WINDOW_SIZE[0] - GRID_WIDTH) // 2
start_y = (WINDOW_SIZE[1] - GRID_HEIGHT) // 2
@ -64,21 +50,33 @@ def create_tiles():
for r in range(ROWS):
x = start_x + c * (TILE_SIZE + TILE_SPACING)
y = start_y + r * (TILE_SIZE + TILE_SPACING)
id = str(c * ROWS + r)
tile = Button(
x, y, TILE_SIZE, TILE_SIZE, "",
tile_colour, tile_hover, tile_text, tile_press, None, 30, (id, c, r),
tile_colour, tile_hover, tile_text,
tile_press, None, 30, (c, r),
rounding=30
)
col.append(tile)
tiles.append(col)
def checkWin():
def drop_tile(col_index):
column = tiles[col_index]
for r in reversed(range(ROWS)):
target_tile = column[r]
if target_tile.colour == tile_colour:
if player == "red":
target_tile.colour = red_tile
target_tile.hover_colour = red_tile_hover
else:
target_tile.colour = yellow_tile
target_tile.hover_colour = yellow_tile_hover
return r # row where tile landed
return None # column full
def check_win():
global tiles, player
colours = [yellow_tile, yellow_tile_hover] if player == "red" else [red_tile, red_tile_hover] # this is backwards on purpose
colours = [yellow_tile, yellow_tile_hover] if player == "yellow" else [red_tile, red_tile_hover]
rows, cols = (6, 7)
winCount = 4
@ -99,150 +97,114 @@ def checkWin():
if all(tiles[col + i][row - i].colour in colours for i in range(winCount)):
return [(col + i, row - i) for i in range(winCount)]
def drop_tile(col_index):
global player
column = tiles[col_index]
# find the lowest unoccupied tile in this column
for r in reversed(range(ROWS)):
target_tile = column[r]
# check if already taken (coloured by a player)
if target_tile.colour == tile_colour:
# claim this tile for the current player
target_tile.colour = red_tile if player == "red" else yellow_tile
target_tile.hover_colour = red_tile_hover if player == "red" else yellow_tile_hover
# print(f"Player {player} placed at col {col_index}, row {r}")
# switch turn
player = "yellow" if player == "red" else "red"
# print(f"Next turn: {player}")
break
else:
# column is full
print(f"Column {col_index} is full!")
def is_board_full():
global tiles, board_full
for col in tiles:
for row in reversed(range(ROWS)):
target = col[row]
if target.colour == tile_colour:
for tile in col:
if tile.colour == tile_colour:
return False
return True
def tile_press(tile: Button):
global board_full
global board_full, winner, player
if board_full:
return
id, col_index, row_index = tile.extra_data # we only care about column
drop_tile(col_index)
col_index, row_index = tile.extra_data
row_dropped = drop_tile(col_index)
if row_dropped is None:
return # column full
win = checkWin()
print(f"Win tiles: {win}")
win = check_win()
# check for win
if win:
print("Somebody won fr")
if is_board_full():
winner = player
board_full = True
print(f"Draw! The board is full.")
elif is_board_full():
winner = None # draw
board_full = True
else:
player = "yellow" if player == "red" else "red"
# button stuff
# buttons
width, height = 280, 75
x = WINDOW_SIZE[0] / 2 - width / 2
y = WINDOW_SIZE[1] / 2 - height / 2
start_button = Button(x, y - 100, width, height, "Start Game",
primary_colour, hover_colour, text_colour,
start_game_func, "Baloo2-Bold.ttf", 50, rounding=8)
lambda *_: start_game(), "Baloo2-Bold.ttf", 50, rounding=8)
settings_button = Button(x, y - 100 + height * 2, width, height, "Settings",
primary_colour, hover_colour, text_colour,
settings_menu, "Baloo2-Bold.ttf", 50, rounding=8)
lambda *_: menu_manager.change_menu("settings"),
"Baloo2-Bold.ttf", 50, rounding=8)
go_back_button = Button(x, y, width, height, "Go back",
primary_colour, hover_colour, text_colour,
go_back, "Baloo2-Bold.ttf", 50, rounding=8)
lambda *_: menu_manager.change_menu("start"),
"Baloo2-Bold.ttf", 50, rounding=8)
game_over_button = Button(x, y*2-50, width, height, "Go back",
primary_colour, hover_colour, text_colour,
go_back, "Baloo2-Bold.ttf", 50, rounding=8)
game_over_button = Button(x, y * 2 - 50, width, height, "Go back",
primary_colour, hover_colour, text_colour,
lambda *_: menu_manager.change_menu("start"),
"Baloo2-Bold.ttf", 50, rounding=8)
game_over_text = Button(x, 50, width, height/1.5, "text",
game_over_text = Button(x, 50, width, height / 1.5, "text",
bg_colour, (0, 0, 0), text_colour,
None, "Baloo2-Bold.ttf", 50, rounding=8)
# menu handlers
# start
def start_menu_events(event):
start_button.handle_event(event)
settings_button.handle_event(event)
# menu callbacks
def start_game():
global board_full, player, winner
board_full = False
winner = None
player = "red"
create_tiles()
menu_manager.change_menu("game")
def start_menu_draw():
start_button.draw(display)
settings_button.draw(display)
# settings
def settings_menu_events(event):
go_back_button.handle_event(event)
def settings_menu_draw():
def draw_settings(display):
text_surface = font.render("No settings yet :(", True, text_colour)
text_rect = text_surface.get_rect(center=(WINDOW_SIZE[0] / 2, WINDOW_SIZE[1] / 2 - 100))
display.blit(text_surface, text_rect)
go_back_button.draw(display)
# game
def game_menu_events(event):
def draw_game(display):
if board_full:
game_over_button.handle_event(event)
else:
for col in tiles:
for tile in col:
tile: Button
tile.handle_event(event)
def game_menu_draw():
global player
for col in tiles:
for tile in col:
tile: Button
tile.draw(display)
if board_full:
game_over_text.text = f"{'RED' if player == 'red' else 'YELLOW'} WINS"
if winner:
game_over_text.text = f"{winner.upper()} wins!"
else:
game_over_text.text = "Draw!"
game_over_button.draw(display)
game_over_text.draw(display)
# register the menus
menu_manager.register_menu("start", start_menu_events, start_menu_draw)
menu_manager.register_menu("settings", settings_menu_events, settings_menu_draw)
menu_manager.register_menu("game", game_menu_events, game_menu_draw)
# menu manager init + setup
menu_manager = MenuManager(display, bg_colour)
menu_manager.register_menu("start",
buttons=[start_button, settings_button]
)
menu_manager.register_menu("settings",
buttons=[go_back_button],
draw=draw_settings
)
menu_manager.register_menu("game",
buttons=lambda: [tile for col in tiles for tile in col] + ([game_over_button] if board_full else []),
draw=draw_game
)
menu_manager.change_menu("start")
# main loopy loopy
# main loop
if __name__ == "__main__":
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
if event.key == pygame.K_d:
board_full = True
if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
running = False
menu_manager.handle_event(event)
menu_manager.draw()

View File

@ -1,31 +1,47 @@
import pygame
class MenuManager:
def __init__(self, display, bg_color):
def __init__(self, display, bg_colour, menus=None):
self.display = display
self.bg_color = bg_color
self.bg_colour = bg_colour
self.menus = menus or {}
self.current_menu = None
self.event_handlers = {}
self.draw_handlers = {}
# switch menu, and clear the screen
def change_menu(self, name):
if name not in self.draw_handlers:
raise ValueError(f"Menu: '{name} not registered")
if name not in self.menus:
raise ValueError(f"Menu '{name}' not registered")
self.current_menu = name
self.display.fill(self.bg_color)
self.display.fill(self.bg_colour)
# register a menus event and draw functions
def register_menu(self, name, event_handler, draw_handler):
self.event_handlers[name] = event_handler
self.draw_handlers[name] = draw_handler
def register_menu(self, name, buttons=None, draw=None):
self.menus[name] = {
"buttons": buttons or [],
"draw": draw
}
# pass event to the menu handler
def handle_event(self, event):
if self.current_menu in self.event_handlers:
self.event_handlers[self.current_menu](event)
if not self.current_menu:
return
buttons = self.menus[self.current_menu]["buttons"]
# handle dynamic buttons (function returning list)
if callable(buttons):
buttons = buttons()
for b in buttons:
b.handle_event(event)
# draw the current menu
def draw(self):
if self.current_menu in self.draw_handlers:
self.draw_handlers[self.current_menu]()
if not self.current_menu:
return
buttons = self.menus[self.current_menu]["buttons"]
draw_callback = self.menus[self.current_menu]["draw"]
if callable(buttons):
buttons = buttons()
for b in buttons:
b.draw(self.display)
if draw_callback:
draw_callback(self.display)