This commit is contained in:
Vincent Rodley 2025-08-28 10:43:48 +12:00
parent 15205b7a3e
commit 90c8364e40
2 changed files with 138 additions and 30 deletions

View File

@ -2,7 +2,7 @@ import pygame
from pathlib import Path from pathlib import Path
class Button: class Button:
def __init__(self, x, y, width, height, text, colour, hover_colour, text_colour, action, font, font_size, extra_data = None, rounding = 0): def __init__(self, x, y, width, height, text, colour, hover_colour, text_colour, action, font, font_size, extra_data=None, rounding=0, outline_colour=None, outline_width=0):
self.rect = pygame.Rect(x, y, width, height) self.rect = pygame.Rect(x, y, width, height)
self.text = text self.text = text
self.colour = colour self.colour = colour
@ -12,6 +12,8 @@ class Button:
self.action = action self.action = action
self.extra_data = extra_data self.extra_data = extra_data
self.rounding = rounding self.rounding = rounding
self.outline_colour = outline_colour
self.outline_width = outline_width
if isinstance(font, pygame.font.Font): if isinstance(font, pygame.font.Font):
self.font = font self.font = font
@ -24,10 +26,15 @@ class Button:
def draw(self, screen): def draw(self, screen):
pygame.draw.rect(screen, self.current_colour, self.rect, border_radius=self.rounding) pygame.draw.rect(screen, self.current_colour, self.rect, border_radius=self.rounding)
text_surface = self.font.render(self.text, True, self.text_colour)
text_rect = text_surface.get_rect(center=self.rect.center) if self.outline_colour and self.outline_width > 0:
screen.blit(text_surface, text_rect) pygame.draw.rect(screen, self.outline_colour, self.rect, width=self.outline_width, border_radius=self.rounding)
if self.text:
text_surface = self.font.render(self.text, True, self.text_colour)
text_rect = text_surface.get_rect(center=self.rect.center)
screen.blit(text_surface, text_rect)
def update_colour(self): def update_colour(self):
if self.rect.collidepoint(pygame.mouse.get_pos()): if self.rect.collidepoint(pygame.mouse.get_pos()):
self.current_colour = self.hover_colour self.current_colour = self.hover_colour
@ -38,5 +45,4 @@ class Button:
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1 and self.rect.collidepoint(event.pos): if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1 and self.rect.collidepoint(event.pos):
if self.action: if self.action:
self.action(self) self.action(self)
self.update_colour() self.update_colour()

View File

@ -13,13 +13,21 @@ TILE_SIZE, TILE_SPACING = 50, 20
GRID_WIDTH = COLS * TILE_SIZE + (COLS - 1) * TILE_SPACING GRID_WIDTH = COLS * TILE_SIZE + (COLS - 1) * TILE_SPACING
GRID_HEIGHT = ROWS * TILE_SIZE + (ROWS - 1) * TILE_SPACING GRID_HEIGHT = ROWS * TILE_SIZE + (ROWS - 1) * TILE_SPACING
# grid origin cache for cursor drawing
GRID_ORIGIN_X = None
GRID_ORIGIN_Y = None
# cursor attributes
CURSOR_HEIGHT = 18
CURSOR_MARGIN = 14
# inits # inits
pygame.init() pygame.init()
font = pygame.font.Font(ROOT_PATH / "Baloo2-Bold.ttf", 50) font = pygame.font.Font(ROOT_PATH / "Baloo2-Bold.ttf", 50)
display = pygame.display.set_mode(WINDOW_SIZE) display = pygame.display.set_mode(WINDOW_SIZE)
clock = pygame.time.Clock() clock = pygame.time.Clock()
# coloursss # colours
primary_colour = (70, 130, 180) primary_colour = (70, 130, 180)
hover_colour = (51, 102, 145) hover_colour = (51, 102, 145)
text_colour = (245, 245, 245) text_colour = (245, 245, 245)
@ -37,16 +45,27 @@ yellow_tile_hover = (220, 220, 0)
tiles = [] tiles = []
player = "red" player = "red"
board_full = False board_full = False
winner = None # "red", "yellow", or None for draw winner = None
# cursor state
cursor_col = 0
# repeat cursor move
key_held = None
key_held_time = 0
initial_delay = 200 # ms before repeat starts
repeat_interval = 100 # ms between repeats
# tile + board logic # tile + board logic
def create_tiles(): def create_tiles():
global tiles global tiles, GRID_ORIGIN_X, GRID_ORIGIN_Y
tiles = [] tiles = []
start_x = (WINDOW_SIZE[0] - GRID_WIDTH) // 2 start_x = (WINDOW_SIZE[0] - GRID_WIDTH) // 2
start_y = (WINDOW_SIZE[1] - GRID_HEIGHT) // 2 start_y = (WINDOW_SIZE[1] - GRID_HEIGHT) // 2
GRID_ORIGIN_X, GRID_ORIGIN_Y = start_x, start_y
for c in range(COLS): for c in range(COLS):
col = [] col = []
for r in range(ROWS): for r in range(ROWS):
@ -56,7 +75,7 @@ def create_tiles():
x, y, TILE_SIZE, TILE_SIZE, "", x, y, TILE_SIZE, TILE_SIZE, "",
tile_colour, tile_hover, tile_text, tile_colour, tile_hover, tile_text,
tile_press, None, 30, (c, r), tile_press, None, 30, (c, r),
rounding=30 rounding=30, outline_colour=(0,0,0), outline_width=5
) )
col.append(tile) col.append(tile)
tiles.append(col) tiles.append(col)
@ -72,8 +91,8 @@ def drop_tile(col_index):
else: else:
target_tile.colour = yellow_tile target_tile.colour = yellow_tile
target_tile.hover_colour = yellow_tile_hover target_tile.hover_colour = yellow_tile_hover
return r # row where tile landed return r
return None # column full return None
def check_win(): def check_win():
global tiles, player global tiles, player
@ -106,28 +125,30 @@ def is_board_full():
return False return False
return True return True
def tile_press(tile: Button): # drop a tile in a column
def play_move(col_index: int):
global board_full, winner, player global board_full, winner, player
if board_full: if board_full or not tiles:
return return
col_index, row_index = tile.extra_data
row_dropped = drop_tile(col_index) row_dropped = drop_tile(col_index)
if row_dropped is None: if row_dropped is None:
return # column full return
win = check_win() win = check_win()
# check for win
if win: if win:
winner = player winner = player
board_full = True board_full = True
elif is_board_full(): elif is_board_full():
winner = None # draw winner = None
board_full = True board_full = True
else: else:
player = "yellow" if player == "red" else "red" player = "yellow" if player == "red" else "red"
def tile_press(tile: Button):
col_index, _row_index = tile.extra_data
play_move(col_index)
# buttons # buttons
width, height = 280, 75 width, height = 280, 75
x = WINDOW_SIZE[0] / 2 - width / 2 x = WINDOW_SIZE[0] / 2 - width / 2
@ -158,10 +179,11 @@ game_over_text = Button(x, 50, width, height / 1.5, "text",
# menu callbacks # menu callbacks
def start_game(): def start_game():
global board_full, player, winner global board_full, player, winner, cursor_col
board_full = False board_full = False
winner = None winner = None
player = "red" player = "red"
cursor_col = 0
create_tiles() create_tiles()
menu_manager.change_menu("game") menu_manager.change_menu("game")
@ -170,11 +192,60 @@ def draw_settings(display):
text_rect = text_surface.get_rect(center=(WINDOW_SIZE[0] / 2, WINDOW_SIZE[1] / 2 - 100)) text_rect = text_surface.get_rect(center=(WINDOW_SIZE[0] / 2, WINDOW_SIZE[1] / 2 - 100))
display.blit(text_surface, text_rect) display.blit(text_surface, text_rect)
# checks if a column is full
def column_is_full(c: int) -> bool:
return all(t.colour != tile_colour for t in tiles[c])
# helper for ghost, find the lowest empty tile
def lowest_empty_row(c: int):
for r in reversed(range(ROWS)):
if tiles[c][r].colour == tile_colour:
return r
return None
# ghost preview tile
def draw_ghost_piece(display):
if not tiles or GRID_ORIGIN_X is None:
return
row = lowest_empty_row(cursor_col)
if row is None: # column full
return
# semi-transparent ghost color
base_color = red_tile if player == "red" else yellow_tile
ghost_color = (*base_color, 120) # RGBA
# compute position
x = GRID_ORIGIN_X + cursor_col * (TILE_SIZE + TILE_SPACING)
y = GRID_ORIGIN_Y + row * (TILE_SIZE + TILE_SPACING)
# create surface with alpha
surf = pygame.Surface((TILE_SIZE, TILE_SIZE), pygame.SRCALPHA)
pygame.draw.circle(surf, ghost_color, (TILE_SIZE//2, TILE_SIZE//2), TILE_SIZE//2 - 4)
# --- NEW: white outline ---
pygame.draw.circle(surf, (255, 255, 255), (TILE_SIZE//2, TILE_SIZE//2), TILE_SIZE//2 - 4, 3)
display.blit(surf, (x, y))
# draws the cursor
def draw_cursor(display):
if not tiles or GRID_ORIGIN_X is None:
return
base_color = red_tile if player == "red" else yellow_tile
color = base_color if not column_is_full(cursor_col) else (120, 120, 120)
col_center_x = GRID_ORIGIN_X + cursor_col * (TILE_SIZE + TILE_SPACING) + TILE_SIZE // 2
y_top = GRID_ORIGIN_Y + GRID_HEIGHT + CURSOR_MARGIN
points = [
(col_center_x, y_top),
(col_center_x - TILE_SIZE//3, y_top + CURSOR_HEIGHT),
(col_center_x + TILE_SIZE//3, y_top + CURSOR_HEIGHT),
]
pygame.draw.polygon(display, color, points)
def draw_game(display): def draw_game(display):
if board_full: if board_full:
if winner: if winner:
game_over_text.text = f"{winner.title()} wins!" game_over_text.text = f"{winner.title()} wins!"
# Set the text colour based on the winner
if winner == "red": if winner == "red":
game_over_text.text_colour = red_tile game_over_text.text_colour = red_tile
elif winner == "yellow": elif winner == "yellow":
@ -184,16 +255,14 @@ def draw_game(display):
game_over_button.draw(display) game_over_button.draw(display)
else: else:
game_over_text.text = "Red's turn!" if player == "red" else "Yellow's turn!" game_over_text.text = "Red's turn!" if player == "red" else "Yellow's turn!"
if player == "red": game_over_text.text_colour = red_tile if player == "red" else yellow_tile
game_over_text.text_colour = red_tile
elif player == "yellow":
game_over_text.text_colour = yellow_tile
game_over_text.draw(display) game_over_text.draw(display)
# menu manager init + setup if not board_full:
draw_cursor(display)
draw_ghost_piece(display)
# menu manager init
menu_manager = MenuManager(display, bg_colour) menu_manager = MenuManager(display, bg_colour)
menu_manager.register_menu("start", menu_manager.register_menu("start",
@ -212,10 +281,20 @@ menu_manager.register_menu("game",
menu_manager.change_menu("start") menu_manager.change_menu("start")
# cursor movement + wrapping
def move_cursor(direction: str):
global cursor_col
if direction == "left":
cursor_col = (cursor_col - 1) % COLS
elif direction == "right":
cursor_col = (cursor_col + 1) % COLS
# main loop # main loop
if __name__ == "__main__": if __name__ == "__main__":
running = True running = True
while running: while running:
dt = clock.tick(TARGET_FPS) # time since last frame
for event in pygame.event.get(): for event in pygame.event.get():
if event.type == pygame.QUIT: if event.type == pygame.QUIT:
running = False running = False
@ -224,9 +303,32 @@ if __name__ == "__main__":
running = False running = False
elif event.key == pygame.K_d: elif event.key == pygame.K_d:
board_full = True board_full = True
elif event.key == pygame.K_LEFT:
move_cursor("left")
key_held = "left"
key_held_time = 0
elif event.key == pygame.K_RIGHT:
move_cursor("right")
key_held = "right"
key_held_time = 0
elif event.key in (pygame.K_RETURN, pygame.K_KP_ENTER):
if tiles and not board_full and not column_is_full(cursor_col):
play_move(cursor_col)
elif event.type == pygame.KEYUP:
if event.key in (pygame.K_LEFT, pygame.K_RIGHT):
key_held = None
key_held_time = 0
menu_manager.handle_event(event) menu_manager.handle_event(event)
# repeat held key
if key_held:
key_held_time += dt
if key_held_time > initial_delay:
if (key_held_time - initial_delay) // repeat_interval > \
(key_held_time - initial_delay - dt) // repeat_interval:
move_cursor(key_held)
display.fill(bg_colour) display.fill(bg_colour)
menu_manager.draw() menu_manager.draw()
pygame.display.flip() pygame.display.flip()
clock.tick(TARGET_FPS)