win checkigngit add game.py git add game.py
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gui/game.py
90
gui/game.py
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@ -18,14 +18,14 @@ font = pygame.font.Font("Baloo2-Bold.ttf", 40)
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display = pygame.display.set_mode(WINDOW_SIZE)
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display = pygame.display.set_mode(WINDOW_SIZE)
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clock = pygame.time.Clock()
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clock = pygame.time.Clock()
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# colorss
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# colourss
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primary_color = (70, 130, 180) # button background
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primary_colour = (70, 130, 180) # button background
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hover_color = (51, 102, 145) # button hover
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hover_colour = (51, 102, 145) # button hover
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text_color = (245, 245, 245) # button text
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text_colour = (245, 245, 245) # button text
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tile_color = (200, 200, 200) # tile main
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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_hover = (170, 170, 170) # tile hover
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tile_text = (50, 50, 50) # tile text
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tile_text = (50, 50, 50) # tile text
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bg_color = (30, 30, 40) # main background
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bg_colour = (30, 30, 40) # main background
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red_tile = (255, 0, 0) # the red that a red tile is
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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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red_tile_hover = (220, 0, 0) # the red that a hovered red tile is
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@ -34,7 +34,7 @@ yellow_tile_hover = (220, 220, 0) # the yellow that a hovered yellow tile is
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# variables
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# variables
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tiles = []
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tiles = []
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menu_manager = MenuManager(display, bg_color) # background color
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menu_manager = MenuManager(display, bg_colour) # background colour
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player = "red"
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player = "red"
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board_full = False
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board_full = False
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@ -69,12 +69,36 @@ def create_tiles():
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tile = Button(
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tile = Button(
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x, y, TILE_SIZE, TILE_SIZE, "",
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x, y, TILE_SIZE, TILE_SIZE, "",
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tile_color, tile_hover, tile_text, tile_press, None, 30, (id, c, r),
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tile_colour, tile_hover, tile_text, tile_press, None, 30, (id, c, r),
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rounding=30
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rounding=30
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)
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)
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col.append(tile)
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col.append(tile)
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tiles.append(col)
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tiles.append(col)
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def checkWin():
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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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rows, cols = (6, 7)
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winCount = 4
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for row in range(rows):
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for col in range(cols - winCount + 1):
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if all(tiles[col + i][row].colour in colours for i in range(winCount)):
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return [(col + i, row) for i in range(winCount)]
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for col in range(cols):
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for row in range(rows - winCount + 1):
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if all(tiles[col][row + i].colour in colours for i in range(winCount)):
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return [(col, row + i) for i in range(winCount)]
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for col in range(cols - winCount + 1):
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for row in range(rows - winCount + 1):
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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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for col in range(cols - winCount + 1):
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for row in range(winCount - 1, rows):
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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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def drop_tile(col_index):
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global player
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global player
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column = tiles[col_index]
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column = tiles[col_index]
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@ -83,17 +107,17 @@ def drop_tile(col_index):
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for r in reversed(range(ROWS)):
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for r in reversed(range(ROWS)):
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target_tile = column[r]
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target_tile = column[r]
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# check if already taken (colored by a player)
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# check if already taken (coloured by a player)
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if target_tile.color == tile_color:
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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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# claim this tile for the current player
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target_tile.color = red_tile if player == "red" else yellow_tile
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target_tile.colour = red_tile if player == "red" else yellow_tile
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target_tile.hover_color = red_tile_hover if player == "red" else yellow_tile_hover
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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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# print(f"Player {player} placed at col {col_index}, row {r}")
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# switch turn
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# switch turn
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player = "yellow" if player == "red" else "red"
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player = "yellow" if player == "red" else "red"
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print(f"Next turn: {player}")
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# print(f"Next turn: {player}")
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break
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break
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else:
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else:
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# column is full
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# column is full
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@ -105,7 +129,7 @@ def is_board_full():
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for row in reversed(range(ROWS)):
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for row in reversed(range(ROWS)):
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target = col[row]
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target = col[row]
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if target.color == tile_color:
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if target.colour == tile_colour:
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return False
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return False
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return True
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return True
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@ -116,6 +140,13 @@ def tile_press(tile: Button):
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id, col_index, row_index = tile.extra_data # we only care about column
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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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drop_tile(col_index)
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win = checkWin()
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print(f"Win tiles: {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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if is_board_full():
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board_full = True
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board_full = True
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print(f"Draw! The board is full.")
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print(f"Draw! The board is full.")
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@ -127,21 +158,25 @@ x = WINDOW_SIZE[0] / 2 - width / 2
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y = WINDOW_SIZE[1] / 2 - height / 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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start_button = Button(x, y - 100, width, height, "Start Game",
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primary_color, hover_color, text_color,
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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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start_game_func, "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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settings_button = Button(x, y - 100 + height * 2, width, height, "Settings",
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primary_color, hover_color, text_color,
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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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settings_menu, "Baloo2-Bold.ttf", 50, rounding=8)
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go_back_button = Button(x, y, width, height, "Go back",
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go_back_button = Button(x, y, width, height, "Go back",
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primary_color, hover_color, text_color,
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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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go_back, "Baloo2-Bold.ttf", 50, rounding=8)
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game_drawn_button = Button(x, y*2-50, width, height, "Go back",
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game_over_button = Button(x, y*2-50, width, height, "Go back",
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primary_color, hover_color, text_color,
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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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go_back, "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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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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# menu handlers
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# start
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# start
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def start_menu_events(event):
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def start_menu_events(event):
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@ -157,7 +192,7 @@ def settings_menu_events(event):
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go_back_button.handle_event(event)
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go_back_button.handle_event(event)
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def settings_menu_draw():
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def settings_menu_draw():
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text_surface = font.render("No settings yet :(", True, text_color)
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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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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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display.blit(text_surface, text_rect)
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go_back_button.draw(display)
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go_back_button.draw(display)
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@ -166,7 +201,7 @@ def settings_menu_draw():
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# game
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# game
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def game_menu_events(event):
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def game_menu_events(event):
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if board_full:
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if board_full:
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game_drawn_button.handle_event(event)
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game_over_button.handle_event(event)
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else:
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else:
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for col in tiles:
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for col in tiles:
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for tile in col:
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for tile in col:
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@ -174,13 +209,16 @@ def game_menu_events(event):
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tile.handle_event(event)
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tile.handle_event(event)
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def game_menu_draw():
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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 col in tiles:
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for tile in col:
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for tile in col:
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tile: Button
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tile: Button
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tile.draw(display)
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tile.draw(display)
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if board_full:
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if board_full:
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game_drawn_button.draw(display)
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game_over_text.text = f"{'RED' if player == 'red' else 'YELLOW'} WINS"
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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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# 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("start", start_menu_events, start_menu_draw)
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@ -198,9 +236,13 @@ if __name__ == "__main__":
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for event in pygame.event.get():
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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if event.type == pygame.QUIT:
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running = False
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running = False
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if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
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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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running = False
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if event.key == pygame.K_d:
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board_full = True
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menu_manager.handle_event(event)
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menu_manager.handle_event(event)
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menu_manager.draw()
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menu_manager.draw()
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