import pygame from pathlib import Path from button import Button from menu_manager import MenuManager import random # consts ROOT_PATH = Path(__file__).parent TARGET_FPS = 60 COLS, ROWS = 7, 6 TILE_SIZE, TILE_SPACING = 50, 20 WINDOW_WIDTH, WINDOW_HEIGHT = 768, 768 GRID_WIDTH = COLS * TILE_SIZE + (COLS - 1) * TILE_SPACING GRID_HEIGHT = ROWS * TILE_SIZE + (ROWS - 1) * TILE_SPACING GRID_ORIGIN_X = None GRID_ORIGIN_Y = None CURSOR_HEIGHT = 18 CURSOR_MARGIN = 14 pygame.init() font = pygame.font.Font(ROOT_PATH / "Baloo2-Bold.ttf", 50) display = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT)) clock = pygame.time.Clock() # colours 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) win_outline_colour = (0, 255, 0) red_tile = (255, 0, 0) red_tile_hover = (220, 0, 0) yellow_tile = (255, 255, 0) yellow_tile_hover = (220, 220, 0) # --- Backend board --- board = [["." for _ in range(ROWS)] for _ in range(COLS)] # game state tiles: list[list[Button]] = [] player = "r" board_full = False winner = None cursor_col = COLS // 2 last_tile = None key_held = None key_held_time = 0 initial_delay = 200 repeat_interval = 100 cpu = False # --- Board logic --- def create_board(): global board board = [["." for _ in range(ROWS)] for _ in range(COLS)] def drop_tile(board, col, piece): for r in reversed(range(ROWS)): if board[col][r] == ".": board[col][r] = piece return r return None def check_win(board, piece): winCount = 4 # Horizontal for row in range(ROWS): for col in range(COLS - winCount + 1): if all(board[col + i][row] == piece for i in range(winCount)): return [(col + i, row) for i in range(winCount)] # Vertical for col in range(COLS): for row in range(ROWS - winCount + 1): if all(board[col][row + i] == piece for i in range(winCount)): return [(col, row + i) for i in range(winCount)] # Diagonal \ for col in range(COLS - winCount + 1): for row in range(ROWS - winCount + 1): if all(board[col + i][row + i] == piece for i in range(winCount)): return [(col + i, row + i) for i in range(winCount)] # Diagonal / for col in range(COLS - winCount + 1): for row in range(winCount - 1, ROWS): if all(board[col + i][row - i] == piece for i in range(winCount)): return [(col + i, row - i) for i in range(winCount)] return None def is_board_full(board): return all(board[c][0] != "." for c in range(COLS)) def lowest_empty_row(board, col): for r in reversed(range(ROWS)): if board[col][r] == ".": return r return None # --- Sync backend board → buttons --- def sync_board_to_buttons(board, tiles): for c in range(COLS): for r in range(ROWS): val = board[c][r] if val == "r": tiles[c][r].colour = red_tile tiles[c][r].hover_colour = red_tile_hover elif val == "y": tiles[c][r].colour = yellow_tile tiles[c][r].hover_colour = yellow_tile_hover else: tiles[c][r].colour = tile_colour tiles[c][r].hover_colour = tile_hover # --- Tile + Button setup --- def create_tiles(): global tiles, GRID_ORIGIN_X, GRID_ORIGIN_Y tiles = [] start_x = (WINDOW_WIDTH - GRID_WIDTH) // 2 start_y = (WINDOW_HEIGHT - GRID_HEIGHT) // 2 GRID_ORIGIN_X, GRID_ORIGIN_Y = start_x, start_y for c in range(COLS): col = [] for r in range(ROWS): x = start_x + c * (TILE_SIZE + TILE_SPACING) y = start_y + r * (TILE_SIZE + TILE_SPACING) # bind column to callback, ignore button argument callback = lambda *_, col=c: play_move(col) tile = Button( x, y, TILE_SIZE, TILE_SIZE, "", tile_colour, tile_hover, tile_text, callback, None, 30, (c, r), rounding=30, outline_colour=(0,0,0), outline_width=5, hover_action=tile_hover_event ) col.append(tile) tiles.append(col) # --- Gameplay --- def play_move(col_index, *_): global board_full, winner, player, last_tile, cpu if board_full or not tiles: return row_dropped = drop_tile(board, col_index, player) if row_dropped is None: return last_tile = (col_index, row_dropped) wins = check_win(board, player) if wins: winner = player for winX, winY in wins: tiles[winX][winY].outline_width = 5 tiles[winX][winY].outline_colour = win_outline_colour board_full = True elif is_board_full(board): winner = None board_full = True else: player = "y" if player == "r" else "r" def tile_hover_event(tile: Button): col_index, _ = tile.extra_data global cursor_col cursor_col = col_index def column_is_full(c: int) -> bool: return all(board[c][r] != "." for r in range(ROWS)) # --- Ghost + Cursor --- def draw_ghost_piece(display): if not tiles or GRID_ORIGIN_X is None: return row = lowest_empty_row(board, cursor_col) if row is None: return base_color = red_tile if player == "r" else yellow_tile ghost_color = (*base_color, 120) x = GRID_ORIGIN_X + cursor_col * (TILE_SIZE + TILE_SPACING) y = GRID_ORIGIN_Y + row * (TILE_SIZE + TILE_SPACING) 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) pygame.draw.circle(surf, (255, 255, 255), (TILE_SIZE//2, TILE_SIZE//2), TILE_SIZE//2 - 4, 3) display.blit(surf, (x, y)) def draw_cursor(display): if not tiles or GRID_ORIGIN_X is None: return base_color = red_tile if player == "r" 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) # --- Draw game --- def draw_game(display): sync_board_to_buttons(board, tiles) if board_full: if winner: game_over_text.text = f"{'Red' if winner == 'r' else 'Yellow'} wins!" game_over_text.text_colour = red_tile if winner == "r" else yellow_tile else: game_over_text.text = "It's a draw!" game_over_text.text_colour = text_colour game_over_button.draw(display) else: game_over_text.text = "Red's turn!" if player == "r" else "Yellow's turn!" game_over_text.text_colour = red_tile if player == "r" else yellow_tile game_over_text.draw(display) if not board_full: draw_cursor(display) draw_ghost_piece(display) if last_tile: img = pygame.image.load(str(ROOT_PATH / "star.png")) tiles[last_tile[0]][last_tile[1]].img = img # --- Menus --- width, height = 280, 75 x = WINDOW_WIDTH / 2 - width / 2 y = WINDOW_HEIGHT / 2 - height / 2 start_button = Button(x, y - 100, width, height, "Start Game", primary_colour, hover_colour, text_colour, lambda *_: menu_manager.change_menu("mode_pick"), font, 50, rounding=8) pvp_button = Button(x-50, y-height/1.5, width+100, height, "Player vs Player", primary_colour, hover_colour, text_colour, lambda *_: start_game("pvp"), font, 50, rounding=8) pvc_button = Button(x-50, y+height/1.5, width+100, height, "Player vs CPU", primary_colour, hover_colour, text_colour, lambda *_: start_game("cpu"), font, 50, rounding=8) settings_button = Button(x, y - 100 + height * 2, width, height, "Settings", primary_colour, hover_colour, text_colour, lambda *_: menu_manager.change_menu("settings"), font, 50, rounding=8) go_back_button = Button(x, y, width, height, "Go back", primary_colour, hover_colour, text_colour, lambda *_: menu_manager.change_menu("start"), font, 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"), font, 50, rounding=8) game_over_text = Button(x, 50, width, height / 1.5, "text", bg_colour, (0, 0, 0), text_colour, None, font, 50, rounding=8) def start_game(mode): global board_full, winner, player, cursor_col, last_tile, cpu board_full = False winner = None player = "r" cursor_col = COLS // 2 last_tile = None create_board() create_tiles() cpu = (mode == "cpu") menu_manager.change_menu("game") def draw_settings(display): text_surface = font.render("No settings yet :(", True, text_colour) text_rect = text_surface.get_rect(center=(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2 - 100)) display.blit(text_surface, text_rect) # --- Menu manager --- menu_manager = MenuManager(display, bg_colour) menu_manager.register_menu("start", buttons=[start_button, settings_button] ) menu_manager.register_menu("mode_pick", buttons=[pvp_button, pvc_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") # --- Cursor move --- 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 def evalWindow(window, piece): opponent = "y" if piece == "r" else "r" player_count = window.count(piece) opponent_count = window.count(opponent) empty_count = window.count(".") score = 0 if player_count == 4: score += 100 elif player_count == 3 and empty_count == 1: score += 50 elif player_count == 2 and empty_count == 2: score += 2 if opponent_count == 3 and empty_count == 1: score -= 100 return score def evalPositionForPlayer(board, piece): score = 0 # center column preference center_col = [board[COLS//2][r] for r in range(ROWS)] score += center_col.count(piece) * 3 # horizontal for r in range(ROWS): row_array = [board[c][r] for c in range(COLS)] for c in range(COLS - 3): window = row_array[c:c+4] score += evalWindow(window, piece) # vertical for c in range(COLS): col_array = board[c] for r in range(ROWS - 3): window = col_array[r:r+4] score += evalWindow(window, piece) # diagonals \ for c in range(COLS - 3): for r in range(ROWS - 3): window = [board[c+i][r+i] for i in range(4)] score += evalWindow(window, piece) # diagonals / for c in range(COLS - 3): for r in range(3, ROWS): window = [board[c+i][r-i] for i in range(4)] score += evalWindow(window, piece) return score def evalPosition(board): return evalPositionForPlayer(board, "r") - evalPositionForPlayer(board, "y") # --- CPU --- def cpu_move_provider(depth=4): allowed = [c for c in range(COLS) if board[c][0] == "."] if not allowed: return None def minimax(bd, depth, alpha, beta, maximizing): if check_win(bd, "r"): return float('inf') if check_win(bd, "y"): return float('-inf') if is_board_full(bd) or depth == 0: return evalPosition(bd) allowed = [c for c in range(COLS) if lowest_empty_row(bd, c) is not None] if maximizing: maxEval = float('-inf') for col in allowed: row = lowest_empty_row(bd, col) bd[col][row] = "r" eval_score = minimax(bd, depth-1, alpha, beta, False) bd[col][row] = "." maxEval = max(maxEval, eval_score) alpha = max(alpha, eval_score) if beta <= alpha: break return maxEval else: minEval = float('inf') for col in allowed: row = lowest_empty_row(bd, col) bd[col][row] = "y" eval_score = minimax(bd, depth-1, alpha, beta, True) bd[col][row] = "." minEval = min(minEval, eval_score) beta = min(beta, eval_score) if beta <= alpha: break return minEval best_score = float('-inf') if player == "r" else float('inf') best_col = random.choice(allowed) for col in allowed: row = lowest_empty_row(board, col) board[col][row] = player score = minimax(board, depth-1, float('-inf'), float('inf'), player=="y") board[col][row] = "." if player == "r" and score > best_score: best_score = score best_col = col elif player == "y" and score < best_score: best_score = score best_col = col return best_col # --- Main loop --- if __name__ == "__main__": running = True while running: dt = clock.tick(TARGET_FPS) 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 elif event.key == pygame.K_d: 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, pygame.K_SPACE): 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) # CPU turn if cpu and player == 'y': move = cpu_move_provider() if move is not None: play_move(move) # Repeat key hold 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) menu_manager.draw() pygame.display.flip()