import pygame from pathlib import Path from button import Button from menu_manager import MenuManager # 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 cache for cursor drawing GRID_ORIGIN_X = None GRID_ORIGIN_Y = None # cursor attributes CURSOR_HEIGHT = 18 CURSOR_MARGIN = 14 # inits 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) # game state inits tiles = [] player = "red" board_full = False winner = None # cursor state cursor_col = COLS // 2 last_tile = None # 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 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) tile = Button( x, y, TILE_SIZE, TILE_SIZE, "", tile_colour, tile_hover, tile_text, tile_press, 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) 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 def check_win(): global tiles, player colours = [yellow_tile, yellow_tile_hover] if player == "yellow" else [red_tile, red_tile_hover] winCount = 4 for row in range(ROWS): for col in range(COLS - winCount + 1): if all(tiles[col + i][row].colour in colours for i in range(winCount)): return [(col + i, row) for i in range(winCount)] for col in range(COLS): for row in range(ROWS - winCount + 1): if all(tiles[col][row + i].colour in colours for i in range(winCount)): return [(col, row + i) for i in range(winCount)] for col in range(COLS - winCount + 1): for row in range(ROWS - winCount + 1): 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)] for col in range(COLS - winCount + 1): for row in range(winCount - 1, ROWS): 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 is_board_full(): for col in tiles: for tile in col: if tile.colour == tile_colour: return False return True # drop a tile in a column def play_move(col_index: int): global board_full, winner, player, last_tile if board_full or not tiles: return row_dropped = drop_tile(col_index) if row_dropped is None: return if last_tile: tiles[last_tile[0]][last_tile[1]].img = None last_tile = (col_index, row_dropped) wins = check_win() 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(): winner = None board_full = True else: player = "yellow" if player == "red" else "red" def tile_press(tile: Button): col_index, _row_index = tile.extra_data play_move(col_index) def tile_hover_event(tile: Button): col_index, _row_index = tile.extra_data global cursor_col cursor_col = col_index # buttons 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 *_: start_game(), 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) # menu callbacks def start_game(): global board_full, player, winner, cursor_col board_full = False winner = None player = "red" cursor_col = COLS // 2 create_tiles() 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) # 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 # 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) # white outline for ghost 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): if board_full: if winner: game_over_text.text = f"{winner.title()} wins!" if winner == "red": game_over_text.text_colour = red_tile elif winner == "yellow": game_over_text.text_colour = 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 == "red" else "Yellow's turn!" game_over_text.text_colour = red_tile if player == "red" 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 # menu manager init 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") # 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 if __name__ == "__main__": running = True while running: dt = clock.tick(TARGET_FPS) # time since last frame 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) # 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) menu_manager.draw() pygame.display.flip()