# imports import pygame from button import Button from menu_manager import MenuManager # consts WINDOW_SIZE = (768, 768) TARGET_FPS = 60 COLS, ROWS = 7, 6 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 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 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 # variables tiles = [] menu_manager = MenuManager(display, bg_colour) # background colour player = "red" board_full = False # 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 def create_tiles(): global tiles tiles = [] start_x = (WINDOW_SIZE[0] - GRID_WIDTH) // 2 start_y = (WINDOW_SIZE[1] - GRID_HEIGHT) // 2 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) 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), rounding=30 ) col.append(tile) tiles.append(col) def checkWin(): global tiles, player colours = [yellow_tile, yellow_tile_hover] if player == "red" else [red_tile, red_tile_hover] # this is backwards on purpose rows, cols = (6, 7) 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 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: return False return True def tile_press(tile: Button): global board_full id, col_index, row_index = tile.extra_data # we only care about column drop_tile(col_index) win = checkWin() print(f"Win tiles: {win}") if win: print("Somebody won fr") if is_board_full(): board_full = True print(f"Draw! The board is full.") # button stuff 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) 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) go_back_button = Button(x, y, 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, go_back, "Baloo2-Bold.ttf", 50, rounding=8) 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) 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(): 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): 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" 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.change_menu("start") # main loopy loopy 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 menu_manager.handle_event(event) menu_manager.draw() pygame.display.flip() clock.tick(TARGET_FPS)