PyConnect-4/gui/game.py

213 lines
6.6 KiB
Python

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
# inits
pygame.init()
font = pygame.font.Font("Baloo2-Bold.ttf", 40)
display = pygame.display.set_mode(WINDOW_SIZE)
clock = pygame.time.Clock()
# coloursss
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)
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 # "red", "yellow", or None for draw
# tile + board logic
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)
tile = Button(
x, y, TILE_SIZE, TILE_SIZE, "",
tile_colour, tile_hover, tile_text,
tile_press, None, 30, (c, r),
rounding=30
)
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 # row where tile landed
return None # column full
def check_win():
global tiles, player
colours = [yellow_tile, yellow_tile_hover] if player == "yellow" else [red_tile, red_tile_hover]
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 is_board_full():
for col in tiles:
for tile in col:
if tile.colour == tile_colour:
return False
return True
def tile_press(tile: Button):
global board_full, winner, player
if board_full:
return
col_index, row_index = tile.extra_data
row_dropped = drop_tile(col_index)
if row_dropped is None:
return # column full
win = check_win()
# check for win
if win:
winner = player
board_full = True
elif is_board_full():
winner = None # draw
board_full = True
else:
player = "yellow" if player == "red" else "red"
# buttons
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,
lambda *_: start_game(), "Baloo2-Bold.ttf", 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"),
"Baloo2-Bold.ttf", 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"),
"Baloo2-Bold.ttf", 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"),
"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 callbacks
def start_game():
global board_full, player, winner
board_full = False
winner = None
player = "red"
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_SIZE[0] / 2, WINDOW_SIZE[1] / 2 - 100))
display.blit(text_surface, text_rect)
def draw_game(display):
if board_full:
if winner:
game_over_text.text = f"{winner.upper()} wins!"
else:
game_over_text.text = "Draw!"
game_over_button.draw(display)
game_over_text.draw(display)
# menu manager init + setup
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")
# main loop
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 and event.key == pygame.K_ESCAPE:
running = False
menu_manager.handle_event(event)
menu_manager.draw()
pygame.display.flip()
clock.tick(TARGET_FPS)