PyConnect-4/gui/game.py

251 lines
7.7 KiB
Python

# 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)