Simple maps are working, swapping marbles around, limited number of marble moves, etc. Basic collapse bits.

This commit is contained in:
2014-06-02 23:13:23 -07:00
parent 3106a84974
commit 87362a6c69
10 changed files with 261 additions and 0 deletions

205
fuckthiscollapse/Game.py Normal file
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import pygame
import json
import copy
maps = [
[
[1,2,3,4,1,2,3,4,1,2,3,4],
[1,2,3,4,1,2,3,4,1,2,3,4],
[1,2,3,4,1,2,3,4,1,2,3,4],
[1,2,3,4,1,2,3,4,1,2,3,4]
],
[
[1,1,3,4,1,2,3,4,1,2,3,4],
[1,1,3,4,2,2,2,4,1,2,3,4],
[1,1,3,4,1,2,3,4,1,2,3,4],
[1,1,3,4,1,1,3,4,1,2,3,4]
],
[
[0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,1,3,0,0,3,3,0,0,0],
[0,0,0,4,2,0,0,4,1,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,1,0,0,0,0,0,0,3,0,0],
[0,0,0,3,0,0,0,0,1,0,0,0],
[0,0,0,0,4,2,3,4,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0]
]
]
class Game:
MARBLE_WIDTH = 40
MARBLE_HEIGHT = 40
COLOR_MAGICPINK = (255, 0, 255, 0)
COLOR_WHITE = (255, 255, 255, 255)
COLOR_BLACK = (0, 0, 0, 255)
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
STATE_FALLING = 0
STATE_NONE = 1
STATE_SELECTED = 2
STATE_DEAD = 3
def __init__(self):
pygame.init()
self.__display__ = pygame.display.set_mode((Game.SCREEN_WIDTH, Game.SCREEN_HEIGHT))
self.__blitTarget__ = self.__display__.convert_alpha()
self.__marbles__ = []
pygame.display.set_caption("Fuck This Collapse")
self.__load_marbles__()
self.__curMap__ = None
self.__curMapRect__ = None
self.__moves__ = 0
self.__maxMarbleMoves__ = 4
self.__selectedMarble__ = [-1, -1]
self.__selectionRect__ = None
self.__selectionSurface__ = pygame.Surface(
(Game.MARBLE_WIDTH, Game.MARBLE_HEIGHT),
pygame.SRCALPHA | pygame.HWSURFACE)
self.__selectionSurface__.fill((255,255,255, 128))
self.__gameFont__ = pygame.font.SysFont(pygame.font.get_default_font(), 18)
self.__setMap__(maps[2])
def __load_marbles__(self):
self.__marbles__.append(None)
self.__marbles__.append(pygame.image.load('gfx/BlueSwirl.png'))
self.__marbles__.append(pygame.image.load('gfx/MochaVolcano.png'))
self.__marbles__.append(pygame.image.load('gfx/SwirlyEyeball.png'))
self.__marbles__.append(pygame.image.load('gfx/ZebraGum.png'))
def __setMap__(self, maparray):
self.__curMap__ = []
for row in maparray:
mrow = []
self.__curMap__.append(mrow)
for col in row:
mrow.append([self.__maxMarbleMoves__, col, Game.STATE_NONE, 0])
self.__curMapRect__ = pygame.Rect(
((Game.SCREEN_WIDTH - (Game.MARBLE_WIDTH * len(self.__curMap__[0])))/2),
((Game.SCREEN_HEIGHT - (Game.MARBLE_HEIGHT * len(self.__curMap__)))/2),
(Game.MARBLE_WIDTH * len(self.__curMap__[0])),
(Game.MARBLE_HEIGHT * len(self.__curMap__))
)
def __draw__(self):
self.__display__.fill(Game.COLOR_BLACK)
self.__blitTarget__.fill(Game.COLOR_MAGICPINK)
if not self.__curMap__:
return
x = self.__curMapRect__.left
y = self.__curMapRect__.top
for row in self.__curMap__:
x = self.__curMapRect__.left
for col in row:
if col[1]:
self.__blitTarget__.blit(self.__marbles__[col[1]], (x, y))
text = self.__gameFont__.render("{}".format(col[0]), 1, Game.COLOR_WHITE)
textpos = text.get_rect(right = x + (Game.MARBLE_WIDTH),
top = y)
self.__blitTarget__.blit(text, textpos)
x += Game.MARBLE_WIDTH
y += Game.MARBLE_HEIGHT
if self.__selectionRect__ :
self.__blitTarget__.blit(
self.__selectionSurface__,
(self.__selectionRect__.left, self.__selectionRect__.top)
)
self.__display__.blit(self.__blitTarget__, (0, 0))
def __canSelectMarble__(self, x, y):
if self.__selectedMarble__ == [-1, -1]:
return True
curx = self.__selectedMarble__[0]
cury = self.__selectedMarble__[1]
selectable = [
[curx, cury - 1], # --S--
[curx - 1, cury], # -SX--
[curx + 1, cury], # --XS-
[curx, cury + 1] # --S--
]
print selectable
if [x, y] not in selectable:
print "Marble at ({}, {}) is not my neighbor".format(x, y)
return False
#if self.__curMap__[y][x] != self.__curMap__[cury][curx] :
# print "Neighbor at ({}, {}) is type {} while I am {}".format(x, y, self.__curMap__[cury][curx], self.__curMap__[y][x])
# return False
return True
def __flipMarbles__(self, m1, m2):
if self.__selectedMarble__ == [-1, -1]:
return
if ( ( self.__curMap__[m1[1]][m1[0]][0] == 0 ) or
( self.__curMap__[m2[1]][m2[0]][0] == 0 ) ):
print "No moves left on one of these marbles"
return
print "Flipping ({} = {}) and ({} = {})".format(
m1,
self.__curMap__[m1[1]][m1[0]],
m2,
self.__curMap__[m2[1]][m2[0]])
self.__curMap__[m1[1]][m1[0]][0] -= 1
self.__curMap__[m2[1]][m2[0]][0] -= 1
tmp = self.__curMap__[m1[1]][m1[0]][1]
self.__curMap__[m1[1]][m1[0]][1] = self.__curMap__[m2[1]][m2[0]][1]
self.__curMap__[m2[1]][m2[0]][1] = tmp
tmp = self.__curMap__[m1[1]][m1[0]][0]
self.__curMap__[m1[1]][m1[0]][0] = self.__curMap__[m2[1]][m2[0]][0]
self.__curMap__[m2[1]][m2[0]][0] = tmp
print "Flipped ({} = {}) and ({} = {})".format(
m1,
self.__curMap__[m1[1]][m1[0]],
m2,
self.__curMap__[m2[1]][m2[0]])
def __setMarbleState__(self, x, y, state):
self.__curMap__[y][x][2] = state
def __mouseClicked__(self, event):
mouse_x = event.pos[0]
mouse_y = event.pos[1]
marble_x = ( (mouse_x - self.__curMapRect__.left) / Game.MARBLE_WIDTH)
marble_y = ( (mouse_y - self.__curMapRect__.top) / Game.MARBLE_HEIGHT)
if ( ( not self.__curMapRect__.collidepoint((mouse_x, mouse_y))) or
(self.__curMap__[marble_y][marble_x][1] == 0 ) ):
if self.__curMap__[self.__selectedMarble__[1]][self.__selectedMarble__[0]][2] == Game.STATE_SELECTED :
self.__curMap__[self.__selectedMarble__[1]][self.__selectedMarble__[0]][2] = Game.STATE_NONE
self.__selectedMarble__ = [-1, -1]
self.__selectionRect__ = None
return
if self.__curMap__[marble_y][marble_x][1] == 0:
return False
if event.button == 1:
print "Selected marble [{}, {}]".format(marble_x, marble_y)
self.__selectedMarble__ = [marble_x, marble_y]
self.__selectionRect__ = pygame.Rect(
(self.__curMapRect__.left + (marble_x * Game.MARBLE_WIDTH)),
(self.__curMapRect__.top + (marble_y * Game.MARBLE_HEIGHT)),
Game.MARBLE_WIDTH,
Game.MARBLE_HEIGHT)
self.__setMarbleState__(marble_x, marble_y, Game.STATE_SELECTED)
elif event.button in [2, 3]:
if not self.__canSelectMarble__(marble_x, marble_y):
print "Silly rabbit, you can't select that marble!"
return
self.__flipMarbles__(self.__selectedMarble__, [marble_x, marble_y])
return
def run(self):
while True:
self.__draw__()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
return
if event.type == pygame.MOUSEBUTTONUP:
self.__mouseClicked__(event)
pygame.display.update()
return

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