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