Got the basic grouping/dropping mechanism working. Would like to be able to support horizontal groups as well. Sometimes the selection doesn't turn off when dropping a group.
This commit is contained in:
@@ -1,35 +1,27 @@
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import pygame
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import json
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import copy
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import time
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import random
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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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random.seed(time.time())
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for i in range(0, 16):
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newmap = []
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for i in range(0, 10):
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newrow = []
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for i in range(0, 16):
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newrow.append(random.randint(1, 4))
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newmap.append(newrow)
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maps.append(newmap)
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class Game:
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# Debug flags, disable these before production
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DEBUG_MODE = True
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# -----
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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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@@ -40,8 +32,9 @@ class Game:
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STATE_NONE = 0
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STATE_FALLING = 1
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STATE_SELECTED = 2
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STATE_DEAD = 3
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STATE_SELECTED = 1 << 1
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STATE_DEAD = 1 << 2
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STATE_PLAYERTOUCHED = 1 << 3
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M_IDX_MOVES = 0
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M_IDX_TYPE = 1
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@@ -64,6 +57,7 @@ class Game:
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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.__setSelectedMarble__([-1, -1])
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self.__selectionRect__ = None
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self.__selectionSurface__ = pygame.Surface(
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@@ -72,9 +66,10 @@ class Game:
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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.__debugFont__ = pygame.font.SysFont(pygame.font.get_default_font(), 12)
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self.__mapIndex__ = 0
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self.__setMap__(maps[self.__mapIndex__])
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#self.__setGroupState__(zap=True)
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def __load_marbles__(self):
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self.__marbles__.append(None)
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@@ -87,7 +82,7 @@ class Game:
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self.__curMap__ = []
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self.__curMapRect__ = pygame.Rect(
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((Game.SCREEN_WIDTH - (Game.MARBLE_WIDTH * len(maparray[0])))/2),
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((Game.SCREEN_HEIGHT - (Game.MARBLE_HEIGHT * len(maparray)))/2),
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0,
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(Game.MARBLE_WIDTH * len(maparray[0])),
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(Game.MARBLE_HEIGHT * len(maparray))
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)
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@@ -109,6 +104,37 @@ class Game:
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y += Game.MARBLE_HEIGHT
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def __update__(self):
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for ri in range(len(self.__curMap__)-1, -1, -1):
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row = self.__curMap__[ri]
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ci = 0
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for col in row:
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if ( (col[Game.M_IDX_TYPE]) and (not self.__hasMarbleState__([ci, ri], Game.STATE_DEAD)) ):
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if ( self.__curMap__[ri][ci][Game.M_IDX_TYPE] == 0 ):
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self.__curMap__[ri][ci][Game.M_IDX_STATE] = Game.STATE_DEAD
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elif ( self.__hasMarbleState__([ci, ri], Game.STATE_FALLING) ):
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if ( col[Game.M_IDX_POS][Game.P_IDX_Y] > 800 ):
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self.__curMap__[ri][ci][Game.M_IDX_STATE] = Game.STATE_DEAD
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continue
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col[Game.M_IDX_VEL][Game.P_IDX_Y] += 1
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# OH GOD, MY EYES
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nextri = (col[Game.M_IDX_POS][Game.P_IDX_Y] + (Game.MARBLE_HEIGHT)) / Game.MARBLE_HEIGHT
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if ( ( (nextri) >= (len(self.__curMap__)) ) or
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( self.__hasMarbleState__([ci, nextri], Game.STATE_FALLING) ) or
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( self.__hasMarbleState__([ci, nextri], Game.STATE_DEAD) ) ):
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col[Game.M_IDX_POS][Game.P_IDX_Y] += col[Game.M_IDX_VEL][Game.P_IDX_Y]
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elif ( ( ri != (nextri-1 ) ) and
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( not self.__hasMarbleState__([ci, nextri], Game.STATE_FALLING) ) and
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( not self.__hasMarbleState__([ci, nextri], Game.STATE_DEAD) ) ):
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col[Game.M_IDX_POS][Game.P_IDX_Y] = ((nextri-1) * Game.MARBLE_HEIGHT)
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self.__delMarbleState__([ci, ri], Game.STATE_FALLING)
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self.__flipMarbles__([ci, ri], [ci, nextri-1])
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else:
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self.__delMarbleState__([ci, ri], Game.STATE_FALLING)
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# --- THE GOGGLES DO NOTHING
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ci += 1
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ri += 1
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return
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def __draw__(self):
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@@ -116,9 +142,11 @@ class Game:
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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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ri = 0
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for row in self.__curMap__:
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ci = 0
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for col in row:
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if col[Game.M_IDX_TYPE]:
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if ( (col[Game.M_IDX_TYPE]) and (col[Game.M_IDX_STATE] != Game.STATE_DEAD)):
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x = col[Game.M_IDX_POS][Game.P_IDX_X]
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y = col[Game.M_IDX_POS][Game.P_IDX_Y]
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self.__blitTarget__.blit(self.__marbles__[col[Game.M_IDX_TYPE]], (x, y))
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@@ -126,6 +154,19 @@ class Game:
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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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if Game.DEBUG_MODE:
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text = self.__gameFont__.render("{}".format(col[Game.M_IDX_STATE]), 1, Game.COLOR_WHITE)
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textpos = text.get_rect(left = x,
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bottom = y + Game.MARBLE_HEIGHT)
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self.__blitTarget__.blit(text, textpos)
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text = self.__gameFont__.render("{},{}".format(ci, ri), 1, Game.COLOR_BLACK)
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textpos = text.get_rect(centerx = x + (Game.MARBLE_WIDTH/2),
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centery = y + (Game.MARBLE_HEIGHT/2))
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self.__blitTarget__.blit(text, textpos)
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ci += 1
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ri += 1
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if self.__selectionRect__ :
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self.__blitTarget__.blit(
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self.__selectionSurface__,
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@@ -134,29 +175,34 @@ class Game:
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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.__curMap__[y][x][Game.M_IDX_STATE] == Game.STATE_DEAD:
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return False
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if self.__selectedMarble__ == [-1, -1]:
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return True
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curx = self.__selectedMarble__[Game.P_IDX_X]
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cury = self.__selectedMarble__[Game.P_IDX_Y]
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selectable = [
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[curx - 1, cury - 1], # -S---
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[curx, cury - 1], # --S--
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[curx + 1, 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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[curx - 1, cury + 1], # -S---
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[curx, cury + 1], # --S--
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[curx + 1, cury + 1] # ---S-
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]
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if [x, y] not in selectable:
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return False
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if self.__curMap__[y][x][Game.M_IDX_STATE] != Game.STATE_NONE:
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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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def __flipMarbles__(self, m1, m2, force=False):
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# Skip empty (black) marbles
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if ( ( self.__curMap__[m1[Game.P_IDX_Y]][m1[Game.P_IDX_X]][Game.M_IDX_TYPE] == 0 ) or
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( self.__curMap__[m2[Game.P_IDX_Y]][m2[Game.P_IDX_X]][Game.M_IDX_TYPE] == 0 ) ):
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return
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if ( ( self.__curMap__[m1[Game.P_IDX_Y]][m1[Game.P_IDX_X]][Game.M_IDX_MOVES] <= 0 ) or
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( self.__curMap__[m2[Game.P_IDX_Y]][m2[Game.P_IDX_X]][Game.M_IDX_MOVES] <= 0 ) ):
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return
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# Swap marbles
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tmp = self.__curMap__[m1[Game.P_IDX_Y]][m1[Game.P_IDX_X]]
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@@ -171,22 +217,41 @@ class Game:
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# Decrement movecount remaining on both marbles
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self.__curMap__[m1[Game.P_IDX_Y]][m1[Game.P_IDX_X]][Game.M_IDX_MOVES] -= 1
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self.__curMap__[m2[Game.P_IDX_Y]][m2[Game.P_IDX_X]][Game.M_IDX_MOVES] -= 1
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self.__setSelectedMarble__(m2)
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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 __setMarbleState__(self, pos, state):
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self.__curMap__[pos[Game.P_IDX_Y]][pos[Game.P_IDX_X]][Game.M_IDX_STATE] = state
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def __addMarbleState__(self, pos, state):
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cs = self.__curMap__[pos[Game.P_IDX_Y]][pos[Game.P_IDX_X]][Game.M_IDX_STATE]
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cs = ( cs | state )
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self.__curMap__[pos[Game.P_IDX_Y]][pos[Game.P_IDX_X]][Game.M_IDX_STATE] = cs
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def __delMarbleState__(self, pos, state):
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if ( not self.__hasMarbleState__(pos, state) ):
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return
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cs = self.__curMap__[pos[Game.P_IDX_Y]][pos[Game.P_IDX_X]][Game.M_IDX_STATE]
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cs = ( cs ^ state )
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self.__curMap__[pos[Game.P_IDX_Y]][pos[Game.P_IDX_X]][Game.M_IDX_STATE] = cs
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def __hasMarbleState__(self, pos, state):
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return ( (self.__curMap__[pos[Game.P_IDX_Y]][pos[Game.P_IDX_X]][Game.M_IDX_STATE] & state) == state)
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def __setSelectedMarble__(self, pos):
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if self.__selectedMarble__ != [-1, -1]:
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self.__delMarbleState__(self.__selectedMarble__, Game.STATE_SELECTED)
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self.__selectedMarble__ = pos
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if pos == [-1, -1]:
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self.__selectionRect__ = None
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return
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if ((self.__curMap__) and (self.__curMap__[pos[Game.P_IDX_Y]][pos[Game.P_IDX_X]][Game.M_IDX_STATE] == Game.STATE_DEAD)):
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self.__setSelectedMarble__([-1, -1])
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return
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self.__selectionRect__ = pygame.Rect(
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(self.__curMapRect__.left + (pos[Game.P_IDX_X] * Game.MARBLE_WIDTH)),
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(self.__curMapRect__.top + (pos[Game.P_IDX_Y] * Game.MARBLE_HEIGHT)),
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Game.MARBLE_WIDTH,
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Game.MARBLE_HEIGHT)
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self.__setMarbleState__(pos[Game.P_IDX_X], pos[Game.P_IDX_Y], Game.STATE_SELECTED)
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self.__addMarbleState__(pos, Game.STATE_SELECTED)
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def __mouseClicked__(self, event):
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mouse_x = event.pos[Game.P_IDX_X]
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@@ -205,14 +270,19 @@ class Game:
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return False
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if event.button == 1:
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self.__setSelectedMarble__([marble_x, marble_y])
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self.__addMarbleState__([marble_x, marble_y], Game.STATE_PLAYERTOUCHED)
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self.__setGroupState__()
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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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return
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self.__delMarbleState__(self.__selectedMarble__, Game.STATE_SELECTED)
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self.__flipMarbles__(self.__selectedMarble__, [marble_x, marble_y])
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#self.__setGroupState__()
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self.__setSelectedMarble__([marble_x, marble_y])
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self.__addMarbleState__([marble_x, marble_y], Game.STATE_PLAYERTOUCHED)
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self.__setGroupState__()
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return
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def __setGroupState__(self):
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def __setGroupState__(self, zap=False):
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groups = {
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0: [],
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1: [],
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@@ -224,6 +294,7 @@ class Game:
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[],
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[],
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[],
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[],
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[]
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]
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x = 0
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@@ -236,36 +307,58 @@ class Game:
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for col in row:
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if col[Game.M_IDX_TYPE] != 0:
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candidates = [
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[x, y - 1], # --C--
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[x - 1, y], # -CX--
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[x + 1, y], # --XC-
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# --X--
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[x, y + 1] # --C--
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]
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for c in candidates:
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if self.__curMap__[c[Game.P_IDX_Y]][c[Game.P_IDX_X]][Game.M_IDX_TYPE] == col[Game.M_IDX_TYPE]:
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if ( (prevy != y and curMatchMarble != col[Game.M_IDX_TYPE]) or
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(prevy != y) ):
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curMatchMarble = col[Game.M_IDX_TYPE]
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cx = c[Game.P_IDX_X]
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cy = c[Game.P_IDX_Y]
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if ( (cy >= len(self.__curMap__)) or
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(cy < 0 ) or
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(cx >= len(self.__curMap__[cy])) or
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(cx < 0 ) ):
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continue
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if ( self.__curMap__[cy][cx][Game.M_IDX_TYPE] == col[Game.M_IDX_TYPE] ):
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curMatchMarble = col[Game.M_IDX_TYPE]
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group = None
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for group in groups[curMatchMarble]:
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if ( ( [cx, cy] in group ) or
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( [x, y] in group ) ):
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break
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group = None
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for group in groups[curMatchMarble]:
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if ( ( [c[Game.P_IDX_Y], c[Game.P_IDX_X]] in group ) or
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( self.__curMap__[c[Game.P_IDX_Y]][c[Game.P_IDX_X]] in group ) ):
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break
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if not group:
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group = [[c[Game.P_IDX_Y], c[Game.P_IDX_X]]]
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groups[curMatchMarble].append(group)
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group.append([self.__curMap__[c[Game.P_IDX_Y]][c[Game.P_IDX_X]]])
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if not group:
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group = [[x, y]]
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groups[curMatchMarble].append(group)
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if [cx, cy] in group:
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group.append([x, y])
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else:
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group.append([cx, cy])
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x += 1
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prevy = y
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y += 1
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# Go through all the matches, and make sets of all the marbles in groups > 3
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for marble, group in groups.iteritems():
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for grp in group:
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if len(grp) > 2:
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groups_of_3[marble] += grp
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for group in groups_of_3:
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for pair in set(group):
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self.__curMap__[pair[Game.P_IDX_Y]][pair[Game.P_IDX_X]][2] = Game.STATE_FALLING
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if len(grp) < 3:
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continue
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# At least one marble in the set has to have been touched by the player
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for tpair in grp:
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if self.__hasMarbleState__([tpair[Game.P_IDX_X], tpair[Game.P_IDX_Y]],
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Game.STATE_PLAYERTOUCHED):
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break
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tpair = None
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if not tpair:
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continue
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print "Marking group as falling: {}".format(grp)
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for pair in grp:
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if self.__hasMarbleState__([tpair[Game.P_IDX_X], tpair[Game.P_IDX_Y]],
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Game.STATE_SELECTED):
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self.__setSelectedMarble__([-1, -1])
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if zap:
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self.__curMap__[pair[Game.P_IDX_Y]][pair[Game.P_IDX_X]][Game.M_IDX_STATE] = Game.STATE_DEAD
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else:
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self.__addMarbleState__(pair, Game.STATE_FALLING)
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def run(self):
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while True:
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@@ -282,11 +375,13 @@ class Game:
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(self.__mapIndex__ > 0) ):
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self.__mapIndex__ -= 1
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self.__setMap__(maps[self.__mapIndex__])
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self.__setSelectedMarble__([-1, -1])
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elif ( (pygame.key.get_pressed()[pygame.K_LCTRL]) and
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(event.key == pygame.K_RIGHT) and
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(self.__mapIndex__ < (len(maps)-1))):
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self.__mapIndex__ += 1
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self.__setMap__(maps[self.__mapIndex__])
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self.__setSelectedMarble__([-1, -1])
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elif event.type == pygame.MOUSEBUTTONUP:
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Block a user