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:
2014-06-04 07:27:30 -07:00
parent 53b231a6b8
commit a0b3a2398b

View File

@@ -1,35 +1,27 @@
import pygame
import json
import copy
import time
import random
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]
]
]
random.seed(time.time())
for i in range(0, 16):
newmap = []
for i in range(0, 10):
newrow = []
for i in range(0, 16):
newrow.append(random.randint(1, 4))
newmap.append(newrow)
maps.append(newmap)
class Game:
# Debug flags, disable these before production
DEBUG_MODE = True
# -----
MARBLE_WIDTH = 40
MARBLE_HEIGHT = 40
COLOR_MAGICPINK = (255, 0, 255, 0)
@@ -40,8 +32,9 @@ class Game:
STATE_NONE = 0
STATE_FALLING = 1
STATE_SELECTED = 2
STATE_DEAD = 3
STATE_SELECTED = 1 << 1
STATE_DEAD = 1 << 2
STATE_PLAYERTOUCHED = 1 << 3
M_IDX_MOVES = 0
M_IDX_TYPE = 1
@@ -64,6 +57,7 @@ class Game:
self.__moves__ = 0
self.__maxMarbleMoves__ = 4
self.__selectedMarble__ = [-1, -1]
self.__setSelectedMarble__([-1, -1])
self.__selectionRect__ = None
self.__selectionSurface__ = pygame.Surface(
@@ -72,9 +66,10 @@ class Game:
self.__selectionSurface__.fill((255,255,255, 128))
self.__gameFont__ = pygame.font.SysFont(pygame.font.get_default_font(), 18)
self.__debugFont__ = pygame.font.SysFont(pygame.font.get_default_font(), 12)
self.__mapIndex__ = 0
self.__setMap__(maps[self.__mapIndex__])
#self.__setGroupState__(zap=True)
def __load_marbles__(self):
self.__marbles__.append(None)
@@ -87,7 +82,7 @@ class Game:
self.__curMap__ = []
self.__curMapRect__ = pygame.Rect(
((Game.SCREEN_WIDTH - (Game.MARBLE_WIDTH * len(maparray[0])))/2),
((Game.SCREEN_HEIGHT - (Game.MARBLE_HEIGHT * len(maparray)))/2),
0,
(Game.MARBLE_WIDTH * len(maparray[0])),
(Game.MARBLE_HEIGHT * len(maparray))
)
@@ -109,6 +104,37 @@ class Game:
y += Game.MARBLE_HEIGHT
def __update__(self):
for ri in range(len(self.__curMap__)-1, -1, -1):
row = self.__curMap__[ri]
ci = 0
for col in row:
if ( (col[Game.M_IDX_TYPE]) and (not self.__hasMarbleState__([ci, ri], Game.STATE_DEAD)) ):
if ( self.__curMap__[ri][ci][Game.M_IDX_TYPE] == 0 ):
self.__curMap__[ri][ci][Game.M_IDX_STATE] = Game.STATE_DEAD
elif ( self.__hasMarbleState__([ci, ri], Game.STATE_FALLING) ):
if ( col[Game.M_IDX_POS][Game.P_IDX_Y] > 800 ):
self.__curMap__[ri][ci][Game.M_IDX_STATE] = Game.STATE_DEAD
continue
col[Game.M_IDX_VEL][Game.P_IDX_Y] += 1
# OH GOD, MY EYES
nextri = (col[Game.M_IDX_POS][Game.P_IDX_Y] + (Game.MARBLE_HEIGHT)) / Game.MARBLE_HEIGHT
if ( ( (nextri) >= (len(self.__curMap__)) ) or
( self.__hasMarbleState__([ci, nextri], Game.STATE_FALLING) ) or
( self.__hasMarbleState__([ci, nextri], Game.STATE_DEAD) ) ):
col[Game.M_IDX_POS][Game.P_IDX_Y] += col[Game.M_IDX_VEL][Game.P_IDX_Y]
elif ( ( ri != (nextri-1 ) ) and
( not self.__hasMarbleState__([ci, nextri], Game.STATE_FALLING) ) and
( not self.__hasMarbleState__([ci, nextri], Game.STATE_DEAD) ) ):
col[Game.M_IDX_POS][Game.P_IDX_Y] = ((nextri-1) * Game.MARBLE_HEIGHT)
self.__delMarbleState__([ci, ri], Game.STATE_FALLING)
self.__flipMarbles__([ci, ri], [ci, nextri-1])
else:
self.__delMarbleState__([ci, ri], Game.STATE_FALLING)
# --- THE GOGGLES DO NOTHING
ci += 1
ri += 1
return
def __draw__(self):
@@ -116,9 +142,11 @@ class Game:
self.__blitTarget__.fill(Game.COLOR_MAGICPINK)
if not self.__curMap__:
return
ri = 0
for row in self.__curMap__:
ci = 0
for col in row:
if col[Game.M_IDX_TYPE]:
if ( (col[Game.M_IDX_TYPE]) and (col[Game.M_IDX_STATE] != Game.STATE_DEAD)):
x = col[Game.M_IDX_POS][Game.P_IDX_X]
y = col[Game.M_IDX_POS][Game.P_IDX_Y]
self.__blitTarget__.blit(self.__marbles__[col[Game.M_IDX_TYPE]], (x, y))
@@ -126,6 +154,19 @@ class Game:
textpos = text.get_rect(right = x + (Game.MARBLE_WIDTH),
top = y)
self.__blitTarget__.blit(text, textpos)
if Game.DEBUG_MODE:
text = self.__gameFont__.render("{}".format(col[Game.M_IDX_STATE]), 1, Game.COLOR_WHITE)
textpos = text.get_rect(left = x,
bottom = y + Game.MARBLE_HEIGHT)
self.__blitTarget__.blit(text, textpos)
text = self.__gameFont__.render("{},{}".format(ci, ri), 1, Game.COLOR_BLACK)
textpos = text.get_rect(centerx = x + (Game.MARBLE_WIDTH/2),
centery = y + (Game.MARBLE_HEIGHT/2))
self.__blitTarget__.blit(text, textpos)
ci += 1
ri += 1
if self.__selectionRect__ :
self.__blitTarget__.blit(
self.__selectionSurface__,
@@ -134,29 +175,34 @@ class Game:
self.__display__.blit(self.__blitTarget__, (0, 0))
def __canSelectMarble__(self, x, y):
if self.__curMap__[y][x][Game.M_IDX_STATE] == Game.STATE_DEAD:
return False
if self.__selectedMarble__ == [-1, -1]:
return True
curx = self.__selectedMarble__[Game.P_IDX_X]
cury = self.__selectedMarble__[Game.P_IDX_Y]
selectable = [
[curx - 1, cury - 1], # -S---
[curx, cury - 1], # --S--
[curx + 1, cury - 1], # ---S-
[curx - 1, cury], # -SX--
[curx + 1, cury], # --XS-
[curx, cury + 1] # --S--
[curx - 1, cury + 1], # -S---
[curx, cury + 1], # --S--
[curx + 1, cury + 1] # ---S-
]
if [x, y] not in selectable:
return False
if self.__curMap__[y][x][Game.M_IDX_STATE] != Game.STATE_NONE:
return False
return True
def __flipMarbles__(self, m1, m2):
if self.__selectedMarble__ == [-1, -1]:
return
def __flipMarbles__(self, m1, m2, force=False):
# Skip empty (black) marbles
if ( ( self.__curMap__[m1[Game.P_IDX_Y]][m1[Game.P_IDX_X]][Game.M_IDX_TYPE] == 0 ) or
( self.__curMap__[m2[Game.P_IDX_Y]][m2[Game.P_IDX_X]][Game.M_IDX_TYPE] == 0 ) ):
return
if ( ( self.__curMap__[m1[Game.P_IDX_Y]][m1[Game.P_IDX_X]][Game.M_IDX_MOVES] <= 0 ) or
( self.__curMap__[m2[Game.P_IDX_Y]][m2[Game.P_IDX_X]][Game.M_IDX_MOVES] <= 0 ) ):
return
# Swap marbles
tmp = self.__curMap__[m1[Game.P_IDX_Y]][m1[Game.P_IDX_X]]
@@ -171,22 +217,41 @@ class Game:
# Decrement movecount remaining on both marbles
self.__curMap__[m1[Game.P_IDX_Y]][m1[Game.P_IDX_X]][Game.M_IDX_MOVES] -= 1
self.__curMap__[m2[Game.P_IDX_Y]][m2[Game.P_IDX_X]][Game.M_IDX_MOVES] -= 1
self.__setSelectedMarble__(m2)
def __setMarbleState__(self, x, y, state):
self.__curMap__[y][x][2] = state
def __setMarbleState__(self, pos, state):
self.__curMap__[pos[Game.P_IDX_Y]][pos[Game.P_IDX_X]][Game.M_IDX_STATE] = state
def __addMarbleState__(self, pos, state):
cs = self.__curMap__[pos[Game.P_IDX_Y]][pos[Game.P_IDX_X]][Game.M_IDX_STATE]
cs = ( cs | state )
self.__curMap__[pos[Game.P_IDX_Y]][pos[Game.P_IDX_X]][Game.M_IDX_STATE] = cs
def __delMarbleState__(self, pos, state):
if ( not self.__hasMarbleState__(pos, state) ):
return
cs = self.__curMap__[pos[Game.P_IDX_Y]][pos[Game.P_IDX_X]][Game.M_IDX_STATE]
cs = ( cs ^ state )
self.__curMap__[pos[Game.P_IDX_Y]][pos[Game.P_IDX_X]][Game.M_IDX_STATE] = cs
def __hasMarbleState__(self, pos, state):
return ( (self.__curMap__[pos[Game.P_IDX_Y]][pos[Game.P_IDX_X]][Game.M_IDX_STATE] & state) == state)
def __setSelectedMarble__(self, pos):
if self.__selectedMarble__ != [-1, -1]:
self.__delMarbleState__(self.__selectedMarble__, Game.STATE_SELECTED)
self.__selectedMarble__ = pos
if pos == [-1, -1]:
self.__selectionRect__ = None
return
if ((self.__curMap__) and (self.__curMap__[pos[Game.P_IDX_Y]][pos[Game.P_IDX_X]][Game.M_IDX_STATE] == Game.STATE_DEAD)):
self.__setSelectedMarble__([-1, -1])
return
self.__selectionRect__ = pygame.Rect(
(self.__curMapRect__.left + (pos[Game.P_IDX_X] * Game.MARBLE_WIDTH)),
(self.__curMapRect__.top + (pos[Game.P_IDX_Y] * Game.MARBLE_HEIGHT)),
Game.MARBLE_WIDTH,
Game.MARBLE_HEIGHT)
self.__setMarbleState__(pos[Game.P_IDX_X], pos[Game.P_IDX_Y], Game.STATE_SELECTED)
self.__addMarbleState__(pos, Game.STATE_SELECTED)
def __mouseClicked__(self, event):
mouse_x = event.pos[Game.P_IDX_X]
@@ -205,14 +270,19 @@ class Game:
return False
if event.button == 1:
self.__setSelectedMarble__([marble_x, marble_y])
self.__addMarbleState__([marble_x, marble_y], Game.STATE_PLAYERTOUCHED)
self.__setGroupState__()
elif event.button in [2, 3]:
if not self.__canSelectMarble__(marble_x, marble_y):
return
self.__delMarbleState__(self.__selectedMarble__, Game.STATE_SELECTED)
self.__flipMarbles__(self.__selectedMarble__, [marble_x, marble_y])
#self.__setGroupState__()
self.__setSelectedMarble__([marble_x, marble_y])
self.__addMarbleState__([marble_x, marble_y], Game.STATE_PLAYERTOUCHED)
self.__setGroupState__()
return
def __setGroupState__(self):
def __setGroupState__(self, zap=False):
groups = {
0: [],
1: [],
@@ -224,6 +294,7 @@ class Game:
[],
[],
[],
[],
[]
]
x = 0
@@ -236,36 +307,58 @@ class Game:
for col in row:
if col[Game.M_IDX_TYPE] != 0:
candidates = [
[x, y - 1], # --C--
[x - 1, y], # -CX--
[x + 1, y], # --XC-
# --X--
[x, y + 1] # --C--
]
for c in candidates:
if self.__curMap__[c[Game.P_IDX_Y]][c[Game.P_IDX_X]][Game.M_IDX_TYPE] == col[Game.M_IDX_TYPE]:
if ( (prevy != y and curMatchMarble != col[Game.M_IDX_TYPE]) or
(prevy != y) ):
curMatchMarble = col[Game.M_IDX_TYPE]
cx = c[Game.P_IDX_X]
cy = c[Game.P_IDX_Y]
if ( (cy >= len(self.__curMap__)) or
(cy < 0 ) or
(cx >= len(self.__curMap__[cy])) or
(cx < 0 ) ):
continue
if ( self.__curMap__[cy][cx][Game.M_IDX_TYPE] == col[Game.M_IDX_TYPE] ):
curMatchMarble = col[Game.M_IDX_TYPE]
group = None
for group in groups[curMatchMarble]:
if ( ( [cx, cy] in group ) or
( [x, y] in group ) ):
break
group = None
for group in groups[curMatchMarble]:
if ( ( [c[Game.P_IDX_Y], c[Game.P_IDX_X]] in group ) or
( self.__curMap__[c[Game.P_IDX_Y]][c[Game.P_IDX_X]] in group ) ):
break
if not group:
group = [[c[Game.P_IDX_Y], c[Game.P_IDX_X]]]
groups[curMatchMarble].append(group)
group.append([self.__curMap__[c[Game.P_IDX_Y]][c[Game.P_IDX_X]]])
if not group:
group = [[x, y]]
groups[curMatchMarble].append(group)
if [cx, cy] in group:
group.append([x, y])
else:
group.append([cx, cy])
x += 1
prevy = y
y += 1
# Go through all the matches, and make sets of all the marbles in groups > 3
for marble, group in groups.iteritems():
for grp in group:
if len(grp) > 2:
groups_of_3[marble] += grp
for group in groups_of_3:
for pair in set(group):
self.__curMap__[pair[Game.P_IDX_Y]][pair[Game.P_IDX_X]][2] = Game.STATE_FALLING
if len(grp) < 3:
continue
# At least one marble in the set has to have been touched by the player
for tpair in grp:
if self.__hasMarbleState__([tpair[Game.P_IDX_X], tpair[Game.P_IDX_Y]],
Game.STATE_PLAYERTOUCHED):
break
tpair = None
if not tpair:
continue
print "Marking group as falling: {}".format(grp)
for pair in grp:
if self.__hasMarbleState__([tpair[Game.P_IDX_X], tpair[Game.P_IDX_Y]],
Game.STATE_SELECTED):
self.__setSelectedMarble__([-1, -1])
if zap:
self.__curMap__[pair[Game.P_IDX_Y]][pair[Game.P_IDX_X]][Game.M_IDX_STATE] = Game.STATE_DEAD
else:
self.__addMarbleState__(pair, Game.STATE_FALLING)
def run(self):
while True:
@@ -282,11 +375,13 @@ class Game:
(self.__mapIndex__ > 0) ):
self.__mapIndex__ -= 1
self.__setMap__(maps[self.__mapIndex__])
self.__setSelectedMarble__([-1, -1])
elif ( (pygame.key.get_pressed()[pygame.K_LCTRL]) and
(event.key == pygame.K_RIGHT) and
(self.__mapIndex__ < (len(maps)-1))):
self.__mapIndex__ += 1
self.__setMap__(maps[self.__mapIndex__])
self.__setSelectedMarble__([-1, -1])
elif event.type == pygame.MOUSEBUTTONUP: