diff --git a/fuckthiscollapse/Game.py b/fuckthiscollapse/Game.py index ea8ff4d..c0a5d8c 100644 --- a/fuckthiscollapse/Game.py +++ b/fuckthiscollapse/Game.py @@ -1,25 +1,159 @@ import pygame -import json -import copy import time import random +import os -maps = [ +levelTitles = [ + [ + [1,0,0, 0, 1,3,2, 0, 1,0,3, 0, 3,1,4, 0, 4,0,0, 0, 0,1,0], + [2,0,0, 0, 2,0,0, 0, 3,0,4, 0, 1,0,0, 0, 2,0,0, 0, 2,3,0], + [1,0,0, 0, 3,1,4, 0, 4,0,2, 0, 2,4,2, 0, 1,0,0, 0, 0,1,0], + [3,0,0, 0, 4,0,0, 0, 0,1,0, 0, 4,0,0, 0, 3,0,0, 0, 0,4,0], + [4,3,2, 0, 1,2,1, 0, 0,3,0, 0, 3,1,2, 0, 4,1,2, 0, 1,2,4], + ], + [ + [1,0,0, 0, 1,3,2, 0, 1,0,3, 0, 3,1,4, 0, 4,0,0, 0, 0,1,0], + [2,0,0, 0, 2,0,0, 0, 3,0,4, 0, 1,0,0, 0, 2,0,0, 0, 2,0,3], + [1,0,0, 0, 3,1,4, 0, 4,0,2, 0, 2,4,2, 0, 1,0,0, 0, 0,0,1], + [3,0,0, 0, 4,0,0, 0, 0,1,0, 0, 4,0,0, 0, 3,0,0, 0, 1,2,0], + [4,3,2, 0, 1,2,1, 0, 0,3,0, 0, 3,1,2, 0, 4,1,2, 0, 3,2,1] + ], + [ + [1,0,0, 0, 1,3,2, 0, 1,0,3, 0, 3,1,4, 0, 4,0,0, 0, 4,1,3], + [2,0,0, 0, 2,0,0, 0, 3,0,4, 0, 1,0,0, 0, 2,0,0, 0, 0,0,3], + [1,0,0, 0, 3,1,4, 0, 4,0,2, 0, 2,4,2, 0, 1,0,0, 0, 1,1,2], + [3,0,0, 0, 4,0,0, 0, 0,1,0, 0, 4,0,0, 0, 3,0,0, 0, 0,0,4], + [4,3,2, 0, 1,2,1, 0, 0,3,0, 0, 3,1,2, 0, 4,1,2, 0, 3,2,1], + ], + [ + [1,0,0, 0, 1,3,2, 0, 1,0,3, 0, 3,1,4, 0, 4,0,0, 0, 4,0,2], + [2,0,0, 0, 2,0,0, 0, 3,0,4, 0, 1,0,0, 0, 2,0,0, 0, 2,0,3], + [1,0,0, 0, 3,1,4, 0, 4,0,2, 0, 2,4,2, 0, 1,0,0, 0, 3,1,2], + [3,0,0, 0, 4,0,0, 0, 0,1,0, 0, 4,0,0, 0, 3,0,0, 0, 0,0,3], + [4,3,2, 0, 1,2,1, 0, 0,3,0, 0, 3,1,2, 0, 4,1,2, 0, 0,0,4], + ], + [ + [1,0,0, 0, 1,3,2, 0, 1,0,3, 0, 3,1,4, 0, 4,0,0, 0, 1,2,1], + [2,0,0, 0, 2,0,0, 0, 3,0,4, 0, 1,0,0, 0, 2,0,0, 0, 4,0,0], + [1,0,0, 0, 3,1,4, 0, 4,0,2, 0, 2,4,2, 0, 1,0,0, 0, 1,3,4], + [3,0,0, 0, 4,0,0, 0, 0,1,0, 0, 4,0,0, 0, 3,0,0, 0, 0,0,1], + [4,3,2, 0, 1,2,1, 0, 0,3,0, 0, 3,1,2, 0, 4,1,2, 0, 4,3,2], + ], + [ + [1,0,0, 0, 1,3,2, 0, 1,0,3, 0, 3,1,4, 0, 4,0,0, 0, 1,1,4], + [2,0,0, 0, 2,0,0, 0, 3,0,4, 0, 1,0,0, 0, 2,0,0, 0, 2,0,0], + [1,0,0, 0, 3,1,4, 0, 4,0,2, 0, 2,4,2, 0, 1,0,0, 0, 1,3,1], + [3,0,0, 0, 4,0,0, 0, 0,1,0, 0, 4,0,0, 0, 3,0,0, 0, 4,0,1], + [4,3,2, 0, 1,2,1, 0, 0,3,0, 0, 3,1,2, 0, 4,1,2, 0, 3,2,4], + ], + [ + [1,0,0, 0, 1,3,2, 0, 1,0,3, 0, 3,1,4, 0, 4,0,0, 0, 3,1,4], + [2,0,0, 0, 2,0,0, 0, 3,0,4, 0, 1,0,0, 0, 2,0,0, 0, 0,0,2], + [1,0,0, 0, 3,1,4, 0, 4,0,2, 0, 2,4,2, 0, 1,0,0, 0, 0,4,0], + [3,0,0, 0, 4,0,0, 0, 0,1,0, 0, 4,0,0, 0, 3,0,0, 0, 0,3,0], + [4,3,2, 0, 1,2,1, 0, 0,3,0, 0, 3,1,2, 0, 4,1,2, 0, 0,1,0], + ] ] - -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) + +maps = [ + [ + [4,2,1,3,2,1], + [3,4,4,4,1,3], + [2,3,2,3,3,3], + [4,4,3,1,3,3], + [3,1,4,2,2,1], + [2,3,1,1,4,2] + ], + [ + [4,1,3,4,2,2,4], + [1,4,4,2,1,4,4], + [1,1,4,2,1,3,1], + [4,1,1,3,1,3,4], + [2,4,4,3,1,4,2], + [4,3,2,4,3,4,3], + [3,4,1,3,3,3,3] + ], + [ + [4,1,2,2,4,3,1,3], + [2,3,1,3,2,1,3,1], + [3,4,1,3,2,4,1,1], + [4,3,1,3,4,1,1,4], + [2,4,2,1,1,2,4,1], + [1,3,2,1,2,1,1,2], + [4,3,1,3,4,3,1,2], + [1,1,3,2,4,2,2,1] + ], + [ + [2,3,3,3,2,2,3,4,4], + [4,4,3,3,1,3,2,1,3], + [4,3,4,2,1,3,4,1,2], + [4,3,1,1,1,1,3,1,1], + [4,2,3,3,1,1,4,4,2], + [2,4,2,2,3,1,2,2,2], + [1,4,3,2,4,4,1,3,1], + [1,3,4,4,2,1,3,4,1], + [2,1,2,2,1,4,4,3,2] + ], + [ + [2,2,3,4,4,1,3,4,3,1], + [1,2,1,4,3,1,4,1,1,1], + [1,2,3,4,2,4,1,1,3,3], + [3,4,1,4,2,4,4,2,4,4], + [3,3,1,1,2,1,2,2,2,1], + [4,1,2,4,4,2,3,4,1,1], + [2,2,4,3,2,4,3,1,1,1], + [4,3,1,2,3,1,1,1,3,3], + [2,2,3,3,1,4,1,3,1,1], + [3,3,4,2,2,4,3,4,1,4] + ], + [ + [1,1,1,4,3,2,2,2,4,2,1], + [2,3,3,2,2,2,1,2,1,1,1], + [4,3,2,3,1,3,2,4,4,2,2], + [1,4,3,2,2,2,2,1,3,3,3], + [3,2,2,3,1,4,3,1,4,3,2], + [3,1,1,1,1,3,1,2,3,2,4], + [1,2,4,1,1,2,1,1,4,1,4], + [3,2,4,1,3,2,3,3,4,1,4], + [2,4,3,4,2,3,1,2,1,2,3], + [1,2,1,2,3,3,4,4,3,2,3], + [3,3,3,3,3,4,1,4,4,2,3] + ], + [ + [4,4,1,3,2,4,4,2,3,2,2,3], + [2,4,1,3,2,3,3,4,4,3,1,2], + [1,3,3,4,3,1,4,3,1,1,3,2], + [4,2,2,1,2,2,3,3,1,3,4,1], + [3,2,2,3,4,4,2,2,3,2,2,2], + [1,1,3,3,1,4,3,2,2,4,4,2], + [3,1,3,3,3,2,2,3,3,1,4,3], + [2,3,2,3,4,4,3,3,3,4,2,3], + [1,4,2,3,2,1,3,4,2,3,4,2], + [1,2,3,2,1,4,2,2,3,1,3,3], + [4,4,4,2,2,4,3,4,2,2,2,1], + [4,1,1,3,2,1,3,3,1,1,4,2] + ], + [ + [4,4,1,3,2,4,4,2,3,2,2,3,2], + [2,4,1,3,2,3,3,4,4,3,1,2,3], + [1,3,3,4,3,1,4,3,1,1,3,2,1], + [4,2,2,1,2,2,3,3,1,3,4,1,1], + [3,2,2,3,4,4,2,2,3,2,2,2,3], + [1,1,3,3,1,4,3,2,2,4,4,2,3], + [3,1,3,3,3,2,2,3,3,1,4,3,2], + [2,3,2,3,4,4,3,3,3,4,2,3,4], + [1,4,2,3,2,1,3,4,2,3,4,2,4], + [1,2,3,2,1,4,2,2,3,1,3,3,1], + [4,4,4,2,2,4,3,4,2,2,2,1,4], + [4,1,1,3,2,1,3,3,1,1,4,2,2], + [3,2,2,3,4,4,2,2,3,2,2,2,3] + ] +] class Game: # Debug flags, disable these before production - DEBUG_MODE = True + DEBUG_MODE = False + DRAW_MOVES = True # ----- MARBLE_WIDTH = 40 @@ -30,8 +164,8 @@ class Game: COLOR_MAGICPINK = (255, 0, 255, 0) COLOR_WHITE = (255, 255, 255, 255) COLOR_BLACK = (0, 0, 0, 255) - SCREEN_WIDTH = 800 - SCREEN_HEIGHT = 600 + SCREEN_WIDTH = 960 + SCREEN_HEIGHT = 540 STATE_NONE = 0 STATE_FALLING = 1 @@ -40,6 +174,11 @@ class Game: STATE_PLAYERTOUCHED = 1 << 3 STATE_DRAGGING = 1 << 4 + STATE_GAME_MAIN = 1 << 1 + STATE_GAME_TITLE = 1 << 2 + STATE_GAME_TITLE_FALLING = 1 << 3 + STATE_GAME_WIN = 1 << 5 + M_IDX_MOVES = 0 M_IDX_TYPE = 1 M_IDX_STATE = 2 @@ -49,13 +188,25 @@ class Game: P_IDX_X = 0 P_IDX_Y = 1 + VELOCITY_CUMULATIVE = 1 + VELOCITY_STATIC = 2 + def __init__(self): pygame.init() + pygame.mixer.init() + self.__velocity_mode__ = Game.VELOCITY_CUMULATIVE + self.__gamestate__ = Game.STATE_GAME_TITLE 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.__sound_falling__ = pygame.mixer.Sound(os.path.join('snd', 'marblefall.wav')) + self.__sound_click__ = pygame.mixer.Sound(os.path.join('snd', 'marbleclick.wav')) + self.__sound_level__ = pygame.mixer.Sound(os.path.join('snd', 'newlevel.wav')) + pygame.mixer.music.load(os.path.join('snd', 'POL-lurking-short.wav')) + pygame.mixer.music.play(-1) + self.__curMap__ = None self.__curMapRect__ = None self.__moves__ = 0 @@ -72,8 +223,7 @@ class Game: 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) + self.__setMap__(levelTitles[self.__mapIndex__], isTitle = True) def __load_marbles__(self): self.__marbles__.append(None) @@ -82,7 +232,7 @@ class Game: self.__marbles__.append(pygame.image.load('gfx/SwirlyEyeball.png')) self.__marbles__.append(pygame.image.load('gfx/ZebraGum.png')) - def __setMap__(self, maparray): + def __setMap__(self, maparray, isTitle=False): self.__curMap__ = [] self.__curMapRect__ = pygame.Rect( ((Game.SCREEN_WIDTH - (Game.MARBLE_WIDTH * len(maparray[0])))/2), @@ -91,8 +241,18 @@ class Game: (Game.MARBLE_HEIGHT * len(maparray)) ) + initState = Game.STATE_NONE x = self.__curMapRect__.left y = self.__curMapRect__.top + self.__gamestate__ = Game.STATE_GAME_MAIN + self.__velocity_mode__ = Game.VELOCITY_CUMULATIVE + Game.DRAW_MOVES = True + + if isTitle: + Game.DRAW_MOVES = False + self.__gamestate__ = Game.STATE_GAME_TITLE + self.__sound_level__.play() + for row in maparray: x = self.__curMapRect__.left mrow = [] @@ -101,13 +261,18 @@ class Game: mrow.append( [self.__maxMarbleMoves__, col, - Game.STATE_NONE, + initState, [x, y], - [0, 0]]) + [0.0, 0.0]]) x += Game.MARBLE_WIDTH y += Game.MARBLE_HEIGHT def __update__(self): + if self.__gamestate__ == Game.STATE_GAME_WIN: + return + + all_are_dead = True + for ri in range(len(self.__curMap__)-1, -1, -1): row = self.__curMap__[ri] ci = 0 @@ -116,33 +281,45 @@ class Game: 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 + all_are_dead = False + if ( col[Game.M_IDX_POS][Game.P_IDX_Y] > Game.SCREEN_HEIGHT ): + self.__sound_falling__.play() + self.__curMap__[ri][ci] = [99999999, + 0, + Game.STATE_DEAD, + [ self.__curMapRect__.left + (ci * Game.MARBLE_WIDTH), + self.__curMapRect__.top + (ri * Game.MARBLE_HEIGHT) ], + [0, 0] + ] continue - col[Game.M_IDX_VEL][Game.P_IDX_Y] += 1 + col[Game.M_IDX_VEL][Game.P_IDX_Y] += 0.2 # 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]) + col[Game.M_IDX_POS][Game.P_IDX_Y] += int(col[Game.M_IDX_VEL][Game.P_IDX_Y]) else: - self.__delMarbleState__([ci, ri], Game.STATE_FALLING) + self.__flipMarbles__([ci, ri], [ci, nextri-1]) + self.__delMarbleState__([ci, nextri-1], Game.STATE_FALLING) # --- THE GOGGLES DO NOTHING - + elif ( not self.__hasMarbleState__([ci, ri], Game.STATE_DEAD) ): + all_are_dead = False ci += 1 ri += 1 + if ( all_are_dead ) and ( self.__gamestate__ == Game.STATE_GAME_TITLE_FALLING ): + self.__setMap__(maps[self.__mapIndex__]) + elif ( all_are_dead ) and ( self.__gamestate__ == Game.STATE_GAME_MAIN ): + if ( (self.__mapIndex__ + 1) >= (len(maps)-1) ): + self.__gamestate__ = Game.STATE_GAME_WIN + return + self.__mapIndex__ += 1 + self.__setMap__(levelTitles[self.__mapIndex__], isTitle = True) return def __draw_marble__(self, mx, my, marble): - if ( (marble[Game.M_IDX_TYPE]) and (marble[Game.M_IDX_STATE] != Game.STATE_DEAD)): + if ( (marble[Game.M_IDX_TYPE] or Game.DEBUG_MODE ) and (marble[Game.M_IDX_STATE] != Game.STATE_DEAD)): if self.__hasMarbleState__([mx, my], Game.STATE_DRAGGING): mpos = pygame.mouse.get_pos() x = mpos[Game.P_IDX_X] - Game.MARBLE_CENTER_X @@ -150,11 +327,13 @@ class Game: else: x = marble[Game.M_IDX_POS][Game.P_IDX_X] y = marble[Game.M_IDX_POS][Game.P_IDX_Y] - self.__blitTarget__.blit(self.__marbles__[marble[Game.M_IDX_TYPE]], (x, y)) - text = self.__gameFont__.render("{}".format(marble[Game.M_IDX_MOVES]), 1, Game.COLOR_WHITE) - textpos = text.get_rect(right = x + (Game.MARBLE_WIDTH), - top = y) - self.__blitTarget__.blit(text, textpos) + if ( marble[Game.M_IDX_TYPE] ): + self.__blitTarget__.blit(self.__marbles__[marble[Game.M_IDX_TYPE]], (x, y)) + if ( Game.DRAW_MOVES ): + text = self.__gameFont__.render("{}".format(marble[Game.M_IDX_MOVES]), 1, Game.COLOR_WHITE) + 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(marble[Game.M_IDX_STATE]), 1, Game.COLOR_WHITE) @@ -169,8 +348,41 @@ class Game: def __draw__(self): self.__display__.fill(Game.COLOR_BLACK) self.__blitTarget__.fill(Game.COLOR_MAGICPINK) + + if self.__gamestate__ == Game.STATE_GAME_WIN: + text = self.__gameFont__.render("CONGLATURATIONS! YOU HAVE COMPLETED A GREAT GAME!", 1, Game.COLOR_WHITE) + textpos = text.get_rect(centerx = Game.SCREEN_WIDTH / 2, + centery = Game.SCREEN_HEIGHT / 2) + self.__blitTarget__.blit(text, textpos) + + text = self.__gameFont__.render("NOW GO, AND REST OUR HEROS!", 1, Game.COLOR_WHITE) + textpos = text.get_rect(centerx = Game.SCREEN_WIDTH / 2, + centery = ( Game.SCREEN_HEIGHT / 2) + 40) + self.__blitTarget__.blit(text, textpos) + + self.__display__.blit(self.__blitTarget__, (0, 0)) + return + if not self.__curMap__: return + + if self.__gamestate__ == Game.STATE_GAME_MAIN and self.__mapIndex__ == 0: + y = Game.SCREEN_HEIGHT / 2 + for textline in ["* Make vertical lines of 3 marbles of the same color", + "* Click and Drag to Move Marbles", + "* Marbles can move horizontal, vertical, and diagonal", + "* Marbles can move one space at a time only", + "* Lines will collapse onto marbles beneath them", + "* Lines will fall completely if there is nothing below them", + "* The number shows how many times a marble can be moved", + "* Levels end when no more moves can be made", + "* Get as many lines off the screen as you can"]: + text = self.__gameFont__.render(textline, 1, Game.COLOR_WHITE) + textpos = text.get_rect(left = (Game.SCREEN_WIDTH / 3), + centery = y) + self.__blitTarget__.blit(text, textpos) + y += textpos.height + drawLast = [] ri = 0 for row in self.__curMap__: @@ -190,10 +402,33 @@ class Game: self.__selectionSurface__, (self.__selectionRect__.left, self.__selectionRect__.top) ) + + if self.__gamestate__ == Game.STATE_GAME_TITLE and self.__mapIndex__ == 0: + text = self.__gameFont__.render("Fuck This Collapse", 1, Game.COLOR_WHITE) + textpos = text.get_rect(centerx = Game.SCREEN_WIDTH / 2, + centery = Game.SCREEN_HEIGHT / 2) + self.__blitTarget__.blit(text, textpos) + + text = self.__gameFont__.render("for Fuck This Jam", 1, Game.COLOR_WHITE) + textpos = text.get_rect(centerx = Game.SCREEN_WIDTH / 2, + centery = ( Game.SCREEN_HEIGHT / 2) + (textpos.height * 2)) + self.__blitTarget__.blit(text, textpos) + + text = self.__gameFont__.render("Andrew Kesterson ", 1, Game.COLOR_WHITE) + textpos = text.get_rect(centerx = Game.SCREEN_WIDTH / 2, + centery = ( Game.SCREEN_HEIGHT / 2) + (textpos.height * 3)) + self.__blitTarget__.blit(text, textpos) + + text = self.__gameFont__.render("https://www.github.com/akesterson/", 1, Game.COLOR_WHITE) + textpos = text.get_rect(centerx = Game.SCREEN_WIDTH / 2, + centery = ( Game.SCREEN_HEIGHT / 2) + (textpos.height * 4)) + self.__blitTarget__.blit(text, textpos) + self.__display__.blit(self.__blitTarget__, (0, 0)) def __canSelectMarble__(self, x, y): - if self.__curMap__[y][x][Game.M_IDX_STATE] == Game.STATE_DEAD: + if ( (self.__curMap__[y][x][Game.M_IDX_STATE] == Game.STATE_DEAD) and + (not self.__hasMarbleState__(self.__selectedMarble__, Game.STATE_DRAGGING)) ): return False if self.__selectedMarble__ == [-1, -1]: return True @@ -208,9 +443,15 @@ class Game: return selectable.collidepoint(x, y) 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 ) ): + if ( m1 == m2 ): + return + # Skip empty (black) marbles (unless we're dragging or falling) + if ( ( not self.__hasMarbleState__(self.__selectedMarble__, Game.STATE_DRAGGING)) and + ( ( not self.__hasMarbleState__(m1, Game.STATE_FALLING)) and + ( not self.__hasMarbleState__(m2, Game.STATE_FALLING)) ) and + ( ( 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 ) ): @@ -221,11 +462,13 @@ class Game: self.__curMap__[m1[Game.P_IDX_Y]][m1[Game.P_IDX_X]] = self.__curMap__[m2[Game.P_IDX_Y]][m2[Game.P_IDX_X]] self.__curMap__[m2[Game.P_IDX_Y]][m2[Game.P_IDX_X]] = tmp - # Swap positions of the marbles - tmp = self.__curMap__[m1[Game.P_IDX_Y]][m1[Game.P_IDX_X]][Game.M_IDX_POS] - self.__curMap__[m1[Game.P_IDX_Y]][m1[Game.P_IDX_X]][Game.M_IDX_POS] = self.__curMap__[m2[Game.P_IDX_Y]][m2[Game.P_IDX_X]][Game.M_IDX_POS] - self.__curMap__[m2[Game.P_IDX_Y]][m2[Game.P_IDX_X]][Game.M_IDX_POS] = tmp - + # FIX positions of the marbles + for m in [m1, m2]: + self.__curMap__[m[Game.P_IDX_Y]][m[Game.P_IDX_X]][Game.M_IDX_POS] = [ + self.__curMapRect__.left + (m[Game.P_IDX_X] * Game.MARBLE_WIDTH), + self.__curMapRect__.top + (m[Game.P_IDX_Y] * Game.MARBLE_HEIGHT) + ] + # 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 @@ -266,16 +509,25 @@ class Game: self.__addMarbleState__(pos, Game.STATE_SELECTED) def __mouseReleased__(self, event): + if self.__gamestate__ == Game.STATE_GAME_WIN: + return + elif self.__gamestate__ == Game.STATE_GAME_TITLE: + return + elif self.__gamestate__ == Game.STATE_GAME_TITLE_FALLING: + return + + self.__sound_click__.play() + mouse_x = event.pos[Game.P_IDX_X] mouse_y = event.pos[Game.P_IDX_Y] 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][Game.M_IDX_TYPE] == 0 ) ): - print "Player clicked outside the map or on an empty square" - if self.__curMap__[self.__selectedMarble__[Game.P_IDX_Y]][self.__selectedMarble__[Game.P_IDX_X]][2] == Game.STATE_SELECTED : - self.__curMap__[self.__selectedMarble__[Game.P_IDX_Y]][self.__selectedMarble__[Game.P_IDX_X]][2] = Game.STATE_NONE + if ( ( not self.__curMapRect__.collidepoint((mouse_x, mouse_y)) ) or + ( (not self.__hasMarbleState__(self.__selectedMarble__, Game.STATE_DRAGGING)) and + self.__curMap__[marble_y][marble_x][Game.M_IDX_TYPE] == 0 ) + ): + self.__delMarbleState__(self.__selectedMarble__, Game.STATE_SELECTED) self.__delMarbleState__(self.__selectedMarble__, Game.STATE_DRAGGING) self.__setSelectedMarble__([-1, -1]) self.__selectionRect__ = None @@ -284,25 +536,40 @@ class Game: if event.button == 1: if self.__hasMarbleState__(self.__selectedMarble__, Game.STATE_DRAGGING): - print "Player released and was dragging" - self.__delMarbleState__([self.__selectedMarble__[Game.P_IDX_X], - self.__selectedMarble__[Game.P_IDX_Y]], - Game.STATE_DRAGGING) flipMarble = self.__selectedMarble__ if not self.__canSelectMarble__(marble_x, marble_y): + self.__delMarbleState__(self.__selectedMarble__, Game.STATE_DRAGGING) + self.__delMarbleState__(self.__selectedMarble__, Game.STATE_SELECTED) self.__setSelectedMarble__([-1, -1]) return - self.__setSelectedMarble__([-1, -1]) + self.__addMarbleState__(flipMarble, Game.STATE_PLAYERTOUCHED) + self.__addMarbleState__([marble_x, marble_y], Game.STATE_PLAYERTOUCHED) self.__flipMarbles__(flipMarble, [marble_x, marble_y]) + self.__setSelectedMarble__([-1, -1]) + for marble in [[marble_x, marble_y], flipMarble]: + for state in [Game.STATE_SELECTED, Game.STATE_DRAGGING]: + self.__delMarbleState__(marble, state) + self.__setGroupState__() else: - print "Player clicked and released but was not dragging" self.__setSelectedMarble__([marble_x, marble_y]) self.__addMarbleState__([marble_x, marble_y], Game.STATE_PLAYERTOUCHED) self.__setGroupState__() return def __mouseClicked__(self, event): + self.__sound_click__.play() + + if self.__gamestate__ == Game.STATE_GAME_WIN: + return + elif self.__gamestate__ == Game.STATE_GAME_TITLE: + self.__sound_falling__.play() + self.__gamestate__ = Game.STATE_GAME_TITLE_FALLING + for row in self.__curMap__: + for col in row: + col[Game.M_IDX_STATE] = Game.STATE_PLAYERTOUCHED | Game.STATE_FALLING + return + mouse_x = event.pos[Game.P_IDX_X] mouse_y = event.pos[Game.P_IDX_Y] marble_x = ( (mouse_x - self.__curMapRect__.left) / Game.MARBLE_WIDTH) @@ -320,6 +587,12 @@ class Game: self.__addMarbleState__([marble_x, marble_y], Game.STATE_PLAYERTOUCHED) def __setGroupState__(self, zap=False): + amount_by_type_with_moves = { + 1: 0, + 2: 0, + 3: 0, + 4: 0 + } groups = { 0: [], 1: [], @@ -343,6 +616,8 @@ class Game: x = 0 for col in row: if col[Game.M_IDX_TYPE] != 0: + if col[Game.M_IDX_MOVES] > 0 and col[Game.M_IDX_MOVES] < 99 : + amount_by_type_with_moves[col[Game.M_IDX_TYPE]] += 1 candidates = [ # --X-- [x, y + 1] # --C-- @@ -374,6 +649,15 @@ class Game: x += 1 y += 1 + game_can_continue = False + for k, v in amount_by_type_with_moves.iteritems(): + if v >= 3: + game_can_continue = True + if not game_can_continue: + for row in self.__curMap__: + for col in row: + col[Game.M_IDX_STATE] = Game.STATE_DEAD + for marble, group in groups.iteritems(): for grp in group: if len(grp) < 3: @@ -387,7 +671,6 @@ class Game: 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): @@ -407,18 +690,19 @@ class Game: pygame.quit() return elif event.type == pygame.KEYUP: - if ( (pygame.key.get_pressed()[pygame.K_LCTRL]) and - (event.key == pygame.K_LEFT) and - (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]) + if ( Game.DEBUG_MODE ): + if ( (pygame.key.get_pressed()[pygame.K_LCTRL]) and + (event.key == pygame.K_LEFT) and + (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.MOUSEBUTTONDOWN: self.__mouseClicked__(event) diff --git a/snd/POL-lurking-short.wav b/snd/POL-lurking-short.wav new file mode 100644 index 0000000..01bf7f3 Binary files /dev/null and b/snd/POL-lurking-short.wav differ diff --git a/snd/marbleclick.wav b/snd/marbleclick.wav new file mode 100644 index 0000000..b7166b2 Binary files /dev/null and b/snd/marbleclick.wav differ diff --git a/snd/marblefall.wav b/snd/marblefall.wav new file mode 100644 index 0000000..ff74cb3 Binary files /dev/null and b/snd/marblefall.wav differ diff --git a/snd/newlevel.wav b/snd/newlevel.wav new file mode 100644 index 0000000..1d2cb75 Binary files /dev/null and b/snd/newlevel.wav differ