Game is finished, fuck this game and fuck this jam, I'm going to bed

This commit is contained in:
2014-06-06 01:37:57 -07:00
parent 21d653a99b
commit a306f15c86
5 changed files with 356 additions and 72 deletions

View File

@@ -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
@@ -150,7 +327,9 @@ class Game:
else:
x = marble[Game.M_IDX_POS][Game.P_IDX_X]
y = marble[Game.M_IDX_POS][Game.P_IDX_Y]
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)
@@ -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 <andrew@aklabs.net>", 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 ) ):
@@ -221,10 +462,12 @@ 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
@@ -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):
@@ -407,6 +690,7 @@ class Game:
pygame.quit()
return
elif event.type == pygame.KEYUP:
if ( Game.DEBUG_MODE ):
if ( (pygame.key.get_pressed()[pygame.K_LCTRL]) and
(event.key == pygame.K_LEFT) and
(self.__mapIndex__ > 0) ):

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