import pygame import json import copy import time import random maps = [ ] 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 MARBLE_CENTER_X = 20 MARBLE_CENTER_Y = 20 COLOR_MAGICPINK = (255, 0, 255, 0) COLOR_WHITE = (255, 255, 255, 255) COLOR_BLACK = (0, 0, 0, 255) SCREEN_WIDTH = 800 SCREEN_HEIGHT = 600 STATE_NONE = 0 STATE_FALLING = 1 STATE_SELECTED = 1 << 1 STATE_DEAD = 1 << 2 STATE_PLAYERTOUCHED = 1 << 3 STATE_DRAGGING = 1 << 4 M_IDX_MOVES = 0 M_IDX_TYPE = 1 M_IDX_STATE = 2 M_IDX_POS = 3 M_IDX_VEL = 4 P_IDX_X = 0 P_IDX_Y = 1 def __init__(self): pygame.init() 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.__curMap__ = None self.__curMapRect__ = None self.__moves__ = 0 self.__maxMarbleMoves__ = 4 self.__selectedMarble__ = [-1, -1] self.__setSelectedMarble__([-1, -1]) self.__selectionRect__ = None self.__selectionSurface__ = pygame.Surface( (Game.MARBLE_WIDTH, Game.MARBLE_HEIGHT), pygame.SRCALPHA | pygame.HWSURFACE) 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) self.__marbles__.append(pygame.image.load('gfx/BlueSwirl.png')) self.__marbles__.append(pygame.image.load('gfx/MochaVolcano.png')) self.__marbles__.append(pygame.image.load('gfx/SwirlyEyeball.png')) self.__marbles__.append(pygame.image.load('gfx/ZebraGum.png')) def __setMap__(self, maparray): self.__curMap__ = [] self.__curMapRect__ = pygame.Rect( ((Game.SCREEN_WIDTH - (Game.MARBLE_WIDTH * len(maparray[0])))/2), 0, (Game.MARBLE_WIDTH * len(maparray[0])), (Game.MARBLE_HEIGHT * len(maparray)) ) x = self.__curMapRect__.left y = self.__curMapRect__.top for row in maparray: x = self.__curMapRect__.left mrow = [] self.__curMap__.append(mrow) for col in row: mrow.append( [self.__maxMarbleMoves__, col, Game.STATE_NONE, [x, y], [0, 0]]) x += Game.MARBLE_WIDTH 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_marble__(self, mx, my, marble): if ( (marble[Game.M_IDX_TYPE]) 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 y = mpos[Game.P_IDX_Y] - Game.MARBLE_CENTER_Y 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 Game.DEBUG_MODE: text = self.__gameFont__.render("{}".format(marble[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(mx, my), 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) def __draw__(self): self.__display__.fill(Game.COLOR_BLACK) self.__blitTarget__.fill(Game.COLOR_MAGICPINK) if not self.__curMap__: return drawLast = [] ri = 0 for row in self.__curMap__: ci = 0 for col in row: if self.__hasMarbleState__([ci, ri], Game.STATE_DRAGGING): drawLast = [ci, ri, col] else: self.__draw_marble__(ci, ri, col) ci += 1 ri += 1 if drawLast: self.__draw_marble__(drawLast[0], drawLast[1], drawLast[2]) if self.__selectionRect__ : self.__blitTarget__.blit( self.__selectionSurface__, (self.__selectionRect__.left, self.__selectionRect__.top) ) 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 left = self.__selectedMarble__[Game.P_IDX_X] top = self.__selectedMarble__[Game.P_IDX_Y] if ( left > 0 ): left -= 1 if ( top > 0 ): top -= 1 selectable = pygame.Rect(left, top, 3, 3) 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 ) ): 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]] 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 # 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 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.__addMarbleState__(pos, Game.STATE_SELECTED) def __mouseReleased__(self, event): 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 self.__delMarbleState__(self.__selectedMarble__, Game.STATE_DRAGGING) self.__setSelectedMarble__([-1, -1]) self.__selectionRect__ = None return 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.__setSelectedMarble__([-1, -1]) return self.__setSelectedMarble__([-1, -1]) self.__flipMarbles__(flipMarble, [marble_x, marble_y]) 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): 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 ) ): # We can't drag empty space or space outside the map return if not self.__canSelectMarble__(marble_x, marble_y): return self.__setSelectedMarble__([marble_x, marble_y]) self.__addMarbleState__([marble_x, marble_y], Game.STATE_DRAGGING) self.__addMarbleState__([marble_x, marble_y], Game.STATE_PLAYERTOUCHED) def __setGroupState__(self, zap=False): groups = { 0: [], 1: [], 2: [], 3: [], 4: [] } groups_of_3 = [ [], [], [], [], [] ] x = 0 y = 0 curMatchMarble = 0 prevy = 0 group = None for row in self.__curMap__: x = 0 for col in row: if col[Game.M_IDX_TYPE] != 0: candidates = [ # --X-- [x, y + 1] # --C-- ] for c in candidates: 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 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 y += 1 for marble, group in groups.iteritems(): for grp in group: 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: self.__update__() self.__draw__() for event in pygame.event.get(): if event.type == pygame.QUIT: 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]) elif event.type == pygame.MOUSEBUTTONDOWN: self.__mouseClicked__(event) elif event.type == pygame.MOUSEBUTTONUP: self.__mouseReleased__(event) pygame.display.update() return