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FuckThisCollapse/fuckthiscollapse/Game.py

391 lines
16 KiB
Python

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
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
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__(self):
self.__display__.fill(Game.COLOR_BLACK)
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]) 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))
text = self.__gameFont__.render("{}".format(col[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(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__,
(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
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 - 1, cury + 1], # -S---
[curx, cury + 1], # --S--
[curx + 1, cury + 1] # ---S-
]
if [x, y] not in selectable:
return False
return True
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 __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 ) ):
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.__setSelectedMarble__([-1, -1])
self.__selectionRect__ = None
return
if self.__curMap__[marble_y][marble_x][Game.M_IDX_TYPE] == 0:
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.__setSelectedMarble__([marble_x, marble_y])
self.__addMarbleState__([marble_x, marble_y], Game.STATE_PLAYERTOUCHED)
self.__setGroupState__()
return
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.MOUSEBUTTONUP:
self.__mouseClicked__(event)
pygame.display.update()
return