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slidepuzzle.py
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slidepuzzle.py
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# Slide Puzzle
# By Al Sweigart [email protected]
# http://inventwithpython.com/pygame
# Released under a "Simplified BSD" license
import pygame, sys, random
from pygame.locals import *
# Create the constants (go ahead and experiment with different values)
BOARDWIDTH = 4 # number of columns in the board
BOARDHEIGHT = 4 # number of rows in the board
TILESIZE = 80
WINDOWWIDTH = 640
WINDOWHEIGHT = 480
FPS = 30
BLANK = None
# R G B
BLACK = ( 0, 0, 0)
WHITE = (255, 255, 255)
BRIGHTBLUE = ( 0, 50, 255)
DARKTURQUOISE = ( 3, 54, 73)
GREEN = ( 0, 204, 0)
BGCOLOR = DARKTURQUOISE
TILECOLOR = GREEN
TEXTCOLOR = WHITE
BORDERCOLOR = BRIGHTBLUE
BASICFONTSIZE = 20
BUTTONCOLOR = WHITE
BUTTONTEXTCOLOR = BLACK
MESSAGECOLOR = WHITE
XMARGIN = int((WINDOWWIDTH - (TILESIZE * BOARDWIDTH + (BOARDWIDTH - 1))) / 2)
YMARGIN = int((WINDOWHEIGHT - (TILESIZE * BOARDHEIGHT + (BOARDHEIGHT - 1))) / 2)
UP = 'up'
DOWN = 'down'
LEFT = 'left'
RIGHT = 'right'
def main():
global FPSCLOCK, DISPLAYSURF, BASICFONT, RESET_SURF, RESET_RECT, NEW_SURF, NEW_RECT, SOLVE_SURF, SOLVE_RECT
pygame.init()
FPSCLOCK = pygame.time.Clock()
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption('Slide Puzzle')
BASICFONT = pygame.font.Font('freesansbold.ttf', BASICFONTSIZE)
# Store the option buttons and their rectangles in OPTIONS.
RESET_SURF, RESET_RECT = makeText('Reset', TEXTCOLOR, TILECOLOR, WINDOWWIDTH - 120, WINDOWHEIGHT - 90)
NEW_SURF, NEW_RECT = makeText('New Game', TEXTCOLOR, TILECOLOR, WINDOWWIDTH - 120, WINDOWHEIGHT - 60)
SOLVE_SURF, SOLVE_RECT = makeText('Solve', TEXTCOLOR, TILECOLOR, WINDOWWIDTH - 120, WINDOWHEIGHT - 30)
mainBoard, solutionSeq = generateNewPuzzle(80)
SOLVEDBOARD = getStartingBoard() # a solved board is the same as the board in a start state.
allMoves = [] # list of moves made from the solved configuration
while True: # main game loop
slideTo = None # the direction, if any, a tile should slide
msg = 'Click tile or press arrow keys to slide.' # contains the message to show in the upper left corner.
if mainBoard == SOLVEDBOARD:
msg = 'Solved!'
drawBoard(mainBoard, msg)
checkForQuit()
for event in pygame.event.get(): # event handling loop
if event.type == MOUSEBUTTONUP:
spotx, spoty = getSpotClicked(mainBoard, event.pos[0], event.pos[1])
if (spotx, spoty) == (None, None):
# check if the user clicked on an option button
if RESET_RECT.collidepoint(event.pos):
resetAnimation(mainBoard, allMoves) # clicked on Reset button
allMoves = []
elif NEW_RECT.collidepoint(event.pos):
mainBoard, solutionSeq = generateNewPuzzle(80) # clicked on New Game button
allMoves = []
elif SOLVE_RECT.collidepoint(event.pos):
resetAnimation(mainBoard, solutionSeq + allMoves) # clicked on Solve button
allMoves = []
else:
# check if the clicked tile was next to the blank spot
blankx, blanky = getBlankPosition(mainBoard)
if spotx == blankx + 1 and spoty == blanky:
slideTo = LEFT
elif spotx == blankx - 1 and spoty == blanky:
slideTo = RIGHT
elif spotx == blankx and spoty == blanky + 1:
slideTo = UP
elif spotx == blankx and spoty == blanky - 1:
slideTo = DOWN
elif event.type == KEYUP:
# check if the user pressed a key to slide a tile
if event.key in (K_LEFT, K_a) and isValidMove(mainBoard, LEFT):
slideTo = LEFT
elif event.key in (K_RIGHT, K_d) and isValidMove(mainBoard, RIGHT):
slideTo = RIGHT
elif event.key in (K_UP, K_w) and isValidMove(mainBoard, UP):
slideTo = UP
elif event.key in (K_DOWN, K_s) and isValidMove(mainBoard, DOWN):
slideTo = DOWN
if slideTo:
slideAnimation(mainBoard, slideTo, 'Click tile or press arrow keys to slide.', 8) # show slide on screen
makeMove(mainBoard, slideTo)
allMoves.append(slideTo) # record the slide
pygame.display.update()
FPSCLOCK.tick(FPS)
def terminate():
pygame.quit()
sys.exit()
def checkForQuit():
for event in pygame.event.get(QUIT): # get all the QUIT events
terminate() # terminate if any QUIT events are present
for event in pygame.event.get(KEYUP): # get all the KEYUP events
if event.key == K_ESCAPE:
terminate() # terminate if the KEYUP event was for the Esc key
pygame.event.post(event) # put the other KEYUP event objects back
def getStartingBoard():
# Return a board data structure with tiles in the solved state.
# For example, if BOARDWIDTH and BOARDHEIGHT are both 3, this function
# returns [[1, 4, 7], [2, 5, 8], [3, 6, BLANK]]
counter = 1
board = []
for x in range(BOARDWIDTH):
column = []
for y in range(BOARDHEIGHT):
column.append(counter)
counter += BOARDWIDTH
board.append(column)
counter -= BOARDWIDTH * (BOARDHEIGHT - 1) + BOARDWIDTH - 1
board[BOARDWIDTH-1][BOARDHEIGHT-1] = BLANK
return board
def getBlankPosition(board):
# Return the x and y of board coordinates of the blank space.
for x in range(BOARDWIDTH):
for y in range(BOARDHEIGHT):
if board[x][y] == BLANK:
return (x, y)
def makeMove(board, move):
# This function does not check if the move is valid.
blankx, blanky = getBlankPosition(board)
if move == UP:
board[blankx][blanky], board[blankx][blanky + 1] = board[blankx][blanky + 1], board[blankx][blanky]
elif move == DOWN:
board[blankx][blanky], board[blankx][blanky - 1] = board[blankx][blanky - 1], board[blankx][blanky]
elif move == LEFT:
board[blankx][blanky], board[blankx + 1][blanky] = board[blankx + 1][blanky], board[blankx][blanky]
elif move == RIGHT:
board[blankx][blanky], board[blankx - 1][blanky] = board[blankx - 1][blanky], board[blankx][blanky]
def isValidMove(board, move):
blankx, blanky = getBlankPosition(board)
return (move == UP and blanky != len(board[0]) - 1) or \
(move == DOWN and blanky != 0) or \
(move == LEFT and blankx != len(board) - 1) or \
(move == RIGHT and blankx != 0)
def getRandomMove(board, lastMove=None):
# start with a full list of all four moves
validMoves = [UP, DOWN, LEFT, RIGHT]
# remove moves from the list as they are disqualified
if lastMove == UP or not isValidMove(board, DOWN):
validMoves.remove(DOWN)
if lastMove == DOWN or not isValidMove(board, UP):
validMoves.remove(UP)
if lastMove == LEFT or not isValidMove(board, RIGHT):
validMoves.remove(RIGHT)
if lastMove == RIGHT or not isValidMove(board, LEFT):
validMoves.remove(LEFT)
# return a random move from the list of remaining moves
return random.choice(validMoves)
def getLeftTopOfTile(tileX, tileY):
left = XMARGIN + (tileX * TILESIZE) + (tileX - 1)
top = YMARGIN + (tileY * TILESIZE) + (tileY - 1)
return (left, top)
def getSpotClicked(board, x, y):
# from the x & y pixel coordinates, get the x & y board coordinates
for tileX in range(len(board)):
for tileY in range(len(board[0])):
left, top = getLeftTopOfTile(tileX, tileY)
tileRect = pygame.Rect(left, top, TILESIZE, TILESIZE)
if tileRect.collidepoint(x, y):
return (tileX, tileY)
return (None, None)
def drawTile(tilex, tiley, number, adjx=0, adjy=0):
# draw a tile at board coordinates tilex and tiley, optionally a few
# pixels over (determined by adjx and adjy)
left, top = getLeftTopOfTile(tilex, tiley)
pygame.draw.rect(DISPLAYSURF, TILECOLOR, (left + adjx, top + adjy, TILESIZE, TILESIZE))
textSurf = BASICFONT.render(str(number), True, TEXTCOLOR)
textRect = textSurf.get_rect()
textRect.center = left + int(TILESIZE / 2) + adjx, top + int(TILESIZE / 2) + adjy
DISPLAYSURF.blit(textSurf, textRect)
def makeText(text, color, bgcolor, top, left):
# create the Surface and Rect objects for some text.
textSurf = BASICFONT.render(text, True, color, bgcolor)
textRect = textSurf.get_rect()
textRect.topleft = (top, left)
return (textSurf, textRect)
def drawBoard(board, message):
DISPLAYSURF.fill(BGCOLOR)
if message:
textSurf, textRect = makeText(message, MESSAGECOLOR, BGCOLOR, 5, 5)
DISPLAYSURF.blit(textSurf, textRect)
for tilex in range(len(board)):
for tiley in range(len(board[0])):
if board[tilex][tiley]:
drawTile(tilex, tiley, board[tilex][tiley])
left, top = getLeftTopOfTile(0, 0)
width = BOARDWIDTH * TILESIZE
height = BOARDHEIGHT * TILESIZE
pygame.draw.rect(DISPLAYSURF, BORDERCOLOR, (left - 5, top - 5, width + 11, height + 11), 4)
DISPLAYSURF.blit(RESET_SURF, RESET_RECT)
DISPLAYSURF.blit(NEW_SURF, NEW_RECT)
DISPLAYSURF.blit(SOLVE_SURF, SOLVE_RECT)
def slideAnimation(board, direction, message, animationSpeed):
# Note: This function does not check if the move is valid.
blankx, blanky = getBlankPosition(board)
if direction == UP:
movex = blankx
movey = blanky + 1
elif direction == DOWN:
movex = blankx
movey = blanky - 1
elif direction == LEFT:
movex = blankx + 1
movey = blanky
elif direction == RIGHT:
movex = blankx - 1
movey = blanky
# prepare the base surface
drawBoard(board, message)
baseSurf = DISPLAYSURF.copy()
# draw a blank space over the moving tile on the baseSurf Surface.
moveLeft, moveTop = getLeftTopOfTile(movex, movey)
pygame.draw.rect(baseSurf, BGCOLOR, (moveLeft, moveTop, TILESIZE, TILESIZE))
for i in range(0, TILESIZE, animationSpeed):
# animate the tile sliding over
checkForQuit()
DISPLAYSURF.blit(baseSurf, (0, 0))
if direction == UP:
drawTile(movex, movey, board[movex][movey], 0, -i)
if direction == DOWN:
drawTile(movex, movey, board[movex][movey], 0, i)
if direction == LEFT:
drawTile(movex, movey, board[movex][movey], -i, 0)
if direction == RIGHT:
drawTile(movex, movey, board[movex][movey], i, 0)
pygame.display.update()
FPSCLOCK.tick(FPS)
def generateNewPuzzle(numSlides):
# From a starting configuration, make numSlides number of moves (and
# animate these moves).
sequence = []
board = getStartingBoard()
drawBoard(board, '')
pygame.display.update()
pygame.time.wait(500) # pause 500 milliseconds for effect
lastMove = None
for i in range(numSlides):
move = getRandomMove(board, lastMove)
slideAnimation(board, move, 'Generating new puzzle...', animationSpeed=int(TILESIZE / 3))
makeMove(board, move)
sequence.append(move)
lastMove = move
return (board, sequence)
def resetAnimation(board, allMoves):
# make all of the moves in allMoves in reverse.
revAllMoves = allMoves[:] # gets a copy of the list
revAllMoves.reverse()
for move in revAllMoves:
if move == UP:
oppositeMove = DOWN
elif move == DOWN:
oppositeMove = UP
elif move == RIGHT:
oppositeMove = LEFT
elif move == LEFT:
oppositeMove = RIGHT
slideAnimation(board, oppositeMove, '', animationSpeed=int(TILESIZE / 2))
makeMove(board, oppositeMove)
if __name__ == '__main__':
main()