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"""Main Blocku game logic class
import every thing that the activity needs and run game code
Authored by Fran Rogers and Ariel Zamparini
"""
#!/usr/bin/python
import pygame, random, os.path
from pygame.locals import *
from pygame import *
try: import gtk
except ImportError: gtk = None
#see if we can load more than standard BMP
if not pygame.image.get_extended():
raise SystemExit("Sorry, extended image module required")
#game constants
SCREENRECT = Rect(0, 0, 640, 480)
KEYBOARDMOVESPEED = 10
def load_image(file):
"loads an image, prepares it for play"
file = os.path.join('data', file)
try:
surface = pygame.image.load(file)
except pygame.error:
raise SystemExit('Could not load image "%s" %s'%(file, pygame.get_error()))
return surface.convert()
def load_images(*files):
imgs = []
for file in files:
imgs.append(load_image(file))
return imgs
# num - number of blocks on one side of grid (ex: pass in 3 for a 3x3 grid)
def GenerateAddition(num, answer):
rows = list([] for i in range(num))
blocks = list([] for i in range(num * num))
for i in range(num):
rows[i] = list([] for i in range(num))
# x and y positions of starting point of grid
x = 100
y = 100
# answer to solve for
# populate the list with blocks
#blocks are Block(n,s,e,w,x,y) xy= starting position
for i in range(num):
for k in range(num):
temp = Block(-1, -1, -1, -1, (x + (i * 100)), (y + (k * 100)))
rows[i][k] = temp
#blocks[(i * 3) + k] = temp
# Left and right answers
for i in range(num):
for k in range(num):
# set the block's right side answer
rows[i][k].east = random.randint(0, answer)
# generate a random num for the block's west answer
if rows[i][k].west == -1:
rows[i][k].west = random.randint(0, answer + 10)
# check the left side answer of the block in the adjacent row
if (i + 1) < num:
rows[i + 1][k].west = (answer - rows[i][k].east)
#print(rows[3][2])
# Top and bottom answers
for i in range(num):
for k in range(num):
# set top answer if empty
if (rows[i][k].north == -1):
rows[i][k].north = random.randint(0, answer + 10)
# get random number for south
rows[i][k].south = random.randint(0, answer)
# get answer in block below the block we just filled in
if (k + 1) < num:
rows[i][k + 1].north = (answer - rows[i][k].south)
# get all the blocks into a single list
count = 0
print(count)
for i in range(num):
for k in range(num):
blocks[count] = rows[i][k]
count += 1
print(count)
return blocks
class dummysound:
def play(self): pass
def load_sound(file):
if not pygame.mixer: return dummysound()
file = os.path.join('data', file)
try:
sound = pygame.mixer.Sound(file)
return sound
except pygame.error:
print('Warning, unable to load,', file)
return dummysound()
class Block(pygame.sprite.Sprite):
images = []
north=''
east=''
south=''
west=''
isLast = 0
isMoving = False
globX=1
globY=1
def __init__(self, n='', e='', s='', w='', x='', y=''):
pygame.sprite.Sprite.__init__(self, self.containers)
self.image = self.images[0].copy()
self.rect = pygame.Rect(x,y,64,64)
self.font = pygame.font.Font(None, 20)
self.font.set_italic(1)
self.color = Color('blue')
self.update()
self.north = n
self.east = e
self.south = s
self.west = w
def update(self):
#keep the block on the screen
self.rect = self.rect.clamp(SCREENRECT)
self.image = self.images[0].copy()
self.image.blit(self.font.render(str(self.north), 0, self.color),(26,3))
self.image.blit(self.font.render(str(self.east), 0, self.color),(47,25))
self.image.blit(self.font.render(str(self.south), 0, self.color),(26,47))
self.image.blit(self.font.render(str(self.west), 0, self.color),(5,25))
# game logic here for snapping to grid ...?
# when the block is snapped to the grid clamp the rect there
def move(self, direction):
# up = 0, right = 1, down = 2, left = 3
if direction == 0:
self.rect.move_ip(0,-KEYBOARDMOVESPEED)
if direction == 1:
self.rect.move_ip(KEYBOARDMOVESPEED,0)
if direction == 2:
self.rect.move_ip(0,KEYBOARDMOVESPEED)
if direction == 3:
self.rect.move_ip(-KEYBOARDMOVESPEED,0)
def setGrabbed(self, sett):
self.isMoving = sett
def isGrabbed(self):
return self.isMoving
def grab(self, pos):
x, y = pos;
globX=x
globY=y
#print x , y
#print self.rect.left, self.rect.top
#self.rect = self.rect.move(x, y)
#remember the offset here is 32 as this will center the mouse in our 64pixel image
self.rect.left = x-32
self.rect.top = y-32
def getX(self):
return globX
def getY(self):
return globY
def rotate(self):
temp = self.north
self.north = self.east
self.east = self.south
self.south = self.west
self.west = temp
#print self.north, self.east, self.south, self.west
class Puzzle:
def __init__(self):
#self.rule = rule
self.blocks = {}
def add_block(self, block, coords):
self.blocks[coords] = block
def get_blocks(self):
return self.blocks
def shuffle(self):
pass
class Game:
def __init__(self):
# Set up a clock for managing the frame rate.
self.clock = pygame.time.Clock()
self.puzzle = Puzzle()
self.paused = False
def set_paused(self, paused):
self.paused = paused
# Called to save the state of the game to the Journal.
def write_file(self, file_path):
pass
# Called to load the state of the game from the Journal.
def read_file(self, file_path):
pass
# The main game loop.
def run(self):
self.running = True
isRan = 0
if pygame.mixer and not pygame.mixer.get_init():
print('Warning, no sound')
pygame.mixer = None
winstyle = 0 # |FULLSCREEN
bestdepth = pygame.display.mode_ok(SCREENRECT.size, winstyle, 32)
screen = pygame.display.set_mode(SCREENRECT.size, winstyle, bestdepth)
spriteBatch = pygame.sprite.RenderUpdates()
# load images here
# for gifs img = load_image('filename.gif')
# for bmps img = pygame.image.load('filename.bmp') but our function handles that for us
# a note for graphics blit means copy pixels from screen.blit()
squares = load_image('square.png')
background = load_image('background.png')
iconImg = load_image('blocku.png')
blockImg = load_image('block.png')
# load images to pipe to the sprite classes
Block.images = [blockImg]
gridImg1 = squares
gridImg2 = squares
gridImg3 = squares
gridImg4 = squares
gridImg5 = squares
gridImg6 = squares
gridImg7 = squares
gridImg8 = squares
gridImg9 = squares
allGrid = [gridImg1,gridImg2,gridImg3,gridImg4,gridImg5,gridImg6,gridImg7,gridImg8,gridImg9]
gridpos = [(200,200),(272,200),(344,200),(200,272),(272,272),(344,272),(200,344),(272,344),(344,344)]
background.blit(gridImg1, gridpos[0])
background.blit(gridImg2, gridpos[1])
background.blit(gridImg3, gridpos[2])
background.blit(gridImg4, gridpos[3])
background.blit(gridImg5, gridpos[4])
background.blit(gridImg6, gridpos[5])
background.blit(gridImg7, gridpos[6])
background.blit(gridImg8, gridpos[7])
background.blit(gridImg9, gridpos[8])
#get the image and screen in the same format
if background.get_bitsize() == 8:
set_palette(background.get_palette())
else:
background.convert()
screen.blit(background,(0,0))
# the test will need rects and positions i sugest make some kind of default
# this information can be held by each block as they are created but is made here
pygame.display.flip()
#to set the icon up and to decorate the game window
icon = pygame.transform.scale(iconImg, (32, 32))
pygame.display.set_icon(icon)
pygame.display.set_caption('Blocku')
#this next call is sort of like sprite batch . drawf
#main blocku code structs
blocks = pygame.sprite.Group()
Block.containers = blocks,spriteBatch
#blocks are Block(n,s,e,w,x,y) xy= starting position
#aBlock = Block(1,2,3,4,200,200)
#bBlock = Block(5,6,7,8,300,300)
#cBlock = Block(9,1,2,3,250,250)
#dBlock = Block(4,5,6,7,350,350)
#eBlock = Block(2,1,9,8,400,400)
#fBlock = Block(3,4,5,6,450,450)
#gBlock = Block(1,9,8,7,500,500)
#hBlock = Block(2,3,4,5,550,550)
#iBlock = Block(9,8,7,6,150,150)
#allBlocks=[aBlock,bBlock,cBlock,dBlock,eBlock,fBlock,gBlock,hBlock,iBlock]
allBlocks = GenerateAddition(3, 42)
print(allBlocks)
global debugText
debugText = ''
#see if there is a sprite font
if pygame.font:
spriteBatch.add(Text('Drawing call test '))
spriteBatch.add(mouseUpdate())
#spriteBatch.add(mainText())
#if a key is down
global keyDown
keyDown = False
# it is important to note that like xna the origin is 0,0
# the top left of the current window
# print is trace in console
# and increases as you go down and to the right
# pygame has a collision detector under pygame.sprite.spritecollide(group,group,dokill)
# this will return a list of colliders, dokill will remove the colliders from the parrent group if true
while self.running:
# Pump GTK messages.
while gtk and gtk.events_pending():
gtk.main_iteration()
# Pump PyGame messages.
for e in event.get():
if e.type == QUIT or \
(e.type == KEYDOWN and e.key == K_ESCAPE):
return
elif e.type == pygame.VIDEORESIZE:
pygame.display.set_mode(e.size, pygame.RESIZABLE)
if e.type == MOUSEBUTTONDOWN:
event.set_grab(1)
elif e.type == MOUSEBUTTONUP:
event.set_grab(0)
# get the state of the keyboard for input
keystate = pygame.key.get_pressed()
if not keystate[K_SPACE]:
keyDown = False
# for key test use keystate[key] and a return of true will occur when key down
# clear/erase the last drawn sprites
spriteBatch.clear(screen, background)
# update all the sprites
spriteBatch.update()
#for block in blocks:
x, y = mouse.get_pos()
for block in allBlocks:
# if keystate[K_SPACE] and not keyDown:
# block.rotate()
# keyDown = True
if block.isGrabbed() == True:
debugText='ZOMG TORRENT PLZ'
isLast = block
if event.get_grab():
debugText += ' holding mouse button 1'
# and block.isGrabbed() == False
if block.rect.collidepoint(x,y):
block.grab(mouse.get_pos())
block.setGrabbed(True)
debugText += ' grabbed a Block'
for tempblock in allBlocks:
tempblock.isLast = 0
block.isLast = 1
isRan = 1
break
elif isRan == 1 and block.isLast == 1:
debugText = ''
block.setGrabbed(False)
#block.left = 250
for piece in gridpos:
if mouse.get_pos()[0] > piece[0] and mouse.get_pos()[0]< piece[0]+72 and mouse.get_pos()[1] > piece[1] and mouse.get_pos()[1]< piece[1]+72:
debugText=str(piece)
place = piece[0] + 36, piece[1] + 36
isLast.grab(place)
isRan = 0
# note random here is random.random()
# note foreach here is for object in
# draw call for the screen
draw = spriteBatch.draw(screen)
pygame.display.update(draw)
# Try to stay at 30 FPS
self.clock.tick(30)
class Text(pygame.sprite.Sprite):
text = ''
def __init__(self,txt=''):
pygame.sprite.Sprite.__init__(self)
self.font = pygame.font.Font(None, 20)
self.font.set_italic(1)
self.color = Color('blue')
self.update()
self.rect = self.image.get_rect().move(55, 80)
self.text = txt
def update(self):
global debugText
msg = self.text + debugText
self.image = self.font.render(msg, 0, self.color)
class mouseUpdate(pygame.sprite.Sprite):
text=''
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.font = pygame.font.Font(None, 20)
self.font.set_italic(1)
self.color = Color('blue')
self.update()
self.rect = self.image.get_rect().move(50, 220)
def update(self):
msg = 'Mouse Position %s, %s' % mouse.get_pos()
msg = self.text + msg
self.image = self.font.render(msg, 0, self.color)
class MainMenu():
def __init__(self):
self.paused = False
#set the screen up
winstyle = 0 # |FULLSCREEN
bestdepth = pygame.display.mode_ok(SCREENRECT.size, winstyle, 32)
screen = pygame.display.set_mode(SCREENRECT.size, winstyle, bestdepth)
pygame.display.set_caption('Blocku')
self.menuImg = load_image('bg.png')
self.background = load_image('background.png')
self.screen = pygame.display.set_mode((640,480))
#self.screen.blit(self.menuImg,(0,0))
#get the image and screen in the same format
if self.background.get_bitsize() == 8:
set_palette(self.background.get_palette())
else:
self.background.convert()
screen.blit(self.menuImg, (0,0))
#new game button is at (248,175) and is 166*65 pixels
#insturctions button is at (248, 254) and is 166*65 pixels
#exit is at (248, 407) and is 166*65 pixels
pygame.display.flip()
self.loop()
def loop(self):
exit = False
while not exit:
for event in pygame.event.get():
if event.type == MOUSEBUTTONDOWN:
if event.button == 1:
#new game. launches into a new game of blocku, with current default behavior of creating a new random grid
if event.pos[0] > 248 and event.pos[0] < 414 and event.pos[1] > 175 and event.pos[1] < 240:
pygame.display.flip()
game = Game()
game.run()
pygame.quit()
#insturctions. need to change to show insturctions dialog box or whatever
if event.pos[0] > 248 and event.pos[0] < 414 and event.pos[1] > 254 and event.pos[1] < 319:
pygame.display.flip()
game = Game()
game.run()
pygame.quit()
#exit button. exits the game
if event.pos[0] > 248 and event.pos[0] < 414 and event.pos[1] > 407 and event.pos[1] < 472:
pygame.quit()
# This function is called when the game is run directly from the command line:
# ./TestGame.py
def main():
pygame.init()
mMenu = MainMenu()
pygame.quit()
#mMenu.run()
# Initialize pygame
#pygame.init()
# Initialize a game
#game = Game()
#mainMenu()
# Run the game
#game.run()
#pygame.quit()
#call the "main" function if python is running this script
if __name__ == '__main__':
main()
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