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from constants import ENV_PATH, PUZZLE_PATH
import pygame.image
from random import random
##################################################################
#Puzzle stuff
#################################################################
SLIDE_UP = 1
SLIDE_DOWN = 2
SLIDE_LEFT = 3
SLIDE_RIGHT = 4
class PuzzlePiece:
""" Class that holds current and absolute coordinates & image file
The x and y coords are 0 based. """
def __init__ (self, absx, absy, curx, cury, filename):
self.cury = cury
self.curx = curx
self.absy = min(absy, 1)
self.absx = min(absx, 2)
self.filename = filename
self.isHole=False
def __eq__ (self, other):
if isinstance(other, PuzzlePiece):
return self.curx == other.curx and self.cury == other.cury and self.absx == other.absx and self.absy == other.absy and self.filename == other.filename
return False
def __ne__ (self, other):
return not self.__eq__ (other)
def move (self, direction):
""" Moving direction is actually the opposite of what is passed.
We are moving the hole position, so if you slice a piece down into the hole,
that hole is actually moving up."""
if direction == SLIDE_UP and self.cury < 1:
self.cury += 1
return True
elif direction == SLIDE_DOWN and self.cury > 0:
self.cury -= 1
return True
elif direction == SLIDE_LEFT and self.curx < 2:
self.curx += 1
return True
elif direction == SLIDE_RIGHT and self.curx > 0:
self.curx -= 1
return True
return False
def clone(self):
return PuzzlePiece(self.absx, self.absy, self.curx, self.cury, self.filename)
class PuzzleMap (object):
""" This class holds the game logic.
The current pieces position is held in self.pieces_map[YROW][XROW]."""
def __init__ (self, pieceMap):
self.pieceMap = pieceMap
self.solved = False
self.showFull=False
self.holePos = pieceMap[2][1]
self.holePos.isHole=True
self.completedPuzzle=pygame.image.load(PUZZLE_PATH+"Puz0.gif")
self.puzBG=pygame.transform.scale(pygame.image.load(ENV_PATH+"PuzBG.gif"),(1000,1800))
def reset (self):
tempMap = self.pieceMap
for x in range(2):
for y in range(1):
tempAbsX = self.pieceMap[x][y].absx
tempAbsY = self.pieceMap[x][y].absy
tempMap[tempAbsX][tempAbsY] = self.pieceMap[x][y]
self.pieceMap = tempMap
def randomize (self):
""" To make sure the randomization is solvable, we don't simply shuffle the numbers.
We move the hole in random directions through a finite number of iterations. """
iterations = 2 * 3 * (int(100*random())+1)
for i in range(iterations):
self.do_move(int(4*random())+1)
# Now move the hole to the bottom right
for x in range(3-self.holePos.curx-1):
self.do_move(SLIDE_LEFT)
for y in range(2-self.holePos.cury-1):
self.do_move(SLIDE_UP)
def do_move (self, slide_direction):
# What piece are we going to move?
oldHolePos = self.holePos.clone()
if self.holePos.move(slide_direction):
# Move was a success, now swap pieces in map
temp=self.pieceMap[self.holePos.curx][self.holePos.cury]
self.pieceMap[self.holePos.curx][self.holePos.cury]=self.holePos
self.pieceMap[oldHolePos.curx][oldHolePos.cury]=temp
return True
return False
def is_solved (self):
self.solved = True
x=-1
y=-1
for row in self.pieceMap:
x+=1
y=-1
for piece in row:
y+=1
if not y == piece.absy or not x == piece.absx:
self.solved = False
return self.solved
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