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memorypuzzle.py
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memorypuzzle.py
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#-------------------------------------------------------------------------------
# Name: module1
# Purpose:
#
# Author: maleonv
#
# Created: 01/10/2015
# Copyright: (c) maleonv 2015
# Licence: <your licence>
#-------------------------------------------------------------------------------
import random, pygame, sys
from pygame.locals import *
FPS = 30 # frames per second, the speed of the game
WINDOWWIDTH = 640 # size of window's width in pixels
WINDOWHEIGHT = 480 # size of window's height in pixels
REVEALSPEED = 8 # speed boxes' sliding reveals and covers
BOXSIZE = 40 # size of box height and width in pixels
GAPSIZE = 10 # size of gap between boxes in pixels
BOARDWIDTH = 10 # number of columns of icons
BOARDHEIGHT = 7 # number of rows of icons
assert (BOARDHEIGHT * BOARDWIDTH) % 2 == 0, 'Board needs to have an even number' \
'of boxes for pairs of matches.'
XMARGIN = int ((WINDOWWIDTH - (BOARDWIDTH * (BOXSIZE + GAPSIZE))) / 2)
YMARGIN = int ((WINDOWHEIGHT - (BOARDHEIGHT * (BOXSIZE + GAPSIZE))) / 2)
# R G B
GRAY = (100, 100, 100)
NAVYBLUE = ( 60, 60, 100)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = ( 0, 255, 0)
BLUE = ( 0, 0, 255)
YELLOW = (255, 255, 0)
ORANGE = (255, 128, 0)
PURPLE = (255, 0, 255)
CYAN = ( 0, 255, 255)
BGCOLOR = NAVYBLUE
LIGHTBGCOLOR = GRAY
BOXCOLOR = WHITE
HIGHLIGHTCOLOR = BLUE
DONUT = 'donut'
SQUARE = 'square'
DIAMOND = 'diamond'
LINES = 'lines'
OVAL = 'oval'
ALLCOLORS = (RED, GREEN, BLUE, YELLOW, ORANGE, PURPLE, CYAN)
ALLSHAPES = (DONUT, SQUARE, DIAMOND, LINES, OVAL)
assert len(ALLCOLORS) * len(ALLSHAPES) * 2 >= BOARDWIDTH * BOARDHEIGHT, "Board " \
"is too big for the number of shapes/colors defined"
def main():
global FPSCLOCK, DISPLAYSURF
pygame.init()
FPSCLOCK = pygame.time.Clock()
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
mousex = 0 # used to store x coordinate of mouse event
mousey = 0 # used to store y coordinate of mouse event
pygame.display.set_caption('Memory Game')
mainBoard = getRandomizedBoard()
revealedBoxes = generateRevealedBoxesData(False)
firstSelection = None # srotes the (x, y) of the first box clicked
DISPLAYSURF.fill(BGCOLOR)
startGameAnimation(mainBoard)
while True: # main game loop
mouseClicked = False
DISPLAYSURF.fill(BGCOLOR) # drawing the window
drawBoard(mainBoard, revealedBoxes)
for event in pygame.event.get(): # event handling loop
if event.type == QUIT or(event.type == KEYUP and event.key == K_ESCAPE):
pygame.quit()
sys.exit()
elif event.type == MOUSEMOTION:
mousex, mousey = event.pos
elif event.type == MOUSEBUTTONUP:
mousex, mousey = event.pos
mouseClicked = True
boxx, boxy = getBoxAtPixel(mousex, mousey)
if boxx != None and boxy != None:
# the mouse is currently over the box
if not revealedBoxes[boxx][boxy]:
drawHighlightBox(boxx, boxy)
if not revealedBoxes[boxx][boxy] and mouseClicked:
revealBoxesAnimation(mainBoard, [(boxx, boxy)])
revealedBoxes[boxx][boxy] = True # set the box as "revealed"
if firstSelection == None: # the current box was the first one clicked
firstSelection = (boxx, boxy)
else: # the current box was the second box clicked
# check if there is a match between the two icons
icon1shape, icon1color = getShapeAndColor (mainBoard, \
firstSelection[0], firstSelection[1])
icon2shape, icon2color = getShapeAndColor(mainBoard, \
boxx, boxy)
if icon1shape != icon2shape or icon1color != icon2color:
# icons don't match. Re-cover up both selections
pygame.time.wait(1000) # 1000 milliseconds = 1 sec
coverBoxesAnimation(mainBoard, [(firstSelection[0], \
firstSelection[1]), (boxx, boxy)])
revealedBoxes[firstSelection[0]][firstSelection[1]] = \
False
revealedBoxes[boxx][boxy] = False
elif hasWon(revealedBoxes): # check if all pairs found
gameWonAnimation(mainBoard)
pygame.time.wait(2000)
# reset the board
mainBoard = getRandomizedBoard()
revealedBoxes = generateRevealedBoxesData(False)
# show the fully unrevealed board for a second
drawBoard(mainBoard, revealedBoxes)
pygame.display.update()
pygame.time.wait(1000)
# replay the start game animation
startGameAnimation(mainBoard)
firstSelection = None # reset the firstSelection variable
# redraw the screen and wait a clock tick.
pygame.display.update()
FPSCLOCK.tick(FPS)
def generateRevealedBoxesData(val):
revealedBoxes = []
for i in range(BOARDWIDTH):
revealedBoxes.append([val] * BOARDHEIGHT)
return revealedBoxes
def getRandomizedBoard():
# get a list of every possible shape in every possible color
icons = []
for color in ALLCOLORS:
for shape in ALLSHAPES:
icons.append((shape, color))
random.shuffle(icons) # randomize the order of the icons list
numIconUsed = int (BOARDWIDTH * BOARDHEIGHT / 2) #calculate how many icons
# are needed
icons = icons[:numIconUsed] * 2 # make two of each
random.shuffle(icons)
#create the board data structure, with randomly placed icons.
board = []
for x in range(BOARDWIDTH):
column = []
for y in range(BOARDHEIGHT):
column.append(icons[0])
del icons[0] # remove the icons as we assign them
board.append(column)
return board
def splitIntoGroupsOf(groupSize, theList):
# splits a list into a list of lists, wher the inner lists have at most
# groupSize number of items
result = []
for i in range(0, len(theList), groupSize):
result.append(theList[i:i+groupSize])
return result
def leftTopCoordOfBox (boxx, boxy):
# convert the board of coordinates to pixel coordinates
left = boxx * (BOXSIZE + GAPSIZE) + XMARGIN
top = boxy * (BOXSIZE + GAPSIZE) + YMARGIN
return (left, top)
def getBoxAtPixel (x, y):
for boxx in range(BOARDWIDTH):
for boxy in range(BOARDHEIGHT):
left, top = leftTopCoordOfBox(boxx, boxy)
boxRect = pygame.Rect(left, top, BOXSIZE, BOXSIZE)
if boxRect.collidepoint(x, y):
return (boxx, boxy)
return (None, None)
def drawIcon (shape, color, boxx, boxy):
quarter = int (BOXSIZE * 0.25) # syntactic sugar
half = int (BOXSIZE *0.5) # syntactic sugar
left, top = leftTopCoordOfBox(boxx, boxy) # get pixel coords from board coords
# draw the shapes
if shape == DONUT:
pygame.draw.circle(DISPLAYSURF, color, (left + half, top + half), half -5)
pygame.draw.circle(DISPLAYSURF, BGCOLOR, (left + half, top + half) , \
quarter - 5)
elif shape == SQUARE:
pygame.draw.rect(DISPLAYSURF, color, (left + quarter, top + \
quarter, BOXSIZE - half, BOXSIZE - half))
elif shape == DIAMOND:
pygame.draw.polygon(DISPLAYSURF, color,( (left + half, top), (left + \
BOXSIZE - 1, top + half), (left + half, top + BOXSIZE -1), (left, top \
+ half)))
elif shape == LINES:
for i in range(0, BOXSIZE, 4):
pygame.draw.line(DISPLAYSURF, color, (left, top + i), (left + i, top))
pygame.draw.line(DISPLAYSURF, color, (left + i, top + BOXSIZE - 1 \
), (left + BOXSIZE - 1, top + i))
elif shape == OVAL:
pygame.draw.ellipse(DISPLAYSURF, color, (left, top + quarter, BOXSIZE, \
half))
def getShapeAndColor(board, boxx, boxy):
# shape value for x, y spot is stored in board[x][y][0]
# color value for x, y spot is stored in board[x][y][1]
return board[boxx][boxy][0], board[boxx][boxy][1]
def drawBoxCovers(board, boxes, coverage):
# draws boxes being covered/revealed. " boxes" is a list
# of two-item lists, which the x & y spot of the box
for box in boxes:
left, top = leftTopCoordOfBox (box[0], box[1])
pygame.draw.rect(DISPLAYSURF, BGCOLOR, (left, top, BOXSIZE, BOXSIZE))
shape, color = getShapeAndColor(board, box[0], box[1])
drawIcon(shape, color, box[0], box[1])
if coverage > 0: # only draw the cover if there is coverage
pygame.draw.rect(DISPLAYSURF, BOXCOLOR, (left, top, coverage, BOXSIZE))
pygame.display.update()
FPSCLOCK.tick(FPS)
def revealBoxesAnimation(board, boxesToReveal):
# do the "box reveal" animation.
for coverage in range(BOXSIZE, (-REVEALSPEED) - 1, -REVEALSPEED):
drawBoxCovers(board, boxesToReveal, coverage)
def coverBoxesAnimation(board, boxesToCover):
# do the "box cover" animation.
for coverage in range(0, BOXSIZE + REVEALSPEED, REVEALSPEED):
drawBoxCovers(board, boxesToCover, coverage)
def drawBoard(board, revealed):
for boxx in range(BOARDWIDTH):
for boxy in range(BOARDHEIGHT):
left, top = leftTopCoordOfBox(boxx, boxy)
if not revealed[boxx][boxy]:
# draw a covered box
pygame.draw.rect(DISPLAYSURF, BOXCOLOR, (left, top, BOXSIZE, BOXSIZE))
else:
#draw the (revealed) icon
shape, color = getShapeAndColor(board, boxx, boxy)
drawIcon(shape, color, boxx, boxy)
def drawHighlightBox(boxx, boxy):
left, top = leftTopCoordOfBox(boxx, boxy)
pygame.draw.rect (DISPLAYSURF, HIGHLIGHTCOLOR, (left - 5, top - 5, BOXSIZE + 10 \
, BOXSIZE + 10), 4)
def startGameAnimation(board):
# randomly reveal the boxes 8 at a time
coveredBoxes = generateRevealedBoxesData(False)
boxes = []
for x in range(BOARDWIDTH):
for y in range(BOARDHEIGHT):
boxes.append((x, y))
random.shuffle(boxes)
boxGroups = splitIntoGroupsOf(8, boxes)
drawBoard(board, coveredBoxes)
for boxGroup in boxGroups:
revealBoxesAnimation(board, boxGroup)
coverBoxesAnimation(board, boxGroup)
def gameWonAnimation(board):
# flash the background color when the player won
coveredBoxes = generateRevealedBoxesData(True)
color1 = LIGHTBGCOLOR
color2 = BGCOLOR
for i in range(13):
color1, color2 = color2, color1 # swap colors
DISPLAYSURF.fill(color1)
drawBoard(board, coveredBoxes)
pygame.display.update()
pygame.time.wait(300)
def hasWon(revealedBoxes):
# returns True if all the boxes have been revealed, othewise False
for i in revealedBoxes:
if False in i:
return False # return False if any of the boxes is covered
return True
if __name__ == '__main__':
main()